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authorTim Angus <tim@ngus.net>2005-12-10 03:23:37 +0000
committerTim Angus <tim@ngus.net>2005-12-10 03:23:37 +0000
commitbf23ecf17f432cf8e47302ef7464612c17be9bbe (patch)
tree6e3d28ecaa038199d6ba63830e81f05270b199c3 /src/cgame
parent22f322884cf7715c01500ef0b4579b87b1cb1973 (diff)
* Move the game source from mod/src/ to src/
Diffstat (limited to 'src/cgame')
-rw-r--r--src/cgame/cg_animation.c101
-rw-r--r--src/cgame/cg_animmapobj.c193
-rw-r--r--src/cgame/cg_attachment.c395
-rw-r--r--src/cgame/cg_buildable.c1051
-rw-r--r--src/cgame/cg_consolecmds.c279
-rw-r--r--src/cgame/cg_draw.c3393
-rw-r--r--src/cgame/cg_drawtools.c308
-rw-r--r--src/cgame/cg_ents.c1225
-rw-r--r--src/cgame/cg_event.c1011
-rw-r--r--src/cgame/cg_local.h2003
-rw-r--r--src/cgame/cg_main.c1801
-rw-r--r--src/cgame/cg_marks.c280
-rw-r--r--src/cgame/cg_mem.c191
-rw-r--r--src/cgame/cg_particles.c2551
-rw-r--r--src/cgame/cg_players.c2575
-rw-r--r--src/cgame/cg_playerstate.c308
-rw-r--r--src/cgame/cg_predict.c615
-rw-r--r--src/cgame/cg_ptr.c71
-rw-r--r--src/cgame/cg_public.h227
-rw-r--r--src/cgame/cg_scanner.c355
-rw-r--r--src/cgame/cg_servercmds.c1130
-rw-r--r--src/cgame/cg_snapshot.c402
-rw-r--r--src/cgame/cg_syscalls.asm105
-rw-r--r--src/cgame/cg_syscalls.c507
-rw-r--r--src/cgame/cg_trails.c1489
-rw-r--r--src/cgame/cg_view.c1330
-rw-r--r--src/cgame/cg_weapons.c1810
-rw-r--r--src/cgame/tr_types.h225
28 files changed, 25931 insertions, 0 deletions
diff --git a/src/cgame/cg_animation.c b/src/cgame/cg_animation.c
new file mode 100644
index 00000000..5295998e
--- /dev/null
+++ b/src/cgame/cg_animation.c
@@ -0,0 +1,101 @@
+/*
+ * 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 OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * 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.
+ */
+
+#include "cg_local.h"
+
+/*
+===============
+CG_RunLerpFrame
+
+Sets cg.snap, cg.oldFrame, and cg.backlerp
+cg.time should be between oldFrameTime and frameTime after exit
+===============
+*/
+void CG_RunLerpFrame( lerpFrame_t *lf )
+{
+ 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;
+ }
+
+ // 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;
+ 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 );
+}
diff --git a/src/cgame/cg_animmapobj.c b/src/cgame/cg_animmapobj.c
new file mode 100644
index 00000000..f0e964bf
--- /dev/null
+++ b/src/cgame/cg_animmapobj.c
@@ -0,0 +1,193 @@
+/*
+ * 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 OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * 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.
+ */
+
+#include "cg_local.h"
+
+
+/*
+===============
+CG_DoorAnimation
+===============
+*/
+static void CG_DoorAnimation( centity_t *cent, int *old, int *now, float *backLerp )
+{
+ CG_RunLerpFrame( &cent->lerpFrame );
+
+ *old = cent->lerpFrame.oldFrame;
+ *now = cent->lerpFrame.frame;
+ *backLerp = cent->lerpFrame.backlerp;
+}
+
+
+/*
+===============
+CG_ModelDoor
+===============
+*/
+void CG_ModelDoor( centity_t *cent )
+{
+ refEntity_t ent;
+ entityState_t *es;
+ animation_t anim;
+ lerpFrame_t *lf = &cent->lerpFrame;
+
+ es = &cent->currentState;
+
+ if( !es->modelindex )
+ return;
+
+ //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;
+
+ //add the door model
+ ent.skinNum = 0;
+ ent.hModel = cgs.gameModels[ es->modelindex ];
+
+ //scale the door
+ VectorScale( ent.axis[ 0 ], es->origin2[ 0 ], ent.axis[ 0 ] );
+ VectorScale( ent.axis[ 1 ], es->origin2[ 1 ], ent.axis[ 1 ] );
+ VectorScale( ent.axis[ 2 ], es->origin2[ 2 ], ent.axis[ 2 ] );
+ ent.nonNormalizedAxes = qtrue;
+
+ //setup animation
+ anim.firstFrame = es->powerups;
+ anim.numFrames = es->weapon;
+ anim.reversed = !es->legsAnim;
+ anim.flipflop = qfalse;
+ anim.loopFrames = 0;
+ anim.frameLerp = 1000 / es->torsoAnim;
+ anim.initialLerp = 1000 / es->torsoAnim;
+
+ //door changed state
+ if( es->legsAnim != cent->doorState )
+ {
+ lf->animationTime = lf->frameTime + anim.initialLerp;
+ cent->doorState = es->legsAnim;
+ }
+
+ lf->animation = &anim;
+
+ //run animation
+ CG_DoorAnimation( cent, &ent.oldframe, &ent.frame, &ent.backlerp );
+
+ trap_R_AddRefEntityToScene( &ent );
+}
+
+
+/*
+===============
+CG_AMOAnimation
+===============
+*/
+static void CG_AMOAnimation( centity_t *cent, int *old, int *now, float *backLerp )
+{
+ if( !( cent->currentState.eFlags & EF_MOVER_STOP ) )
+ {
+ int delta = cg.time - cent->miscTime;
+
+ //hack to prevent "pausing" mucking up the lerping
+ if( delta > 900 )
+ {
+ cent->lerpFrame.oldFrameTime += delta;
+ cent->lerpFrame.frameTime += delta;
+ }
+
+ CG_RunLerpFrame( &cent->lerpFrame );
+ cent->miscTime = cg.time;
+ }
+
+ *old = cent->lerpFrame.oldFrame;
+ *now = cent->lerpFrame.frame;
+ *backLerp = cent->lerpFrame.backlerp;
+}
+
+
+/*
+==================
+CG_animMapObj
+==================
+*/
+void CG_AnimMapObj( centity_t *cent )
+{
+ refEntity_t ent;
+ entityState_t *es;
+ float scale;
+ animation_t anim;
+
+ es = &cent->currentState;
+
+ // if set to invisible, skip
+ if( !es->modelindex || ( es->eFlags & EF_NODRAW ) )
+ return;
+
+ memset( &ent, 0, sizeof( ent ) );
+
+ VectorCopy( es->angles, cent->lerpAngles );
+ AnglesToAxis( cent->lerpAngles, ent.axis );
+
+ ent.hModel = cgs.gameModels[ es->modelindex ];
+
+ VectorCopy( cent->lerpOrigin, ent.origin);
+ VectorCopy( cent->lerpOrigin, ent.oldorigin);
+
+ ent.nonNormalizedAxes = qfalse;
+
+ //scale the model
+ if( es->angles2[ 0 ] )
+ {
+ scale = es->angles2[ 0 ];
+ VectorScale( ent.axis[ 0 ], scale, ent.axis[ 0 ] );
+ VectorScale( ent.axis[ 1 ], scale, ent.axis[ 1 ] );
+ VectorScale( ent.axis[ 2 ], scale, ent.axis[ 2 ] );
+ ent.nonNormalizedAxes = qtrue;
+ }
+
+ //setup animation
+ anim.firstFrame = es->powerups;
+ anim.numFrames = es->weapon;
+ anim.reversed = qfalse;
+ anim.flipflop = qfalse;
+
+ // if numFrames is negative the animation is reversed
+ if( anim.numFrames < 0 )
+ {
+ anim.numFrames = -anim.numFrames;
+ anim.reversed = qtrue;
+ }
+
+ anim.loopFrames = es->torsoAnim;
+
+ if( !es->legsAnim )
+ {
+ anim.frameLerp = 1000;
+ anim.initialLerp = 1000;
+ }
+ else
+ {
+ anim.frameLerp = 1000 / es->legsAnim;
+ anim.initialLerp = 1000 / es->legsAnim;
+ }
+
+ cent->lerpFrame.animation = &anim;
+
+ //run animation
+ CG_AMOAnimation( cent, &ent.oldframe, &ent.frame, &ent.backlerp );
+
+ // add to refresh list
+ trap_R_AddRefEntityToScene(&ent);
+}
diff --git a/src/cgame/cg_attachment.c b/src/cgame/cg_attachment.c
new file mode 100644
index 00000000..a256318b
--- /dev/null
+++ b/src/cgame/cg_attachment.c
@@ -0,0 +1,395 @@
+// cg_attachment.c -- an abstract attachment system
+
+/*
+ * 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 OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * 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.
+ */
+
+#include "cg_local.h"
+
+/*
+===============
+CG_AttachmentPoint
+
+Return the attachment point
+===============
+*/
+qboolean CG_AttachmentPoint( attachment_t *a, vec3_t v )
+{
+ centity_t *cent;
+
+ if( !a )
+ return qfalse;
+
+ // if it all breaks, then use the last point we know was correct
+ VectorCopy( a->lastValidAttachmentPoint, v );
+
+ switch( a->type )
+ {
+ case AT_STATIC:
+ if( !a->staticValid )
+ return qfalse;
+
+ VectorCopy( a->origin, v );
+ break;
+
+ case AT_TAG:
+ if( !a->tagValid )
+ return qfalse;
+
+ AxisCopy( axisDefault, a->re.axis );
+ CG_PositionRotatedEntityOnTag( &a->re, &a->parent,
+ a->model, a->tagName );
+ VectorCopy( a->re.origin, v );
+ break;
+
+ case AT_CENT:
+ if( !a->centValid )
+ return qfalse;
+
+ if( a->centNum == cg.predictedPlayerState.clientNum )
+ {
+ // this is smoother if it's the local client
+ VectorCopy( cg.predictedPlayerState.origin, v );
+ }
+ else
+ {
+ cent = &cg_entities[ a->centNum ];
+ VectorCopy( cent->lerpOrigin, v );
+ }
+ break;
+
+ case AT_PARTICLE:
+ if( !a->particleValid )
+ return qfalse;
+
+ if( !a->particle->valid )
+ {
+ a->particleValid = qfalse;
+ return qfalse;
+ }
+ else
+ VectorCopy( a->particle->origin, v );
+ break;
+
+ default:
+ CG_Printf( S_COLOR_RED "ERROR: Invalid attachmentType_t in attachment\n" );
+ break;
+ }
+
+ if( a->hasOffset )
+ VectorAdd( v, a->offset, v );
+
+ VectorCopy( v, a->lastValidAttachmentPoint );
+
+ return qtrue;
+}
+
+/*
+===============
+CG_AttachmentDir
+
+Return the attachment direction
+===============
+*/
+qboolean CG_AttachmentDir( attachment_t *a, vec3_t v )
+{
+ vec3_t forward;
+ centity_t *cent;
+
+ if( !a )
+ return qfalse;
+
+ switch( a->type )
+ {
+ case AT_STATIC:
+ return qfalse;
+ break;
+
+ case AT_TAG:
+ if( !a->tagValid )
+ return qfalse;
+
+ VectorCopy( a->re.axis[ 0 ], v );
+ break;
+
+ case AT_CENT:
+ if( !a->centValid )
+ return qfalse;
+
+ cent = &cg_entities[ a->centNum ];
+ AngleVectors( cent->lerpAngles, forward, NULL, NULL );
+ VectorCopy( forward, v );
+ break;
+
+ case AT_PARTICLE:
+ if( !a->particleValid )
+ return qfalse;
+
+ if( !a->particle->valid )
+ {
+ a->particleValid = qfalse;
+ return qfalse;
+ }
+ else
+ VectorCopy( a->particle->velocity, v );
+ break;
+
+ default:
+ CG_Printf( S_COLOR_RED "ERROR: Invalid attachmentType_t in attachment\n" );
+ break;
+ }
+
+ VectorNormalize( v );
+ return qtrue;
+}
+
+/*
+===============
+CG_AttachmentAxis
+
+Return the attachment axis
+===============
+*/
+qboolean CG_AttachmentAxis( attachment_t *a, vec3_t axis[ 3 ] )
+{
+ centity_t *cent;
+
+ if( !a )
+ return qfalse;
+
+ switch( a->type )
+ {
+ case AT_STATIC:
+ return qfalse;
+ break;
+
+ case AT_TAG:
+ if( !a->tagValid )
+ return qfalse;
+
+ AxisCopy( a->re.axis, axis );
+ break;
+
+ case AT_CENT:
+ if( !a->centValid )
+ return qfalse;
+
+ cent = &cg_entities[ a->centNum ];
+ AnglesToAxis( cent->lerpAngles, axis );
+ break;
+
+ case AT_PARTICLE:
+ return qfalse;
+ break;
+
+ default:
+ CG_Printf( S_COLOR_RED "ERROR: Invalid attachmentType_t in attachment\n" );
+ break;
+ }
+
+ return qtrue;
+}
+
+/*
+===============
+CG_AttachmentVelocity
+
+If the attachment can have velocity, return it
+===============
+*/
+qboolean CG_AttachmentVelocity( attachment_t *a, vec3_t v )
+{
+ if( !a )
+ return qfalse;
+
+ if( a->particleValid && a->particle->valid )
+ {
+ VectorCopy( a->particle->velocity, v );
+ return qtrue;
+ }
+ else if( a->centValid )
+ {
+ centity_t *cent = &cg_entities[ a->centNum ];
+
+ VectorCopy( cent->currentState.pos.trDelta, v );
+ return qtrue;
+ }
+
+ return qfalse;
+}
+
+/*
+===============
+CG_AttachmentCentNum
+
+If the attachment has a centNum, return it
+===============
+*/
+int CG_AttachmentCentNum( attachment_t *a )
+{
+ if( !a || !a->centValid )
+ return -1;
+
+ return a->centNum;
+}
+
+/*
+===============
+CG_Attached
+
+If the attachment is valid, return qtrue
+===============
+*/
+qboolean CG_Attached( attachment_t *a )
+{
+ if( !a )
+ return qfalse;
+
+ return a->attached;
+}
+
+/*
+===============
+CG_AttachToPoint
+
+Attach to a point in space
+===============
+*/
+void CG_AttachToPoint( attachment_t *a )
+{
+ if( !a || !a->staticValid )
+ return;
+
+ a->type = AT_STATIC;
+ a->attached = qtrue;
+}
+
+/*
+===============
+CG_AttachToCent
+
+Attach to a centity_t
+===============
+*/
+void CG_AttachToCent( attachment_t *a )
+{
+ if( !a || !a->centValid )
+ return;
+
+ a->type = AT_CENT;
+ a->attached = qtrue;
+}
+
+/*
+===============
+CG_AttachToTag
+
+Attach to a model tag
+===============
+*/
+void CG_AttachToTag( attachment_t *a )
+{
+ if( !a || !a->tagValid )
+ return;
+
+ a->type = AT_TAG;
+ a->attached = qtrue;
+}
+
+/*
+===============
+CG_AttachToParticle
+
+Attach to a particle
+===============
+*/
+void CG_AttachToParticle( attachment_t *a )
+{
+ if( !a || !a->particleValid )
+ return;
+
+ a->type = AT_PARTICLE;
+ a->attached = qtrue;
+}
+
+/*
+===============
+CG_SetAttachmentPoint
+===============
+*/
+void CG_SetAttachmentPoint( attachment_t *a, vec3_t v )
+{
+ if( !a )
+ return;
+
+ VectorCopy( v, a->origin );
+ a->staticValid = qtrue;
+}
+
+/*
+===============
+CG_SetAttachmentCent
+===============
+*/
+void CG_SetAttachmentCent( attachment_t *a, centity_t *cent )
+{
+ if( !a || !cent )
+ return;
+
+ a->centNum = cent->currentState.number;
+ a->centValid = qtrue;
+}
+
+/*
+===============
+CG_SetAttachmentTag
+===============
+*/
+void CG_SetAttachmentTag( attachment_t *a, refEntity_t parent,
+ qhandle_t model, char *tagName )
+{
+ if( !a )
+ return;
+
+ a->parent = parent;
+ a->model = model;
+ strncpy( a->tagName, tagName, MAX_STRING_CHARS );
+ a->tagValid = qtrue;
+}
+
+/*
+===============
+CG_SetAttachmentParticle
+===============
+*/
+void CG_SetAttachmentParticle( attachment_t *a, particle_t *p )
+{
+ if( !a )
+ return;
+
+ a->particle = p;
+ a->particleValid = qtrue;
+}
+
+/*
+===============
+CG_SetAttachmentOffset
+===============
+*/
+void CG_SetAttachmentOffset( attachment_t *a, vec3_t v )
+{
+ if( !a )
+ return;
+
+ VectorCopy( v, a->offset );
+ a->hasOffset = qtrue;
+}
diff --git a/src/cgame/cg_buildable.c b/src/cgame/cg_buildable.c
new file mode 100644
index 00000000..348bb433
--- /dev/null
+++ b/src/cgame/cg_buildable.c
@@ -0,0 +1,1051 @@
+/*
+ * 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 OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * 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.
+ */
+
+#include "cg_local.h"
+
+char *cg_buildableSoundNames[ MAX_BUILDABLE_ANIMATIONS ] =
+{
+ "construct1.wav",
+ "construct2.wav",
+ "idle1.wav",
+ "idle2.wav",
+ "idle3.wav",
+ "attack1.wav",
+ "attack2.wav",
+ "spawn1.wav",
+ "spawn2.wav",
+ "pain1.wav",
+ "pain2.wav",
+ "destroy1.wav",
+ "destroy2.wav",
+ "destroyed.wav"
+};
+
+static sfxHandle_t defaultAlienSounds[ MAX_BUILDABLE_ANIMATIONS ];
+static sfxHandle_t defaultHumanSounds[ MAX_BUILDABLE_ANIMATIONS ];
+
+/*
+===================
+CG_AlienBuildableExplosion
+
+Generated a bunch of gibs launching out from a location
+===================
+*/
+void CG_AlienBuildableExplosion( vec3_t origin, vec3_t dir )
+{
+ particleSystem_t *ps;
+
+ trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.alienBuildableExplosion );
+
+ //particle system
+ ps = CG_SpawnNewParticleSystem( cgs.media.alienBuildableDestroyedPS );
+
+ if( CG_IsParticleSystemValid( &ps ) )
+ {
+ CG_SetAttachmentPoint( &ps->attachment, origin );
+ CG_SetParticleSystemNormal( ps, dir );
+ CG_AttachToPoint( &ps->attachment );
+ }
+}
+
+/*
+=================
+CG_HumanBuildableExplosion
+
+Called for human buildables as they are destroyed
+=================
+*/
+void CG_HumanBuildableExplosion( vec3_t origin, vec3_t dir )
+{
+ particleSystem_t *ps;
+
+ trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.humanBuildableExplosion );
+
+ //particle system
+ ps = CG_SpawnNewParticleSystem( cgs.media.humanBuildableDestroyedPS );
+
+ if( CG_IsParticleSystemValid( &ps ) )
+ {
+ CG_SetAttachmentPoint( &ps->attachment, origin );
+ CG_SetParticleSystemNormal( ps, dir );
+ CG_AttachToPoint( &ps->attachment );
+ }
+}
+
+
+#define CREEP_SIZE 64.0f
+
+/*
+==================
+CG_Creep
+==================
+*/
+static void CG_Creep( centity_t *cent )
+{
+ int msec;
+ float size, frac;
+ trace_t tr;
+ vec3_t temp, origin;
+ int scaleUpTime = BG_FindBuildTimeForBuildable( cent->currentState.modelindex );
+ int time;
+
+ time = cent->currentState.time;
+
+ //should the creep be growing or receding?
+ if( time >= 0 )
+ {
+ msec = cg.time - time;
+ if( msec >= 0 && msec < scaleUpTime )
+ frac = (float)msec / scaleUpTime;
+ else
+ frac = 1.0f;
+ }
+ else if( time < 0 )
+ {
+ msec = cg.time + time;
+ if( msec >= 0 && msec < CREEP_SCALEDOWN_TIME )
+ frac = 1.0f - ( (float)msec / CREEP_SCALEDOWN_TIME );
+ else
+ frac = 0.0f;
+ }
+
+ VectorCopy( cent->currentState.origin2, temp );
+ VectorScale( temp, -4096, temp );
+ VectorAdd( temp, cent->lerpOrigin, temp );
+
+ CG_Trace( &tr, cent->lerpOrigin, NULL, NULL, temp, cent->currentState.number, MASK_SOLID );
+
+ VectorCopy( tr.endpos, origin );
+
+ size = CREEP_SIZE * frac;
+
+ if( size > 0.0f )
+ CG_ImpactMark( cgs.media.creepShader, origin, cent->currentState.origin2,
+ 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, qfalse, size, qtrue );
+}
+
+/*
+======================
+CG_ParseBuildableAnimationFile
+
+Read a configuration file containing animation counts and rates
+models/buildables/hivemind/animation.cfg, etc
+======================
+*/
+static qboolean CG_ParseBuildableAnimationFile( const char *filename, buildable_t buildable )
+{
+ char *text_p;
+ int len;
+ int i;
+ char *token;
+ float fps;
+ char text[ 20000 ];
+ fileHandle_t f;
+ animation_t *animations;
+
+ animations = cg_buildables[ buildable ].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;
+
+ // read information for each frame
+ for( i = BANIM_NONE + 1; i < MAX_BUILDABLE_ANIMATIONS; i++ )
+ {
+
+ token = COM_Parse( &text_p );
+ if( !*token )
+ break;
+
+ animations[ i ].firstFrame = atoi( token );
+
+ 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_BUILDABLE_ANIMATIONS )
+ {
+ CG_Printf( "Error parsing animation file: %s\n", filename );
+ return qfalse;
+ }
+
+ return qtrue;
+}
+
+/*
+======================
+CG_ParseBuildableSoundFile
+
+Read a configuration file containing sound properties
+sound/buildables/hivemind/sound.cfg, etc
+======================
+*/
+static qboolean CG_ParseBuildableSoundFile( const char *filename, buildable_t buildable )
+{
+ char *text_p;
+ int len;
+ int i;
+ char *token;
+ char text[ 20000 ];
+ fileHandle_t f;
+ sound_t *sounds;
+
+ sounds = cg_buildables[ buildable ].sounds;
+
+ // 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;
+
+ // read information for each frame
+ for( i = BANIM_NONE + 1; i < MAX_BUILDABLE_ANIMATIONS; i++ )
+ {
+
+ token = COM_Parse( &text_p );
+ if ( !*token )
+ break;
+
+ sounds[ i ].enabled = atoi( token );
+
+ token = COM_Parse( &text_p );
+ if ( !*token )
+ break;
+
+ sounds[ i ].looped = atoi( token );
+
+ }
+
+ if( i != MAX_BUILDABLE_ANIMATIONS )
+ {
+ CG_Printf( "Error parsing sound file: %s\n", filename );
+ return qfalse;
+ }
+
+ return qtrue;
+}
+/*
+===============
+CG_InitBuildables
+
+Initialises the animation db
+===============
+*/
+void CG_InitBuildables( void )
+{
+ char filename[ MAX_QPATH ];
+ char soundfile[ MAX_QPATH ];
+ char *buildableName;
+ char *modelFile;
+ int i;
+ int j;
+ fileHandle_t f;
+
+ memset( cg_buildables, 0, sizeof( cg_buildables ) );
+
+ //default sounds
+ for( j = BANIM_NONE + 1; j < MAX_BUILDABLE_ANIMATIONS; j++ )
+ {
+ strcpy( soundfile, cg_buildableSoundNames[ j - 1 ] );
+
+ Com_sprintf( filename, sizeof( filename ), "sound/buildables/alien/%s", soundfile );
+ defaultAlienSounds[ j ] = trap_S_RegisterSound( filename, qfalse );
+
+ Com_sprintf( filename, sizeof( filename ), "sound/buildables/human/%s", soundfile );
+ defaultHumanSounds[ j ] = trap_S_RegisterSound( filename, qfalse );
+ }
+
+ cg.buildablesFraction = 0.0f;
+
+ for( i = BA_NONE + 1; i < BA_NUM_BUILDABLES; i++ )
+ {
+ buildableName = BG_FindNameForBuildable( i );
+
+ //animation.cfg
+ Com_sprintf( filename, sizeof( filename ), "models/buildables/%s/animation.cfg", buildableName );
+ if ( !CG_ParseBuildableAnimationFile( filename, i ) )
+ Com_Printf( S_COLOR_YELLOW "WARNING: failed to load animation file %s\n", filename );
+
+ //sound.cfg
+ Com_sprintf( filename, sizeof( filename ), "sound/buildables/%s/sound.cfg", buildableName );
+ if ( !CG_ParseBuildableSoundFile( filename, i ) )
+ Com_Printf( S_COLOR_YELLOW "WARNING: failed to load sound file %s\n", filename );
+
+ //models
+ for( j = 0; j <= 3; j++ )
+ {
+ if( ( modelFile = BG_FindModelsForBuildable( i, j ) ) )
+ cg_buildables[ i ].models[ j ] = trap_R_RegisterModel( modelFile );
+ }
+
+ //sounds
+ for( j = BANIM_NONE + 1; j < MAX_BUILDABLE_ANIMATIONS; j++ )
+ {
+ strcpy( soundfile, cg_buildableSoundNames[ j - 1 ] );
+ Com_sprintf( filename, sizeof( filename ), "sound/buildables/%s/%s", buildableName, soundfile );
+
+ if( cg_buildables[ i ].sounds[ j ].enabled )
+ {
+ if( trap_FS_FOpenFile( filename, &f, FS_READ ) > 0 )
+ {
+ //file exists so close it
+ trap_FS_FCloseFile( f );
+
+ cg_buildables[ i ].sounds[ j ].sound = trap_S_RegisterSound( filename, qfalse );
+ }
+ else
+ {
+ //file doesn't exist - use default
+ if( BG_FindTeamForBuildable( i ) == BIT_ALIENS )
+ cg_buildables[ i ].sounds[ j ].sound = defaultAlienSounds[ j ];
+ else
+ cg_buildables[ i ].sounds[ j ].sound = defaultHumanSounds[ j ];
+ }
+ }
+ }
+
+ cg.buildablesFraction = (float)i / (float)( BA_NUM_BUILDABLES - 1 );
+ trap_UpdateScreen( );
+ }
+
+ cgs.media.teslaZapTS = CG_RegisterTrailSystem( "models/buildables/tesla/zap" );
+}
+
+/*
+===============
+CG_SetBuildableLerpFrameAnimation
+
+may include ANIM_TOGGLEBIT
+===============
+*/
+static void CG_SetBuildableLerpFrameAnimation( buildable_t buildable, lerpFrame_t *lf, int newAnimation )
+{
+ animation_t *anim;
+
+ lf->animationNumber = newAnimation;
+
+ if( newAnimation < 0 || newAnimation >= MAX_BUILDABLE_ANIMATIONS )
+ CG_Error( "Bad animation number: %i", newAnimation );
+
+ anim = &cg_buildables[ buildable ].animations[ newAnimation ];
+
+ //this item has just spawned so lf->frameTime will be zero
+ if( !lf->animation )
+ lf->frameTime = cg.time + 1000; //1 sec delay before starting the spawn anim
+
+ lf->animation = anim;
+ lf->animationTime = lf->frameTime + anim->initialLerp;
+
+ if( cg_debugAnim.integer )
+ CG_Printf( "Anim: %i\n", newAnimation );
+}
+
+/*
+===============
+CG_RunBuildableLerpFrame
+
+Sets cg.snap, cg.oldFrame, and cg.backlerp
+cg.time should be between oldFrameTime and frameTime after exit
+===============
+*/
+static void CG_RunBuildableLerpFrame( centity_t *cent )
+{
+ int f, numFrames;
+ buildable_t buildable = cent->currentState.modelindex;
+ lerpFrame_t *lf = &cent->lerpFrame;
+ animation_t *anim;
+ buildableAnimNumber_t newAnimation = cent->buildableAnim & ~( ANIM_TOGGLEBIT|ANIM_FORCEBIT );
+
+ // 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 )
+ {
+ if( cg_debugRandom.integer )
+ CG_Printf( "newAnimation: %d lf->animationNumber: %d lf->animation: %d\n",
+ newAnimation, lf->animationNumber, lf->animation );
+
+ CG_SetBuildableLerpFrameAnimation( buildable, lf, newAnimation );
+
+ if( !cg_buildables[ buildable ].sounds[ newAnimation ].looped &&
+ cg_buildables[ buildable ].sounds[ newAnimation ].enabled )
+ {
+ if( cg_debugRandom.integer )
+ CG_Printf( "Sound for animation %d for a %s\n",
+ newAnimation, BG_FindHumanNameForBuildable( buildable ) );
+
+ trap_S_StartSound( cent->lerpOrigin, cent->currentState.number, CHAN_AUTO,
+ cg_buildables[ buildable ].sounds[ newAnimation ].sound );
+ }
+ }
+
+ if( cg_buildables[ buildable ].sounds[ lf->animationNumber ].looped &&
+ cg_buildables[ buildable ].sounds[ lf->animationNumber ].enabled )
+ trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,
+ cg_buildables[ buildable ].sounds[ lf->animationNumber ].sound );
+
+ // 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;
+ 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;
+ cent->buildableAnim = cent->currentState.torsoAnim;
+ }
+ }
+
+ 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_BuildableAnimation
+===============
+*/
+static void CG_BuildableAnimation( centity_t *cent, int *old, int *now, float *backLerp )
+{
+ entityState_t *es = &cent->currentState;
+
+ //if no animation is set default to idle anim
+ if( cent->buildableAnim == BANIM_NONE )
+ cent->buildableAnim = es->torsoAnim;
+
+ //display the first frame of the construction anim if not yet spawned
+ if( !( es->generic1 & B_SPAWNED_TOGGLEBIT ) )
+ {
+ animation_t *anim = &cg_buildables[ es->modelindex ].animations[ BANIM_CONSTRUCT1 ];
+
+ //so that when animation starts for real it has sensible numbers
+ cent->lerpFrame.oldFrameTime =
+ cent->lerpFrame.frameTime =
+ cent->lerpFrame.animationTime =
+ cg.time;
+
+ *old = cent->lerpFrame.oldFrame = anim->firstFrame;
+ *now = cent->lerpFrame.frame = anim->firstFrame;
+ *backLerp = cent->lerpFrame.backlerp = 0.0f;
+
+ //ensure that an animation is triggered once the buildable has spawned
+ cent->oldBuildableAnim = BANIM_NONE;
+ }
+ else
+ {
+ if( ( cent->oldBuildableAnim ^ es->legsAnim ) & ANIM_TOGGLEBIT )
+ {
+ if( cg_debugAnim.integer )
+ CG_Printf( "%d->%d l:%d t:%d %s(%d)\n",
+ cent->oldBuildableAnim, cent->buildableAnim,
+ es->legsAnim, es->torsoAnim,
+ BG_FindHumanNameForBuildable( es->modelindex ), es->number );
+
+ if( cent->buildableAnim == es->torsoAnim || es->legsAnim & ANIM_FORCEBIT )
+ cent->buildableAnim = cent->oldBuildableAnim = es->legsAnim;
+ else
+ cent->buildableAnim = cent->oldBuildableAnim = es->torsoAnim;
+ }
+
+ CG_RunBuildableLerpFrame( cent );
+
+ *old = cent->lerpFrame.oldFrame;
+ *now = cent->lerpFrame.frame;
+ *backLerp = cent->lerpFrame.backlerp;
+ }
+}
+
+#define TRACE_DEPTH 64.0f
+
+/*
+===============
+CG_PositionAndOrientateBuildable
+===============
+*/
+static void CG_PositionAndOrientateBuildable( const vec3_t angles, const vec3_t inOrigin,
+ const vec3_t normal, const int skipNumber,
+ const vec3_t mins, const vec3_t maxs,
+ vec3_t outAxis[ 3 ], vec3_t outOrigin )
+{
+ vec3_t forward, start, end;
+ trace_t tr;
+
+ AngleVectors( angles, forward, NULL, NULL );
+ VectorCopy( normal, outAxis[ 2 ] );
+ ProjectPointOnPlane( outAxis[ 0 ], forward, outAxis[ 2 ] );
+
+ if( !VectorNormalize( outAxis[ 0 ] ) )
+ {
+ AngleVectors( angles, NULL, NULL, forward );
+ ProjectPointOnPlane( outAxis[ 0 ], forward, outAxis[ 2 ] );
+ VectorNormalize( outAxis[ 0 ] );
+ }
+
+ CrossProduct( outAxis[ 0 ], outAxis[ 2 ], outAxis[ 1 ] );
+ outAxis[ 1 ][ 0 ] = -outAxis[ 1 ][ 0 ];
+ outAxis[ 1 ][ 1 ] = -outAxis[ 1 ][ 1 ];
+ outAxis[ 1 ][ 2 ] = -outAxis[ 1 ][ 2 ];
+
+ VectorMA( inOrigin, -TRACE_DEPTH, normal, end );
+ VectorMA( inOrigin, 1.0f, normal, start );
+ CG_CapTrace( &tr, start, mins, maxs, end, skipNumber, MASK_SOLID );
+
+ if( tr.fraction == 1.0f )
+ {
+ //erm we missed completely - try again with a box trace
+ CG_Trace( &tr, start, mins, maxs, end, skipNumber, MASK_SOLID );
+ }
+
+ VectorMA( inOrigin, tr.fraction * -TRACE_DEPTH, normal, outOrigin );
+}
+
+/*
+==================
+CG_GhostBuildable
+==================
+*/
+void CG_GhostBuildable( buildable_t buildable )
+{
+ refEntity_t ent;
+ playerState_t *ps;
+ vec3_t angles, entity_origin;
+ vec3_t mins, maxs;
+ trace_t tr;
+ float scale;
+
+ ps = &cg.predictedPlayerState;
+
+ memset( &ent, 0, sizeof( ent ) );
+
+ BG_FindBBoxForBuildable( buildable, mins, maxs );
+
+ BG_PositionBuildableRelativeToPlayer( ps, mins, maxs, CG_Trace, entity_origin, angles, &tr );
+
+ CG_PositionAndOrientateBuildable( ps->viewangles, entity_origin, tr.plane.normal, ps->clientNum,
+ mins, maxs, ent.axis, ent.origin );
+
+ //offset on the Z axis if required
+ VectorMA( ent.origin, BG_FindZOffsetForBuildable( buildable ), tr.plane.normal, ent.origin );
+
+ VectorCopy( ent.origin, ent.lightingOrigin );
+ VectorCopy( ent.origin, ent.oldorigin ); // don't positionally lerp at all
+
+ ent.hModel = cg_buildables[ buildable ].models[ 0 ];
+
+ if( ps->stats[ STAT_BUILDABLE ] & SB_VALID_TOGGLEBIT )
+ ent.customShader = cgs.media.greenBuildShader;
+ else
+ ent.customShader = cgs.media.redBuildShader;
+
+ //rescale the model
+ scale = BG_FindModelScaleForBuildable( buildable );
+
+ if( scale != 1.0f )
+ {
+ VectorScale( ent.axis[ 0 ], scale, ent.axis[ 0 ] );
+ VectorScale( ent.axis[ 1 ], scale, ent.axis[ 1 ] );
+ VectorScale( ent.axis[ 2 ], scale, ent.axis[ 2 ] );
+
+ ent.nonNormalizedAxes = qtrue;
+ }
+ else
+ ent.nonNormalizedAxes = qfalse;
+
+ // add to refresh list
+ trap_R_AddRefEntityToScene( &ent );
+}
+
+/*
+==================
+CG_BuildableParticleEffects
+==================
+*/
+static void CG_BuildableParticleEffects( centity_t *cent )
+{
+ entityState_t *es = &cent->currentState;
+ buildableTeam_t team = BG_FindTeamForBuildable( es->modelindex );
+ int health = es->generic1 & ~( B_POWERED_TOGGLEBIT | B_DCCED_TOGGLEBIT | B_SPAWNED_TOGGLEBIT );
+ float healthFrac = (float)health / B_HEALTH_SCALE;
+
+ if( !( es->generic1 & B_SPAWNED_TOGGLEBIT ) )
+ return;
+
+ if( team == BIT_HUMANS )
+ {
+ if( healthFrac < 0.33f && !CG_IsParticleSystemValid( &cent->buildablePS ) )
+ {
+ cent->buildablePS = CG_SpawnNewParticleSystem( cgs.media.humanBuildableDamagedPS );
+
+ if( CG_IsParticleSystemValid( &cent->buildablePS ) )
+ {
+ CG_SetAttachmentCent( &cent->buildablePS->attachment, cent );
+ CG_AttachToCent( &cent->buildablePS->attachment );
+ }
+ }
+ else if( healthFrac >= 0.33f && CG_IsParticleSystemValid( &cent->buildablePS ) )
+ CG_DestroyParticleSystem( &cent->buildablePS );
+ }
+ else if( team == BIT_ALIENS )
+ {
+ if( healthFrac < 0.33f && !CG_IsParticleSystemValid( &cent->buildablePS ) )
+ {
+ cent->buildablePS = CG_SpawnNewParticleSystem( cgs.media.alienBuildableDamagedPS );
+
+ if( CG_IsParticleSystemValid( &cent->buildablePS ) )
+ {
+ CG_SetAttachmentCent( &cent->buildablePS->attachment, cent );
+ CG_SetParticleSystemNormal( cent->buildablePS, es->origin2 );
+ CG_AttachToCent( &cent->buildablePS->attachment );
+ }
+ }
+ else if( healthFrac >= 0.33f && CG_IsParticleSystemValid( &cent->buildablePS ) )
+ CG_DestroyParticleSystem( &cent->buildablePS );
+ }
+}
+
+
+#define HEALTH_BAR_WIDTH 50.0f
+#define HEALTH_BAR_HEIGHT 5.0f
+
+/*
+==================
+CG_BuildableHealthBar
+==================
+*/
+static void CG_BuildableHealthBar( centity_t *cent )
+{
+ vec3_t origin, origin2, down, right, back, downLength, rightLength;
+ float rimWidth = HEALTH_BAR_HEIGHT / 15.0f;
+ float doneWidth, leftWidth, progress;
+ int health;
+ qhandle_t shader;
+ entityState_t *es;
+ vec3_t mins, maxs;
+
+ es = &cent->currentState;
+
+ health = es->generic1 & ~( B_POWERED_TOGGLEBIT | B_DCCED_TOGGLEBIT | B_SPAWNED_TOGGLEBIT );
+ progress = (float)health / B_HEALTH_SCALE;
+
+ if( progress < 0.0f )
+ progress = 0.0f;
+ else if( progress > 1.0f )
+ progress = 1.0f;
+
+ if( progress < 0.33f )
+ shader = cgs.media.redBuildShader;
+ else
+ shader = cgs.media.greenBuildShader;
+
+ doneWidth = ( HEALTH_BAR_WIDTH - 2 * rimWidth ) * progress;
+ leftWidth = ( HEALTH_BAR_WIDTH - 2 * rimWidth ) - doneWidth;
+
+ VectorCopy( cg.refdef.viewaxis[ 2 ], down );
+ VectorInverse( down );
+ VectorCopy( cg.refdef.viewaxis[ 1 ], right );
+ VectorInverse( right );
+ VectorSubtract( cg.refdef.vieworg, cent->lerpOrigin, back );
+ VectorNormalize( back );
+ VectorCopy( cent->lerpOrigin, origin );
+
+ BG_FindBBoxForBuildable( es->modelindex, mins, maxs );
+ VectorMA( origin, 48.0f, es->origin2, origin );
+ VectorMA( origin, -HEALTH_BAR_WIDTH / 2.0f, right, origin );
+ VectorMA( origin, maxs[ 0 ] + 8.0f, back, origin );
+
+ VectorCopy( origin, origin2 );
+ VectorScale( right, rimWidth + doneWidth, rightLength );
+ VectorScale( down, HEALTH_BAR_HEIGHT, downLength );
+ CG_DrawPlane( origin2, downLength, rightLength, shader );
+
+ VectorMA( origin, rimWidth + doneWidth, right, origin2 );
+ VectorScale( right, leftWidth, rightLength );
+ VectorScale( down, rimWidth, downLength );
+ CG_DrawPlane( origin2, downLength, rightLength, shader );
+
+ VectorMA( origin, rimWidth + doneWidth, right, origin2 );
+ VectorMA( origin2, HEALTH_BAR_HEIGHT - rimWidth, down, origin2 );
+ VectorScale( right, leftWidth, rightLength );
+ VectorScale( down, rimWidth, downLength );
+ CG_DrawPlane( origin2, downLength, rightLength, shader );
+
+ VectorMA( origin, HEALTH_BAR_WIDTH - rimWidth, right, origin2 );
+ VectorScale( right, rimWidth, rightLength );
+ VectorScale( down, HEALTH_BAR_HEIGHT, downLength );
+ CG_DrawPlane( origin2, downLength, rightLength, shader );
+
+ if( !( es->generic1 & B_POWERED_TOGGLEBIT ) &&
+ BG_FindTeamForBuildable( es->modelindex ) == BIT_HUMANS )
+ {
+ VectorMA( origin, 15.0f, right, origin2 );
+ VectorMA( origin2, HEALTH_BAR_HEIGHT + 5.0f, down, origin2 );
+ VectorScale( right, HEALTH_BAR_WIDTH / 2.0f - 5.0f, rightLength );
+ VectorScale( down, HEALTH_BAR_WIDTH / 2.0f - 5.0f, downLength );
+ CG_DrawPlane( origin2, downLength, rightLength, cgs.media.noPowerShader );
+ }
+}
+
+#define BUILDABLE_SOUND_PERIOD 500
+
+/*
+==================
+CG_Buildable
+==================
+*/
+void CG_Buildable( centity_t *cent )
+{
+ refEntity_t ent;
+ entityState_t *es = &cent->currentState;
+ vec3_t angles;
+ vec3_t surfNormal, xNormal, mins, maxs;
+ vec3_t refNormal = { 0.0f, 0.0f, 1.0f };
+ float rotAngle;
+ buildableTeam_t team = BG_FindTeamForBuildable( es->modelindex );
+ float scale;
+ int health;
+ float healthScale;
+
+ //must be before EF_NODRAW check
+ if( team == BIT_ALIENS )
+ CG_Creep( cent );
+
+ // if set to invisible, skip
+ if( es->eFlags & EF_NODRAW )
+ {
+ if( CG_IsParticleSystemValid( &cent->buildablePS ) )
+ CG_DestroyParticleSystem( &cent->buildablePS );
+
+ return;
+ }
+
+ memset ( &ent, 0, sizeof( ent ) );
+
+ VectorCopy( cent->lerpOrigin, ent.origin );
+ VectorCopy( cent->lerpOrigin, ent.oldorigin );
+ VectorCopy( cent->lerpOrigin, ent.lightingOrigin );
+
+ VectorCopy( es->origin2, surfNormal );
+
+ VectorCopy( es->angles, angles );
+ BG_FindBBoxForBuildable( es->modelindex, mins, maxs );
+
+ if( es->pos.trType == TR_STATIONARY )
+ CG_PositionAndOrientateBuildable( angles, ent.origin, surfNormal, es->number,
+ mins, maxs, ent.axis, ent.origin );
+
+ //offset on the Z axis if required
+ VectorMA( ent.origin, BG_FindZOffsetForBuildable( es->modelindex ), surfNormal, ent.origin );
+
+ VectorCopy( ent.origin, ent.oldorigin ); // don't positionally lerp at all
+ VectorCopy( ent.origin, ent.lightingOrigin );
+
+ ent.hModel = cg_buildables[ es->modelindex ].models[ 0 ];
+
+ if( !( es->generic1 & B_SPAWNED_TOGGLEBIT ) )
+ {
+ sfxHandle_t prebuildSound = cgs.media.humanBuildablePrebuild;
+
+ if( team == BIT_HUMANS )
+ {
+ ent.customShader = cgs.media.humanSpawningShader;
+ prebuildSound = cgs.media.humanBuildablePrebuild;
+ }
+ else if( team == BIT_ALIENS )
+ prebuildSound = cgs.media.alienBuildablePrebuild;
+
+ trap_S_AddLoopingSound( es->number, cent->lerpOrigin, vec3_origin, prebuildSound );
+ }
+
+ CG_BuildableAnimation( cent, &ent.oldframe, &ent.frame, &ent.backlerp );
+
+ //rescale the model
+ scale = BG_FindModelScaleForBuildable( es->modelindex );
+
+ if( scale != 1.0f )
+ {
+ VectorScale( ent.axis[ 0 ], scale, ent.axis[ 0 ] );
+ VectorScale( ent.axis[ 1 ], scale, ent.axis[ 1 ] );
+ VectorScale( ent.axis[ 2 ], scale, ent.axis[ 2 ] );
+
+ ent.nonNormalizedAxes = qtrue;
+ }
+ else
+ ent.nonNormalizedAxes = qfalse;
+
+
+ //add to refresh list
+ trap_R_AddRefEntityToScene( &ent );
+
+ CrossProduct( surfNormal, refNormal, xNormal );
+ VectorNormalize( xNormal );
+ rotAngle = RAD2DEG( acos( DotProduct( surfNormal, refNormal ) ) );
+
+ //turret barrel bit
+ if( cg_buildables[ es->modelindex ].models[ 1 ] )
+ {
+ refEntity_t turretBarrel;
+ vec3_t flatAxis[ 3 ];
+
+ memset( &turretBarrel, 0, sizeof( turretBarrel ) );
+
+ turretBarrel.hModel = cg_buildables[ es->modelindex ].models[ 1 ];
+
+ CG_PositionEntityOnTag( &turretBarrel, &ent, ent.hModel, "tag_turret" );
+ VectorCopy( cent->lerpOrigin, turretBarrel.lightingOrigin );
+ AnglesToAxis( es->angles2, flatAxis );
+
+ RotatePointAroundVector( turretBarrel.axis[ 0 ], xNormal, flatAxis[ 0 ], -rotAngle );
+ RotatePointAroundVector( turretBarrel.axis[ 1 ], xNormal, flatAxis[ 1 ], -rotAngle );
+ RotatePointAroundVector( turretBarrel.axis[ 2 ], xNormal, flatAxis[ 2 ], -rotAngle );
+
+ turretBarrel.oldframe = ent.oldframe;
+ turretBarrel.frame = ent.frame;
+ turretBarrel.backlerp = ent.backlerp;
+
+ turretBarrel.customShader = ent.customShader;
+
+ if( scale != 1.0f )
+ {
+ VectorScale( turretBarrel.axis[ 0 ], scale, turretBarrel.axis[ 0 ] );
+ VectorScale( turretBarrel.axis[ 1 ], scale, turretBarrel.axis[ 1 ] );
+ VectorScale( turretBarrel.axis[ 2 ], scale, turretBarrel.axis[ 2 ] );
+
+ turretBarrel.nonNormalizedAxes = qtrue;
+ }
+ else
+ turretBarrel.nonNormalizedAxes = qfalse;
+
+ trap_R_AddRefEntityToScene( &turretBarrel );
+ }
+
+ //turret barrel bit
+ if( cg_buildables[ es->modelindex ].models[ 2 ] )
+ {
+ refEntity_t turretTop;
+ vec3_t flatAxis[ 3 ];
+ vec3_t swivelAngles;
+
+ memset( &turretTop, 0, sizeof( turretTop ) );
+
+ VectorCopy( es->angles2, swivelAngles );
+ swivelAngles[ PITCH ] = 0.0f;
+
+ turretTop.hModel = cg_buildables[ es->modelindex ].models[ 2 ];
+
+ CG_PositionRotatedEntityOnTag( &turretTop, &ent, ent.hModel, "tag_turret" );
+ VectorCopy( cent->lerpOrigin, turretTop.lightingOrigin );
+ AnglesToAxis( swivelAngles, flatAxis );
+
+ RotatePointAroundVector( turretTop.axis[ 0 ], xNormal, flatAxis[ 0 ], -rotAngle );
+ RotatePointAroundVector( turretTop.axis[ 1 ], xNormal, flatAxis[ 1 ], -rotAngle );
+ RotatePointAroundVector( turretTop.axis[ 2 ], xNormal, flatAxis[ 2 ], -rotAngle );
+
+ turretTop.oldframe = ent.oldframe;
+ turretTop.frame = ent.frame;
+ turretTop.backlerp = ent.backlerp;
+
+ turretTop.customShader = ent.customShader;
+
+ if( scale != 1.0f )
+ {
+ VectorScale( turretTop.axis[ 0 ], scale, turretTop.axis[ 0 ] );
+ VectorScale( turretTop.axis[ 1 ], scale, turretTop.axis[ 1 ] );
+ VectorScale( turretTop.axis[ 2 ], scale, turretTop.axis[ 2 ] );
+
+ turretTop.nonNormalizedAxes = qtrue;
+ }
+ else
+ turretTop.nonNormalizedAxes = qfalse;
+
+ trap_R_AddRefEntityToScene( &turretTop );
+ }
+
+ switch( cg.predictedPlayerState.weapon )
+ {
+ case WP_ABUILD:
+ case WP_ABUILD2:
+ case WP_HBUILD:
+ case WP_HBUILD2:
+ if( BG_FindTeamForBuildable( es->modelindex ) ==
+ BG_FindTeamForWeapon( cg.predictedPlayerState.weapon ) )
+ CG_BuildableHealthBar( cent );
+ break;
+
+ default:
+ break;
+ }
+
+ //weapon effects for turrets
+ if( es->eFlags & EF_FIRING )
+ {
+ weaponInfo_t *weapon = &cg_weapons[ es->weapon ];
+
+ if( cg.time - cent->muzzleFlashTime > MUZZLE_FLASH_TIME ||
+ BG_FindProjTypeForBuildable( es->modelindex ) == WP_TESLAGEN )
+ {
+ if( weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 0 ] ||
+ weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 1 ] ||
+ weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 2 ] )
+ {
+ trap_R_AddLightToScene( cent->lerpOrigin, 300 + ( rand( ) & 31 ),
+ weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 0 ],
+ weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 1 ],
+ weapon->wim[ WPM_PRIMARY ].flashDlightColor[ 2 ] );
+ }
+ }
+
+ if( weapon->wim[ WPM_PRIMARY ].firingSound )
+ {
+ trap_S_AddLoopingSound( es->number, cent->lerpOrigin, vec3_origin,
+ weapon->wim[ WPM_PRIMARY ].firingSound );
+ }
+ else if( weapon->readySound )
+ trap_S_AddLoopingSound( es->number, cent->lerpOrigin, vec3_origin, weapon->readySound );
+ }
+
+ health = es->generic1 & ~( B_POWERED_TOGGLEBIT | B_DCCED_TOGGLEBIT | B_SPAWNED_TOGGLEBIT );
+ healthScale = (float)health / B_HEALTH_SCALE;
+
+ if( healthScale < cent->lastBuildableHealthScale && ( es->generic1 & B_SPAWNED_TOGGLEBIT ) )
+ {
+ if( cent->lastBuildableDamageSoundTime + BUILDABLE_SOUND_PERIOD < cg.time )
+ {
+ if( team == BIT_HUMANS )
+ {
+ int i = rand( ) % 4;
+ trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.humanBuildableDamage[ i ] );
+ }
+ else if( team == BIT_ALIENS )
+ trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.alienBuildableDamage );
+
+ cent->lastBuildableDamageSoundTime = cg.time;
+ }
+ }
+
+ cent->lastBuildableHealthScale = healthScale;
+
+ //smoke etc for damaged buildables
+ CG_BuildableParticleEffects( cent );
+}
diff --git a/src/cgame/cg_consolecmds.c b/src/cgame/cg_consolecmds.c
new file mode 100644
index 00000000..c875fa48
--- /dev/null
+++ b/src/cgame/cg_consolecmds.c
@@ -0,0 +1,279 @@
+// 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 OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * 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.
+ */
+
+#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;
+ //TA: added \n SendClientCommand doesn't call flush( )?
+ trap_SendClientCommand( "score\n" );
+
+ // leave the current scores up if they were already
+ // displayed, but if this is the first hit, clear them out
+ if( !cg.showScores )
+ {
+ if( cg_debugRandom.integer )
+ CG_Printf( "CG_ScoresDown_f: scores out of date\n" );
+
+ 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 );
+}
+
+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 },
+ { "tcmd", CG_TargetCommand_f },
+ { "testPS", CG_TestPS_f },
+ { "destroyTestPS", CG_DestroyTestPS_f },
+ { "testTS", CG_TestTS_f },
+ { "destroyTestTS", CG_DestroyTestTS_f },
+};
+
+
+/*
+=================
+CG_ConsoleCommand
+
+The string has been tokenized and can be retrieved with
+Cmd_Argc() / Cmd_Argv()
+=================
+*/
+qboolean CG_ConsoleCommand( void )
+{
+ const char *cmd;
+ const char *arg1;
+ int i;
+
+ cmd = CG_Argv( 0 );
+
+ //TA: ugly hacky special case
+ if( !Q_stricmp( cmd, "ui_menu" ) )
+ {
+ arg1 = CG_Argv( 1 );
+ trap_SendConsoleCommand( va( "menu %s\n", arg1 ) );
+ return qtrue;
+ }
+
+ 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( "sell" );
+ trap_AddCommand( "reload" );
+ trap_AddCommand( "itemact" );
+ trap_AddCommand( "itemdeact" );
+ trap_AddCommand( "itemtoggle" );
+ trap_AddCommand( "destroy" );
+ trap_AddCommand( "deconstruct" );
+ trap_AddCommand( "menu" );
+ trap_AddCommand( "ui_menu" );
+ trap_AddCommand( "mapRotation" );
+ trap_AddCommand( "stopMapRotation" );
+ trap_AddCommand( "alienWin" );
+ trap_AddCommand( "humanWin" );
+}
diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c
new file mode 100644
index 00000000..d7c07036
--- /dev/null
+++ b/src/cgame/cg_draw.c
@@ -0,0 +1,3393 @@
+// 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 OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * 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.
+ */
+
+#include "cg_local.h"
+#include "../ui/ui_shared.h"
+
+// used for scoreboard
+extern displayContextDef_t cgDC;
+menuDef_t *menuScoreboard = NULL;
+
+int drawTeamOverlayModificationCount = -1;
+
+int sortedTeamPlayers[ TEAM_MAXOVERLAY ];
+int numSortedTeamPlayers;
+char systemChat[ 256 ];
+char teamChat1[ 256 ];
+char teamChat2[ 256 ];
+
+//TA UI
+int CG_Text_Width( const char *text, float scale, int limit )
+{
+ int count,len;
+ float out;
+ glyphInfo_t *glyph;
+ float useScale;
+// FIXME: see ui_main.c, same problem
+// const unsigned char *s = text;
+ const char *s = text;
+ fontInfo_t *font = &cgDC.Assets.textFont;
+
+ if( scale <= cg_smallFont.value )
+ font = &cgDC.Assets.smallFont;
+ else if( scale > cg_bigFont.value )
+ font = &cgDC.Assets.bigFont;
+
+ useScale = scale * font->glyphScale;
+ out = 0;
+
+ if( text )
+ {
+ len = strlen( text );
+ if( limit > 0 && len > limit )
+ len = limit;
+
+ count = 0;
+ while( s && *s && count < len )
+ {
+ if( Q_IsColorString( s ) )
+ {
+ s += 2;
+ continue;
+ }
+ else
+ {
+ glyph = &font->glyphs[ (int)*s ];
+ //TTimo: FIXME: getting nasty warnings without the cast,
+ //hopefully this doesn't break the VM build
+ out += glyph->xSkip;
+ s++;
+ count++;
+ }
+ }
+ }
+
+ return out * useScale;
+}
+
+int CG_Text_Height( const char *text, float scale, int limit )
+{
+ int len, count;
+ float max;
+ glyphInfo_t *glyph;
+ float useScale;
+// TTimo: FIXME
+// const unsigned char *s = text;
+ const char *s = text;
+ fontInfo_t *font = &cgDC.Assets.textFont;
+
+ if( scale <= cg_smallFont.value )
+ font = &cgDC.Assets.smallFont;
+ else if( scale > cg_bigFont.value )
+ font = &cgDC.Assets.bigFont;
+
+ useScale = scale * font->glyphScale;
+ max = 0;
+
+ if( text )
+ {
+ len = strlen( text );
+ if( limit > 0 && len > limit )
+ len = limit;
+
+ count = 0;
+ while( s && *s && count < len )
+ {
+ if( Q_IsColorString( s ) )
+ {
+ s += 2;
+ continue;
+ }
+ else
+ {
+ glyph = &font->glyphs[ (int)*s ];
+ //TTimo: FIXME: getting nasty warnings without the cast,
+ //hopefully this doesn't break the VM build
+ if( max < glyph->height )
+ max = glyph->height;
+
+ s++;
+ count++;
+ }
+ }
+ }
+
+ return max * useScale;
+}
+
+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 )
+{
+ float w, h;
+ w = width * scale;
+ h = height * scale;
+ CG_AdjustFrom640( &x, &y, &w, &h );
+ trap_R_DrawStretchPic( x, y, w, h, s, t, s2, t2, hShader );
+}
+
+void CG_Text_Paint( float x, float y, float scale, vec4_t color, const char *text,
+ float adjust, int limit, int style )
+{
+ int len, count;
+ vec4_t newColor;
+ glyphInfo_t *glyph;
+ float useScale;
+ fontInfo_t *font = &cgDC.Assets.textFont;
+
+ if( scale <= cg_smallFont.value )
+ font = &cgDC.Assets.smallFont;
+ else if( scale > cg_bigFont.value )
+ font = &cgDC.Assets.bigFont;
+
+ useScale = scale * font->glyphScale;
+ if( text )
+ {
+// TTimo: FIXME
+// const unsigned char *s = text;
+ const char *s = text;
+
+ trap_R_SetColor( color );
+ memcpy( &newColor[ 0 ], &color[ 0 ], sizeof( vec4_t ) );
+ len = strlen( text );
+
+ if( limit > 0 && len > limit )
+ len = limit;
+
+ count = 0;
+ while( s && *s && count < len )
+ {
+ glyph = &font->glyphs[ (int)*s ];
+ //TTimo: FIXME: getting nasty warnings without the cast,
+ //hopefully this doesn't break the VM build
+
+ if( Q_IsColorString( s ) )
+ {
+ memcpy( newColor, g_color_table[ ColorIndex( *( s + 1 ) ) ], sizeof( newColor ) );
+ newColor[ 3 ] = color[ 3 ];
+ trap_R_SetColor( newColor );
+ s += 2;
+ continue;
+ }
+ else
+ {
+ float yadj = useScale * glyph->top;
+ if( style == ITEM_TEXTSTYLE_SHADOWED ||
+ style == ITEM_TEXTSTYLE_SHADOWEDMORE )
+ {
+ int ofs = style == ITEM_TEXTSTYLE_SHADOWED ? 1 : 2;
+ colorBlack[ 3 ] = newColor[ 3 ];
+ trap_R_SetColor( colorBlack );
+ CG_Text_PaintChar( x + ofs, y - yadj + ofs,
+ glyph->imageWidth,
+ glyph->imageHeight,
+ useScale,
+ glyph->s,
+ glyph->t,
+ glyph->s2,
+ glyph->t2,
+ glyph->glyph );
+
+ colorBlack[ 3 ] = 1.0;
+ trap_R_SetColor( newColor );
+ }
+ else if( style == ITEM_TEXTSTYLE_NEON )
+ {
+ vec4_t glow, outer, inner, white;
+
+ glow[ 0 ] = newColor[ 0 ] * 0.5;
+ glow[ 1 ] = newColor[ 1 ] * 0.5;
+ glow[ 2 ] = newColor[ 2 ] * 0.5;
+ glow[ 3 ] = newColor[ 3 ] * 0.2;
+
+ outer[ 0 ] = newColor[ 0 ];
+ outer[ 1 ] = newColor[ 1 ];
+ outer[ 2 ] = newColor[ 2 ];
+ outer[ 3 ] = newColor[ 3 ];
+
+ inner[ 0 ] = newColor[ 0 ] * 1.5 > 1.0f ? 1.0f : newColor[ 0 ] * 1.5;
+ inner[ 1 ] = newColor[ 1 ] * 1.5 > 1.0f ? 1.0f : newColor[ 1 ] * 1.5;
+ inner[ 2 ] = newColor[ 2 ] * 1.5 > 1.0f ? 1.0f : newColor[ 2 ] * 1.5;
+ inner[ 3 ] = newColor[ 3 ];
+
+ white[ 0 ] = white[ 1 ] = white[ 2 ] = white[ 3 ] = 1.0f;
+
+ trap_R_SetColor( glow );
+ CG_Text_PaintChar( x - 3, y - yadj - 3,
+ glyph->imageWidth + 6,
+ glyph->imageHeight + 6,
+ useScale,
+ glyph->s,
+ glyph->t,
+ glyph->s2,
+ glyph->t2,
+ glyph->glyph );
+
+ trap_R_SetColor( outer );
+ CG_Text_PaintChar( x - 1, y - yadj - 1,
+ glyph->imageWidth + 2,
+ glyph->imageHeight + 2,
+ useScale,
+ glyph->s,
+ glyph->t,
+ glyph->s2,
+ glyph->t2,
+ glyph->glyph );
+
+ trap_R_SetColor( inner );
+ CG_Text_PaintChar( x - 0.5, y - yadj - 0.5,
+ glyph->imageWidth + 1,
+ glyph->imageHeight + 1,
+ useScale,
+ glyph->s,
+ glyph->t,
+ glyph->s2,
+ glyph->t2,
+ glyph->glyph );
+
+ trap_R_SetColor( white );
+ }
+
+
+ CG_Text_PaintChar( x, y - yadj,
+ glyph->imageWidth,
+ glyph->imageHeight,
+ useScale,
+ glyph->s,
+ glyph->t,
+ glyph->s2,
+ glyph->t2,
+ glyph->glyph );
+
+ x += ( glyph->xSkip * useScale ) + adjust;
+ s++;
+ count++;
+ }
+ }
+
+ trap_R_SetColor( NULL );
+ }
+}
+
+/*
+==============
+CG_DrawFieldPadded
+
+Draws large numbers for status bar and powerups
+==============
+*/
+static void CG_DrawFieldPadded( int x, int y, int width, int cw, int ch, int value )
+{
+ char num[ 16 ], *ptr;
+ int l, orgL;
+ int frame;
+ int charWidth, charHeight;
+
+ if( !( charWidth = cw ) )
+ charWidth = CHAR_WIDTH;
+
+ if( !( charHeight = ch ) )
+ charWidth = CHAR_HEIGHT;
+
+ if( width < 1 )
+ return;
+
+ // draw number string
+ if( width > 4 )
+ width = 4;
+
+ 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 ), "%d", value );
+ l = strlen( num );
+
+ if( l > width )
+ l = width;
+
+ orgL = l;
+
+ x += 2;
+
+ ptr = num;
+ while( *ptr && l )
+ {
+ if( width > orgL )
+ {
+ CG_DrawPic( x,y, charWidth, charHeight, cgs.media.numberShaders[ 0 ] );
+ width--;
+ x += charWidth;
+ continue;
+ }
+
+ if( *ptr == '-' )
+ frame = STAT_MINUS;
+ else
+ frame = *ptr - '0';
+
+ CG_DrawPic( x,y, charWidth, charHeight, cgs.media.numberShaders[ frame ] );
+ x += charWidth;
+ ptr++;
+ l--;
+ }
+}
+
+/*
+==============
+CG_DrawField
+
+Draws large numbers for status bar and powerups
+==============
+*/
+static void CG_DrawField( int x, int y, int width, int cw, int ch, int value )
+{
+ char num[ 16 ], *ptr;
+ int l;
+ int frame;
+ int charWidth, charHeight;
+
+ if( !( charWidth = cw ) )
+ charWidth = CHAR_WIDTH;
+
+ if( !( charHeight = ch ) )
+ charWidth = CHAR_HEIGHT;
+
+ if( width < 1 )
+ return;
+
+ // draw number string
+ if( width > 4 )
+ width = 4;
+
+ 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 ), "%d", value );
+ l = strlen( num );
+
+ if( l > width )
+ l = width;
+
+ x += 2 + charWidth * ( width - l );
+
+ ptr = num;
+ while( *ptr && l )
+ {
+ if( *ptr == '-' )
+ frame = STAT_MINUS;
+ else
+ frame = *ptr -'0';
+
+ CG_DrawPic( x,y, charWidth, charHeight, cgs.media.numberShaders[ frame ] );
+ x += charWidth;
+ ptr++;
+ l--;
+ }
+}
+
+static void CG_DrawProgressBar( rectDef_t *rect, vec4_t color, float scale,
+ int align, int textStyle, int special, float progress )
+{
+ float rimWidth = rect->h / 20.0f;
+ float doneWidth, leftWidth;
+ float tx, ty, tw, th;
+ char textBuffer[ 8 ];
+
+ if( rimWidth < 0.6f )
+ rimWidth = 0.6f;
+
+ if( special >= 0.0f )
+ rimWidth = special;
+
+ if( progress < 0.0f )
+ progress = 0.0f;
+ else if( progress > 1.0f )
+ progress = 1.0f;
+
+ doneWidth = ( rect->w - 2 * rimWidth ) * progress;
+ leftWidth = ( rect->w - 2 * rimWidth ) - doneWidth;
+
+ trap_R_SetColor( color );
+
+ //draw rim and bar
+ if( align == ITEM_ALIGN_RIGHT )
+ {
+ CG_DrawPic( rect->x, rect->y, rimWidth, rect->h, cgs.media.whiteShader );
+ CG_DrawPic( rect->x + rimWidth, rect->y,
+ leftWidth, rimWidth, cgs.media.whiteShader );
+ CG_DrawPic( rect->x + rimWidth, rect->y + rect->h - rimWidth,
+ leftWidth, rimWidth, cgs.media.whiteShader );
+ CG_DrawPic( rect->x + rimWidth + leftWidth, rect->y,
+ rimWidth + doneWidth, rect->h, cgs.media.whiteShader );
+ }
+ else
+ {
+ CG_DrawPic( rect->x, rect->y, rimWidth + doneWidth, rect->h, cgs.media.whiteShader );
+ CG_DrawPic( rimWidth + rect->x + doneWidth, rect->y,
+ leftWidth, rimWidth, cgs.media.whiteShader );
+ CG_DrawPic( rimWidth + rect->x + doneWidth, rect->y + rect->h - rimWidth,
+ leftWidth, rimWidth, cgs.media.whiteShader );
+ CG_DrawPic( rect->x + rect->w - rimWidth, rect->y, rimWidth, rect->h, cgs.media.whiteShader );
+ }
+
+ trap_R_SetColor( NULL );
+
+ //draw text
+ if( scale > 0.0 )
+ {
+ Com_sprintf( textBuffer, sizeof( textBuffer ), "%d%%", (int)( progress * 100 ) );
+ tw = CG_Text_Width( textBuffer, scale, 0 );
+ th = scale * 40.0f;
+
+ switch( align )
+ {
+ case ITEM_ALIGN_LEFT:
+ tx = rect->x + ( rect->w / 10.0f );
+ ty = rect->y + ( rect->h / 2.0f ) + ( th / 2.0f );
+ break;
+
+ case ITEM_ALIGN_RIGHT:
+ tx = rect->x + rect->w - ( rect->w / 10.0f ) - tw;
+ ty = rect->y + ( rect->h / 2.0f ) + ( th / 2.0f );
+ break;
+
+ case ITEM_ALIGN_CENTER:
+ tx = rect->x + ( rect->w / 2.0f ) - ( tw / 2.0f );
+ ty = rect->y + ( rect->h / 2.0f ) + ( th / 2.0f );
+ break;
+
+ default:
+ tx = ty = 0.0f;
+ }
+
+ CG_Text_Paint( tx, ty, scale, color, textBuffer, 0, 0, textStyle );
+ }
+}
+
+//=============== TA: was cg_newdraw.c
+
+void CG_InitTeamChat( void )
+{
+ memset( teamChat1, 0, sizeof( teamChat1 ) );
+ memset( teamChat2, 0, sizeof( teamChat2 ) );
+ memset( systemChat, 0, sizeof( systemChat ) );
+}
+
+void CG_SetPrintString( int type, const char *p )
+{
+ if( type == SYSTEM_PRINT )
+ {
+ strcpy( systemChat, p );
+ }
+ else
+ {
+ strcpy( teamChat2, teamChat1 );
+ strcpy( teamChat1, p );
+ }
+}
+
+/*
+===============
+CG_AtHighestClass
+
+Is the local client at the highest class possible?
+===============
+*/
+static qboolean CG_AtHighestClass( void )
+{
+ int i;
+ qboolean superiorClasses = qfalse;
+
+ for( i = PCL_NONE + 1; i < PCL_NUM_CLASSES; i++ )
+ {
+ if( BG_ClassCanEvolveFromTo(
+ cg.predictedPlayerState.stats[ STAT_PCLASS ], i,
+ ALIEN_MAX_KILLS, 0 ) >= 0 &&
+ BG_FindStagesForClass( i, cgs.alienStage )
+ /*FIXME && G_ClassIsAllowed( i )*/ )
+ {
+ superiorClasses = qtrue;
+ break;
+ }
+ }
+
+ return !superiorClasses;
+}
+
+#define NO_CREDITS_TIME 2000
+
+static void CG_DrawPlayerCreditsValue( rectDef_t *rect, vec4_t color, qboolean padding )
+{
+ int value;
+ playerState_t *ps;
+ centity_t *cent;
+
+ cent = &cg_entities[ cg.snap->ps.clientNum ];
+ ps = &cg.snap->ps;
+
+ //if the build timer pie is showing don't show this
+ if( ( cent->currentState.weapon == WP_ABUILD ||
+ cent->currentState.weapon == WP_ABUILD2 ) && ps->stats[ STAT_MISC ] )
+ return;
+
+ value = ps->persistant[ PERS_CREDIT ];
+ if( value > -1 )
+ {
+ if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS &&
+ !CG_AtHighestClass( ) )
+ {
+ if( cg.time - cg.lastEvolveAttempt <= NO_CREDITS_TIME )
+ {
+ if( ( ( cg.time - cg.lastEvolveAttempt ) / 300 ) % 2 )
+ color[ 3 ] = 0.0f;
+ }
+ }
+
+ trap_R_SetColor( color );
+
+ if( padding )
+ CG_DrawFieldPadded( rect->x, rect->y, 4, rect->w / 4, rect->h, value );
+ else
+ CG_DrawField( rect->x, rect->y, 1, rect->w, rect->h, value );
+
+ trap_R_SetColor( NULL );
+ }
+}
+
+static void CG_DrawPlayerBankValue( rectDef_t *rect, vec4_t color, qboolean padding )
+{
+ int value;
+ playerState_t *ps;
+
+ ps = &cg.snap->ps;
+
+ value = ps->persistant[ PERS_BANK ];
+ if( value > -1 )
+ {
+ trap_R_SetColor( color );
+
+ if( padding )
+ CG_DrawFieldPadded( rect->x, rect->y, 4, rect->w / 4, rect->h, value );
+ else
+ CG_DrawField( rect->x, rect->y, 1, rect->w, rect->h, value );
+
+ trap_R_SetColor( NULL );
+ }
+}
+
+#define HH_MIN_ALPHA 0.2f
+#define HH_MAX_ALPHA 0.8f
+#define HH_ALPHA_DIFF (HH_MAX_ALPHA-HH_MIN_ALPHA)
+
+#define AH_MIN_ALPHA 0.2f
+#define AH_MAX_ALPHA 0.8f
+#define AH_ALPHA_DIFF (AH_MAX_ALPHA-AH_MIN_ALPHA)
+
+/*
+==============
+CG_DrawPlayerStamina1
+==============
+*/
+static void CG_DrawPlayerStamina1( rectDef_t *rect, vec4_t color, qhandle_t shader )
+{
+ playerState_t *ps = &cg.snap->ps;
+ float stamina = ps->stats[ STAT_STAMINA ];
+ float maxStaminaBy3 = (float)MAX_STAMINA / 3.0f;
+ float progress;
+
+ stamina -= ( 2 * (int)maxStaminaBy3 );
+ progress = stamina / maxStaminaBy3;
+
+ if( progress > 1.0f )
+ progress = 1.0f;
+ else if( progress < 0.0f )
+ progress = 0.0f;
+
+ color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF );
+
+ trap_R_SetColor( color );
+ CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader );
+ trap_R_SetColor( NULL );
+}
+
+/*
+==============
+CG_DrawPlayerStamina2
+==============
+*/
+static void CG_DrawPlayerStamina2( rectDef_t *rect, vec4_t color, qhandle_t shader )
+{
+ playerState_t *ps = &cg.snap->ps;
+ float stamina = ps->stats[ STAT_STAMINA ];
+ float maxStaminaBy3 = (float)MAX_STAMINA / 3.0f;
+ float progress;
+
+ stamina -= (int)maxStaminaBy3;
+ progress = stamina / maxStaminaBy3;
+
+ if( progress > 1.0f )
+ progress = 1.0f;
+ else if( progress < 0.0f )
+ progress = 0.0f;
+
+ color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF );
+
+ trap_R_SetColor( color );
+ CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader );
+ trap_R_SetColor( NULL );
+}
+
+/*
+==============
+CG_DrawPlayerStamina3
+==============
+*/
+static void CG_DrawPlayerStamina3( rectDef_t *rect, vec4_t color, qhandle_t shader )
+{
+ playerState_t *ps = &cg.snap->ps;
+ float stamina = ps->stats[ STAT_STAMINA ];
+ float maxStaminaBy3 = (float)MAX_STAMINA / 3.0f;
+ float progress;
+
+ progress = stamina / maxStaminaBy3;
+
+ if( progress > 1.0f )
+ progress = 1.0f;
+ else if( progress < 0.0f )
+ progress = 0.0f;
+
+ color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF );
+
+ trap_R_SetColor( color );
+ CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader );
+ trap_R_SetColor( NULL );
+}
+
+/*
+==============
+CG_DrawPlayerStamina4
+==============
+*/
+static void CG_DrawPlayerStamina4( rectDef_t *rect, vec4_t color, qhandle_t shader )
+{
+ playerState_t *ps = &cg.snap->ps;
+ float stamina = ps->stats[ STAT_STAMINA ];
+ float progress;
+
+ stamina += (float)MAX_STAMINA;
+ progress = stamina / (float)MAX_STAMINA;
+
+ if( progress > 1.0f )
+ progress = 1.0f;
+ else if( progress < 0.0f )
+ progress = 0.0f;
+
+ color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF );
+
+ trap_R_SetColor( color );
+ CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader );
+ trap_R_SetColor( NULL );
+}
+
+/*
+==============
+CG_DrawPlayerStaminaBolt
+==============
+*/
+static void CG_DrawPlayerStaminaBolt( rectDef_t *rect, vec4_t color, qhandle_t shader )
+{
+ playerState_t *ps = &cg.snap->ps;
+ float stamina = ps->stats[ STAT_STAMINA ];
+
+ if( stamina < 0 )
+ color[ 3 ] = HH_MIN_ALPHA;
+ else
+ color[ 3 ] = HH_MAX_ALPHA;
+
+ trap_R_SetColor( color );
+ CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader );
+ trap_R_SetColor( NULL );
+}
+
+/*
+==============
+CG_DrawPlayerClipsRing
+==============
+*/
+static void CG_DrawPlayerClipsRing( rectDef_t *rect, vec4_t color, qhandle_t shader )
+{
+ playerState_t *ps = &cg.snap->ps;
+ centity_t *cent;
+ float buildTime = ps->stats[ STAT_MISC ];
+ float progress;
+ float maxDelay;
+
+ cent = &cg_entities[ cg.snap->ps.clientNum ];
+
+ switch( cent->currentState.weapon )
+ {
+ case WP_ABUILD:
+ case WP_ABUILD2:
+ case WP_HBUILD:
+ case WP_HBUILD2:
+ maxDelay = (float)BG_FindBuildDelayForWeapon( cent->currentState.weapon );
+
+ if( buildTime > maxDelay )
+ buildTime = maxDelay;
+
+ progress = ( maxDelay - buildTime ) / maxDelay;
+
+ color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF );
+ break;
+
+ default:
+ if( ps->weaponstate == WEAPON_RELOADING )
+ {
+ maxDelay = (float)BG_FindReloadTimeForWeapon( cent->currentState.weapon );
+ progress = ( maxDelay - (float)ps->weaponTime ) / maxDelay;
+
+ color[ 3 ] = HH_MIN_ALPHA + ( progress * HH_ALPHA_DIFF );
+ }
+ break;
+ }
+
+ trap_R_SetColor( color );
+ CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader );
+ trap_R_SetColor( NULL );
+}
+
+/*
+==============
+CG_DrawPlayerBuildTimerRing
+==============
+*/
+static void CG_DrawPlayerBuildTimerRing( rectDef_t *rect, vec4_t color, qhandle_t shader )
+{
+ playerState_t *ps = &cg.snap->ps;
+ centity_t *cent;
+ float buildTime = ps->stats[ STAT_MISC ];
+ float progress;
+ float maxDelay;
+
+ cent = &cg_entities[ cg.snap->ps.clientNum ];
+
+ maxDelay = (float)BG_FindBuildDelayForWeapon( cent->currentState.weapon );
+
+ if( buildTime > maxDelay )
+ buildTime = maxDelay;
+
+ progress = ( maxDelay - buildTime ) / maxDelay;
+
+ color[ 3 ] = AH_MIN_ALPHA + ( progress * AH_ALPHA_DIFF );
+
+ trap_R_SetColor( color );
+ CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader );
+ trap_R_SetColor( NULL );
+}
+
+/*
+==============
+CG_DrawPlayerBoosted
+==============
+*/
+static void CG_DrawPlayerBoosted( rectDef_t *rect, vec4_t color, qhandle_t shader )
+{
+ playerState_t *ps = &cg.snap->ps;
+ qboolean boosted = ps->stats[ STAT_STATE ] & SS_BOOSTED;
+
+ if( boosted )
+ color[ 3 ] = AH_MAX_ALPHA;
+ else
+ color[ 3 ] = AH_MIN_ALPHA;
+
+ trap_R_SetColor( color );
+ CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader );
+ trap_R_SetColor( NULL );
+}
+
+/*
+==============
+CG_DrawPlayerBoosterBolt
+==============
+*/
+static void CG_DrawPlayerBoosterBolt( rectDef_t *rect, vec4_t color, qhandle_t shader )
+{
+ playerState_t *ps = &cg.snap->ps;
+ qboolean boosted = ps->stats[ STAT_STATE ] & SS_BOOSTED;
+ vec4_t localColor;
+
+ Vector4Copy( color, localColor );
+
+ if( boosted )
+ {
+ if( ps->stats[ STAT_BOOSTTIME ] > BOOST_TIME - 3000 )
+ {
+ qboolean flash = ( ps->stats[ STAT_BOOSTTIME ] / 500 ) % 2;
+
+ if( flash )
+ localColor[ 3 ] = 1.0f;
+ }
+ }
+
+ trap_R_SetColor( localColor );
+ CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader );
+ trap_R_SetColor( NULL );
+}
+
+/*
+==============
+CG_DrawPlayerPoisonBarbs
+==============
+*/
+static void CG_DrawPlayerPoisonBarbs( rectDef_t *rect, vec4_t color, qhandle_t shader )
+{
+ playerState_t *ps = &cg.snap->ps;
+ int x = rect->x;
+ int y = rect->y;
+ int width = rect->w;
+ int height = rect->h;
+ qboolean vertical;
+ int iconsize, numBarbs, i;
+
+ BG_UnpackAmmoArray( ps->weapon, ps->ammo, ps->powerups, &numBarbs, NULL );
+
+ if( height > width )
+ {
+ vertical = qtrue;
+ iconsize = width;
+ }
+ else if( height <= width )
+ {
+ vertical = qfalse;
+ iconsize = height;
+ }
+
+ if( color[ 3 ] != 0.0 )
+ trap_R_SetColor( color );
+
+ for( i = 0; i < numBarbs; i ++ )
+ {
+ if( vertical )
+ y += iconsize;
+ else
+ x += iconsize;
+
+ CG_DrawPic( x, y, iconsize, iconsize, shader );
+ }
+
+ trap_R_SetColor( NULL );
+}
+
+/*
+==============
+CG_DrawPlayerWallclimbing
+==============
+*/
+static void CG_DrawPlayerWallclimbing( rectDef_t *rect, vec4_t color, qhandle_t shader )
+{
+ playerState_t *ps = &cg.snap->ps;
+ qboolean ww = ps->stats[ STAT_STATE ] & SS_WALLCLIMBING;
+
+ if( ww )
+ color[ 3 ] = AH_MAX_ALPHA;
+ else
+ color[ 3 ] = AH_MIN_ALPHA;
+
+ trap_R_SetColor( color );
+ CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader );
+ trap_R_SetColor( NULL );
+}
+
+static void CG_DrawPlayerStamina( rectDef_t *rect, vec4_t color, float scale,
+ int align, int textStyle, int special )
+{
+ playerState_t *ps = &cg.snap->ps;
+ int stamina = ps->stats[ STAT_STAMINA ];
+ float progress = ( (float)stamina + (float)MAX_STAMINA ) / ( (float)MAX_STAMINA * 2.0f );
+
+ CG_DrawProgressBar( rect, color, scale, align, textStyle, special, progress );
+}
+
+static void CG_DrawPlayerAmmoValue( rectDef_t *rect, vec4_t color )
+{
+ int value;
+ centity_t *cent;
+ playerState_t *ps;
+
+ cent = &cg_entities[ cg.snap->ps.clientNum ];
+ ps = &cg.snap->ps;
+
+ if( cent->currentState.weapon )
+ {
+ switch( cent->currentState.weapon )
+ {
+ case WP_ABUILD:
+ case WP_ABUILD2:
+ //percentage of BP remaining
+ value = cgs.alienBuildPoints;
+ break;
+
+ case WP_HBUILD:
+ case WP_HBUILD2:
+ //percentage of BP remaining
+ value = cgs.humanBuildPoints;
+ break;
+
+ default:
+ BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, &value, NULL );
+ break;
+ }
+
+ if( value > 999 )
+ value = 999;
+
+ if( value > -1 )
+ {
+ trap_R_SetColor( color );
+ CG_DrawField( rect->x, rect->y, 4, rect->w / 4, rect->h, value );
+ trap_R_SetColor( NULL );
+ }
+ }
+}
+
+
+/*
+==============
+CG_DrawAlienSense
+==============
+*/
+static void CG_DrawAlienSense( rectDef_t *rect )
+{
+ if( BG_ClassHasAbility( cg.snap->ps.stats[ STAT_PCLASS ], SCA_ALIENSENSE ) )
+ CG_AlienSense( rect );
+}
+
+
+/*
+==============
+CG_DrawHumanScanner
+==============
+*/
+static void CG_DrawHumanScanner( rectDef_t *rect, qhandle_t shader, vec4_t color )
+{
+ if( BG_InventoryContainsUpgrade( UP_HELMET, cg.snap->ps.stats ) )
+ CG_Scanner( rect, shader, color );
+}
+
+
+/*
+==============
+CG_DrawUsableBuildable
+==============
+*/
+static void CG_DrawUsableBuildable( rectDef_t *rect, qhandle_t shader, vec4_t color )
+{
+ vec3_t view, point;
+ trace_t trace;
+ entityState_t *es;
+
+ AngleVectors( cg.refdefViewAngles, view, NULL, NULL );
+ VectorMA( cg.refdef.vieworg, 64, view, point );
+ CG_Trace( &trace, cg.refdef.vieworg, NULL, NULL,
+ point, cg.predictedPlayerState.clientNum, MASK_SHOT );
+
+ es = &cg_entities[ trace.entityNum ].currentState;
+
+ if( es->eType == ET_BUILDABLE && BG_FindUsableForBuildable( es->modelindex ) &&
+ cg.predictedPlayerState.stats[ STAT_PTEAM ] == BG_FindTeamForBuildable( es->modelindex ) )
+ {
+ //hack to prevent showing the usable buildable when you aren't carrying an energy weapon
+ if( ( es->modelindex == BA_H_REACTOR || es->modelindex == BA_H_REPEATER ) &&
+ ( !BG_FindUsesEnergyForWeapon( cg.snap->ps.weapon ) ||
+ BG_FindInfinteAmmoForWeapon( cg.snap->ps.weapon ) ) )
+ return;
+
+ trap_R_SetColor( color );
+ CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader );
+ trap_R_SetColor( NULL );
+ }
+}
+
+
+#define BUILD_DELAY_TIME 2000
+
+static void CG_DrawPlayerBuildTimer( rectDef_t *rect, vec4_t color )
+{
+ float progress;
+ int index;
+ centity_t *cent;
+ playerState_t *ps;
+
+ cent = &cg_entities[ cg.snap->ps.clientNum ];
+ ps = &cg.snap->ps;
+
+ if( cent->currentState.weapon )
+ {
+ switch( cent->currentState.weapon )
+ {
+ case WP_ABUILD:
+ progress = (float)ps->stats[ STAT_MISC ] / (float)ABUILDER_BASE_DELAY;
+ break;
+
+ case WP_ABUILD2:
+ progress = (float)ps->stats[ STAT_MISC ] / (float)ABUILDER_ADV_DELAY;
+ break;
+
+ case WP_HBUILD:
+ progress = (float)ps->stats[ STAT_MISC ] / (float)HBUILD_DELAY;
+ break;
+
+ case WP_HBUILD2:
+ progress = (float)ps->stats[ STAT_MISC ] / (float)HBUILD2_DELAY;
+ break;
+
+ default:
+ return;
+ break;
+ }
+
+ if( !ps->stats[ STAT_MISC ] )
+ return;
+
+ index = (int)( progress * 8.0f );
+
+ if( index > 7 )
+ index = 7;
+ else if( index < 0 )
+ index = 0;
+
+ if( cg.time - cg.lastBuildAttempt <= BUILD_DELAY_TIME )
+ {
+ if( ( ( cg.time - cg.lastBuildAttempt ) / 300 ) % 2 )
+ {
+ color[ 0 ] = 1.0f;
+ color[ 1 ] = color[ 2 ] = 0.0f;
+ color[ 3 ] = 1.0f;
+ }
+ }
+
+ trap_R_SetColor( color );
+ CG_DrawPic( rect->x, rect->y, rect->w, rect->h,
+ cgs.media.buildWeaponTimerPie[ index ] );
+ trap_R_SetColor( NULL );
+ }
+}
+
+static void CG_DrawPlayerClipsValue( rectDef_t *rect, vec4_t color )
+{
+ int value;
+ centity_t *cent;
+ playerState_t *ps;
+
+ cent = &cg_entities[ cg.snap->ps.clientNum ];
+ ps = &cg.snap->ps;
+
+ if( cent->currentState.weapon )
+ {
+ switch( cent->currentState.weapon )
+ {
+ case WP_ABUILD:
+ case WP_ABUILD2:
+ case WP_HBUILD:
+ case WP_HBUILD2:
+ break;
+
+ default:
+ BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, NULL, &value );
+
+ if( value > -1 )
+ {
+ trap_R_SetColor( color );
+ CG_DrawField( rect->x, rect->y, 4, rect->w / 4, rect->h, value );
+ trap_R_SetColor( NULL );
+ }
+ break;
+ }
+ }
+}
+
+static void CG_DrawPlayerHealthValue( rectDef_t *rect, vec4_t color )
+{
+ playerState_t *ps;
+ int value;
+
+ ps = &cg.snap->ps;
+
+ value = ps->stats[ STAT_HEALTH ];
+
+ trap_R_SetColor( color );
+ CG_DrawField( rect->x, rect->y, 4, rect->w / 4, rect->h, value );
+ trap_R_SetColor( NULL );
+}
+
+static void CG_DrawPlayerHealthBar( rectDef_t *rect, vec4_t color, float scale,
+ int align, int textStyle, int special )
+{
+ playerState_t *ps;
+ float total;
+
+ ps = &cg.snap->ps;
+
+ total = ( (float)ps->stats[ STAT_HEALTH ] / (float)ps->stats[ STAT_MAX_HEALTH ] );
+ CG_DrawProgressBar( rect, color, scale, align, textStyle, special, total );
+}
+
+/*
+==============
+CG_DrawPlayerHealthCross
+==============
+*/
+static void CG_DrawPlayerHealthCross( rectDef_t *rect, vec4_t color, qhandle_t shader )
+{
+ playerState_t *ps = &cg.snap->ps;
+ int health = ps->stats[ STAT_HEALTH ];
+
+ if( health < 10 )
+ {
+ color[ 0 ] = 1.0f;
+ color[ 1 ] = color[ 2 ] = 0.0f;
+ }
+
+ trap_R_SetColor( color );
+ CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader );
+ trap_R_SetColor( NULL );
+}
+
+static void CG_DrawProgressLabel( rectDef_t *rect, float text_x, float text_y, vec4_t color,
+ float scale, int align, const char *s, float fraction )
+{
+ vec4_t white = { 1.0f, 1.0f, 1.0f, 1.0f };
+ float tx, tw = CG_Text_Width( s, scale, 0 );
+
+ switch( align )
+ {
+ case ITEM_ALIGN_LEFT:
+ tx = 0.0f;
+ break;
+
+ case ITEM_ALIGN_RIGHT:
+ tx = rect->w - tw;
+ break;
+
+ case ITEM_ALIGN_CENTER:
+ tx = ( rect->w / 2.0f ) - ( tw / 2.0f );
+ break;
+
+ default:
+ tx = 0.0f;
+ }
+
+ if( fraction < 1.0f )
+ CG_Text_Paint( rect->x + text_x + tx, rect->y + text_y, scale, white,
+ s, 0, 0, ITEM_TEXTSTYLE_NORMAL );
+ else
+ CG_Text_Paint( rect->x + text_x + tx, rect->y + text_y, scale, color,
+ s, 0, 0, ITEM_TEXTSTYLE_NEON );
+}
+
+static void CG_DrawMediaProgress( rectDef_t *rect, vec4_t color, float scale,
+ int align, int textStyle, int special )
+{
+ CG_DrawProgressBar( rect, color, scale, align, textStyle, special, cg.mediaFraction );
+}
+
+static void CG_DrawMediaProgressLabel( rectDef_t *rect, float text_x, float text_y,
+ vec4_t color, float scale, int align )
+{
+ CG_DrawProgressLabel( rect, text_x, text_y, color, scale, align, "Map and Textures", cg.mediaFraction );
+}
+
+static void CG_DrawBuildablesProgress( rectDef_t *rect, vec4_t color, float scale,
+ int align, int textStyle, int special )
+{
+ CG_DrawProgressBar( rect, color, scale, align, textStyle, special, cg.buildablesFraction );
+}
+
+static void CG_DrawBuildablesProgressLabel( rectDef_t *rect, float text_x, float text_y,
+ vec4_t color, float scale, int align )
+{
+ CG_DrawProgressLabel( rect, text_x, text_y, color, scale, align, "Buildable Models", cg.buildablesFraction );
+}
+
+static void CG_DrawCharModelProgress( rectDef_t *rect, vec4_t color, float scale,
+ int align, int textStyle, int special )
+{
+ CG_DrawProgressBar( rect, color, scale, align, textStyle, special, cg.charModelFraction );
+}
+
+static void CG_DrawCharModelProgressLabel( rectDef_t *rect, float text_x, float text_y,
+ vec4_t color, float scale, int align )
+{
+ CG_DrawProgressLabel( rect, text_x, text_y, color, scale, align, "Character Models", cg.charModelFraction );
+}
+
+static void CG_DrawOverallProgress( rectDef_t *rect, vec4_t color, float scale,
+ int align, int textStyle, int special )
+{
+ float total;
+
+ total = ( cg.charModelFraction + cg.buildablesFraction + cg.mediaFraction ) / 3.0f;
+ CG_DrawProgressBar( rect, color, scale, align, textStyle, special, total );
+}
+
+static void CG_DrawLevelShot( rectDef_t *rect )
+{
+ const char *s;
+ const char *info;
+ qhandle_t levelshot;
+ qhandle_t detail;
+
+ info = CG_ConfigString( CS_SERVERINFO );
+ s = Info_ValueForKey( info, "mapname" );
+ levelshot = trap_R_RegisterShaderNoMip( va( "levelshots/%s.tga", s ) );
+
+ if( !levelshot )
+ levelshot = trap_R_RegisterShaderNoMip( "gfx/2d/load_screen" );
+
+ trap_R_SetColor( NULL );
+ CG_DrawPic( rect->x, rect->y, rect->w, rect->h, levelshot );
+
+ // blend a detail texture over it
+ detail = trap_R_RegisterShader( "levelShotDetail" );
+ CG_DrawPic( rect->x, rect->y, rect->w, rect->h, detail );
+}
+
+static void CG_DrawLoadingString( rectDef_t *rect, float text_x, float text_y, vec4_t color,
+ float scale, int align, int textStyle, const char *s )
+{
+ float tw, th, tx;
+ int pos, i;
+ char buffer[ 1024 ];
+ char *end;
+
+ if( !s[ 0 ] )
+ return;
+
+ strcpy( buffer, s );
+ tw = CG_Text_Width( s, scale, 0 );
+ th = scale * 40.0f;
+
+ pos = i = 0;
+
+ while( pos < strlen( s ) )
+ {
+ strcpy( buffer, &s[ pos ] );
+ tw = CG_Text_Width( buffer, scale, 0 );
+
+ while( tw > rect->w )
+ {
+ end = strrchr( buffer, ' ' );
+
+ if( end == NULL )
+ break;
+
+ *end = '\0';
+ tw = CG_Text_Width( buffer, scale, 0 );
+ }
+
+ switch( align )
+ {
+ case ITEM_ALIGN_LEFT:
+ tx = rect->x;
+ break;
+
+ case ITEM_ALIGN_RIGHT:
+ tx = rect->x + rect->w - tw;
+ break;
+
+ case ITEM_ALIGN_CENTER:
+ tx = rect->x + ( rect->w / 2.0f ) - ( tw / 2.0f );
+ break;
+
+ default:
+ tx = 0.0f;
+ }
+
+ CG_Text_Paint( tx + text_x, rect->y + text_y + i * ( th + 3 ), scale, color,
+ buffer, 0, 0, textStyle );
+
+ pos += strlen( buffer ) + 1;
+ i++;
+ }
+}
+
+static void CG_DrawLevelName( rectDef_t *rect, float text_x, float text_y,
+ vec4_t color, float scale, int align, int textStyle )
+{
+ const char *s;
+
+ s = CG_ConfigString( CS_MESSAGE );
+
+ CG_DrawLoadingString( rect, text_x, text_y, color, scale, align, textStyle, s );
+}
+
+static void CG_DrawMOTD( rectDef_t *rect, float text_x, float text_y,
+ vec4_t color, float scale, int align, int textStyle )
+{
+ const char *s;
+
+ s = CG_ConfigString( CS_MOTD );
+
+ CG_DrawLoadingString( rect, text_x, text_y, color, scale, align, textStyle, s );
+}
+
+static void CG_DrawHostname( rectDef_t *rect, float text_x, float text_y,
+ vec4_t color, float scale, int align, int textStyle )
+{
+ char buffer[ 1024 ];
+ const char *info;
+
+ info = CG_ConfigString( CS_SERVERINFO );
+
+ Q_strncpyz( buffer, Info_ValueForKey( info, "sv_hostname" ), 1024 );
+ Q_CleanStr( buffer );
+
+ CG_DrawLoadingString( rect, text_x, text_y, color, scale, align, textStyle, buffer );
+}
+
+/*
+======================
+CG_UpdateMediaFraction
+
+======================
+*/
+void CG_UpdateMediaFraction( float newFract )
+{
+ cg.mediaFraction = newFract;
+
+ trap_UpdateScreen( );
+}
+
+/*
+====================
+CG_DrawLoadingScreen
+
+Draw all the status / pacifier stuff during level loading
+====================
+*/
+void CG_DrawLoadingScreen( void )
+{
+ Menu_Paint( Menus_FindByName( "Loading" ), qtrue );
+}
+
+float CG_GetValue( int ownerDraw )
+{
+ centity_t *cent;
+ playerState_t *ps;
+
+ cent = &cg_entities[ cg.snap->ps.clientNum ];
+ ps = &cg.snap->ps;
+
+ switch( ownerDraw )
+ {
+ case CG_PLAYER_AMMO_VALUE:
+ if( cent->currentState.weapon )
+ {
+ int value;
+
+ BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups,
+ &value, NULL );
+
+ return value;
+ }
+ break;
+ case CG_PLAYER_CLIPS_VALUE:
+ if( cent->currentState.weapon )
+ {
+ int value;
+
+ BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups,
+ NULL, &value );
+
+ return value;
+ }
+ break;
+ case CG_PLAYER_HEALTH:
+ return ps->stats[ STAT_HEALTH ];
+ break;
+ default:
+ break;
+ }
+
+ return -1;
+}
+
+static void CG_DrawAreaSystemChat( rectDef_t *rect, float scale, vec4_t color, qhandle_t shader )
+{
+ CG_Text_Paint( rect->x, rect->y + rect->h, scale, color, systemChat, 0, 0, 0 );
+}
+
+static void CG_DrawAreaTeamChat( rectDef_t *rect, float scale, vec4_t color, qhandle_t shader )
+{
+ CG_Text_Paint( rect->x, rect->y + rect->h, scale, color,teamChat1, 0, 0, 0 );
+}
+
+static void CG_DrawAreaChat(rectDef_t *rect, float scale, vec4_t color, qhandle_t shader)
+{
+ CG_Text_Paint(rect->x, rect->y + rect->h, scale, color, teamChat2, 0, 0, 0);
+}
+
+const char *CG_GetKillerText( )
+{
+ const char *s = "";
+ if( cg.killerName[ 0 ] )
+ s = va( "Fragged by %s", cg.killerName );
+
+ return s;
+}
+
+
+static void CG_DrawKiller( rectDef_t *rect, float scale, vec4_t color,
+ qhandle_t shader, int textStyle )
+{
+ // fragged by ... line
+ if( cg.killerName[ 0 ] )
+ {
+ int x = rect->x + rect->w / 2;
+ CG_Text_Paint( x - CG_Text_Width( CG_GetKillerText( ), scale, 0 ) / 2,
+ rect->y + rect->h, scale, color, CG_GetKillerText( ), 0, 0, textStyle );
+ }
+}
+
+
+static void CG_Text_Paint_Limit( float *maxX, float x, float y, float scale,
+ vec4_t color, const char* text, float adjust, int limit )
+{
+ int len, count;
+ vec4_t newColor;
+ glyphInfo_t *glyph;
+
+ if( text )
+ {
+// TTimo: FIXME
+// const unsigned char *s = text; // bk001206 - unsigned
+ const char *s = text;
+ float max = *maxX;
+ float useScale;
+ fontInfo_t *font = &cgDC.Assets.textFont;
+
+ if( scale <= cg_smallFont.value )
+ font = &cgDC.Assets.smallFont;
+ else if( scale > cg_bigFont.value )
+ font = &cgDC.Assets.bigFont;
+
+ useScale = scale * font->glyphScale;
+ trap_R_SetColor( color );
+ len = strlen( text );
+
+ if( limit > 0 && len > limit )
+ len = limit;
+
+ count = 0;
+
+ while( s && *s && count < len )
+ {
+ glyph = &font->glyphs[ (int)*s ];
+ //TTimo: FIXME: getting nasty warnings without the cast,
+ //hopefully this doesn't break the VM build
+
+ if( Q_IsColorString( s ) )
+ {
+ memcpy( newColor, g_color_table[ ColorIndex( *(s+1) ) ], sizeof( newColor ) );
+ newColor[ 3 ] = color[ 3 ];
+ trap_R_SetColor( newColor );
+ s += 2;
+ continue;
+ }
+ else
+ {
+ float yadj = useScale * glyph->top;
+
+ if( CG_Text_Width( s, useScale, 1 ) + x > max )
+ {
+ *maxX = 0;
+ break;
+ }
+
+ CG_Text_PaintChar( x, y - yadj,
+ glyph->imageWidth,
+ glyph->imageHeight,
+ useScale,
+ glyph->s,
+ glyph->t,
+ glyph->s2,
+ glyph->t2,
+ glyph->glyph );
+ x += ( glyph->xSkip * useScale ) + adjust;
+ *maxX = x;
+ count++;
+ s++;
+ }
+ }
+
+ trap_R_SetColor( NULL );
+ }
+}
+
+static void CG_DrawTeamSpectators( rectDef_t *rect, float scale, vec4_t color, qhandle_t shader )
+{
+ if( cg.spectatorLen )
+ {
+ float maxX;
+
+ if( cg.spectatorWidth == -1 )
+ {
+ cg.spectatorWidth = 0;
+ cg.spectatorPaintX = rect->x + 1;
+ cg.spectatorPaintX2 = -1;
+ }
+
+ if( cg.spectatorOffset > cg.spectatorLen )
+ {
+ cg.spectatorOffset = 0;
+ cg.spectatorPaintX = rect->x + 1;
+ cg.spectatorPaintX2 = -1;
+ }
+
+ if( cg.time > cg.spectatorTime )
+ {
+ cg.spectatorTime = cg.time + 10;
+
+ if( cg.spectatorPaintX <= rect->x + 2 )
+ {
+ if( cg.spectatorOffset < cg.spectatorLen )
+ {
+ //TA: skip colour directives
+ if( Q_IsColorString( &cg.spectatorList[ cg.spectatorOffset ] ) )
+ cg.spectatorOffset += 2;
+ else
+ {
+ cg.spectatorPaintX += CG_Text_Width( &cg.spectatorList[ cg.spectatorOffset ], scale, 1 ) - 1;
+ cg.spectatorOffset++;
+ }
+ }
+ else
+ {
+ cg.spectatorOffset = 0;
+
+ if( cg.spectatorPaintX2 >= 0 )
+ cg.spectatorPaintX = cg.spectatorPaintX2;
+ else
+ cg.spectatorPaintX = rect->x + rect->w - 2;
+
+ cg.spectatorPaintX2 = -1;
+ }
+ }
+ else
+ {
+ cg.spectatorPaintX--;
+
+ if( cg.spectatorPaintX2 >= 0 )
+ cg.spectatorPaintX2--;
+ }
+ }
+
+ maxX = rect->x + rect->w - 2;
+
+ CG_Text_Paint_Limit( &maxX, cg.spectatorPaintX, rect->y + rect->h - 3, scale, color,
+ &cg.spectatorList[ cg.spectatorOffset ], 0, 0 );
+
+ if( cg.spectatorPaintX2 >= 0 )
+ {
+ float maxX2 = rect->x + rect->w - 2;
+ CG_Text_Paint_Limit( &maxX2, cg.spectatorPaintX2, rect->y + rect->h - 3, scale,
+ color, cg.spectatorList, 0, cg.spectatorOffset );
+ }
+
+ if( cg.spectatorOffset && maxX > 0 )
+ {
+ // if we have an offset ( we are skipping the first part of the string ) and we fit the string
+ if( cg.spectatorPaintX2 == -1 )
+ cg.spectatorPaintX2 = rect->x + rect->w - 2;
+ }
+ else
+ cg.spectatorPaintX2 = -1;
+ }
+}
+
+/*
+==================
+CG_DrawStageReport
+==================
+*/
+static void CG_DrawStageReport( rectDef_t *rect, float text_x, float text_y,
+ vec4_t color, float scale, int align, int textStyle )
+{
+ char s[ MAX_TOKEN_CHARS ];
+ int tx, w, kills;
+
+ if( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR && !cg.intermissionStarted )
+ return;
+
+ if( cg.intermissionStarted )
+ {
+ Com_sprintf( s, MAX_TOKEN_CHARS,
+ "Stage %d" //PH34R MY MAD-LEET CODING SKILLZ
+ " "
+ "Stage %d",
+ cgs.alienStage + 1, cgs.humanStage + 1 );
+ }
+ else if( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
+ {
+ kills = cgs.alienNextStageThreshold - cgs.alienKills;
+
+ if( cgs.alienNextStageThreshold < 0 )
+ Com_sprintf( s, MAX_TOKEN_CHARS, "Stage %d", cgs.alienStage + 1 );
+ else if( kills == 1 )
+ Com_sprintf( s, MAX_TOKEN_CHARS, "Stage %d, %d kill for next stage",
+ cgs.alienStage + 1, kills );
+ else
+ Com_sprintf( s, MAX_TOKEN_CHARS, "Stage %d, %d kills for next stage",
+ cgs.alienStage + 1, kills );
+ }
+ else if( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
+ {
+ kills = cgs.humanNextStageThreshold - cgs.humanKills;
+
+ if( cgs.humanNextStageThreshold < 0 )
+ Com_sprintf( s, MAX_TOKEN_CHARS, "Stage %d", cgs.humanStage + 1 );
+ else if( kills == 1 )
+ Com_sprintf( s, MAX_TOKEN_CHARS, "Stage %d, %d kill for next stage",
+ cgs.humanStage + 1, kills );
+ else
+ Com_sprintf( s, MAX_TOKEN_CHARS, "Stage %d, %d kills for next stage",
+ cgs.humanStage + 1, kills );
+ }
+
+ w = CG_Text_Width( s, scale, 0 );
+
+ switch( align )
+ {
+ case ITEM_ALIGN_LEFT:
+ tx = rect->x;
+ break;
+
+ case ITEM_ALIGN_RIGHT:
+ tx = rect->x + rect->w - w;
+ break;
+
+ case ITEM_ALIGN_CENTER:
+ tx = rect->x + ( rect->w / 2.0f ) - ( w / 2.0f );
+ break;
+
+ default:
+ tx = 0.0f;
+ }
+
+ CG_Text_Paint( text_x + tx, rect->y + text_y, scale, color, s, 0, 0, textStyle );
+}
+
+/*
+==================
+CG_DrawFPS
+==================
+*/
+//TA: personally i think this should be longer - it should really be a cvar
+#define FPS_FRAMES 20
+#define FPS_STRING "fps"
+static void CG_DrawFPS( rectDef_t *rect, float text_x, float text_y,
+ float scale, vec4_t color, int align, int textStyle,
+ qboolean scalableText )
+{
+ char *s;
+ int tx, w, totalWidth, strLength;
+ static int previousTimes[ FPS_FRAMES ];
+ static int index;
+ int i, total;
+ int fps;
+ static int previous;
+ int t, frameTime;
+
+ if( !cg_drawFPS.integer )
+ return;
+
+ // 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( "%d", fps );
+ w = CG_Text_Width( "0", scale, 0 );
+ strLength = CG_DrawStrlen( s );
+ totalWidth = CG_Text_Width( FPS_STRING, scale, 0 ) + w * strLength;
+
+ switch( align )
+ {
+ case ITEM_ALIGN_LEFT:
+ tx = rect->x;
+ break;
+
+ case ITEM_ALIGN_RIGHT:
+ tx = rect->x + rect->w - totalWidth;
+ break;
+
+ case ITEM_ALIGN_CENTER:
+ tx = rect->x + ( rect->w / 2.0f ) - ( totalWidth / 2.0f );
+ break;
+
+ default:
+ tx = 0.0f;
+ }
+
+ if( scalableText )
+ {
+ for( i = 0; i < strLength; i++ )
+ {
+ char c[ 2 ];
+
+ c[ 0 ] = s[ i ];
+ c[ 1 ] = '\0';
+
+ CG_Text_Paint( text_x + tx + i * w, rect->y + text_y, scale, color, c, 0, 0, textStyle );
+ }
+ }
+ else
+ {
+ trap_R_SetColor( color );
+ CG_DrawField( rect->x, rect->y, 3, rect->w / 3, rect->h, fps );
+ trap_R_SetColor( NULL );
+ }
+
+ if( scalableText )
+ CG_Text_Paint( text_x + tx + i * w, rect->y + text_y, scale, color, FPS_STRING, 0, 0, textStyle );
+ }
+}
+
+
+/*
+=================
+CG_DrawTimerMins
+=================
+*/
+static void CG_DrawTimerMins( rectDef_t *rect, vec4_t color )
+{
+ int mins, seconds;
+ int msec;
+
+ if( !cg_drawTimer.integer )
+ return;
+
+ msec = cg.time - cgs.levelStartTime;
+
+ seconds = msec / 1000;
+ mins = seconds / 60;
+ seconds -= mins * 60;
+
+ trap_R_SetColor( color );
+ CG_DrawField( rect->x, rect->y, 3, rect->w / 3, rect->h, mins );
+ trap_R_SetColor( NULL );
+}
+
+
+/*
+=================
+CG_DrawTimerSecs
+=================
+*/
+static void CG_DrawTimerSecs( rectDef_t *rect, vec4_t color )
+{
+ int mins, seconds;
+ int msec;
+
+ if( !cg_drawTimer.integer )
+ return;
+
+ msec = cg.time - cgs.levelStartTime;
+
+ seconds = msec / 1000;
+ mins = seconds / 60;
+ seconds -= mins * 60;
+
+ trap_R_SetColor( color );
+ CG_DrawFieldPadded( rect->x, rect->y, 2, rect->w / 2, rect->h, seconds );
+ trap_R_SetColor( NULL );
+}
+
+
+/*
+=================
+CG_DrawTimer
+=================
+*/
+static void CG_DrawTimer( rectDef_t *rect, float text_x, float text_y,
+ float scale, vec4_t color, int align, int textStyle )
+{
+ char *s;
+ int i, tx, w, totalWidth, strLength;
+ int mins, seconds, tens;
+ int msec;
+
+ if( !cg_drawTimer.integer )
+ return;
+
+ msec = cg.time - cgs.levelStartTime;
+
+ seconds = msec / 1000;
+ mins = seconds / 60;
+ seconds -= mins * 60;
+ tens = seconds / 10;
+ seconds -= tens * 10;
+
+ s = va( "%d:%d%d", mins, tens, seconds );
+ w = CG_Text_Width( "0", scale, 0 );
+ strLength = CG_DrawStrlen( s );
+ totalWidth = w * strLength;
+
+ switch( align )
+ {
+ case ITEM_ALIGN_LEFT:
+ tx = rect->x;
+ break;
+
+ case ITEM_ALIGN_RIGHT:
+ tx = rect->x + rect->w - totalWidth;
+ break;
+
+ case ITEM_ALIGN_CENTER:
+ tx = rect->x + ( rect->w / 2.0f ) - ( totalWidth / 2.0f );
+ break;
+
+ default:
+ tx = 0.0f;
+ }
+
+ for( i = 0; i < strLength; i++ )
+ {
+ char c[ 2 ];
+
+ c[ 0 ] = s[ i ];
+ c[ 1 ] = '\0';
+
+ CG_Text_Paint( text_x + tx + i * w, rect->y + text_y, scale, color, c, 0, 0, textStyle );
+ }
+}
+
+/*
+==================
+CG_DrawSnapshot
+==================
+*/
+static void CG_DrawSnapshot( rectDef_t *rect, float text_x, float text_y,
+ float scale, vec4_t color, int align, int textStyle )
+{
+ char *s;
+ int w, tx;
+
+ if( !cg_drawSnapshot.integer )
+ return;
+
+ s = va( "time:%d snap:%d cmd:%d", cg.snap->serverTime,
+ cg.latestSnapshotNum, cgs.serverCommandSequence );
+ w = CG_Text_Width( s, scale, 0 );
+
+ switch( align )
+ {
+ case ITEM_ALIGN_LEFT:
+ tx = rect->x;
+ break;
+
+ case ITEM_ALIGN_RIGHT:
+ tx = rect->x + rect->w - w;
+ break;
+
+ case ITEM_ALIGN_CENTER:
+ tx = rect->x + ( rect->w / 2.0f ) - ( w / 2.0f );
+ break;
+
+ default:
+ tx = 0.0f;
+ }
+
+ CG_Text_Paint( text_x + tx, rect->y + text_y, scale, color, s, 0, 0, textStyle );
+}
+
+/*
+===============================================================================
+
+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;
+ vec4_t color = { 1.0f, 1.0f, 1.0f, 1.0f };
+
+ // draw the phone jack if we are completely past our buffers
+ cmdNum = trap_GetCurrentCmdNumber( ) - CMD_BACKUP + 1;
+ trap_GetUserCmd( cmdNum, &cmd );
+
+ // special check for map_restart
+ if( cmd.serverTime <= cg.snap->ps.commandTime || cmd.serverTime > cg.time )
+ return;
+
+ // also add text in center of screen
+ s = "Connection Interrupted";
+ w = CG_Text_Width( s, 0.7f, 0 );
+ CG_Text_Paint( 320 - w / 2, 100, 0.7f, color, s, 0, 0, ITEM_TEXTSTYLE_SHADOWED );
+
+ // 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
+
+#define PING_FRAMES 40
+
+/*
+==============
+CG_DrawLagometer
+==============
+*/
+static void CG_DrawLagometer( rectDef_t *rect, float text_x, float text_y,
+ float scale, vec4_t textColor )
+{
+ int a, x, y, i;
+ float v;
+ float ax, ay, aw, ah, mid, range;
+ int color;
+ vec4_t adjustedColor;
+ float vscale;
+ vec4_t white = { 1.0f, 1.0f, 1.0f, 1.0f };
+
+ if( cg.snap->ps.pm_type == PM_INTERMISSION )
+ return;
+
+ if( !cg_lagometer.integer )
+ return;
+
+ if( cg.demoPlayback )
+ return;
+
+ Vector4Copy( textColor, adjustedColor );
+ adjustedColor[ 3 ] = 0.25f;
+
+ trap_R_SetColor( adjustedColor );
+ CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cgs.media.whiteShader );
+ trap_R_SetColor( NULL );
+
+ //
+ // draw the graph
+ //
+ ax = x = rect->x;
+ ay = y = rect->y;
+ aw = rect->w;
+ ah = rect->h;
+
+ trap_R_SetColor( NULL );
+
+ 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_Text_Paint( ax, ay, 0.5, white, "snc", 0, 0, ITEM_TEXTSTYLE_NORMAL );
+ else
+ {
+ static int previousPings[ PING_FRAMES ];
+ static int index;
+ int i, ping = 0;
+ char *s;
+
+ previousPings[ index++ ] = cg.snap->ping;
+ index = index % PING_FRAMES;
+
+ for( i = 0; i < PING_FRAMES; i++ )
+ ping += previousPings[ i ];
+
+ ping /= PING_FRAMES;
+
+ s = va( "%d", ping );
+ ax = rect->x + ( rect->w / 2.0f ) - ( CG_Text_Width( s, scale, 0 ) / 2.0f ) + text_x;
+ ay = rect->y + ( rect->h / 2.0f ) + ( CG_Text_Height( s, scale, 0 ) / 2.0f ) + text_y;
+
+ Vector4Copy( textColor, adjustedColor );
+ adjustedColor[ 3 ] = 0.5f;
+ CG_Text_Paint( ax, ay, scale, adjustedColor, s, 0, 0, ITEM_TEXTSTYLE_NORMAL );
+ }
+
+ CG_DrawDisconnect( );
+}
+
+/*
+==============
+CG_DrawConsole
+==============
+*/
+static void CG_DrawConsole( rectDef_t *rect, float text_x, float text_y, vec4_t color,
+ float scale, int align, int textStyle )
+{
+ float x, y, w, h;
+
+ //for some reason if these are stored locally occasionally rendering fails
+ //even though they are both live until the end of the function, hence static
+ //possible compiler bug??
+ static menuDef_t dummyParent;
+ static itemDef_t textItem;
+
+ //offset the text
+ x = rect->x;
+ y = rect->y;
+ w = rect->w - ( 16 + ( 2 * text_x ) ); //16 to ensure text within frame
+ h = rect->h;
+
+ textItem.text = cg.consoleText;
+
+ textItem.parent = &dummyParent;
+ memcpy( textItem.window.foreColor, color, sizeof( vec4_t ) );
+ textItem.window.flags = 0;
+
+ switch( align )
+ {
+ case ITEM_ALIGN_LEFT:
+ textItem.window.rect.x = x;
+ break;
+
+ case ITEM_ALIGN_RIGHT:
+ textItem.window.rect.x = x + w;
+ break;
+
+ case ITEM_ALIGN_CENTER:
+ textItem.window.rect.x = x + ( w / 2 );
+ break;
+
+ default:
+ textItem.window.rect.x = x;
+ break;
+ }
+
+ textItem.window.rect.y = y;
+ textItem.window.rect.w = w;
+ textItem.window.rect.h = h;
+ textItem.window.borderSize = 0;
+ textItem.textRect.x = 0;
+ textItem.textRect.y = 0;
+ textItem.textRect.w = 0;
+ textItem.textRect.h = 0;
+ textItem.textalignment = align;
+ textItem.textalignx = text_x;
+ textItem.textaligny = text_y;
+ textItem.textscale = scale;
+ textItem.textStyle = textStyle;
+
+ //hack to utilise existing autowrap code
+ Item_Text_AutoWrapped_Paint( &textItem );
+}
+
+/*
+===================
+CG_DrawWeaponIcon
+===================
+*/
+void CG_DrawWeaponIcon( rectDef_t *rect, vec4_t color )
+{
+ int ammo, clips, maxAmmo;
+ centity_t *cent;
+ playerState_t *ps;
+
+ cent = &cg_entities[ cg.snap->ps.clientNum ];
+ ps = &cg.snap->ps;
+
+ BG_UnpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, &ammo, &clips );
+ BG_FindAmmoForWeapon( cent->currentState.weapon, &maxAmmo, NULL );
+
+ // don't display if dead
+ if( cg.predictedPlayerState.stats[ STAT_HEALTH ] <= 0 )
+ return;
+
+ if( cent->currentState.weapon == 0 )
+ return;
+
+ CG_RegisterWeapon( cent->currentState.weapon );
+
+ if( clips == 0 && !BG_FindInfinteAmmoForWeapon( cent->currentState.weapon ) )
+ {
+ float ammoPercent = (float)ammo / (float)maxAmmo;
+
+ if( ammoPercent < 0.33f )
+ {
+ color[ 0 ] = 1.0f;
+ color[ 1 ] = color[ 2 ] = 0.0f;
+ }
+ }
+
+ if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS && CG_AtHighestClass( ) )
+ {
+ if( cg.time - cg.lastEvolveAttempt <= NO_CREDITS_TIME )
+ {
+ if( ( ( cg.time - cg.lastEvolveAttempt ) / 300 ) % 2 )
+ color[ 3 ] = 0.0f;
+ }
+ }
+
+ trap_R_SetColor( color );
+ CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cg_weapons[ cent->currentState.weapon ].weaponIcon );
+ trap_R_SetColor( NULL );
+}
+
+
+
+/*
+================================================================================
+
+CROSSHAIR
+
+================================================================================
+*/
+
+
+/*
+=================
+CG_DrawCrosshair
+=================
+*/
+static void CG_DrawCrosshair( void )
+{
+ float w, h;
+ qhandle_t hShader;
+ float x, y;
+ weaponInfo_t *wi;
+
+ if( !cg_drawCrosshair.integer )
+ return;
+
+ if( ( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR ) ||
+ ( cg.snap->ps.stats[ STAT_STATE ] & SS_INFESTING ) ||
+ ( cg.snap->ps.stats[ STAT_STATE ] & SS_HOVELING ) )
+ return;
+
+ if( cg.renderingThirdPerson )
+ return;
+
+ wi = &cg_weapons[ cg.snap->ps.weapon ];
+
+ w = h = wi->crossHairSize;
+
+ x = cg_crosshairX.integer;
+ y = cg_crosshairY.integer;
+ CG_AdjustFrom640( &x, &y, &w, &h );
+
+ hShader = wi->crossHair;
+
+ if( hShader != 0 )
+ {
+ 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;
+ pTeam_t team;
+
+ 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;
+
+ team = cgs.clientinfo[ trace.entityNum ].team;
+
+ if( cg.snap->ps.persistant[ PERS_TEAM ] != TEAM_SPECTATOR )
+ {
+ //only display team names of those on the same team as this player
+ if( team != cg.snap->ps.stats[ STAT_PTEAM ] )
+ return;
+ }
+
+ // update the fade timer
+ cg.crosshairClientNum = trace.entityNum;
+ cg.crosshairClientTime = cg.time;
+}
+
+
+/*
+=====================
+CG_DrawCrosshairNames
+=====================
+*/
+static void CG_DrawCrosshairNames( rectDef_t *rect, float scale, int textStyle )
+{
+ float *color;
+ char *name;
+ float w, x;
+
+ 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_Text_Width( name, scale, 0 );
+ x = rect->x + rect->w / 2;
+ CG_Text_Paint( x - w / 2, rect->y + rect->h, scale, color, name, 0, 0, textStyle );
+ trap_R_SetColor( NULL );
+}
+
+
+/*
+===============
+CG_OwnerDraw
+
+Draw an owner drawn item
+===============
+*/
+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 )
+{
+ rectDef_t rect;
+
+ if( cg_drawStatus.integer == 0 )
+ return;
+
+ rect.x = x;
+ rect.y = y;
+ rect.w = w;
+ rect.h = h;
+
+ switch( ownerDraw )
+ {
+ case CG_PLAYER_CREDITS_VALUE:
+ CG_DrawPlayerCreditsValue( &rect, color, qtrue );
+ break;
+ case CG_PLAYER_BANK_VALUE:
+ CG_DrawPlayerBankValue( &rect, color, qtrue );
+ break;
+ case CG_PLAYER_CREDITS_VALUE_NOPAD:
+ CG_DrawPlayerCreditsValue( &rect, color, qfalse );
+ break;
+ case CG_PLAYER_BANK_VALUE_NOPAD:
+ CG_DrawPlayerBankValue( &rect, color, qfalse );
+ break;
+ case CG_PLAYER_STAMINA:
+ CG_DrawPlayerStamina( &rect, color, scale, align, textStyle, special );
+ break;
+ case CG_PLAYER_STAMINA_1:
+ CG_DrawPlayerStamina1( &rect, color, shader );
+ break;
+ case CG_PLAYER_STAMINA_2:
+ CG_DrawPlayerStamina2( &rect, color, shader );
+ break;
+ case CG_PLAYER_STAMINA_3:
+ CG_DrawPlayerStamina3( &rect, color, shader );
+ break;
+ case CG_PLAYER_STAMINA_4:
+ CG_DrawPlayerStamina4( &rect, color, shader );
+ break;
+ case CG_PLAYER_STAMINA_BOLT:
+ CG_DrawPlayerStaminaBolt( &rect, color, shader );
+ break;
+ case CG_PLAYER_AMMO_VALUE:
+ CG_DrawPlayerAmmoValue( &rect, color );
+ break;
+ case CG_PLAYER_CLIPS_VALUE:
+ CG_DrawPlayerClipsValue( &rect, color );
+ break;
+ case CG_PLAYER_BUILD_TIMER:
+ CG_DrawPlayerBuildTimer( &rect, color );
+ break;
+ case CG_PLAYER_HEALTH:
+ CG_DrawPlayerHealthValue( &rect, color );
+ break;
+ case CG_PLAYER_HEALTH_BAR:
+ CG_DrawPlayerHealthBar( &rect, color, scale, align, textStyle, special );
+ break;
+ case CG_PLAYER_HEALTH_CROSS:
+ CG_DrawPlayerHealthCross( &rect, color, shader );
+ break;
+ case CG_PLAYER_CLIPS_RING:
+ CG_DrawPlayerClipsRing( &rect, color, shader );
+ break;
+ case CG_PLAYER_BUILD_TIMER_RING:
+ CG_DrawPlayerBuildTimerRing( &rect, color, shader );
+ break;
+ case CG_PLAYER_WALLCLIMBING:
+ CG_DrawPlayerWallclimbing( &rect, color, shader );
+ break;
+ case CG_PLAYER_BOOSTED:
+ CG_DrawPlayerBoosted( &rect, color, shader );
+ break;
+ case CG_PLAYER_BOOST_BOLT:
+ CG_DrawPlayerBoosterBolt( &rect, color, shader );
+ break;
+ case CG_PLAYER_POISON_BARBS:
+ CG_DrawPlayerPoisonBarbs( &rect, color, shader );
+ break;
+ case CG_PLAYER_ALIEN_SENSE:
+ CG_DrawAlienSense( &rect );
+ break;
+ case CG_PLAYER_HUMAN_SCANNER:
+ CG_DrawHumanScanner( &rect, shader, color );
+ break;
+ case CG_PLAYER_USABLE_BUILDABLE:
+ CG_DrawUsableBuildable( &rect, shader, color );
+ break;
+ case CG_AREA_SYSTEMCHAT:
+ CG_DrawAreaSystemChat( &rect, scale, color, shader );
+ break;
+ case CG_AREA_TEAMCHAT:
+ CG_DrawAreaTeamChat( &rect, scale, color, shader );
+ break;
+ case CG_AREA_CHAT:
+ CG_DrawAreaChat( &rect, scale, color, shader );
+ break;
+ case CG_KILLER:
+ CG_DrawKiller( &rect, scale, color, shader, textStyle );
+ break;
+ case CG_PLAYER_SELECT:
+ CG_DrawItemSelect( &rect, color );
+ break;
+ case CG_PLAYER_WEAPONICON:
+ CG_DrawWeaponIcon( &rect, color );
+ break;
+ case CG_PLAYER_SELECTTEXT:
+ CG_DrawItemSelectText( &rect, scale, textStyle );
+ break;
+ case CG_SPECTATORS:
+ CG_DrawTeamSpectators( &rect, scale, color, shader );
+ break;
+ case CG_PLAYER_CROSSHAIRNAMES:
+ CG_DrawCrosshairNames( &rect, scale, textStyle );
+ break;
+ case CG_STAGE_REPORT_TEXT:
+ CG_DrawStageReport( &rect, text_x, text_y, color, scale, align, textStyle );
+ break;
+
+ //loading screen
+ case CG_LOAD_LEVELSHOT:
+ CG_DrawLevelShot( &rect );
+ break;
+ case CG_LOAD_MEDIA:
+ CG_DrawMediaProgress( &rect, color, scale, align, textStyle, special );
+ break;
+ case CG_LOAD_MEDIA_LABEL:
+ CG_DrawMediaProgressLabel( &rect, text_x, text_y, color, scale, align );
+ break;
+ case CG_LOAD_BUILDABLES:
+ CG_DrawBuildablesProgress( &rect, color, scale, align, textStyle, special );
+ break;
+ case CG_LOAD_BUILDABLES_LABEL:
+ CG_DrawBuildablesProgressLabel( &rect, text_x, text_y, color, scale, align );
+ break;
+ case CG_LOAD_CHARMODEL:
+ CG_DrawCharModelProgress( &rect, color, scale, align, textStyle, special );
+ break;
+ case CG_LOAD_CHARMODEL_LABEL:
+ CG_DrawCharModelProgressLabel( &rect, text_x, text_y, color, scale, align );
+ break;
+ case CG_LOAD_OVERALL:
+ CG_DrawOverallProgress( &rect, color, scale, align, textStyle, special );
+ break;
+ case CG_LOAD_LEVELNAME:
+ CG_DrawLevelName( &rect, text_x, text_y, color, scale, align, textStyle );
+ break;
+ case CG_LOAD_MOTD:
+ CG_DrawMOTD( &rect, text_x, text_y, color, scale, align, textStyle );
+ break;
+ case CG_LOAD_HOSTNAME:
+ CG_DrawHostname( &rect, text_x, text_y, color, scale, align, textStyle );
+ break;
+
+ case CG_FPS:
+ CG_DrawFPS( &rect, text_x, text_y, scale, color, align, textStyle, qtrue );
+ break;
+ case CG_FPS_FIXED:
+ CG_DrawFPS( &rect, text_x, text_y, scale, color, align, textStyle, qfalse );
+ break;
+ case CG_TIMER:
+ CG_DrawTimer( &rect, text_x, text_y, scale, color, align, textStyle );
+ break;
+ case CG_TIMER_MINS:
+ CG_DrawTimerMins( &rect, color );
+ break;
+ case CG_TIMER_SECS:
+ CG_DrawTimerSecs( &rect, color );
+ break;
+ case CG_SNAPSHOT:
+ CG_DrawSnapshot( &rect, text_x, text_y, scale, color, align, textStyle );
+ break;
+ case CG_LAGOMETER:
+ CG_DrawLagometer( &rect, text_x, text_y, scale, color );
+ break;
+
+ case CG_CONSOLE:
+ CG_DrawConsole( &rect, text_x, text_y, color, scale, align, textStyle );
+ break;
+
+ default:
+ break;
+ }
+}
+
+void CG_MouseEvent( int x, int y )
+{
+ int n;
+
+ if( ( cg.predictedPlayerState.pm_type == PM_NORMAL ||
+ cg.predictedPlayerState.pm_type == PM_SPECTATOR ) &&
+ cg.showScores == qfalse )
+ {
+ trap_Key_SetCatcher( 0 );
+ return;
+ }
+
+ cgs.cursorX += x;
+ if( cgs.cursorX < 0 )
+ cgs.cursorX = 0;
+ else if( cgs.cursorX > 640 )
+ cgs.cursorX = 640;
+
+ cgs.cursorY += y;
+ if( cgs.cursorY < 0 )
+ cgs.cursorY = 0;
+ else if( cgs.cursorY > 480 )
+ cgs.cursorY = 480;
+
+ n = Display_CursorType( cgs.cursorX, cgs.cursorY );
+ cgs.activeCursor = 0;
+ if( n == CURSOR_ARROW )
+ cgs.activeCursor = cgs.media.selectCursor;
+ else if( n == CURSOR_SIZER )
+ cgs.activeCursor = cgs.media.sizeCursor;
+
+ if( cgs.capturedItem )
+ Display_MouseMove( cgs.capturedItem, x, y );
+ else
+ Display_MouseMove( NULL, cgs.cursorX, cgs.cursorY );
+}
+
+/*
+==================
+CG_HideTeamMenus
+==================
+
+*/
+void CG_HideTeamMenu( )
+{
+ Menus_CloseByName( "teamMenu" );
+ Menus_CloseByName( "getMenu" );
+}
+
+/*
+==================
+CG_ShowTeamMenus
+==================
+
+*/
+void CG_ShowTeamMenu( )
+{
+ Menus_OpenByName( "teamMenu" );
+}
+
+/*
+==================
+CG_EventHandling
+==================
+ type 0 - no event handling
+ 1 - team menu
+ 2 - hud editor
+
+*/
+void CG_EventHandling( int type )
+{
+ cgs.eventHandling = type;
+
+ if( type == CGAME_EVENT_NONE )
+ CG_HideTeamMenu( );
+}
+
+
+
+void CG_KeyEvent( int key, qboolean down )
+{
+ if( !down )
+ return;
+
+ if( cg.predictedPlayerState.pm_type == PM_NORMAL ||
+ ( cg.predictedPlayerState.pm_type == PM_SPECTATOR &&
+ cg.showScores == qfalse ) )
+ {
+ CG_EventHandling( CGAME_EVENT_NONE );
+ trap_Key_SetCatcher( 0 );
+ return;
+ }
+
+ Display_HandleKey( key, down, cgs.cursorX, cgs.cursorY );
+
+ if( cgs.capturedItem )
+ cgs.capturedItem = NULL;
+ else
+ {
+ if( key == K_MOUSE2 && down )
+ cgs.capturedItem = Display_CaptureItem( cgs.cursorX, cgs.cursorY );
+ }
+}
+
+int CG_ClientNumFromName( const char *p )
+{
+ int i;
+
+ for( i = 0; i < cgs.maxclients; i++ )
+ {
+ if( cgs.clientinfo[ i ].infoValid &&
+ Q_stricmp( cgs.clientinfo[ i ].name, p ) == 0 )
+ return i;
+ }
+
+ return -1;
+}
+
+void CG_RunMenuScript( char **args )
+{
+}
+
+
+void CG_GetTeamColor( vec4_t *color )
+{
+ (*color)[ 0 ] = (*color)[ 2 ] = 0.0f;
+ (*color)[ 1 ] = 0.17f;
+ (*color)[ 3 ] = 0.25f;
+}
+//END TA UI
+
+
+/*
+================
+CG_DrawLighting
+
+================
+*/
+static void CG_DrawLighting( void )
+{
+ centity_t *cent;
+
+ cent = &cg_entities[ cg.snap->ps.clientNum ];
+
+ //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 );
+ }
+}
+
+/*
+===============================================================================
+
+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;
+ int h;
+ 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_Text_Width( linebuffer, 0.5, 0 );
+ h = CG_Text_Height( linebuffer, 0.5, 0 );
+ x = ( SCREEN_WIDTH - w ) / 2;
+ CG_Text_Paint( x, y + h, 0.5, color, linebuffer, 0, 0, ITEM_TEXTSTYLE_SHADOWEDMORE );
+ y += h + 6;
+
+ while( *start && ( *start != '\n' ) )
+ start++;
+
+ if( !*start )
+ break;
+
+ start++;
+ }
+
+ trap_R_SetColor( NULL );
+}
+
+
+
+
+
+//==============================================================================
+
+//FIXME: both vote notes are hardcoded, change to ownerdrawn?
+
+/*
+=================
+CG_DrawVote
+=================
+*/
+static void CG_DrawVote( void )
+{
+ char *s;
+ int sec;
+ vec4_t white = { 1.0f, 1.0f, 1.0f, 1.0f };
+
+ 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_Text_Paint( 8, 340, 0.3f, white, s, 0, 0, ITEM_TEXTSTYLE_NORMAL );
+}
+
+/*
+=================
+CG_DrawTeamVote
+=================
+*/
+static void CG_DrawTeamVote( void )
+{
+ char *s;
+ int sec, cs_offset;
+ vec4_t white = { 1.0f, 1.0f, 1.0f, 1.0f };
+
+ if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_HUMANS )
+ cs_offset = 0;
+ else if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS )
+ 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_Text_Paint( 8, 360, 0.3f, white, s, 0, 0, ITEM_TEXTSTYLE_NORMAL );
+}
+
+
+static qboolean CG_DrawScoreboard( void )
+{
+ static qboolean firstTime = qtrue;
+ float fade, *fadeColor;
+
+ if( menuScoreboard )
+ menuScoreboard->window.flags &= ~WINDOW_FORCED;
+
+ if( cg_paused.integer )
+ {
+ cg.deferredPlayerLoading = 0;
+ firstTime = qtrue;
+ return qfalse;
+ }
+
+ if( cg.showScores ||
+ cg.predictedPlayerState.pm_type == PM_INTERMISSION )
+ {
+ fade = 1.0;
+ fadeColor = colorWhite;
+ }
+ else
+ {
+ cg.deferredPlayerLoading = 0;
+ cg.killerName[ 0 ] = 0;
+ firstTime = qtrue;
+ return qfalse;
+ }
+
+
+ if( menuScoreboard == NULL )
+ menuScoreboard = Menus_FindByName( "teamscore_menu" );
+
+ if( menuScoreboard )
+ {
+ if( firstTime )
+ {
+ CG_SetScoreSelection( menuScoreboard );
+ firstTime = qfalse;
+ }
+
+ Menu_Paint( menuScoreboard, qtrue );
+ }
+
+ return qtrue;
+}
+
+/*
+=================
+CG_DrawIntermission
+=================
+*/
+static void CG_DrawIntermission( void )
+{
+ if( cg_drawStatus.integer )
+ Menu_Paint( Menus_FindByName( "default_hud" ), qtrue );
+
+ cg.scoreFadeTime = cg.time;
+ cg.scoreBoardShowing = CG_DrawScoreboard( );
+}
+
+#define FOLLOWING_STRING "following "
+
+/*
+=================
+CG_DrawFollow
+=================
+*/
+static qboolean CG_DrawFollow( void )
+{
+ float w;
+ vec4_t color;
+ char buffer[ MAX_STRING_CHARS ];
+
+ if( !( cg.snap->ps.pm_flags & PMF_FOLLOW ) )
+ return qfalse;
+
+ color[ 0 ] = 1;
+ color[ 1 ] = 1;
+ color[ 2 ] = 1;
+ color[ 3 ] = 1;
+
+ strcpy( buffer, FOLLOWING_STRING );
+ strcat( buffer, cgs.clientinfo[ cg.snap->ps.clientNum ].name );
+
+ w = CG_Text_Width( buffer, 0.7f, 0 );
+ CG_Text_Paint( 320 - w / 2, 400, 0.7f, color, buffer, 0, 0, ITEM_TEXTSTYLE_SHADOWED );
+
+ return qtrue;
+}
+
+/*
+=================
+CG_DrawQueue
+=================
+*/
+static qboolean CG_DrawQueue( void )
+{
+ float w;
+ vec4_t color;
+ char buffer[ MAX_STRING_CHARS ];
+
+ if( !( cg.snap->ps.pm_flags & PMF_QUEUED ) )
+ return qfalse;
+
+ color[ 0 ] = 1;
+ color[ 1 ] = 1;
+ color[ 2 ] = 1;
+ color[ 3 ] = 1;
+
+ Com_sprintf( buffer, MAX_STRING_CHARS, "You are in position %d of the spawn queue.",
+ cg.snap->ps.persistant[ PERS_QUEUEPOS ] + 1 );
+
+ w = CG_Text_Width( buffer, 0.7f, 0 );
+ CG_Text_Paint( 320 - w / 2, 360, 0.7f, color, buffer, 0, 0, ITEM_TEXTSTYLE_SHADOWED );
+
+ if( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
+ {
+ if( cgs.numAlienSpawns == 1 )
+ Com_sprintf( buffer, MAX_STRING_CHARS, "There is 1 spawn remaining." );
+ else
+ Com_sprintf( buffer, MAX_STRING_CHARS, "There are %d spawns remaining.",
+ cgs.numAlienSpawns );
+ }
+ else if( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
+ {
+ if( cgs.numHumanSpawns == 1 )
+ Com_sprintf( buffer, MAX_STRING_CHARS, "There is 1 spawn remaining." );
+ else
+ Com_sprintf( buffer, MAX_STRING_CHARS, "There are %d spawns remaining.",
+ cgs.numHumanSpawns );
+ }
+
+ w = CG_Text_Width( buffer, 0.7f, 0 );
+ CG_Text_Paint( 320 - w / 2, 400, 0.7f, color, buffer, 0, 0, ITEM_TEXTSTYLE_SHADOWED );
+
+ return qtrue;
+}
+
+//==================================================================================
+
+#define SPECTATOR_STRING "SPECTATOR"
+/*
+=================
+CG_Draw2D
+=================
+*/
+static void CG_Draw2D( void )
+{
+ vec4_t color;
+ float w;
+ menuDef_t *menu = NULL, *defaultMenu;
+
+ color[ 0 ] = color[ 1 ] = color[ 2 ] = color[ 3 ] = 1.0f;
+
+ // 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;
+ }
+
+ //TA: draw the lighting effects e.g. nvg
+ CG_DrawLighting( );
+
+
+ defaultMenu = Menus_FindByName( "default_hud" );
+
+ if( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR )
+ {
+ w = CG_Text_Width( SPECTATOR_STRING, 0.7f, 0 );
+ CG_Text_Paint( 320 - w / 2, 440, 0.7f, color, SPECTATOR_STRING, 0, 0, ITEM_TEXTSTYLE_SHADOWED );
+ }
+ else
+ menu = Menus_FindByName( BG_FindHudNameForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] ) );
+
+ if( !( cg.snap->ps.stats[ STAT_STATE ] & SS_INFESTING ) &&
+ !( cg.snap->ps.stats[ STAT_STATE ] & SS_HOVELING ) && menu &&
+ ( cg.snap->ps.stats[ STAT_HEALTH ] > 0 ) )
+ {
+ if( cg_drawStatus.integer )
+ Menu_Paint( menu, qtrue );
+
+ CG_DrawCrosshair( );
+ }
+ else if( cg_drawStatus.integer )
+ Menu_Paint( defaultMenu, qtrue );
+
+ CG_DrawVote( );
+ CG_DrawTeamVote( );
+ CG_DrawFollow( );
+ CG_DrawQueue( );
+
+ // don't draw center string if scoreboard is up
+ cg.scoreBoardShowing = CG_DrawScoreboard( );
+
+ if( !cg.scoreBoardShowing )
+ CG_DrawCenterString( );
+}
+
+#define PAINBLEND_BORDER_W 0.15f
+#define PAINBLEND_BORDER_H 0.07f
+
+/*
+===============
+CG_PainBlend
+===============
+*/
+static void CG_PainBlend( void )
+{
+ vec4_t color;
+ int damage;
+ float damageAsFracOfMax;
+ qhandle_t shader = cgs.media.viewBloodShader;
+ float x, y, w, h;
+
+ damage = cg.lastHealth - cg.snap->ps.stats[ STAT_HEALTH ];
+
+ if( damage < 0 )
+ damage = 0;
+
+ damageAsFracOfMax = (float)damage / cg.snap->ps.stats[ STAT_MAX_HEALTH ];
+ cg.lastHealth = cg.snap->ps.stats[ STAT_HEALTH ];
+
+ cg.painBlendValue += damageAsFracOfMax * cg_painBlendScale.value;
+
+ if( cg.painBlendValue > 0.0f )
+ {
+ cg.painBlendValue -= ( cg.frametime / 1000.0f ) *
+ cg_painBlendDownRate.value;
+ }
+
+ if( cg.painBlendValue > 1.0f )
+ cg.painBlendValue = 1.0f;
+ else if( cg.painBlendValue <= 0.0f )
+ {
+ cg.painBlendValue = 0.0f;
+ return;
+ }
+
+ if( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_ALIENS )
+ VectorSet( color, 0.43f, 0.8f, 0.37f );
+ else if( cg.snap->ps.stats[ STAT_PTEAM ] == PTE_HUMANS )
+ VectorSet( color, 0.8f, 0.0f, 0.0f );
+
+ if( cg.painBlendValue > cg.painBlendTarget )
+ {
+ cg.painBlendTarget += ( cg.frametime / 1000.0f ) *
+ cg_painBlendUpRate.value;
+ }
+ else if( cg.painBlendValue < cg.painBlendTarget )
+ cg.painBlendTarget = cg.painBlendValue;
+
+ if( cg.painBlendTarget > cg_painBlendMax.value )
+ cg.painBlendTarget = cg_painBlendMax.value;
+
+ color[ 3 ] = cg.painBlendTarget;
+
+ trap_R_SetColor( color );
+
+ //left
+ x = 0.0f; y = 0.0f;
+ w = PAINBLEND_BORDER_W * 640.0f; h = 480.0f;
+ CG_AdjustFrom640( &x, &y, &w, &h );
+ trap_R_DrawStretchPic( x, y, w, h,
+ cg_painBlendZoom.value, cg_painBlendZoom.value,
+ cg_painBlendZoom.value + PAINBLEND_BORDER_W, 1.0f - cg_painBlendZoom.value,
+ shader );
+
+ //right
+ x = 640.0f - ( PAINBLEND_BORDER_W * 640.0f ); y = 0.0f;
+ w = PAINBLEND_BORDER_W * 640.0f; h = 480.0f;
+ CG_AdjustFrom640( &x, &y, &w, &h );
+ trap_R_DrawStretchPic( x, y, w, h,
+ 1.0f - cg_painBlendZoom.value - PAINBLEND_BORDER_W, cg_painBlendZoom.value,
+ 1.0f - cg_painBlendZoom.value, 1.0f - cg_painBlendZoom.value,
+ shader );
+
+ //top
+ x = PAINBLEND_BORDER_W * 640.0f; y = 0.0f;
+ w = 640.0f - ( 2 * PAINBLEND_BORDER_W * 640.0f ); h = PAINBLEND_BORDER_H * 480.0f;
+ CG_AdjustFrom640( &x, &y, &w, &h );
+ trap_R_DrawStretchPic( x, y, w, h,
+ cg_painBlendZoom.value + PAINBLEND_BORDER_W, cg_painBlendZoom.value,
+ 1.0f - cg_painBlendZoom.value - PAINBLEND_BORDER_W, cg_painBlendZoom.value + PAINBLEND_BORDER_H,
+ shader );
+
+ //bottom
+ x = PAINBLEND_BORDER_W * 640.0f; y = 480.0f - ( PAINBLEND_BORDER_H * 480.0f );
+ w = 640.0f - ( 2 * PAINBLEND_BORDER_W * 640.0f ); h = PAINBLEND_BORDER_H * 480.0f;
+ CG_AdjustFrom640( &x, &y, &w, &h );
+ trap_R_DrawStretchPic( x, y, w, h,
+ cg_painBlendZoom.value + PAINBLEND_BORDER_W, 1.0f - cg_painBlendZoom.value - PAINBLEND_BORDER_H,
+ 1.0f - cg_painBlendZoom.value - PAINBLEND_BORDER_W, 1.0f - cg_painBlendZoom.value,
+ shader );
+
+ trap_R_SetColor( NULL );
+}
+
+/*
+=====================
+CG_ResetPainBlend
+=====================
+*/
+void CG_ResetPainBlend( void )
+{
+ cg.painBlendValue = 0.0f;
+ cg.painBlendTarget = 0.0f;
+ cg.lastHealth = cg.snap->ps.stats[ STAT_MAX_HEALTH ];
+}
+
+/*
+=====================
+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 )
+ 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 );
+
+ // first person blend blobs, done after AnglesToAxis
+ if( !cg.renderingThirdPerson )
+ CG_PainBlend( );
+
+ // draw status bar and other floating elements
+ CG_Draw2D( );
+}
+
+
diff --git a/src/cgame/cg_drawtools.c b/src/cgame/cg_drawtools.c
new file mode 100644
index 00000000..b1f0d9ab
--- /dev/null
+++ b/src/cgame/cg_drawtools.c
@@ -0,0 +1,308 @@
+// 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 OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * 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.
+ */
+
+#include "cg_local.h"
+
+/*
+===============
+CG_DrawPlane
+
+Draw a quad in 3 space - basically CG_DrawPic in 3 space
+===============
+*/
+void CG_DrawPlane( vec3_t origin, vec3_t down, vec3_t right, qhandle_t shader )
+{
+ polyVert_t verts[ 4 ];
+ vec3_t temp;
+
+ VectorCopy( origin, verts[ 0 ].xyz );
+ 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;
+
+ VectorAdd( origin, right, temp );
+ VectorCopy( temp, 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;
+
+ VectorAdd( origin, right, temp );
+ VectorAdd( temp, down, temp );
+ VectorCopy( temp, 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;
+
+ VectorAdd( origin, down, temp );
+ VectorCopy( temp, verts[ 3 ].xyz );
+ verts[ 3 ].st[ 0 ] = 0;
+ verts[ 3 ].st[ 1 ] = 1;
+ verts[ 3 ].modulate[ 0 ] = 255;
+ verts[ 3 ].modulate[ 1 ] = 255;
+ verts[ 3 ].modulate[ 2 ] = 255;
+ verts[ 3 ].modulate[ 3 ] = 255;
+
+ trap_R_AddPolyToScene( shader, 4, verts );
+}
+
+/*
+================
+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_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;
+}
diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c
new file mode 100644
index 00000000..b622d2f3
--- /dev/null
+++ b/src/cgame/cg_ents.c
@@ -0,0 +1,1225 @@
+// 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 OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * 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.
+ */
+
+#include "cg_local.h"
+
+/*
+======================
+CG_DrawBoxFace
+
+Draws a bounding box face
+======================
+*/
+static void CG_DrawBoxFace( vec3_t a, vec3_t b, vec3_t c, vec3_t d )
+{
+ polyVert_t verts[ 4 ];
+ vec4_t color = { 255.0f, 0.0f, 0.0f, 128.0f };
+
+ VectorCopy( d, verts[ 0 ].xyz );
+ verts[ 0 ].st[ 0 ] = 1;
+ verts[ 0 ].st[ 1 ] = 1;
+ Vector4Copy( color, verts[ 0 ].modulate );
+
+ VectorCopy( c, verts[ 1 ].xyz );
+ verts[ 1 ].st[ 0 ] = 1;
+ verts[ 1 ].st[ 1 ] = 0;
+ Vector4Copy( color, verts[ 1 ].modulate );
+
+ VectorCopy( b, verts[ 2 ].xyz );
+ verts[ 2 ].st[ 0 ] = 0;
+ verts[ 2 ].st[ 1 ] = 0;
+ Vector4Copy( color, verts[ 2 ].modulate );
+
+ VectorCopy( a, verts[ 3 ].xyz );
+ verts[ 3 ].st[ 0 ] = 0;
+ verts[ 3 ].st[ 1 ] = 1;
+ Vector4Copy( color, verts[ 3 ].modulate );
+
+ trap_R_AddPolyToScene( cgs.media.outlineShader, 4, verts );
+}
+
+/*
+======================
+CG_DrawBoundingBox
+
+Draws a bounding box
+======================
+*/
+void CG_DrawBoundingBox( vec3_t origin, vec3_t mins, vec3_t maxs )
+{
+ vec3_t ppp, mpp, mmp, pmp;
+ vec3_t mmm, pmm, ppm, mpm;
+
+ ppp[ 0 ] = origin[ 0 ] + maxs[ 0 ];
+ ppp[ 1 ] = origin[ 1 ] + maxs[ 1 ];
+ ppp[ 2 ] = origin[ 2 ] + maxs[ 2 ];
+
+ mpp[ 0 ] = origin[ 0 ] + mins[ 0 ];
+ mpp[ 1 ] = origin[ 1 ] + maxs[ 1 ];
+ mpp[ 2 ] = origin[ 2 ] + maxs[ 2 ];
+
+ mmp[ 0 ] = origin[ 0 ] + mins[ 0 ];
+ mmp[ 1 ] = origin[ 1 ] + mins[ 1 ];
+ mmp[ 2 ] = origin[ 2 ] + maxs[ 2 ];
+
+ pmp[ 0 ] = origin[ 0 ] + maxs[ 0 ];
+ pmp[ 1 ] = origin[ 1 ] + mins[ 1 ];
+ pmp[ 2 ] = origin[ 2 ] + maxs[ 2 ];
+
+ ppm[ 0 ] = origin[ 0 ] + maxs[ 0 ];
+ ppm[ 1 ] = origin[ 1 ] + maxs[ 1 ];
+ ppm[ 2 ] = origin[ 2 ] + mins[ 2 ];
+
+ mpm[ 0 ] = origin[ 0 ] + mins[ 0 ];
+ mpm[ 1 ] = origin[ 1 ] + maxs[ 1 ];
+ mpm[ 2 ] = origin[ 2 ] + mins[ 2 ];
+
+ mmm[ 0 ] = origin[ 0 ] + mins[ 0 ];
+ mmm[ 1 ] = origin[ 1 ] + mins[ 1 ];
+ mmm[ 2 ] = origin[ 2 ] + mins[ 2 ];
+
+ pmm[ 0 ] = origin[ 0 ] + maxs[ 0 ];
+ pmm[ 1 ] = origin[ 1 ] + mins[ 1 ];
+ pmm[ 2 ] = origin[ 2 ] + mins[ 2 ];
+
+ //phew!
+
+ CG_DrawBoxFace( ppp, mpp, mmp, pmp );
+ CG_DrawBoxFace( ppp, pmp, pmm, ppm );
+ CG_DrawBoxFace( mpp, ppp, ppm, mpm );
+ CG_DrawBoxFace( mmp, mpp, mpm, mmm );
+ CG_DrawBoxFace( pmp, mmp, mmm, pmm );
+ CG_DrawBoxFace( mmm, mpm, ppm, pmm );
+}
+
+
+/*
+======================
+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 )
+ {
+ 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 );
+ }
+
+ if( cg.time > cent->muzzleTSDeathTime && CG_IsTrailSystemValid( &cent->muzzleTS ) )
+ CG_DestroyTrailSystem( &cent->muzzleTS );
+}
+
+
+/*
+==================
+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_LaunchMissile
+===============
+*/
+static void CG_LaunchMissile( centity_t *cent )
+{
+ entityState_t *es;
+ const weaponInfo_t *wi;
+ particleSystem_t *ps;
+ trailSystem_t *ts;
+ weapon_t weapon;
+ weaponMode_t weaponMode;
+
+ es = &cent->currentState;
+
+ weapon = es->weapon;
+ if( weapon > WP_NUM_WEAPONS )
+ weapon = WP_NONE;
+
+ wi = &cg_weapons[ weapon ];
+ weaponMode = es->generic1;
+
+ if( wi->wim[ weaponMode ].missileParticleSystem )
+ {
+ ps = CG_SpawnNewParticleSystem( wi->wim[ weaponMode ].missileParticleSystem );
+
+ if( CG_IsParticleSystemValid( &ps ) )
+ {
+ CG_SetAttachmentCent( &ps->attachment, cent );
+ CG_AttachToCent( &ps->attachment );
+ }
+ }
+
+ if( wi->wim[ weaponMode ].missileTrailSystem )
+ {
+ ts = CG_SpawnNewTrailSystem( wi->wim[ weaponMode ].missileTrailSystem );
+
+ if( CG_IsTrailSystemValid( &ts ) )
+ {
+ CG_SetAttachmentCent( &ts->frontAttachment, cent );
+ CG_AttachToCent( &ts->frontAttachment );
+ }
+ }
+}
+
+/*
+===============
+CG_Missile
+===============
+*/
+static void CG_Missile( centity_t *cent )
+{
+ refEntity_t ent;
+ entityState_t *es;
+ const weaponInfo_t *wi;
+ weapon_t weapon;
+ weaponMode_t weaponMode;
+ const weaponInfoMode_t *wim;
+
+ es = &cent->currentState;
+
+ weapon = es->weapon;
+ if( weapon > WP_NUM_WEAPONS )
+ weapon = WP_NONE;
+
+ wi = &cg_weapons[ weapon ];
+ weaponMode = es->generic1;
+
+ wim = &wi->wim[ weaponMode ];
+
+ // calculate the axis
+ VectorCopy( es->angles, cent->lerpAngles );
+
+ // add dynamic light
+ if( wim->missileDlight )
+ {
+ trap_R_AddLightToScene( cent->lerpOrigin, wim->missileDlight,
+ wim->missileDlightColor[ 0 ],
+ wim->missileDlightColor[ 1 ],
+ wim->missileDlightColor[ 2 ] );
+ }
+
+ // add missile sound
+ if( wim->missileSound )
+ {
+ vec3_t velocity;
+
+ BG_EvaluateTrajectoryDelta( &cent->currentState.pos, cg.time, velocity );
+
+ trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, velocity, wim->missileSound );
+ }
+
+ // create the render entity
+ memset( &ent, 0, sizeof( ent ) );
+ VectorCopy( cent->lerpOrigin, ent.origin );
+ VectorCopy( cent->lerpOrigin, ent.oldorigin );
+
+ if( wim->usesSpriteMissle )
+ {
+ ent.reType = RT_SPRITE;
+ ent.radius = wim->missileSpriteSize;
+ ent.rotation = 0;
+ ent.customShader = wim->missileSprite;
+ ent.shaderRGBA[ 0 ] = 0xFF;
+ ent.shaderRGBA[ 1 ] = 0xFF;
+ ent.shaderRGBA[ 2 ] = 0xFF;
+ ent.shaderRGBA[ 3 ] = 0xFF;
+ }
+ else
+ {
+ ent.hModel = wim->missileModel;
+ ent.renderfx = wim->missileRenderfx | RF_NOSHADOW;
+
+ // convert direction of travel into axis
+ if( VectorNormalize2( es->pos.trDelta, ent.axis[ 0 ] ) == 0 )
+ ent.axis[ 0 ][ 2 ] = 1;
+
+ // spin as it moves
+ if( es->pos.trType != TR_STATIONARY && wim->missileRotates )
+ RotateAroundDirection( ent.axis, cg.time / 4 );
+ else
+ RotateAroundDirection( ent.axis, es->time );
+
+ if( wim->missileAnimates )
+ {
+ int timeSinceStart = cg.time - es->time;
+
+ if( wim->missileAnimLooping )
+ {
+ ent.frame = wim->missileAnimStartFrame +
+ (int)( ( timeSinceStart / 1000.0f ) * wim->missileAnimFrameRate ) %
+ wim->missileAnimNumFrames;
+ }
+ else
+ {
+ ent.frame = wim->missileAnimStartFrame +
+ (int)( ( timeSinceStart / 1000.0f ) * wim->missileAnimFrameRate );
+
+ if( ent.frame > ( wim->missileAnimStartFrame + wim->missileAnimNumFrames ) )
+ ent.frame = wim->missileAnimStartFrame + wim->missileAnimNumFrames;
+ }
+ }
+ }
+
+ //only refresh if there is something to display
+ if( wim->missileSprite || wim->missileModel )
+ 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 );
+}
+
+//============================================================================
+
+#define SETBOUNDS(v1,v2,r) ((v1)[0]=(-r/2),(v1)[1]=(-r/2),(v1)[2]=(-r/2),\
+ (v2)[0]=(r/2),(v2)[1]=(r/2),(v2)[2]=(r/2))
+#define RADIUSSTEP 0.5f
+
+#define FLARE_OFF 0
+#define FLARE_NOFADE 1
+#define FLARE_TIMEFADE 2
+#define FLARE_REALFADE 3
+
+/*
+=========================
+CG_LightFlare
+=========================
+*/
+static void CG_LightFlare( centity_t *cent )
+{
+ refEntity_t flare;
+ entityState_t *es;
+ vec3_t forward, delta;
+ float len;
+ trace_t tr;
+ float maxAngle;
+ vec3_t mins, maxs, start, end;
+ float srcRadius, srLocal, ratio = 1.0f;
+ int entityNum;
+
+ es = &cent->currentState;
+
+ if( cg.renderingThirdPerson )
+ entityNum = MAGIC_TRACE_HACK;
+ else
+ entityNum = cg.predictedPlayerState.clientNum;
+
+ //don't draw light flares
+ if( cg_lightFlare.integer == FLARE_OFF )
+ return;
+
+ //flare is "off"
+ if( es->eFlags & EF_NODRAW )
+ return;
+
+ CG_Trace( &tr, cg.refdef.vieworg, NULL, NULL, es->angles2,
+ entityNum, MASK_SHOT );
+
+ //if there is no los between the view and the flare source
+ //it definately cannot be seen
+ if( tr.fraction < 1.0f || tr.allsolid )
+ return;
+
+ memset( &flare, 0, sizeof( flare ) );
+
+ flare.reType = RT_SPRITE;
+ flare.customShader = cgs.gameShaders[ es->modelindex ];
+ flare.shaderRGBA[ 0 ] = 0xFF;
+ flare.shaderRGBA[ 1 ] = 0xFF;
+ flare.shaderRGBA[ 2 ] = 0xFF;
+ flare.shaderRGBA[ 3 ] = 0xFF;
+
+ //flares always drawn before the rest of the scene
+ flare.renderfx |= RF_DEPTHHACK;
+
+ //bunch of geometry
+ AngleVectors( es->angles, forward, NULL, NULL );
+ VectorCopy( cent->lerpOrigin, flare.origin );
+ VectorSubtract( flare.origin, cg.refdef.vieworg, delta );
+ len = VectorLength( delta );
+ VectorNormalize( delta );
+
+ //flare is too close to camera to be drawn
+ if( len < es->generic1 )
+ return;
+
+ //don't bother for flares behind the view plane
+ if( DotProduct( delta, cg.refdef.viewaxis[ 0 ] ) < 0.0 )
+ return;
+
+ //only recalculate radius and ratio every three frames
+ if( !( cg.clientFrame % 2 ) )
+ {
+ //can only see the flare when in front of it
+ flare.radius = len / es->origin2[ 0 ];
+
+ if( es->origin2[ 2 ] == 0 )
+ srcRadius = srLocal = flare.radius / 2.0f;
+ else
+ srcRadius = srLocal = len / es->origin2[ 2 ];
+
+ maxAngle = es->origin2[ 1 ];
+
+ if( maxAngle > 0.0f )
+ {
+ float radiusMod = 1.0f - ( 180.0f - RAD2DEG(
+ acos( DotProduct( delta, forward ) ) ) ) / maxAngle;
+
+ if( es->eFlags & EF_NODRAW )
+ flare.radius *= radiusMod;
+ else if( radiusMod < 0.0f )
+ flare.radius = 0.0f;
+ }
+
+ if( flare.radius < 0.0f )
+ flare.radius = 0.0f;
+
+ VectorMA( flare.origin, -flare.radius, delta, end );
+ VectorMA( cg.refdef.vieworg, flare.radius, delta, start );
+
+ if( cg_lightFlare.integer == FLARE_REALFADE )
+ {
+ //draw "correct" albeit inefficient flares
+ srLocal = cent->lfs.lastSrcRadius;
+
+ //flare radius is likely to be the same as last frame so start with it
+ do
+ {
+ srLocal += RADIUSSTEP;
+ SETBOUNDS( mins, maxs, srLocal );
+ CG_Trace( &tr, start, mins, maxs, end,
+ entityNum, MASK_SHOT );
+
+ } while( ( tr.fraction == 1.0f && !tr.startsolid ) && ( srLocal < srcRadius ) );
+
+ srLocal -= RADIUSSTEP;
+
+ //shink the flare until there is a los
+ do
+ {
+ SETBOUNDS( mins, maxs, srLocal );
+ CG_Trace( &tr, start, mins, maxs, end,
+ entityNum, MASK_SHOT );
+
+ srLocal -= RADIUSSTEP;
+ } while( ( tr.fraction < 1.0f || tr.startsolid ) && ( srLocal > 0.0f ) );
+
+ ratio = srLocal / srcRadius;
+
+ cent->lfs.lastSrcRadius = srLocal;
+ }
+ else if( cg_lightFlare.integer == FLARE_TIMEFADE )
+ {
+ //draw timed flares
+ SETBOUNDS( mins, maxs, srcRadius );
+ CG_Trace( &tr, start, mins, maxs, end,
+ entityNum, MASK_SHOT );
+
+ if( ( tr.fraction < 1.0f || tr.startsolid ) && cent->lfs.status )
+ {
+ cent->lfs.status = qfalse;
+ cent->lfs.lastTime = cg.time;
+ }
+ else if( ( tr.fraction == 1.0f && !tr.startsolid ) && !cent->lfs.status )
+ {
+ cent->lfs.status = qtrue;
+ cent->lfs.lastTime = cg.time;
+ }
+
+ //fade flare up
+ if( cent->lfs.status )
+ {
+ if( cent->lfs.lastTime + es->time > cg.time )
+ ratio = (float)( cg.time - cent->lfs.lastTime ) / es->time;
+ }
+
+ //fade flare down
+ if( !cent->lfs.status )
+ {
+ if( cent->lfs.lastTime + es->time > cg.time )
+ {
+ ratio = (float)( cg.time - cent->lfs.lastTime ) / es->time;
+ ratio = 1.0f - ratio;
+ }
+ else
+ ratio = 0.0f;
+ }
+ }
+ else if( cg_lightFlare.integer == FLARE_NOFADE )
+ {
+ //draw nofade flares
+ SETBOUNDS( mins, maxs, srcRadius );
+ CG_Trace( &tr, start, mins, maxs, end,
+ entityNum, MASK_SHOT );
+
+ //flare source occluded
+ if( ( tr.fraction < 1.0f || tr.startsolid ) )
+ ratio = 0.0f;
+ }
+ }
+ else
+ {
+ ratio = cent->lfs.lastRatio;
+ flare.radius = cent->lfs.lastRadius;
+ }
+
+ cent->lfs.lastRatio = ratio;
+ cent->lfs.lastRadius = flare.radius;
+
+ if( ratio < 1.0f )
+ {
+ flare.radius *= ratio;
+ flare.shaderRGBA[ 3 ] = (byte)( (float)flare.shaderRGBA[ 3 ] * ratio );
+ }
+
+ if( flare.radius <= 0.0f )
+ return;
+
+ trap_R_AddRefEntityToScene( &flare );
+}
+
+/*
+=========================
+CG_Lev2ZapChain
+=========================
+*/
+static void CG_Lev2ZapChain( centity_t *cent )
+{
+ int i;
+ entityState_t *es;
+ centity_t *source, *target;
+
+ es = &cent->currentState;
+
+ for( i = 0; i <= 2; i++ )
+ {
+ switch( i )
+ {
+ case 0:
+ if( es->time <= 0 )
+ continue;
+
+ source = &cg_entities[ es->powerups ];
+ target = &cg_entities[ es->time ];
+ break;
+
+ case 1:
+ if( es->time2 <= 0 )
+ continue;
+
+ source = &cg_entities[ es->time ];
+ target = &cg_entities[ es->time2 ];
+ break;
+
+ case 2:
+ if( es->constantLight <= 0 )
+ continue;
+
+ source = &cg_entities[ es->time2 ];
+ target = &cg_entities[ es->constantLight ];
+ break;
+ }
+
+ if( !CG_IsTrailSystemValid( &cent->level2ZapTS[ i ] ) )
+ cent->level2ZapTS[ i ] = CG_SpawnNewTrailSystem( cgs.media.level2ZapTS );
+
+ if( CG_IsTrailSystemValid( &cent->level2ZapTS[ i ] ) )
+ {
+ CG_SetAttachmentCent( &cent->level2ZapTS[ i ]->frontAttachment, source );
+ CG_SetAttachmentCent( &cent->level2ZapTS[ i ]->backAttachment, target );
+ CG_AttachToCent( &cent->level2ZapTS[ i ]->frontAttachment );
+ CG_AttachToCent( &cent->level2ZapTS[ i ]->backAttachment );
+ }
+ }
+}
+
+/*
+=========================
+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_CEntityPVSEnter
+
+===============
+*/
+static void CG_CEntityPVSEnter( centity_t *cent )
+{
+ entityState_t *es = &cent->currentState;
+
+ if( cg_debugPVS.integer )
+ CG_Printf( "Entity %d entered PVS\n", cent->currentState.number );
+
+ switch( es->eType )
+ {
+ case ET_MISSILE:
+ CG_LaunchMissile( cent );
+ break;
+ }
+
+ //clear any particle systems from previous uses of this centity_t
+ cent->muzzlePS = NULL;
+ cent->muzzlePsTrigger = qfalse;
+ cent->jetPackPS = NULL;
+ cent->jetPackState = JPS_OFF;
+ cent->buildablePS = NULL;
+ cent->entityPS = NULL;
+ cent->entityPSMissing = qfalse;
+
+ //make sure that the buildable animations are in a consistent state
+ //when a buildable enters the PVS
+ cent->buildableAnim = cent->lerpFrame.animationNumber = BANIM_NONE;
+ cent->oldBuildableAnim = es->legsAnim;
+}
+
+
+/*
+===============
+CG_CEntityPVSLeave
+
+===============
+*/
+static void CG_CEntityPVSLeave( centity_t *cent )
+{
+ int i;
+ entityState_t *es = &cent->currentState;
+
+ if( cg_debugPVS.integer )
+ CG_Printf( "Entity %d left PVS\n", cent->currentState.number );
+
+ switch( es->eType )
+ {
+ case ET_LEV2_ZAP_CHAIN:
+ for( i = 0; i <= 2; i++ )
+ {
+ if( CG_IsTrailSystemValid( &cent->level2ZapTS[ i ] ) )
+ CG_DestroyTrailSystem( &cent->level2ZapTS[ i ] );
+ }
+ break;
+ }
+}
+
+
+/*
+===============
+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_BUILDABLE:
+ CG_Buildable( cent );
+ break;
+
+ case ET_MISSILE:
+ CG_Missile( 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_PARTICLE_SYSTEM:
+ CG_ParticleSystemEntity( cent );
+ break;
+
+ case ET_ANIMMAPOBJ:
+ CG_AnimMapObj( cent );
+ break;
+
+ case ET_MODELDOOR:
+ CG_ModelDoor( cent );
+ break;
+
+ case ET_LIGHTFLARE:
+ CG_LightFlare( cent );
+ break;
+
+ case ET_LEV2_ZAP_CHAIN:
+ CG_Lev2ZapChain( 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.predictedPlayerEntity.valid = qtrue;
+ CG_AddCEntity( &cg.predictedPlayerEntity );
+
+ // lerp the non-predicted value for lightning gun origins
+ CG_CalcEntityLerpPositions( &cg_entities[ cg.snap->ps.clientNum ] );
+
+ // scanner
+ CG_UpdateEntityPositions( );
+
+ for( num = 0; num < MAX_GENTITIES; num++ )
+ cg_entities[ num ].valid = qfalse;
+
+ // add each entity sent over by the server
+ for( num = 0; num < cg.snap->numEntities; num++ )
+ {
+ cent = &cg_entities[ cg.snap->entities[ num ].number ];
+ cent->valid = qtrue;
+ }
+
+ for( num = 0; num < MAX_GENTITIES; num++ )
+ {
+ cent = &cg_entities[ num ];
+
+ if( cent->valid && !cent->oldValid )
+ CG_CEntityPVSEnter( cent );
+ else if( !cent->valid && cent->oldValid )
+ CG_CEntityPVSLeave( cent );
+
+ cent->oldValid = cent->valid;
+ }
+
+ // 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 );
+ }
+
+ //make an attempt at drawing bounding boxes of selected entity types
+ if( cg_drawBBOX.integer )
+ {
+ for( num = 0; num < cg.snap->numEntities; num++ )
+ {
+ float x, zd, zu;
+ vec3_t mins, maxs;
+ entityState_t *es;
+
+ cent = &cg_entities[ cg.snap->entities[ num ].number ];
+ es = &cent->currentState;
+
+ switch( es->eType )
+ {
+ case ET_BUILDABLE:
+ case ET_MISSILE:
+ case ET_CORPSE:
+ x = ( es->solid & 255 );
+ zd = ( ( es->solid >> 8 ) & 255 );
+ zu = ( ( es->solid >> 16 ) & 255 ) - 32;
+
+ mins[ 0 ] = mins[ 1 ] = -x;
+ maxs[ 0 ] = maxs[ 1 ] = x;
+ mins[ 2 ] = -zd;
+ maxs[ 2 ] = zu;
+
+ CG_DrawBoundingBox( cent->lerpOrigin, mins, maxs );
+ break;
+
+ default:
+ break;
+ }
+ }
+ }
+}
+
diff --git a/src/cgame/cg_event.c b/src/cgame/cg_event.c
new file mode 100644
index 00000000..b89c8e7c
--- /dev/null
+++ b/src/cgame/cg_event.c
@@ -0,0 +1,1011 @@
+// 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 OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * 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.
+ */
+
+#include "cg_local.h"
+
+/*
+=============
+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 ];
+ char className[ 64 ];
+ 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 = "fell fowl to gravity";
+ break;
+ case MOD_CRUSH:
+ message = "was squished";
+ break;
+ case MOD_WATER:
+ message = "forgot to pack a snorkel";
+ 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 ran further";
+ break;
+ case MOD_ASPAWN:
+ message = "shouldn't have trod in the acid";
+ break;
+ case MOD_MGTURRET:
+ message = "was gunned down by a turret";
+ break;
+ case MOD_TESLAGEN:
+ message = "was zapped by a tesla generator";
+ break;
+ case MOD_ATUBE:
+ message = "was melted by an acid tube";
+ break;
+ case MOD_OVERMIND:
+ message = "got too close to the overmind";
+ break;
+ case MOD_REACTOR:
+ message = "got too close to the reactor";
+ break;
+ case MOD_SLOWBLOB:
+ message = "should have visited a medical station";
+ break;
+ case MOD_SWARM:
+ message = "was hunted down by the swarm";
+ break;
+ default:
+ message = NULL;
+ break;
+ }
+
+ if( attacker == target )
+ {
+ gender = ci->gender;
+ switch( mod )
+ {
+ 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_LCANNON_SPLASH:
+ if( gender == GENDER_FEMALE )
+ message = "irradiated herself";
+ else if( gender == GENDER_NEUTER )
+ message = "irradiated itself";
+ else
+ message = "irradiated himself";
+ break;
+
+ case MOD_GRENADE:
+ if( gender == GENDER_FEMALE )
+ message = "blew herself up";
+ else if( gender == GENDER_NEUTER )
+ message = "blew itself up";
+ else
+ message = "blew himself up";
+ 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 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_PAINSAW:
+ message = "was sawn by";
+ break;
+ case MOD_BLASTER:
+ message = "was blasted 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_PRIFLE:
+ message = "was pulse rifled by";
+ break;
+ case MOD_MDRIVER:
+ message = "was mass driven by";
+ break;
+ case MOD_LASGUN:
+ message = "was lasgunned by";
+ break;
+ case MOD_FLAMER:
+ message = "was grilled by";
+ message2 = "'s flamer";
+ break;
+ case MOD_FLAMER_SPLASH:
+ message = "was toasted by";
+ message2 = "'s flamer";
+ break;
+ case MOD_LCANNON:
+ message = "felt the full force of";
+ message2 = "'s lucifer cannon";
+ break;
+ case MOD_LCANNON_SPLASH:
+ message = "was caught in the fallout of";
+ message2 = "'s lucifer cannon";
+ break;
+ case MOD_GRENADE:
+ message = "couldn't escape";
+ message2 = "'s grenade";
+ break;
+
+ case MOD_ABUILDER_CLAW:
+ message = "should leave";
+ message2 = "'s buildings alone";
+ break;
+ case MOD_LEVEL0_BITE:
+ message = "was bitten by";
+ break;
+ case MOD_LEVEL1_CLAW:
+ message = "was swiped by";
+ Com_sprintf( className, 64, "'s %s",
+ BG_FindHumanNameForClassNum( PCL_ALIEN_LEVEL1 ) );
+ message2 = className;
+ break;
+ case MOD_LEVEL2_CLAW:
+ message = "was clawed by";
+ Com_sprintf( className, 64, "'s %s",
+ BG_FindHumanNameForClassNum( PCL_ALIEN_LEVEL2 ) );
+ message2 = className;
+ break;
+ case MOD_LEVEL2_ZAP:
+ message = "was zapped by";
+ Com_sprintf( className, 64, "'s %s",
+ BG_FindHumanNameForClassNum( PCL_ALIEN_LEVEL2 ) );
+ message2 = className;
+ break;
+ case MOD_LEVEL3_CLAW:
+ message = "was chomped by";
+ Com_sprintf( className, 64, "'s %s",
+ BG_FindHumanNameForClassNum( PCL_ALIEN_LEVEL3 ) );
+ message2 = className;
+ break;
+ case MOD_LEVEL3_POUNCE:
+ message = "was pounced upon by";
+ Com_sprintf( className, 64, "'s %s",
+ BG_FindHumanNameForClassNum( PCL_ALIEN_LEVEL3 ) );
+ message2 = className;
+ break;
+ case MOD_LEVEL3_BOUNCEBALL:
+ message = "was sniped by";
+ Com_sprintf( className, 64, "'s %s",
+ BG_FindHumanNameForClassNum( PCL_ALIEN_LEVEL3 ) );
+ message2 = className;
+ break;
+ case MOD_LEVEL4_CLAW:
+ message = "was mauled by";
+ Com_sprintf( className, 64, "'s %s",
+ BG_FindHumanNameForClassNum( PCL_ALIEN_LEVEL4 ) );
+ message2 = className;
+ break;
+ case MOD_LEVEL4_CHARGE:
+ message = "should have gotten out of the way of";
+ Com_sprintf( className, 64, "'s %s",
+ BG_FindHumanNameForClassNum( PCL_ALIEN_LEVEL4 ) );
+ message2 = className;
+ break;
+
+ case MOD_POISON:
+ message = "should have used a medkit against";
+ message2 = "'s poison";
+ break;
+ case MOD_LEVEL1_PCLOUD:
+ message = "was gassed by";
+ Com_sprintf( className, 64, "'s %s",
+ BG_FindHumanNameForClassNum( PCL_ALIEN_LEVEL1 ) );
+ message2 = className;
+ 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_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_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;
+
+ if( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR )
+ steptime = 200;
+ else
+ steptime = BG_FindSteptimeForClass( cg.snap->ps.stats[ STAT_PCLASS ] );
+
+ 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 && ci->footsteps != FOOTSTEP_NONE )
+ {
+ if( ci->footsteps == FOOTSTEP_CUSTOM )
+ trap_S_StartSound( NULL, es->number, CHAN_BODY,
+ ci->customFootsteps[ rand( ) & 3 ] );
+ else
+ 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 && ci->footsteps != FOOTSTEP_NONE )
+ {
+ if( ci->footsteps == FOOTSTEP_CUSTOM )
+ trap_S_StartSound( NULL, es->number, CHAN_BODY,
+ ci->customMetalFootsteps[ rand( ) & 3 ] );
+ else
+ 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 && ci->footsteps != FOOTSTEP_NONE )
+ {
+ 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 && ci->footsteps != FOOTSTEP_NONE )
+ {
+ 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 && ci->footsteps != FOOTSTEP_NONE )
+ {
+ 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 && ci->footsteps != FOOTSTEP_NONE )
+ {
+ 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_FALLING:
+ DEBUGNAME( "EV_FALLING" );
+ trap_S_StartSound( NULL, es->number, CHAN_AUTO, CG_CustomSound( es->number, "*falling1.wav" ) );
+ break;
+
+ case EV_STEP_4:
+ case EV_STEP_8:
+ case EV_STEP_12:
+ case EV_STEP_16: // smooth out step up transitions
+ case EV_STEPDN_4:
+ case EV_STEPDN_8:
+ case EV_STEPDN_12:
+ case EV_STEPDN_16: // smooth out step down 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
+ if( event >= EV_STEPDN_4 )
+ {
+ step = 4 * ( event - EV_STEPDN_4 + 1 );
+ cg.stepChange = oldStep - step;
+ }
+ else
+ {
+ step = 4 * ( event - EV_STEP_4 + 1 );
+ cg.stepChange = oldStep + step;
+ }
+
+ if( cg.stepChange > MAX_STEP_CHANGE )
+ cg.stepChange = MAX_STEP_CHANGE;
+ else if( cg.stepChange < -MAX_STEP_CHANGE )
+ cg.stepChange = -MAX_STEP_CHANGE;
+
+ cg.stepTime = cg.time;
+ break;
+ }
+
+ case EV_JUMP:
+ DEBUGNAME( "EV_JUMP" );
+ trap_S_StartSound( NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, "*jump1.wav" ) );
+
+ if( BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_PCLASS ], SCA_WALLJUMPER ) )
+ {
+ vec3_t surfNormal, refNormal = { 0.0f, 0.0f, 1.0f };
+ vec3_t rotAxis;
+
+ if( clientNum != cg.predictedPlayerState.clientNum )
+ break;
+
+ //set surfNormal
+ VectorCopy( cg.predictedPlayerState.grapplePoint, surfNormal );
+
+ //if we are moving from one surface to another smooth the transition
+ if( !VectorCompare( surfNormal, cg.lastNormal ) && surfNormal[ 2 ] != 1.0f )
+ {
+ CrossProduct( refNormal, surfNormal, rotAxis );
+ VectorNormalize( rotAxis );
+
+ //add the op
+ CG_addSmoothOp( rotAxis, 15.0f, 1.0f );
+ }
+
+ //copy the current normal to the lastNormal
+ VectorCopy( surfNormal, cg.lastNormal );
+ }
+
+ break;
+
+ case EV_LEV1_GRAB:
+ DEBUGNAME( "EV_LEV1_GRAB" );
+ trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL1Grab );
+ break;
+
+ case EV_LEV4_CHARGE_PREPARE:
+ DEBUGNAME( "EV_LEV4_CHARGE_PREPARE" );
+ trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL4ChargePrepare );
+ break;
+
+ case EV_LEV4_CHARGE_START:
+ DEBUGNAME( "EV_LEV4_CHARGE_START" );
+ //FIXME: stop cgs.media.alienL4ChargePrepare playing here
+ trap_S_StartSound( NULL, es->number, CHAN_VOICE, cgs.media.alienL4ChargeStart );
+ 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;
+
+ //
+ // weapon events
+ //
+ case EV_NOAMMO:
+ DEBUGNAME( "EV_NOAMMO" );
+ {
+ }
+ 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, WPM_PRIMARY );
+ break;
+
+ case EV_FIRE_WEAPON2:
+ DEBUGNAME( "EV_FIRE_WEAPON2" );
+ CG_FireWeapon( cent, WPM_SECONDARY );
+ break;
+
+ case EV_FIRE_WEAPON3:
+ DEBUGNAME( "EV_FIRE_WEAPON3" );
+ CG_FireWeapon( cent, WPM_TERTIARY );
+ break;
+
+ //=================================================================
+
+ //
+ // other events
+ //
+ case EV_PLAYER_TELEPORT_IN:
+ DEBUGNAME( "EV_PLAYER_TELEPORT_IN" );
+ //deprecated
+ break;
+
+ case EV_PLAYER_TELEPORT_OUT:
+ DEBUGNAME( "EV_PLAYER_TELEPORT_OUT" );
+ CG_PlayerDisconnect( position );
+ break;
+
+ case EV_BUILD_CONSTRUCT:
+ DEBUGNAME( "EV_BUILD_CONSTRUCT" );
+ //do something useful here
+ break;
+
+ case EV_BUILD_DESTROY:
+ DEBUGNAME( "EV_BUILD_DESTROY" );
+ //do something useful here
+ break;
+
+ case EV_RPTUSE_SOUND:
+ DEBUGNAME( "EV_RPTUSE_SOUND" );
+ trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.repeaterUseSound );
+ 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, es->generic1, position, dir, es->otherEntityNum );
+ break;
+
+ case EV_MISSILE_MISS:
+ DEBUGNAME( "EV_MISSILE_MISS" );
+ ByteToDir( es->eventParm, dir );
+ CG_MissileHitWall( es->weapon, es->generic1, 0, position, dir, IMPACTSOUND_DEFAULT );
+ break;
+
+ case EV_MISSILE_MISS_METAL:
+ DEBUGNAME( "EV_MISSILE_MISS_METAL" );
+ ByteToDir( es->eventParm, dir );
+ CG_MissileHitWall( es->weapon, es->generic1, 0, position, dir, IMPACTSOUND_METAL );
+ break;
+
+ case EV_HUMAN_BUILDABLE_EXPLOSION:
+ DEBUGNAME( "EV_HUMAN_BUILDABLE_EXPLOSION" );
+ ByteToDir( es->eventParm, dir );
+ CG_HumanBuildableExplosion( position, dir );
+ break;
+
+ case EV_ALIEN_BUILDABLE_EXPLOSION:
+ DEBUGNAME( "EV_ALIEN_BUILDABLE_EXPLOSION" );
+ ByteToDir( es->eventParm, dir );
+ CG_AlienBuildableExplosion( position, dir );
+ break;
+
+ case EV_TESLATRAIL:
+ DEBUGNAME( "EV_TESLATRAIL" );
+ cent->currentState.weapon = WP_TESLAGEN;
+ {
+ centity_t *source = &cg_entities[ es->generic1 ];
+ centity_t *target = &cg_entities[ es->clientNum ];
+ vec3_t sourceOffset = { 0.0f, 0.0f, 28.0f };
+
+ if( !CG_IsTrailSystemValid( &source->muzzleTS ) )
+ {
+ source->muzzleTS = CG_SpawnNewTrailSystem( cgs.media.teslaZapTS );
+
+ if( CG_IsTrailSystemValid( &source->muzzleTS ) )
+ {
+ CG_SetAttachmentCent( &source->muzzleTS->frontAttachment, source );
+ CG_SetAttachmentCent( &source->muzzleTS->backAttachment, target );
+ CG_AttachToCent( &source->muzzleTS->frontAttachment );
+ CG_AttachToCent( &source->muzzleTS->backAttachment );
+ CG_SetAttachmentOffset( &source->muzzleTS->frontAttachment, sourceOffset );
+
+ source->muzzleTSDeathTime = cg.time + cg_teslaTrailTime.integer;
+ }
+ }
+ }
+ 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;
+
+ case EV_GIB_PLAYER:
+ DEBUGNAME( "EV_GIB_PLAYER" );
+ // no gibbing
+ 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_BUILD_DELAY:
+ DEBUGNAME( "EV_BUILD_DELAY" );
+ if( clientNum == cg.predictedPlayerState.clientNum )
+ {
+ trap_S_StartLocalSound( cgs.media.buildableRepairedSound, CHAN_LOCAL_SOUND );
+ cg.lastBuildAttempt = cg.time;
+ }
+ break;
+
+ case EV_BUILD_REPAIR:
+ DEBUGNAME( "EV_BUILD_REPAIR" );
+ trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.buildableRepairSound );
+ break;
+
+ case EV_BUILD_REPAIRED:
+ DEBUGNAME( "EV_BUILD_REPAIRED" );
+ trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.buildableRepairedSound );
+ break;
+
+ case EV_OVERMIND_ATTACK:
+ DEBUGNAME( "EV_OVERMIND_ATTACK" );
+ if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS )
+ {
+ trap_S_StartLocalSound( cgs.media.alienOvermindAttack, CHAN_ANNOUNCER );
+ CG_CenterPrint( "The Overmind is under attack!", 200, GIANTCHAR_WIDTH * 4 );
+ }
+ break;
+
+ case EV_OVERMIND_DYING:
+ DEBUGNAME( "EV_OVERMIND_DYING" );
+ if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS )
+ {
+ trap_S_StartLocalSound( cgs.media.alienOvermindDying, CHAN_ANNOUNCER );
+ CG_CenterPrint( "The Overmind is dying!", 200, GIANTCHAR_WIDTH * 4 );
+ }
+ break;
+
+ case EV_DCC_ATTACK:
+ DEBUGNAME( "EV_DCC_ATTACK" );
+ if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_HUMANS )
+ {
+ //trap_S_StartLocalSound( cgs.media.humanDCCAttack, CHAN_ANNOUNCER );
+ CG_CenterPrint( "Our base is under attack!", 200, GIANTCHAR_WIDTH * 4 );
+ }
+ break;
+
+ case EV_OVERMIND_SPAWNS:
+ DEBUGNAME( "EV_OVERMIND_SPAWNS" );
+ if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_ALIENS )
+ {
+ trap_S_StartLocalSound( cgs.media.alienOvermindSpawns, CHAN_ANNOUNCER );
+ CG_CenterPrint( "The Overmind needs spawns!", 200, GIANTCHAR_WIDTH * 4 );
+ }
+ break;
+
+ case EV_ALIEN_EVOLVE:
+ DEBUGNAME( "EV_ALIEN_EVOLVE" );
+ trap_S_StartSound( NULL, es->number, CHAN_BODY, cgs.media.alienEvolveSound );
+ {
+ particleSystem_t *ps = CG_SpawnNewParticleSystem( cgs.media.alienEvolvePS );
+
+ if( CG_IsParticleSystemValid( &ps ) )
+ {
+ CG_SetAttachmentCent( &ps->attachment, cent );
+ CG_AttachToCent( &ps->attachment );
+ }
+ }
+
+ if( es->number == cg.clientNum )
+ {
+ CG_ResetPainBlend( );
+ cg.spawnTime = cg.time;
+ }
+ break;
+
+ case EV_ALIEN_EVOLVE_FAILED:
+ DEBUGNAME( "EV_ALIEN_EVOLVE_FAILED" );
+ if( clientNum == cg.predictedPlayerState.clientNum )
+ {
+ //FIXME: change to "negative" sound
+ trap_S_StartLocalSound( cgs.media.buildableRepairedSound, CHAN_LOCAL_SOUND );
+ cg.lastEvolveAttempt = cg.time;
+ }
+ break;
+
+ case EV_ALIEN_ACIDTUBE:
+ DEBUGNAME( "EV_ALIEN_ACIDTUBE" );
+ {
+ particleSystem_t *ps = CG_SpawnNewParticleSystem( cgs.media.alienAcidTubePS );
+
+ if( CG_IsParticleSystemValid( &ps ) )
+ {
+ CG_SetAttachmentCent( &ps->attachment, cent );
+ ByteToDir( es->eventParm, dir );
+ CG_SetParticleSystemNormal( ps, dir );
+ CG_AttachToCent( &ps->attachment );
+ }
+ }
+ break;
+
+ case EV_MEDKIT_USED:
+ DEBUGNAME( "EV_MEDKIT_USED" );
+ trap_S_StartSound( NULL, es->number, CHAN_AUTO, cgs.media.medkitUseSound );
+ break;
+
+ case EV_PLAYER_RESPAWN:
+ DEBUGNAME( "EV_PLAYER_RESPAWN" );
+ if( es->number == cg.clientNum )
+ cg.spawnTime = cg.time;
+ break;
+
+ default:
+ DEBUGNAME( "UNKNOWN" );
+ CG_Error( "Unknown event: %i", event );
+ break;
+ }
+}
+
+
+/*
+==============
+CG_CheckEvents
+
+==============
+*/
+void CG_CheckEvents( centity_t *cent )
+{
+ entity_event_t event;
+ entity_event_t oldEvent = EV_NONE;
+
+ // check for event-only entities
+ if( cent->currentState.eType > ET_EVENTS )
+ {
+ event = cent->currentState.eType - ET_EVENTS;
+
+ if( cent->previousEvent )
+ return; // already fired
+
+ cent->previousEvent = 1;
+
+ cent->currentState.event = cent->currentState.eType - ET_EVENTS;
+
+ // Move the pointer to the entity that the
+ // event was originally attached to
+ if( cent->currentState.eFlags & EF_PLAYER_EVENT )
+ {
+ cent = &cg_entities[ cent->currentState.otherEntityNum ];
+ oldEvent = cent->currentState.event;
+ cent->currentState.event = event;
+ }
+ }
+ 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 );
+
+ // If this was a reattached spilled event, restore the original event
+ if( oldEvent != EV_NONE )
+ cent->currentState.event = oldEvent;
+}
+
diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h
new file mode 100644
index 00000000..88df61ba
--- /dev/null
+++ b/src/cgame/cg_local.h
@@ -0,0 +1,2003 @@
+// 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 OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * 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.
+ */
+
+#include "../game/q_shared.h"
+#include "tr_types.h"
+#include "../game/bg_public.h"
+#include "cg_public.h"
+#include "../ui/ui_shared.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 CG_FONT_THRESHOLD 0.1
+
+#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 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_CUSTOM,
+ FOOTSTEP_NONE,
+
+ FOOTSTEP_TOTAL
+} footstep_t;
+
+typedef enum
+{
+ IMPACTSOUND_DEFAULT,
+ IMPACTSOUND_METAL,
+ IMPACTSOUND_FLESH
+} impactSound_t;
+
+typedef enum
+{
+ JPS_OFF,
+ JPS_DESCENDING,
+ JPS_HOVERING,
+ JPS_ASCENDING
+} jetPackState_t;
+
+//======================================================================
+
+// 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;
+
+//======================================================================
+
+//attachment system
+typedef enum
+{
+ AT_STATIC,
+ AT_TAG,
+ AT_CENT,
+ AT_PARTICLE
+} attachmentType_t;
+
+//forward declaration for particle_t
+struct particle_s;
+
+typedef struct attachment_s
+{
+ attachmentType_t type;
+ qboolean attached;
+
+ qboolean staticValid;
+ qboolean tagValid;
+ qboolean centValid;
+ qboolean particleValid;
+
+ qboolean hasOffset;
+ vec3_t offset;
+
+ vec3_t lastValidAttachmentPoint;
+
+ //AT_STATIC
+ vec3_t origin;
+
+ //AT_TAG
+ refEntity_t re; //FIXME: should be pointers?
+ refEntity_t parent; //
+ qhandle_t model;
+ char tagName[ MAX_STRING_CHARS ];
+
+ //AT_CENT
+ int centNum;
+
+ //AT_PARTICLE
+ struct particle_s *particle;
+} attachment_t;
+
+//======================================================================
+
+//particle system stuff
+#define MAX_PS_SHADER_FRAMES 32
+#define MAX_PS_MODELS 8
+#define MAX_EJECTORS_PER_SYSTEM 4
+#define MAX_PARTICLES_PER_EJECTOR 4
+
+#define MAX_BASEPARTICLE_SYSTEMS 192
+#define MAX_BASEPARTICLE_EJECTORS MAX_BASEPARTICLE_SYSTEMS*MAX_EJECTORS_PER_SYSTEM
+#define MAX_BASEPARTICLES MAX_BASEPARTICLE_EJECTORS*MAX_PARTICLES_PER_EJECTOR
+
+#define MAX_PARTICLE_SYSTEMS 48
+#define MAX_PARTICLE_EJECTORS MAX_PARTICLE_SYSTEMS*MAX_EJECTORS_PER_SYSTEM
+#define MAX_PARTICLES MAX_PARTICLE_EJECTORS*5
+
+#define PARTICLES_INFINITE -1
+#define PARTICLES_SAME_AS_INITIAL -2
+
+//COMPILE TIME STRUCTURES
+typedef enum
+{
+ PMT_STATIC,
+ PMT_STATIC_TRANSFORM,
+ PMT_TAG,
+ PMT_CENT_ANGLES,
+ PMT_NORMAL
+} pMoveType_t;
+
+typedef enum
+{
+ PMD_LINEAR,
+ PMD_POINT
+} pDirType_t;
+
+typedef struct pMoveValues_u
+{
+ pDirType_t dirType;
+
+ //PMD_LINEAR
+ vec3_t dir;
+ float dirRandAngle;
+
+ //PMD_POINT
+ vec3_t point;
+ float pointRandAngle;
+
+ float mag;
+ float magRandFrac;
+
+ float parentVelFrac;
+ float parentVelFracRandFrac;
+} pMoveValues_t;
+
+typedef struct pLerpValues_s
+{
+ int delay;
+ float delayRandFrac;
+
+ float initial;
+ float initialRandFrac;
+
+ float final;
+ float finalRandFrac;
+
+ float randFrac;
+} pLerpValues_t;
+
+//particle template
+typedef struct baseParticle_s
+{
+ vec3_t displacement;
+ float randDisplacement;
+ float normalDisplacement;
+
+ pMoveType_t velMoveType;
+ pMoveValues_t velMoveValues;
+
+ pMoveType_t accMoveType;
+ pMoveValues_t accMoveValues;
+
+ int lifeTime;
+ float lifeTimeRandFrac;
+
+ float bounceFrac;
+ float bounceFracRandFrac;
+ qboolean bounceCull;
+
+ char bounceMarkName[ MAX_QPATH ];
+ qhandle_t bounceMark;
+ float bounceMarkRadius;
+ float bounceMarkRadiusRandFrac;
+ float bounceMarkCount;
+ float bounceMarkCountRandFrac;
+
+ char bounceSoundName[ MAX_QPATH ];
+ qhandle_t bounceSound;
+ float bounceSoundCount;
+ float bounceSoundCountRandFrac;
+
+ pLerpValues_t radius;
+ pLerpValues_t alpha;
+ pLerpValues_t rotation;
+
+ qboolean dynamicLight;
+ pLerpValues_t dLightRadius;
+ byte dLightColor[ 3 ];
+
+ int colorDelay;
+ float colorDelayRandFrac;
+ byte initialColor[ 3 ];
+ byte finalColor[ 3 ];
+
+ char childSystemName[ MAX_QPATH ];
+ qhandle_t childSystemHandle;
+
+ char onDeathSystemName[ MAX_QPATH ];
+ qhandle_t onDeathSystemHandle;
+
+ char childTrailSystemName[ MAX_QPATH ];
+ qhandle_t childTrailSystemHandle;
+
+ //particle invariant stuff
+ char shaderNames[ MAX_PS_SHADER_FRAMES ][ MAX_QPATH ];
+ qhandle_t shaders[ MAX_PS_SHADER_FRAMES ];
+ int numFrames;
+ float framerate;
+
+ char modelNames[ MAX_PS_MODELS ][ MAX_QPATH ];
+ qhandle_t models[ MAX_PS_MODELS ];
+ int numModels;
+ animation_t modelAnimation;
+
+ qboolean overdrawProtection;
+ qboolean realLight;
+ qboolean cullOnStartSolid;
+} baseParticle_t;
+
+
+//ejector template
+typedef struct baseParticleEjector_s
+{
+ baseParticle_t *particles[ MAX_PARTICLES_PER_EJECTOR ];
+ int numParticles;
+
+ pLerpValues_t eject; //zero period indicates creation of all particles at once
+
+ int totalParticles; //can be infinite
+ float totalParticlesRandFrac;
+} baseParticleEjector_t;
+
+
+//particle system template
+typedef struct baseParticleSystem_s
+{
+ char name[ MAX_QPATH ];
+ baseParticleEjector_t *ejectors[ MAX_EJECTORS_PER_SYSTEM ];
+ int numEjectors;
+
+ qboolean thirdPersonOnly;
+ qboolean registered; //whether or not the assets for this particle have been loaded
+} baseParticleSystem_t;
+
+
+//RUN TIME STRUCTURES
+typedef struct particleSystem_s
+{
+ baseParticleSystem_t *class;
+
+ attachment_t attachment;
+
+ qboolean valid;
+ qboolean lazyRemove; //mark this system for later removal
+
+ //for PMT_NORMAL
+ qboolean normalValid;
+ vec3_t normal;
+} particleSystem_t;
+
+
+typedef struct particleEjector_s
+{
+ baseParticleEjector_t *class;
+ particleSystem_t *parent;
+
+ pLerpValues_t ejectPeriod;
+
+ int count;
+ int totalParticles;
+
+ int nextEjectionTime;
+
+ qboolean valid;
+} particleEjector_t;
+
+
+//used for actual particle evaluation
+typedef struct particle_s
+{
+ baseParticle_t *class;
+ particleEjector_t *parent;
+
+ int birthTime;
+ int lifeTime;
+
+ float bounceMarkRadius;
+ int bounceMarkCount;
+ int bounceSoundCount;
+ qboolean atRest;
+
+ vec3_t origin;
+ vec3_t velocity;
+
+ pMoveType_t accMoveType;
+ pMoveValues_t accMoveValues;
+
+ int lastEvalTime;
+
+ int nextChildTime;
+
+ pLerpValues_t radius;
+ pLerpValues_t alpha;
+ pLerpValues_t rotation;
+
+ pLerpValues_t dLightRadius;
+
+ int colorDelay;
+
+ qhandle_t model;
+ lerpFrame_t lf;
+ vec3_t lastAxis[ 3 ];
+
+ qboolean valid;
+ int frameWhenInvalidated;
+
+ int sortKey;
+} particle_t;
+
+//======================================================================
+
+//trail system stuff
+#define MAX_BEAMS_PER_SYSTEM 4
+
+#define MAX_BASETRAIL_SYSTEMS 64
+#define MAX_BASETRAIL_BEAMS MAX_BASETRAIL_SYSTEMS*MAX_BEAMS_PER_SYSTEM
+
+#define MAX_TRAIL_SYSTEMS 32
+#define MAX_TRAIL_BEAMS MAX_TRAIL_SYSTEMS*MAX_BEAMS_PER_SYSTEM
+#define MAX_TRAIL_BEAM_NODES 128
+
+#define MAX_TRAIL_BEAM_JITTERS 4
+
+typedef enum
+{
+ TBTT_STRETCH,
+ TBTT_REPEAT
+} trailBeamTextureType_t;
+
+typedef struct baseTrailJitter_s
+{
+ float magnitude;
+ int period;
+} baseTrailJitter_t;
+
+//beam template
+typedef struct baseTrailBeam_s
+{
+ int numSegments;
+ float frontWidth;
+ float backWidth;
+ float frontAlpha;
+ float backAlpha;
+ byte frontColor[ 3 ];
+ byte backColor[ 3 ];
+
+ // the time it takes for a segment to vanish (single attached only)
+ int segmentTime;
+
+ // the time it takes for a beam to fade out (double attached only)
+ int fadeOutTime;
+
+ char shaderName[ MAX_QPATH ];
+ qhandle_t shader;
+
+ trailBeamTextureType_t textureType;
+
+ //TBTT_STRETCH
+ float frontTextureCoord;
+ float backTextureCoord;
+
+ //TBTT_REPEAT
+ float repeatLength;
+ qboolean clampToBack;
+
+ qboolean realLight;
+
+ int numJitters;
+ baseTrailJitter_t jitters[ MAX_TRAIL_BEAM_JITTERS ];
+ qboolean jitterAttachments;
+} baseTrailBeam_t;
+
+
+//trail system template
+typedef struct baseTrailSystem_s
+{
+ char name[ MAX_QPATH ];
+ baseTrailBeam_t *beams[ MAX_BEAMS_PER_SYSTEM ];
+ int numBeams;
+
+ qboolean thirdPersonOnly;
+ qboolean registered; //whether or not the assets for this trail have been loaded
+} baseTrailSystem_t;
+
+typedef struct trailSystem_s
+{
+ baseTrailSystem_t *class;
+
+ attachment_t frontAttachment;
+ attachment_t backAttachment;
+
+ int destroyTime;
+ qboolean valid;
+} trailSystem_t;
+
+typedef struct trailBeamNode_s
+{
+ vec3_t refPosition;
+ vec3_t position;
+
+ int timeLeft;
+
+ float textureCoord;
+ float halfWidth;
+ byte alpha;
+ byte color[ 3 ];
+
+ vec2_t jitters[ MAX_TRAIL_BEAM_JITTERS ];
+
+ struct trailBeamNode_s *prev;
+ struct trailBeamNode_s *next;
+
+ qboolean used;
+} trailBeamNode_t;
+
+typedef struct trailBeam_s
+{
+ baseTrailBeam_t *class;
+ trailSystem_t *parent;
+
+ trailBeamNode_t nodePool[ MAX_TRAIL_BEAM_NODES ];
+ trailBeamNode_t *nodes;
+
+ int lastEvalTime;
+
+ qboolean valid;
+
+ int nextJitterTimes[ MAX_TRAIL_BEAM_JITTERS ];
+} trailBeam_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
+
+//TA: smoothing of view and model for WW transitions
+#define MAXSMOOTHS 32
+
+typedef struct
+{
+ float time;
+ float timeMod;
+
+ vec3_t rotAxis;
+ float rotAngle;
+} smooth_t;
+
+
+typedef struct
+{
+ lerpFrame_t legs, torso, flag, nonseg;
+ int painTime;
+ int painDirection; // flip from 0 to 1
+
+ // machinegun spinning
+ float barrelAngle;
+ int barrelTime;
+ qboolean barrelSpinning;
+
+ vec3_t lastNormal;
+ vec3_t lastAxis[ 3 ];
+ smooth_t sList[ MAXSMOOTHS ];
+} playerEntity_t;
+
+typedef struct lightFlareStatus_s
+{
+ float lastSrcRadius; //caching of likely flare source radius
+ float lastRadius; //caching of likely flare radius
+ float lastRatio; //caching of likely flare ratio
+ int lastTime; //last time flare was visible/occluded
+ qboolean status; //flare is visble?
+} lightFlareStatus_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 muzzleFlashTime2; // move to playerEntity?
+ int muzzleFlashTime3; // move to playerEntity?
+ int previousEvent;
+ int teleportFlag;
+
+ int trailTime; // so missile trails can handle dropped initial packets
+ int dustTrailTime;
+ int miscTime;
+ int snapShotTime; // last time this entity was found in a snapshot
+
+ 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;
+
+ lerpFrame_t lerpFrame;
+
+ //TA:
+ buildableAnimNumber_t buildableAnim; //persistant anim number
+ buildableAnimNumber_t oldBuildableAnim; //to detect when new anims are set
+ particleSystem_t *buildablePS;
+ float lastBuildableHealthScale;
+ int lastBuildableDamageSoundTime;
+
+ lightFlareStatus_t lfs;
+
+ qboolean doorState;
+
+ particleSystem_t *muzzlePS;
+ qboolean muzzlePsTrigger;
+
+ particleSystem_t *jetPackPS;
+ jetPackState_t jetPackState;
+
+ particleSystem_t *entityPS;
+ qboolean entityPSMissing;
+
+ trailSystem_t *level2ZapTS[ 3 ];
+
+ trailSystem_t *muzzleTS; //used for the tesla and reactor
+ int muzzleTSDeathTime;
+
+ qboolean valid;
+ qboolean oldValid;
+} centity_t;
+
+
+//======================================================================
+
+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 struct
+{
+ int client;
+ int score;
+ int ping;
+ int time;
+ int team;
+ weapon_t weapon;
+ upgrade_t upgrade;
+} 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 ];
+ pTeam_t team;
+
+ int botSkill; // 0 = not bot, 1-5 = bot
+
+ vec3_t color1;
+ vec3_t color2;
+
+ 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 newAnims; // true if using the new mission pack animations
+ qboolean fixedlegs; // true if legs yaw is always the same as torso yaw
+ qboolean fixedtorso; // true if torso never changes yaw
+ qboolean nonsegmented; // true if model is Q2 style nonsegmented
+
+ 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 nonSegModel; //non-segmented model system
+ qhandle_t nonSegSkin; //non-segmented model system
+
+ qhandle_t modelIcon;
+
+ animation_t animations[ MAX_PLAYER_TOTALANIMATIONS ];
+
+ sfxHandle_t sounds[ MAX_CUSTOM_SOUNDS ];
+
+ sfxHandle_t customFootsteps[ 4 ];
+ sfxHandle_t customMetalFootsteps[ 4 ];
+} clientInfo_t;
+
+
+typedef struct weaponInfoMode_s
+{
+ float flashDlight;
+ vec3_t flashDlightColor;
+ sfxHandle_t flashSound[ 4 ]; // fast firing weapons randomly choose
+ qboolean continuousFlash;
+
+ qhandle_t missileModel;
+ sfxHandle_t missileSound;
+ float missileDlight;
+ vec3_t missileDlightColor;
+ int missileRenderfx;
+ qboolean usesSpriteMissle;
+ qhandle_t missileSprite;
+ int missileSpriteSize;
+ qhandle_t missileParticleSystem;
+ qhandle_t missileTrailSystem;
+ qboolean missileRotates;
+ qboolean missileAnimates;
+ int missileAnimStartFrame;
+ int missileAnimNumFrames;
+ int missileAnimFrameRate;
+ int missileAnimLooping;
+
+ sfxHandle_t firingSound;
+ qboolean loopFireSound;
+
+ qhandle_t muzzleParticleSystem;
+
+ qboolean alwaysImpact;
+ qhandle_t impactParticleSystem;
+ qhandle_t impactMark;
+ qhandle_t impactMarkSize;
+ sfxHandle_t impactSound[ 4 ]; //random impact sound
+ sfxHandle_t impactFleshSound[ 4 ]; //random impact sound
+} weaponInfoMode_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;
+ char *humanName;
+
+ 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
+
+ qhandle_t weaponIcon;
+ qhandle_t ammoIcon;
+
+ qhandle_t crossHair;
+ int crossHairSize;
+
+ sfxHandle_t readySound;
+
+ qboolean disableIn3rdPerson;
+
+ weaponInfoMode_t wim[ WPM_NUM_WEAPONMODES ];
+} weaponInfo_t;
+
+typedef struct upgradeInfo_s
+{
+ qboolean registered;
+ char *humanName;
+
+ qhandle_t upgradeIcon;
+} upgradeInfo_t;
+
+typedef struct
+{
+ qboolean looped;
+ qboolean enabled;
+
+ sfxHandle_t sound;
+} sound_t;
+
+typedef struct
+{
+ qhandle_t models[ MAX_BUILDABLE_MODELS ];
+ animation_t animations[ MAX_BUILDABLE_ANIMATIONS ];
+
+ //same number of sounds as animations
+ sound_t sounds[ MAX_BUILDABLE_ANIMATIONS ];
+} buildableInfo_t;
+
+#define MAX_REWARDSTACK 10
+#define MAX_SOUNDBUFFER 20
+
+//======================================================================
+
+//TA:
+typedef struct
+{
+ vec3_t alienBuildablePos[ MAX_GENTITIES ];
+ int alienBuildableTimes[ MAX_GENTITIES ];
+ int numAlienBuildables;
+
+ vec3_t humanBuildablePos[ MAX_GENTITIES ];
+ int numHumanBuildables;
+
+ vec3_t alienClientPos[ MAX_CLIENTS ];
+ int numAlienClients;
+
+ vec3_t humanClientPos[ MAX_CLIENTS ];
+ int numHumanClients;
+
+ int lastUpdateTime;
+ vec3_t origin;
+ vec3_t vangles;
+} entityPos_t;
+
+typedef struct
+{
+ int time;
+ int length;
+} consoleLine_t;
+
+#define MAX_CONSOLE_TEXT 8192
+#define MAX_CONSOLE_LINES 32
+
+// 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
+
+ // 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 ];
+
+ // for voice chat buffer
+ int voiceChatTime;
+ int voiceChatBufferIn;
+ int voiceChatBufferOut;
+
+ // 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;
+ refEntity_t testModelBarrelEntity;
+ char testModelName[MAX_QPATH];
+ char testModelBarrelName[MAX_QPATH];
+ qboolean testGun;
+
+ int spawnTime; //TA: fovwarp
+ int weapon1Time; //TA: time when BUTTON_ATTACK went t->f f->t
+ int weapon2Time; //TA: time when BUTTON_ATTACK2 went t->f f->t
+ int weapon3Time; //TA: time when BUTTON_USE_HOLDABLE went t->f f->t
+ qboolean weapon1Firing;
+ qboolean weapon2Firing;
+ qboolean weapon3Firing;
+
+ int poisonedTime;
+
+ vec3_t lastNormal; //TA: view smoothage
+ vec3_t lastVangles; //TA: view smoothage
+ smooth_t sList[ MAXSMOOTHS ]; //TA: WW smoothing
+
+ int forwardMoveTime; //TA: for struggling
+ int rightMoveTime;
+ int upMoveTime;
+
+ float charModelFraction; //TA: loading percentages
+ float mediaFraction;
+ float buildablesFraction;
+
+ int lastBuildAttempt;
+ int lastEvolveAttempt;
+
+ char consoleText[ MAX_CONSOLE_TEXT ];
+ consoleLine_t consoleLines[ MAX_CONSOLE_LINES ];
+ int numConsoleLines;
+ qboolean consoleValid;
+
+ particleSystem_t *poisonCloudPS;
+
+ float painBlendValue;
+ float painBlendTarget;
+ int lastHealth;
+} 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 whiteShader;
+ qhandle_t outlineShader;
+
+ qhandle_t level2ZapTS;
+
+ qhandle_t balloonShader;
+ qhandle_t connectionShader;
+
+ qhandle_t selectShader;
+ qhandle_t viewBloodShader;
+ qhandle_t tracerShader;
+ qhandle_t crosshairShader[ WP_NUM_WEAPONS ];
+ qhandle_t backTileShader;
+
+ qhandle_t creepShader;
+
+ qhandle_t scannerShader;
+ qhandle_t scannerBlipShader;
+ qhandle_t scannerLineShader;
+
+
+ qhandle_t numberShaders[ 11 ];
+
+ qhandle_t shadowMarkShader;
+ qhandle_t wakeMarkShader;
+
+ // buildable shaders
+ qhandle_t greenBuildShader;
+ qhandle_t redBuildShader;
+ qhandle_t noPowerShader;
+ qhandle_t humanSpawningShader;
+
+ // disconnect
+ qhandle_t disconnectPS;
+ qhandle_t disconnectSound;
+
+ // sounds
+ sfxHandle_t tracerSound;
+ sfxHandle_t selectSound;
+ sfxHandle_t footsteps[ FOOTSTEP_TOTAL ][ 4 ];
+ sfxHandle_t talkSound;
+ sfxHandle_t landSound;
+ sfxHandle_t fallSound;
+
+ sfxHandle_t hgrenb1aSound;
+ sfxHandle_t hgrenb2aSound;
+
+ sfxHandle_t voteNow;
+ sfxHandle_t votePassed;
+ sfxHandle_t voteFailed;
+
+ sfxHandle_t watrInSound;
+ sfxHandle_t watrOutSound;
+ sfxHandle_t watrUnSound;
+
+ sfxHandle_t jetpackDescendSound;
+ sfxHandle_t jetpackIdleSound;
+ sfxHandle_t jetpackAscendSound;
+
+ qhandle_t jetPackDescendPS;
+ qhandle_t jetPackHoverPS;
+ qhandle_t jetPackAscendPS;
+
+ sfxHandle_t medkitUseSound;
+
+ sfxHandle_t alienStageTransition;
+ sfxHandle_t humanStageTransition;
+
+ sfxHandle_t alienOvermindAttack;
+ sfxHandle_t alienOvermindDying;
+ sfxHandle_t alienOvermindSpawns;
+
+ sfxHandle_t alienBuildableExplosion;
+ sfxHandle_t alienBuildableDamage;
+ sfxHandle_t alienBuildablePrebuild;
+ sfxHandle_t humanBuildableExplosion;
+ sfxHandle_t humanBuildablePrebuild;
+ sfxHandle_t humanBuildableDamage[ 4 ];
+
+ sfxHandle_t alienL1Grab;
+ sfxHandle_t alienL4ChargePrepare;
+ sfxHandle_t alienL4ChargeStart;
+
+ qhandle_t cursor;
+ qhandle_t selectCursor;
+ qhandle_t sizeCursor;
+
+ //light armour
+ qhandle_t larmourHeadSkin;
+ qhandle_t larmourLegsSkin;
+ qhandle_t larmourTorsoSkin;
+
+ qhandle_t jetpackModel;
+ qhandle_t jetpackFlashModel;
+ qhandle_t battpackModel;
+
+ sfxHandle_t repeaterUseSound;
+
+ sfxHandle_t buildableRepairSound;
+ sfxHandle_t buildableRepairedSound;
+
+ qhandle_t poisonCloudPS;
+ qhandle_t alienEvolvePS;
+ qhandle_t alienAcidTubePS;
+
+ sfxHandle_t alienEvolveSound;
+
+ qhandle_t humanBuildableDamagedPS;
+ qhandle_t humanBuildableDestroyedPS;
+ qhandle_t alienBuildableDamagedPS;
+ qhandle_t alienBuildableDestroyedPS;
+
+ qhandle_t alienBleedPS;
+ qhandle_t humanBleedPS;
+
+ qhandle_t teslaZapTS;
+
+ sfxHandle_t lCannonWarningSound;
+
+ qhandle_t buildWeaponTimerPie[ 8 ];
+ qhandle_t upgradeClassIconShader;
+} 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
+ int dmflags;
+ int teamflags;
+ int timelimit;
+ int maxclients;
+ char mapname[ 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
+
+ qboolean newHud;
+
+ int alienBuildPoints;
+ int alienBuildPointsTotal;
+ int humanBuildPoints;
+ int humanBuildPointsTotal;
+ int humanBuildPointsPowered;
+
+ int alienStage;
+ int humanStage;
+ int alienKills;
+ int humanKills;
+ int alienNextStageThreshold;
+ int humanNextStageThreshold;
+
+ int numAlienSpawns;
+ int numHumanSpawns;
+
+ //
+ // locally derived information from gamestate
+ //
+ qhandle_t gameModels[ MAX_MODELS ];
+ qhandle_t gameShaders[ MAX_SHADERS ];
+ qhandle_t gameParticleSystems[ MAX_GAME_PARTICLE_SYSTEMS ];
+ 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;
+
+ // 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 ];
+
+//TA: buildable infos:
+extern buildableInfo_t cg_buildables[ BA_NUM_BUILDABLES ];
+
+extern markPoly_t cg_markPolys[ MAX_MARK_POLYS ];
+
+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_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_teslaTrailTime;
+extern vmCvar_t cg_railTrailTime;
+extern vmCvar_t cg_errorDecay;
+extern vmCvar_t cg_nopredict;
+extern vmCvar_t cg_debugMove;
+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_noProjectileTrail;
+extern vmCvar_t cg_oldRail;
+extern vmCvar_t cg_oldRocket;
+extern vmCvar_t cg_oldPlasma;
+extern vmCvar_t cg_trueLightning;
+extern vmCvar_t cg_creepRes;
+extern vmCvar_t cg_drawSurfNormal;
+extern vmCvar_t cg_drawBBOX;
+extern vmCvar_t cg_debugAlloc;
+extern vmCvar_t cg_wwSmoothTime;
+extern vmCvar_t cg_wwFollow;
+extern vmCvar_t cg_wwToggle;
+extern vmCvar_t cg_depthSortParticles;
+extern vmCvar_t cg_consoleLatency;
+extern vmCvar_t cg_lightFlare;
+extern vmCvar_t cg_debugParticles;
+extern vmCvar_t cg_debugTrails;
+extern vmCvar_t cg_debugPVS;
+extern vmCvar_t cg_disableWarningDialogs;
+extern vmCvar_t cg_disableScannerPlane;
+
+extern vmCvar_t cg_painBlendUpRate;
+extern vmCvar_t cg_painBlendDownRate;
+extern vmCvar_t cg_painBlendMax;
+extern vmCvar_t cg_painBlendScale;
+extern vmCvar_t cg_painBlendZoom;
+
+//TA: hack to get class an carriage through to UI module
+extern vmCvar_t ui_currentClass;
+extern vmCvar_t ui_carriage;
+extern vmCvar_t ui_stages;
+extern vmCvar_t ui_dialog;
+extern vmCvar_t ui_loading;
+extern vmCvar_t ui_voteActive;
+extern vmCvar_t ui_alienTeamVoteActive;
+extern vmCvar_t ui_humanTeamVoteActive;
+
+extern vmCvar_t cg_debugRandom;
+
+//
+// cg_main.c
+//
+const char *CG_ConfigString( int index );
+const char *CG_Argv( int arg );
+
+void CG_TAUIConsole( const char *text );
+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_SetScoreSelection( void *menu );
+void CG_BuildSpectatorString( void );
+
+qboolean CG_FileExists( char *filename );
+void CG_RemoveConsoleLine( void );
+
+
+//
+// cg_view.c
+//
+void CG_addSmoothOp( vec3_t rotAxis, float rotAngle, float timeMod ); //TA
+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_DrawPlane( vec3_t origin, vec3_t down, vec3_t right, qhandle_t shader );
+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 );
+void CG_DrawFadePic( float x, float y, float width, float height, vec4_t fcolor,
+ vec4_t tcolor, float amount, qhandle_t hShader );
+
+int CG_DrawStrlen( const char *str );
+
+float *CG_FadeColor( int startMsec, int totalMsec );
+void CG_TileClear( void );
+void CG_ColorForHealth( vec4_t hcolor );
+void CG_GetColorForHealth( int health, int armor, vec4_t hcolor );
+
+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 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_DrawActive( stereoFrame_t stereoView );
+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 );
+float CG_GetValue(int ownerDraw);
+void CG_RunMenuScript(char **args);
+void CG_SetPrintString( int type, const char *p );
+void CG_InitTeamChat( void );
+void CG_GetTeamColor( vec4_t *color );
+const char *CG_GetKillerText();
+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_DrawLoadingScreen( void );
+void CG_UpdateMediaFraction( float newFract );
+void CG_ResetPainBlend( void );
+
+//
+// cg_players.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( pClass_t class, char *model, char *skin );
+sfxHandle_t CG_CustomSound( int clientNum, const char *soundName );
+void CG_PlayerDisconnect( vec3_t org );
+void CG_Bleed( vec3_t origin, vec3_t normal, int entityNum );
+
+//
+// cg_buildable.c
+//
+void CG_GhostBuildable( buildable_t buildable );
+void CG_Buildable( centity_t *cent );
+void CG_InitBuildables( void );
+void CG_HumanBuildableExplosion( vec3_t origin, vec3_t dir );
+void CG_AlienBuildableExplosion( vec3_t origin, vec3_t dir );
+
+//
+// cg_animation.c
+//
+void CG_RunLerpFrame( lerpFrame_t *lf );
+
+//
+// cg_animmapobj.c
+//
+void CG_AnimMapObj( centity_t *cent );
+void CG_ModelDoor( centity_t *cent );
+
+//
+// cg_predict.c
+//
+
+#define MAGIC_TRACE_HACK -2
+
+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_CapTrace( 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 );
+
+
+//
+// cg_events.c
+//
+void CG_CheckEvents( centity_t *cent );
+void CG_EntityEvent( centity_t *cent, vec3_t position );
+void CG_PainEvent( centity_t *cent, int health );
+
+
+//
+// cg_ents.c
+//
+void CG_DrawBoundingBox( vec3_t origin, vec3_t mins, vec3_t maxs );
+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_InitUpgrades( );
+void CG_RegisterUpgrade( int upgradeNum );
+void CG_InitWeapons( );
+void CG_RegisterWeapon( int weaponNum );
+
+void CG_FireWeapon( centity_t *cent, weaponMode_t weaponMode );
+void CG_MissileHitWall( weapon_t weapon, weaponMode_t weaponMode, int clientNum,
+ vec3_t origin, vec3_t dir, impactSound_t soundType );
+void CG_MissileHitPlayer( weapon_t weapon, weaponMode_t weaponMode, vec3_t origin, vec3_t dir, int entityNum );
+void CG_Bullet( vec3_t origin, int sourceEntityNum, vec3_t normal, qboolean flesh, int fleshEntityNum );
+void CG_ShotgunFire( entityState_t *es );
+
+void CG_AddViewWeapon (playerState_t *ps);
+void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent );
+void CG_DrawItemSelect( rectDef_t *rect, vec4_t color );
+void CG_DrawItemSelectText( rectDef_t *rect, float scale, int textStyle );
+
+
+//
+// cg_scanner.c
+//
+void CG_UpdateEntityPositions( void );
+void CG_Scanner( rectDef_t *rect, qhandle_t shader, vec4_t color );
+void CG_AlienSense( rectDef_t *rect );
+
+//
+// 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_snapshot.c
+//
+void CG_ProcessSnapshots( 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_ShaderStateChanged(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_InitMemory( void );
+void *CG_Alloc( int size );
+void CG_Free( void *ptr );
+void CG_DefragmentMemory( void );
+
+//
+// cg_attachment.c
+//
+qboolean CG_AttachmentPoint( attachment_t *a, vec3_t v );
+qboolean CG_AttachmentDir( attachment_t *a, vec3_t v );
+qboolean CG_AttachmentAxis( attachment_t *a, vec3_t axis[ 3 ] );
+qboolean CG_AttachmentVelocity( attachment_t *a, vec3_t v );
+int CG_AttachmentCentNum( attachment_t *a );
+
+qboolean CG_Attached( attachment_t *a );
+
+void CG_AttachToPoint( attachment_t *a );
+void CG_AttachToCent( attachment_t *a );
+void CG_AttachToTag( attachment_t *a );
+void CG_AttachToParticle( attachment_t *a );
+void CG_SetAttachmentPoint( attachment_t *a, vec3_t v );
+void CG_SetAttachmentCent( attachment_t *a, centity_t *cent );
+void CG_SetAttachmentTag( attachment_t *a, refEntity_t parent,
+ qhandle_t model, char *tagName );
+void CG_SetAttachmentParticle( attachment_t *a, particle_t *p );
+
+void CG_SetAttachmentOffset( attachment_t *a, vec3_t v );
+
+//
+// cg_particles.c
+//
+void CG_LoadParticleSystems( void );
+qhandle_t CG_RegisterParticleSystem( char *name );
+
+particleSystem_t *CG_SpawnNewParticleSystem( qhandle_t psHandle );
+void CG_DestroyParticleSystem( particleSystem_t **ps );
+
+qboolean CG_IsParticleSystemInfinite( particleSystem_t *ps );
+qboolean CG_IsParticleSystemValid( particleSystem_t **ps );
+
+void CG_SetParticleSystemNormal( particleSystem_t *ps, vec3_t normal );
+
+void CG_AddParticles( void );
+
+void CG_ParticleSystemEntity( centity_t *cent );
+
+void CG_TestPS_f( void );
+void CG_DestroyTestPS_f( void );
+
+//
+// cg_trails.c
+//
+void CG_LoadTrailSystems( void );
+qhandle_t CG_RegisterTrailSystem( char *name );
+
+trailSystem_t *CG_SpawnNewTrailSystem( qhandle_t psHandle );
+void CG_DestroyTrailSystem( trailSystem_t **ts );
+
+qboolean CG_IsTrailSystemValid( trailSystem_t **ts );
+
+void CG_AddTrails( void );
+
+void CG_TestTS_f( void );
+void CG_DestroyTestTS_f( void );
+
+//
+// cg_ptr.c
+//
+int CG_ReadPTRCode( void );
+void CG_WritePTRCode( int code );
+
+//
+//===============================================
+
+//
+// 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 );
+void trap_FS_Seek( fileHandle_t f, long offset, fsOrigin_t origin ); // fsOrigin_t
+
+// 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 );
+void trap_CM_CapsuleTrace( 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_TransformedCapsuleTrace( 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 );
+
+// respatialize 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_AddPolysToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts, int numPolys );
+void trap_R_AddLightToScene( const vec3_t org, float intensity, float r, float g, float b );
+void trap_R_AddAdditiveLightToScene( 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 );
+
+typedef enum
+{
+ SYSTEM_PRINT,
+ CHAT_PRINT,
+ TEAMCHAT_PRINT
+} q3print_t;
+
+
+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 );
+
+qboolean trap_loadCamera( const char *name );
+void trap_startCamera( int time );
+qboolean trap_getCameraInfo( int time, vec3_t *origin, vec3_t *angles );
+
+qboolean trap_GetEntityToken( char *buffer, int bufferSize );
diff --git a/src/cgame/cg_main.c b/src/cgame/cg_main.c
new file mode 100644
index 00000000..81470e0e
--- /dev/null
+++ b/src/cgame/cg_main.c
@@ -0,0 +1,1801 @@
+// 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 OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * 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.
+ */
+
+#include "cg_local.h"
+
+#include "../ui/ui_shared.h"
+// display context for new ui stuff
+displayContextDef_t cgDC;
+
+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
+================
+*/
+long vmMain( long command, long arg0, long arg1, long arg2, long arg3,
+ long arg4, long arg5, long arg6, long arg7,
+ long arg8, long arg9, long arg10, long 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:
+ cgDC.cursorx = cgs.cursorX;
+ cgDC.cursory = cgs.cursorY;
+ 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 ];
+
+buildableInfo_t cg_buildables[ BA_NUM_BUILDABLES ];
+
+vmCvar_t cg_teslaTrailTime;
+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_crosshairX;
+vmCvar_t cg_crosshairY;
+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_debugMove;
+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_noProjectileTrail;
+vmCvar_t cg_oldRail;
+vmCvar_t cg_oldRocket;
+vmCvar_t cg_oldPlasma;
+vmCvar_t cg_trueLightning;
+vmCvar_t cg_creepRes;
+vmCvar_t cg_drawSurfNormal;
+vmCvar_t cg_drawBBOX;
+vmCvar_t cg_debugAlloc;
+vmCvar_t cg_wwSmoothTime;
+vmCvar_t cg_wwFollow;
+vmCvar_t cg_wwToggle;
+vmCvar_t cg_depthSortParticles;
+vmCvar_t cg_consoleLatency;
+vmCvar_t cg_lightFlare;
+vmCvar_t cg_debugParticles;
+vmCvar_t cg_debugTrails;
+vmCvar_t cg_debugPVS;
+vmCvar_t cg_disableWarningDialogs;
+vmCvar_t cg_disableScannerPlane;
+
+vmCvar_t cg_painBlendUpRate;
+vmCvar_t cg_painBlendDownRate;
+vmCvar_t cg_painBlendMax;
+vmCvar_t cg_painBlendScale;
+vmCvar_t cg_painBlendZoom;
+
+//TA: hack to get class and carriage through to UI module
+vmCvar_t ui_currentClass;
+vmCvar_t ui_carriage;
+vmCvar_t ui_stages;
+vmCvar_t ui_dialog;
+vmCvar_t ui_loading;
+vmCvar_t ui_voteActive;
+vmCvar_t ui_alienTeamVoteActive;
+vmCvar_t ui_humanTeamVoteActive;
+
+vmCvar_t cg_debugRandom;
+
+
+typedef struct
+{
+ vmCvar_t *vmCvar;
+ char *cvarName;
+ char *defaultString;
+ int cvarFlags;
+} cvarTable_t;
+
+static cvarTable_t cvarTable[ ] =
+{
+ { &cg_ignore, "cg_ignore", "0", 0 }, // used for debugging
+ { &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", "1", CVAR_ARCHIVE },
+ { &cg_drawFPS, "cg_drawFPS", "1", 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_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", "0", CVAR_ARCHIVE },
+ { &cg_teslaTrailTime, "cg_teslaTrailTime", "250", 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_CHEAT },
+ { &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_debugMove, "cg_debugMove", "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 },
+ { &cg_drawBBOX, "cg_drawBBOX", "0", CVAR_CHEAT },
+ { &cg_debugAlloc, "cg_debugAlloc", "0", 0 },
+ { &cg_wwSmoothTime, "cg_wwSmoothTime", "300", CVAR_ARCHIVE },
+ { &cg_wwFollow, "cg_wwFollow", "1", CVAR_ARCHIVE|CVAR_USERINFO },
+ { &cg_wwToggle, "cg_wwToggle", "1", CVAR_ARCHIVE|CVAR_USERINFO },
+ { &cg_depthSortParticles, "cg_depthSortParticles", "1", CVAR_ARCHIVE },
+ { &cg_consoleLatency, "cg_consoleLatency", "3000", CVAR_ARCHIVE },
+ { &cg_lightFlare, "cg_lightFlare", "3", CVAR_ARCHIVE },
+ { &cg_debugParticles, "cg_debugParticles", "0", CVAR_CHEAT },
+ { &cg_debugTrails, "cg_debugTrails", "0", CVAR_CHEAT },
+ { &cg_debugPVS, "cg_debugPVS", "0", CVAR_CHEAT },
+ { &cg_disableWarningDialogs, "cg_disableWarningDialogs", "0", CVAR_ARCHIVE },
+ { &cg_disableScannerPlane, "cg_disableScannerPlane", "0", CVAR_ARCHIVE },
+ { &cg_hudFiles, "cg_hudFiles", "ui/hud.txt", CVAR_ARCHIVE},
+
+ { &cg_painBlendUpRate, "cg_painBlendUpRate", "10.0", 0 },
+ { &cg_painBlendDownRate, "cg_painBlendDownRate", "0.5", 0 },
+ { &cg_painBlendMax, "cg_painBlendMax", "0.7", 0 },
+ { &cg_painBlendScale, "cg_painBlendScale", "7.0", 0 },
+ { &cg_painBlendZoom, "cg_painBlendZoom", "0.18", 0 },
+
+ { &ui_currentClass, "ui_currentClass", "0", 0 },
+ { &ui_carriage, "ui_carriage", "", 0 },
+ { &ui_stages, "ui_stages", "0 0", 0 },
+ { &ui_dialog, "ui_dialog", "Text not set", 0 },
+ { &ui_loading, "ui_loading", "0", 0 },
+ { &ui_voteActive, "ui_voteActive", "0", 0 },
+ { &ui_humanTeamVoteActive, "ui_humanTeamVoteActive", "0", 0 },
+ { &ui_alienTeamVoteActive, "ui_alienTeamVoteActive", "0", 0 },
+
+ { &cg_debugRandom, "cg_debugRandom", "0", 0 },
+
+ // 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_noProjectileTrail, "cg_noProjectileTrail", "0", CVAR_ARCHIVE},
+ { &cg_smallFont, "ui_smallFont", "0.2", CVAR_ARCHIVE},
+ { &cg_bigFont, "ui_bigFont", "0.5", CVAR_ARCHIVE},
+ { &cg_oldRail, "cg_oldRail", "1", CVAR_ARCHIVE},
+ { &cg_oldRocket, "cg_oldRocket", "1", CVAR_ARCHIVE},
+ { &cg_oldPlasma, "cg_oldPlasma", "1", CVAR_ARCHIVE},
+ { &cg_trueLightning, "cg_trueLightning", "0.0", CVAR_ARCHIVE}
+// { &cg_pmove_fixed, "cg_pmove_fixed", "0", CVAR_USERINFO | CVAR_ARCHIVE }
+};
+
+static int cvarTableSize = sizeof( cvarTable ) / sizeof( cvarTable[0] );
+
+/*
+=================
+CG_RegisterCvars
+=================
+*/
+void CG_RegisterCvars( void )
+{
+ int i;
+ cvarTable_t *cv;
+ char var[ MAX_TOKEN_CHARS ];
+
+ for( i = 0, cv = cvarTable; i < cvarTableSize; i++, cv++ )
+ {
+ trap_Cvar_Register( cv->vmCvar, cv->cvarName,
+ cv->defaultString, cv->cvarFlags );
+ }
+
+ //repress standard Q3 console
+ trap_Cvar_Set( "con_notifytime", "-2" );
+
+ // 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 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 CG_RemoveConsoleLine( void )
+{
+ int i, offset, totalLength;
+
+ if( cg.numConsoleLines == 0 )
+ return;
+
+ offset = cg.consoleLines[ 0 ].length;
+ totalLength = strlen( cg.consoleText ) - offset;
+
+ //slide up consoleText
+ for( i = 0; i <= totalLength; i++ )
+ cg.consoleText[ i ] = cg.consoleText[ i + offset ];
+
+ //pop up the first consoleLine
+ for( i = 0; i < cg.numConsoleLines; i++ )
+ cg.consoleLines[ i ] = cg.consoleLines[ i + 1 ];
+
+ cg.numConsoleLines--;
+}
+
+//TA: team arena UI based console
+void CG_TAUIConsole( const char *text )
+{
+ if( cg.numConsoleLines == MAX_CONSOLE_LINES )
+ CG_RemoveConsoleLine( );
+
+ if( cg.consoleValid )
+ {
+ strcat( cg.consoleText, text );
+ cg.consoleLines[ cg.numConsoleLines ].time = cg.time;
+ cg.consoleLines[ cg.numConsoleLines ].length = strlen( text );
+ cg.numConsoleLines++;
+ }
+
+}
+
+void QDECL CG_Printf( const char *msg, ... )
+{
+ va_list argptr;
+ char text[ 1024 ];
+
+ va_start( argptr, msg );
+ vsprintf( text, msg, argptr );
+ va_end( argptr );
+
+ CG_TAUIConsole( text );
+
+ 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 );
+}
+
+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);
+
+ //TA: team arena UI based console
+ if( cg.numConsoleLines == MAX_CONSOLE_LINES )
+ CG_RemoveConsoleLine( );
+
+ if( cg.consoleValid )
+ {
+ strcat( cg.consoleText, text );
+ cg.consoleLines[ cg.numConsoleLines ].time = cg.time;
+ cg.consoleLines[ cg.numConsoleLines ].length = strlen( text );
+ cg.numConsoleLines++;
+ }
+
+ CG_Printf ("%s", text);
+}
+
+
+
+/*
+================
+CG_Argv
+================
+*/
+const char *CG_Argv( int arg )
+{
+ static char buffer[ MAX_STRING_CHARS ];
+
+ trap_Argv( arg, buffer, sizeof( buffer ) );
+
+ return buffer;
+}
+
+
+//========================================================================
+
+/*
+=================
+CG_FileExists
+
+Test if a specific file exists or not
+=================
+*/
+qboolean CG_FileExists( char *filename )
+{
+ fileHandle_t f;
+
+ if( trap_FS_FOpenFile( filename, &f, FS_READ ) > 0 )
+ {
+ //file exists so close it
+ trap_FS_FCloseFile( f );
+
+ return qtrue;
+ }
+ else
+ return qfalse;
+}
+
+/*
+=================
+CG_RegisterSounds
+
+called during a precache command
+=================
+*/
+static void CG_RegisterSounds( void )
+{
+ int i;
+ char name[ MAX_QPATH ];
+ const char *soundName;
+
+ cgs.media.alienStageTransition = trap_S_RegisterSound( "sound/announcements/overmindevolved.wav", qtrue );
+ cgs.media.humanStageTransition = trap_S_RegisterSound( "sound/announcements/reinforcement.wav", qtrue );
+
+ cgs.media.alienOvermindAttack = trap_S_RegisterSound( "sound/announcements/overmindattack.wav", qtrue );
+ cgs.media.alienOvermindDying = trap_S_RegisterSound( "sound/announcements/overminddying.wav", qtrue );
+ cgs.media.alienOvermindSpawns = trap_S_RegisterSound( "sound/announcements/overmindspawns.wav", qtrue );
+
+ cgs.media.alienL1Grab = trap_S_RegisterSound( "sound/player/level1/grab.wav", qtrue );
+ cgs.media.alienL4ChargePrepare = trap_S_RegisterSound( "sound/player/level4/charge_prepare.wav", qtrue );
+ cgs.media.alienL4ChargeStart = trap_S_RegisterSound( "sound/player/level4/charge_start.wav", qtrue );
+
+ cgs.media.tracerSound = trap_S_RegisterSound( "sound/weapons/machinegun/buletby1.wav", qfalse ); //FIXME
+ cgs.media.selectSound = trap_S_RegisterSound( "sound/weapons/change.wav", qfalse );
+
+ cgs.media.talkSound = trap_S_RegisterSound( "sound/player/talk.wav", qfalse ); //FIXME
+ cgs.media.landSound = trap_S_RegisterSound( "sound/player/land1.wav", qfalse ); //FIXME
+
+ cgs.media.watrInSound = trap_S_RegisterSound( "sound/player/watr_in.wav", qfalse ); //FIXME
+ cgs.media.watrOutSound = trap_S_RegisterSound( "sound/player/watr_out.wav", qfalse ); //FIXME
+ cgs.media.watrUnSound = trap_S_RegisterSound( "sound/player/watr_un.wav", qfalse ); //FIXME
+
+ cgs.media.disconnectSound = trap_S_RegisterSound( "sound/world/telein.wav", qfalse ); //FIXME
+
+ //FIXME
+ 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 );
+ }
+
+ 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 );
+ }
+
+ cgs.media.jetpackDescendSound = trap_S_RegisterSound( "sound/upgrades/jetpack/low.wav", qfalse );
+ cgs.media.jetpackIdleSound = trap_S_RegisterSound( "sound/upgrades/jetpack/idle.wav", qfalse );
+ cgs.media.jetpackAscendSound = trap_S_RegisterSound( "sound/upgrades/jetpack/hi.wav", qfalse );
+
+ cgs.media.medkitUseSound = trap_S_RegisterSound( "sound/upgrades/medkit/medkit.wav", qfalse );
+
+ cgs.media.alienEvolveSound = trap_S_RegisterSound( "sound/player/alienevolve.wav", qfalse );
+
+ cgs.media.alienBuildableExplosion = trap_S_RegisterSound( "sound/buildables/alien/explosion.wav", qfalse );
+ cgs.media.alienBuildableDamage = trap_S_RegisterSound( "sound/buildables/alien/damage.wav", qfalse );
+ cgs.media.alienBuildablePrebuild = trap_S_RegisterSound( "sound/buildables/alien/prebuild.wav", qfalse );
+
+ cgs.media.humanBuildableExplosion = trap_S_RegisterSound( "sound/buildables/human/explosion.wav", qfalse );
+ cgs.media.humanBuildablePrebuild = trap_S_RegisterSound( "sound/buildables/human/prebuild.wav", qfalse );
+
+ for( i = 0; i < 4; i++ )
+ cgs.media.humanBuildableDamage[ i ] = trap_S_RegisterSound(
+ va( "sound/buildables/human/damage%d.wav", i ), qfalse );
+
+ cgs.media.hgrenb1aSound = trap_S_RegisterSound( "sound/weapons/grenade/hgrenb1a.wav", qfalse ); //FIXME
+ cgs.media.hgrenb2aSound = trap_S_RegisterSound( "sound/weapons/grenade/hgrenb2a.wav", qfalse ); //FIXME
+
+ cgs.media.repeaterUseSound = trap_S_RegisterSound( "sound/buildables/repeater/use.wav", qfalse );
+
+ cgs.media.buildableRepairSound = trap_S_RegisterSound( "sound/buildables/human/repair.wav", qfalse );
+ cgs.media.buildableRepairedSound = trap_S_RegisterSound( "sound/buildables/human/repaired.wav", qfalse );
+
+ cgs.media.lCannonWarningSound = trap_S_RegisterSound( "models/weapons/lcannon/warning.wav", qfalse );
+}
+
+
+//===================================================================================
+
+
+/*
+=================
+CG_RegisterGraphics
+
+This function may execute for a couple of minutes with a slow disk.
+=================
+*/
+static void CG_RegisterGraphics( void )
+{
+ int i;
+ 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",
+ };
+ static char *buildWeaponTimerPieShaders[ 8 ] =
+ {
+ "ui/assets/neutral/1_5pie",
+ "ui/assets/neutral/3_0pie",
+ "ui/assets/neutral/4_5pie",
+ "ui/assets/neutral/6_0pie",
+ "ui/assets/neutral/7_5pie",
+ "ui/assets/neutral/9_0pie",
+ "ui/assets/neutral/10_5pie",
+ "ui/assets/neutral/12_0pie",
+ };
+
+ // clear any references to old media
+ memset( &cg.refdef, 0, sizeof( cg.refdef ) );
+ trap_R_ClearScene( );
+
+ trap_R_LoadWorldMap( cgs.mapname );
+ CG_UpdateMediaFraction( 0.66f );
+
+ for( i = 0; i < 11; i++ )
+ cgs.media.numberShaders[ i ] = trap_R_RegisterShader( sb_nums[ i ] );
+
+ cgs.media.viewBloodShader = trap_R_RegisterShader( "gfx/damage/fullscreen_painblend" ); //FIXME
+
+ cgs.media.connectionShader = trap_R_RegisterShader( "disconnected" ); //FIXME?
+
+ cgs.media.creepShader = trap_R_RegisterShader( "creep" );
+
+ cgs.media.scannerBlipShader = trap_R_RegisterShader( "gfx/2d/blip" );
+ cgs.media.scannerLineShader = trap_R_RegisterShader( "gfx/2d/stalk" );
+
+ cgs.media.tracerShader = trap_R_RegisterShader( "gfx/misc/tracer" ); //FIXME
+ cgs.media.selectShader = trap_R_RegisterShader( "gfx/2d/select" );
+
+ cgs.media.backTileShader = trap_R_RegisterShader( "gfx/2d/backtile" ); //FIXME
+
+
+ //TA: building shaders
+ cgs.media.greenBuildShader = trap_R_RegisterShader("gfx/2d/greenbuild" );
+ cgs.media.redBuildShader = trap_R_RegisterShader("gfx/2d/redbuild" );
+ cgs.media.noPowerShader = trap_R_RegisterShader("gfx/2d/nopower" );
+ cgs.media.humanSpawningShader = trap_R_RegisterShader("models/buildables/telenode/rep_cyl" );
+
+ for( i = 0; i < 8; i++ )
+ cgs.media.buildWeaponTimerPie[ i ] = trap_R_RegisterShader( buildWeaponTimerPieShaders[ i ] );
+
+ cgs.media.upgradeClassIconShader = trap_R_RegisterShader( "icons/icona_upgrade.tga" );
+
+ cgs.media.balloonShader = trap_R_RegisterShader( "sprites/balloon3" ); //FIXME?
+
+ cgs.media.disconnectPS = CG_RegisterParticleSystem( "disconnectPS" );
+
+ CG_UpdateMediaFraction( 0.7f );
+
+ memset( cg_weapons, 0, sizeof( cg_weapons ) );
+ memset( cg_upgrades, 0, sizeof( cg_upgrades ) );
+
+ cgs.media.shadowMarkShader = trap_R_RegisterShader( "markShadow" ); //FIXME
+ cgs.media.wakeMarkShader = trap_R_RegisterShader( "wake" ); //FIXME
+
+ cgs.media.poisonCloudPS = CG_RegisterParticleSystem( "poisonCloudPS" );
+ cgs.media.alienEvolvePS = CG_RegisterParticleSystem( "alienEvolvePS" );
+ cgs.media.alienAcidTubePS = CG_RegisterParticleSystem( "alienAcidTubePS" );
+
+ cgs.media.jetPackDescendPS = CG_RegisterParticleSystem( "jetPackDescendPS" );
+ cgs.media.jetPackHoverPS = CG_RegisterParticleSystem( "jetPackHoverPS" );
+ cgs.media.jetPackAscendPS = CG_RegisterParticleSystem( "jetPackAscendPS" );
+
+ cgs.media.humanBuildableDamagedPS = CG_RegisterParticleSystem( "humanBuildableDamagedPS" );
+ cgs.media.alienBuildableDamagedPS = CG_RegisterParticleSystem( "alienBuildableDamagedPS" );
+ cgs.media.humanBuildableDestroyedPS = CG_RegisterParticleSystem( "humanBuildableDestroyedPS" );
+ cgs.media.alienBuildableDestroyedPS = CG_RegisterParticleSystem( "alienBuildableDestroyedPS" );
+
+ cgs.media.alienBleedPS = CG_RegisterParticleSystem( "alienBleedPS" );
+ cgs.media.humanBleedPS = CG_RegisterParticleSystem( "humanBleedPS" );
+
+ // 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_UpdateMediaFraction( 0.8f );
+
+ // register all the server specified shaders
+ for( i = 1; i < MAX_SHADERS; i++ )
+ {
+ const char *shaderName;
+
+ shaderName = CG_ConfigString( CS_SHADERS + i );
+
+ if( !shaderName[ 0 ] )
+ break;
+
+ cgs.gameShaders[ i ] = trap_R_RegisterShader( shaderName );
+ }
+
+ CG_UpdateMediaFraction( 0.9f );
+
+ // register all the server specified particle systems
+ for( i = 1; i < MAX_GAME_PARTICLE_SYSTEMS; i++ )
+ {
+ const char *psName;
+
+ psName = CG_ConfigString( CS_PARTICLE_SYSTEMS + i );
+
+ if( !psName[ 0 ] )
+ break;
+
+ cgs.gameParticleSystems[ i ] = CG_RegisterParticleSystem( (char *)psName );
+ }
+}
+
+
+/*
+=======================
+CG_BuildSpectatorString
+
+=======================
+*/
+void CG_BuildSpectatorString( void )
+{
+ int i;
+
+ cg.spectatorList[ 0 ] = 0;
+
+ for( i = 0; i < MAX_CLIENTS; i++ )
+ {
+ if( cgs.clientinfo[ i ].infoValid && cgs.clientinfo[ i ].team == PTE_NONE )
+ Q_strcat( cg.spectatorList, sizeof( cg.spectatorList ), va( "%s " S_COLOR_WHITE, 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.charModelFraction = 0.0f;
+
+ //precache all the models/sounds/etc
+ for( i = PCL_NONE + 1; i < PCL_NUM_CLASSES; i++ )
+ {
+ CG_PrecacheClientInfo( i, BG_FindModelNameForClass( i ),
+ BG_FindSkinNameForClass( i ) );
+
+ cg.charModelFraction = (float)i / (float)PCL_NUM_CLASSES;
+ trap_UpdateScreen( );
+ }
+
+ cgs.media.larmourHeadSkin = trap_R_RegisterSkin( "models/players/human_base/head_light.skin" );
+ cgs.media.larmourLegsSkin = trap_R_RegisterSkin( "models/players/human_base/lower_light.skin" );
+ cgs.media.larmourTorsoSkin = trap_R_RegisterSkin( "models/players/human_base/upper_light.skin" );
+
+ cgs.media.jetpackModel = trap_R_RegisterModel( "models/players/human_base/jetpack.md3" );
+ cgs.media.jetpackFlashModel = trap_R_RegisterModel( "models/players/human_base/jetpack_flash.md3" );
+ cgs.media.battpackModel = trap_R_RegisterModel( "models/players/human_base/battpack.md3" );
+
+ cg.charModelFraction = 1.0f;
+ trap_UpdateScreen( );
+
+ //load all the clientinfos of clients already connected to the server
+ for( i = 0; i < MAX_CLIENTS; i++ )
+ {
+ const char *clientInfo;
+
+ clientInfo = CG_ConfigString( CS_PLAYERS + i );
+ if( !clientInfo[ 0 ] )
+ continue;
+
+ CG_NewClientInfo( 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 );
+}
+
+//
+// ==============================
+// new hud stuff ( mission pack )
+// ==============================
+//
+char *CG_GetMenuBuffer( const char *filename )
+{
+ int len;
+ fileHandle_t f;
+ static char buf[ MAX_MENUFILE ];
+
+ len = trap_FS_FOpenFile( filename, &f, FS_READ );
+
+ if( !f )
+ {
+ trap_Print( va( S_COLOR_RED "menu file not found: %s, using default\n", filename ) );
+ return NULL;
+ }
+
+ if( len >= MAX_MENUFILE )
+ {
+ trap_Print( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i",
+ filename, len, MAX_MENUFILE ) );
+ trap_FS_FCloseFile( f );
+ return NULL;
+ }
+
+ trap_FS_Read( buf, len, f );
+ buf[len] = 0;
+ trap_FS_FCloseFile( f );
+
+ return buf;
+}
+
+qboolean CG_Asset_Parse( int handle )
+{
+ pc_token_t token;
+ const char *tempStr;
+
+ if( !trap_PC_ReadToken( handle, &token ) )
+ return qfalse;
+
+ if( Q_stricmp( token.string, "{" ) != 0 )
+ return qfalse;
+
+ while( 1 )
+ {
+ if( !trap_PC_ReadToken( handle, &token ) )
+ return qfalse;
+
+ if( Q_stricmp( token.string, "}" ) == 0 )
+ return qtrue;
+
+ // font
+ if( Q_stricmp( token.string, "font" ) == 0 )
+ {
+ int pointSize;
+
+ if( !PC_String_Parse( handle, &tempStr ) || !PC_Int_Parse( handle, &pointSize ) )
+ return qfalse;
+
+ cgDC.registerFont( tempStr, pointSize, &cgDC.Assets.textFont );
+ continue;
+ }
+
+ // smallFont
+ if( Q_stricmp( token.string, "smallFont" ) == 0 )
+ {
+ int pointSize;
+
+ if( !PC_String_Parse( handle, &tempStr ) || !PC_Int_Parse( handle, &pointSize ) )
+ return qfalse;
+
+ cgDC.registerFont( tempStr, pointSize, &cgDC.Assets.smallFont );
+ continue;
+ }
+
+ // font
+ if( Q_stricmp( token.string, "bigfont" ) == 0 )
+ {
+ int pointSize;
+
+ if( !PC_String_Parse( handle, &tempStr ) || !PC_Int_Parse( handle, &pointSize ) )
+ return qfalse;
+
+ cgDC.registerFont( tempStr, pointSize, &cgDC.Assets.bigFont );
+ continue;
+ }
+
+ // gradientbar
+ if( Q_stricmp( token.string, "gradientbar" ) == 0 )
+ {
+ if( !PC_String_Parse( handle, &tempStr ) )
+ return qfalse;
+
+ cgDC.Assets.gradientBar = trap_R_RegisterShaderNoMip( tempStr );
+ continue;
+ }
+
+ // enterMenuSound
+ if( Q_stricmp( token.string, "menuEnterSound" ) == 0 )
+ {
+ if( !PC_String_Parse( handle, &tempStr ) )
+ return qfalse;
+
+ cgDC.Assets.menuEnterSound = trap_S_RegisterSound( tempStr, qfalse );
+ continue;
+ }
+
+ // exitMenuSound
+ if( Q_stricmp( token.string, "menuExitSound" ) == 0 )
+ {
+ if( !PC_String_Parse( handle, &tempStr ) )
+ return qfalse;
+
+ cgDC.Assets.menuExitSound = trap_S_RegisterSound( tempStr, qfalse );
+ continue;
+ }
+
+ // itemFocusSound
+ if( Q_stricmp( token.string, "itemFocusSound" ) == 0 )
+ {
+ if( !PC_String_Parse( handle, &tempStr ) )
+ return qfalse;
+
+ cgDC.Assets.itemFocusSound = trap_S_RegisterSound( tempStr, qfalse );
+ continue;
+ }
+
+ // menuBuzzSound
+ if( Q_stricmp( token.string, "menuBuzzSound" ) == 0 )
+ {
+ if( !PC_String_Parse( handle, &tempStr ) )
+ return qfalse;
+
+ cgDC.Assets.menuBuzzSound = trap_S_RegisterSound( tempStr, qfalse );
+ continue;
+ }
+
+ if( Q_stricmp( token.string, "cursor" ) == 0 )
+ {
+ if( !PC_String_Parse( handle, &cgDC.Assets.cursorStr ) )
+ return qfalse;
+
+ cgDC.Assets.cursor = trap_R_RegisterShaderNoMip( cgDC.Assets.cursorStr );
+ continue;
+ }
+
+ if( Q_stricmp( token.string, "fadeClamp" ) == 0 )
+ {
+ if( !PC_Float_Parse( handle, &cgDC.Assets.fadeClamp ) )
+ return qfalse;
+
+ continue;
+ }
+
+ if( Q_stricmp( token.string, "fadeCycle" ) == 0 )
+ {
+ if( !PC_Int_Parse( handle, &cgDC.Assets.fadeCycle ) )
+ return qfalse;
+
+ continue;
+ }
+
+ if( Q_stricmp( token.string, "fadeAmount" ) == 0 )
+ {
+ if( !PC_Float_Parse( handle, &cgDC.Assets.fadeAmount ) )
+ return qfalse;
+
+ continue;
+ }
+
+ if( Q_stricmp( token.string, "shadowX" ) == 0 )
+ {
+ if( !PC_Float_Parse( handle, &cgDC.Assets.shadowX ) )
+ return qfalse;
+
+ continue;
+ }
+
+ if( Q_stricmp( token.string, "shadowY" ) == 0 )
+ {
+ if( !PC_Float_Parse( handle, &cgDC.Assets.shadowY ) )
+ return qfalse;
+
+ continue;
+ }
+
+ if( Q_stricmp( token.string, "shadowColor" ) == 0 )
+ {
+ if( !PC_Color_Parse( handle, &cgDC.Assets.shadowColor ) )
+ return qfalse;
+
+ cgDC.Assets.shadowFadeClamp = cgDC.Assets.shadowColor[ 3 ];
+ continue;
+ }
+ }
+
+ return qfalse; // bk001204 - why not?
+}
+
+void CG_ParseMenu( const char *menuFile )
+{
+ pc_token_t token;
+ int handle;
+
+ handle = trap_PC_LoadSource( menuFile );
+
+ if( !handle )
+ handle = trap_PC_LoadSource( "ui/testhud.menu" );
+
+ if( !handle )
+ return;
+
+ while( 1 )
+ {
+ if( !trap_PC_ReadToken( handle, &token ) )
+ break;
+
+ //if ( Q_stricmp( token, "{" ) ) {
+ // Com_Printf( "Missing { in menu file\n" );
+ // break;
+ //}
+
+ //if ( menuCount == MAX_MENUS ) {
+ // Com_Printf( "Too many menus!\n" );
+ // break;
+ //}
+
+ if( token.string[ 0 ] == '}' )
+ break;
+
+ if( Q_stricmp( token.string, "assetGlobalDef" ) == 0 )
+ {
+ if( CG_Asset_Parse( handle ) )
+ continue;
+ else
+ break;
+ }
+
+
+ if( Q_stricmp( token.string, "menudef" ) == 0 )
+ {
+ // start a new menu
+ Menu_New( handle );
+ }
+ }
+
+ trap_PC_FreeSource( handle );
+}
+
+qboolean CG_Load_Menu( char **p )
+{
+ char *token;
+
+ token = COM_ParseExt( p, qtrue );
+
+ if( token[ 0 ] != '{' )
+ return qfalse;
+
+ while( 1 )
+ {
+ token = COM_ParseExt( p, qtrue );
+
+ if( Q_stricmp( token, "}" ) == 0 )
+ return qtrue;
+
+ if( !token || token[ 0 ] == 0 )
+ return qfalse;
+
+ CG_ParseMenu( token );
+ }
+ return qfalse;
+}
+
+
+
+void CG_LoadMenus( const char *menuFile )
+{
+ char *token;
+ char *p;
+ int len, start;
+ fileHandle_t f;
+ static char buf[ MAX_MENUDEFFILE ];
+
+ start = trap_Milliseconds( );
+
+ len = trap_FS_FOpenFile( menuFile, &f, FS_READ );
+
+ if( !f )
+ {
+ trap_Error( va( S_COLOR_YELLOW "menu file not found: %s, using default\n", menuFile ) );
+ len = trap_FS_FOpenFile( "ui/hud.txt", &f, FS_READ );
+
+ if( !f )
+ trap_Error( va( S_COLOR_RED "default menu file not found: ui/hud.txt, unable to continue!\n", menuFile ) );
+ }
+
+ if( len >= MAX_MENUDEFFILE )
+ {
+ trap_Error( va( S_COLOR_RED "menu file too large: %s is %i, max allowed is %i",
+ menuFile, len, MAX_MENUDEFFILE ) );
+ trap_FS_FCloseFile( f );
+ return;
+ }
+
+ trap_FS_Read( buf, len, f );
+ buf[ len ] = 0;
+ trap_FS_FCloseFile( f );
+
+ COM_Compress( buf );
+
+ Menu_Reset( );
+
+ p = buf;
+
+ while( 1 )
+ {
+ token = COM_ParseExt( &p, qtrue );
+
+ if( !token || token[ 0 ] == 0 || token[ 0 ] == '}' )
+ break;
+
+ if( Q_stricmp( token, "}" ) == 0 )
+ break;
+
+ if( Q_stricmp( token, "loadmenu" ) == 0 )
+ {
+ if( CG_Load_Menu( &p ) )
+ continue;
+ else
+ break;
+ }
+ }
+
+ Com_Printf( "UI menu load time = %d milli seconds\n", trap_Milliseconds( ) - start );
+}
+
+
+
+static qboolean CG_OwnerDrawHandleKey( int ownerDraw, int flags, float *special, int key )
+{
+ return qfalse;
+}
+
+
+static int CG_FeederCount( float feederID )
+{
+ int i, count = 0;
+
+ if( feederID == FEEDER_ALIENTEAM_LIST )
+ {
+ for( i = 0; i < cg.numScores; i++ )
+ {
+ if( cg.scores[ i ].team == PTE_ALIENS )
+ count++;
+ }
+ }
+ else if( feederID == FEEDER_HUMANTEAM_LIST )
+ {
+ for( i = 0; i < cg.numScores; i++ )
+ {
+ if( cg.scores[ i ].team == PTE_HUMANS )
+ count++;
+ }
+ }
+
+ return count;
+}
+
+
+void CG_SetScoreSelection( void *p )
+{
+ menuDef_t *menu = (menuDef_t*)p;
+ playerState_t *ps = &cg.snap->ps;
+ int i, alien, human;
+ int feeder;
+
+ alien = human = 0;
+
+ for( i = 0; i < cg.numScores; i++ )
+ {
+ if( cg.scores[ i ].team == PTE_ALIENS )
+ alien++;
+ else if( cg.scores[ i ].team == PTE_HUMANS )
+ human++;
+
+ if( ps->clientNum == cg.scores[ i ].client )
+ cg.selectedScore = i;
+ }
+
+ if( menu == NULL )
+ // just interested in setting the selected score
+ return;
+
+ feeder = FEEDER_ALIENTEAM_LIST;
+ i = alien;
+
+ if( cg.scores[ cg.selectedScore ].team == PTE_HUMANS )
+ {
+ feeder = FEEDER_HUMANTEAM_LIST;
+ i = human;
+ }
+
+ Menu_SetFeederSelection(menu, feeder, i, NULL);
+}
+
+// FIXME: might need to cache this info
+static clientInfo_t * CG_InfoFromScoreIndex( int index, int team, int *scoreIndex )
+{
+ int i, count;
+ count = 0;
+
+ for( i = 0; i < cg.numScores; i++ )
+ {
+ if( cg.scores[ i ].team == team )
+ {
+ if( count == index )
+ {
+ *scoreIndex = i;
+ return &cgs.clientinfo[ cg.scores[ i ].client ];
+ }
+ count++;
+ }
+ }
+
+ *scoreIndex = index;
+ return &cgs.clientinfo[ cg.scores[ index ].client ];
+}
+
+static const char *CG_FeederItemText( float feederID, int index, int column, qhandle_t *handle )
+{
+ int scoreIndex = 0;
+ clientInfo_t *info = NULL;
+ int team = -1;
+ score_t *sp = NULL;
+ qboolean showIcons = qfalse;
+
+ *handle = -1;
+
+ if( feederID == FEEDER_ALIENTEAM_LIST )
+ team = PTE_ALIENS;
+ else if( feederID == FEEDER_HUMANTEAM_LIST )
+ team = PTE_HUMANS;
+
+ info = CG_InfoFromScoreIndex( index, team, &scoreIndex );
+ sp = &cg.scores[ scoreIndex ];
+
+ if( ( atoi( CG_ConfigString( CS_CLIENTS_READY ) ) & ( 1 << sp->client ) ) &&
+ cg.intermissionStarted )
+ showIcons = qfalse;
+ else if( cg.snap->ps.pm_type == PM_SPECTATOR || cg.snap->ps.pm_flags & PMF_FOLLOW ||
+ team == cg.snap->ps.stats[ STAT_PTEAM ] || cg.intermissionStarted )
+ showIcons = qtrue;
+
+ if( info && info->infoValid )
+ {
+ switch( column )
+ {
+ case 0:
+ if( showIcons )
+ {
+ if( sp->weapon != WP_NONE )
+ *handle = cg_weapons[ sp->weapon ].weaponIcon;
+ }
+ break;
+
+ case 1:
+ if( showIcons )
+ {
+ if( sp->team == PTE_HUMANS && sp->upgrade != UP_NONE )
+ *handle = cg_upgrades[ sp->upgrade ].upgradeIcon;
+ else if( sp->team == PTE_ALIENS )
+ {
+ switch( sp->weapon )
+ {
+ case WP_ABUILD2:
+ case WP_ALEVEL1_UPG:
+ case WP_ALEVEL2_UPG:
+ case WP_ALEVEL3_UPG:
+ *handle = cgs.media.upgradeClassIconShader;
+ break;
+
+ default:
+ break;
+ }
+ }
+ }
+ break;
+
+ case 2:
+ if( ( atoi( CG_ConfigString( CS_CLIENTS_READY ) ) & ( 1 << sp->client ) ) &&
+ cg.intermissionStarted )
+ return "Ready";
+ break;
+
+ case 3:
+ return info->name;
+ break;
+
+ case 4:
+ return va( "%d", info->score );
+ break;
+
+ case 5:
+ return va( "%4d", sp->time );
+ break;
+
+ case 6:
+ if( sp->ping == -1 )
+ return "connecting";
+
+ return va( "%4d", sp->ping );
+ break;
+ }
+ }
+
+ return "";
+}
+
+static qhandle_t CG_FeederItemImage( float feederID, int index )
+{
+ return 0;
+}
+
+static void CG_FeederSelection( float feederID, int index )
+{
+ int i, count;
+ int team = ( feederID == FEEDER_ALIENTEAM_LIST ) ? PTE_ALIENS : PTE_HUMANS;
+ count = 0;
+
+ for( i = 0; i < cg.numScores; i++ )
+ {
+ if( cg.scores[ i ].team == team )
+ {
+ if( index == count )
+ cg.selectedScore = i;
+
+ count++;
+ }
+ }
+}
+
+static float CG_Cvar_Get( const char *cvar )
+{
+ char buff[ 128 ];
+
+ memset( buff, 0, sizeof( buff ) );
+ trap_Cvar_VariableStringBuffer( cvar, buff, sizeof( buff ) );
+ return atof( buff );
+}
+
+void CG_Text_PaintWithCursor( float x, float y, float scale, vec4_t color, const char *text,
+ int cursorPos, char cursor, int limit, int style )
+{
+ CG_Text_Paint( x, y, scale, color, text, 0, limit, style );
+}
+
+static int CG_OwnerDrawWidth( int ownerDraw, float scale )
+{
+ switch( ownerDraw )
+ {
+ case CG_KILLER:
+ return CG_Text_Width( CG_GetKillerText( ), scale, 0 );
+ break;
+ }
+
+ return 0;
+}
+
+static int CG_PlayCinematic( const char *name, float x, float y, float w, float h )
+{
+ return trap_CIN_PlayCinematic( name, x, y, w, h, CIN_loop );
+}
+
+static void CG_StopCinematic( int handle )
+{
+ trap_CIN_StopCinematic( handle );
+}
+
+static void CG_DrawCinematic( int handle, float x, float y, float w, float h )
+{
+ trap_CIN_SetExtents( handle, x, y, w, h );
+ trap_CIN_DrawCinematic( handle );
+}
+
+static void CG_RunCinematicFrame( int handle )
+{
+ trap_CIN_RunCinematic( handle );
+}
+
+//TA: hack to prevent warning
+static qboolean CG_OwnerDrawVisible( int parameter )
+{
+ return qfalse;
+}
+
+/*
+=================
+CG_LoadHudMenu
+=================
+*/
+void CG_LoadHudMenu( void )
+{
+ char buff[ 1024 ];
+ const char *hudSet;
+
+ cgDC.registerShaderNoMip = &trap_R_RegisterShaderNoMip;
+ cgDC.setColor = &trap_R_SetColor;
+ cgDC.drawHandlePic = &CG_DrawPic;
+ cgDC.drawStretchPic = &trap_R_DrawStretchPic;
+ cgDC.drawText = &CG_Text_Paint;
+ cgDC.textWidth = &CG_Text_Width;
+ cgDC.textHeight = &CG_Text_Height;
+ cgDC.registerModel = &trap_R_RegisterModel;
+ cgDC.modelBounds = &trap_R_ModelBounds;
+ cgDC.fillRect = &CG_FillRect;
+ cgDC.drawRect = &CG_DrawRect;
+ cgDC.drawSides = &CG_DrawSides;
+ cgDC.drawTopBottom = &CG_DrawTopBottom;
+ cgDC.clearScene = &trap_R_ClearScene;
+ cgDC.addRefEntityToScene = &trap_R_AddRefEntityToScene;
+ cgDC.renderScene = &trap_R_RenderScene;
+ cgDC.registerFont = &trap_R_RegisterFont;
+ cgDC.ownerDrawItem = &CG_OwnerDraw;
+ cgDC.getValue = &CG_GetValue;
+ cgDC.ownerDrawVisible = &CG_OwnerDrawVisible;
+ cgDC.runScript = &CG_RunMenuScript;
+ cgDC.getTeamColor = &CG_GetTeamColor;
+ cgDC.setCVar = trap_Cvar_Set;
+ cgDC.getCVarString = trap_Cvar_VariableStringBuffer;
+ cgDC.getCVarValue = CG_Cvar_Get;
+ cgDC.drawTextWithCursor = &CG_Text_PaintWithCursor;
+ //cgDC.setOverstrikeMode = &trap_Key_SetOverstrikeMode;
+ //cgDC.getOverstrikeMode = &trap_Key_GetOverstrikeMode;
+ cgDC.startLocalSound = &trap_S_StartLocalSound;
+ cgDC.ownerDrawHandleKey = &CG_OwnerDrawHandleKey;
+ cgDC.feederCount = &CG_FeederCount;
+ cgDC.feederItemImage = &CG_FeederItemImage;
+ cgDC.feederItemText = &CG_FeederItemText;
+ cgDC.feederSelection = &CG_FeederSelection;
+ //cgDC.setBinding = &trap_Key_SetBinding;
+ //cgDC.getBindingBuf = &trap_Key_GetBindingBuf;
+ //cgDC.keynumToStringBuf = &trap_Key_KeynumToStringBuf;
+ //cgDC.executeText = &trap_Cmd_ExecuteText;
+ cgDC.Error = &Com_Error;
+ cgDC.Print = &Com_Printf;
+ cgDC.ownerDrawWidth = &CG_OwnerDrawWidth;
+ //cgDC.Pause = &CG_Pause;
+ cgDC.registerSound = &trap_S_RegisterSound;
+ cgDC.startBackgroundTrack = &trap_S_StartBackgroundTrack;
+ cgDC.stopBackgroundTrack = &trap_S_StopBackgroundTrack;
+ cgDC.playCinematic = &CG_PlayCinematic;
+ cgDC.stopCinematic = &CG_StopCinematic;
+ cgDC.drawCinematic = &CG_DrawCinematic;
+ cgDC.runCinematicFrame = &CG_RunCinematicFrame;
+
+ Init_Display( &cgDC );
+
+ Menu_Reset( );
+
+ trap_Cvar_VariableStringBuffer( "cg_hudFiles", buff, sizeof( buff ) );
+ hudSet = buff;
+
+ if( hudSet[ 0 ] == '\0' )
+ hudSet = "ui/hud.txt";
+
+ CG_LoadMenus( hudSet );
+}
+
+void CG_AssetCache( void )
+{
+ cgDC.Assets.gradientBar = trap_R_RegisterShaderNoMip( ASSET_GRADIENTBAR );
+ cgDC.Assets.scrollBar = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR );
+ cgDC.Assets.scrollBarArrowDown = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWDOWN );
+ cgDC.Assets.scrollBarArrowUp = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWUP );
+ cgDC.Assets.scrollBarArrowLeft = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWLEFT );
+ cgDC.Assets.scrollBarArrowRight = trap_R_RegisterShaderNoMip( ASSET_SCROLLBAR_ARROWRIGHT );
+ cgDC.Assets.scrollBarThumb = trap_R_RegisterShaderNoMip( ASSET_SCROLL_THUMB );
+ cgDC.Assets.sliderBar = trap_R_RegisterShaderNoMip( ASSET_SLIDER_BAR );
+ cgDC.Assets.sliderThumb = trap_R_RegisterShaderNoMip( ASSET_SLIDER_THUMB );
+}
+
+/*
+=================
+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 ) );
+
+ cg.clientNum = clientNum;
+
+ cgs.processedSnapshotNum = serverMessageNum;
+ cgs.serverCommandSequence = serverCommandSequence;
+
+ // load a few needed things before we do any screen updates
+ cgs.media.whiteShader = trap_R_RegisterShader( "white" );
+ cgs.media.charsetShader = trap_R_RegisterShader( "gfx/2d/bigchars" );
+ cgs.media.outlineShader = trap_R_RegisterShader( "outline" );
+
+ //inform UI to repress cursor whilst loading
+ trap_Cvar_Set( "ui_loading", "1" );
+
+ //TA: load overrides
+ BG_InitClassOverrides( );
+ BG_InitBuildableOverrides( );
+
+ //TA: dyn memory
+ CG_InitMemory( );
+
+ CG_RegisterCvars( );
+
+ CG_InitConsoleCommands( );
+
+ //TA: moved up for LoadHudMenu
+ String_Init( );
+
+ //TA: TA UI
+ CG_AssetCache( );
+ CG_LoadHudMenu( ); // load new hud stuff
+
+ cg.weaponSelect = WP_NONE;
+
+ // 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
+ trap_CM_LoadMap( cgs.mapname );
+
+ cg.loading = qtrue; // force players to load instead of defer
+
+ CG_LoadTrailSystems( );
+ CG_UpdateMediaFraction( 0.05f );
+
+ CG_LoadParticleSystems( );
+ CG_UpdateMediaFraction( 0.05f );
+
+ CG_RegisterSounds( );
+ CG_UpdateMediaFraction( 0.60f );
+
+ CG_RegisterGraphics( );
+ CG_UpdateMediaFraction( 0.90f );
+
+ CG_InitWeapons( );
+ CG_UpdateMediaFraction( 0.95f );
+
+ CG_InitUpgrades( );
+ CG_UpdateMediaFraction( 1.0f );
+
+ //TA:
+ CG_InitBuildables( );
+
+ CG_RegisterClients( ); // if low on memory, some clients will be deferred
+
+ cg.loading = qfalse; // future players will be deferred
+
+ CG_InitMarkPolys( );
+
+ // remove the last loading update
+ cg.infoScreenText[ 0 ] = 0;
+
+ // Make sure we have update values (scores)
+ CG_SetConfigValues( );
+
+ CG_StartMusic( );
+
+ CG_ShaderStateChanged( );
+
+ trap_S_ClearLoopingSounds( qtrue );
+
+ cg.consoleValid = qtrue;
+
+ trap_Cvar_Set( "ui_loading", "0" );
+}
+
+/*
+=================
+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
+}
diff --git a/src/cgame/cg_marks.c b/src/cgame/cg_marks.c
new file mode 100644
index 00000000..cc8979de
--- /dev/null
+++ b/src/cgame/cg_marks.c
@@ -0,0 +1,280 @@
+// 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 OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * 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.
+ */
+
+#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 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
new file mode 100644
index 00000000..959bd4b0
--- /dev/null
+++ b/src/cgame/cg_mem.c
@@ -0,0 +1,191 @@
+// Copyright (C) 1999-2000 Id Software, Inc.
+//
+//
+// cg_mem.c
+//
+// Golliwog: All rewritten to allow deallocation
+//
+// TA: (very) minor changes for client side operation
+// thanks to Golliwog of Quake 3 Fortress ( http://www.q3f.com )
+// for this.
+
+
+#include "cg_local.h"
+
+#define POOLSIZE (256 * 1024)
+#define FREEMEMCOOKIE ((int)0xDEADBE3F) // Any unlikely to be used value
+#define ROUNDBITS 31 // Round to 32 bytes
+
+struct freememnode
+{
+ // Size of ROUNDBITS
+ int cookie, size; // Size includes node (obviously)
+ struct freememnode *prev, *next;
+};
+
+static char memoryPool[ POOLSIZE ];
+static struct freememnode *freehead;
+static int freemem;
+
+void *CG_Alloc( int size )
+{
+ // Find a free block and allocate.
+ // Does two passes, attempts to fill same-sized free slot first.
+
+ struct freememnode *fmn, *prev, *next, *smallest;
+ int allocsize, smallestsize;
+ char *endptr;
+ int *ptr;
+
+ allocsize = ( size + sizeof(int) + ROUNDBITS ) & ~ROUNDBITS; // Round to 32-byte boundary
+ ptr = NULL;
+
+ smallest = NULL;
+ smallestsize = POOLSIZE + 1; // Guaranteed not to miss any slots :)
+ for( fmn = freehead; fmn; fmn = fmn->next )
+ {
+ if( fmn->cookie != FREEMEMCOOKIE )
+ CG_Error( "CG_Alloc: Memory corruption detected!\n" );
+
+ if( fmn->size >= allocsize )
+ {
+ // We've got a block
+ if( fmn->size == allocsize )
+ {
+ // Same size, just remove
+
+ prev = fmn->prev;
+ next = fmn->next;
+ if( prev )
+ prev->next = next; // Point previous node to next
+ if( next )
+ next->prev = prev; // Point next node to previous
+ if( fmn == freehead )
+ freehead = next; // Set head pointer to next
+ ptr = (int *) fmn;
+ break; // Stop the loop, this is fine
+ }
+ else
+ {
+ // Keep track of the smallest free slot
+ if( fmn->size < smallestsize )
+ {
+ smallest = fmn;
+ smallestsize = fmn->size;
+ }
+ }
+ }
+ }
+
+ if( !ptr && smallest )
+ {
+ // We found a slot big enough
+ smallest->size -= allocsize;
+ endptr = (char *) smallest + smallest->size;
+ ptr = (int *) endptr;
+ }
+
+ if( ptr )
+ {
+ freemem -= allocsize;
+ if( cg_debugAlloc.integer )
+ CG_Printf( "CG_Alloc of %i bytes (%i left)\n", allocsize, freemem );
+ memset( ptr, 0, allocsize );
+ *ptr++ = allocsize; // Store a copy of size for deallocation
+ return( (void *) ptr );
+ }
+
+ CG_Error( "CG_Alloc: failed on allocation of %i bytes\n", size );
+ return( NULL );
+}
+
+void CG_Free( void *ptr )
+{
+ // Release allocated memory, add it to the free list.
+
+ struct freememnode *fmn;
+ char *freeend;
+ int *freeptr;
+
+ freeptr = ptr;
+ freeptr--;
+
+ freemem += *freeptr;
+ if( cg_debugAlloc.integer )
+ CG_Printf( "CG_Free of %i bytes (%i left)\n", *freeptr, freemem );
+
+ for( fmn = freehead; fmn; fmn = fmn->next )
+ {
+ freeend = ((char *) fmn) + fmn->size;
+ if( freeend == (char *) freeptr )
+ {
+ // Released block can be merged to an existing node
+
+ fmn->size += *freeptr; // Add size of node.
+ return;
+ }
+ }
+ // No merging, add to head of list
+
+ fmn = (struct freememnode *) freeptr;
+ fmn->size = *freeptr; // Set this first to avoid corrupting *freeptr
+ fmn->cookie = FREEMEMCOOKIE;
+ fmn->prev = NULL;
+ fmn->next = freehead;
+ freehead->prev = fmn;
+ freehead = fmn;
+}
+
+void CG_InitMemory( void )
+{
+ // Set up the initial node
+
+ freehead = (struct freememnode *) memoryPool;
+ freehead->cookie = FREEMEMCOOKIE;
+ freehead->size = POOLSIZE;
+ freehead->next = NULL;
+ freehead->prev = NULL;
+ freemem = sizeof(memoryPool);
+}
+
+void CG_DefragmentMemory( void )
+{
+ // If there's a frenzy of deallocation and we want to
+ // allocate something big, this is useful. Otherwise...
+ // not much use.
+
+ struct freememnode *startfmn, *endfmn, *fmn;
+
+ for( startfmn = freehead; startfmn; )
+ {
+ endfmn = (struct freememnode *)(((char *) startfmn) + startfmn->size);
+ for( fmn = freehead; fmn; )
+ {
+ if( fmn->cookie != FREEMEMCOOKIE )
+ CG_Error( "CG_DefragmentMemory: Memory corruption detected!\n" );
+
+ if( fmn == endfmn )
+ {
+ // We can add fmn onto startfmn.
+
+ if( fmn->prev )
+ fmn->prev->next = fmn->next;
+ if( fmn->next )
+ {
+ if( !(fmn->next->prev = fmn->prev) )
+ freehead = fmn->next; // We're removing the head node
+ }
+ startfmn->size += fmn->size;
+ memset( fmn, 0, sizeof(struct freememnode) ); // A redundant call, really.
+
+ startfmn = freehead;
+ endfmn = fmn = NULL; // Break out of current loop
+ }
+ else
+ fmn = fmn->next;
+ }
+
+ if( endfmn )
+ startfmn = startfmn->next; // endfmn acts as a 'restart' flag here
+ }
+}
diff --git a/src/cgame/cg_particles.c b/src/cgame/cg_particles.c
new file mode 100644
index 00000000..64587360
--- /dev/null
+++ b/src/cgame/cg_particles.c
@@ -0,0 +1,2551 @@
+// cg_particles.c -- the particle system
+
+/*
+ * 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 OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * 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.
+ */
+
+#include "cg_local.h"
+
+static baseParticleSystem_t baseParticleSystems[ MAX_BASEPARTICLE_SYSTEMS ];
+static baseParticleEjector_t baseParticleEjectors[ MAX_BASEPARTICLE_EJECTORS ];
+static baseParticle_t baseParticles[ MAX_BASEPARTICLES ];
+static int numBaseParticleSystems = 0;
+static int numBaseParticleEjectors = 0;
+static int numBaseParticles = 0;
+
+static particleSystem_t particleSystems[ MAX_PARTICLE_SYSTEMS ];
+static particleEjector_t particleEjectors[ MAX_PARTICLE_EJECTORS ];
+static particle_t particles[ MAX_PARTICLES ];
+static particle_t *sortedParticles[ MAX_PARTICLES ];
+static particle_t *radixBuffer[ MAX_PARTICLES ];
+
+/*
+===============
+CG_LerpValues
+
+Lerp between two values
+===============
+*/
+static float CG_LerpValues( float a, float b, float f )
+{
+ if( b == PARTICLES_SAME_AS_INITIAL )
+ return a;
+ else
+ return ( (a) + (f) * ( (b) - (a) ) );
+}
+
+/*
+===============
+CG_RandomiseValue
+
+Randomise some value by some variance
+===============
+*/
+static float CG_RandomiseValue( float value, float variance )
+{
+ if( value != 0.0f )
+ return value * ( 1.0f + ( random( ) * variance ) );
+ else
+ return random( ) * variance;
+}
+
+/*
+===============
+CG_SpreadVector
+
+Randomly spread a vector by some amount
+===============
+*/
+static void CG_SpreadVector( vec3_t v, float spread )
+{
+ vec3_t p, r1, r2;
+ float randomSpread = crandom( ) * spread;
+ float randomRotation = random( ) * 360.0f;
+
+ PerpendicularVector( p, v );
+
+ RotatePointAroundVector( r1, p, v, randomSpread );
+ RotatePointAroundVector( r2, v, r1, randomRotation );
+
+ VectorCopy( r2, v );
+}
+
+/*
+===============
+CG_DestroyParticle
+
+Destroy an individual particle
+===============
+*/
+static void CG_DestroyParticle( particle_t *p, vec3_t impactNormal )
+{
+ //this particle has an onDeath particle system attached
+ if( p->class->onDeathSystemName[ 0 ] != '\0' )
+ {
+ particleSystem_t *ps;
+
+ ps = CG_SpawnNewParticleSystem( p->class->onDeathSystemHandle );
+
+ if( CG_IsParticleSystemValid( &ps ) )
+ {
+ if( impactNormal )
+ CG_SetParticleSystemNormal( ps, impactNormal );
+
+ CG_SetAttachmentPoint( &ps->attachment, p->origin );
+ CG_AttachToPoint( &ps->attachment );
+ }
+ }
+
+ p->valid = qfalse;
+
+ //this gives other systems a couple of
+ //frames to realise the particle is gone
+ p->frameWhenInvalidated = cg.clientFrame;
+}
+
+/*
+===============
+CG_SpawnNewParticle
+
+Introduce a new particle into the world
+===============
+*/
+static particle_t *CG_SpawnNewParticle( baseParticle_t *bp, particleEjector_t *parent )
+{
+ int i, j;
+ particle_t *p = NULL;
+ particleEjector_t *pe = parent;
+ particleSystem_t *ps = parent->parent;
+ vec3_t attachmentPoint, attachmentVelocity;
+ vec3_t transform[ 3 ];
+
+ for( i = 0; i < MAX_PARTICLES; i++ )
+ {
+ p = &particles[ i ];
+
+ //FIXME: the + 1 may be unnecessary
+ if( !p->valid && cg.clientFrame > p->frameWhenInvalidated + 1 )
+ {
+ memset( p, 0, sizeof( particle_t ) );
+
+ //found a free slot
+ p->class = bp;
+ p->parent = pe;
+
+ p->birthTime = cg.time;
+ p->lifeTime = (int)CG_RandomiseValue( (float)bp->lifeTime, bp->lifeTimeRandFrac );
+
+ p->radius.delay = (int)CG_RandomiseValue( (float)bp->radius.delay, bp->radius.delayRandFrac );
+ p->radius.initial = CG_RandomiseValue( bp->radius.initial, bp->radius.initialRandFrac );
+ p->radius.final = CG_RandomiseValue( bp->radius.final, bp->radius.finalRandFrac );
+
+ p->alpha.delay = (int)CG_RandomiseValue( (float)bp->alpha.delay, bp->alpha.delayRandFrac );
+ p->alpha.initial = CG_RandomiseValue( bp->alpha.initial, bp->alpha.initialRandFrac );
+ p->alpha.final = CG_RandomiseValue( bp->alpha.final, bp->alpha.finalRandFrac );
+
+ p->rotation.delay = (int)CG_RandomiseValue( (float)bp->rotation.delay, bp->rotation.delayRandFrac );
+ p->rotation.initial = CG_RandomiseValue( bp->rotation.initial, bp->rotation.initialRandFrac );
+ p->rotation.final = CG_RandomiseValue( bp->rotation.final, bp->rotation.finalRandFrac );
+
+ p->dLightRadius.delay =
+ (int)CG_RandomiseValue( (float)bp->dLightRadius.delay, bp->dLightRadius.delayRandFrac );
+ p->dLightRadius.initial =
+ CG_RandomiseValue( bp->dLightRadius.initial, bp->dLightRadius.initialRandFrac );
+ p->dLightRadius.final =
+ CG_RandomiseValue( bp->dLightRadius.final, bp->dLightRadius.finalRandFrac );
+
+ p->colorDelay = CG_RandomiseValue( bp->colorDelay, bp->colorDelayRandFrac );
+
+ p->bounceMarkRadius = CG_RandomiseValue( bp->bounceMarkRadius, bp->bounceMarkRadiusRandFrac );
+ p->bounceMarkCount =
+ round( CG_RandomiseValue( (float)bp->bounceMarkCount, bp->bounceMarkCountRandFrac ) );
+ p->bounceSoundCount =
+ round( CG_RandomiseValue( (float)bp->bounceSoundCount, bp->bounceSoundCountRandFrac ) );
+
+ if( bp->numModels )
+ {
+ p->model = bp->models[ rand( ) % bp->numModels ];
+
+ if( bp->modelAnimation.frameLerp < 0 )
+ {
+ bp->modelAnimation.frameLerp = p->lifeTime / bp->modelAnimation.numFrames;
+ bp->modelAnimation.initialLerp = p->lifeTime / bp->modelAnimation.numFrames;
+ }
+ }
+
+ if( !CG_AttachmentPoint( &ps->attachment, attachmentPoint ) )
+ return NULL;
+
+ VectorCopy( attachmentPoint, p->origin );
+
+ if( CG_AttachmentAxis( &ps->attachment, transform ) )
+ {
+ vec3_t transDisplacement;
+
+ VectorMatrixMultiply( bp->displacement, transform, transDisplacement );
+ VectorAdd( p->origin, transDisplacement, p->origin );
+ }
+ else
+ VectorAdd( p->origin, bp->displacement, p->origin );
+
+ for( j = 0; j <= 2; j++ )
+ p->origin[ j ] += ( crandom( ) * bp->randDisplacement );
+
+ switch( bp->velMoveType )
+ {
+ case PMT_STATIC:
+ if( bp->velMoveValues.dirType == PMD_POINT )
+ VectorSubtract( bp->velMoveValues.point, p->origin, p->velocity );
+ else if( bp->velMoveValues.dirType == PMD_LINEAR )
+ VectorCopy( bp->velMoveValues.dir, p->velocity );
+ break;
+
+ case PMT_STATIC_TRANSFORM:
+ if( !CG_AttachmentAxis( &ps->attachment, transform ) )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: a particle with velocityType "
+ "static_transform is not attached to something which can "
+ "provide a transformation\n" );
+ return NULL;
+ }
+
+ if( bp->velMoveValues.dirType == PMD_POINT )
+ {
+ vec3_t transPoint;
+
+ VectorMatrixMultiply( bp->velMoveValues.point, transform, transPoint );
+ VectorSubtract( transPoint, p->origin, p->velocity );
+ }
+ else if( bp->velMoveValues.dirType == PMD_LINEAR )
+ VectorMatrixMultiply( bp->velMoveValues.dir, transform, p->velocity );
+ break;
+
+ case PMT_TAG:
+ case PMT_CENT_ANGLES:
+ if( bp->velMoveValues.dirType == PMD_POINT )
+ VectorSubtract( attachmentPoint, p->origin, p->velocity );
+ else if( bp->velMoveValues.dirType == PMD_LINEAR )
+ {
+ if( !CG_AttachmentDir( &ps->attachment, p->velocity ) )
+ return NULL;
+ }
+ break;
+
+ case PMT_NORMAL:
+ if( !ps->normalValid )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: a particle with velocityType "
+ "normal has no normal\n" );
+ return NULL;
+ }
+
+ VectorCopy( ps->normal, p->velocity );
+
+ //normal displacement
+ VectorNormalize( p->velocity );
+ VectorMA( p->origin, bp->normalDisplacement, p->velocity, p->origin );
+ break;
+ }
+
+ VectorNormalize( p->velocity );
+ CG_SpreadVector( p->velocity, bp->velMoveValues.dirRandAngle );
+ VectorScale( p->velocity,
+ CG_RandomiseValue( bp->velMoveValues.mag, bp->velMoveValues.magRandFrac ),
+ p->velocity );
+
+ if( CG_AttachmentVelocity( &ps->attachment, attachmentVelocity ) )
+ {
+ VectorMA( p->velocity,
+ CG_RandomiseValue( bp->velMoveValues.parentVelFrac,
+ bp->velMoveValues.parentVelFracRandFrac ), attachmentVelocity, p->velocity );
+ }
+
+ p->lastEvalTime = cg.time;
+
+ p->valid = qtrue;
+
+ //this particle has a child particle system attached
+ if( bp->childSystemName[ 0 ] != '\0' )
+ {
+ particleSystem_t *ps = CG_SpawnNewParticleSystem( bp->childSystemHandle );
+
+ if( CG_IsParticleSystemValid( &ps ) )
+ {
+ CG_SetAttachmentParticle( &ps->attachment, p );
+ CG_AttachToParticle( &ps->attachment );
+ }
+ }
+
+ //this particle has a child trail system attached
+ if( bp->childTrailSystemName[ 0 ] != '\0' )
+ {
+ trailSystem_t *ts = CG_SpawnNewTrailSystem( bp->childTrailSystemHandle );
+
+ if( CG_IsTrailSystemValid( &ts ) )
+ {
+ CG_SetAttachmentParticle( &ts->frontAttachment, p );
+ CG_AttachToParticle( &ts->frontAttachment );
+ }
+ }
+
+ break;
+ }
+ }
+
+ return p;
+}
+
+
+/*
+===============
+CG_SpawnNewParticles
+
+Check if there are any ejectors that should be
+introducing new particles
+===============
+*/
+static void CG_SpawnNewParticles( void )
+{
+ int i, j;
+ particle_t *p;
+ particleSystem_t *ps;
+ particleEjector_t *pe;
+ baseParticleEjector_t *bpe;
+ float lerpFrac;
+ int count;
+
+ for( i = 0; i < MAX_PARTICLE_EJECTORS; i++ )
+ {
+ pe = &particleEjectors[ i ];
+ ps = pe->parent;
+
+ if( pe->valid )
+ {
+ //a non attached particle system can't make particles
+ if( !CG_Attached( &ps->attachment ) )
+ continue;
+
+ bpe = particleEjectors[ i ].class;
+
+ //if this system is scheduled for removal don't make any new particles
+ if( !ps->lazyRemove )
+ {
+ while( pe->nextEjectionTime <= cg.time &&
+ ( pe->count > 0 || pe->totalParticles == PARTICLES_INFINITE ) )
+ {
+ for( j = 0; j < bpe->numParticles; j++ )
+ CG_SpawnNewParticle( bpe->particles[ j ], pe );
+
+ if( pe->count > 0 )
+ pe->count--;
+
+ //calculate next ejection time
+ lerpFrac = 1.0 - ( (float)pe->count / (float)pe->totalParticles );
+ pe->nextEjectionTime = cg.time + (int)CG_RandomiseValue(
+ CG_LerpValues( pe->ejectPeriod.initial,
+ pe->ejectPeriod.final,
+ lerpFrac ),
+ pe->ejectPeriod.randFrac );
+ }
+ }
+
+ if( pe->count == 0 || ps->lazyRemove )
+ {
+ count = 0;
+
+ //wait for child particles to die before declaring this pe invalid
+ for( j = 0; j < MAX_PARTICLES; j++ )
+ {
+ p = &particles[ j ];
+
+ if( p->valid && p->parent == pe )
+ count++;
+ }
+
+ if( !count )
+ pe->valid = qfalse;
+ }
+ }
+ }
+}
+
+
+/*
+===============
+CG_SpawnNewParticleEjector
+
+Allocate a new particle ejector
+===============
+*/
+static particleEjector_t *CG_SpawnNewParticleEjector( baseParticleEjector_t *bpe,
+ particleSystem_t *parent )
+{
+ int i;
+ particleEjector_t *pe = NULL;
+ particleSystem_t *ps = parent;
+
+ for( i = 0; i < MAX_PARTICLE_EJECTORS; i++ )
+ {
+ pe = &particleEjectors[ i ];
+
+ if( !pe->valid )
+ {
+ memset( pe, 0, sizeof( particleEjector_t ) );
+
+ //found a free slot
+ pe->class = bpe;
+ pe->parent = ps;
+
+ pe->ejectPeriod.initial = bpe->eject.initial;
+ pe->ejectPeriod.final = bpe->eject.final;
+ pe->ejectPeriod.randFrac = bpe->eject.randFrac;
+
+ pe->nextEjectionTime = cg.time +
+ (int)CG_RandomiseValue( (float)bpe->eject.delay, bpe->eject.delayRandFrac );
+ pe->count = pe->totalParticles =
+ (int)round( CG_RandomiseValue( (float)bpe->totalParticles, bpe->totalParticlesRandFrac ) );
+
+ pe->valid = qtrue;
+
+ if( cg_debugParticles.integer >= 1 )
+ CG_Printf( "PE %s created\n", ps->class->name );
+
+ break;
+ }
+ }
+
+ return pe;
+}
+
+
+/*
+===============
+CG_SpawnNewParticleSystem
+
+Allocate a new particle system
+===============
+*/
+particleSystem_t *CG_SpawnNewParticleSystem( qhandle_t psHandle )
+{
+ int i, j;
+ particleSystem_t *ps = NULL;
+ baseParticleSystem_t *bps = &baseParticleSystems[ psHandle - 1 ];
+
+ if( !bps->registered )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: a particle system has not been registered yet\n" );
+ return NULL;
+ }
+
+ for( i = 0; i < MAX_PARTICLE_SYSTEMS; i++ )
+ {
+ ps = &particleSystems[ i ];
+
+ if( !ps->valid )
+ {
+ memset( ps, 0, sizeof( particleSystem_t ) );
+
+ //found a free slot
+ ps->class = bps;
+
+ ps->valid = qtrue;
+ ps->lazyRemove = qfalse;
+
+ for( j = 0; j < bps->numEjectors; j++ )
+ CG_SpawnNewParticleEjector( bps->ejectors[ j ], ps );
+
+ if( cg_debugParticles.integer >= 1 )
+ CG_Printf( "PS %s created\n", bps->name );
+
+ break;
+ }
+ }
+
+ return ps;
+}
+
+/*
+===============
+CG_RegisterParticleSystem
+
+Load the shaders required for a particle system
+===============
+*/
+qhandle_t CG_RegisterParticleSystem( char *name )
+{
+ int i, j, k, l;
+ baseParticleSystem_t *bps;
+ baseParticleEjector_t *bpe;
+ baseParticle_t *bp;
+
+ for( i = 0; i < MAX_BASEPARTICLE_SYSTEMS; i++ )
+ {
+ bps = &baseParticleSystems[ i ];
+
+ if( !Q_stricmpn( bps->name, name, MAX_QPATH ) )
+ {
+ //already registered
+ if( bps->registered )
+ return i + 1;
+
+ for( j = 0; j < bps->numEjectors; j++ )
+ {
+ bpe = bps->ejectors[ j ];
+
+ for( l = 0; l < bpe->numParticles; l++ )
+ {
+ bp = bpe->particles[ l ];
+
+ for( k = 0; k < bp->numFrames; k++ )
+ bp->shaders[ k ] = trap_R_RegisterShader( bp->shaderNames[ k ] );
+
+ for( k = 0; k < bp->numModels; k++ )
+ bp->models[ k ] = trap_R_RegisterModel( bp->modelNames[ k ] );
+
+ if( bp->bounceMarkName[ 0 ] != '\0' )
+ bp->bounceMark = trap_R_RegisterShader( bp->bounceMarkName );
+
+ if( bp->bounceSoundName[ 0 ] != '\0' )
+ bp->bounceSound = trap_S_RegisterSound( bp->bounceSoundName, qfalse );
+
+ //recursively register any children
+ if( bp->childSystemName[ 0 ] != '\0' )
+ {
+ //don't care about a handle for children since
+ //the system deals with it
+ CG_RegisterParticleSystem( bp->childSystemName );
+ }
+
+ if( bp->onDeathSystemName[ 0 ] != '\0' )
+ {
+ //don't care about a handle for children since
+ //the system deals with it
+ CG_RegisterParticleSystem( bp->onDeathSystemName );
+ }
+
+ if( bp->childTrailSystemName[ 0 ] != '\0' )
+ bp->childTrailSystemHandle = CG_RegisterTrailSystem( bp->childTrailSystemName );
+ }
+ }
+
+ if( cg_debugParticles.integer >= 1 )
+ CG_Printf( "Registered particle system %s\n", name );
+
+ bps->registered = qtrue;
+
+ //avoid returning 0
+ return i + 1;
+ }
+ }
+
+ CG_Printf( S_COLOR_RED "ERROR: failed to register particle system %s\n", name );
+ return 0;
+}
+
+
+/*
+===============
+CG_ParseValueAndVariance
+
+Parse a value and its random variance
+===============
+*/
+static void CG_ParseValueAndVariance( char *token, float *value, float *variance, qboolean allowNegative )
+{
+ char valueBuffer[ 16 ];
+ char varianceBuffer[ 16 ];
+ char *variancePtr = NULL, *varEndPointer = NULL;
+ float localValue = 0.0f;
+ float localVariance = 0.0f;
+
+ Q_strncpyz( valueBuffer, token, sizeof( valueBuffer ) );
+ Q_strncpyz( varianceBuffer, token, sizeof( varianceBuffer ) );
+
+ variancePtr = strchr( valueBuffer, '~' );
+
+ //variance included
+ if( variancePtr )
+ {
+ variancePtr[ 0 ] = '\0';
+ variancePtr++;
+
+ localValue = atof_neg( valueBuffer, allowNegative );
+
+ varEndPointer = strchr( variancePtr, '%' );
+
+ if( varEndPointer )
+ {
+ varEndPointer[ 0 ] = '\0';
+ localVariance = atof_neg( variancePtr, qfalse ) / 100.0f;
+ }
+ else
+ {
+ if( localValue != 0.0f )
+ localVariance = atof_neg( variancePtr, qfalse ) / localValue;
+ else
+ localVariance = atof_neg( variancePtr, qfalse );
+ }
+ }
+ else
+ localValue = atof_neg( valueBuffer, allowNegative );
+
+ if( value != NULL )
+ *value = localValue;
+
+ if( variance != NULL )
+ *variance = localVariance;
+}
+
+/*
+===============
+CG_ParseColor
+===============
+*/
+static qboolean CG_ParseColor( byte *c, char **text_p )
+{
+ char *token;
+ int i;
+
+ for( i = 0; i <= 2; i++ )
+ {
+ token = COM_Parse( text_p );
+
+ if( !Q_stricmp( token, "" ) )
+ return qfalse;
+
+ c[ i ] = (int)( (float)0xFF * atof_neg( token, qfalse ) );
+ }
+
+ return qtrue;
+}
+
+/*
+===============
+CG_ParseParticle
+
+Parse a particle section
+===============
+*/
+static qboolean CG_ParseParticle( baseParticle_t *bp, char **text_p )
+{
+ char *token;
+ float number, randFrac;
+ int i;
+
+ // read optional parameters
+ while( 1 )
+ {
+ token = COM_Parse( text_p );
+
+ if( !token )
+ break;
+
+ if( !Q_stricmp( token, "" ) )
+ return qfalse;
+
+ if( !Q_stricmp( token, "bounce" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ if( !Q_stricmp( token, "cull" ) )
+ {
+ bp->bounceCull = qtrue;
+
+ bp->bounceFrac = -1.0f;
+ bp->bounceFracRandFrac = 0.0f;
+ }
+ else
+ {
+ CG_ParseValueAndVariance( token, &number, &randFrac, qfalse );
+
+ bp->bounceFrac = number;
+ bp->bounceFracRandFrac = randFrac;
+ }
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "bounceMark" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !*token )
+ break;
+
+ CG_ParseValueAndVariance( token, &number, &randFrac, qfalse );
+
+ bp->bounceMarkCount = number;
+ bp->bounceMarkCountRandFrac = randFrac;
+
+ token = COM_Parse( text_p );
+ if( !*token )
+ break;
+
+ CG_ParseValueAndVariance( token, &number, &randFrac, qfalse );
+
+ bp->bounceMarkRadius = number;
+ bp->bounceMarkRadiusRandFrac = randFrac;
+
+ token = COM_ParseExt( text_p, qfalse );
+ if( !*token )
+ break;
+
+ Q_strncpyz( bp->bounceMarkName, token, MAX_QPATH );
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "bounceSound" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !*token )
+ break;
+
+ CG_ParseValueAndVariance( token, &number, &randFrac, qfalse );
+
+ bp->bounceSoundCount = number;
+ bp->bounceSoundCountRandFrac = randFrac;
+
+ token = COM_Parse( text_p );
+ if( !*token )
+ break;
+
+ Q_strncpyz( bp->bounceSoundName, token, MAX_QPATH );
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "shader" ) )
+ {
+ if( bp->numModels > 0 )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: 'shader' not allowed in "
+ "conjunction with 'model'\n", token );
+ break;
+ }
+
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ if( !Q_stricmp( token, "sync" ) )
+ bp->framerate = 0.0f;
+ else
+ bp->framerate = atof_neg( token, qfalse );
+
+ token = COM_ParseExt( text_p, qfalse );
+ if( !*token )
+ break;
+
+ while( *token && bp->numFrames < MAX_PS_SHADER_FRAMES )
+ {
+ Q_strncpyz( bp->shaderNames[ bp->numFrames++ ], token, MAX_QPATH );
+ token = COM_ParseExt( text_p, qfalse );
+ }
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "model" ) )
+ {
+ if( bp->numFrames > 0 )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: 'model' not allowed in "
+ "conjunction with 'shader'\n", token );
+ break;
+ }
+
+ token = COM_ParseExt( text_p, qfalse );
+ if( !*token )
+ break;
+
+ while( *token && bp->numModels < MAX_PS_MODELS )
+ {
+ Q_strncpyz( bp->modelNames[ bp->numModels++ ], token, MAX_QPATH );
+ token = COM_ParseExt( text_p, qfalse );
+ }
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "modelAnimation" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !*token )
+ break;
+
+ bp->modelAnimation.firstFrame = atoi_neg( token, qfalse );
+
+ token = COM_Parse( text_p );
+ if( !*token )
+ break;
+
+ bp->modelAnimation.numFrames = atoi( token );
+ bp->modelAnimation.reversed = qfalse;
+ bp->modelAnimation.flipflop = qfalse;
+
+ // if numFrames is negative the animation is reversed
+ if( bp->modelAnimation.numFrames < 0 )
+ {
+ bp->modelAnimation.numFrames = -bp->modelAnimation.numFrames;
+ bp->modelAnimation.reversed = qtrue;
+ }
+
+ token = COM_Parse( text_p );
+ if( !*token )
+ break;
+
+ bp->modelAnimation.loopFrames = atoi( token );
+
+ token = COM_Parse( text_p );
+ if( !*token )
+ break;
+
+ if( !Q_stricmp( token, "sync" ) )
+ {
+ bp->modelAnimation.frameLerp = -1;
+ bp->modelAnimation.initialLerp = -1;
+ }
+ else
+ {
+ float fps = atof_neg( token, qfalse );
+
+ if( fps == 0.0f )
+ fps = 1.0f;
+
+ bp->modelAnimation.frameLerp = 1000 / fps;
+ bp->modelAnimation.initialLerp = 1000 / fps;
+ }
+
+ continue;
+ }
+ ///
+ else if( !Q_stricmp( token, "velocityType" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ if( !Q_stricmp( token, "static" ) )
+ bp->velMoveType = PMT_STATIC;
+ else if( !Q_stricmp( token, "static_transform" ) )
+ bp->velMoveType = PMT_STATIC_TRANSFORM;
+ else if( !Q_stricmp( token, "tag" ) )
+ bp->velMoveType = PMT_TAG;
+ else if( !Q_stricmp( token, "cent" ) )
+ bp->velMoveType = PMT_CENT_ANGLES;
+ else if( !Q_stricmp( token, "normal" ) )
+ bp->velMoveType = PMT_NORMAL;
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "velocityDir" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ if( !Q_stricmp( token, "linear" ) )
+ bp->velMoveValues.dirType = PMD_LINEAR;
+ else if( !Q_stricmp( token, "point" ) )
+ bp->velMoveValues.dirType = PMD_POINT;
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "velocityMagnitude" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ CG_ParseValueAndVariance( token, &number, &randFrac, qfalse );
+
+ bp->velMoveValues.mag = number;
+ bp->velMoveValues.magRandFrac = randFrac;
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "parentVelocityFraction" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ CG_ParseValueAndVariance( token, &number, &randFrac, qfalse );
+
+ bp->velMoveValues.parentVelFrac = number;
+ bp->velMoveValues.parentVelFracRandFrac = randFrac;
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "velocity" ) )
+ {
+ for( i = 0; i <= 2; i++ )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ bp->velMoveValues.dir[ i ] = atof_neg( token, qtrue );
+ }
+
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ CG_ParseValueAndVariance( token, NULL, &randFrac, qfalse );
+
+ bp->velMoveValues.dirRandAngle = randFrac;
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "velocityPoint" ) )
+ {
+ for( i = 0; i <= 2; i++ )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ bp->velMoveValues.point[ i ] = atof_neg( token, qtrue );
+ }
+
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ CG_ParseValueAndVariance( token, NULL, &randFrac, qfalse );
+
+ bp->velMoveValues.pointRandAngle = randFrac;
+
+ continue;
+ }
+ ///
+ else if( !Q_stricmp( token, "accelerationType" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ if( !Q_stricmp( token, "static" ) )
+ bp->accMoveType = PMT_STATIC;
+ else if( !Q_stricmp( token, "static_transform" ) )
+ bp->accMoveType = PMT_STATIC_TRANSFORM;
+ else if( !Q_stricmp( token, "tag" ) )
+ bp->accMoveType = PMT_TAG;
+ else if( !Q_stricmp( token, "cent" ) )
+ bp->accMoveType = PMT_CENT_ANGLES;
+ else if( !Q_stricmp( token, "normal" ) )
+ bp->accMoveType = PMT_NORMAL;
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "accelerationDir" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ if( !Q_stricmp( token, "linear" ) )
+ bp->accMoveValues.dirType = PMD_LINEAR;
+ else if( !Q_stricmp( token, "point" ) )
+ bp->accMoveValues.dirType = PMD_POINT;
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "accelerationMagnitude" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ CG_ParseValueAndVariance( token, &number, &randFrac, qfalse );
+
+ bp->accMoveValues.mag = number;
+ bp->accMoveValues.magRandFrac = randFrac;
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "acceleration" ) )
+ {
+ for( i = 0; i <= 2; i++ )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ bp->accMoveValues.dir[ i ] = atof_neg( token, qtrue );
+ }
+
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ CG_ParseValueAndVariance( token, NULL, &randFrac, qfalse );
+
+ bp->accMoveValues.dirRandAngle = randFrac;
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "accelerationPoint" ) )
+ {
+ for( i = 0; i <= 2; i++ )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ bp->accMoveValues.point[ i ] = atof_neg( token, qtrue );
+ }
+
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ CG_ParseValueAndVariance( token, NULL, &randFrac, qfalse );
+
+ bp->accMoveValues.pointRandAngle = randFrac;
+
+ continue;
+ }
+ ///
+ else if( !Q_stricmp( token, "displacement" ) )
+ {
+ for( i = 0; i <= 2; i++ )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ bp->displacement[ i ] = atof_neg( token, qtrue );
+ }
+
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ CG_ParseValueAndVariance( token, NULL, &randFrac, qfalse );
+
+ bp->randDisplacement = randFrac;
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "normalDisplacement" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ bp->normalDisplacement = atof_neg( token, qtrue );
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "overdrawProtection" ) )
+ {
+ bp->overdrawProtection = qtrue;
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "realLight" ) )
+ {
+ bp->realLight = qtrue;
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "dynamicLight" ) )
+ {
+ bp->dynamicLight = qtrue;
+
+ token = COM_Parse( text_p );
+ if( !*token )
+ break;
+
+ CG_ParseValueAndVariance( token, &number, &randFrac, qfalse );
+
+ bp->dLightRadius.delay = (int)number;
+ bp->dLightRadius.delayRandFrac = randFrac;
+
+ token = COM_Parse( text_p );
+ if( !*token )
+ break;
+
+ CG_ParseValueAndVariance( token, &number, &randFrac, qfalse );
+
+ bp->dLightRadius.initial = number;
+ bp->dLightRadius.initialRandFrac = randFrac;
+
+ token = COM_Parse( text_p );
+ if( !*token )
+ break;
+
+ if( !Q_stricmp( token, "-" ) )
+ {
+ bp->dLightRadius.final = PARTICLES_SAME_AS_INITIAL;
+ bp->dLightRadius.finalRandFrac = 0.0f;
+ }
+ else
+ {
+ CG_ParseValueAndVariance( token, &number, &randFrac, qfalse );
+
+ bp->dLightRadius.final = number;
+ bp->dLightRadius.finalRandFrac = randFrac;
+ }
+
+ token = COM_Parse( text_p );
+ if( !*token )
+ break;
+
+ if( !Q_stricmp( token, "{" ) )
+ {
+ if( !CG_ParseColor( bp->dLightColor, text_p ) )
+ break;
+
+ token = COM_Parse( text_p );
+ if( Q_stricmp( token, "}" ) )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: missing '}'\n" );
+ break;
+ }
+ }
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "cullOnStartSolid" ) )
+ {
+ bp->cullOnStartSolid = qtrue;
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "radius" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ CG_ParseValueAndVariance( token, &number, &randFrac, qfalse );
+
+ bp->radius.delay = (int)number;
+ bp->radius.delayRandFrac = randFrac;
+
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ CG_ParseValueAndVariance( token, &number, &randFrac, qfalse );
+
+ bp->radius.initial = number;
+ bp->radius.initialRandFrac = randFrac;
+
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ if( !Q_stricmp( token, "-" ) )
+ {
+ bp->radius.final = PARTICLES_SAME_AS_INITIAL;
+ bp->radius.finalRandFrac = 0.0f;
+ }
+ else
+ {
+ CG_ParseValueAndVariance( token, &number, &randFrac, qfalse );
+
+ bp->radius.final = number;
+ bp->radius.finalRandFrac = randFrac;
+ }
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "alpha" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ CG_ParseValueAndVariance( token, &number, &randFrac, qfalse );
+
+ bp->alpha.delay = (int)number;
+ bp->alpha.delayRandFrac = randFrac;
+
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ CG_ParseValueAndVariance( token, &number, &randFrac, qfalse );
+
+ bp->alpha.initial = number;
+ bp->alpha.initialRandFrac = randFrac;
+
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ if( !Q_stricmp( token, "-" ) )
+ {
+ bp->alpha.final = PARTICLES_SAME_AS_INITIAL;
+ bp->alpha.finalRandFrac = 0.0f;
+ }
+ else
+ {
+ CG_ParseValueAndVariance( token, &number, &randFrac, qfalse );
+
+ bp->alpha.final = number;
+ bp->alpha.finalRandFrac = randFrac;
+ }
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "color" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !*token )
+ break;
+
+ CG_ParseValueAndVariance( token, &number, &randFrac, qfalse );
+
+ bp->colorDelay = (int)number;
+ bp->colorDelayRandFrac = randFrac;
+
+ token = COM_Parse( text_p );
+ if( !*token )
+ break;
+
+ if( !Q_stricmp( token, "{" ) )
+ {
+ if( !CG_ParseColor( bp->initialColor, text_p ) )
+ break;
+
+ token = COM_Parse( text_p );
+ if( Q_stricmp( token, "}" ) )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: missing '}'\n" );
+ break;
+ }
+
+ token = COM_Parse( text_p );
+ if( !*token )
+ break;
+
+ if( !Q_stricmp( token, "-" ) )
+ {
+ bp->finalColor[ 0 ] = bp->initialColor[ 0 ];
+ bp->finalColor[ 1 ] = bp->initialColor[ 1 ];
+ bp->finalColor[ 2 ] = bp->initialColor[ 2 ];
+ }
+ else if( !Q_stricmp( token, "{" ) )
+ {
+ if( !CG_ParseColor( bp->finalColor, text_p ) )
+ break;
+
+ token = COM_Parse( text_p );
+ if( Q_stricmp( token, "}" ) )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: missing '}'\n" );
+ break;
+ }
+ }
+ else
+ {
+ CG_Printf( S_COLOR_RED "ERROR: missing '{'\n" );
+ break;
+ }
+ }
+ else
+ {
+ CG_Printf( S_COLOR_RED "ERROR: missing '{'\n" );
+ break;
+ }
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "rotation" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ CG_ParseValueAndVariance( token, &number, &randFrac, qfalse );
+
+ bp->rotation.delay = (int)number;
+ bp->rotation.delayRandFrac = randFrac;
+
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ CG_ParseValueAndVariance( token, &number, &randFrac, qtrue );
+
+ bp->rotation.initial = number;
+ bp->rotation.initialRandFrac = randFrac;
+
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ if( !Q_stricmp( token, "-" ) )
+ {
+ bp->rotation.final = PARTICLES_SAME_AS_INITIAL;
+ bp->rotation.finalRandFrac = 0.0f;
+ }
+ else
+ {
+ CG_ParseValueAndVariance( token, &number, &randFrac, qtrue );
+
+ bp->rotation.final = number;
+ bp->rotation.finalRandFrac = randFrac;
+ }
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "lifeTime" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ CG_ParseValueAndVariance( token, &number, &randFrac, qfalse );
+
+ bp->lifeTime = (int)number;
+ bp->lifeTimeRandFrac = randFrac;
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "childSystem" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ Q_strncpyz( bp->childSystemName, token, MAX_QPATH );
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "onDeathSystem" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ Q_strncpyz( bp->onDeathSystemName, token, MAX_QPATH );
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "childTrailSystem" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ Q_strncpyz( bp->childTrailSystemName, token, MAX_QPATH );
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "}" ) )
+ return qtrue; //reached the end of this particle
+ else
+ {
+ CG_Printf( S_COLOR_RED "ERROR: unknown token '%s' in particle\n", token );
+ return qfalse;
+ }
+ }
+
+ return qfalse;
+}
+
+/*
+===============
+CG_InitialiseBaseParticle
+===============
+*/
+static void CG_InitialiseBaseParticle( baseParticle_t *bp )
+{
+ memset( bp, 0, sizeof( baseParticle_t ) );
+
+ memset( bp->initialColor, 0xFF, sizeof( bp->initialColor ) );
+ memset( bp->finalColor, 0xFF, sizeof( bp->finalColor ) );
+}
+
+/*
+===============
+CG_ParseParticleEjector
+
+Parse a particle ejector section
+===============
+*/
+static qboolean CG_ParseParticleEjector( baseParticleEjector_t *bpe, char **text_p )
+{
+ char *token;
+ float number, randFrac;
+
+ // read optional parameters
+ while( 1 )
+ {
+ token = COM_Parse( text_p );
+
+ if( !token )
+ break;
+
+ if( !Q_stricmp( token, "" ) )
+ return qfalse;
+
+ if( !Q_stricmp( token, "{" ) )
+ {
+ CG_InitialiseBaseParticle( &baseParticles[ numBaseParticles ] );
+
+ if( !CG_ParseParticle( &baseParticles[ numBaseParticles ], text_p ) )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: failed to parse particle\n" );
+ return qfalse;
+ }
+
+ if( bpe->numParticles == MAX_PARTICLES_PER_EJECTOR )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: ejector has > %d particles\n", MAX_PARTICLES_PER_EJECTOR );
+ return qfalse;
+ }
+ else if( numBaseParticles == MAX_BASEPARTICLES )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: maximum number of particles (%d) reached\n", MAX_BASEPARTICLES );
+ return qfalse;
+ }
+ else
+ {
+ //start parsing particles again
+ bpe->particles[ bpe->numParticles ] = &baseParticles[ numBaseParticles ];
+ bpe->numParticles++;
+ numBaseParticles++;
+ }
+ continue;
+ }
+ else if( !Q_stricmp( token, "delay" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ CG_ParseValueAndVariance( token, &number, &randFrac, qfalse );
+
+ bpe->eject.delay = (int)number;
+ bpe->eject.delayRandFrac = randFrac;
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "period" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ bpe->eject.initial = atoi_neg( token, qfalse );
+
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ if( !Q_stricmp( token, "-" ) )
+ bpe->eject.final = PARTICLES_SAME_AS_INITIAL;
+ else
+ bpe->eject.final = atoi_neg( token, qfalse );
+
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ CG_ParseValueAndVariance( token, NULL, &bpe->eject.randFrac, qfalse );
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "count" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ if( !Q_stricmp( token, "infinite" ) )
+ {
+ bpe->totalParticles = PARTICLES_INFINITE;
+ bpe->totalParticlesRandFrac = 0.0f;
+ }
+ else
+ {
+ CG_ParseValueAndVariance( token, &number, &randFrac, qfalse );
+
+ bpe->totalParticles = (int)number;
+ bpe->totalParticlesRandFrac = randFrac;
+ }
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "particle" ) ) //acceptable text
+ continue;
+ else if( !Q_stricmp( token, "}" ) )
+ return qtrue; //reached the end of this particle ejector
+ else
+ {
+ CG_Printf( S_COLOR_RED "ERROR: unknown token '%s' in particle ejector\n", token );
+ return qfalse;
+ }
+ }
+
+ return qfalse;
+}
+
+
+/*
+===============
+CG_ParseParticleSystem
+
+Parse a particle system section
+===============
+*/
+static qboolean CG_ParseParticleSystem( baseParticleSystem_t *bps, char **text_p, const char *name )
+{
+ char *token;
+ baseParticleEjector_t *bpe;
+
+ // read optional parameters
+ while( 1 )
+ {
+ token = COM_Parse( text_p );
+
+ if( !token )
+ break;
+
+ if( !Q_stricmp( token, "" ) )
+ return qfalse;
+
+ if( !Q_stricmp( token, "{" ) )
+ {
+ if( !CG_ParseParticleEjector( &baseParticleEjectors[ numBaseParticleEjectors ], text_p ) )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: failed to parse particle ejector\n" );
+ return qfalse;
+ }
+
+ bpe = &baseParticleEjectors[ numBaseParticleEjectors ];
+
+ //check for infinite count + zero period
+ if( bpe->totalParticles == PARTICLES_INFINITE &&
+ ( bpe->eject.initial == 0.0f || bpe->eject.final == 0.0f ) )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: ejector with 'count infinite' potentially has zero period\n" );
+ return qfalse;
+ }
+
+ if( bps->numEjectors == MAX_EJECTORS_PER_SYSTEM )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: particle system has > %d ejectors\n", MAX_EJECTORS_PER_SYSTEM );
+ return qfalse;
+ }
+ else if( numBaseParticleEjectors == MAX_BASEPARTICLE_EJECTORS )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: maximum number of particle ejectors (%d) reached\n",
+ MAX_BASEPARTICLE_EJECTORS );
+ return qfalse;
+ }
+ else
+ {
+ //start parsing ejectors again
+ bps->ejectors[ bps->numEjectors ] = &baseParticleEjectors[ numBaseParticleEjectors ];
+ bps->numEjectors++;
+ numBaseParticleEjectors++;
+ }
+ continue;
+ }
+ else if( !Q_stricmp( token, "thirdPersonOnly" ) )
+ bps->thirdPersonOnly = qtrue;
+ else if( !Q_stricmp( token, "ejector" ) ) //acceptable text
+ continue;
+ else if( !Q_stricmp( token, "}" ) )
+ {
+ if( cg_debugParticles.integer >= 1 )
+ CG_Printf( "Parsed particle system %s\n", name );
+
+ return qtrue; //reached the end of this particle system
+ }
+ else
+ {
+ CG_Printf( S_COLOR_RED "ERROR: unknown token '%s' in particle system %s\n", token, bps->name );
+ return qfalse;
+ }
+ }
+
+ return qfalse;
+}
+
+/*
+===============
+CG_ParseParticleFile
+
+Load the particle systems from a particle file
+===============
+*/
+static qboolean CG_ParseParticleFile( const char *fileName )
+{
+ char *text_p;
+ int i;
+ int len;
+ char *token;
+ char text[ 32000 ];
+ char psName[ MAX_QPATH ];
+ qboolean psNameSet = qfalse;
+ fileHandle_t f;
+
+ // load the file
+ len = trap_FS_FOpenFile( fileName, &f, FS_READ );
+ if( len <= 0 )
+ return qfalse;
+
+ if( len >= sizeof( text ) - 1 )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: particle 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;
+
+ // read optional parameters
+ while( 1 )
+ {
+ token = COM_Parse( &text_p );
+
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ if( !Q_stricmp( token, "{" ) )
+ {
+ if( psNameSet )
+ {
+ //check for name space clashes
+ for( i = 0; i < numBaseParticleSystems; i++ )
+ {
+ if( !Q_stricmp( baseParticleSystems[ i ].name, psName ) )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: a particle system is already named %s\n", psName );
+ return qfalse;
+ }
+ }
+
+ Q_strncpyz( baseParticleSystems[ numBaseParticleSystems ].name, psName, MAX_QPATH );
+
+ if( !CG_ParseParticleSystem( &baseParticleSystems[ numBaseParticleSystems ], &text_p, psName ) )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: %s: failed to parse particle system %s\n", fileName, psName );
+ return qfalse;
+ }
+
+ //start parsing particle systems again
+ psNameSet = qfalse;
+
+ if( numBaseParticleSystems == MAX_BASEPARTICLE_SYSTEMS )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: maximum number of particle systems (%d) reached\n",
+ MAX_BASEPARTICLE_SYSTEMS );
+ return qfalse;
+ }
+ else
+ numBaseParticleSystems++;
+
+ continue;
+ }
+ else
+ {
+ CG_Printf( S_COLOR_RED "ERROR: unamed particle system\n" );
+ return qfalse;
+ }
+ }
+
+ if( !psNameSet )
+ {
+ Q_strncpyz( psName, token, sizeof( psName ) );
+ psNameSet = qtrue;
+ }
+ else
+ {
+ CG_Printf( S_COLOR_RED "ERROR: particle system already named\n" );
+ return qfalse;
+ }
+ }
+
+ return qtrue;
+}
+
+
+/*
+===============
+CG_LoadParticleSystems
+
+Load particle systems from .particle files
+===============
+*/
+void CG_LoadParticleSystems( void )
+{
+ int i, j;
+ const char *s[ MAX_PARTICLE_FILES ];
+
+ //clear out the old
+ numBaseParticleSystems = 0;
+ numBaseParticleEjectors = 0;
+ numBaseParticles = 0;
+
+ for( i = 0; i < MAX_BASEPARTICLE_SYSTEMS; i++ )
+ {
+ baseParticleSystem_t *bps = &baseParticleSystems[ i ];
+ memset( bps, 0, sizeof( baseParticleSystem_t ) );
+ }
+
+ for( i = 0; i < MAX_BASEPARTICLE_EJECTORS; i++ )
+ {
+ baseParticleEjector_t *bpe = &baseParticleEjectors[ i ];
+ memset( bpe, 0, sizeof( baseParticleEjector_t ) );
+ }
+
+ for( i = 0; i < MAX_BASEPARTICLES; i++ )
+ {
+ baseParticle_t *bp = &baseParticles[ i ];
+ memset( bp, 0, sizeof( baseParticle_t ) );
+ }
+
+
+ //and bring in the new
+ for( i = 0; i < MAX_PARTICLE_FILES; i++ )
+ {
+ s[ i ] = CG_ConfigString( CS_PARTICLE_FILES + i );
+
+ if( strlen( s[ i ] ) > 0 )
+ {
+ CG_Printf( "...loading '%s'\n", s[ i ] );
+ CG_ParseParticleFile( s[ i ] );
+ }
+ else
+ break;
+ }
+
+ //connect any child systems to their psHandle
+ for( i = 0; i < numBaseParticles; i++ )
+ {
+ baseParticle_t *bp = &baseParticles[ i ];
+
+ if( bp->childSystemName[ 0 ] )
+ {
+ //particle class has a child, resolve the name
+ for( j = 0; j < numBaseParticleSystems; j++ )
+ {
+ baseParticleSystem_t *bps = &baseParticleSystems[ j ];
+
+ if( !Q_stricmp( bps->name, bp->childSystemName ) )
+ {
+ //FIXME: add checks for cycles and infinite children
+
+ bp->childSystemHandle = j + 1;
+
+ break;
+ }
+ }
+
+ if( j == numBaseParticleSystems )
+ {
+ //couldn't find named particle system
+ CG_Printf( S_COLOR_YELLOW "WARNING: failed to find child %s\n", bp->childSystemName );
+ bp->childSystemName[ 0 ] = '\0';
+ }
+ }
+
+ if( bp->onDeathSystemName[ 0 ] )
+ {
+ //particle class has a child, resolve the name
+ for( j = 0; j < numBaseParticleSystems; j++ )
+ {
+ baseParticleSystem_t *bps = &baseParticleSystems[ j ];
+
+ if( !Q_stricmp( bps->name, bp->onDeathSystemName ) )
+ {
+ //FIXME: add checks for cycles and infinite children
+
+ bp->onDeathSystemHandle = j + 1;
+
+ break;
+ }
+ }
+
+ if( j == numBaseParticleSystems )
+ {
+ //couldn't find named particle system
+ CG_Printf( S_COLOR_YELLOW "WARNING: failed to find onDeath system %s\n", bp->onDeathSystemName );
+ bp->onDeathSystemName[ 0 ] = '\0';
+ }
+ }
+ }
+}
+
+/*
+===============
+CG_SetParticleSystemNormal
+===============
+*/
+void CG_SetParticleSystemNormal( particleSystem_t *ps, vec3_t normal )
+{
+ if( ps == NULL || !ps->valid )
+ {
+ CG_Printf( S_COLOR_YELLOW "WARNING: tried to modify a NULL particle system\n" );
+ return;
+ }
+
+ ps->normalValid = qtrue;
+ VectorCopy( normal, ps->normal );
+ VectorNormalize( ps->normal );
+}
+
+
+/*
+===============
+CG_DestroyParticleSystem
+
+Destroy a particle system
+
+This doesn't actually invalidate anything, it just stops
+particle ejectors from producing new particles so the
+garbage collector will eventually remove this system.
+However is does set the pointer to NULL so the user is
+unable to manipulate this particle system any longer.
+===============
+*/
+void CG_DestroyParticleSystem( particleSystem_t **ps )
+{
+ int i;
+ particleEjector_t *pe;
+
+ if( *ps == NULL || !(*ps)->valid )
+ {
+ CG_Printf( S_COLOR_YELLOW "WARNING: tried to destroy a NULL particle system\n" );
+ return;
+ }
+
+ if( cg_debugParticles.integer >= 1 )
+ CG_Printf( "PS destroyed\n" );
+
+ for( i = 0; i < MAX_PARTICLE_EJECTORS; i++ )
+ {
+ pe = &particleEjectors[ i ];
+
+ if( pe->valid && pe->parent == *ps )
+ pe->totalParticles = pe->count = 0;
+ }
+
+ *ps = NULL;
+}
+
+/*
+===============
+CG_IsParticleSystemInfinite
+
+Test a particle system for 'count infinite' ejectors
+===============
+*/
+qboolean CG_IsParticleSystemInfinite( particleSystem_t *ps )
+{
+ int i;
+ particleEjector_t *pe;
+
+ if( ps == NULL )
+ {
+ CG_Printf( S_COLOR_YELLOW "WARNING: tried to test a NULL particle system\n" );
+ return qfalse;
+ }
+
+ if( !ps->valid )
+ {
+ CG_Printf( S_COLOR_YELLOW "WARNING: tried to test an invalid particle system\n" );
+ return qfalse;
+ }
+
+ //don't bother checking already invalid systems
+ if( !ps->valid )
+ return qfalse;
+
+ for( i = 0; i < MAX_PARTICLE_EJECTORS; i++ )
+ {
+ pe = &particleEjectors[ i ];
+
+ if( pe->valid && pe->parent == ps )
+ {
+ if( pe->totalParticles == PARTICLES_INFINITE )
+ return qtrue;
+ }
+ }
+
+ return qfalse;
+}
+
+/*
+===============
+CG_IsParticleSystemValid
+
+Test a particle system for validity
+===============
+*/
+qboolean CG_IsParticleSystemValid( particleSystem_t **ps )
+{
+ if( *ps == NULL || ( *ps && !(*ps)->valid ) )
+ {
+ if( *ps && !(*ps)->valid )
+ *ps = NULL;
+
+ return qfalse;
+ }
+
+ return qtrue;
+}
+
+/*
+===============
+CG_GarbageCollectParticleSystems
+
+Destroy inactive particle systems
+===============
+*/
+static void CG_GarbageCollectParticleSystems( void )
+{
+ int i, j, count;
+ particleSystem_t *ps;
+ particleEjector_t *pe;
+ int centNum;
+
+ for( i = 0; i < MAX_PARTICLE_SYSTEMS; i++ )
+ {
+ ps = &particleSystems[ i ];
+ count = 0;
+
+ //don't bother checking already invalid systems
+ if( !ps->valid )
+ continue;
+
+ for( j = 0; j < MAX_PARTICLE_EJECTORS; j++ )
+ {
+ pe = &particleEjectors[ j ];
+
+ if( pe->valid && pe->parent == ps )
+ count++;
+ }
+
+ if( !count )
+ ps->valid = qfalse;
+
+ //check systems where the parent cent has left the PVS
+ //( local player entity is always valid )
+ if( ( centNum = CG_AttachmentCentNum( &ps->attachment ) ) >= 0 &&
+ centNum != cg.snap->ps.clientNum )
+ {
+ if( !cg_entities[ centNum ].valid )
+ ps->lazyRemove = qtrue;
+ }
+
+ if( cg_debugParticles.integer >= 1 && !ps->valid )
+ CG_Printf( "PS %s garbage collected\n", ps->class->name );
+ }
+}
+
+
+/*
+===============
+CG_CalculateTimeFrac
+
+Calculate the fraction of time passed
+===============
+*/
+static float CG_CalculateTimeFrac( int birth, int life, int delay )
+{
+ float frac;
+
+ frac = ( (float)cg.time - (float)( birth + delay ) ) / (float)( life - delay );
+
+ if( frac < 0.0f )
+ frac = 0.0f;
+ else if( frac > 1.0f )
+ frac = 1.0f;
+
+ return frac;
+}
+
+/*
+===============
+CG_EvaluateParticlePhysics
+
+Compute the physics on a specific particle
+===============
+*/
+static void CG_EvaluateParticlePhysics( particle_t *p )
+{
+ particleSystem_t *ps = p->parent->parent;
+ baseParticle_t *bp = p->class;
+ vec3_t acceleration, newOrigin;
+ vec3_t mins, maxs;
+ float deltaTime, bounce, radius, dot;
+ trace_t trace;
+ vec3_t transform[ 3 ];
+
+ if( p->atRest )
+ {
+ VectorClear( p->velocity );
+ return;
+ }
+
+ switch( bp->accMoveType )
+ {
+ case PMT_STATIC:
+ if( bp->accMoveValues.dirType == PMD_POINT )
+ VectorSubtract( bp->accMoveValues.point, p->origin, acceleration );
+ else if( bp->accMoveValues.dirType == PMD_LINEAR )
+ VectorCopy( bp->accMoveValues.dir, acceleration );
+
+ break;
+
+ case PMT_STATIC_TRANSFORM:
+ if( !CG_AttachmentAxis( &ps->attachment, transform ) )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: a particle with accelerationType "
+ "static_transform is not attached to something which can "
+ "provide a transformation\n" );
+ return;
+ }
+
+ if( bp->accMoveValues.dirType == PMD_POINT )
+ {
+ vec3_t transPoint;
+
+ VectorMatrixMultiply( bp->accMoveValues.point, transform, transPoint );
+ VectorSubtract( transPoint, p->origin, acceleration );
+ }
+ else if( bp->accMoveValues.dirType == PMD_LINEAR )
+ VectorMatrixMultiply( bp->accMoveValues.dir, transform, acceleration );
+ break;
+
+ case PMT_TAG:
+ case PMT_CENT_ANGLES:
+ if( bp->accMoveValues.dirType == PMD_POINT )
+ {
+ vec3_t point;
+
+ if( !CG_AttachmentPoint( &ps->attachment, point ) )
+ return;
+
+ VectorSubtract( point, p->origin, acceleration );
+ }
+ else if( bp->accMoveValues.dirType == PMD_LINEAR )
+ {
+ if( !CG_AttachmentDir( &ps->attachment, acceleration ) )
+ return;
+ }
+ break;
+
+ case PMT_NORMAL:
+ if( !ps->normalValid )
+ return;
+
+ VectorCopy( ps->normal, acceleration );
+
+ break;
+ }
+
+#define MAX_ACC_RADIUS 1000.0f
+
+ if( bp->accMoveValues.dirType == PMD_POINT )
+ {
+ //FIXME: so this fall off is a bit... odd -- it works..
+ float r2 = DotProduct( acceleration, acceleration ); // = radius^2
+ float scale = ( MAX_ACC_RADIUS - r2 ) / MAX_ACC_RADIUS;
+
+ if( scale > 1.0f )
+ scale = 1.0f;
+ else if( scale < 0.1f )
+ scale = 0.1f;
+
+ scale *= CG_RandomiseValue( bp->accMoveValues.mag, bp->accMoveValues.magRandFrac );
+
+ VectorNormalize( acceleration );
+ CG_SpreadVector( acceleration, bp->accMoveValues.dirRandAngle );
+ VectorScale( acceleration, scale, acceleration );
+ }
+ else if( bp->accMoveValues.dirType == PMD_LINEAR )
+ {
+ VectorNormalize( acceleration );
+ CG_SpreadVector( acceleration, bp->accMoveValues.dirRandAngle );
+ VectorScale( acceleration,
+ CG_RandomiseValue( bp->accMoveValues.mag, bp->accMoveValues.magRandFrac ),
+ acceleration );
+ }
+
+ radius = CG_LerpValues( p->radius.initial,
+ p->radius.final,
+ CG_CalculateTimeFrac( p->birthTime,
+ p->lifeTime,
+ p->radius.delay ) );
+
+ VectorSet( mins, -radius, -radius, -radius );
+ VectorSet( maxs, radius, radius, radius );
+
+ bounce = CG_RandomiseValue( bp->bounceFrac, bp->bounceFracRandFrac );
+
+ deltaTime = (float)( cg.time - p->lastEvalTime ) * 0.001;
+ VectorMA( p->velocity, deltaTime, acceleration, p->velocity );
+ VectorMA( p->origin, deltaTime, p->velocity, newOrigin );
+ p->lastEvalTime = cg.time;
+
+ CG_Trace( &trace, p->origin, mins, maxs, newOrigin,
+ CG_AttachmentCentNum( &ps->attachment ), CONTENTS_SOLID );
+
+ //not hit anything or not a collider
+ if( trace.fraction == 1.0f || bounce == 0.0f )
+ {
+ VectorCopy( newOrigin, p->origin );
+ return;
+ }
+
+ //remove particles that get into a CONTENTS_NODROP brush
+ if( ( trap_CM_PointContents( trace.endpos, 0 ) & CONTENTS_NODROP ) ||
+ ( bp->cullOnStartSolid && trace.startsolid ) )
+ {
+ CG_DestroyParticle( p, NULL );
+ return;
+ }
+ else if( bp->bounceCull )
+ {
+ CG_DestroyParticle( p, trace.plane.normal );
+ return;
+ }
+
+ //reflect the velocity on the trace plane
+ dot = DotProduct( p->velocity, trace.plane.normal );
+ VectorMA( p->velocity, -2.0f * dot, trace.plane.normal, p->velocity );
+
+ VectorScale( p->velocity, bounce, p->velocity );
+
+ if( trace.plane.normal[ 2 ] > 0.5f &&
+ ( p->velocity[ 2 ] < 40.0f ||
+ p->velocity[ 2 ] < -cg.frametime * p->velocity[ 2 ] ) )
+ p->atRest = qtrue;
+
+ if( bp->bounceMarkName[ 0 ] && p->bounceMarkCount > 0 )
+ {
+ CG_ImpactMark( bp->bounceMark, trace.endpos, trace.plane.normal,
+ random( ) * 360, 1, 1, 1, 1, qtrue, bp->bounceMarkRadius, qfalse );
+ p->bounceMarkCount--;
+ }
+
+ if( bp->bounceSoundName[ 0 ] && p->bounceSoundCount > 0 )
+ {
+ trap_S_StartSound( trace.endpos, ENTITYNUM_WORLD, CHAN_AUTO, bp->bounceSound );
+ p->bounceSoundCount--;
+ }
+
+ VectorCopy( trace.endpos, p->origin );
+}
+
+
+#define GETKEY(x,y) (((x)>>y)&0xFF)
+
+/*
+===============
+CG_Radix
+===============
+*/
+static void CG_Radix( int bits, int size, particle_t **source, particle_t **dest )
+{
+ int count[ 256 ];
+ int index[ 256 ];
+ int i;
+
+ memset( count, 0, sizeof( count ) );
+
+ for( i = 0; i < size; i++ )
+ count[ GETKEY( source[ i ]->sortKey, bits ) ]++;
+
+ index[ 0 ] = 0;
+
+ for( i = 1; i < 256; i++ )
+ index[ i ] = index[ i - 1 ] + count[ i - 1 ];
+
+ for( i = 0; i < size; i++ )
+ dest[ index[ GETKEY( source[ i ]->sortKey, bits ) ]++ ] = source[ i ];
+}
+
+/*
+===============
+CG_RadixSort
+
+Radix sort with 4 byte size buckets
+===============
+*/
+static void CG_RadixSort( particle_t **source, particle_t **temp, int size )
+{
+ CG_Radix( 0, size, source, temp );
+ CG_Radix( 8, size, temp, source );
+ CG_Radix( 16, size, source, temp );
+ CG_Radix( 24, size, temp, source );
+}
+
+/*
+===============
+CG_CompactAndSortParticles
+
+Depth sort the particles
+===============
+*/
+static void CG_CompactAndSortParticles( void )
+{
+ int i, j = 0;
+ int numParticles;
+ vec3_t delta;
+
+ for( i = 0; i < MAX_PARTICLES; i++ )
+ sortedParticles[ i ] = &particles[ i ];
+
+ for( i = MAX_PARTICLES - 1; i >= 0; i-- )
+ {
+ if( sortedParticles[ i ]->valid )
+ {
+ //find the first hole
+ while( sortedParticles[ j ]->valid )
+ j++;
+
+ //no more holes
+ if( j >= i )
+ break;
+
+ sortedParticles[ j ] = sortedParticles[ i ];
+ }
+ }
+
+ numParticles = i;
+
+ //set sort keys
+ for( i = 0; i < numParticles; i++ )
+ {
+ VectorSubtract( sortedParticles[ i ]->origin, cg.refdef.vieworg, delta );
+ sortedParticles[ i ]->sortKey = (int)DotProduct( delta, delta );
+ }
+
+ CG_RadixSort( sortedParticles, radixBuffer, numParticles );
+
+ //FIXME: wtf?
+ //reverse order of particles array
+ for( i = 0; i < numParticles; i++ )
+ radixBuffer[ i ] = sortedParticles[ numParticles - i - 1 ];
+
+ for( i = 0; i < numParticles; i++ )
+ sortedParticles[ i ] = radixBuffer[ i ];
+}
+
+/*
+===============
+CG_RenderParticle
+
+Actually render a particle
+===============
+*/
+static void CG_RenderParticle( particle_t *p )
+{
+ refEntity_t re;
+ float timeFrac, scale;
+ int index;
+ baseParticle_t *bp = p->class;
+ particleSystem_t *ps = p->parent->parent;
+ baseParticleSystem_t *bps = ps->class;
+ vec3_t alight, dlight, lightdir;
+ int i;
+ vec3_t up = { 0.0f, 0.0f, 1.0f };
+
+ memset( &re, 0, sizeof( refEntity_t ) );
+
+ timeFrac = CG_CalculateTimeFrac( p->birthTime, p->lifeTime, 0 );
+
+ scale = CG_LerpValues( p->radius.initial,
+ p->radius.final,
+ CG_CalculateTimeFrac( p->birthTime,
+ p->lifeTime,
+ p->radius.delay ) );
+
+ re.shaderTime = p->birthTime / 1000.0f;
+
+ if( bp->numFrames ) //shader based
+ {
+ re.reType = RT_SPRITE;
+
+ //apply environmental lighting to the particle
+ if( bp->realLight )
+ {
+ trap_R_LightForPoint( p->origin, alight, dlight, lightdir );
+ for( i = 0; i <= 2; i++ )
+ re.shaderRGBA[ i ] = (byte)alight[ i ];
+ }
+ else
+ {
+ vec3_t colorRange;
+
+ VectorSubtract( bp->finalColor,
+ bp->initialColor, colorRange );
+
+ VectorMA( bp->initialColor,
+ CG_CalculateTimeFrac( p->birthTime,
+ p->lifeTime,
+ p->colorDelay ),
+ colorRange, re.shaderRGBA );
+ }
+
+ re.shaderRGBA[ 3 ] = (byte)( (float)0xFF *
+ CG_LerpValues( p->alpha.initial,
+ p->alpha.final,
+ CG_CalculateTimeFrac( p->birthTime,
+ p->lifeTime,
+ p->alpha.delay ) ) );
+
+ re.radius = scale;
+
+ re.rotation = CG_LerpValues( p->rotation.initial,
+ p->rotation.final,
+ CG_CalculateTimeFrac( p->birthTime,
+ p->lifeTime,
+ p->rotation.delay ) );
+
+ // if the view would be "inside" the sprite, kill the sprite
+ // so it doesn't add too much overdraw
+ if( Distance( p->origin, cg.refdef.vieworg ) < re.radius && bp->overdrawProtection )
+ return;
+
+ if( bp->framerate == 0.0f )
+ {
+ //sync animation time to lifeTime of particle
+ index = (int)( timeFrac * ( bp->numFrames + 1 ) );
+
+ if( index >= bp->numFrames )
+ index = bp->numFrames - 1;
+
+ re.customShader = bp->shaders[ index ];
+ }
+ else
+ {
+ //looping animation
+ index = (int)( bp->framerate * timeFrac * p->lifeTime * 0.001 ) % bp->numFrames;
+ re.customShader = bp->shaders[ index ];
+ }
+
+ }
+ else if( bp->numModels ) //model based
+ {
+ re.reType = RT_MODEL;
+
+ re.hModel = p->model;
+
+ if( p->atRest )
+ AxisCopy( p->lastAxis, re.axis );
+ else
+ {
+ // convert direction of travel into axis
+ VectorNormalize2( p->velocity, re.axis[ 0 ] );
+
+ if( re.axis[ 0 ][ 0 ] == 0.0f && re.axis[ 0 ][ 1 ] == 0.0f )
+ AxisCopy( axisDefault, re.axis );
+ else
+ {
+ ProjectPointOnPlane( re.axis[ 2 ], up, re.axis[ 0 ] );
+ VectorNormalize( re.axis[ 2 ] );
+ CrossProduct( re.axis[ 2 ], re.axis[ 0 ], re.axis[ 1 ] );
+ }
+
+ AxisCopy( re.axis, p->lastAxis );
+ }
+
+ if( scale != 1.0f )
+ {
+ VectorScale( re.axis[ 0 ], scale, re.axis[ 0 ] );
+ VectorScale( re.axis[ 1 ], scale, re.axis[ 1 ] );
+ VectorScale( re.axis[ 2 ], scale, re.axis[ 2 ] );
+ re.nonNormalizedAxes = qtrue;
+ }
+ else
+ re.nonNormalizedAxes = qfalse;
+
+ p->lf.animation = &bp->modelAnimation;
+
+ //run animation
+ CG_RunLerpFrame( &p->lf );
+
+ re.oldframe = p->lf.oldFrame;
+ re.frame = p->lf.frame;
+ re.backlerp = p->lf.backlerp;
+ }
+
+ if( bps->thirdPersonOnly &&
+ CG_AttachmentCentNum( &ps->attachment ) == cg.snap->ps.clientNum &&
+ !cg.renderingThirdPerson )
+ re.renderfx |= RF_THIRD_PERSON;
+
+ if( bp->dynamicLight && !( re.renderfx & RF_THIRD_PERSON ) )
+ {
+ trap_R_AddLightToScene( p->origin,
+ CG_LerpValues( p->dLightRadius.initial, p->dLightRadius.final,
+ CG_CalculateTimeFrac( p->birthTime, p->lifeTime, p->dLightRadius.delay ) ),
+ (float)bp->dLightColor[ 0 ] / (float)0xFF,
+ (float)bp->dLightColor[ 1 ] / (float)0xFF,
+ (float)bp->dLightColor[ 2 ] / (float)0xFF );
+ }
+
+ VectorCopy( p->origin, re.origin );
+
+ trap_R_AddRefEntityToScene( &re );
+}
+
+/*
+===============
+CG_AddParticles
+
+Add particles to the scene
+===============
+*/
+void CG_AddParticles( void )
+{
+ int i;
+ particle_t *p;
+ int numPS = 0, numPE = 0, numP = 0;
+
+ //remove expired particle systems
+ CG_GarbageCollectParticleSystems( );
+
+ //check each ejector and introduce any new particles
+ CG_SpawnNewParticles( );
+
+ //sorting
+ if( cg_depthSortParticles.integer )
+ CG_CompactAndSortParticles( );
+
+ for( i = 0; i < MAX_PARTICLES; i++ )
+ {
+ p = sortedParticles[ i ];
+
+ if( p->valid )
+ {
+ if( p->birthTime + p->lifeTime > cg.time )
+ {
+ //particle is active
+ CG_EvaluateParticlePhysics( p );
+ CG_RenderParticle( p );
+ }
+ else
+ CG_DestroyParticle( p, NULL );
+ }
+ }
+
+ if( cg_debugParticles.integer >= 2 )
+ {
+ for( i = 0; i < MAX_PARTICLE_SYSTEMS; i++ )
+ if( particleSystems[ i ].valid )
+ numPS++;
+
+ for( i = 0; i < MAX_PARTICLE_EJECTORS; i++ )
+ if( particleEjectors[ i ].valid )
+ numPE++;
+
+ for( i = 0; i < MAX_PARTICLES; i++ )
+ if( particles[ i ].valid )
+ numP++;
+
+ CG_Printf( "PS: %d PE: %d P: %d\n", numPS, numPE, numP );
+ }
+}
+
+/*
+===============
+CG_ParticleSystemEntity
+
+Particle system entity client code
+===============
+*/
+void CG_ParticleSystemEntity( centity_t *cent )
+{
+ entityState_t *es;
+
+ es = &cent->currentState;
+
+ if( es->eFlags & EF_NODRAW )
+ {
+ if( CG_IsParticleSystemValid( &cent->entityPS ) && CG_IsParticleSystemInfinite( cent->entityPS ) )
+ CG_DestroyParticleSystem( &cent->entityPS );
+
+ return;
+ }
+
+ if( !CG_IsParticleSystemValid( &cent->entityPS ) && !cent->entityPSMissing )
+ {
+ cent->entityPS = CG_SpawnNewParticleSystem( cgs.gameParticleSystems[ es->modelindex ] );
+
+ if( CG_IsParticleSystemValid( &cent->entityPS ) )
+ {
+ CG_SetAttachmentPoint( &cent->entityPS->attachment, cent->lerpOrigin );
+ CG_SetAttachmentCent( &cent->entityPS->attachment, cent );
+ CG_AttachToPoint( &cent->entityPS->attachment );
+ }
+ else
+ cent->entityPSMissing = qtrue;
+ }
+}
+
+static particleSystem_t *testPS;
+static qhandle_t testPSHandle;
+
+/*
+===============
+CG_DestroyTestPS_f
+
+Destroy the test a particle system
+===============
+*/
+void CG_DestroyTestPS_f( void )
+{
+ if( CG_IsParticleSystemValid( &testPS ) )
+ CG_DestroyParticleSystem( &testPS );
+}
+
+/*
+===============
+CG_TestPS_f
+
+Test a particle system
+===============
+*/
+void CG_TestPS_f( void )
+{
+ vec3_t origin;
+ vec3_t up = { 0.0f, 0.0f, 1.0f };
+ char psName[ MAX_QPATH ];
+
+ if( trap_Argc( ) < 2 )
+ return;
+
+ Q_strncpyz( psName, CG_Argv( 1 ), MAX_QPATH );
+ testPSHandle = CG_RegisterParticleSystem( psName );
+
+ if( testPSHandle )
+ {
+ CG_DestroyTestPS_f( );
+
+ testPS = CG_SpawnNewParticleSystem( testPSHandle );
+
+ VectorMA( cg.refdef.vieworg, 100, cg.refdef.viewaxis[ 0 ], origin );
+
+ if( CG_IsParticleSystemValid( &testPS ) )
+ {
+ CG_SetAttachmentPoint( &testPS->attachment, origin );
+ CG_SetParticleSystemNormal( testPS, up );
+ CG_AttachToPoint( &testPS->attachment );
+ }
+ }
+}
diff --git a/src/cgame/cg_players.c b/src/cgame/cg_players.c
new file mode 100644
index 00000000..ac1ec181
--- /dev/null
+++ b/src/cgame/cg_players.c
@@ -0,0 +1,2575 @@
+// 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 OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * 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.
+ */
+
+#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 );
+ trap_FS_FCloseFile( f );
+ 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;
+ ci->fixedlegs = qfalse;
+ ci->fixedtorso = qfalse;
+ ci->nonsegmented = qfalse;
+
+ // 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 if( !Q_stricmp( token, "none" ) )
+ ci->footsteps = FOOTSTEP_NONE;
+ else if( !Q_stricmp( token, "custom" ) )
+ ci->footsteps = FOOTSTEP_CUSTOM;
+ 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;
+ }
+ else if( !Q_stricmp( token, "fixedlegs" ) )
+ {
+ ci->fixedlegs = qtrue;
+ continue;
+ }
+ else if( !Q_stricmp( token, "fixedtorso" ) )
+ {
+ ci->fixedtorso = qtrue;
+ continue;
+ }
+ else if( !Q_stricmp( token, "nonsegmented" ) )
+ {
+ ci->nonsegmented = qtrue;
+ 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 );
+ }
+
+ if( !ci->nonsegmented )
+ {
+ // read information for each frame
+ for( i = 0; i < MAX_PLAYER_ANIMATIONS; i++ )
+ {
+ token = COM_Parse( &text_p );
+
+ if( !*token )
+ {
+ 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;
+ }
+
+ 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_PLAYER_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;
+ }
+ else
+ {
+ // read information for each frame
+ for( i = 0; i < MAX_NONSEG_PLAYER_ANIMATIONS; i++ )
+ {
+ token = COM_Parse( &text_p );
+
+ if( !*token )
+ break;
+
+ animations[ i ].firstFrame = atoi( token );
+
+ 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_NONSEG_PLAYER_ANIMATIONS )
+ {
+ CG_Printf( "Error parsing animation file: %s", filename );
+ return qfalse;
+ }
+
+ // walk backward animation
+ memcpy( &animations[ NSPA_WALKBACK ], &animations[ NSPA_WALK ], sizeof( animation_t ) );
+ animations[ NSPA_WALKBACK ].reversed = qtrue;
+ }
+
+ return qtrue;
+}
+
+/*
+==========================
+CG_RegisterClientSkin
+==========================
+*/
+static qboolean CG_RegisterClientSkin( clientInfo_t *ci, const char *modelName, const char *skinName )
+{
+ char filename[ MAX_QPATH ];
+
+ if( !ci->nonsegmented )
+ {
+ 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;
+ }
+ else
+ {
+ Com_sprintf( filename, sizeof( filename ), "models/players/%s/nonseg_%s.skin", modelName, skinName );
+ ci->nonSegSkin = trap_R_RegisterSkin( filename );
+ if( !ci->nonSegSkin )
+ Com_Printf( "Non-segmented skin load failure: %s\n", filename );
+
+ if( !ci->nonSegSkin )
+ return qfalse;
+ }
+
+ return qtrue;
+}
+
+/*
+==========================
+CG_RegisterClientModelname
+==========================
+*/
+static qboolean CG_RegisterClientModelname( clientInfo_t *ci, const char *modelName, const char *skinName )
+{
+ char filename[ MAX_QPATH * 2 ];
+
+ //TA: do this first so the nonsegmented property is set
+ // 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;
+ }
+
+ // load cmodels before models so filecache works
+
+ if( !ci->nonsegmented )
+ {
+ 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;
+ }
+ }
+ else
+ {
+ Com_sprintf( filename, sizeof( filename ), "models/players/%s/nonseg.md3", modelName );
+ ci->nonSegModel = trap_R_RegisterModel( filename );
+ if( !ci->nonSegModel )
+ {
+ 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;
+ }
+
+ //FIXME: skins do not load without icon present. do we want icons anyway?
+/* 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
+===================
+*/
+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( !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;
+
+ // fanny about a bit with sounds that are missing
+ if( !CG_FileExists( va( "sound/player/%s/%s", dir, s + 1 ) ) )
+ {
+ //file doesn't exist
+
+ if( i == 11 || i == 8 ) //fall or falling
+ {
+ ci->sounds[ i ] = trap_S_RegisterSound( "sound/null.wav", qfalse );
+ }
+ else
+ {
+ if( i == 9 ) //gasp
+ s = cg_customSoundNames[ 7 ]; //pain100_1
+ else if( i == 10 ) //drown
+ s = cg_customSoundNames[ 0 ]; //death1
+
+ 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 );
+ }
+ }
+ else
+ {
+ 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 );
+ }
+ }
+
+ if( ci->footsteps == FOOTSTEP_CUSTOM )
+ {
+ for( i = 0; i < 4; i++ )
+ {
+ ci->customFootsteps[ i ] = trap_S_RegisterSound( va( "sound/player/%s/step%d.wav", dir, i + 1 ), qfalse );
+ if( !ci->customFootsteps[ i ] )
+ ci->customFootsteps[ i ] = trap_S_RegisterSound( va( "sound/player/footsteps/step%d.wav", i + 1 ), qfalse );
+
+ ci->customMetalFootsteps[ i ] = trap_S_RegisterSound( va( "sound/player/%s/clank%d.wav", dir, i + 1 ), qfalse );
+ if( !ci->customMetalFootsteps[ i ] )
+ ci->customMetalFootsteps[ i ] = trap_S_RegisterSound( va( "sound/player/footsteps/clank%d.wav", i + 1 ), qfalse );
+ }
+ }
+
+ // reset any existing players and bodies, because they might be in bad
+ // frames for this new model
+ 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->nonSegModel = from->nonSegModel;
+ to->nonSegSkin = from->nonSegSkin;
+ to->nonsegmented = from->nonsegmented;
+ to->modelIcon = from->modelIcon;
+
+ memcpy( to->animations, from->animations, sizeof( to->animations ) );
+ memcpy( to->sounds, from->sounds, sizeof( to->sounds ) );
+ memcpy( to->customFootsteps, from->customFootsteps, sizeof( to->customFootsteps ) );
+ memcpy( to->customMetalFootsteps, from->customMetalFootsteps, sizeof( to->customMetalFootsteps ) );
+}
+
+
+/*
+======================
+CG_GetCorpseNum
+======================
+*/
+static int CG_GetCorpseNum( pClass_t class )
+{
+ int i;
+ clientInfo_t *match;
+ char *modelName;
+ char *skinName;
+
+ modelName = BG_FindModelNameForClass( class );
+ skinName = BG_FindSkinNameForClass( class );
+
+ for( i = PCL_NONE + 1; i < PCL_NUM_CLASSES; i++ )
+ {
+ match = &cgs.corpseinfo[ i ];
+
+ if( !match->infoValid )
+ continue;
+
+ if( !Q_stricmp( modelName, match->modelName )
+ && !Q_stricmp( skinName, match->skinName ) )
+ {
+ // this clientinfo is identical, so use it's handles
+ return i;
+ }
+ }
+
+ //something has gone horribly wrong
+ return -1;
+}
+
+
+/*
+======================
+CG_ScanForExistingClientInfo
+======================
+*/
+static qboolean CG_ScanForExistingClientInfo( clientInfo_t *ci )
+{
+ int i;
+ clientInfo_t *match;
+
+ for( i = PCL_NONE + 1; i < PCL_NUM_CLASSES; i++ )
+ {
+ match = &cgs.corpseinfo[ i ];
+
+ if( !match->infoValid )
+ continue;
+
+ if( !Q_stricmp( ci->modelName, match->modelName ) &&
+ !Q_stricmp( ci->skinName, match->skinName ) )
+ {
+ // this clientinfo is identical, so use it's handles
+ CG_CopyClientInfoModel( match, ci );
+
+ return qtrue;
+ }
+ }
+
+ //TA: shouldn't happen
+ return qfalse;
+}
+
+
+/*
+======================
+CG_PrecacheClientInfo
+======================
+*/
+void CG_PrecacheClientInfo( pClass_t class, char *model, char *skin )
+{
+ clientInfo_t *ci;
+ clientInfo_t newInfo;
+
+ ci = &cgs.corpseinfo[ class ];
+
+ // the old value
+ memset( &newInfo, 0, sizeof( newInfo ) );
+
+ // model
+ Q_strncpyz( newInfo.modelName, model, sizeof( newInfo.modelName ) );
+ Q_strncpyz( newInfo.headModelName, model, sizeof( newInfo.headModelName ) );
+
+ // modelName didn not include a skin name
+ if( !skin )
+ {
+ Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) );
+ Q_strncpyz( newInfo.headSkinName, "default", sizeof( newInfo.headSkinName ) );
+ }
+ else
+ {
+ Q_strncpyz( newInfo.skinName, skin, sizeof( newInfo.skinName ) );
+ Q_strncpyz( newInfo.headSkinName, skin, sizeof( newInfo.headSkinName ) );
+ }
+
+ newInfo.infoValid = qtrue;
+
+ //TA: actually register the models
+ *ci = newInfo;
+ CG_LoadClientInfo( ci );
+}
+
+
+/*
+======================
+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
+ }
+
+ // 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.color1 );
+
+ v = Info_ValueForKey( configstring, "c2" );
+ CG_ColorFromString( v, newInfo.color2 );
+
+ // 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;
+ }
+
+ // replace whatever was there with the new one
+ newInfo.infoValid = qtrue;
+ *ci = newInfo;
+
+ // scan for an existing clientinfo that matches this modelname
+ // so we can avoid loading checks if possible
+ if( !CG_ScanForExistingClientInfo( ci ) )
+ CG_LoadClientInfo( ci );
+}
+
+
+
+/*
+=============================================================================
+
+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;
+
+ if( newAnimation < 0 || newAnimation >= MAX_PLAYER_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_RunPlayerLerpFrame
+
+Sets cg.snap, cg.oldFrame, and cg.backlerp
+cg.time should be between oldFrameTime and frameTime after exit
+===============
+*/
+static void CG_RunPlayerLerpFrame( 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 = 1.0f;
+
+ clientNum = cent->currentState.clientNum;
+
+ if( cg_noPlayerAnims.integer )
+ {
+ *legsOld = *legs = *torsoOld = *torso = 0;
+ return;
+ }
+
+ ci = &cgs.clientinfo[ clientNum ];
+
+ // do the shuffle turn frames locally
+ if( cent->pe.legs.yawing && ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE )
+ CG_RunPlayerLerpFrame( ci, &cent->pe.legs, LEGS_TURN, speedScale );
+ else
+ CG_RunPlayerLerpFrame( ci, &cent->pe.legs, cent->currentState.legsAnim, speedScale );
+
+ *legsOld = cent->pe.legs.oldFrame;
+ *legs = cent->pe.legs.frame;
+ *legsBackLerp = cent->pe.legs.backlerp;
+
+ CG_RunPlayerLerpFrame( ci, &cent->pe.torso, cent->currentState.torsoAnim, speedScale );
+
+ *torsoOld = cent->pe.torso.oldFrame;
+ *torso = cent->pe.torso.frame;
+ *torsoBackLerp = cent->pe.torso.backlerp;
+}
+
+
+/*
+===============
+CG_PlayerNonSegAnimation
+===============
+*/
+static void CG_PlayerNonSegAnimation( centity_t *cent, int *nonSegOld,
+ int *nonSeg, float *nonSegBackLerp )
+{
+ clientInfo_t *ci;
+ int clientNum;
+ float speedScale = 1.0f;
+
+ clientNum = cent->currentState.clientNum;
+
+ if( cg_noPlayerAnims.integer )
+ {
+ *nonSegOld = *nonSeg = 0;
+ return;
+ }
+
+ ci = &cgs.clientinfo[ clientNum ];
+
+ // do the shuffle turn frames locally
+ if( cent->pe.nonseg.yawing && ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) == NSPA_STAND )
+ CG_RunPlayerLerpFrame( ci, &cent->pe.nonseg, NSPA_TURN, speedScale );
+ else
+ CG_RunPlayerLerpFrame( ci, &cent->pe.nonseg, cent->currentState.legsAnim, speedScale );
+
+ *nonSegOld = cent->pe.nonseg.oldFrame;
+ *nonSeg = cent->pe.nonseg.frame;
+ *nonSegBackLerp = cent->pe.nonseg.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 srcAngles,
+ 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, clientNum;
+ clientInfo_t *ci;
+
+ VectorCopy( srcAngles, headAngles );
+ headAngles[ YAW ] = AngleMod( headAngles[ YAW ] );
+ VectorClear( legsAngles );
+ VectorClear( torsoAngles );
+
+ // --------- yaw -------------
+
+ // allow yaw to drift a bit
+ if( ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE ||
+ ( cent->currentState.torsoAnim & ~ANIM_TOGGLEBIT ) != 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
+ if( cent->currentState.eFlags & EF_DEAD )
+ {
+ CG_SwingAngles( torsoAngles[ YAW ], 0, 0, cg_swingSpeed.value,
+ &cent->pe.torso.yawAngle, &cent->pe.torso.yawing );
+ CG_SwingAngles( legsAngles[ YAW ], 0, 0, cg_swingSpeed.value,
+ &cent->pe.legs.yawAngle, &cent->pe.legs.yawing );
+ }
+ else
+ {
+ 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;
+
+ //
+ clientNum = cent->currentState.clientNum;
+
+ if( clientNum >= 0 && clientNum < MAX_CLIENTS )
+ {
+ ci = &cgs.clientinfo[ clientNum ];
+ if( ci->fixedtorso )
+ torsoAngles[ PITCH ] = 0.0f;
+ }
+
+ // --------- 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;
+ }
+
+ //
+ clientNum = cent->currentState.clientNum;
+
+ if( clientNum >= 0 && clientNum < MAX_CLIENTS )
+ {
+ ci = &cgs.clientinfo[ clientNum ];
+
+ if( ci->fixedlegs )
+ {
+ legsAngles[ YAW ] = torsoAngles[ YAW ];
+ legsAngles[ PITCH ] = 0.0f;
+ legsAngles[ ROLL ] = 0.0f;
+ }
+ }
+
+ // 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 );
+}
+
+#define MODEL_WWSMOOTHTIME 200
+
+/*
+===============
+CG_PlayerWWSmoothing
+
+Smooth the angles of transitioning wall walkers
+===============
+*/
+static void CG_PlayerWWSmoothing( centity_t *cent, vec3_t in[ 3 ], vec3_t out[ 3 ] )
+{
+ entityState_t *es = &cent->currentState;
+ int i;
+ vec3_t surfNormal, rotAxis, temp;
+ vec3_t refNormal = { 0.0f, 0.0f, 1.0f };
+ vec3_t ceilingNormal = { 0.0f, 0.0f, -1.0f };
+ float stLocal, sFraction, rotAngle;
+ vec3_t inAxis[ 3 ], lastAxis[ 3 ], outAxis[ 3 ];
+
+ //set surfNormal
+ if( !(es->eFlags & EF_WALLCLIMB ) )
+ VectorCopy( refNormal, surfNormal );
+ else if( !( es->eFlags & EF_WALLCLIMBCEILING ) )
+ VectorCopy( es->angles2, surfNormal );
+ else
+ VectorCopy( ceilingNormal, surfNormal );
+
+ AxisCopy( in, inAxis );
+
+ if( !VectorCompare( surfNormal, cent->pe.lastNormal ) )
+ {
+ //if we moving from the ceiling to the floor special case
+ //( x product of colinear vectors is undefined)
+ if( VectorCompare( ceilingNormal, cent->pe.lastNormal ) &&
+ VectorCompare( refNormal, surfNormal ) )
+ {
+ VectorCopy( in[ 1 ], rotAxis );
+ rotAngle = 180.0f;
+ }
+ else
+ {
+ AxisCopy( cent->pe.lastAxis, lastAxis );
+ rotAngle = DotProduct( inAxis[ 0 ], lastAxis[ 0 ] ) +
+ DotProduct( inAxis[ 1 ], lastAxis[ 1 ] ) +
+ DotProduct( inAxis[ 2 ], lastAxis[ 2 ] );
+
+ rotAngle = RAD2DEG( acos( ( rotAngle - 1.0f ) / 2.0f ) );
+
+ CrossProduct( lastAxis[ 0 ], inAxis[ 0 ], temp );
+ VectorCopy( temp, rotAxis );
+ CrossProduct( lastAxis[ 1 ], inAxis[ 1 ], temp );
+ VectorAdd( rotAxis, temp, rotAxis );
+ CrossProduct( lastAxis[ 2 ], inAxis[ 2 ], temp );
+ VectorAdd( rotAxis, temp, rotAxis );
+
+ VectorNormalize( rotAxis );
+ }
+
+ //iterate through smooth array
+ for( i = 0; i < MAXSMOOTHS; i++ )
+ {
+ //found an unused index in the smooth array
+ if( cent->pe.sList[ i ].time + MODEL_WWSMOOTHTIME < cg.time )
+ {
+ //copy to array and stop
+ VectorCopy( rotAxis, cent->pe.sList[ i ].rotAxis );
+ cent->pe.sList[ i ].rotAngle = rotAngle;
+ cent->pe.sList[ i ].time = cg.time;
+ break;
+ }
+ }
+ }
+
+ //iterate through ops
+ for( i = MAXSMOOTHS - 1; i >= 0; i-- )
+ {
+ //if this op has time remaining, perform it
+ if( cg.time < cent->pe.sList[ i ].time + MODEL_WWSMOOTHTIME )
+ {
+ stLocal = 1.0f - ( ( ( cent->pe.sList[ i ].time + MODEL_WWSMOOTHTIME ) - cg.time ) / MODEL_WWSMOOTHTIME );
+ sFraction = -( cos( stLocal * M_PI ) + 1.0f ) / 2.0f;
+
+ RotatePointAroundVector( outAxis[ 0 ], cent->pe.sList[ i ].rotAxis,
+ inAxis[ 0 ], sFraction * cent->pe.sList[ i ].rotAngle );
+ RotatePointAroundVector( outAxis[ 1 ], cent->pe.sList[ i ].rotAxis,
+ inAxis[ 1 ], sFraction * cent->pe.sList[ i ].rotAngle );
+ RotatePointAroundVector( outAxis[ 2 ], cent->pe.sList[ i ].rotAxis,
+ inAxis[ 2 ], sFraction * cent->pe.sList[ i ].rotAngle );
+
+ AxisCopy( outAxis, inAxis );
+ }
+ }
+
+ //outAxis has been copied to inAxis
+ AxisCopy( inAxis, out );
+}
+
+/*
+===============
+CG_PlayerNonSegAngles
+
+Resolve angles for non-segmented models
+===============
+*/
+static void CG_PlayerNonSegAngles( centity_t *cent, vec3_t srcAngles, vec3_t nonSegAxis[ 3 ] )
+{
+ vec3_t localAngles;
+ vec3_t velocity;
+ float speed;
+ int dir;
+ entityState_t *es = &cent->currentState;
+ vec3_t surfNormal;
+ vec3_t ceilingNormal = { 0.0f, 0.0f, -1.0f };
+
+ VectorCopy( srcAngles, localAngles );
+ localAngles[ YAW ] = AngleMod( localAngles[ YAW ] );
+ localAngles[ PITCH ] = 0.0f;
+ localAngles[ ROLL ] = 0.0f;
+
+ //set surfNormal
+ if( !( es->eFlags & EF_WALLCLIMBCEILING ) )
+ VectorCopy( es->angles2, surfNormal );
+ else
+ VectorCopy( ceilingNormal, surfNormal );
+
+ //make sure that WW transitions don't cause the swing stuff to go nuts
+ if( !VectorCompare( surfNormal, cent->pe.lastNormal ) )
+ {
+ //stop CG_SwingAngles having an eppy
+ cent->pe.nonseg.yawAngle = localAngles[ YAW ];
+ cent->pe.nonseg.yawing = qfalse;
+ }
+
+ // --------- yaw -------------
+
+ // allow yaw to drift a bit
+ if( ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != NSPA_STAND )
+ {
+ // if not standing still, always point all in the same direction
+ cent->pe.nonseg.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" );
+ }
+
+ // torso
+ if( cent->currentState.eFlags & EF_DEAD )
+ {
+ CG_SwingAngles( localAngles[ YAW ], 0, 0, cg_swingSpeed.value,
+ &cent->pe.nonseg.yawAngle, &cent->pe.nonseg.yawing );
+ }
+ else
+ {
+ CG_SwingAngles( localAngles[ YAW ], 40, 90, cg_swingSpeed.value,
+ &cent->pe.nonseg.yawAngle, &cent->pe.nonseg.yawing );
+ }
+
+ localAngles[ YAW ] = cent->pe.nonseg.yawAngle;
+
+ // --------- pitch -------------
+
+ //NO PITCH!
+
+
+ // --------- roll -------------
+
+
+ // lean towards the direction of travel
+ VectorCopy( cent->currentState.pos.trDelta, velocity );
+ speed = VectorNormalize( velocity );
+
+ if( speed )
+ {
+ vec3_t axis[ 3 ];
+ float side;
+
+ //much less than with the regular model system
+ speed *= 0.01f;
+
+ AnglesToAxis( localAngles, axis );
+ side = speed * DotProduct( velocity, axis[ 1 ] );
+ localAngles[ ROLL ] -= side;
+
+ side = speed * DotProduct( velocity, axis[ 0 ] );
+ localAngles[ PITCH ] += side;
+ }
+
+ //FIXME: PAIN[123] animations?
+ // pain twitch
+ //CG_AddPainTwitch( cent, torsoAngles );
+
+ AnglesToAxis( localAngles, nonSegAxis );
+}
+
+
+//==========================================================================
+
+/*
+===============
+CG_PlayerUpgrade
+===============
+*/
+static void CG_PlayerUpgrades( centity_t *cent, refEntity_t *torso )
+{
+ int held, active;
+ refEntity_t jetpack;
+ refEntity_t battpack;
+ refEntity_t flash;
+ entityState_t *es = &cent->currentState;
+
+ held = es->modelindex;
+ active = es->modelindex2;
+
+ if( held & ( 1 << UP_JETPACK ) )
+ {
+ memset( &jetpack, 0, sizeof( jetpack ) );
+ VectorCopy( torso->lightingOrigin, jetpack.lightingOrigin );
+ jetpack.shadowPlane = torso->shadowPlane;
+ jetpack.renderfx = torso->renderfx;
+
+ jetpack.hModel = cgs.media.jetpackModel;
+
+ //identity matrix
+ AxisCopy( axisDefault, jetpack.axis );
+
+ //FIXME: change to tag_back when it exists
+ CG_PositionRotatedEntityOnTag( &jetpack, torso, torso->hModel, "tag_head" );
+
+ trap_R_AddRefEntityToScene( &jetpack );
+
+ if( active & ( 1 << UP_JETPACK ) )
+ {
+ if( es->pos.trDelta[ 2 ] > 10.0f )
+ {
+ if( cent->jetPackState != JPS_ASCENDING )
+ {
+ if( CG_IsParticleSystemValid( &cent->jetPackPS ) )
+ CG_DestroyParticleSystem( &cent->jetPackPS );
+
+ cent->jetPackPS = CG_SpawnNewParticleSystem( cgs.media.jetPackAscendPS );
+ cent->jetPackState = JPS_ASCENDING;
+ }
+
+ trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin,
+ vec3_origin, cgs.media.jetpackAscendSound );
+ }
+ else if( es->pos.trDelta[ 2 ] < -10.0f )
+ {
+ if( cent->jetPackState != JPS_DESCENDING )
+ {
+ if( CG_IsParticleSystemValid( &cent->jetPackPS ) )
+ CG_DestroyParticleSystem( &cent->jetPackPS );
+
+ cent->jetPackPS = CG_SpawnNewParticleSystem( cgs.media.jetPackDescendPS );
+ cent->jetPackState = JPS_DESCENDING;
+ }
+
+ trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin,
+ vec3_origin, cgs.media.jetpackDescendSound );
+ }
+ else
+ {
+ if( cent->jetPackState != JPS_HOVERING )
+ {
+ if( CG_IsParticleSystemValid( &cent->jetPackPS ) )
+ CG_DestroyParticleSystem( &cent->jetPackPS );
+
+ cent->jetPackPS = CG_SpawnNewParticleSystem( cgs.media.jetPackHoverPS );
+ cent->jetPackState = JPS_HOVERING;
+ }
+
+ trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin,
+ vec3_origin, cgs.media.jetpackIdleSound );
+ }
+
+ memset( &flash, 0, sizeof( flash ) );
+ VectorCopy( torso->lightingOrigin, flash.lightingOrigin );
+ flash.shadowPlane = torso->shadowPlane;
+ flash.renderfx = torso->renderfx;
+
+ flash.hModel = cgs.media.jetpackFlashModel;
+ if( !flash.hModel )
+ return;
+
+ AxisCopy( axisDefault, flash.axis );
+
+ CG_PositionRotatedEntityOnTag( &flash, &jetpack, jetpack.hModel, "tag_flash" );
+ trap_R_AddRefEntityToScene( &flash );
+
+ if( CG_IsParticleSystemValid( &cent->jetPackPS ) )
+ {
+ CG_SetAttachmentTag( &cent->jetPackPS->attachment,
+ jetpack, jetpack.hModel, "tag_flash" );
+ CG_SetAttachmentCent( &cent->jetPackPS->attachment, cent );
+ CG_AttachToTag( &cent->jetPackPS->attachment );
+ }
+ }
+ else if( CG_IsParticleSystemValid( &cent->jetPackPS ) )
+ {
+ CG_DestroyParticleSystem( &cent->jetPackPS );
+ cent->jetPackState = JPS_OFF;
+ }
+ }
+ else if( CG_IsParticleSystemValid( &cent->jetPackPS ) )
+ {
+ CG_DestroyParticleSystem( &cent->jetPackPS );
+ cent->jetPackState = JPS_OFF;
+ }
+
+ if( held & ( 1 << UP_BATTPACK ) )
+ {
+ memset( &battpack, 0, sizeof( battpack ) );
+ VectorCopy( torso->lightingOrigin, battpack.lightingOrigin );
+ battpack.shadowPlane = torso->shadowPlane;
+ battpack.renderfx = torso->renderfx;
+
+ battpack.hModel = cgs.media.battpackModel;
+
+ //identity matrix
+ AxisCopy( axisDefault, battpack.axis );
+
+ //FIXME: change to tag_back when it exists
+ CG_PositionRotatedEntityOnTag( &battpack, torso, torso->hModel, "tag_head" );
+
+ trap_R_AddRefEntityToScene( &battpack );
+ }
+
+ if( es->eFlags & EF_BLOBLOCKED )
+ {
+ vec3_t temp, origin, up = { 0.0f, 0.0f, 1.0f };
+ trace_t tr;
+ float size;
+
+ VectorCopy( es->pos.trBase, temp );
+ temp[ 2 ] -= 4096.0f;
+
+ CG_Trace( &tr, es->pos.trBase, NULL, NULL, temp, es->number, MASK_SOLID );
+ VectorCopy( tr.endpos, origin );
+
+ size = 32.0f;
+
+ if( size > 0.0f )
+ CG_ImpactMark( cgs.media.creepShader, origin, up,
+ 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, qfalse, size, qtrue );
+ }
+}
+
+
+/*
+===============
+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 )
+{
+ if( cent->currentState.eFlags & EF_CONNECTION )
+ {
+ CG_PlayerFloatSprite( cent, cgs.media.connectionShader );
+ return;
+ }
+
+ if( cent->currentState.eFlags & EF_TALK )
+ {
+ //TA: the masses have decreed this to be wrong
+/* CG_PlayerFloatSprite( cent, cgs.media.balloonShader );
+ 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, pClass_t class )
+{
+ vec3_t end, mins, maxs;
+ trace_t trace;
+ float alpha;
+ entityState_t *es = &cent->currentState;
+ vec3_t surfNormal = { 0.0f, 0.0f, 1.0f };
+
+ BG_FindBBoxForClass( class, mins, maxs, NULL, NULL, NULL );
+ mins[ 2 ] = 0.0f;
+ maxs[ 2 ] = 2.0f;
+
+ if( es->eFlags & EF_WALLCLIMB )
+ {
+ if( es->eFlags & EF_WALLCLIMBCEILING )
+ VectorSet( surfNormal, 0.0f, 0.0f, -1.0f );
+ else
+ VectorCopy( es->angles2, surfNormal );
+ }
+
+ *shadowPlane = 0;
+
+ if( cg_shadows.integer == 0 )
+ return qfalse;
+
+ // send a trace down from the player to the ground
+ VectorCopy( cent->lerpOrigin, end );
+ VectorMA( cent->lerpOrigin, -SHADOW_DISTANCE, surfNormal, end );
+
+ trap_CM_BoxTrace( &trace, cent->lerpOrigin, end, mins, maxs, 0, MASK_PLAYERSOLID );
+
+ // no shadow if too high
+ if( trace.fraction == 1.0 || trace.startsolid || trace.allsolid )
+ return qfalse;
+
+ //TA: FIXME: stencil shadows will be broken for walls.
+ // Unfortunately there isn't much that can be
+ // done since Q3 references only the Z coord
+ // of the shadowPlane
+ if( surfNormal[ 2 ] < 0.0f )
+ *shadowPlane = trace.endpos[ 2 ] - 1.0f;
+ else
+ *shadowPlane = trace.endpos[ 2 ] + 1.0f;
+
+ 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,
+ 24.0f * BG_FindShadowScaleForClass( class ), 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_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 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 );
+}
+
+#define TRACE_DEPTH 32.0f
+
+/*
+===============
+CG_Player
+===============
+*/
+void CG_Player( centity_t *cent )
+{
+ clientInfo_t *ci;
+
+ //TA: NOTE: legs is used for nonsegmented models
+ // this helps reduce code to be changed
+ refEntity_t legs;
+ refEntity_t torso;
+ refEntity_t head;
+ int clientNum;
+ int renderfx;
+ qboolean shadow = qfalse;
+ float shadowPlane;
+ entityState_t *es = &cent->currentState;
+ pClass_t class = ( es->powerups >> 8 ) & 0xFF;
+ float scale;
+ vec3_t tempAxis[ 3 ], tempAxis2[ 3 ];
+ vec3_t angles;
+ int held = es->modelindex;
+ vec3_t surfNormal = { 0.0f, 0.0f, 1.0f };
+
+ // 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 = es->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;
+
+ //don't draw
+ if( es->eFlags & EF_NODRAW )
+ return;
+
+ // get the player model information
+ renderfx = 0;
+ if( es->number == cg.snap->ps.clientNum )
+ {
+ if( !cg.renderingThirdPerson )
+ renderfx = RF_THIRD_PERSON; // only draw in mirrors
+ else if( cg_cameraMode.integer )
+ return;
+ }
+
+ if( cg_drawBBOX.integer )
+ {
+ vec3_t mins, maxs;
+
+ BG_FindBBoxForClass( class, mins, maxs, NULL, NULL, NULL );
+ CG_DrawBoundingBox( cent->lerpOrigin, mins, maxs );
+ }
+
+ memset( &legs, 0, sizeof( legs ) );
+ memset( &torso, 0, sizeof( torso ) );
+ memset( &head, 0, sizeof( head ) );
+
+ VectorCopy( cent->lerpAngles, angles );
+ AnglesToAxis( cent->lerpAngles, tempAxis );
+
+ //rotate lerpAngles to floor
+ if( es->eFlags & EF_WALLCLIMB &&
+ BG_RotateAxis( es->angles2, tempAxis, tempAxis2, qtrue, es->eFlags & EF_WALLCLIMBCEILING ) )
+ AxisToAngles( tempAxis2, angles );
+ else
+ VectorCopy( cent->lerpAngles, angles );
+
+ //normalise the pitch
+ if( angles[ PITCH ] < -180.0f )
+ angles[ PITCH ] += 360.0f;
+
+ // get the rotation information
+ if( !ci->nonsegmented )
+ CG_PlayerAngles( cent, angles, legs.axis, torso.axis, head.axis );
+ else
+ CG_PlayerNonSegAngles( cent, angles, legs.axis );
+
+ AxisCopy( legs.axis, tempAxis );
+
+ //rotate the legs axis to back to the wall
+ if( es->eFlags & EF_WALLCLIMB &&
+ BG_RotateAxis( es->angles2, legs.axis, tempAxis, qfalse, es->eFlags & EF_WALLCLIMBCEILING ) )
+ AxisCopy( tempAxis, legs.axis );
+
+ //smooth out WW transitions so the model doesn't hop around
+ CG_PlayerWWSmoothing( cent, legs.axis, legs.axis );
+
+ AxisCopy( tempAxis, cent->pe.lastAxis );
+
+ // get the animation state (after rotation, to allow feet shuffle)
+ if( !ci->nonsegmented )
+ CG_PlayerAnimation( cent, &legs.oldframe, &legs.frame, &legs.backlerp,
+ &torso.oldframe, &torso.frame, &torso.backlerp );
+ else
+ CG_PlayerNonSegAnimation( cent, &legs.oldframe, &legs.frame, &legs.backlerp );
+
+ // add the talk baloon or disconnect icon
+ CG_PlayerSprites( cent );
+
+ // add the shadow
+ if( ( es->number == cg.snap->ps.clientNum && cg.renderingThirdPerson ) ||
+ es->number != cg.snap->ps.clientNum )
+ shadow = CG_PlayerShadow( cent, &shadowPlane, class );
+
+ // 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
+ //
+ if( !ci->nonsegmented )
+ {
+ legs.hModel = ci->legsModel;
+
+ if( held & ( 1 << UP_LIGHTARMOUR ) )
+ legs.customSkin = cgs.media.larmourLegsSkin;
+ else
+ legs.customSkin = ci->legsSkin;
+ }
+ else
+ {
+ legs.hModel = ci->nonSegModel;
+ legs.customSkin = ci->nonSegSkin;
+ }
+
+ 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
+
+ //move the origin closer into the wall with a CapTrace
+ if( es->eFlags & EF_WALLCLIMB && !( es->eFlags & EF_DEAD ) && !( cg.intermissionStarted ) )
+ {
+ vec3_t start, end, mins, maxs;
+ trace_t tr;
+
+ if( es->eFlags & EF_WALLCLIMBCEILING )
+ VectorSet( surfNormal, 0.0f, 0.0f, -1.0f );
+ else
+ VectorCopy( es->angles2, surfNormal );
+
+ BG_FindBBoxForClass( class, mins, maxs, NULL, NULL, NULL );
+
+ VectorMA( legs.origin, -TRACE_DEPTH, surfNormal, end );
+ VectorMA( legs.origin, 1.0f, surfNormal, start );
+ CG_CapTrace( &tr, start, mins, maxs, end, es->number, MASK_PLAYERSOLID );
+
+ //if the trace misses completely then just use legs.origin
+ //apparently capsule traces are "smaller" than box traces
+ if( tr.fraction != 1.0f )
+ VectorMA( legs.origin, tr.fraction * -TRACE_DEPTH, surfNormal, legs.origin );
+
+ VectorCopy( legs.origin, legs.lightingOrigin );
+ VectorCopy( legs.origin, legs.oldorigin ); // don't positionally lerp at all
+ }
+
+ //rescale the model
+ scale = BG_FindModelScaleForClass( class );
+
+ if( scale != 1.0f )
+ {
+ VectorScale( legs.axis[ 0 ], scale, legs.axis[ 0 ] );
+ VectorScale( legs.axis[ 1 ], scale, legs.axis[ 1 ] );
+ VectorScale( legs.axis[ 2 ], scale, legs.axis[ 2 ] );
+
+ legs.nonNormalizedAxes = qtrue;
+ }
+
+ //offset on the Z axis if required
+ VectorMA( legs.origin, BG_FindZOffsetForClass( class ), surfNormal, legs.origin );
+ VectorCopy( legs.origin, legs.lightingOrigin );
+ VectorCopy( legs.origin, legs.oldorigin ); // don't positionally lerp at all
+
+ trap_R_AddRefEntityToScene( &legs );
+
+ // if the model failed, allow the default nullmodel to be displayed
+ if( !legs.hModel )
+ return;
+
+ if( !ci->nonsegmented )
+ {
+ //
+ // add the torso
+ //
+ torso.hModel = ci->torsoModel;
+
+ if( held & ( 1 << UP_LIGHTARMOUR ) )
+ torso.customSkin = cgs.media.larmourTorsoSkin;
+ else
+ torso.customSkin = ci->torsoSkin;
+
+ if( !torso.hModel )
+ return;
+
+ VectorCopy( cent->lerpOrigin, torso.lightingOrigin );
+
+ CG_PositionRotatedEntityOnTag( &torso, &legs, ci->legsModel, "tag_torso" );
+
+ torso.shadowPlane = shadowPlane;
+ torso.renderfx = renderfx;
+
+ trap_R_AddRefEntityToScene( &torso );
+
+ //
+ // add the head
+ //
+ head.hModel = ci->headModel;
+
+ if( held & ( 1 << UP_HELMET ) )
+ head.customSkin = cgs.media.larmourHeadSkin;
+ else
+ head.customSkin = ci->headSkin;
+
+ if( !head.hModel )
+ return;
+
+ VectorCopy( cent->lerpOrigin, head.lightingOrigin );
+
+ CG_PositionRotatedEntityOnTag( &head, &torso, ci->torsoModel, "tag_head" );
+
+ head.shadowPlane = shadowPlane;
+ head.renderfx = renderfx;
+
+ trap_R_AddRefEntityToScene( &head );
+ }
+
+ //
+ // add the gun / barrel / flash
+ //
+ if( es->weapon != WP_NONE )
+ {
+ if( !ci->nonsegmented )
+ CG_AddPlayerWeapon( &torso, NULL, cent );
+ else
+ CG_AddPlayerWeapon( &legs, NULL, cent );
+ }
+
+ CG_PlayerUpgrades( cent, &torso );
+
+ //sanity check that particle systems are stopped when dead
+ if( es->eFlags & EF_DEAD )
+ {
+ if( CG_IsParticleSystemValid( &cent->muzzlePS ) )
+ CG_DestroyParticleSystem( &cent->muzzlePS );
+
+ if( CG_IsParticleSystemValid( &cent->jetPackPS ) )
+ CG_DestroyParticleSystem( &cent->jetPackPS );
+ }
+
+ VectorCopy( surfNormal, cent->pe.lastNormal );
+}
+
+/*
+===============
+CG_Corpse
+===============
+*/
+void CG_Corpse( centity_t *cent )
+{
+ clientInfo_t *ci;
+ refEntity_t legs;
+ refEntity_t torso;
+ refEntity_t head;
+ entityState_t *es = &cent->currentState;
+ int corpseNum;
+ int renderfx;
+ qboolean shadow = qfalse;
+ float shadowPlane;
+ vec3_t origin, liveZ, deadZ;
+ float scale;
+
+ corpseNum = CG_GetCorpseNum( es->clientNum );
+
+ if( corpseNum < 0 || corpseNum >= MAX_CLIENTS )
+ CG_Error( "Bad corpseNum on corpse entity: %d", corpseNum );
+
+ ci = &cgs.corpseinfo[ corpseNum ];
+
+ // 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 ) );
+
+ VectorCopy( cent->lerpOrigin, origin );
+ BG_FindBBoxForClass( es->clientNum, liveZ, NULL, NULL, deadZ, NULL );
+ origin[ 2 ] -= ( liveZ[ 2 ] - deadZ[ 2 ] );
+
+ VectorCopy( es->angles, cent->lerpAngles );
+
+ // get the rotation information
+ if( !ci->nonsegmented )
+ CG_PlayerAngles( cent, cent->lerpAngles, legs.axis, torso.axis, head.axis );
+ else
+ CG_PlayerNonSegAngles( cent, cent->lerpAngles, legs.axis );
+
+ //set the correct frame (should always be dead)
+ if( cg_noPlayerAnims.integer )
+ legs.oldframe = legs.frame = torso.oldframe = torso.frame = 0;
+ else if( !ci->nonsegmented )
+ {
+ memset( &cent->pe.legs, 0, sizeof( lerpFrame_t ) );
+ CG_RunPlayerLerpFrame( ci, &cent->pe.legs, es->legsAnim, 1 );
+ legs.oldframe = cent->pe.legs.oldFrame;
+ legs.frame = cent->pe.legs.frame;
+ legs.backlerp = cent->pe.legs.backlerp;
+
+ memset( &cent->pe.torso, 0, sizeof( lerpFrame_t ) );
+ CG_RunPlayerLerpFrame( ci, &cent->pe.torso, es->torsoAnim, 1 );
+ torso.oldframe = cent->pe.torso.oldFrame;
+ torso.frame = cent->pe.torso.frame;
+ torso.backlerp = cent->pe.torso.backlerp;
+ }
+ else
+ {
+ memset( &cent->pe.nonseg, 0, sizeof( lerpFrame_t ) );
+ CG_RunPlayerLerpFrame( ci, &cent->pe.nonseg, es->legsAnim, 1 );
+ legs.oldframe = cent->pe.nonseg.oldFrame;
+ legs.frame = cent->pe.nonseg.frame;
+ legs.backlerp = cent->pe.nonseg.backlerp;
+ }
+
+ // add the shadow
+ shadow = CG_PlayerShadow( cent, &shadowPlane, es->clientNum );
+
+ // 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
+ //
+ if( !ci->nonsegmented )
+ {
+ legs.hModel = ci->legsModel;
+ legs.customSkin = ci->legsSkin;
+ }
+ else
+ {
+ legs.hModel = ci->nonSegModel;
+ legs.customSkin = ci->nonSegSkin;
+ }
+
+ VectorCopy( origin, legs.origin );
+
+ VectorCopy( origin, legs.lightingOrigin );
+ legs.shadowPlane = shadowPlane;
+ legs.renderfx = renderfx;
+ legs.origin[ 2 ] += BG_FindZOffsetForClass( es->clientNum );
+ VectorCopy( legs.origin, legs.oldorigin ); // don't positionally lerp at all
+
+ //rescale the model
+ scale = BG_FindModelScaleForClass( es->clientNum );
+
+ if( scale != 1.0f )
+ {
+ VectorScale( legs.axis[ 0 ], scale, legs.axis[ 0 ] );
+ VectorScale( legs.axis[ 1 ], scale, legs.axis[ 1 ] );
+ VectorScale( legs.axis[ 2 ], scale, legs.axis[ 2 ] );
+
+ legs.nonNormalizedAxes = qtrue;
+ }
+
+ //CG_AddRefEntityWithPowerups( &legs, es->powerups, ci->team );
+ trap_R_AddRefEntityToScene( &legs );
+
+ // if the model failed, allow the default nullmodel to be displayed
+ if( !legs.hModel )
+ return;
+
+ if( !ci->nonsegmented )
+ {
+ //
+ // add the torso
+ //
+ torso.hModel = ci->torsoModel;
+ if( !torso.hModel )
+ return;
+
+ torso.customSkin = ci->torsoSkin;
+
+ VectorCopy( origin, torso.lightingOrigin );
+
+ CG_PositionRotatedEntityOnTag( &torso, &legs, ci->legsModel, "tag_torso" );
+
+ torso.shadowPlane = shadowPlane;
+ torso.renderfx = renderfx;
+
+ //CG_AddRefEntityWithPowerups( &torso, es->powerups, ci->team );
+ trap_R_AddRefEntityToScene( &torso );
+
+ //
+ // add the head
+ //
+ head.hModel = ci->headModel;
+ if( !head.hModel )
+ return;
+
+ head.customSkin = ci->headSkin;
+
+ VectorCopy( origin, head.lightingOrigin );
+
+ CG_PositionRotatedEntityOnTag( &head, &torso, ci->torsoModel, "tag_head");
+
+ head.shadowPlane = shadowPlane;
+ head.renderfx = renderfx;
+
+ //CG_AddRefEntityWithPowerups( &head, es->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 );
+ CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ],
+ &cent->pe.nonseg, cent->currentState.legsAnim );
+
+ 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;
+
+ memset( &cent->pe.nonseg, 0, sizeof( cent->pe.nonseg ) );
+ cent->pe.nonseg.yawAngle = cent->rawAngles[ YAW ];
+ cent->pe.nonseg.yawing = qfalse;
+ cent->pe.nonseg.pitchAngle = cent->rawAngles[ PITCH ];
+ cent->pe.nonseg.pitching = qfalse;
+
+ if( cg_debugPosition.integer )
+ CG_Printf( "%i ResetPlayerEntity yaw=%i\n", cent->currentState.number, cent->pe.torso.yawAngle );
+}
+
+/*
+==================
+CG_PlayerDisconnect
+
+Player disconnecting
+==================
+*/
+void CG_PlayerDisconnect( vec3_t org )
+{
+ particleSystem_t *ps;
+
+ trap_S_StartSound( org, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.disconnectSound );
+
+ ps = CG_SpawnNewParticleSystem( cgs.media.disconnectPS );
+
+ if( CG_IsParticleSystemValid( &ps ) )
+ {
+ CG_SetAttachmentPoint( &ps->attachment, org );
+ CG_AttachToPoint( &ps->attachment );
+ }
+}
+
+/*
+=================
+CG_Bleed
+
+This is the spurt of blood when a character gets hit
+=================
+*/
+void CG_Bleed( vec3_t origin, vec3_t normal, int entityNum )
+{
+ pTeam_t team = cgs.clientinfo[ entityNum ].team;
+ qhandle_t bleedPS;
+ particleSystem_t *ps;
+
+ if( !cg_blood.integer )
+ return;
+
+ if( team == PTE_ALIENS )
+ bleedPS = cgs.media.alienBleedPS;
+ else if( team == PTE_HUMANS )
+ bleedPS = cgs.media.humanBleedPS;
+ else
+ return;
+
+ ps = CG_SpawnNewParticleSystem( bleedPS );
+
+ if( CG_IsParticleSystemValid( &ps ) )
+ {
+ CG_SetAttachmentPoint( &ps->attachment, origin );
+ CG_SetAttachmentCent( &ps->attachment, &cg_entities[ entityNum ] );
+ CG_AttachToPoint( &ps->attachment );
+
+ CG_SetParticleSystemNormal( ps, normal );
+ }
+}
diff --git a/src/cgame/cg_playerstate.c b/src/cgame/cg_playerstate.c
new file mode 100644
index 00000000..489b024d
--- /dev/null
+++ b/src/cgame/cg_playerstate.c
@@ -0,0 +1,308 @@
+// 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 OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * 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.
+ */
+
+#include "cg_local.h"
+
+/*
+==============
+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 < 0.1f )
+ 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;
+
+ CG_ResetPainBlend( );
+}
+
+/*
+==============
+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" );
+ }
+ }
+ }
+}
+
+/*
+==================
+CG_CheckLocalSounds
+==================
+*/
+void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops )
+{
+ int reward;
+
+ // don't play the sounds if the player just changed teams
+ if( ps->persistant[ PERS_TEAM ] != ops->persistant[ PERS_TEAM ] )
+ return;
+
+ // 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;
+}
+
+
+/*
+===============
+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;
+
+ CG_ResetPainBlend( );
+ }
+
+ // 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 );
+
+ // 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
new file mode 100644
index 00000000..dc6c9dd5
--- /dev/null
+++ b/src/cgame/cg_predict.c
@@ -0,0 +1,615 @@
+// 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 OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * 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.
+ */
+
+#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 && ent->eType != ET_MISSILE )
+ {
+ 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, qboolean capsule )
+{
+ int i, j, x, zd, zu;
+ trace_t trace;
+ entityState_t *ent;
+ clipHandle_t cmodel;
+ vec3_t bmins, bmaxs;
+ vec3_t origin, angles;
+ centity_t *cent;
+
+ //SUPAR HACK
+ //this causes a trace to collide with the local player
+ if( skipNumber == MAGIC_TRACE_HACK )
+ j = cg_numSolidEntities + 1;
+ else
+ j = cg_numSolidEntities;
+
+ for( i = 0; i < j; i++ )
+ {
+ if( i < cg_numSolidEntities )
+ cent = cg_solidEntities[ i ];
+ else
+ cent = &cg.predictedPlayerEntity;
+
+ 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;
+
+ if( i == cg_numSolidEntities )
+ BG_FindBBoxForClass( ( ent->powerups >> 8 ) & 0xFF, bmins, bmaxs, NULL, NULL, NULL );
+
+ cmodel = trap_CM_TempBoxModel( bmins, bmaxs );
+ VectorCopy( vec3_origin, angles );
+ VectorCopy( cent->lerpOrigin, origin );
+ }
+
+
+ if( capsule )
+ {
+ trap_CM_TransformedCapsuleTrace ( &trace, start, end,
+ mins, maxs, cmodel, mask, origin, angles );
+ }
+ else
+ {
+ 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, qfalse );
+
+ *result = t;
+}
+
+/*
+================
+CG_CapTrace
+================
+*/
+void CG_CapTrace( 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_CapsuleTrace( &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, qtrue );
+
+ *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_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->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;
+ }
+
+ // 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, i;
+ 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;
+ cg_pmove.debugLevel = cg_debugMove.integer;
+
+ 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 = 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
+ for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ )
+ cg_pmove.autoWeaponHit[ i ] = 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_ptr.c b/src/cgame/cg_ptr.c
new file mode 100644
index 00000000..c31e5e40
--- /dev/null
+++ b/src/cgame/cg_ptr.c
@@ -0,0 +1,71 @@
+// cg_ptr.c -- post timeout restoration handling
+
+/*
+ * 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 OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * 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.
+ */
+
+#include "cg_local.h"
+
+#define PTRC_FILE "ptrc.cfg"
+
+/*
+===============
+CG_ReadPTRCode
+
+Read a PTR code from disk
+===============
+*/
+int CG_ReadPTRCode( void )
+{
+ int len;
+ char text[ 16 ];
+ fileHandle_t f;
+
+ // load the file
+ len = trap_FS_FOpenFile( PTRC_FILE, &f, FS_READ );
+ if( len <= 0 )
+ return 0;
+
+ // should never happen - malformed write
+ if( len >= sizeof( text ) - 1 )
+ return 0;
+
+ trap_FS_Read( text, len, f );
+ text[ len ] = 0;
+ trap_FS_FCloseFile( f );
+
+ return atoi( text );
+}
+
+/*
+===============
+CG_WritePTRCode
+
+Write a PTR code to disk
+===============
+*/
+void CG_WritePTRCode( int code )
+{
+ char text[ 16 ];
+ fileHandle_t f;
+
+ Com_sprintf( text, 16, "%d", code );
+
+ // open file
+ if( trap_FS_FOpenFile( PTRC_FILE, &f, FS_WRITE ) < 0 )
+ return;
+
+ // write the code
+ trap_FS_Write( text, strlen( text ), f );
+
+ trap_FS_FCloseFile( f );
+}
diff --git a/src/cgame/cg_public.h b/src/cgame/cg_public.h
new file mode 100644
index 00000000..39d1a402
--- /dev/null
+++ b/src/cgame/cg_public.h
@@ -0,0 +1,227 @@
+// 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 OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * 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.
+ */
+
+#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_CM_TEMPCAPSULEMODEL,
+ CG_CM_CAPSULETRACE,
+ CG_CM_TRANSFORMEDCAPSULETRACE,
+ CG_R_ADDADDITIVELIGHTTOSCENE,
+ CG_GET_ENTITY_TOKEN,
+ CG_R_ADDPOLYSTOSCENE,
+ CG_R_INPVS,
+ CG_FS_SEEK,
+
+ 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
new file mode 100644
index 00000000..6c2a9997
--- /dev/null
+++ b/src/cgame/cg_scanner.c
@@ -0,0 +1,355 @@
+/*
+ * 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 OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * 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.
+ */
+
+#include "cg_local.h"
+
+static entityPos_t entityPositions;
+
+#define HUMAN_SCANNER_UPDATE_PERIOD 700
+
+/*
+=============
+CG_UpdateEntityPositions
+
+Update this client's perception of entity positions
+=============
+*/
+void CG_UpdateEntityPositions( void )
+{
+ centity_t *cent = NULL;
+ int i;
+
+ if( cg.predictedPlayerState.stats[ STAT_PTEAM ] == PTE_HUMANS )
+ {
+ if( entityPositions.lastUpdateTime + HUMAN_SCANNER_UPDATE_PERIOD > cg.time )
+ return;
+ }
+
+ VectorCopy( cg.refdef.vieworg, entityPositions.origin );
+ VectorCopy( cg.refdefViewAngles, entityPositions.vangles );
+ entityPositions.lastUpdateTime = cg.time;
+
+ entityPositions.numAlienBuildables = 0;
+ entityPositions.numHumanBuildables = 0;
+ entityPositions.numAlienClients = 0;
+ entityPositions.numHumanClients = 0;
+
+ for( i = 0; i < cg.snap->numEntities; i++ )
+ {
+ cent = &cg_entities[ cg.snap->entities[ i ].number ];
+
+ if( cent->currentState.eType == ET_BUILDABLE )
+ {
+ //TA: add to list of item positions (for creep)
+ if( cent->currentState.modelindex2 == BIT_ALIENS )
+ {
+ VectorCopy( cent->lerpOrigin, entityPositions.alienBuildablePos[
+ entityPositions.numAlienBuildables ] );
+ entityPositions.alienBuildableTimes[
+ entityPositions.numAlienBuildables ] = cent->miscTime;
+
+ if( entityPositions.numAlienBuildables < MAX_GENTITIES )
+ entityPositions.numAlienBuildables++;
+ }
+ else if( cent->currentState.modelindex2 == BIT_HUMANS )
+ {
+ VectorCopy( cent->lerpOrigin, entityPositions.humanBuildablePos[
+ entityPositions.numHumanBuildables ] );
+
+ if( entityPositions.numHumanBuildables < MAX_GENTITIES )
+ entityPositions.numHumanBuildables++;
+ }
+ }
+ else if( cent->currentState.eType == ET_PLAYER )
+ {
+ int team = cent->currentState.powerups & 0x00FF;
+
+ if( team == PTE_ALIENS )
+ {
+ VectorCopy( cent->lerpOrigin, entityPositions.alienClientPos[
+ entityPositions.numAlienClients ] );
+
+ if( entityPositions.numAlienClients < MAX_CLIENTS )
+ entityPositions.numAlienClients++;
+ }
+ else if( team == PTE_HUMANS )
+ {
+ VectorCopy( cent->lerpOrigin, entityPositions.humanClientPos[
+ entityPositions.numHumanClients ] );
+
+ if( entityPositions.numHumanClients < MAX_CLIENTS )
+ entityPositions.numHumanClients++;
+ }
+ }
+ }
+}
+
+#define STALKWIDTH 2.0f
+#define BLIPX 16.0f
+#define BLIPY 8.0f
+#define FAR_ALPHA 0.8f
+#define NEAR_ALPHA 1.2f
+
+/*
+=============
+CG_DrawBlips
+
+Draw blips and stalks for the human scanner
+=============
+*/
+static void CG_DrawBlips( rectDef_t *rect, vec3_t origin, vec4_t colour )
+{
+ vec3_t drawOrigin;
+ vec3_t up = { 0, 0, 1 };
+ float alphaMod = 1.0f;
+ float timeFractionSinceRefresh = 1.0f -
+ ( (float)( cg.time - entityPositions.lastUpdateTime ) /
+ (float)HUMAN_SCANNER_UPDATE_PERIOD );
+ vec4_t localColour;
+
+ Vector4Copy( colour, localColour );
+
+ RotatePointAroundVector( drawOrigin, up, origin, -entityPositions.vangles[ 1 ] - 90 );
+ drawOrigin[ 0 ] /= ( 2 * HELMET_RANGE / rect->w );
+ drawOrigin[ 1 ] /= ( 2 * HELMET_RANGE / rect->h );
+ drawOrigin[ 2 ] /= ( 2 * HELMET_RANGE / rect->w );
+
+ alphaMod = FAR_ALPHA +
+ ( ( drawOrigin[ 1 ] + ( rect->h / 2.0f ) ) / rect->h ) * ( NEAR_ALPHA - FAR_ALPHA );
+
+ localColour[ 3 ] *= alphaMod;
+ localColour[ 3 ] *= ( 0.5f + ( timeFractionSinceRefresh * 0.5f ) );
+
+ if( localColour[ 3 ] > 1.0f )
+ localColour[ 3 ] = 1.0f;
+ else if( localColour[ 3 ] < 0.0f )
+ localColour[ 3 ] = 0.0f;
+
+ trap_R_SetColor( localColour );
+
+ if( drawOrigin[ 2 ] > 0 )
+ CG_DrawPic( rect->x + ( rect->w / 2 ) - ( STALKWIDTH / 2 ) - drawOrigin[ 0 ],
+ rect->y + ( rect->h / 2 ) + drawOrigin[ 1 ] - drawOrigin[ 2 ],
+ STALKWIDTH, drawOrigin[ 2 ], cgs.media.scannerLineShader );
+ else
+ CG_DrawPic( rect->x + ( rect->w / 2 ) - ( STALKWIDTH / 2 ) - drawOrigin[ 0 ],
+ rect->y + ( rect->h / 2 ) + drawOrigin[ 1 ],
+ STALKWIDTH, -drawOrigin[ 2 ], cgs.media.scannerLineShader );
+
+ CG_DrawPic( rect->x + ( rect->w / 2 ) - ( BLIPX / 2 ) - drawOrigin[ 0 ],
+ rect->y + ( rect->h / 2 ) - ( BLIPY / 2 ) + drawOrigin[ 1 ] - drawOrigin[ 2 ],
+ BLIPX, BLIPY, cgs.media.scannerBlipShader );
+ trap_R_SetColor( NULL );
+}
+
+#define BLIPX2 24.0f
+#define BLIPY2 24.0f
+
+/*
+=============
+CG_DrawDir
+
+Draw dot marking the direction to an enemy
+=============
+*/
+static void CG_DrawDir( rectDef_t *rect, vec3_t origin, vec4_t colour )
+{
+ vec3_t drawOrigin;
+ vec3_t noZOrigin;
+ vec3_t normal, antinormal, normalDiff;
+ vec3_t view, noZview;
+ vec3_t up = { 0.0f, 0.0f, 1.0f };
+ vec3_t top = { 0.0f, -1.0f, 0.0f };
+ float angle;
+ playerState_t *ps = &cg.snap->ps;
+
+ if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING )
+ {
+ if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING )
+ VectorSet( normal, 0.0f, 0.0f, -1.0f );
+ else
+ VectorCopy( ps->grapplePoint, normal );
+ }
+ else
+ VectorSet( normal, 0.0f, 0.0f, 1.0f );
+
+ AngleVectors( entityPositions.vangles, view, NULL, NULL );
+
+ ProjectPointOnPlane( noZOrigin, origin, normal );
+ ProjectPointOnPlane( noZview, view, normal );
+ VectorNormalize( noZOrigin );
+ VectorNormalize( noZview );
+
+ //calculate the angle between the images of the blip and the view
+ angle = RAD2DEG( acos( DotProduct( noZOrigin, noZview ) ) );
+ CrossProduct( noZOrigin, noZview, antinormal );
+ VectorNormalize( antinormal );
+
+ //decide which way to rotate
+ VectorSubtract( normal, antinormal, normalDiff );
+ if( VectorLength( normalDiff ) < 1.0f )
+ angle = 360.0f - angle;
+
+ RotatePointAroundVector( drawOrigin, up, top, angle );
+
+ trap_R_SetColor( colour );
+ CG_DrawPic( rect->x + ( rect->w / 2 ) - ( BLIPX2 / 2 ) - drawOrigin[ 0 ] * ( rect->w / 2 ),
+ rect->y + ( rect->h / 2 ) - ( BLIPY2 / 2 ) + drawOrigin[ 1 ] * ( rect->h / 2 ),
+ BLIPX2, BLIPY2, cgs.media.scannerBlipShader );
+ trap_R_SetColor( NULL );
+}
+
+/*
+=============
+CG_AlienSense
+=============
+*/
+void CG_AlienSense( rectDef_t *rect )
+{
+ int i;
+ vec3_t origin;
+ vec3_t relOrigin;
+ vec4_t buildable = { 1.0f, 0.0f, 0.0f, 0.7f };
+ vec4_t client = { 0.0f, 0.0f, 1.0f, 0.7f };
+
+ VectorCopy( entityPositions.origin, origin );
+
+ //draw human buildables
+ for( i = 0; i < entityPositions.numHumanBuildables; i++ )
+ {
+ VectorClear( relOrigin );
+ VectorSubtract( entityPositions.humanBuildablePos[ i ], origin, relOrigin );
+
+ if( VectorLength( relOrigin ) < ALIENSENSE_RANGE )
+ CG_DrawDir( rect, relOrigin, buildable );
+ }
+
+ //draw human clients
+ for( i = 0; i < entityPositions.numHumanClients; i++ )
+ {
+ VectorClear( relOrigin );
+ VectorSubtract( entityPositions.humanClientPos[ i ], origin, relOrigin );
+
+ if( VectorLength( relOrigin ) < ALIENSENSE_RANGE )
+ CG_DrawDir( rect, relOrigin, client );
+ }
+}
+
+/*
+=============
+CG_Scanner
+=============
+*/
+void CG_Scanner( rectDef_t *rect, qhandle_t shader, vec4_t color )
+{
+ int i;
+ vec3_t origin;
+ vec3_t relOrigin;
+ vec4_t hIabove;
+ vec4_t hIbelow;
+ vec4_t aIabove = { 1.0f, 0.0f, 0.0f, 0.75f };
+ vec4_t aIbelow = { 1.0f, 0.0f, 0.0f, 0.5f };
+
+ Vector4Copy( color, hIabove );
+ hIabove[ 3 ] *= 1.5f;
+ Vector4Copy( color, hIbelow );
+
+ VectorCopy( entityPositions.origin, origin );
+
+ //draw human buildables below scanner plane
+ for( i = 0; i < entityPositions.numHumanBuildables; i++ )
+ {
+ VectorClear( relOrigin );
+ VectorSubtract( entityPositions.humanBuildablePos[ i ], origin, relOrigin );
+
+ if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] < 0 ) )
+ CG_DrawBlips( rect, relOrigin, hIbelow );
+ }
+
+ //draw alien buildables below scanner plane
+ for( i = 0; i < entityPositions.numAlienBuildables; i++ )
+ {
+ VectorClear( relOrigin );
+ VectorSubtract( entityPositions.alienBuildablePos[ i ], origin, relOrigin );
+
+ if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] < 0 ) )
+ CG_DrawBlips( rect, relOrigin, aIbelow );
+ }
+
+ //draw human clients below scanner plane
+ for( i = 0; i < entityPositions.numHumanClients; i++ )
+ {
+ VectorClear( relOrigin );
+ VectorSubtract( entityPositions.humanClientPos[ i ], origin, relOrigin );
+
+ if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] < 0 ) )
+ CG_DrawBlips( rect, relOrigin, hIbelow );
+ }
+
+ //draw alien buildables below scanner plane
+ for( i = 0; i < entityPositions.numAlienClients; i++ )
+ {
+ VectorClear( relOrigin );
+ VectorSubtract( entityPositions.alienClientPos[ i ], origin, relOrigin );
+
+ if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] < 0 ) )
+ CG_DrawBlips( rect, relOrigin, aIbelow );
+ }
+
+ if( !cg_disableScannerPlane.integer )
+ {
+ trap_R_SetColor( color );
+ CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader );
+ trap_R_SetColor( NULL );
+ }
+
+ //draw human buildables above scanner plane
+ for( i = 0; i < entityPositions.numHumanBuildables; i++ )
+ {
+ VectorClear( relOrigin );
+ VectorSubtract( entityPositions.humanBuildablePos[ i ], origin, relOrigin );
+
+ if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] > 0 ) )
+ CG_DrawBlips( rect, relOrigin, hIabove );
+ }
+
+ //draw alien buildables above scanner plane
+ for( i = 0; i < entityPositions.numAlienBuildables; i++ )
+ {
+ VectorClear( relOrigin );
+ VectorSubtract( entityPositions.alienBuildablePos[ i ], origin, relOrigin );
+
+ if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] > 0 ) )
+ CG_DrawBlips( rect, relOrigin, aIabove );
+ }
+
+ //draw human clients above scanner plane
+ for( i = 0; i < entityPositions.numHumanClients; i++ )
+ {
+ VectorClear( relOrigin );
+ VectorSubtract( entityPositions.humanClientPos[ i ], origin, relOrigin );
+
+ if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] > 0 ) )
+ CG_DrawBlips( rect, relOrigin, hIabove );
+ }
+
+ //draw alien clients above scanner plane
+ for( i = 0; i < entityPositions.numAlienClients; i++ )
+ {
+ VectorClear( relOrigin );
+ VectorSubtract( entityPositions.alienClientPos[ i ], origin, relOrigin );
+
+ if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] > 0 ) )
+ CG_DrawBlips( rect, relOrigin, aIabove );
+ }
+}
diff --git a/src/cgame/cg_servercmds.c b/src/cgame/cg_servercmds.c
new file mode 100644
index 00000000..71fbaac9
--- /dev/null
+++ b/src/cgame/cg_servercmds.c
@@ -0,0 +1,1130 @@
+// 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 OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * 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.
+ */
+
+#include "cg_local.h"
+
+/*
+=================
+CG_ParseScores
+
+=================
+*/
+static void CG_ParseScores( void )
+{
+ int i;
+
+ 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 ) );
+
+ if( cg_debugRandom.integer )
+ CG_Printf( "cg.numScores: %d\n", cg.numScores );
+
+ for( i = 0; i < cg.numScores; i++ )
+ {
+ //
+ cg.scores[ i ].client = atoi( CG_Argv( i * 6 + 4 ) );
+ cg.scores[ i ].score = atoi( CG_Argv( i * 6 + 5 ) );
+ cg.scores[ i ].ping = atoi( CG_Argv( i * 6 + 6 ) );
+ cg.scores[ i ].time = atoi( CG_Argv( i * 6 + 7 ) );
+ cg.scores[ i ].weapon = atoi( CG_Argv( i * 6 + 8 ) );
+ cg.scores[ i ].upgrade = atoi( CG_Argv( i * 6 + 9 ) );
+
+ 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 = 0;
+
+ 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.dmflags = atoi( Info_ValueForKey( info, "dmflags" ) );
+ cgs.teamflags = atoi( Info_ValueForKey( info, "teamflags" ) );
+ 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 );
+}
+
+/*
+==================
+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 )
+ {
+ }
+
+ cg.warmup = warmup;
+}
+
+/*
+================
+CG_SetConfigValues
+
+Called on load to set the initial values from configure strings
+================
+*/
+void CG_SetConfigValues( void )
+{
+ cgs.scores1 = atoi( CG_ConfigString( CS_SCORES1 ) );
+ cgs.scores2 = atoi( CG_ConfigString( CS_SCORES2 ) );
+
+ sscanf( CG_ConfigString( CS_BUILDPOINTS ),
+ "%d %d %d %d %d", &cgs.alienBuildPoints,
+ &cgs.alienBuildPointsTotal,
+ &cgs.humanBuildPoints,
+ &cgs.humanBuildPointsTotal,
+ &cgs.humanBuildPointsPowered );
+
+ sscanf( CG_ConfigString( CS_STAGES ), "%d %d %d %d %d %d", &cgs.alienStage, &cgs.humanStage,
+ &cgs.alienKills, &cgs.humanKills, &cgs.alienNextStageThreshold, &cgs.humanNextStageThreshold );
+ sscanf( CG_ConfigString( CS_SPAWNS ), "%d %d", &cgs.numAlienSpawns, &cgs.numHumanSpawns );
+
+ cgs.levelStartTime = atoi( CG_ConfigString( CS_LEVEL_START_TIME ) );
+ 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_AnnounceAlienStageTransistion
+================
+*/
+static void CG_AnnounceAlienStageTransistion( stage_t from, stage_t to )
+{
+ if( cg.predictedPlayerState.stats[ STAT_PTEAM ] != PTE_ALIENS )
+ return;
+
+ trap_S_StartLocalSound( cgs.media.alienStageTransition, CHAN_ANNOUNCER );
+ CG_CenterPrint( "We have evolved!", 200, GIANTCHAR_WIDTH * 4 );
+}
+
+/*
+================
+CG_AnnounceHumanStageTransistion
+================
+*/
+static void CG_AnnounceHumanStageTransistion( stage_t from, stage_t to )
+{
+ if( cg.predictedPlayerState.stats[ STAT_PTEAM ] != PTE_HUMANS )
+ return;
+
+ trap_S_StartLocalSound( cgs.media.humanStageTransition, CHAN_ANNOUNCER );
+ CG_CenterPrint( "Reinforcements have arrived!", 200, GIANTCHAR_WIDTH * 4 );
+}
+
+/*
+================
+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_BUILDPOINTS )
+ sscanf( str, "%d %d %d %d %d", &cgs.alienBuildPoints,
+ &cgs.alienBuildPointsTotal,
+ &cgs.humanBuildPoints,
+ &cgs.humanBuildPointsTotal,
+ &cgs.humanBuildPointsPowered );
+ else if( num == CS_STAGES )
+ {
+ stage_t oldAlienStage = cgs.alienStage;
+ stage_t oldHumanStage = cgs.humanStage;
+
+ sscanf( str, "%d %d %d %d %d %d",
+ &cgs.alienStage, &cgs.humanStage,
+ &cgs.alienKills, &cgs.humanKills,
+ &cgs.alienNextStageThreshold, &cgs.humanNextStageThreshold );
+
+ if( cgs.alienStage != oldAlienStage )
+ CG_AnnounceAlienStageTransistion( oldAlienStage, cgs.alienStage );
+
+ if( cgs.humanStage != oldHumanStage )
+ CG_AnnounceHumanStageTransistion( oldHumanStage, cgs.humanStage );
+ }
+ else if( num == CS_SPAWNS )
+ sscanf( str, "%d %d", &cgs.numAlienSpawns, &cgs.numHumanSpawns );
+ else if( num == CS_LEVEL_START_TIME )
+ cgs.levelStartTime = atoi( str );
+ else if( num == CS_VOTE_TIME )
+ {
+ cgs.voteTime = atoi( str );
+ cgs.voteModified = qtrue;
+
+ if( cgs.voteTime )
+ trap_Cvar_Set( "ui_voteActive", "1" );
+ else
+ trap_Cvar_Set( "ui_voteActive", "0" );
+ }
+ 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 )
+ {
+ int cs_offset = num - CS_TEAMVOTE_TIME;
+
+ cgs.teamVoteTime[ cs_offset ] = atoi( str );
+ cgs.teamVoteModified[ cs_offset ] = qtrue;
+
+ if( cs_offset == 0 )
+ {
+ if( cgs.teamVoteTime[ cs_offset ] )
+ trap_Cvar_Set( "ui_humanTeamVoteActive", "1" );
+ else
+ trap_Cvar_Set( "ui_humanTeamVoteActive", "0" );
+ }
+ else if( cs_offset == 1 )
+ {
+ if( cgs.teamVoteTime[ cs_offset ] )
+ trap_Cvar_Set( "ui_alienTeamVoteActive", "1" );
+ else
+ trap_Cvar_Set( "ui_alienTeamVoteActive", "0" );
+ }
+ }
+ 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_SHADERS && num < CS_SHADERS+MAX_SHADERS )
+ cgs.gameShaders[ num - CS_SHADERS ] = trap_R_RegisterShader( str );
+ else if( num >= CS_PARTICLE_SYSTEMS && num < CS_PARTICLE_SYSTEMS+MAX_GAME_PARTICLE_SYSTEMS )
+ cgs.gameParticleSystems[ num - CS_PARTICLE_SYSTEMS ] = CG_RegisterParticleSystem( (char *)str );
+ else if( num >= CS_SOUNDS && num < CS_SOUNDS+MAX_SOUNDS )
+ {
+ 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 )
+ {
+ }
+ 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_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 )
+ CG_CenterPrint( "FIGHT!", 120, GIANTCHAR_WIDTH * 2 );
+
+ trap_Cvar_Set( "cg_thirdPerson", "0" );
+}
+
+/*
+=================
+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_SetUIVars
+
+Set some cvars used by the UI
+===============
+*/
+static void CG_SetUIVars( void )
+{
+ int i;
+ char carriageCvar[ MAX_TOKEN_CHARS ];
+
+ *carriageCvar = 0;
+
+ //determine what the player is carrying
+ for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ )
+ {
+ if( BG_InventoryContainsWeapon( i, cg.snap->ps.stats ) &&
+ BG_FindPurchasableForWeapon( i ) )
+ strcat( carriageCvar, va( "W%d ", i ) );
+ }
+ for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ )
+ {
+ if( BG_InventoryContainsUpgrade( i, cg.snap->ps.stats ) &&
+ BG_FindPurchasableForUpgrade( i ) )
+ strcat( carriageCvar, va( "U%d ", i ) );
+ }
+ strcat( carriageCvar, "$" );
+
+ trap_Cvar_Set( "ui_carriage", carriageCvar );
+
+ trap_Cvar_Set( "ui_stages", va( "%d %d", cgs.alienStage, cgs.humanStage ) );
+}
+
+
+/*
+==============
+CG_Menu
+==============
+*/
+void CG_Menu( int menu )
+{
+ CG_SetUIVars( );
+
+ switch( menu )
+ {
+ case MN_TEAM: trap_SendConsoleCommand( "menu tremulous_teamselect\n" ); break;
+ case MN_A_CLASS: trap_SendConsoleCommand( "menu tremulous_alienclass\n" ); break;
+ case MN_H_SPAWN: trap_SendConsoleCommand( "menu tremulous_humanitem\n" ); break;
+ case MN_A_BUILD: trap_SendConsoleCommand( "menu tremulous_alienbuild\n" ); break;
+ case MN_H_BUILD: trap_SendConsoleCommand( "menu tremulous_humanbuild\n" ); break;
+ case MN_H_ARMOURY: trap_SendConsoleCommand( "menu tremulous_humanarmoury\n" ); break;
+
+ case MN_A_TEAMFULL:
+ trap_Cvar_Set( "ui_dialog", "The alien team has too many players. Please wait until "
+ "slots become available or join the human team." );
+ trap_SendConsoleCommand( "menu tremulous_alien_dialog\n" );
+ break;
+
+ case MN_H_TEAMFULL:
+ trap_Cvar_Set( "ui_dialog", "The human team has too many players. Please wait until "
+ "slots become available or join the alien team." );
+ trap_SendConsoleCommand( "menu tremulous_human_dialog\n" );
+ break;
+
+ case MN_H_NOROOM:
+ if( !cg_disableWarningDialogs.integer )
+ {
+ trap_Cvar_Set( "ui_dialog", "There is no room to build here. Move until the buildable turns "
+ "translucent green indicating a valid build location." );
+ trap_SendConsoleCommand( "menu tremulous_human_dialog\n" );
+ }
+ else
+ CG_Printf( "There is no room to build here\n" );
+
+ break;
+
+ case MN_H_NOPOWER:
+ if( !cg_disableWarningDialogs.integer )
+ {
+ trap_Cvar_Set( "ui_dialog", "There is no power remaining. Free up power by destroying existing "
+ "buildable objects." );
+ trap_SendConsoleCommand( "menu tremulous_human_dialog\n" );
+ }
+ else
+ CG_Printf( "There is no power remaining\n" );
+
+ break;
+
+ case MN_H_NOTPOWERED:
+ if( !cg_disableWarningDialogs.integer )
+ {
+ trap_Cvar_Set( "ui_dialog", "This buildable is not powered. Build a Reactor and/or Repeater in "
+ "order to power it." );
+ trap_SendConsoleCommand( "menu tremulous_human_dialog\n" );
+ }
+ else
+ CG_Printf( "This buildable is not powered\n" );
+
+ break;
+
+ case MN_H_NORMAL:
+ if( !cg_disableWarningDialogs.integer )
+ {
+ trap_Cvar_Set( "ui_dialog", "Cannot build on this surface. The surface is too steep or unsuitable "
+ "to build on. Please choose another site for this structure." );
+ trap_SendConsoleCommand( "menu tremulous_human_dialog\n" );
+ }
+ else
+ CG_Printf( "Cannot build on this surface\n" );
+
+ break;
+
+ case MN_H_REACTOR:
+ if( !cg_disableWarningDialogs.integer )
+ {
+ trap_Cvar_Set( "ui_dialog", "There can only be one Reactor. Destroy the existing one if you "
+ "wish to move it." );
+ trap_SendConsoleCommand( "menu tremulous_human_dialog\n" );
+ }
+ else
+ CG_Printf( "There can only be one Reactor\n" );
+
+ break;
+
+ case MN_H_REPEATER:
+ if( !cg_disableWarningDialogs.integer )
+ {
+ trap_Cvar_Set( "ui_dialog", "There is no power here. If available, a Repeater may be used to "
+ "transmit power to this location." );
+ trap_SendConsoleCommand( "menu tremulous_human_dialog\n" );
+ }
+ else
+ CG_Printf( "There is no power here\n" );
+
+ break;
+
+ case MN_H_NODCC:
+ if( !cg_disableWarningDialogs.integer )
+ {
+ trap_Cvar_Set( "ui_dialog", "There is no Defense Computer. A Defense Computer is needed to build "
+ "this." );
+ trap_SendConsoleCommand( "menu tremulous_human_dialog\n" );
+ }
+ else
+ CG_Printf( "There is no Defense Computer\n" );
+
+ break;
+
+ case MN_H_TNODEWARN:
+ if( !cg_disableWarningDialogs.integer )
+ {
+ trap_Cvar_Set( "ui_dialog", "WARNING: This Telenode will not be powered. Build near a power "
+ "structure to prevent seeing this message again." );
+ trap_SendConsoleCommand( "menu tremulous_human_dialog\n" );
+ }
+ else
+ CG_Printf( "This Telenode will not be powered\n" );
+
+ break;
+
+ case MN_H_RPTWARN:
+ if( !cg_disableWarningDialogs.integer )
+ {
+ trap_Cvar_Set( "ui_dialog", "WARNING: This Repeater will not be powered as there is no parent "
+ "Reactor providing power. Build a Reactor." );
+ trap_SendConsoleCommand( "menu tremulous_human_dialog\n" );
+ }
+ else
+ CG_Printf( "This Repeater will not be powered\n" );
+
+ break;
+
+ case MN_H_RPTWARN2:
+ if( !cg_disableWarningDialogs.integer )
+ {
+ trap_Cvar_Set( "ui_dialog", "This area already has power. A Repeater is not required here." );
+ trap_SendConsoleCommand( "menu tremulous_human_dialog\n" );
+ }
+ else
+ CG_Printf( "This area already has power\n" );
+
+ break;
+
+ case MN_H_NOSLOTS:
+ if( !cg_disableWarningDialogs.integer )
+ {
+ trap_Cvar_Set( "ui_dialog", "You have no room to carry this. Please sell any conflicting "
+ "upgrades before purchasing this item." );
+ trap_SendConsoleCommand( "menu tremulous_human_dialog\n" );
+ }
+ else
+ CG_Printf( "You have no room to carry this\n" );
+
+ break;
+
+ case MN_H_NOFUNDS:
+ if( !cg_disableWarningDialogs.integer )
+ {
+ trap_Cvar_Set( "ui_dialog", "Insufficient funds. You do not have enough credits to perform this "
+ "action." );
+ trap_SendConsoleCommand( "menu tremulous_human_dialog\n" );
+ }
+ else
+ CG_Printf( "Insufficient funds\n" );
+
+ break;
+
+ case MN_H_ITEMHELD:
+ if( !cg_disableWarningDialogs.integer )
+ {
+ trap_Cvar_Set( "ui_dialog", "You already hold this item. It is not possible to carry multiple items "
+ "of the same type." );
+ trap_SendConsoleCommand( "menu tremulous_human_dialog\n" );
+ }
+ else
+ CG_Printf( "You already hold this item\n" );
+
+ break;
+
+
+ //===============================
+
+
+ case MN_A_NOROOM:
+ if( !cg_disableWarningDialogs.integer )
+ {
+ trap_Cvar_Set( "ui_dialog", "There is no room to build here. Move until the structure turns "
+ "translucent green indicating a valid build location." );
+ trap_SendConsoleCommand( "menu tremulous_alien_dialog\n" );
+ }
+ else
+ CG_Printf( "There is no room to build here\n" );
+
+ break;
+
+ case MN_A_NOCREEP:
+ if( !cg_disableWarningDialogs.integer )
+ {
+ trap_Cvar_Set( "ui_dialog", "There is no creep here. You must build near existing Eggs or "
+ "the Overmind. Alien structures will not support themselves." );
+ trap_SendConsoleCommand( "menu tremulous_alien_dialog\n" );
+ }
+ else
+ CG_Printf( "There is no creep here\n" );
+
+ break;
+
+ case MN_A_NOOVMND:
+ if( !cg_disableWarningDialogs.integer )
+ {
+ trap_Cvar_Set( "ui_dialog", "There is no Overmind. An Overmind must be built to control "
+ "the structure you tried to place" );
+ trap_SendConsoleCommand( "menu tremulous_alien_dialog\n" );
+ }
+ else
+ CG_Printf( "There is no Overmind\n" );
+
+ break;
+
+ case MN_A_OVERMIND:
+ if( !cg_disableWarningDialogs.integer )
+ {
+ trap_Cvar_Set( "ui_dialog", "There can only be one Overmind. Destroy the existing one if you "
+ "wish to move it." );
+ trap_SendConsoleCommand( "menu tremulous_alien_dialog\n" );
+ }
+ else
+ CG_Printf( "There can only be one Overmind\n" );
+
+ break;
+
+ case MN_A_HOVEL:
+ if( !cg_disableWarningDialogs.integer )
+ {
+ trap_Cvar_Set( "ui_dialog", "There can only be one Hovel. Destroy the existing one if you "
+ "wish to move it." );
+ trap_SendConsoleCommand( "menu tremulous_alien_dialog\n" );
+ }
+ else
+ CG_Printf( "There can only be one Hovel\n" );
+
+ break;
+
+ case MN_A_NOASSERT:
+ if( !cg_disableWarningDialogs.integer )
+ {
+ trap_Cvar_Set( "ui_dialog", "The Overmind cannot control any more structures. Destroy existing "
+ "structures to build more." );
+ trap_SendConsoleCommand( "menu tremulous_alien_dialog\n" );
+ }
+ else
+ CG_Printf( "The Overmind cannot control any more structures\n" );
+
+ break;
+
+ case MN_A_SPWNWARN:
+ if( !cg_disableWarningDialogs.integer )
+ {
+ trap_Cvar_Set( "ui_dialog", "WARNING: This spawn will not be controlled by an Overmind. "
+ "Build an Overmind to prevent seeing this message again." );
+ trap_SendConsoleCommand( "menu tremulous_alien_dialog\n" );
+ }
+ else
+ CG_Printf( "This spawn will not be controlled by an Overmind\n" );
+
+ break;
+
+ case MN_A_NORMAL:
+ if( !cg_disableWarningDialogs.integer )
+ {
+ trap_Cvar_Set( "ui_dialog", "Cannot build on this surface. This surface is too steep or unsuitable "
+ "to build on. Please choose another site for this structure." );
+ trap_SendConsoleCommand( "menu tremulous_alien_dialog\n" );
+ }
+ else
+ CG_Printf( "Cannot build on this surface\n" );
+
+ break;
+
+ case MN_A_NOEROOM:
+ if( !cg_disableWarningDialogs.integer )
+ {
+ trap_Cvar_Set( "ui_dialog", "There is no room to evolve here. Move away from walls or other "
+ "nearby objects and try again." );
+ trap_SendConsoleCommand( "menu tremulous_alien_dialog\n" );
+ }
+ else
+ CG_Printf( "There is no room to evolve here\n" );
+
+ break;
+
+ case MN_A_TOOCLOSE:
+ if( !cg_disableWarningDialogs.integer )
+ {
+ trap_Cvar_Set( "ui_dialog", "This location is too close to the enemy to evolve. "
+ "Move away until you are no longer aware of the enemy's "
+ "presence and try again." );
+ trap_SendConsoleCommand( "menu tremulous_alien_dialog\n" );
+ }
+ else
+ CG_Printf( "This location is too close to the enemy to evolve\n" );
+
+ break;
+
+ case MN_A_NOOVMND_EVOLVE:
+ if( !cg_disableWarningDialogs.integer )
+ {
+ trap_Cvar_Set( "ui_dialog", "There is no Overmind. An Overmind must be built to allow "
+ "you to upgrade." );
+ trap_SendConsoleCommand( "menu tremulous_alien_dialog\n" );
+ }
+ else
+ CG_Printf( "There is no Overmind\n" );
+
+ break;
+
+ case MN_A_HOVEL_OCCUPIED:
+ if( !cg_disableWarningDialogs.integer )
+ {
+ trap_Cvar_Set( "ui_dialog", "This Hovel is occupied by another builder. Please find or build "
+ "another." );
+ trap_SendConsoleCommand( "menu tremulous_alien_dialog\n" );
+ }
+ else
+ CG_Printf( "This Hovel is occupied by another builder\n" );
+
+ break;
+
+ case MN_A_HOVEL_BLOCKED:
+ if( !cg_disableWarningDialogs.integer )
+ {
+ trap_Cvar_Set( "ui_dialog", "The exit to this Hovel is currently blocked. Please wait until it "
+ "becomes clear then try again." );
+ trap_SendConsoleCommand( "menu tremulous_alien_dialog\n" );
+ }
+ else
+ CG_Printf( "The exit to this Hovel is currently blocked\n" );
+
+ break;
+
+ case MN_A_HOVEL_EXIT:
+ if( !cg_disableWarningDialogs.integer )
+ {
+ trap_Cvar_Set( "ui_dialog", "The exit to this Hovel would always be blocked. Please choose "
+ "a more suitable location." );
+ trap_SendConsoleCommand( "menu tremulous_alien_dialog\n" );
+ }
+ else
+ CG_Printf( "The exit to this Hovel would always be blocked\n" );
+
+ break;
+
+ case MN_A_INFEST:
+ trap_Cvar_Set( "ui_currentClass", va( "%d %d", cg.snap->ps.stats[ STAT_PCLASS ],
+ cg.snap->ps.persistant[ PERS_CREDIT ] ) );
+ trap_SendConsoleCommand( "menu tremulous_alienupgrade\n" );
+ break;
+
+ default:
+ Com_Printf( "cgame: debug: no such menu %d\n", menu );
+ }
+}
+
+/*
+=================
+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, "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 ) );
+ }
+
+ // clientLevelShot is sent before taking a special screenshot for
+ // the menu system during development
+ if( !strcmp( cmd, "clientLevelShot" ) )
+ {
+ cg.levelShot = qtrue;
+ return;
+ }
+
+ //enable G_Printfs from the server to appear in the TA console
+ if( !strcmp( cmd, "gprintf" ) )
+ {
+ if( trap_Argc( ) == 2 )
+ CG_TAUIConsole( CG_Argv( 1 ) );
+
+ return;
+ }
+
+ //the server has triggered a menu
+ if( !strcmp( cmd, "servermenu" ) )
+ {
+ if( trap_Argc( ) == 2 && !cg.demoPlayback )
+ CG_Menu( atoi( CG_Argv( 1 ) ) );
+
+ return;
+ }
+
+ //the server thinks this client should close all menus
+ if( !strcmp( cmd, "serverclosemenus" ) )
+ {
+ trap_SendConsoleCommand( "closemenus\n" );
+ return;
+ }
+
+ //poison cloud effect needs to be reliable
+ if( !strcmp( cmd, "poisoncloud" ) )
+ {
+ cg.poisonedTime = cg.time;
+
+ if( CG_IsParticleSystemValid( &cg.poisonCloudPS ) )
+ {
+ cg.poisonCloudPS = CG_SpawnNewParticleSystem( cgs.media.poisonCloudPS );
+ CG_SetAttachmentCent( &cg.poisonCloudPS->attachment, &cg.predictedPlayerEntity );
+ CG_AttachToCent( &cg.poisonCloudPS->attachment );
+ }
+
+ return;
+ }
+
+ if( !strcmp( cmd, "weaponswitch" ) )
+ {
+ CG_Printf( "client weaponswitch\n" );
+ if( trap_Argc( ) == 2 )
+ {
+ cg.weaponSelect = atoi( CG_Argv( 1 ) );
+ cg.weaponSelectTime = cg.time;
+ }
+
+ return;
+ }
+
+ // server requests a ptrc
+ if( !strcmp( cmd, "ptrcrequest" ) )
+ {
+ int code = CG_ReadPTRCode( );
+
+ trap_SendClientCommand( va( "ptrcverify %d", code ) );
+ return;
+ }
+
+ // server issues a ptrc
+ if( !strcmp( cmd, "ptrcissue" ) )
+ {
+ if( trap_Argc( ) == 2 )
+ {
+ int code = atoi( CG_Argv( 1 ) );
+
+ CG_WritePTRCode( code );
+ }
+
+ return;
+ }
+
+ // reply to ptrcverify
+ if( !strcmp( cmd, "ptrcconfirm" ) )
+ {
+ trap_SendConsoleCommand( "menu ptrc_popmenu\n" );
+
+ 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
new file mode 100644
index 00000000..4a5722ae
--- /dev/null
+++ b/src/cgame/cg_snapshot.c
@@ -0,0 +1,402 @@
+// 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 OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * 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.
+ */
+
+#include "cg_local.h"
+
+/*
+==================
+CG_ResetEntity
+==================
+*/
+static void CG_ResetEntity( centity_t *cent )
+{
+ // if the previous snapshot this entity was updated in is at least
+ // an event window back in time then we can reset the previous event
+ if( cent->snapShotTime < cg.time - EVENT_VALID_MSEC )
+ 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 ) { } //TA: ?
+
+ // 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 );
+
+ // remember time of snapshot this entity was last updated in
+ cent->snapShotTime = cg.snap->serverTime;
+ }
+
+ 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
new file mode 100644
index 00000000..9da1dade
--- /dev/null
+++ b/src/cgame/cg_syscalls.asm
@@ -0,0 +1,105 @@
+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 trap_CM_TempCapsuleModel -83
+equ trap_CM_CapsuleTrace -84
+equ trap_CM_TransformedCapsuleTrace -85
+equ trap_R_AddAdditiveLightToScene -86
+equ trap_GetEntityToken -87
+equ trap_R_AddPolysToScene -88
+equ trap_R_inPVS -89
+equ trap_FS_Seek -90
+
+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
+
diff --git a/src/cgame/cg_syscalls.c b/src/cgame/cg_syscalls.c
new file mode 100644
index 00000000..3e8c5849
--- /dev/null
+++ b/src/cgame/cg_syscalls.c
@@ -0,0 +1,507 @@
+// 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 OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * 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.
+ */
+
+#include "cg_local.h"
+
+static long (QDECL *syscall)( long arg, ... ) = (long (QDECL *)( long, ...))-1;
+
+
+void dllEntry( long (QDECL *syscallptr)( long 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_FS_Seek( fileHandle_t f, long offset, fsOrigin_t origin )
+{
+ syscall( CG_FS_SEEK, f, offset, origin );
+}
+
+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 );
+}
+
+clipHandle_t trap_CM_TempCapsuleModel( const vec3_t mins, const vec3_t maxs )
+{
+ return syscall( CG_CM_TEMPCAPSULEMODEL, 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_CapsuleTrace( 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_CAPSULETRACE, 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 );
+}
+
+void trap_CM_TransformedCapsuleTrace( 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_TRANSFORMEDCAPSULETRACE, 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 );
+}
+
+void trap_R_AddPolysToScene( qhandle_t hShader , int numVerts, const polyVert_t *verts, int num )
+{
+ syscall( CG_R_ADDPOLYSTOSCENE, hShader, numVerts, verts, num );
+}
+
+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_AddAdditiveLightToScene( const vec3_t org, float intensity, float r, float g, float b )
+{
+ syscall( CG_R_ADDADDITIVELIGHTTOSCENE, 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_trails.c b/src/cgame/cg_trails.c
new file mode 100644
index 00000000..3ef19f00
--- /dev/null
+++ b/src/cgame/cg_trails.c
@@ -0,0 +1,1489 @@
+// cg_trails.c -- the trail system
+
+/*
+ * 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 OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * 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.
+ */
+
+#include "cg_local.h"
+
+static baseTrailSystem_t baseTrailSystems[ MAX_BASETRAIL_SYSTEMS ];
+static baseTrailBeam_t baseTrailBeams[ MAX_BASETRAIL_BEAMS ];
+static int numBaseTrailSystems = 0;
+static int numBaseTrailBeams = 0;
+
+static trailSystem_t trailSystems[ MAX_TRAIL_SYSTEMS ];
+static trailBeam_t trailBeams[ MAX_TRAIL_BEAMS ];
+
+/*
+===============
+CG_CalculateBeamNodeProperties
+
+Fills in trailBeamNode_t.textureCoord
+===============
+*/
+static void CG_CalculateBeamNodeProperties( trailBeam_t *tb )
+{
+ trailBeamNode_t *i = NULL;
+ trailSystem_t *ts;
+ baseTrailBeam_t *btb;
+ float nodeDistances[ MAX_TRAIL_BEAM_NODES ];
+ float totalDistance = 0.0f, position = 0.0f;
+ int j, numNodes = 0;
+ float TCRange, widthRange, alphaRange;
+ vec3_t colorRange;
+ float fadeAlpha = 1.0f;
+
+ if( !tb || !tb->nodes )
+ return;
+
+ ts = tb->parent;
+ btb = tb->class;
+
+ if( ts->destroyTime > 0 && btb->fadeOutTime )
+ {
+ fadeAlpha -= ( cg.time - ts->destroyTime ) / btb->fadeOutTime;
+
+ if( fadeAlpha < 0.0f )
+ fadeAlpha = 0.0f;
+ }
+
+ TCRange = tb->class->backTextureCoord -
+ tb->class->frontTextureCoord;
+ widthRange = tb->class->backWidth -
+ tb->class->frontWidth;
+ alphaRange = tb->class->backAlpha -
+ tb->class->frontAlpha;
+ VectorSubtract( tb->class->backColor,
+ tb->class->frontColor, colorRange );
+
+ for( i = tb->nodes; i && i->next; i = i->next )
+ {
+ nodeDistances[ numNodes++ ] =
+ Distance( i->position, i->next->position );
+ }
+
+ for( j = 0; j < numNodes; j++ )
+ totalDistance += nodeDistances[ j ];
+
+ for( j = 0, i = tb->nodes; i; i = i->next, j++ )
+ {
+ if( tb->class->textureType == TBTT_STRETCH )
+ {
+ i->textureCoord = tb->class->frontTextureCoord +
+ ( ( position / totalDistance ) * TCRange );
+ }
+ else if( tb->class->textureType == TBTT_REPEAT )
+ {
+ if( tb->class->clampToBack )
+ i->textureCoord = ( totalDistance - position ) /
+ tb->class->repeatLength;
+ else
+ i->textureCoord = position / tb->class->repeatLength;
+ }
+
+ i->halfWidth = ( tb->class->frontWidth +
+ ( ( position / totalDistance ) * widthRange ) ) / 2.0f;
+ i->alpha = (byte)( (float)0xFF * ( tb->class->frontAlpha +
+ ( ( position / totalDistance ) * alphaRange ) ) * fadeAlpha );
+ VectorMA( tb->class->frontColor, ( position / totalDistance ),
+ colorRange, i->color );
+
+ position += nodeDistances[ j ];
+ }
+}
+
+/*
+===============
+CG_LightVertex
+
+Lights a particular vertex
+===============
+*/
+static void CG_LightVertex( vec3_t point, byte alpha, byte *rgba )
+{
+ int i;
+ vec3_t alight, dlight, lightdir;
+
+ trap_R_LightForPoint( point, alight, dlight, lightdir );
+ for( i = 0; i <= 2; i++ )
+ rgba[ i ] = (int)alight[ i ];
+
+ rgba[ 3 ] = alpha;
+}
+
+/*
+===============
+CG_RenderBeam
+
+Renders a beam
+===============
+*/
+static void CG_RenderBeam( trailBeam_t *tb )
+{
+ trailBeamNode_t *i = NULL;
+ trailBeamNode_t *prev = NULL;
+ trailBeamNode_t *next = NULL;
+ vec3_t up;
+ polyVert_t verts[ ( MAX_TRAIL_BEAM_NODES - 1 ) * 4 ];
+ int numVerts = 0;
+ baseTrailBeam_t *btb;
+ trailSystem_t *ts;
+ baseTrailSystem_t *bts;
+
+ if( !tb || !tb->nodes )
+ return;
+
+ btb = tb->class;
+ ts = tb->parent;
+ bts = ts->class;
+
+ if( bts->thirdPersonOnly &&
+ ( CG_AttachmentCentNum( &ts->frontAttachment ) == cg.snap->ps.clientNum ||
+ CG_AttachmentCentNum( &ts->backAttachment ) == cg.snap->ps.clientNum ) &&
+ !cg.renderingThirdPerson )
+ return;
+
+ CG_CalculateBeamNodeProperties( tb );
+
+ i = tb->nodes;
+
+ do
+ {
+ prev = i->prev;
+ next = i->next;
+
+ if( prev && next )
+ {
+ //this node has two neighbours
+ GetPerpendicularViewVector( cg.refdef.vieworg, next->position, prev->position, up );
+ }
+ else if( !prev && next )
+ {
+ //this is the front
+ GetPerpendicularViewVector( cg.refdef.vieworg, next->position, i->position, up );
+ }
+ else if( prev && !next )
+ {
+ //this is the back
+ GetPerpendicularViewVector( cg.refdef.vieworg, i->position, prev->position, up );
+ }
+ else
+ break;
+
+ if( prev )
+ {
+ VectorMA( i->position, i->halfWidth, up, verts[ numVerts ].xyz );
+ verts[ numVerts ].st[ 0 ] = i->textureCoord;
+ verts[ numVerts ].st[ 1 ] = 1.0f;
+
+ if( btb->realLight )
+ CG_LightVertex( verts[ numVerts ].xyz, i->alpha, verts[ numVerts ].modulate );
+ else
+ {
+ VectorCopy( i->color, verts[ numVerts ].modulate );
+ verts[ numVerts ].modulate[ 3 ] = i->alpha;
+ }
+
+ numVerts++;
+
+ VectorMA( i->position, -i->halfWidth, up, verts[ numVerts ].xyz );
+ verts[ numVerts ].st[ 0 ] = i->textureCoord;
+ verts[ numVerts ].st[ 1 ] = 0.0f;
+
+ if( btb->realLight )
+ CG_LightVertex( verts[ numVerts ].xyz, i->alpha, verts[ numVerts ].modulate );
+ else
+ {
+ VectorCopy( i->color, verts[ numVerts ].modulate );
+ verts[ numVerts ].modulate[ 3 ] = i->alpha;
+ }
+
+ numVerts++;
+ }
+
+ if( next )
+ {
+ VectorMA( i->position, -i->halfWidth, up, verts[ numVerts ].xyz );
+ verts[ numVerts ].st[ 0 ] = i->textureCoord;
+ verts[ numVerts ].st[ 1 ] = 0.0f;
+
+ if( btb->realLight )
+ CG_LightVertex( verts[ numVerts ].xyz, i->alpha, verts[ numVerts ].modulate );
+ else
+ {
+ VectorCopy( i->color, verts[ numVerts ].modulate );
+ verts[ numVerts ].modulate[ 3 ] = i->alpha;
+ }
+
+ numVerts++;
+
+ VectorMA( i->position, i->halfWidth, up, verts[ numVerts ].xyz );
+ verts[ numVerts ].st[ 0 ] = i->textureCoord;
+ verts[ numVerts ].st[ 1 ] = 1.0f;
+
+ if( btb->realLight )
+ CG_LightVertex( verts[ numVerts ].xyz, i->alpha, verts[ numVerts ].modulate );
+ else
+ {
+ VectorCopy( i->color, verts[ numVerts ].modulate );
+ verts[ numVerts ].modulate[ 3 ] = i->alpha;
+ }
+
+ numVerts++;
+ }
+
+ i = i->next;
+ } while( i );
+
+ trap_R_AddPolysToScene( tb->class->shader, 4, &verts[ 0 ], numVerts / 4 );
+}
+
+/*
+===============
+CG_AllocateBeamNode
+
+Allocates a trailBeamNode_t from a trailBeam_t's nodePool
+===============
+*/
+static trailBeamNode_t *CG_AllocateBeamNode( trailBeam_t *tb )
+{
+ baseTrailBeam_t *btb = tb->class;
+ int i;
+ trailBeamNode_t *tbn;
+
+ for( i = 0; i < MAX_TRAIL_BEAM_NODES; i++ )
+ {
+ tbn = &tb->nodePool[ i ];
+ if( !tbn->used )
+ {
+ tbn->timeLeft = btb->segmentTime;
+ tbn->prev = NULL;
+ tbn->next = NULL;
+ tbn->used = qtrue;
+ return tbn;
+ }
+ }
+
+ // no space left
+ return NULL;
+}
+
+/*
+===============
+CG_DestroyBeamNode
+
+Removes a node from a beam
+Returns the new head
+===============
+*/
+static trailBeamNode_t *CG_DestroyBeamNode( trailBeamNode_t *tbn )
+{
+ trailBeamNode_t *newHead = NULL;
+
+ if( tbn->prev )
+ {
+ if( tbn->next )
+ {
+ // node is in the middle
+ tbn->prev->next = tbn->next;
+ tbn->next->prev = tbn->prev;
+ }
+ else // node is at the back
+ tbn->prev->next = NULL;
+
+ // find the new head (shouldn't have changed)
+ newHead = tbn->prev;
+
+ while( newHead->prev )
+ newHead = newHead->prev;
+ }
+ else if( tbn->next )
+ {
+ //node is at the front
+ tbn->next->prev = NULL;
+ newHead = tbn->next;
+ }
+
+ tbn->prev = NULL;
+ tbn->next = NULL;
+ tbn->used = qfalse;
+
+ return newHead;
+}
+
+/*
+===============
+CG_FindLastBeamNode
+
+Returns the last beam node in a beam
+===============
+*/
+static trailBeamNode_t *CG_FindLastBeamNode( trailBeam_t *tb )
+{
+ trailBeamNode_t *i = tb->nodes;
+
+ while( i && i->next )
+ i = i->next;
+
+ return i;
+}
+
+/*
+===============
+CG_CountBeamNodes
+
+Returns the number of nodes in a beam
+===============
+*/
+static int CG_CountBeamNodes( trailBeam_t *tb )
+{
+ trailBeamNode_t *i = tb->nodes;
+ int numNodes = 0;
+
+ while( i )
+ {
+ numNodes++;
+ i = i->next;
+ }
+
+ return numNodes;
+}
+
+/*
+===============
+CG_PrependBeamNode
+
+Prepend a new beam node to the front of a beam
+Returns the new node
+===============
+*/
+static trailBeamNode_t *CG_PrependBeamNode( trailBeam_t *tb )
+{
+ trailBeamNode_t *i;
+
+ if( tb->nodes )
+ {
+ // prepend another node
+ i = CG_AllocateBeamNode( tb );
+
+ if( i )
+ {
+ i->next = tb->nodes;
+ tb->nodes->prev = i;
+ tb->nodes = i;
+ }
+ }
+ else //add first node
+ {
+ i = CG_AllocateBeamNode( tb );
+
+ if( i )
+ tb->nodes = i;
+ }
+
+ return i;
+}
+
+/*
+===============
+CG_AppendBeamNode
+
+Append a new beam node to the back of a beam
+Returns the new node
+===============
+*/
+static trailBeamNode_t *CG_AppendBeamNode( trailBeam_t *tb )
+{
+ trailBeamNode_t *last, *i;
+
+ if( tb->nodes )
+ {
+ // append another node
+ last = CG_FindLastBeamNode( tb );
+ i = CG_AllocateBeamNode( tb );
+
+ if( i )
+ {
+ last->next = i;
+ i->prev = last;
+ i->next = NULL;
+ }
+ }
+ else //add first node
+ {
+ i = CG_AllocateBeamNode( tb );
+
+ if( i )
+ tb->nodes = i;
+ }
+
+ return i;
+}
+
+/*
+===============
+CG_ApplyJitters
+===============
+*/
+static void CG_ApplyJitters( trailBeam_t *tb )
+{
+ trailBeamNode_t *i = NULL;
+ int j;
+ baseTrailBeam_t *btb;
+ trailSystem_t *ts;
+ trailBeamNode_t *start;
+ trailBeamNode_t *end;
+
+ if( !tb || !tb->nodes )
+ return;
+
+ btb = tb->class;
+ ts = tb->parent;
+
+ for( j = 0; j < btb->numJitters; j++ )
+ {
+ if( tb->nextJitterTimes[ j ] <= cg.time )
+ {
+ for( i = tb->nodes; i; i = i->next )
+ {
+ i->jitters[ j ][ 0 ] = ( crandom( ) * btb->jitters[ j ].magnitude );
+ i->jitters[ j ][ 1 ] = ( crandom( ) * btb->jitters[ j ].magnitude );
+ }
+
+ tb->nextJitterTimes[ j ] = cg.time + btb->jitters[ j ].period;
+ }
+ }
+
+ start = tb->nodes;
+ end = CG_FindLastBeamNode( tb );
+
+ if( !btb->jitterAttachments )
+ {
+ if( CG_Attached( &ts->frontAttachment ) && start->next )
+ start = start->next;
+
+ if( CG_Attached( &ts->backAttachment ) && end->prev )
+ end = end->prev;
+ }
+
+ for( i = start; i; i = i->next )
+ {
+ vec3_t forward, right, up;
+ trailBeamNode_t *prev;
+ trailBeamNode_t *next;
+ float upJitter = 0.0f, rightJitter = 0.0f;
+
+ prev = i->prev;
+ next = i->next;
+
+ if( prev && next )
+ {
+ //this node has two neighbours
+ GetPerpendicularViewVector( cg.refdef.vieworg, next->position, prev->position, up );
+ VectorSubtract( next->position, prev->position, forward );
+ }
+ else if( !prev && next )
+ {
+ //this is the front
+ GetPerpendicularViewVector( cg.refdef.vieworg, next->position, i->position, up );
+ VectorSubtract( next->position, i->position, forward );
+ }
+ else if( prev && !next )
+ {
+ //this is the back
+ GetPerpendicularViewVector( cg.refdef.vieworg, i->position, prev->position, up );
+ VectorSubtract( i->position, prev->position, forward );
+ }
+
+ VectorNormalize( forward );
+ CrossProduct( forward, up, right );
+ VectorNormalize( right );
+
+ for( j = 0; j < btb->numJitters; j++ )
+ {
+ upJitter += i->jitters[ j ][ 0 ];
+ rightJitter += i->jitters[ j ][ 1 ];
+ }
+
+ VectorMA( i->position, upJitter, up, i->position );
+ VectorMA( i->position, rightJitter, right, i->position );
+
+ if( i == end )
+ break;
+ }
+}
+
+/*
+===============
+CG_UpdateBeam
+
+Updates a beam
+===============
+*/
+static void CG_UpdateBeam( trailBeam_t *tb )
+{
+ baseTrailBeam_t *btb;
+ trailSystem_t *ts;
+ trailBeamNode_t *i;
+ int deltaTime;
+ int nodesToAdd;
+ int j;
+ int numNodes;
+
+ if( !tb )
+ return;
+
+ btb = tb->class;
+ ts = tb->parent;
+
+ deltaTime = cg.time - tb->lastEvalTime;
+ tb->lastEvalTime = cg.time;
+
+ // first make sure this beam has enough nodes
+ if( ts->destroyTime <= 0 )
+ {
+ nodesToAdd = btb->numSegments - CG_CountBeamNodes( tb ) + 1;
+
+ while( nodesToAdd-- )
+ {
+ i = CG_AppendBeamNode( tb );
+
+ if( !tb->nodes->next && CG_Attached( &ts->frontAttachment ) )
+ {
+ // this is the first node to be added
+ if( !CG_AttachmentPoint( &ts->frontAttachment, i->refPosition ) )
+ CG_DestroyTrailSystem( &ts );
+ }
+ else
+ VectorCopy( i->prev->refPosition, i->refPosition );
+ }
+ }
+
+ numNodes = CG_CountBeamNodes( tb );
+
+ for( i = tb->nodes; i; i = i->next )
+ VectorCopy( i->refPosition, i->position );
+
+ if( CG_Attached( &ts->frontAttachment ) && CG_Attached( &ts->backAttachment ) )
+ {
+ // beam between two attachments
+ vec3_t dir, front, back;
+
+ if( ts->destroyTime > 0 && ( cg.time - ts->destroyTime ) >= btb->fadeOutTime )
+ {
+ tb->valid = qfalse;
+ return;
+ }
+
+ if( !CG_AttachmentPoint( &ts->frontAttachment, front ) )
+ CG_DestroyTrailSystem( &ts );
+
+ if( !CG_AttachmentPoint( &ts->backAttachment, back ) )
+ CG_DestroyTrailSystem( &ts );
+
+ VectorSubtract( back, front, dir );
+
+ for( j = 0, i = tb->nodes; i; i = i->next, j++ )
+ {
+ float scale = (float)j / (float)( numNodes - 1 );
+
+ VectorMA( front, scale, dir, i->position );
+ }
+ }
+ else if( CG_Attached( &ts->frontAttachment ) )
+ {
+ // beam from one attachment
+
+ // cull the trail tail
+ i = CG_FindLastBeamNode( tb );
+
+ if( i && i->timeLeft >= 0 )
+ {
+ i->timeLeft -= deltaTime;
+
+ if( i->timeLeft < 0 )
+ {
+ tb->nodes = CG_DestroyBeamNode( i );
+
+ if( !tb->nodes )
+ {
+ tb->valid = qfalse;
+ return;
+ }
+
+ // if the ts has been destroyed, stop creating new nodes
+ if( ts->destroyTime <= 0 )
+ CG_PrependBeamNode( tb );
+ }
+ else if( i->timeLeft >= 0 && i->prev )
+ {
+ vec3_t dir;
+ float length;
+
+ VectorSubtract( i->refPosition, i->prev->refPosition, dir );
+ length = VectorNormalize( dir ) *
+ ( (float)i->timeLeft / (float)tb->class->segmentTime );
+
+ VectorMA( i->prev->refPosition, length, dir, i->position );
+ }
+ }
+
+ if( tb->nodes )
+ {
+ if( !CG_AttachmentPoint( &ts->frontAttachment, tb->nodes->refPosition ) )
+ CG_DestroyTrailSystem( &ts );
+
+ VectorCopy( tb->nodes->refPosition, tb->nodes->position );
+ }
+ }
+
+ CG_ApplyJitters( tb );
+}
+
+/*
+===============
+CG_ParseTrailBeamColor
+===============
+*/
+static qboolean CG_ParseTrailBeamColor( byte *c, char **text_p )
+{
+ char *token;
+ int i;
+
+ for( i = 0; i <= 2; i++ )
+ {
+ token = COM_Parse( text_p );
+
+ if( !Q_stricmp( token, "" ) )
+ return qfalse;
+
+ c[ i ] = (int)( (float)0xFF * atof_neg( token, qfalse ) );
+ }
+
+ return qtrue;
+}
+
+/*
+===============
+CG_ParseTrailBeam
+
+Parse a trail beam
+===============
+*/
+static qboolean CG_ParseTrailBeam( baseTrailBeam_t *btb, char **text_p )
+{
+ char *token;
+
+ // read optional parameters
+ while( 1 )
+ {
+ token = COM_Parse( text_p );
+
+ if( !Q_stricmp( token, "" ) )
+ return qfalse;
+
+ if( !Q_stricmp( token, "segments" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ btb->numSegments = atoi_neg( token, qfalse );
+
+ if( btb->numSegments >= MAX_TRAIL_BEAM_NODES )
+ {
+ btb->numSegments = MAX_TRAIL_BEAM_NODES - 1;
+ CG_Printf( S_COLOR_YELLOW "WARNING: too many segments in trail beam\n" );
+ }
+ continue;
+ }
+ else if( !Q_stricmp( token, "width" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ btb->frontWidth = atof_neg( token, qfalse );
+
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ if( !Q_stricmp( token, "-" ) )
+ btb->backWidth = btb->frontWidth;
+ else
+ btb->backWidth = atof_neg( token, qfalse );
+ continue;
+ }
+ else if( !Q_stricmp( token, "alpha" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ btb->frontAlpha = atof_neg( token, qfalse );
+
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ if( !Q_stricmp( token, "-" ) )
+ btb->backAlpha = btb->frontAlpha;
+ else
+ btb->backAlpha = atof_neg( token, qfalse );
+ continue;
+ }
+ else if( !Q_stricmp( token, "color" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ if( !Q_stricmp( token, "{" ) )
+ {
+ if( !CG_ParseTrailBeamColor( btb->frontColor, text_p ) )
+ break;
+
+ token = COM_Parse( text_p );
+ if( Q_stricmp( token, "}" ) )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: missing '}'\n" );
+ break;
+ }
+
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ if( !Q_stricmp( token, "-" ) )
+ {
+ btb->backColor[ 0 ] = btb->frontColor[ 0 ];
+ btb->backColor[ 1 ] = btb->frontColor[ 1 ];
+ btb->backColor[ 2 ] = btb->frontColor[ 2 ];
+ }
+ else if( !Q_stricmp( token, "{" ) )
+ {
+ if( !CG_ParseTrailBeamColor( btb->backColor, text_p ) )
+ break;
+
+ token = COM_Parse( text_p );
+ if( Q_stricmp( token, "}" ) )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: missing '}'\n" );
+ break;
+ }
+ }
+ else
+ {
+ CG_Printf( S_COLOR_RED "ERROR: missing '{'\n" );
+ break;
+ }
+ }
+ else
+ {
+ CG_Printf( S_COLOR_RED "ERROR: missing '{'\n" );
+ break;
+ }
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "segmentTime" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ btb->segmentTime = atoi_neg( token, qfalse );
+ continue;
+ }
+ else if( !Q_stricmp( token, "fadeOutTime" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ btb->fadeOutTime = atoi_neg( token, qfalse );
+ continue;
+ }
+ else if( !Q_stricmp( token, "shader" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ Q_strncpyz( btb->shaderName, token, MAX_QPATH );
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "textureType" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ if( !Q_stricmp( token, "stretch" ) )
+ {
+ btb->textureType = TBTT_STRETCH;
+
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ btb->frontTextureCoord = atof_neg( token, qfalse );
+
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ btb->backTextureCoord = atof_neg( token, qfalse );
+ }
+ else if( !Q_stricmp( token, "repeat" ) )
+ {
+ btb->textureType = TBTT_REPEAT;
+
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ if( !Q_stricmp( token, "front" ) )
+ btb->clampToBack = qfalse;
+ else if( !Q_stricmp( token, "back" ) )
+ btb->clampToBack = qtrue;
+ else
+ {
+ CG_Printf( S_COLOR_RED "ERROR: unknown textureType clamp \"%s\"\n", token );
+ break;
+ }
+
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ btb->repeatLength = atof_neg( token, qfalse );
+ }
+ else
+ {
+ CG_Printf( S_COLOR_RED "ERROR: unknown textureType \"%s\"\n", token );
+ break;
+ }
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "realLight" ) )
+ {
+ btb->realLight = qtrue;
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "jitter" ) )
+ {
+ if( btb->numJitters == MAX_TRAIL_BEAM_JITTERS )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: too many jitters\n", token );
+ break;
+ }
+
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ btb->jitters[ btb->numJitters ].magnitude = atof_neg( token, qfalse );
+
+ token = COM_Parse( text_p );
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ btb->jitters[ btb->numJitters ].period = atoi_neg( token, qfalse );
+
+ btb->numJitters++;
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "jitterAttachments" ) )
+ {
+ btb->jitterAttachments = qtrue;
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "}" ) )
+ return qtrue; //reached the end of this trail beam
+ else
+ {
+ CG_Printf( S_COLOR_RED "ERROR: unknown token '%s' in trail beam\n", token );
+ return qfalse;
+ }
+ }
+
+ return qfalse;
+}
+
+/*
+===============
+CG_InitialiseBaseTrailBeam
+===============
+*/
+static void CG_InitialiseBaseTrailBeam( baseTrailBeam_t *btb )
+{
+ memset( btb, 0, sizeof( baseTrailBeam_t ) );
+
+ btb->numSegments = 1;
+ btb->frontWidth = btb->backWidth = 1.0f;
+ btb->frontAlpha = btb->backAlpha = 1.0f;
+ memset( btb->frontColor, 0xFF, sizeof( btb->frontColor ) );
+ memset( btb->backColor, 0xFF, sizeof( btb->backColor ) );
+
+ btb->segmentTime = 100;
+
+ btb->textureType = TBTT_STRETCH;
+ btb->frontTextureCoord = 0.0f;
+ btb->backTextureCoord = 1.0f;
+}
+
+/*
+===============
+CG_ParseTrailSystem
+
+Parse a trail system section
+===============
+*/
+static qboolean CG_ParseTrailSystem( baseTrailSystem_t *bts, char **text_p, const char *name )
+{
+ char *token;
+
+ // read optional parameters
+ while( 1 )
+ {
+ token = COM_Parse( text_p );
+
+ if( !Q_stricmp( token, "" ) )
+ return qfalse;
+
+ if( !Q_stricmp( token, "{" ) )
+ {
+ CG_InitialiseBaseTrailBeam( &baseTrailBeams[ numBaseTrailBeams ] );
+
+ if( !CG_ParseTrailBeam( &baseTrailBeams[ numBaseTrailBeams ], text_p ) )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: failed to parse trail beam\n" );
+ return qfalse;
+ }
+
+ if( bts->numBeams == MAX_BEAMS_PER_SYSTEM )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: trail system has > %d beams\n", MAX_BEAMS_PER_SYSTEM );
+ return qfalse;
+ }
+ else if( numBaseTrailBeams == MAX_BASETRAIL_BEAMS )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: maximum number of trail beams (%d) reached\n",
+ MAX_BASETRAIL_BEAMS );
+ return qfalse;
+ }
+ else
+ {
+ //start parsing beams again
+ bts->beams[ bts->numBeams ] = &baseTrailBeams[ numBaseTrailBeams ];
+ bts->numBeams++;
+ numBaseTrailBeams++;
+ }
+ continue;
+ }
+ else if( !Q_stricmp( token, "thirdPersonOnly" ) )
+ bts->thirdPersonOnly = qtrue;
+ else if( !Q_stricmp( token, "beam" ) ) //acceptable text
+ continue;
+ else if( !Q_stricmp( token, "}" ) )
+ {
+ if( cg_debugTrails.integer >= 1 )
+ CG_Printf( "Parsed trail system %s\n", name );
+
+ return qtrue; //reached the end of this trail system
+ }
+ else
+ {
+ CG_Printf( S_COLOR_RED "ERROR: unknown token '%s' in trail system %s\n", token, bts->name );
+ return qfalse;
+ }
+ }
+
+ return qfalse;
+}
+
+/*
+===============
+CG_ParseTrailFile
+
+Load the trail systems from a trail file
+===============
+*/
+static qboolean CG_ParseTrailFile( const char *fileName )
+{
+ char *text_p;
+ int i;
+ int len;
+ char *token;
+ char text[ 32000 ];
+ char tsName[ MAX_QPATH ];
+ qboolean tsNameSet = qfalse;
+ fileHandle_t f;
+
+ // load the file
+ len = trap_FS_FOpenFile( fileName, &f, FS_READ );
+ if( len <= 0 )
+ return qfalse;
+
+ if( len >= sizeof( text ) - 1 )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: trail 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;
+
+ // read optional parameters
+ while( 1 )
+ {
+ token = COM_Parse( &text_p );
+
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ if( !Q_stricmp( token, "{" ) )
+ {
+ if( tsNameSet )
+ {
+ //check for name space clashes
+ for( i = 0; i < numBaseTrailSystems; i++ )
+ {
+ if( !Q_stricmp( baseTrailSystems[ i ].name, tsName ) )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: a trail system is already named %s\n", tsName );
+ return qfalse;
+ }
+ }
+
+ Q_strncpyz( baseTrailSystems[ numBaseTrailSystems ].name, tsName, MAX_QPATH );
+
+ if( !CG_ParseTrailSystem( &baseTrailSystems[ numBaseTrailSystems ], &text_p, tsName ) )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: %s: failed to parse trail system %s\n", fileName, tsName );
+ return qfalse;
+ }
+
+ //start parsing trail systems again
+ tsNameSet = qfalse;
+
+ if( numBaseTrailSystems == MAX_BASETRAIL_SYSTEMS )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: maximum number of trail systems (%d) reached\n",
+ MAX_BASETRAIL_SYSTEMS );
+ return qfalse;
+ }
+ else
+ numBaseTrailSystems++;
+
+ continue;
+ }
+ else
+ {
+ CG_Printf( S_COLOR_RED "ERROR: unamed trail system\n" );
+ return qfalse;
+ }
+ }
+
+ if( !tsNameSet )
+ {
+ Q_strncpyz( tsName, token, sizeof( tsName ) );
+ tsNameSet = qtrue;
+ }
+ else
+ {
+ CG_Printf( S_COLOR_RED "ERROR: trail system already named\n" );
+ return qfalse;
+ }
+ }
+
+ return qtrue;
+}
+
+/*
+===============
+CG_LoadTrailSystems
+
+Load trail system templates
+===============
+*/
+void CG_LoadTrailSystems( void )
+{
+ int i;
+ /*const char *s[ MAX_TRAIL_FILES ];*/
+
+ //clear out the old
+ numBaseTrailSystems = 0;
+ numBaseTrailBeams = 0;
+
+ for( i = 0; i < MAX_BASETRAIL_SYSTEMS; i++ )
+ {
+ baseTrailSystem_t *bts = &baseTrailSystems[ i ];
+ memset( bts, 0, sizeof( baseTrailSystem_t ) );
+ }
+
+ for( i = 0; i < MAX_BASETRAIL_BEAMS; i++ )
+ {
+ baseTrailBeam_t *btb = &baseTrailBeams[ i ];
+ memset( btb, 0, sizeof( baseTrailBeam_t ) );
+ }
+
+ //and bring in the new
+/* for( i = 0; i < MAX_TRAIL_FILES; i++ )
+ {
+ s[ i ] = CG_ConfigString( CS_TRAIL_FILES + i );
+
+ if( strlen( s[ i ] ) > 0 )
+ {
+ CG_Printf( "...loading '%s'\n", s[ i ] );
+ CG_ParseTrailFile( s[ i ] );
+ }
+ else
+ break;
+ }*/
+ CG_Printf( "trail.trail: %d\n", CG_ParseTrailFile( "scripts/trail.trail" ) );
+}
+
+/*
+===============
+CG_RegisterTrailSystem
+
+Load the media that a trail system needs
+===============
+*/
+qhandle_t CG_RegisterTrailSystem( char *name )
+{
+ int i, j;
+ baseTrailSystem_t *bts;
+ baseTrailBeam_t *btb;
+
+ for( i = 0; i < MAX_BASETRAIL_SYSTEMS; i++ )
+ {
+ bts = &baseTrailSystems[ i ];
+
+ if( !Q_stricmp( bts->name, name ) )
+ {
+ //already registered
+ if( bts->registered )
+ return i + 1;
+
+ for( j = 0; j < bts->numBeams; j++ )
+ {
+ btb = bts->beams[ j ];
+
+ btb->shader = trap_R_RegisterShader( btb->shaderName );
+ }
+
+ if( cg_debugTrails.integer >= 1 )
+ CG_Printf( "Registered trail system %s\n", name );
+
+ bts->registered = qtrue;
+
+ //avoid returning 0
+ return i + 1;
+ }
+ }
+
+ CG_Printf( S_COLOR_RED "ERROR: failed to register trail system %s\n", name );
+ return 0;
+}
+
+
+/*
+===============
+CG_SpawnNewTrailBeam
+
+Allocate a new trail beam
+===============
+*/
+static trailBeam_t *CG_SpawnNewTrailBeam( baseTrailBeam_t *btb,
+ trailSystem_t *parent )
+{
+ int i;
+ trailBeam_t *tb = NULL;
+ trailSystem_t *ts = parent;
+
+ for( i = 0; i < MAX_TRAIL_BEAMS; i++ )
+ {
+ tb = &trailBeams[ i ];
+
+ if( !tb->valid )
+ {
+ memset( tb, 0, sizeof( trailBeam_t ) );
+
+ //found a free slot
+ tb->class = btb;
+ tb->parent = ts;
+
+ tb->valid = qtrue;
+
+ if( cg_debugTrails.integer >= 1 )
+ CG_Printf( "TB %s created\n", ts->class->name );
+
+ break;
+ }
+ }
+
+ return tb;
+}
+
+
+/*
+===============
+CG_SpawnNewTrailSystem
+
+Spawns a new trail system
+===============
+*/
+trailSystem_t *CG_SpawnNewTrailSystem( qhandle_t psHandle )
+{
+ int i, j;
+ trailSystem_t *ts = NULL;
+ baseTrailSystem_t *bts = &baseTrailSystems[ psHandle - 1 ];
+
+ if( !bts->registered )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: a trail system has not been registered yet\n" );
+ return NULL;
+ }
+
+ for( i = 0; i < MAX_TRAIL_SYSTEMS; i++ )
+ {
+ ts = &trailSystems[ i ];
+
+ if( !ts->valid )
+ {
+ memset( ts, 0, sizeof( trailSystem_t ) );
+
+ //found a free slot
+ ts->class = bts;
+
+ ts->valid = qtrue;
+ ts->destroyTime = -1;
+
+ for( j = 0; j < bts->numBeams; j++ )
+ CG_SpawnNewTrailBeam( bts->beams[ j ], ts );
+
+ if( cg_debugTrails.integer >= 1 )
+ CG_Printf( "TS %s created\n", bts->name );
+
+ break;
+ }
+ }
+
+ return ts;
+}
+
+/*
+===============
+CG_DestroyTrailSystem
+
+Destroy a trail system
+===============
+*/
+void CG_DestroyTrailSystem( trailSystem_t **ts )
+{
+ (*ts)->destroyTime = cg.time;
+
+ if( CG_Attached( &(*ts)->frontAttachment ) &&
+ !CG_Attached( &(*ts)->backAttachment ) )
+ {
+ vec3_t v;
+
+ // attach the trail head to a static point
+ CG_AttachmentPoint( &(*ts)->frontAttachment, v );
+ CG_SetAttachmentPoint( &(*ts)->frontAttachment, v );
+ CG_AttachToPoint( &(*ts)->frontAttachment );
+
+ (*ts)->frontAttachment.centValid = qfalse; // a bit naughty
+ }
+
+ ts = NULL;
+}
+
+/*
+===============
+CG_IsTrailSystemValid
+
+Test a trail system for validity
+===============
+*/
+qboolean CG_IsTrailSystemValid( trailSystem_t **ts )
+{
+ if( *ts == NULL || ( *ts && !(*ts)->valid ) )
+ {
+ if( *ts && !(*ts)->valid )
+ *ts = NULL;
+
+ return qfalse;
+ }
+
+ return qtrue;
+}
+
+/*
+===============
+CG_GarbageCollectTrailSystems
+
+Destroy inactive trail systems
+===============
+*/
+static void CG_GarbageCollectTrailSystems( void )
+{
+ int i, j, count;
+ trailSystem_t *ts;
+ trailBeam_t *tb;
+ int centNum;
+
+ for( i = 0; i < MAX_TRAIL_SYSTEMS; i++ )
+ {
+ ts = &trailSystems[ i ];
+ count = 0;
+
+ //don't bother checking already invalid systems
+ if( !ts->valid )
+ continue;
+
+ for( j = 0; j < MAX_TRAIL_BEAMS; j++ )
+ {
+ tb = &trailBeams[ j ];
+
+ if( tb->valid && tb->parent == ts )
+ count++;
+ }
+
+ if( !count )
+ ts->valid = qfalse;
+
+ //check systems where the parent cent has left the PVS
+ //( local player entity is always valid )
+ if( ( centNum = CG_AttachmentCentNum( &ts->frontAttachment ) ) >= 0 &&
+ centNum != cg.snap->ps.clientNum )
+ {
+ trailSystem_t *tempTS = ts;
+
+ if( !cg_entities[ centNum ].valid )
+ CG_DestroyTrailSystem( &tempTS );
+ }
+
+ if( ( centNum = CG_AttachmentCentNum( &ts->backAttachment ) ) >= 0 &&
+ centNum != cg.snap->ps.clientNum )
+ {
+ trailSystem_t *tempTS = ts;
+
+ if( !cg_entities[ centNum ].valid )
+ CG_DestroyTrailSystem( &tempTS );
+ }
+
+ if( cg_debugTrails.integer >= 1 && !ts->valid )
+ CG_Printf( "TS %s garbage collected\n", ts->class->name );
+ }
+}
+
+/*
+===============
+CG_AddTrails
+
+Add trails to the scene
+===============
+*/
+void CG_AddTrails( void )
+{
+ int i;
+ trailBeam_t *tb;
+ int numTS = 0, numTB = 0;
+
+ //remove expired trail systems
+ CG_GarbageCollectTrailSystems( );
+
+ for( i = 0; i < MAX_TRAIL_BEAMS; i++ )
+ {
+ tb = &trailBeams[ i ];
+
+ if( tb->valid )
+ {
+ CG_UpdateBeam( tb );
+ CG_RenderBeam( tb );
+ }
+ }
+
+ if( cg_debugTrails.integer >= 2 )
+ {
+ for( i = 0; i < MAX_TRAIL_SYSTEMS; i++ )
+ if( trailSystems[ i ].valid )
+ numTS++;
+
+ for( i = 0; i < MAX_TRAIL_BEAMS; i++ )
+ if( trailBeams[ i ].valid )
+ numTB++;
+
+ CG_Printf( "TS: %d TB: %d\n", numTS, numTB );
+ }
+}
+
+static trailSystem_t *testTS;
+static qhandle_t testTSHandle;
+
+/*
+===============
+CG_DestroyTestTS_f
+
+Destroy the test a trail system
+===============
+*/
+void CG_DestroyTestTS_f( void )
+{
+ if( CG_IsTrailSystemValid( &testTS ) )
+ CG_DestroyTrailSystem( &testTS );
+}
+
+/*
+===============
+CG_TestTS_f
+
+Test a trail system
+===============
+*/
+void CG_TestTS_f( void )
+{
+ char tsName[ MAX_QPATH ];
+
+ if( trap_Argc( ) < 2 )
+ return;
+
+ Q_strncpyz( tsName, CG_Argv( 1 ), MAX_QPATH );
+ testTSHandle = CG_RegisterTrailSystem( tsName );
+
+ if( testTSHandle )
+ {
+ CG_DestroyTestTS_f( );
+
+ testTS = CG_SpawnNewTrailSystem( testTSHandle );
+
+ if( CG_IsTrailSystemValid( &testTS ) )
+ {
+ CG_SetAttachmentCent( &testTS->frontAttachment, &cg_entities[ 0 ] );
+ CG_AttachToCent( &testTS->frontAttachment );
+ }
+ }
+}
diff --git a/src/cgame/cg_view.c b/src/cgame/cg_view.c
new file mode 100644
index 00000000..324646c9
--- /dev/null
+++ b/src/cgame/cg_view.c
@@ -0,0 +1,1330 @@
+// 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 OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * 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.
+ */
+
+#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 ) );
+ memset( &cg.testModelBarrelEntity, 0, sizeof( cg.testModelBarrelEntity ) );
+
+ if( trap_Argc( ) < 2 )
+ return;
+
+ Q_strncpyz( cg.testModelName, CG_Argv( 1 ), MAX_QPATH );
+ cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName );
+
+ Q_strncpyz( cg.testModelBarrelName, CG_Argv( 1 ), MAX_QPATH );
+ cg.testModelBarrelName[ strlen( cg.testModelBarrelName ) - 4 ] = '\0';
+ Q_strcat( cg.testModelBarrelName, MAX_QPATH, "_barrel.md3" );
+ cg.testModelBarrelEntity.hModel = trap_R_RegisterModel( cg.testModelBarrelName );
+
+ 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;
+
+ if( cg.testModelBarrelEntity.hModel )
+ {
+ angles[ YAW ] = 0;
+ angles[ PITCH ] = 0;
+ angles[ ROLL ] = 0;
+ AnglesToAxis( angles, cg.testModelBarrelEntity.axis );
+ }
+}
+
+/*
+=================
+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 );
+ cg.testModelBarrelEntity.hModel = trap_R_RegisterModel( cg.testModelBarrelName );
+
+ 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 );
+
+ if( cg.testModelBarrelEntity.hModel )
+ {
+ CG_PositionEntityOnTag( &cg.testModelBarrelEntity, &cg.testModelEntity,
+ cg.testModelEntity.hModel, "tag_barrel" );
+
+ trap_R_AddRefEntityToScene( &cg.testModelBarrelEntity );
+ }
+}
+
+
+
+//============================================================================
+
+
+/*
+=================
+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 = { -8, -8, -8 };
+ static vec3_t maxs = { 8, 8, 8 };
+ vec3_t focusPoint;
+ float focusDist;
+ float forwardScale, sideScale;
+ vec3_t surfNormal;
+
+ if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING )
+ {
+ if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING )
+ VectorSet( surfNormal, 0.0f, 0.0f, -1.0f );
+ else
+ VectorCopy( cg.predictedPlayerState.grapplePoint, surfNormal );
+ }
+ else
+ VectorSet( surfNormal, 0.0f, 0.0f, 1.0f );
+
+ VectorMA( cg.refdef.vieworg, cg.predictedPlayerState.viewheight, surfNormal, cg.refdef.vieworg );
+
+ VectorCopy( cg.refdefViewAngles, focusAngles );
+
+ // if dead, look at killer
+ if( cg.predictedPlayerState.stats[ STAT_HEALTH ] <= 0 )
+ {
+ focusAngles[ YAW ] = cg.predictedPlayerState.stats[ STAT_VIEWLOCK ];
+ cg.refdefViewAngles[ YAW ] = cg.predictedPlayerState.stats[ STAT_VIEWLOCK ];
+ }
+
+ //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 );
+
+ VectorMA( view, 12, surfNormal, view );
+
+ //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 )
+{
+ float steptime;
+ int timeDelta;
+ vec3_t normal;
+ playerState_t *ps = &cg.predictedPlayerState;
+
+ if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING )
+ {
+ if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING )
+ VectorSet( normal, 0.0f, 0.0f, -1.0f );
+ else
+ VectorCopy( ps->grapplePoint, normal );
+ }
+ else
+ VectorSet( normal, 0.0f, 0.0f, 1.0f );
+
+ steptime = BG_FindSteptimeForClass( ps->stats[ STAT_PCLASS ] );
+
+ // smooth out stair climbing
+ timeDelta = cg.time - cg.stepTime;
+ if( timeDelta < steptime )
+ {
+ float stepChange = cg.stepChange
+ * (steptime - timeDelta) / steptime;
+
+ if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING )
+ VectorMA( cg.refdef.vieworg, -stepChange, normal, cg.refdef.vieworg );
+ else
+ cg.refdef.vieworg[ 2 ] -= stepChange;
+ }
+}
+
+#define PCLOUD_ROLL_AMPLITUDE 25.0f
+#define PCLOUD_ROLL_FREQUENCY 0.4f
+#define PCLOUD_ZOOM_AMPLITUDE 15
+#define PCLOUD_ZOOM_FREQUENCY 0.7f
+
+
+/*
+===============
+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;
+ float bob2;
+ vec3_t normal, baseOrigin;
+ playerState_t *ps = &cg.predictedPlayerState;
+
+ if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING )
+ {
+ if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING )
+ VectorSet( normal, 0.0f, 0.0f, -1.0f );
+ else
+ VectorCopy( ps->grapplePoint, normal );
+ }
+ else
+ VectorSet( normal, 0.0f, 0.0f, 1.0f );
+
+
+ if( cg.snap->ps.pm_type == PM_INTERMISSION )
+ return;
+
+ origin = cg.refdef.vieworg;
+ angles = cg.refdefViewAngles;
+
+ VectorCopy( origin, baseOrigin );
+
+ // 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_VIEWLOCK ];
+ 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
+
+ if( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR )
+ bob2 = 0.0f;
+ else
+ bob2 = BG_FindBobForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] );
+
+
+#define LEVEL4_FEEDBACK 10.0f
+
+ //give a charging player some feedback
+ if( ps->weapon == WP_ALEVEL4 )
+ {
+ if( ps->stats[ STAT_MISC ] > 0 )
+ {
+ float fraction = (float)ps->stats[ STAT_MISC ] / (float)LEVEL4_CHARGE_TIME;
+
+ if( fraction > 1.0f )
+ fraction = 1.0f;
+
+ bob2 *= ( 1.0f + fraction * LEVEL4_FEEDBACK );
+ }
+ }
+
+ if( bob2 != 0.0f )
+ {
+ // make sure the bob is visible even at low speeds
+ speed = cg.xyspeed > 200 ? cg.xyspeed : 200;
+
+ delta = cg.bobfracsin * ( bob2 ) * speed;
+ if( cg.predictedPlayerState.pm_flags & PMF_DUCKED )
+ delta *= 3; // crouching
+
+ angles[ PITCH ] += delta;
+ delta = cg.bobfracsin * ( bob2 ) * speed;
+ if( cg.predictedPlayerState.pm_flags & PMF_DUCKED )
+ delta *= 3; // crouching accentuates roll
+
+ if( cg.bobcycle & 1 )
+ delta = -delta;
+
+ angles[ ROLL ] += delta;
+ }
+
+#define LEVEL3_FEEDBACK 20.0f
+
+ //provide some feedback for pouncing
+ if( cg.predictedPlayerState.weapon == WP_ALEVEL3 ||
+ cg.predictedPlayerState.weapon == WP_ALEVEL3_UPG )
+ {
+ if( cg.predictedPlayerState.stats[ STAT_MISC ] > 0 )
+ {
+ float fraction1, fraction2;
+ vec3_t forward;
+
+ AngleVectors( angles, forward, NULL, NULL );
+ VectorNormalize( forward );
+
+ fraction1 = (float)( cg.time - cg.weapon2Time ) / (float)LEVEL3_POUNCE_CHARGE_TIME;
+
+ if( fraction1 > 1.0f )
+ fraction1 = 1.0f;
+
+ fraction2 = -sin( fraction1 * M_PI / 2 );
+
+ VectorMA( origin, LEVEL3_FEEDBACK * fraction2, forward, origin );
+ }
+ }
+
+#define STRUGGLE_DIST 5.0f
+#define STRUGGLE_TIME 250
+
+ //allow the player to struggle a little whilst grabbed
+ if( cg.predictedPlayerState.pm_type == PM_GRABBED )
+ {
+ vec3_t forward, right, up;
+ usercmd_t cmd;
+ int cmdNum;
+ float fFraction, rFraction, uFraction;
+ float fFraction2, rFraction2, uFraction2;
+
+ cmdNum = trap_GetCurrentCmdNumber();
+ trap_GetUserCmd( cmdNum, &cmd );
+
+ AngleVectors( angles, forward, right, up );
+
+ fFraction = (float)( cg.time - cg.forwardMoveTime ) / STRUGGLE_TIME;
+ rFraction = (float)( cg.time - cg.rightMoveTime ) / STRUGGLE_TIME;
+ uFraction = (float)( cg.time - cg.upMoveTime ) / STRUGGLE_TIME;
+
+ if( fFraction > 1.0f )
+ fFraction = 1.0f;
+ if( rFraction > 1.0f )
+ rFraction = 1.0f;
+ if( uFraction > 1.0f )
+ uFraction = 1.0f;
+
+ fFraction2 = -sin( fFraction * M_PI / 2 );
+ rFraction2 = -sin( rFraction * M_PI / 2 );
+ uFraction2 = -sin( uFraction * M_PI / 2 );
+
+ if( cmd.forwardmove > 0 )
+ VectorMA( origin, STRUGGLE_DIST * fFraction, forward, origin );
+ else if( cmd.forwardmove < 0 )
+ VectorMA( origin, -STRUGGLE_DIST * fFraction, forward, origin );
+ else
+ cg.forwardMoveTime = cg.time;
+
+ if( cmd.rightmove > 0 )
+ VectorMA( origin, STRUGGLE_DIST * rFraction, right, origin );
+ else if( cmd.rightmove < 0 )
+ VectorMA( origin, -STRUGGLE_DIST * rFraction, right, origin );
+ else
+ cg.rightMoveTime = cg.time;
+
+ if( cmd.upmove > 0 )
+ VectorMA( origin, STRUGGLE_DIST * uFraction, up, origin );
+ else if( cmd.upmove < 0 )
+ VectorMA( origin, -STRUGGLE_DIST * uFraction, up, origin );
+ else
+ cg.upMoveTime = cg.time;
+ }
+
+ if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_POISONCLOUDED &&
+ !( cg.snap->ps.pm_flags & PMF_FOLLOW ) )
+ {
+ float fraction = sin( ( (float)cg.time / 1000.0f ) * M_PI * 2 * PCLOUD_ROLL_FREQUENCY );
+ float pitchFraction = sin( ( (float)cg.time / 1000.0f ) * M_PI * 5 * PCLOUD_ROLL_FREQUENCY );
+
+ fraction *= 1.0f - ( ( cg.time - cg.poisonedTime ) / (float)LEVEL1_PCLOUD_TIME );
+ pitchFraction *= 1.0f - ( ( cg.time - cg.poisonedTime ) / (float)LEVEL1_PCLOUD_TIME );
+
+ angles[ ROLL ] += fraction * PCLOUD_ROLL_AMPLITUDE;
+ angles[ YAW ] += fraction * PCLOUD_ROLL_AMPLITUDE;
+ angles[ PITCH ] += pitchFraction * PCLOUD_ROLL_AMPLITUDE / 2.0f;
+ }
+
+ //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 //FIXME: sound
+ 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, ps->viewheight, normal, 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 * bob2;
+
+ if( bob > 6 )
+ bob = 6;
+
+ //TA: likewise for bob
+ if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_WALLCLIMBING )
+ VectorMA( origin, bob, normal, 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);
+}
+
+//======================================================================
+
+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
+
+#define FOVWARPTIME 400.0
+
+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;
+
+ if( cg.predictedPlayerState.pm_type == PM_INTERMISSION ||
+ ( cg.snap->ps.persistant[ PERS_TEAM ] == TEAM_SPECTATOR ) )
+ {
+ // 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
+ attribFov = BG_FindFovForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] );
+ fov_x = attribFov;
+
+ if ( fov_x < 1 )
+ fov_x = 1;
+ else if ( fov_x > 160 )
+ fov_x = 160;
+
+ if( cg.spawnTime > ( cg.time - FOVWARPTIME ) &&
+ BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_PCLASS ], SCA_FOVWARPS ) )
+ {
+ float temp, temp2;
+
+ temp = (float)( cg.time - cg.spawnTime ) / FOVWARPTIME;
+ temp2 = ( 180 - fov_x ) * temp;
+
+ //Com_Printf( "%f %f\n", temp*100, temp2*100 );
+
+ fov_x = 180 - temp2;
+ }
+
+ // account for zooms
+ zoomFov = BG_FindZoomFovForWeapon( cg.predictedPlayerState.weapon );
+ if ( zoomFov < 1 )
+ zoomFov = 1;
+ else if ( zoomFov > attribFov )
+ zoomFov = attribFov;
+
+ //TA: only do all the zoom stuff if the client CAN zoom
+ if( BG_WeaponCanZoom( cg.predictedPlayerState.weapon ) )
+ {
+ 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;
+
+ if( cg.predictedPlayerState.stats[ STAT_STATE ] & SS_POISONCLOUDED &&
+ cg.predictedPlayerState.stats[ STAT_HEALTH ] > 0 &&
+ !( cg.snap->ps.pm_flags & PMF_FOLLOW ) )
+ {
+ phase = cg.time / 1000.0 * PCLOUD_ZOOM_FREQUENCY * M_PI * 2;
+ v = PCLOUD_ZOOM_AMPLITUDE * sin( phase );
+ v *= 1.0f - ( ( cg.time - cg.poisonedTime ) / (float)LEVEL1_PCLOUD_TIME );
+ fov_x += v;
+ fov_y += v;
+ }
+
+
+ // 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;
+}
+
+
+
+#define NORMAL_HEIGHT 64.0f
+#define NORMAL_WIDTH 6.0f
+
+/*
+===============
+CG_DrawSurfNormal
+
+Draws a vector against
+the surface player is looking at
+===============
+*/
+static void CG_DrawSurfNormal( void )
+{
+ trace_t tr;
+ vec3_t end, temp;
+ polyVert_t normal[ 4 ];
+ vec4_t color = { 0.0f, 255.0f, 0.0f, 128.0f };
+
+ VectorMA( cg.refdef.vieworg, 8192, cg.refdef.viewaxis[ 0 ], end );
+
+ CG_Trace( &tr, cg.refdef.vieworg, NULL, NULL, end, cg.predictedPlayerState.clientNum, MASK_SOLID );
+
+ VectorCopy( tr.endpos, normal[ 0 ].xyz );
+ normal[ 0 ].st[ 0 ] = 0;
+ normal[ 0 ].st[ 1 ] = 0;
+ Vector4Copy( color, normal[ 0 ].modulate );
+
+ VectorMA( tr.endpos, NORMAL_WIDTH, cg.refdef.viewaxis[ 1 ], temp );
+ VectorCopy( temp, normal[ 1 ].xyz);
+ normal[ 1 ].st[ 0 ] = 0;
+ normal[ 1 ].st[ 1 ] = 1;
+ Vector4Copy( color, normal[ 1 ].modulate );
+
+ VectorMA( tr.endpos, NORMAL_HEIGHT, tr.plane.normal, temp );
+ VectorMA( temp, NORMAL_WIDTH, cg.refdef.viewaxis[ 1 ], temp );
+ VectorCopy( temp, normal[ 2 ].xyz );
+ normal[ 2 ].st[ 0 ] = 1;
+ normal[ 2 ].st[ 1 ] = 1;
+ Vector4Copy( color, normal[ 2 ].modulate );
+
+ VectorMA( tr.endpos, NORMAL_HEIGHT, tr.plane.normal, temp );
+ VectorCopy( temp, normal[ 3 ].xyz );
+ normal[ 3 ].st[ 0 ] = 1;
+ normal[ 3 ].st[ 1 ] = 0;
+ Vector4Copy( color, normal[ 3 ].modulate );
+
+ trap_R_AddPolyToScene( cgs.media.outlineShader, 4, normal );
+}
+
+/*
+===============
+CG_addSmoothOp
+===============
+*/
+void CG_addSmoothOp( vec3_t rotAxis, float rotAngle, float timeMod )
+{
+ int i;
+
+ //iterate through smooth array
+ for( i = 0; i < MAXSMOOTHS; i++ )
+ {
+ //found an unused index in the smooth array
+ if( cg.sList[ i ].time + cg_wwSmoothTime.integer < cg.time )
+ {
+ //copy to array and stop
+ VectorCopy( rotAxis, cg.sList[ i ].rotAxis );
+ cg.sList[ i ].rotAngle = rotAngle;
+ cg.sList[ i ].time = cg.time;
+ cg.sList[ i ].timeMod = timeMod;
+ return;
+ }
+ }
+
+ //no free indices in the smooth array
+}
+
+/*
+===============
+CG_smoothWWTransitions
+===============
+*/
+static void CG_smoothWWTransitions( playerState_t *ps, const vec3_t in, vec3_t out )
+{
+ vec3_t surfNormal, rotAxis, temp;
+ vec3_t refNormal = { 0.0f, 0.0f, 1.0f };
+ vec3_t ceilingNormal = { 0.0f, 0.0f, -1.0f };
+ int i;
+ float stLocal, sFraction, rotAngle;
+ float smoothTime, timeMod;
+ qboolean performed = qfalse;
+ vec3_t inAxis[ 3 ], lastAxis[ 3 ], outAxis[ 3 ];
+
+ if( cg.snap->ps.pm_flags & PMF_FOLLOW )
+ {
+ VectorCopy( in, out );
+ return;
+ }
+
+ //set surfNormal
+ if( !( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING ) )
+ VectorCopy( ps->grapplePoint, surfNormal );
+ else
+ VectorCopy( ceilingNormal, surfNormal );
+
+ AnglesToAxis( in, inAxis );
+
+ //if we are moving from one surface to another smooth the transition
+ if( !VectorCompare( surfNormal, cg.lastNormal ) )
+ {
+ //if we moving from the ceiling to the floor special case
+ //( x product of colinear vectors is undefined)
+ if( VectorCompare( ceilingNormal, cg.lastNormal ) &&
+ VectorCompare( refNormal, surfNormal ) )
+ {
+ AngleVectors( in, temp, NULL, NULL );
+ ProjectPointOnPlane( rotAxis, temp, refNormal );
+ VectorNormalize( rotAxis );
+ rotAngle = 180.0f;
+ timeMod = 1.5f;
+ }
+ else
+ {
+ AnglesToAxis( cg.lastVangles, lastAxis );
+ rotAngle = DotProduct( inAxis[ 0 ], lastAxis[ 0 ] ) +
+ DotProduct( inAxis[ 1 ], lastAxis[ 1 ] ) +
+ DotProduct( inAxis[ 2 ], lastAxis[ 2 ] );
+
+ rotAngle = RAD2DEG( acos( ( rotAngle - 1.0f ) / 2.0f ) );
+
+ CrossProduct( lastAxis[ 0 ], inAxis[ 0 ], temp );
+ VectorCopy( temp, rotAxis );
+ CrossProduct( lastAxis[ 1 ], inAxis[ 1 ], temp );
+ VectorAdd( rotAxis, temp, rotAxis );
+ CrossProduct( lastAxis[ 2 ], inAxis[ 2 ], temp );
+ VectorAdd( rotAxis, temp, rotAxis );
+
+ VectorNormalize( rotAxis );
+
+ timeMod = 1.0f;
+ }
+
+ //add the op
+ CG_addSmoothOp( rotAxis, rotAngle, timeMod );
+ }
+
+ //iterate through ops
+ for( i = MAXSMOOTHS - 1; i >= 0; i-- )
+ {
+ smoothTime = (int)( cg_wwSmoothTime.integer * cg.sList[ i ].timeMod );
+
+ //if this op has time remaining, perform it
+ if( cg.time < cg.sList[ i ].time + smoothTime )
+ {
+ stLocal = 1.0f - ( ( ( cg.sList[ i ].time + smoothTime ) - cg.time ) / smoothTime );
+ sFraction = -( cos( stLocal * M_PI ) + 1.0f ) / 2.0f;
+
+ RotatePointAroundVector( outAxis[ 0 ], cg.sList[ i ].rotAxis,
+ inAxis[ 0 ], sFraction * cg.sList[ i ].rotAngle );
+ RotatePointAroundVector( outAxis[ 1 ], cg.sList[ i ].rotAxis,
+ inAxis[ 1 ], sFraction * cg.sList[ i ].rotAngle );
+ RotatePointAroundVector( outAxis[ 2 ], cg.sList[ i ].rotAxis,
+ inAxis[ 2 ], sFraction * cg.sList[ i ].rotAngle );
+
+ AxisCopy( outAxis, inAxis );
+ performed = qtrue;
+ }
+ }
+
+ //if we performed any ops then return the smoothed angles
+ //otherwise simply return the in angles
+ if( performed )
+ AxisToAngles( outAxis, out );
+ else
+ VectorCopy( in, out );
+
+ //copy the current normal to the lastNormal
+ VectorCopy( in, cg.lastVangles );
+ VectorCopy( surfNormal, cg.lastNormal );
+}
+
+/*
+===============
+CG_smoothWJTransitions
+===============
+*/
+static void CG_smoothWJTransitions( playerState_t *ps, const vec3_t in, vec3_t out )
+{
+ int i;
+ float stLocal, sFraction;
+ qboolean performed = qfalse;
+ vec3_t inAxis[ 3 ], outAxis[ 3 ];
+
+ if( cg.snap->ps.pm_flags & PMF_FOLLOW )
+ {
+ VectorCopy( in, out );
+ return;
+ }
+
+ AnglesToAxis( in, inAxis );
+
+ //iterate through ops
+ for( i = MAXSMOOTHS - 1; i >= 0; i-- )
+ {
+ //if this op has time remaining, perform it
+ if( cg.time < cg.sList[ i ].time + cg_wwSmoothTime.integer )
+ {
+ stLocal = ( ( cg.sList[ i ].time + cg_wwSmoothTime.integer ) - cg.time ) / cg_wwSmoothTime.integer;
+ sFraction = 1.0f - ( ( cos( stLocal * M_PI * 2.0f ) + 1.0f ) / 2.0f );
+
+ RotatePointAroundVector( outAxis[ 0 ], cg.sList[ i ].rotAxis,
+ inAxis[ 0 ], sFraction * cg.sList[ i ].rotAngle );
+ RotatePointAroundVector( outAxis[ 1 ], cg.sList[ i ].rotAxis,
+ inAxis[ 1 ], sFraction * cg.sList[ i ].rotAngle );
+ RotatePointAroundVector( outAxis[ 2 ], cg.sList[ i ].rotAxis,
+ inAxis[ 2 ], sFraction * cg.sList[ i ].rotAngle );
+
+ AxisCopy( outAxis, inAxis );
+ performed = qtrue;
+ }
+ }
+
+ //if we performed any ops then return the smoothed angles
+ //otherwise simply return the in angles
+ if( performed )
+ AxisToAngles( outAxis, out );
+ else
+ VectorCopy( in, out );
+}
+
+
+/*
+===============
+CG_CalcViewValues
+
+Sets cg.refdef view values
+===============
+*/
+static int CG_CalcViewValues( void )
+{
+ playerState_t *ps;
+
+ memset( &cg.refdef, 0, sizeof( cg.refdef ) );
+
+ // 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 );
+
+ if( BG_ClassHasAbility( ps->stats[ STAT_PCLASS ], SCA_WALLCLIMBER ) )
+ CG_smoothWWTransitions( ps, ps->viewangles, cg.refdefViewAngles );
+ else if( BG_ClassHasAbility( ps->stats[ STAT_PCLASS ], SCA_WALLJUMPER ) )
+ CG_smoothWJTransitions( ps, ps->viewangles, cg.refdefViewAngles );
+ else
+ VectorCopy( ps->viewangles, cg.refdefViewAngles );
+
+ //clumsy logic, but it needs to be this way round because the CS propogation
+ //delay screws things up otherwise
+ if( !BG_ClassHasAbility( ps->stats[ STAT_PCLASS ], SCA_WALLJUMPER ) )
+ {
+ if( !( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING ) )
+ VectorSet( cg.lastNormal, 0.0f, 0.0f, 1.0f );
+ }
+
+ // 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;
+ }
+
+ //shut off the poison cloud effect if it's still on the go
+ if( cg.snap->ps.stats[ STAT_HEALTH ] <= 0 )
+ {
+ if( CG_IsParticleSystemValid( &cg.poisonCloudPS ) )
+ CG_DestroyParticleSystem( &cg.poisonCloudPS );
+ }
+
+ 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_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_DrawLoadingScreen( );
+ 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_DrawLoadingScreen( );
+ 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( );
+
+ // build the render lists
+ if( !cg.hyperspace )
+ {
+ CG_AddPacketEntities( ); // after calcViewValues, so predicted player state is correct
+ CG_AddMarks( );
+ }
+
+ CG_AddViewWeapon( &cg.predictedPlayerState );
+
+ //after CG_AddViewWeapon
+ if( !cg.hyperspace )
+ {
+ CG_AddParticles( );
+ CG_AddTrails( );
+ }
+
+ // add buffered sounds
+ CG_PlayBufferedSounds( );
+
+ // 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 ) );
+
+ //remove expired console lines
+ if( cg.consoleLines[ 0 ].time + cg_consoleLatency.integer < cg.time && cg_consoleLatency.integer > 0 )
+ CG_RemoveConsoleLine( );
+
+ // 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
new file mode 100644
index 00000000..7297c518
--- /dev/null
+++ b/src/cgame/cg_weapons.c
@@ -0,0 +1,1810 @@
+// 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 OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * 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.
+ */
+
+#include "cg_local.h"
+
+/*
+=================
+CG_RegisterUpgrade
+
+The server says this item is used on this level
+=================
+*/
+void CG_RegisterUpgrade( int upgradeNum )
+{
+ upgradeInfo_t *upgradeInfo;
+ char *icon;
+
+ upgradeInfo = &cg_upgrades[ upgradeNum ];
+
+ if( upgradeNum == 0 )
+ return;
+
+ if( upgradeInfo->registered )
+ return;
+
+ memset( upgradeInfo, 0, sizeof( *upgradeInfo ) );
+ upgradeInfo->registered = qtrue;
+
+ if( !BG_FindNameForUpgrade( upgradeNum ) )
+ CG_Error( "Couldn't find upgrade %i", upgradeNum );
+
+ upgradeInfo->humanName = BG_FindHumanNameForUpgrade( upgradeNum );
+
+ //la la la la la, i'm not listening!
+ if( upgradeNum == UP_GRENADE )
+ upgradeInfo->upgradeIcon = cg_weapons[ WP_GRENADE ].weaponIcon;
+ else if( ( icon = BG_FindIconForUpgrade( upgradeNum ) ) )
+ upgradeInfo->upgradeIcon = trap_R_RegisterShader( icon );
+}
+
+/*
+===============
+CG_InitUpgrades
+
+Precaches upgrades
+===============
+*/
+void CG_InitUpgrades( void )
+{
+ int i;
+
+ memset( cg_upgrades, 0, sizeof( cg_upgrades ) );
+
+ for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ )
+ CG_RegisterUpgrade( i );
+}
+
+
+/*
+===============
+CG_ParseWeaponModeSection
+
+Parse a weapon mode section
+===============
+*/
+static qboolean CG_ParseWeaponModeSection( weaponInfoMode_t *wim, char **text_p )
+{
+ char *token;
+ int i;
+
+ // read optional parameters
+ while( 1 )
+ {
+ token = COM_Parse( text_p );
+
+ if( !token )
+ break;
+
+ if( !Q_stricmp( token, "" ) )
+ return qfalse;
+
+ if( !Q_stricmp( token, "missileModel" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ wim->missileModel = trap_R_RegisterModel( token );
+
+ if( !wim->missileModel )
+ CG_Printf( S_COLOR_RED "ERROR: missile model not found %s\n", token );
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "missileSprite" ) )
+ {
+ int size = 0;
+
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ size = atoi( token );
+
+ if( size < 0 )
+ size = 0;
+
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ wim->missileSprite = trap_R_RegisterShader( token );
+ wim->missileSpriteSize = size;
+ wim->usesSpriteMissle = qtrue;
+
+ if( !wim->missileSprite )
+ CG_Printf( S_COLOR_RED "ERROR: missile sprite not found %s\n", token );
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "missileRotates" ) )
+ {
+ wim->missileRotates = qtrue;
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "missileAnimates" ) )
+ {
+ wim->missileAnimates = qtrue;
+
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ wim->missileAnimStartFrame = atoi( token );
+
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ wim->missileAnimNumFrames = atoi( token );
+
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ wim->missileAnimFrameRate = atoi( token );
+
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ wim->missileAnimLooping = atoi( token );
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "missileParticleSystem" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ wim->missileParticleSystem = CG_RegisterParticleSystem( token );
+
+ if( !wim->missileParticleSystem )
+ CG_Printf( S_COLOR_RED "ERROR: missile particle system not found %s\n", token );
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "missileTrailSystem" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ wim->missileTrailSystem = CG_RegisterTrailSystem( token );
+
+ if( !wim->missileTrailSystem )
+ CG_Printf( S_COLOR_RED "ERROR: missile trail system not found %s\n", token );
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "muzzleParticleSystem" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ wim->muzzleParticleSystem = CG_RegisterParticleSystem( token );
+
+ if( !wim->muzzleParticleSystem )
+ CG_Printf( S_COLOR_RED "ERROR: muzzle particle system not found %s\n", token );
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "impactParticleSystem" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ wim->impactParticleSystem = CG_RegisterParticleSystem( token );
+
+ if( !wim->impactParticleSystem )
+ CG_Printf( S_COLOR_RED "ERROR: impact particle system not found %s\n", token );
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "impactMark" ) )
+ {
+ int size = 0;
+
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ size = atoi( token );
+
+ if( size < 0 )
+ size = 0;
+
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ wim->impactMark = trap_R_RegisterShader( token );
+ wim->impactMarkSize = size;
+
+ if( !wim->impactMark )
+ CG_Printf( S_COLOR_RED "ERROR: impact mark shader not found %s\n", token );
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "impactSound" ) )
+ {
+ int index = 0;
+
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ index = atoi( token );
+
+ if( index < 0 )
+ index = 0;
+ else if( index > 3 )
+ index = 3;
+
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ wim->impactSound[ index ] = trap_S_RegisterSound( token, qfalse );
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "impactFleshSound" ) )
+ {
+ int index = 0;
+
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ index = atoi( token );
+
+ if( index < 0 )
+ index = 0;
+ else if( index > 3 )
+ index = 3;
+
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ wim->impactFleshSound[ index ] = trap_S_RegisterSound( token, qfalse );
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "alwaysImpact" ) )
+ {
+ wim->alwaysImpact = qtrue;
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "flashDLightColor" ) )
+ {
+ for( i = 0 ; i < 3 ; i++ )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ wim->flashDlightColor[ i ] = atof( token );
+ }
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "continuousFlash" ) )
+ {
+ wim->continuousFlash = qtrue;
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "missileDlightColor" ) )
+ {
+ for( i = 0 ; i < 3 ; i++ )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ wim->missileDlightColor[ i ] = atof( token );
+ }
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "missileDlight" ) )
+ {
+ int size = 0;
+
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ size = atoi( token );
+
+ if( size < 0 )
+ size = 0;
+
+ wim->missileDlight = size;
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "firingSound" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ wim->firingSound = trap_S_RegisterSound( token, qfalse );
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "missileSound" ) )
+ {
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ wim->missileSound = trap_S_RegisterSound( token, qfalse );
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "flashSound" ) )
+ {
+ int index = 0;
+
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ index = atoi( token );
+
+ if( index < 0 )
+ index = 0;
+ else if( index > 3 )
+ index = 3;
+
+ token = COM_Parse( text_p );
+ if( !token )
+ break;
+
+ wim->flashSound[ index ] = trap_S_RegisterSound( token, qfalse );
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "}" ) )
+ return qtrue; //reached the end of this weapon section
+ else
+ {
+ CG_Printf( S_COLOR_RED "ERROR: unknown token '%s' in weapon section\n", token );
+ return qfalse;
+ }
+ }
+
+ return qfalse;
+}
+
+
+/*
+======================
+CG_ParseWeaponFile
+
+Parses a configuration file describing a weapon
+======================
+*/
+static qboolean CG_ParseWeaponFile( const char *filename, weaponInfo_t *wi )
+{
+ char *text_p;
+ int len;
+ char *token;
+ char text[ 20000 ];
+ fileHandle_t f;
+ weaponMode_t weaponMode = WPM_NONE;
+
+ // 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;
+
+ // read optional parameters
+ while( 1 )
+ {
+ token = COM_Parse( &text_p );
+
+ if( !token )
+ break;
+
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ if( !Q_stricmp( token, "{" ) )
+ {
+ if( weaponMode == WPM_NONE )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: weapon mode section started without a declaration\n" );
+ return qfalse;
+ }
+ else if( !CG_ParseWeaponModeSection( &wi->wim[ weaponMode ], &text_p ) )
+ {
+ CG_Printf( S_COLOR_RED "ERROR: failed to parse weapon mode section\n" );
+ return qfalse;
+ }
+
+ //start parsing ejectors again
+ weaponMode = WPM_NONE;
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "primary" ) )
+ {
+ weaponMode = WPM_PRIMARY;
+ continue;
+ }
+ else if( !Q_stricmp( token, "secondary" ) )
+ {
+ weaponMode = WPM_SECONDARY;
+ continue;
+ }
+ else if( !Q_stricmp( token, "tertiary" ) )
+ {
+ weaponMode = WPM_TERTIARY;
+ continue;
+ }
+ else if( !Q_stricmp( token, "weaponModel" ) )
+ {
+ char path[ MAX_QPATH ];
+
+ token = COM_Parse( &text_p );
+ if( !token )
+ break;
+
+ wi->weaponModel = trap_R_RegisterModel( token );
+
+ if( !wi->weaponModel )
+ CG_Printf( S_COLOR_RED "ERROR: weapon model not found %s\n", token );
+
+ strcpy( path, token );
+ COM_StripExtension( path, path );
+ strcat( path, "_flash.md3" );
+ wi->flashModel = trap_R_RegisterModel( path );
+
+ strcpy( path, token );
+ COM_StripExtension( path, path );
+ strcat( path, "_barrel.md3" );
+ wi->barrelModel = trap_R_RegisterModel( path );
+
+ strcpy( path, token );
+ COM_StripExtension( path, path );
+ strcat( path, "_hand.md3" );
+ wi->handsModel = trap_R_RegisterModel( path );
+
+ if( !wi->handsModel )
+ wi->handsModel = trap_R_RegisterModel( "models/weapons2/shotgun/shotgun_hand.md3" );
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "idleSound" ) )
+ {
+ token = COM_Parse( &text_p );
+ if( !token )
+ break;
+
+ wi->readySound = trap_S_RegisterSound( token, qfalse );
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "icon" ) )
+ {
+ token = COM_Parse( &text_p );
+ if( !token )
+ break;
+
+ wi->weaponIcon = wi->ammoIcon = trap_R_RegisterShader( token );
+
+ if( !wi->weaponIcon )
+ CG_Printf( S_COLOR_RED "ERROR: weapon icon not found %s\n", token );
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "crosshair" ) )
+ {
+ int size = 0;
+
+ token = COM_Parse( &text_p );
+ if( !token )
+ break;
+
+ size = atoi( token );
+
+ if( size < 0 )
+ size = 0;
+
+ token = COM_Parse( &text_p );
+ if( !token )
+ break;
+
+ wi->crossHair = trap_R_RegisterShader( token );
+ wi->crossHairSize = size;
+
+ if( !wi->crossHair )
+ CG_Printf( S_COLOR_RED "ERROR: weapon crosshair not found %s\n", token );
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "disableIn3rdPerson" ) )
+ {
+ wi->disableIn3rdPerson = qtrue;
+
+ continue;
+ }
+
+ Com_Printf( S_COLOR_RED "ERROR: unknown token '%s'\n", token );
+ return qfalse;
+ }
+
+ return qtrue;
+}
+
+/*
+=================
+CG_RegisterWeapon
+=================
+*/
+void CG_RegisterWeapon( int weaponNum )
+{
+ weaponInfo_t *weaponInfo;
+ 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;
+
+ if( !BG_FindNameForWeapon( weaponNum ) )
+ CG_Error( "Couldn't find weapon %i", weaponNum );
+
+ Com_sprintf( path, MAX_QPATH, "models/weapons/%s/weapon.cfg", BG_FindNameForWeapon( weaponNum ) );
+
+ weaponInfo->humanName = BG_FindHumanNameForWeapon( weaponNum );
+
+ if( !CG_ParseWeaponFile( path, weaponInfo ) )
+ Com_Printf( S_COLOR_RED "ERROR: failed to parse %s\n", path );
+
+ // 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 ] );
+
+ //FIXME:
+ for( i = WPM_NONE + 1; i < WPM_NUM_WEAPONMODES; i++ )
+ weaponInfo->wim[ i ].loopFireSound = qfalse;
+}
+
+/*
+===============
+CG_InitWeapons
+
+Precaches weapons
+===============
+*/
+void CG_InitWeapons( void )
+{
+ int i;
+
+ memset( cg_weapons, 0, sizeof( cg_weapons ) );
+
+ for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ )
+ CG_RegisterWeapon( i );
+
+ cgs.media.level2ZapTS = CG_RegisterTrailSystem( "models/weapons/lev2zap/lightning" );
+}
+
+
+/*
+========================================================================================
+
+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_ATTACK2 ].firstFrame;
+
+ return 0;
+}
+
+
+/*
+==============
+CG_CalculateWeaponPosition
+==============
+*/
+static void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles )
+{
+ float scale;
+ int delta;
+ float fracsin;
+ float 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
+ bob = BG_FindBobForClass( cg.predictedPlayerState.stats[ STAT_PCLASS ] );
+
+ 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( !BG_ClassHasAbility( cg.predictedPlayerState.stats[ STAT_PCLASS ], 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;
+
+ // 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_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 );
+ //TA: um?
+ }
+
+ return angle;
+}
+
+
+/*
+=============
+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;
+ weaponMode_t weaponMode;
+ weaponInfo_t *weapon;
+ qboolean noGunModel;
+ qboolean firing;
+
+ weaponNum = cent->currentState.weapon;
+ weaponMode = cent->currentState.generic1;
+
+ if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES )
+ weaponMode = WPM_PRIMARY;
+
+ if( ( ( cent->currentState.eFlags & EF_FIRING ) && weaponMode == WPM_PRIMARY ) ||
+ ( ( cent->currentState.eFlags & EF_FIRING2 ) && weaponMode == WPM_SECONDARY ) ||
+ ( ( cent->currentState.eFlags & EF_FIRING3 ) && weaponMode == WPM_TERTIARY ) )
+ firing = qtrue;
+ else
+ firing = qfalse;
+
+ 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 )
+ {
+ gun.shaderRGBA[ 0 ] = 255;
+ gun.shaderRGBA[ 1 ] = 255;
+ gun.shaderRGBA[ 2 ] = 255;
+ gun.shaderRGBA[ 3 ] = 255;
+
+ //set weapon[1/2]Time when respective buttons change state
+ if( cg.weapon1Firing != ( cg.predictedPlayerState.eFlags & EF_FIRING ) )
+ {
+ cg.weapon1Time = cg.time;
+ cg.weapon1Firing = ( cg.predictedPlayerState.eFlags & EF_FIRING );
+ }
+
+ if( cg.weapon2Firing != ( cg.predictedPlayerState.eFlags & EF_FIRING2 ) )
+ {
+ cg.weapon2Time = cg.time;
+ cg.weapon2Firing = ( cg.predictedPlayerState.eFlags & EF_FIRING2 );
+ }
+
+ if( cg.weapon3Firing != ( cg.predictedPlayerState.eFlags & EF_FIRING3 ) )
+ {
+ cg.weapon3Time = cg.time;
+ cg.weapon3Firing = ( cg.predictedPlayerState.eFlags & EF_FIRING3 );
+ }
+ }
+
+ gun.hModel = weapon->weaponModel;
+
+ noGunModel = ( ( !ps || cg.renderingThirdPerson ) && weapon->disableIn3rdPerson ) || !gun.hModel;
+
+ if( !ps )
+ {
+ // add weapon ready sound
+ if( firing && weapon->wim[ weaponMode ].firingSound )
+ {
+ trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,
+ weapon->wim[ weaponMode ].firingSound );
+ }
+ else if( weapon->readySound )
+ trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->readySound );
+ }
+
+ if( !noGunModel )
+ {
+ CG_PositionEntityOnTag( &gun, parent, parent->hModel, "tag_weapon" );
+
+ trap_R_AddRefEntityToScene( &gun );
+
+ // 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" );
+
+ trap_R_AddRefEntityToScene( &barrel );
+ }
+ }
+
+ if( CG_IsParticleSystemValid( &cent->muzzlePS ) )
+ {
+ if( ps || cg.renderingThirdPerson ||
+ cent->currentState.number != cg.predictedPlayerState.clientNum )
+ {
+ if( noGunModel )
+ CG_SetAttachmentTag( &cent->muzzlePS->attachment, *parent, parent->hModel, "tag_weapon" );
+ else
+ CG_SetAttachmentTag( &cent->muzzlePS->attachment, gun, weapon->weaponModel, "tag_flash" );
+ }
+
+ //if the PS is infinite disable it when not firing
+ if( !firing && CG_IsParticleSystemInfinite( cent->muzzlePS ) )
+ CG_DestroyParticleSystem( &cent->muzzlePS );
+ }
+
+ // add the flash
+ if( !weapon->wim[ weaponMode ].continuousFlash || !firing )
+ {
+ // impulse flash
+ if( cg.time - cent->muzzleFlashTime > MUZZLE_FLASH_TIME )
+ 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 )
+ {
+ angles[ YAW ] = 0;
+ angles[ PITCH ] = 0;
+ angles[ ROLL ] = crandom( ) * 10;
+ AnglesToAxis( angles, flash.axis );
+
+ if( noGunModel )
+ CG_PositionRotatedEntityOnTag( &flash, parent, parent->hModel, "tag_weapon" );
+ else
+ CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->weaponModel, "tag_flash" );
+
+ trap_R_AddRefEntityToScene( &flash );
+ }
+
+ if( ps || cg.renderingThirdPerson ||
+ cent->currentState.number != cg.predictedPlayerState.clientNum )
+ {
+ if( weapon->wim[ weaponMode ].muzzleParticleSystem && cent->muzzlePsTrigger )
+ {
+ cent->muzzlePS = CG_SpawnNewParticleSystem( weapon->wim[ weaponMode ].muzzleParticleSystem );
+
+ if( CG_IsParticleSystemValid( &cent->muzzlePS ) )
+ {
+ if( noGunModel )
+ CG_SetAttachmentTag( &cent->muzzlePS->attachment, *parent, parent->hModel, "tag_weapon" );
+ else
+ CG_SetAttachmentTag( &cent->muzzlePS->attachment, gun, weapon->weaponModel, "tag_flash" );
+
+ CG_SetAttachmentCent( &cent->muzzlePS->attachment, cent );
+ CG_AttachToTag( &cent->muzzlePS->attachment );
+ }
+
+ cent->muzzlePsTrigger = qfalse;
+ }
+
+ // make a dlight for the flash
+ if( weapon->wim[ weaponMode ].flashDlightColor[ 0 ] ||
+ weapon->wim[ weaponMode ].flashDlightColor[ 1 ] ||
+ weapon->wim[ weaponMode ].flashDlightColor[ 2 ] )
+ {
+ trap_R_AddLightToScene( flash.origin, 300 + ( rand( ) & 31 ),
+ weapon->wim[ weaponMode ].flashDlightColor[ 0 ],
+ weapon->wim[ weaponMode ].flashDlightColor[ 1 ],
+ weapon->wim[ weaponMode ].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 *wi;
+ weapon_t weapon = ps->weapon;
+ weaponMode_t weaponMode = ps->generic1;
+
+ if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES )
+ weaponMode = WPM_PRIMARY;
+
+ CG_RegisterWeapon( weapon );
+ wi = &cg_weapons[ weapon ];
+ cent = &cg.predictedPlayerEntity; // &cg_entities[cg.snap->ps.clientNum];
+
+ if( ( ps->persistant[PERS_TEAM] == TEAM_SPECTATOR ) ||
+ ( ps->stats[ STAT_STATE ] & SS_INFESTING ) ||
+ ( ps->stats[ STAT_STATE ] & SS_HOVELING ) )
+ return;
+
+ //TA: no weapon carried - can't draw it
+ if( weapon == WP_NONE )
+ return;
+
+ if( ps->pm_type == PM_INTERMISSION )
+ return;
+
+ //TA: draw a prospective buildable infront of the player
+ if( ( ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT ) > BA_NONE )
+ CG_GhostBuildable( ps->stats[ STAT_BUILDABLE ] & ~SB_VALID_TOGGLEBIT );
+
+ if( weapon == WP_LUCIFER_CANNON && ps->stats[ STAT_MISC ] > 0 )
+ {
+ if( ps->stats[ STAT_MISC ] > ( LCANNON_TOTAL_CHARGE - ( LCANNON_TOTAL_CHARGE / 3 ) ) )
+ trap_S_AddLoopingSound( ps->clientNum, ps->origin, vec3_origin, cgs.media.lCannonWarningSound );
+ }
+
+ // 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;
+
+ VectorCopy( cg.refdef.vieworg, origin );
+ VectorMA( origin, -8, cg.refdef.viewaxis[ 2 ], origin );
+
+ if( cent->muzzlePS )
+ CG_SetAttachmentPoint( &cent->muzzlePS->attachment, origin );
+
+ //check for particle systems
+ if( wi->wim[ weaponMode ].muzzleParticleSystem && cent->muzzlePsTrigger )
+ {
+ cent->muzzlePS = CG_SpawnNewParticleSystem( wi->wim[ weaponMode ].muzzleParticleSystem );
+
+ if( CG_IsParticleSystemValid( &cent->muzzlePS ) )
+ {
+ CG_SetAttachmentPoint( &cent->muzzlePS->attachment, origin );
+ CG_SetAttachmentCent( &cent->muzzlePS->attachment, cent );
+ CG_AttachToPoint( &cent->muzzlePS->attachment );
+ }
+ cent->muzzlePsTrigger = qfalse;
+ }
+
+ 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 = -0.4 * ( cg.refdef.fov_y - 90 );
+ else
+ fovOffset = 0;
+
+ 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 );
+
+ if( weapon == WP_LUCIFER_CANNON && ps->stats[ STAT_MISC ] > 0 )
+ {
+ float fraction = (float)ps->stats[ STAT_MISC ] / (float)LCANNON_TOTAL_CHARGE;
+
+ VectorMA( hand.origin, random( ) * fraction, cg.refdef.viewaxis[ 0 ], hand.origin );
+ VectorMA( hand.origin, random( ) * fraction, cg.refdef.viewaxis[ 1 ], 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 = wi->handsModel;
+ hand.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON | RF_MINLIGHT;
+
+ // add everything onto the hand
+ CG_AddPlayerWeapon( &hand, ps, &cg.predictedPlayerEntity );
+}
+
+/*
+==============================================================================
+
+WEAPON SELECTION
+
+==============================================================================
+*/
+
+/*
+===============
+CG_WeaponSelectable
+===============
+*/
+static qboolean CG_WeaponSelectable( weapon_t weapon )
+{
+ //int ammo, clips;
+ //
+ //BG_UnpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips );
+ //
+ //TA: this is a pain in the ass
+ //if( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( i ) )
+ // return qfalse;
+
+ if( !BG_InventoryContainsWeapon( weapon, cg.snap->ps.stats ) )
+ return qfalse;
+
+ return qtrue;
+}
+
+
+/*
+===============
+CG_UpgradeSelectable
+===============
+*/
+static qboolean CG_UpgradeSelectable( upgrade_t upgrade )
+{
+ if( !BG_InventoryContainsUpgrade( upgrade, cg.snap->ps.stats ) )
+ return qfalse;
+
+ return qtrue;
+}
+
+
+#define ICON_BORDER 4
+
+/*
+===================
+CG_DrawItemSelect
+===================
+*/
+void CG_DrawItemSelect( rectDef_t *rect, vec4_t color )
+{
+ int i;
+ int x = rect->x;
+ int y = rect->y;
+ int width = rect->w;
+ int height = rect->h;
+ int iconsize;
+ int items[ 64 ];
+ int numItems = 0, selectedItem = 0;
+ int length;
+ int selectWindow;
+ qboolean vertical;
+ centity_t *cent;
+ playerState_t *ps;
+
+ cent = &cg_entities[ cg.snap->ps.clientNum ];
+ ps = &cg.snap->ps;
+
+ // don't display if dead
+ if( cg.predictedPlayerState.stats[ STAT_HEALTH ] <= 0 )
+ return;
+
+ if( !( cg.snap->ps.pm_flags & PMF_FOLLOW ) )
+ {
+ // first make sure that whatever it selected is actually selectable
+ if( cg.weaponSelect <= 32 && !CG_WeaponSelectable( cg.weaponSelect ) )
+ CG_NextWeapon_f( );
+ else if( cg.weaponSelect > 32 && !CG_UpgradeSelectable( cg.weaponSelect ) )
+ CG_NextWeapon_f( );
+ }
+
+ // showing weapon select clears pickup item display, but not the blend blob
+ cg.itemPickupTime = 0;
+
+ if( height > width )
+ {
+ vertical = qtrue;
+ iconsize = width;
+ length = height / width;
+ }
+ else if( height <= width )
+ {
+ vertical = qfalse;
+ iconsize = height;
+ length = width / height;
+ }
+
+ selectWindow = length / 2;
+
+ for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ )
+ {
+ if( !BG_InventoryContainsWeapon( i, cg.snap->ps.stats ) )
+ continue;
+
+ if( i == cg.weaponSelect )
+ selectedItem = numItems;
+
+ CG_RegisterWeapon( i );
+ items[ numItems ] = i;
+ numItems++;
+ }
+
+ for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ )
+ {
+ if( !BG_InventoryContainsUpgrade( i, cg.snap->ps.stats ) )
+ continue;
+
+ if( i == cg.weaponSelect - 32 )
+ selectedItem = numItems;
+
+ CG_RegisterUpgrade( i );
+ items[ numItems ] = i + 32;
+ numItems++;
+ }
+
+ for( i = 0; i < length; i++ )
+ {
+ int displacement = i - selectWindow;
+ int item = displacement + selectedItem;
+
+ if( ( item >= 0 ) && ( item < numItems ) )
+ {
+ trap_R_SetColor( color );
+
+ if( items[ item ] <= 32 )
+ CG_DrawPic( x, y, iconsize, iconsize, cg_weapons[ items[ item ] ].weaponIcon );
+ else if( items[ item ] > 32 )
+ CG_DrawPic( x, y, iconsize, iconsize, cg_upgrades[ items[ item ] - 32 ].upgradeIcon );
+
+ trap_R_SetColor( NULL );
+
+/* if( displacement == 0 )
+ CG_DrawPic( x, y, iconsize, iconsize, cgs.media.selectShader );*/
+ }
+
+ if( vertical )
+ y += iconsize;
+ else
+ x += iconsize;
+ }
+}
+
+
+/*
+===================
+CG_DrawItemSelectText
+===================
+*/
+void CG_DrawItemSelectText( rectDef_t *rect, float scale, int textStyle )
+{
+ int x, w;
+ char *name;
+ float *color;
+
+ color = CG_FadeColor( cg.weaponSelectTime, WEAPON_SELECT_TIME );
+ if( !color )
+ return;
+
+ trap_R_SetColor( color );
+
+ // draw the selected name
+ if( cg.weaponSelect <= 32 )
+ {
+ if( cg_weapons[ cg.weaponSelect ].registered &&
+ BG_InventoryContainsWeapon( cg.weaponSelect, cg.snap->ps.stats ) )
+ {
+ if( ( name = cg_weapons[ cg.weaponSelect ].humanName ) )
+ {
+ w = CG_Text_Width( name, scale, 0 );
+ x = rect->x + rect->w / 2;
+ CG_Text_Paint( x - w / 2, rect->y + rect->h, scale, color, name, 0, 0, textStyle );
+ }
+ }
+ }
+ else if( cg.weaponSelect > 32 )
+ {
+ if( cg_upgrades[ cg.weaponSelect - 32 ].registered &&
+ BG_InventoryContainsUpgrade( cg.weaponSelect - 32, cg.snap->ps.stats ) )
+ {
+ if( ( name = cg_upgrades[ cg.weaponSelect - 32 ].humanName ) )
+ {
+ w = CG_Text_Width( name, scale, 0 );
+ x = rect->x + rect->w / 2;
+ CG_Text_Paint( x - w / 2, rect->y + rect->h, scale, color, name, 0, 0, textStyle );
+ }
+ }
+ }
+
+ trap_R_SetColor( NULL );
+}
+
+
+/*
+===============
+CG_NextWeapon_f
+===============
+*/
+void CG_NextWeapon_f( void )
+{
+ int i;
+ int original;
+
+ if( !cg.snap )
+ return;
+
+ if( cg.snap->ps.pm_flags & PMF_FOLLOW )
+ {
+ trap_SendClientCommand( "followprev\n" );
+ 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 <= 32 )
+ {
+ if( CG_WeaponSelectable( cg.weaponSelect ) )
+ break;
+ }
+ else if( cg.weaponSelect > 32 )
+ {
+ if( CG_UpgradeSelectable( 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 )
+ {
+ trap_SendClientCommand( "follownext\n" );
+ 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 <= 32 )
+ {
+ if( CG_WeaponSelectable( cg.weaponSelect ) )
+ break;
+ }
+ else if( cg.weaponSelect > 32 )
+ {
+ if( CG_UpgradeSelectable( 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_InventoryContainsWeapon( num, cg.snap->ps.stats ) )
+ return; // don't have the weapon
+
+ cg.weaponSelect = num;
+}
+
+
+/*
+===================================================================================================
+
+WEAPON EVENTS
+
+===================================================================================================
+*/
+
+/*
+================
+CG_FireWeapon
+
+Caused by an EV_FIRE_WEAPON event
+================
+*/
+void CG_FireWeapon( centity_t *cent, weaponMode_t weaponMode )
+{
+ entityState_t *es;
+ int c;
+ weaponInfo_t *wi;
+ weapon_t weaponNum;
+
+ es = &cent->currentState;
+
+ weaponNum = es->weapon;
+
+ if( weaponNum == WP_NONE )
+ return;
+
+ if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES )
+ weaponMode = WPM_PRIMARY;
+
+ if( weaponNum >= WP_NUM_WEAPONS )
+ {
+ CG_Error( "CG_FireWeapon: ent->weapon >= WP_NUM_WEAPONS" );
+ return;
+ }
+
+ wi = &cg_weapons[ weaponNum ];
+
+ // mark the entity as muzzle flashing, so when it is added it will
+ // append the flash to the weapon model
+ cent->muzzleFlashTime = cg.time;
+
+ if( wi->wim[ weaponMode ].muzzleParticleSystem )
+ {
+ if( !CG_IsParticleSystemValid( &cent->muzzlePS ) ||
+ !CG_IsParticleSystemInfinite( cent->muzzlePS ) )
+ cent->muzzlePsTrigger = qtrue;
+ }
+
+ // play a sound
+ for( c = 0; c < 4; c++ )
+ {
+ if( !wi->wim[ weaponMode ].flashSound[ c ] )
+ break;
+ }
+
+ if( c > 0 )
+ {
+ c = rand( ) % c;
+ if( wi->wim[ weaponMode ].flashSound[ c ] )
+ trap_S_StartSound( NULL, es->number, CHAN_WEAPON, wi->wim[ weaponMode ].flashSound[ c ] );
+ }
+}
+
+
+/*
+=================
+CG_MissileHitWall
+
+Caused by an EV_MISSILE_MISS event, or directly by local bullet tracing
+=================
+*/
+void CG_MissileHitWall( weapon_t weaponNum, weaponMode_t weaponMode, int clientNum,
+ vec3_t origin, vec3_t dir, impactSound_t soundType )
+{
+ qhandle_t mark = 0;
+ qhandle_t ps = 0;
+ int c;
+ float radius = 1.0f;
+ weaponInfo_t *weapon = &cg_weapons[ weaponNum ];
+
+ if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES )
+ weaponMode = WPM_PRIMARY;
+
+ mark = weapon->wim[ weaponMode ].impactMark;
+ radius = weapon->wim[ weaponMode ].impactMarkSize;
+ ps = weapon->wim[ weaponMode ].impactParticleSystem;
+
+ if( soundType == IMPACTSOUND_FLESH )
+ {
+ //flesh sound
+ for( c = 0; c < 4; c++ )
+ {
+ if( !weapon->wim[ weaponMode ].impactFleshSound[ c ] )
+ break;
+ }
+
+ if( c > 0 )
+ {
+ c = rand( ) % c;
+ if( weapon->wim[ weaponMode ].impactFleshSound[ c ] )
+ trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, weapon->wim[ weaponMode ].impactFleshSound[ c ] );
+ }
+ }
+ else
+ {
+ //normal sound
+ for( c = 0; c < 4; c++ )
+ {
+ if( !weapon->wim[ weaponMode ].impactSound[ c ] )
+ break;
+ }
+
+ if( c > 0 )
+ {
+ c = rand( ) % c;
+ if( weapon->wim[ weaponMode ].impactSound[ c ] )
+ trap_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, weapon->wim[ weaponMode ].impactSound[ c ] );
+ }
+ }
+
+ //create impact particle system
+ if( ps )
+ {
+ particleSystem_t *partSystem = CG_SpawnNewParticleSystem( ps );
+
+ if( CG_IsParticleSystemValid( &partSystem ) )
+ {
+ CG_SetAttachmentPoint( &partSystem->attachment, origin );
+ CG_SetParticleSystemNormal( partSystem, dir );
+ CG_AttachToPoint( &partSystem->attachment );
+ }
+ }
+
+ //
+ // impact mark
+ //
+ if( radius > 0.0f )
+ CG_ImpactMark( mark, origin, dir, random( ) * 360, 1, 1, 1, 1, qfalse, radius, qfalse );
+}
+
+
+/*
+=================
+CG_MissileHitPlayer
+=================
+*/
+void CG_MissileHitPlayer( weapon_t weaponNum, weaponMode_t weaponMode,
+ vec3_t origin, vec3_t dir, int entityNum )
+{
+ vec3_t normal;
+ weaponInfo_t *weapon = &cg_weapons[ weaponNum ];
+
+ VectorCopy( dir, normal );
+ VectorInverse( normal );
+
+ CG_Bleed( origin, normal, entityNum );
+
+ if( weaponMode <= WPM_NONE || weaponMode >= WPM_NUM_WEAPONMODES )
+ weaponMode = WPM_PRIMARY;
+
+ if( weapon->wim[ weaponMode ].alwaysImpact )
+ CG_MissileHitWall( weaponNum, weaponMode, 0, origin, dir, IMPACTSOUND_FLESH );
+}
+
+
+/*
+============================================================================
+
+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 )
+{
+ 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 ) )
+ {
+ // draw a tracer
+ if( random( ) < cg_tracerChance.value )
+ CG_Tracer( start, end );
+ }
+ }
+
+ // impact splash and mark
+ if( flesh )
+ CG_Bleed( end, normal, fleshEntityNum );
+ else
+ CG_MissileHitWall( WP_MACHINEGUN, WPM_PRIMARY, 0, end, normal, IMPACTSOUND_DEFAULT );
+}
+
+/*
+============================================================================
+
+SHOTGUN TRACING
+
+============================================================================
+*/
+
+/*
+================
+CG_ShotgunPattern
+
+Perform the same traces the server did to locate the
+hit splashes
+================
+*/
+static void CG_ShotgunPattern( vec3_t origin, vec3_t origin2, int seed, int otherEntNum )
+{
+ int i;
+ float r, u;
+ vec3_t end;
+ vec3_t forward, right, up;
+ trace_t tr;
+
+ // 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 < SHOTGUN_PELLETS; i++ )
+ {
+ r = Q_crandom( &seed ) * SHOTGUN_SPREAD * 16;
+ u = Q_crandom( &seed ) * SHOTGUN_SPREAD * 16;
+ VectorMA( origin, 8192 * 16, forward, end );
+ VectorMA( end, r, right, end );
+ VectorMA( end, u, up, end );
+
+ CG_Trace( &tr, origin, NULL, NULL, end, otherEntNum, MASK_SHOT );
+
+ if( !( tr.surfaceFlags & SURF_NOIMPACT ) )
+ {
+ if( cg_entities[ tr.entityNum ].currentState.eType == ET_PLAYER )
+ CG_MissileHitPlayer( WP_SHOTGUN, WPM_PRIMARY, tr.endpos, tr.plane.normal, tr.entityNum );
+ else if( tr.surfaceFlags & SURF_METALSTEPS )
+ CG_MissileHitWall( WP_SHOTGUN, WPM_PRIMARY, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_METAL );
+ else
+ CG_MissileHitWall( WP_SHOTGUN, WPM_PRIMARY, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_DEFAULT );
+ }
+ }
+}
+
+/*
+==============
+CG_ShotgunFire
+==============
+*/
+void CG_ShotgunFire( entityState_t *es )
+{
+ vec3_t v;
+
+ VectorSubtract( es->origin2, es->pos.trBase, v );
+ VectorNormalize( v );
+ VectorScale( v, 32, v );
+ VectorAdd( es->pos.trBase, v, v );
+
+ CG_ShotgunPattern( es->pos.trBase, es->origin2, es->eventParm, es->otherEntityNum );
+}
+
diff --git a/src/cgame/tr_types.h b/src/cgame/tr_types.h
new file mode 100644
index 00000000..26240a2f
--- /dev/null
+++ b/src/cgame/tr_types.h
@@ -0,0 +1,225 @@
+// 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 OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * 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.
+ */
+
+#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"
+// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=524
+#define OPENGL_DRIVER_NAME "libGL.so.1"
+
+#else
+
+#define _3DFX_DRIVER_NAME "3dfxvgl"
+#define OPENGL_DRIVER_NAME "opengl32"
+
+#endif // !defined _WIN32
+
+
+#endif // __TR_TYPES_H