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-rw-r--r--src/cgame/cg_buildable.c2
-rw-r--r--src/cgame/cg_draw.c17
-rw-r--r--src/cgame/cg_ents.c149
-rw-r--r--src/cgame/cg_event.c53
-rw-r--r--src/cgame/cg_local.h7
-rw-r--r--src/cgame/cg_main.c55
-rw-r--r--src/cgame/cg_playerstate.c10
-rw-r--r--src/cgame/cg_predict.c14
-rw-r--r--src/cgame/cg_weapons.c469
-rw-r--r--src/game/bg_misc.c1429
-rw-r--r--src/game/bg_pmove.c71
-rw-r--r--src/game/bg_public.h99
-rw-r--r--src/game/g_active.c10
-rw-r--r--src/game/g_cmds.c9
-rw-r--r--src/game/g_combat.c7
-rw-r--r--src/game/g_misc.c6
-rw-r--r--src/game/g_missile.c8
-rw-r--r--src/game/g_weapon.c56
-rw-r--r--src/ui/ui_main.c2
-rw-r--r--src/ui/ui_players.c49
20 files changed, 589 insertions, 1933 deletions
diff --git a/src/cgame/cg_buildable.c b/src/cgame/cg_buildable.c
index b61735a7..03123e3c 100644
--- a/src/cgame/cg_buildable.c
+++ b/src/cgame/cg_buildable.c
@@ -390,8 +390,6 @@ void CG_Buildable( centity_t *cent )
trace_t tr;
es = &cent->currentState;
- if ( es->modelindex >= bg_numItems )
- CG_Error( "Bad item index %i on entity", es->modelindex );
//add creep
if( es->modelindex2 == BIT_ALIENS )
diff --git a/src/cgame/cg_draw.c b/src/cgame/cg_draw.c
index 5acb96d8..e0c8d768 100644
--- a/src/cgame/cg_draw.c
+++ b/src/cgame/cg_draw.c
@@ -216,9 +216,9 @@ void CG_DrawFlagModel( float x, float y, float w, float h, int team, qboolean fo
team == TEAM_HUMANS ? cgs.media.redFlagModel : cgs.media.blueFlagModel,
0, origin, angles );
} else if ( cg_drawIcons.integer ) {
- gitem_t *item = BG_FindItemForPowerup( team == TEAM_HUMANS ? PW_REDFLAG : PW_BLUEFLAG );
+/* gitem_t *item = BG_FindItemForPowerup( team == TEAM_HUMANS ? PW_REDFLAG : PW_BLUEFLAG );
- CG_DrawPic( x, y, w, h, cg_items[ ITEM_INDEX(item) ].icon );
+ CG_DrawPic( x, y, w, h, cg_items[ ITEM_INDEX(item) ].icon );*/
}
}
@@ -451,7 +451,7 @@ static void CG_DrawStatusBar( void ) {
//
if ( cent->currentState.weapon ) {
//TA: must mask off clips and maxClips
- if( !BG_infiniteAmmo( cent->currentState.weapon ) )
+ if( !BG_FindInfinteAmmoForWeapon( cent->currentState.weapon ) )
BG_unpackAmmoArray( cent->currentState.weapon, ps->ammo, ps->powerups, &ammo, &clips, &maxclips );
else
ammo = -1;
@@ -1088,7 +1088,7 @@ static float CG_DrawScores( float y ) {
if ( cgs.gametype == GT_CTF ) {
// Display flag status
- item = BG_FindItemForPowerup( PW_BLUEFLAG );
+ /*item = BG_FindItemForPowerup( PW_BLUEFLAG );*/
if (item) {
y1 = y - BIGCHAR_HEIGHT - 8;
@@ -1113,7 +1113,7 @@ static float CG_DrawScores( float y ) {
if ( cgs.gametype == GT_CTF ) {
// Display flag status
- item = BG_FindItemForPowerup( PW_REDFLAG );
+ /*item = BG_FindItemForPowerup( PW_REDFLAG );*/
if (item) {
y1 = y - BIGCHAR_HEIGHT - 8;
@@ -1263,7 +1263,7 @@ static float CG_DrawPowerups( float y ) {
// draw the icons and timers
x = 640 - ICON_SIZE - CHAR_WIDTH * 2;
for ( i = 0 ; i < active ; i++ ) {
- item = BG_FindItemForPowerup( sorted[i] );
+ /*item = BG_FindItemForPowerup( sorted[i] );*/
if (item) {
@@ -1343,10 +1343,11 @@ static int CG_DrawPickupItem( int y ) {
if ( value ) {
fadeColor = CG_FadeColor( cg.itemPickupTime, 3000 );
if ( fadeColor ) {
- CG_RegisterItemVisuals( value );
+ /*CG_RegisterItemVisuals( value );*/
trap_R_SetColor( fadeColor );
CG_DrawPic( 8, y, ICON_SIZE, ICON_SIZE, cg_items[ value ].icon );
- CG_DrawBigString( ICON_SIZE + 16, y + (ICON_SIZE/2 - BIGCHAR_HEIGHT/2), bg_itemlist[ value ].pickup_name, fadeColor[0] );
+ //TA: BG_FindHumanNameForWeapon is probably highly inappropriate here, but this will probably never get called
+ CG_DrawBigString( ICON_SIZE + 16, y + (ICON_SIZE/2 - BIGCHAR_HEIGHT/2), BG_FindHumanNameForWeapon( value ), fadeColor[0] );
trap_R_SetColor( NULL );
}
}
diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c
index a2f5a2b0..a7e95e1c 100644
--- a/src/cgame/cg_ents.c
+++ b/src/cgame/cg_ents.c
@@ -212,152 +212,6 @@ static void CG_Speaker( centity_t *cent ) {
cent->miscTime = cg.time + cent->currentState.frame * 100 + cent->currentState.clientNum * 100 * crandom();
}
-/*
-==================
-CG_Item
-==================
-*/
-static void CG_Item( centity_t *cent ) {
- refEntity_t ent;
- entityState_t *es;
- gitem_t *item;
- int msec;
- float frac;
- float scale;
- weaponInfo_t *wi;
-
-
- es = &cent->currentState;
- if ( es->modelindex >= bg_numItems ) {
- CG_Error( "Bad item index %i on entity", es->modelindex );
- }
-
- // if set to invisible, skip
- if ( !es->modelindex || ( es->eFlags & EF_NODRAW ) ) {
- return;
- }
-
- item = &bg_itemlist[ es->modelindex ];
- if ( cg_simpleItems.integer && item->giType != IT_TEAM ) {
- memset( &ent, 0, sizeof( ent ) );
- ent.reType = RT_SPRITE;
- VectorCopy( cent->lerpOrigin, ent.origin );
- ent.radius = 14;
- ent.customShader = cg_items[es->modelindex].icon;
- ent.shaderRGBA[0] = 255;
- ent.shaderRGBA[1] = 255;
- ent.shaderRGBA[2] = 255;
- ent.shaderRGBA[3] = 255;
- trap_R_AddRefEntityToScene(&ent);
- return;
- }
-
- // items bob up and down continuously
- scale = 0.005 + cent->currentState.number * 0.00001;
- cent->lerpOrigin[2] += 4 + cos( ( cg.time + 1000 ) * scale ) * 4;
-
- memset (&ent, 0, sizeof(ent));
-
- // autorotate at one of two speeds
- if ( item->giType == IT_HEALTH ) {
- VectorCopy( cg.autoAnglesFast, cent->lerpAngles );
- AxisCopy( cg.autoAxisFast, ent.axis );
- } else {
- VectorCopy( cg.autoAngles, cent->lerpAngles );
- AxisCopy( cg.autoAxis, ent.axis );
- }
-
- // the weapons have their origin where they attatch to player
- // models, so we need to offset them or they will rotate
- // eccentricly
- wi = NULL;
- if ( item->giType == IT_WEAPON ) {
-
- wi = &cg_weapons[item->giTag];
- cent->lerpOrigin[0] -=
- wi->weaponMidpoint[0] * ent.axis[0][0] +
- wi->weaponMidpoint[1] * ent.axis[1][0] +
- wi->weaponMidpoint[2] * ent.axis[2][0];
- cent->lerpOrigin[1] -=
- wi->weaponMidpoint[0] * ent.axis[0][1] +
- wi->weaponMidpoint[1] * ent.axis[1][1] +
- wi->weaponMidpoint[2] * ent.axis[2][1];
- cent->lerpOrigin[2] -=
- wi->weaponMidpoint[0] * ent.axis[0][2] +
- wi->weaponMidpoint[1] * ent.axis[1][2] +
- wi->weaponMidpoint[2] * ent.axis[2][2];
-
- cent->lerpOrigin[2] += 8; // an extra height boost
- }
-
- ent.hModel = cg_items[es->modelindex].models[0];
-
- VectorCopy( cent->lerpOrigin, ent.origin);
- VectorCopy( cent->lerpOrigin, ent.oldorigin);
-
- ent.nonNormalizedAxes = qfalse;
-
- // if just respawned, slowly scale up
- msec = cg.time - cent->miscTime;
- if ( msec >= 0 && msec < ITEM_SCALEUP_TIME ) {
- frac = (float)msec / ITEM_SCALEUP_TIME;
- VectorScale( ent.axis[0], frac, ent.axis[0] );
- VectorScale( ent.axis[1], frac, ent.axis[1] );
- VectorScale( ent.axis[2], frac, ent.axis[2] );
- ent.nonNormalizedAxes = qtrue;
- } else {
- frac = 1.0;
- }
-
- // items without glow textures need to keep a minimum light value
- // so they are always visible
- if ( ( item->giType == IT_WEAPON ) ||
- ( item->giType == IT_ARMOR ) ) {
- ent.renderfx |= RF_MINLIGHT;
- }
-
- // increase the size of the weapons when they are presented as items
- if ( item->giType == IT_WEAPON ) {
- VectorScale( ent.axis[0], 1.5, ent.axis[0] );
- VectorScale( ent.axis[1], 1.5, ent.axis[1] );
- VectorScale( ent.axis[2], 1.5, ent.axis[2] );
- ent.nonNormalizedAxes = qtrue;
- }
-
- // add to refresh list
- trap_R_AddRefEntityToScene(&ent);
-
- // accompanying rings / spheres for powerups
- if ( !cg_simpleItems.integer )
- {
- vec3_t spinAngles;
-
- VectorClear( spinAngles );
-
- if ( item->giType == IT_HEALTH || item->giType == IT_POWERUP )
- {
- if ( ( ent.hModel = cg_items[es->modelindex].models[1] ) != 0 )
- {
- if ( item->giType == IT_POWERUP )
- {
- ent.origin[2] += 12;
- spinAngles[1] = ( cg.time & 1023 ) * 360 / -1024.0f;
- }
- AnglesToAxis( spinAngles, ent.axis );
-
- // scale up if respawning
- if ( frac != 1.0 ) {
- VectorScale( ent.axis[0], frac, ent.axis[0] );
- VectorScale( ent.axis[1], frac, ent.axis[1] );
- VectorScale( ent.axis[2], frac, ent.axis[2] );
- ent.nonNormalizedAxes = qtrue;
- }
- trap_R_AddRefEntityToScene( &ent );
- }
- }
- }
-}
-
//============================================================================
@@ -968,9 +822,6 @@ static void CG_AddCEntity( centity_t *cent ) {
case ET_PLAYER:
CG_Player( cent );
break;
- case ET_ITEM:
- CG_Item( cent );
- break;
case ET_BUILDABLE:
CG_Buildable( cent );
break;
diff --git a/src/cgame/cg_event.c b/src/cgame/cg_event.c
index ec521b80..d5766621 100644
--- a/src/cgame/cg_event.c
+++ b/src/cgame/cg_event.c
@@ -321,7 +321,7 @@ static void CG_UseItem( centity_t *cent ) {
if ( !itemNum ) {
CG_CenterPrint( "No item to use", SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
} else {
- item = BG_FindItemForHoldable( itemNum );
+ /*item = BG_FindItemForHoldable( itemNum );*/
CG_CenterPrint( va("Use %s", item->pickup_name), SCREEN_HEIGHT * 0.30, BIGCHAR_WIDTH );
}
}
@@ -359,13 +359,6 @@ static void CG_ItemPickup( int itemNum ) {
cg.itemPickupTime = cg.time;
cg.itemPickupBlendTime = cg.time;
// see if it should be the grabbed weapon
- if ( bg_itemlist[itemNum].giType == IT_WEAPON ) {
- // select it immediately
- if ( cg_autoswitch.integer && bg_itemlist[itemNum].giTag != WP_MACHINEGUN ) {
- cg.weaponSelectTime = cg.time;
- cg.weaponSelect = bg_itemlist[itemNum].giTag;
- }
- }
}
@@ -667,52 +660,12 @@ void CG_EntityEvent( centity_t *cent, vec3_t position )
case EV_ITEM_PICKUP:
DEBUGNAME("EV_ITEM_PICKUP");
{
- gitem_t *item;
- int index;
-
- index = es->eventParm; // player predicted
-
- if ( index < 1 || index >= bg_numItems ) {
- break;
- }
- item = &bg_itemlist[ index ];
-
- // powerups and team items will have a separate global sound, this one
- // will be played at prediction time
- if ( item->giType == IT_POWERUP || item->giType == IT_TEAM) {
- trap_S_StartSound (NULL, es->number, CHAN_AUTO, cgs.media.n_healthSound );
- } else {
- trap_S_StartSound (NULL, es->number, CHAN_AUTO, trap_S_RegisterSound( item->pickup_sound, qfalse ) );
- }
-
- // show icon and name on status bar
- if ( es->number == cg.snap->ps.clientNum ) {
- CG_ItemPickup( index );
- }
}
break;
case EV_GLOBAL_ITEM_PICKUP:
DEBUGNAME("EV_GLOBAL_ITEM_PICKUP");
{
- gitem_t *item;
- int index;
-
- index = es->eventParm; // player predicted
-
- if ( index < 1 || index >= bg_numItems ) {
- break;
- }
- item = &bg_itemlist[ index ];
- // powerup pickups are global
- if( item->pickup_sound ) {
- trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, trap_S_RegisterSound( item->pickup_sound, qfalse ) );
- }
-
- // show icon and name on status bar
- if ( es->number == cg.snap->ps.clientNum ) {
- CG_ItemPickup( index );
- }
}
break;
@@ -889,14 +842,14 @@ void CG_EntityEvent( centity_t *cent, vec3_t position )
break;
case EV_RAILTRAIL:
- DEBUGNAME("EV_RAILTRAIL");
+/* DEBUGNAME("EV_RAILTRAIL");
cent->currentState.weapon = WP_RAILGUN;
// if the end was on a nomark surface, don't make an explosion
CG_RailTrail( es->origin2, es->pos.trBase );
if ( es->eventParm != 255 ) {
ByteToDir( es->eventParm, dir );
CG_MissileHitWall( es->weapon, es->clientNum, position, dir, IMPACTSOUND_DEFAULT );
- }
+ }*/
break;
case EV_TESLATRAIL:
diff --git a/src/cgame/cg_local.h b/src/cgame/cg_local.h
index 5b972aa8..514cc3c5 100644
--- a/src/cgame/cg_local.h
+++ b/src/cgame/cg_local.h
@@ -374,6 +374,7 @@ typedef struct {
typedef struct weaponInfo_s {
qboolean registered;
gitem_t *item;
+ char *humanName;
qhandle_t handsModel; // the hands don't actually draw, they just position the weapon
qhandle_t weaponModel;
@@ -410,7 +411,7 @@ typedef struct weaponInfo_s {
typedef struct upgradeInfo_s {
qboolean registered;
- gitem_t *item;
+ char *humanName;
qhandle_t upgradeIcon;
} upgradeInfo_t;
@@ -1411,8 +1412,10 @@ 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_RegisterItemVisuals( int itemNum );
void CG_FireWeapon( centity_t *cent );
void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, impactSound_t soundType );
diff --git a/src/cgame/cg_main.c b/src/cgame/cg_main.c
index c26564da..0052b426 100644
--- a/src/cgame/cg_main.c
+++ b/src/cgame/cg_main.c
@@ -474,44 +474,6 @@ The server says this item is used on this level
=================
*/
static void CG_RegisterItemSounds( int itemNum ) {
- gitem_t *item;
- char data[MAX_QPATH];
- char *s, *start;
- int len;
-
- item = &bg_itemlist[ itemNum ];
-
- if( item->pickup_sound ) {
- trap_S_RegisterSound( item->pickup_sound, qfalse );
- }
-
- // parse the space seperated precache string for other media
- s = item->sounds;
- if (!s || !s[0])
- return;
-
- while (*s) {
- start = s;
- while (*s && *s != ' ') {
- s++;
- }
-
- len = s-start;
- if (len >= MAX_QPATH || len < 5) {
- CG_Error( "PrecacheItem: %s has bad precache string",
- item->classname);
- return;
- }
- memcpy (data, start, len);
- data[len] = 0;
- if ( *s ) {
- s++;
- }
-
- if ( !strcmp(data+len-3, "wav" )) {
- trap_S_RegisterSound( data, qfalse );
- }
- }
}
@@ -638,12 +600,6 @@ static void CG_RegisterSounds( void ) {
// only register the items that the server says we need
strcpy( items, CG_ConfigString( CS_ITEMS ) );
- for ( i = 1 ; i < bg_numItems ; i++ ) {
- //if ( items[ i ] == '1' || cg_buildScript.integer ) {
- CG_RegisterItemSounds( i );
- //}
- }
-
for ( i = 1 ; i < MAX_SOUNDS ; i++ ) {
soundName = CG_ConfigString( CS_SOUNDS+i );
if ( !soundName[0] ) {
@@ -873,15 +829,6 @@ static void CG_RegisterGraphics( void ) {
// only register the items that the server says we need
strcpy( items, CG_ConfigString( CS_ITEMS) );
- for( i = 1; i < bg_numItems; i++ )
- {
- if( items[ i ] == '1' || cg_buildScript.integer )
- {
- CG_LoadingItem( i );
- CG_RegisterItemVisuals( i );
- }
- }
-
// wall marks
cgs.media.bulletMarkShader = trap_R_RegisterShader( "gfx/damage/bullet_mrk" );
cgs.media.burnMarkShader = trap_R_RegisterShader( "gfx/damage/burn_med_mrk" );
@@ -1107,6 +1054,8 @@ void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ) {
//TA:
CG_InitBuildables( );
+ CG_InitWeapons( );
+ CG_InitUpgrades( );
CG_LoadingString( "clients" );
diff --git a/src/cgame/cg_playerstate.c b/src/cgame/cg_playerstate.c
index 7573b471..e8a94a2e 100644
--- a/src/cgame/cg_playerstate.c
+++ b/src/cgame/cg_playerstate.c
@@ -43,11 +43,11 @@ void CG_CheckAmmo( void ) {
BG_unpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips, &maxclips );
switch ( i ) {
- case WP_ROCKET_LAUNCHER:
+ /*case WP_ROCKET_LAUNCHER:*/
case WP_LOCKBLOB_LAUNCHER:
- case WP_GRENADE_LAUNCHER:
- case WP_RAILGUN:
- case WP_SHOTGUN:
+ /*case WP_GRENADE_LAUNCHER:*/
+ /*case WP_RAILGUN:*/
+ /*case WP_SHOTGUN:*/
total += ammo * 1000;
break;
default:
@@ -56,7 +56,7 @@ void CG_CheckAmmo( void ) {
total += ammo * 200;
break;
}
- if ( total >= 5000 || BG_infiniteAmmo( i ) )
+ if ( total >= 5000 || BG_FindInfinteAmmoForWeapon( i ) )
{
cg.lowAmmoWarning = 0;
return;
diff --git a/src/cgame/cg_predict.c b/src/cgame/cg_predict.c
index 3a2ae803..08e22518 100644
--- a/src/cgame/cg_predict.c
+++ b/src/cgame/cg_predict.c
@@ -285,20 +285,18 @@ static void CG_TouchItem( centity_t *cent ) {
if ( !cg_predictItems.integer ) {
return;
}
- if ( !BG_PlayerTouchesItem( &cg.predictedPlayerState, &cent->currentState, cg.time ) ) {
+/* if ( !BG_PlayerTouchesItem( &cg.predictedPlayerState, &cent->currentState, cg.time ) ) {
return;
- }
+ }*/
// never pick an item up twice in a prediction
if ( cent->miscTime == cg.time ) {
return;
}
- if ( !BG_CanItemBeGrabbed( cgs.gametype, &cent->currentState, &cg.predictedPlayerState ) ) {
+/* if ( !BG_CanItemBeGrabbed( cgs.gametype, &cent->currentState, &cg.predictedPlayerState ) ) {
return; // can't hold it
- }
-
- item = &bg_itemlist[ cent->currentState.modelindex ];
+ }*/
// grab it
BG_AddPredictableEventToPlayerstate( EV_ITEM_PICKUP, cent->currentState.modelindex , &cg.predictedPlayerState);
@@ -310,12 +308,12 @@ static void CG_TouchItem( centity_t *cent ) {
cent->miscTime = cg.time;
// if its a weapon, give them some predicted ammo so the autoswitch will work
- if ( item->giType == IT_WEAPON ) {
+/* if ( item->giType == IT_WEAPON ) {
BG_packWeapon( item->giTag, cg.predictedPlayerState.stats );
if ( ammo == 0 && clips == 0 ) {
BG_packAmmoArray( item->giTag, cg.predictedPlayerState.ammo, cg.predictedPlayerState.powerups, 1, 0, 0 );
}
- }
+ }*/
}
diff --git a/src/cgame/cg_weapons.c b/src/cgame/cg_weapons.c
index 8b832966..c14aba28 100644
--- a/src/cgame/cg_weapons.c
+++ b/src/cgame/cg_weapons.c
@@ -536,37 +536,48 @@ CG_RegisterUpgrade
The server says this item is used on this level
=================
*/
-void CG_RegisterUpgrade( int upgradeNum ) {
- upgradeInfo_t *upgradeInfo;
- gitem_t *item;
- char path[MAX_QPATH];
- int i;
+void CG_RegisterUpgrade( int upgradeNum )
+{
+ upgradeInfo_t *upgradeInfo;
+ char path[MAX_QPATH];
+ int i;
+ char *icon;
upgradeInfo = &cg_upgrades[ upgradeNum ];
- if ( upgradeNum == 0 ) {
+ if( upgradeNum == 0 )
return;
- }
- if ( upgradeInfo->registered ) {
+ if( upgradeInfo->registered )
return;
- }
memset( upgradeInfo, 0, sizeof( *upgradeInfo ) );
upgradeInfo->registered = qtrue;
- for ( item = bg_itemlist + 1 ; item->classname ; item++ ) {
- if ( item->giType == IT_UPGRADE && item->giTag == upgradeNum ) {
- upgradeInfo->item = item;
- break;
- }
- }
- if ( !item->classname ) {
+ if( !BG_FindNameForUpgrade( upgradeNum ) )
CG_Error( "Couldn't find upgrade %i", upgradeNum );
- }
- CG_RegisterItemVisuals( item - bg_itemlist );
+
+ upgradeInfo->humanName = BG_FindHumanNameForUpgrade( upgradeNum );
+
+ if( icon = BG_FindIconForUpgrade( upgradeNum ) )
+ upgradeInfo->upgradeIcon = trap_R_RegisterShader( icon );
+}
+
+/*
+===============
+CG_InitUpgrades
+
+Precaches upgrades
+===============
+*/
+void CG_InitUpgrades( )
+{
+ int i;
+
+ memset( cg_upgrades, 0, sizeof( cg_upgrades ) );
- upgradeInfo->upgradeIcon = trap_R_RegisterShader( item->icon );
+ for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ )
+ CG_RegisterUpgrade( i );
}
/*
@@ -576,70 +587,56 @@ CG_RegisterWeapon
The server says this item is used on this level
=================
*/
-void CG_RegisterWeapon( int weaponNum ) {
+void CG_RegisterWeapon( int weaponNum )
+{
weaponInfo_t *weaponInfo;
- gitem_t *item, *ammo;
- char path[MAX_QPATH];
- vec3_t mins, maxs;
- int i;
+ char path[MAX_QPATH];
+ vec3_t mins, maxs;
+ int i;
+ char *icon, *model;
- weaponInfo = &cg_weapons[weaponNum];
+ weaponInfo = &cg_weapons[ weaponNum ];
- if ( weaponNum == 0 ) {
+ if( weaponNum == 0 )
return;
- }
- if ( weaponInfo->registered ) {
+ if( weaponInfo->registered )
return;
- }
memset( weaponInfo, 0, sizeof( *weaponInfo ) );
weaponInfo->registered = qtrue;
- for ( item = bg_itemlist + 1 ; item->classname ; item++ ) {
- if ( item->giType == IT_WEAPON && item->giTag == weaponNum ) {
- weaponInfo->item = item;
- break;
- }
- }
- if ( !item->classname ) {
+ if( !BG_FindNameForWeapon( weaponNum ) )
CG_Error( "Couldn't find weapon %i", weaponNum );
- }
- CG_RegisterItemVisuals( item - bg_itemlist );
+
+ weaponInfo->humanName = BG_FindHumanNameForWeapon( weaponNum );
// load cmodel before model so filecache works
- if( item->world_model[ 0 ] )
- weaponInfo->weaponModel = trap_R_RegisterModel( item->world_model[0] );
+ if( model = BG_FindModelsForWeapon( weaponNum, 0 ) )
+ weaponInfo->weaponModel = trap_R_RegisterModel( model );
// calc midpoint for rotation
trap_R_ModelBounds( weaponInfo->weaponModel, mins, maxs );
- for ( i = 0 ; i < 3 ; i++ ) {
+ for( i = 0 ; i < 3 ; i++ )
weaponInfo->weaponMidpoint[i] = mins[i] + 0.5 * ( maxs[i] - mins[i] );
- }
- weaponInfo->weaponIcon = trap_R_RegisterShader( item->icon );
- weaponInfo->ammoIcon = trap_R_RegisterShader( item->icon );
-
- for ( ammo = bg_itemlist + 1 ; ammo->classname ; ammo++ ) {
- if ( ammo->giType == IT_AMMO && ammo->giTag == weaponNum ) {
- break;
- }
- }
- if ( ammo->classname && ammo->world_model[0] ) {
- weaponInfo->ammoModel = trap_R_RegisterModel( ammo->world_model[0] );
+ if( icon = BG_FindIconForWeapon( weaponNum ) )
+ {
+ weaponInfo->weaponIcon = trap_R_RegisterShader( icon );
+ weaponInfo->ammoIcon = trap_R_RegisterShader( icon );
}
-
- strcpy( path, item->world_model[0] );
+
+ strcpy( path, model );
COM_StripExtension( path, path );
strcat( path, "_flash.md3" );
weaponInfo->flashModel = trap_R_RegisterModel( path );
- strcpy( path, item->world_model[0] );
+ strcpy( path, model );
COM_StripExtension( path, path );
strcat( path, "_barrel.md3" );
weaponInfo->barrelModel = trap_R_RegisterModel( path );
- strcpy( path, item->world_model[0] );
+ strcpy( path, model );
COM_StripExtension( path, path );
strcat( path, "_hand.md3" );
weaponInfo->handsModel = trap_R_RegisterModel( path );
@@ -650,215 +647,128 @@ void CG_RegisterWeapon( int weaponNum ) {
weaponInfo->loopFireSound = qfalse;
- switch ( weaponNum ) {
- case WP_GAUNTLET:
- MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
- weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/melee/fstrun.wav", qfalse );
- weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse );
- break;
-
- case WP_TESLAGEN:
- MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
- weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/melee/fsthum.wav", qfalse );
- weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/lightning/lg_hum.wav", qfalse );
-
- weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/lightning/lg_fire.wav", qfalse );
- cgs.media.lightningShader = trap_R_RegisterShader( "models/ammo/tesla/tesla_bolt");
- cgs.media.lightningExplosionModel = trap_R_RegisterModel( "models/weaphits/crackle.md3" );
- cgs.media.sfx_lghit = trap_S_RegisterSound( "sound/weapons/lightning/lg_fire.wav", qfalse );
- break;
-
- case WP_GRAPPLING_HOOK:
- MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
- weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/rocket/rocket.md3" );
- weaponInfo->missileTrailFunc = CG_GrappleTrail;
- weaponInfo->missileDlight = 200;
- weaponInfo->wiTrailTime = 2000;
- weaponInfo->trailRadius = 64;
- MAKERGB( weaponInfo->missileDlightColor, 1, 0.75f, 0 );
- weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/melee/fsthum.wav", qfalse );
- weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/melee/fstrun.wav", qfalse );
- break;
-
- case WP_MACHINEGUN:
- MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 );
- weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf1b.wav", qfalse );
- weaponInfo->flashSound[1] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf2b.wav", qfalse );
- weaponInfo->flashSound[2] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf3b.wav", qfalse );
- weaponInfo->flashSound[3] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf4b.wav", qfalse );
- weaponInfo->ejectBrassFunc = CG_MachineGunEjectBrass;
- cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" );
- break;
-
- case WP_MASS_DRIVER:
- MAKERGB( weaponInfo->flashDlightColor, 0, 0, 1 );
- weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf1b.wav", qfalse );
- weaponInfo->flashSound[1] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf2b.wav", qfalse );
- weaponInfo->flashSound[2] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf3b.wav", qfalse );
- weaponInfo->flashSound[3] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf4b.wav", qfalse );
- break;
-
- case WP_CHAINGUN:
- MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 );
- weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf1b.wav", qfalse );
- weaponInfo->flashSound[1] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf2b.wav", qfalse );
- weaponInfo->flashSound[2] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf3b.wav", qfalse );
- weaponInfo->flashSound[3] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf4b.wav", qfalse );
- weaponInfo->ejectBrassFunc = CG_MachineGunEjectBrass;
- cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" );
- break;
-
- case WP_SHOTGUN:
- MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 );
- weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/shotgun/sshotf1b.wav", qfalse );
- weaponInfo->ejectBrassFunc = CG_ShotgunEjectBrass;
- break;
-
- case WP_ROCKET_LAUNCHER:
- weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/rocket/rocket.md3" );
- weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/rocket/rockfly.wav", qfalse );
- weaponInfo->missileTrailFunc = CG_RocketTrail;
- weaponInfo->missileDlight = 200;
- weaponInfo->wiTrailTime = 2000;
- weaponInfo->trailRadius = 64;
- MAKERGB( weaponInfo->missileDlightColor, 1, 0.75f, 0 );
- MAKERGB( weaponInfo->flashDlightColor, 1, 0.75f, 0 );
- weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/rocket/rocklf1a.wav", qfalse );
- cgs.media.rocketExplosionShader = trap_R_RegisterShader( "rocketExplosion" );
- break;
+ switch( weaponNum )
+ {
+ case WP_TESLAGEN:
+ MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
+ weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/melee/fsthum.wav", qfalse );
+ weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/lightning/lg_hum.wav", qfalse );
+
+ weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/lightning/lg_fire.wav", qfalse );
+ cgs.media.lightningShader = trap_R_RegisterShader( "models/ammo/tesla/tesla_bolt");
+ cgs.media.lightningExplosionModel = trap_R_RegisterModel( "models/weaphits/crackle.md3" );
+ cgs.media.sfx_lghit = trap_S_RegisterSound( "sound/weapons/lightning/lg_fire.wav", qfalse );
+ break;
- case WP_LOCKBLOB_LAUNCHER:
- weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/trapper/trapper.md3" );
-/* weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/rocket/rockfly.wav", qfalse );
- weaponInfo->missileTrailFunc = CG_RocketTrail;
- weaponInfo->missileDlight = 200;
- weaponInfo->wiTrailTime = 2000;
- weaponInfo->trailRadius = 64;
- MAKERGB( weaponInfo->missileDlightColor, 1, 0.75f, 0 );
- MAKERGB( weaponInfo->flashDlightColor, 1, 0.75f, 0 );*/
- weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/rocket/rocklf1a.wav", qfalse );
- /*cgs.media.rocketExplosionShader = trap_R_RegisterShader( "rocketExplosion" );*/
- break;
+ case WP_MACHINEGUN:
+ MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 );
+ weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf1b.wav", qfalse );
+ weaponInfo->flashSound[1] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf2b.wav", qfalse );
+ weaponInfo->flashSound[2] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf3b.wav", qfalse );
+ weaponInfo->flashSound[3] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf4b.wav", qfalse );
+ weaponInfo->ejectBrassFunc = CG_MachineGunEjectBrass;
+ cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" );
+ break;
- case WP_GRENADE_LAUNCHER:
- weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/grenade1.md3" );
- weaponInfo->missileTrailFunc = CG_GrenadeTrail;
- weaponInfo->wiTrailTime = 700;
- weaponInfo->trailRadius = 32;
- MAKERGB( weaponInfo->flashDlightColor, 1, 0.70f, 0 );
- weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/grenade/grenlf1a.wav", qfalse );
- cgs.media.grenadeExplosionShader = trap_R_RegisterShader( "grenadeExplosion" );
- break;
+ case WP_MASS_DRIVER:
+ MAKERGB( weaponInfo->flashDlightColor, 0, 0, 1 );
+ weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf1b.wav", qfalse );
+ weaponInfo->flashSound[1] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf2b.wav", qfalse );
+ weaponInfo->flashSound[2] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf3b.wav", qfalse );
+ weaponInfo->flashSound[3] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf4b.wav", qfalse );
+ break;
- case WP_FLAMER:
- weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/plasma/lasfly.wav", qfalse );
- MAKERGB( weaponInfo->flashDlightColor, 0.25, 0.1, 0 );
- //weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/railgun/railgf1a.wav", qfalse );
- /*cgs.media.flameExplShader = trap_R_RegisterShader( "rocketExplosion" );*/
- break;
-
- case WP_PLASMAGUN:
- weaponInfo->missileTrailFunc = CG_PlasmaTrail;
- weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/plasma/lasfly.wav", qfalse );
- MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
- weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/plasma/hyprbf1a.wav", qfalse );
- cgs.media.plasmaExplosionShader = trap_R_RegisterShader( "plasmaExplosion" );
- cgs.media.railRingsShader = trap_R_RegisterShader( "railDisc" );
- break;
+ case WP_CHAINGUN:
+ MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 );
+ weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf1b.wav", qfalse );
+ weaponInfo->flashSound[1] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf2b.wav", qfalse );
+ weaponInfo->flashSound[2] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf3b.wav", qfalse );
+ weaponInfo->flashSound[3] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf4b.wav", qfalse );
+ weaponInfo->ejectBrassFunc = CG_MachineGunEjectBrass;
+ cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" );
+ break;
+
+ case WP_LOCKBLOB_LAUNCHER:
+ weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/trapper/trapper.md3" );
+ /* weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/rocket/rockfly.wav", qfalse );
+ weaponInfo->missileTrailFunc = CG_RocketTrail;
+ weaponInfo->missileDlight = 200;
+ weaponInfo->wiTrailTime = 2000;
+ weaponInfo->trailRadius = 64;
+ MAKERGB( weaponInfo->missileDlightColor, 1, 0.75f, 0 );
+ MAKERGB( weaponInfo->flashDlightColor, 1, 0.75f, 0 );*/
+ weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/rocket/rocklf1a.wav", qfalse );
+ /*cgs.media.rocketExplosionShader = trap_R_RegisterShader( "rocketExplosion" );*/
+ break;
- case WP_PULSE_RIFLE:
- weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/plasma/lasfly.wav", qfalse );
- MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
- weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/plasma/hyprbf1a.wav", qfalse );
- cgs.media.plasmaExplosionShader = trap_R_RegisterShader( "plasmaExplosion" );
- cgs.media.railRingsShader = trap_R_RegisterShader( "railDisc" );
- break;
+ case WP_FLAMER:
+ weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/plasma/lasfly.wav", qfalse );
+ MAKERGB( weaponInfo->flashDlightColor, 0.25, 0.1, 0 );
+ //weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/railgun/railgf1a.wav", qfalse );
+ /*cgs.media.flameExplShader = trap_R_RegisterShader( "rocketExplosion" );*/
+ break;
+
+ case WP_PLASMAGUN:
+ weaponInfo->missileTrailFunc = CG_PlasmaTrail;
+ weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/plasma/lasfly.wav", qfalse );
+ MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
+ weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/plasma/hyprbf1a.wav", qfalse );
+ cgs.media.plasmaExplosionShader = trap_R_RegisterShader( "plasmaExplosion" );
+ cgs.media.railRingsShader = trap_R_RegisterShader( "railDisc" );
+ break;
- case WP_RAILGUN:
- weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/railgun/rg_hum.wav", qfalse );
- MAKERGB( weaponInfo->flashDlightColor, 1, 0.5f, 0 );
- weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/railgun/railgf1a.wav", qfalse );
- cgs.media.railExplosionShader = trap_R_RegisterShader( "railExplosion" );
- cgs.media.railRingsShader = trap_R_RegisterShader( "railDisc" );
- cgs.media.railCoreShader = trap_R_RegisterShader( "railCore" );
- break;
+ case WP_PULSE_RIFLE:
+ weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/plasma/lasfly.wav", qfalse );
+ MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
+ weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/plasma/hyprbf1a.wav", qfalse );
+ cgs.media.plasmaExplosionShader = trap_R_RegisterShader( "plasmaExplosion" );
+ cgs.media.railRingsShader = trap_R_RegisterShader( "railDisc" );
+ break;
- case WP_BFG:
- weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/bfg/bfg_hum.wav", qfalse );
- MAKERGB( weaponInfo->flashDlightColor, 1, 0.7f, 1 );
- weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/bfg/bfg_fire.wav", qfalse );
- cgs.media.bfgExplosionShader = trap_R_RegisterShader( "bfgExplosion" );
- weaponInfo->missileModel = trap_R_RegisterModel( "models/weaphits/bfg.md3" );
- weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/rocket/rockfly.wav", qfalse );
- break;
-
- case WP_VENOM:
- MAKERGB( weaponInfo->flashDlightColor, 0, 0, 0 );
- weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse );
- break;
+ case WP_VENOM:
+ MAKERGB( weaponInfo->flashDlightColor, 0, 0, 0 );
+ weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse );
+ break;
- case WP_GRABANDCSAW:
- MAKERGB( weaponInfo->flashDlightColor, 0, 0, 0 );
- weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse );
- break;
+ case WP_GRABANDCSAW:
+ MAKERGB( weaponInfo->flashDlightColor, 0, 0, 0 );
+ weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse );
+ break;
- case WP_POUNCE:
- MAKERGB( weaponInfo->flashDlightColor, 0, 0, 0 );
- weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse );
- break;
+ case WP_POUNCE:
+ MAKERGB( weaponInfo->flashDlightColor, 0, 0, 0 );
+ weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse );
+ break;
- case WP_ABUILD:
- case WP_ABUILD2:
- case WP_HBUILD:
- case WP_HBUILD2:
- //nowt
- break;
+ case WP_ABUILD:
+ case WP_ABUILD2:
+ case WP_HBUILD:
+ case WP_HBUILD2:
+ //nowt
+ break;
- default:
- MAKERGB( weaponInfo->flashDlightColor, 1, 1, 1 );
- weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/rocket/rocklf1a.wav", qfalse );
- break;
+ default:
+ MAKERGB( weaponInfo->flashDlightColor, 1, 1, 1 );
+ weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/rocket/rocklf1a.wav", qfalse );
+ break;
}
}
/*
-=================
-CG_RegisterItemVisuals
+===============
+CG_InitWeapons
-The server says this item is used on this level
-=================
+Precaches weapons
+===============
*/
-void CG_RegisterItemVisuals( int itemNum ) {
- itemInfo_t *itemInfo;
- gitem_t *item;
- int i;
-
- if ( itemNum < 0 || itemNum >= bg_numItems ) {
- CG_Error( "CG_RegisterItemVisuals: itemNum %d out of range [0-%d]", itemNum, bg_numItems-1 );
- }
-
- itemInfo = &cg_items[ itemNum ];
- if ( itemInfo->registered ) {
- return;
- }
-
- item = &bg_itemlist[ itemNum ];
-
- memset( itemInfo, 0, sizeof( &itemInfo ) );
- itemInfo->registered = qtrue;
-
- itemInfo->icon = trap_R_RegisterShader( item->icon );
+void CG_InitWeapons( )
+{
+ int i;
- if ( item->giType == IT_WEAPON ) {
- CG_RegisterWeapon( item->giTag );
- }
-
- for( i = 0; i < 4; i++ )
- {
- if( item->world_model[ i ] )
- itemInfo->models[i] = trap_R_RegisterModel( item->world_model[i] );
- }
+ memset( cg_weapons, 0, sizeof( cg_weapons ) );
+ for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ )
+ CG_RegisterWeapon( i );
}
@@ -1077,14 +987,14 @@ different than the muzzle point used for determining hits.
*/
static void CG_SpawnRailTrail( centity_t *cent, vec3_t origin )
{
- if ( cent->currentState.weapon != WP_RAILGUN )
+/* if ( cent->currentState.weapon != WP_RAILGUN )
return;
if ( !cent->pe.railgunFlash )
return;
cent->pe.railgunFlash = qtrue;
- CG_RailTrail( origin, cent->pe.railgunImpact );
+ CG_RailTrail( origin, cent->pe.railgunImpact );*/
}
@@ -1179,7 +1089,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
// set custom shading for railgun refire rate
if ( ps )
{
- if ( cg.predictedPlayerState.weapon == WP_RAILGUN
+/* if ( cg.predictedPlayerState.weapon == WP_RAILGUN
&& cg.predictedPlayerState.weaponstate == WEAPON_FIRING )
{
float f;
@@ -1189,7 +1099,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
gun.shaderRGBA[0] =
gun.shaderRGBA[2] = 255 * ( 1.0 - f );
}
- else
+ else*/
{
gun.shaderRGBA[0] = 255;
gun.shaderRGBA[1] = 255;
@@ -1261,8 +1171,7 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
}
// add the flash
- if ( ( weaponNum == WP_TESLAGEN || weaponNum == WP_GAUNTLET || weaponNum == WP_GRAPPLING_HOOK )
- && ( nonPredictedCent->currentState.eFlags & EF_FIRING ) )
+ if ( ( weaponNum == WP_TESLAGEN ) && ( nonPredictedCent->currentState.eFlags & EF_FIRING ) )
{
// continuous flash
} else {
@@ -1287,14 +1196,14 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
AnglesToAxis( angles, flash.axis );
// colorize the railgun blast
- if ( weaponNum == WP_RAILGUN ) {
+/* if ( weaponNum == WP_RAILGUN ) {
clientInfo_t *ci;
ci = &cgs.clientinfo[ cent->currentState.clientNum ];
flash.shaderRGBA[0] = 255 * ci->color1[0];
flash.shaderRGBA[1] = 255 * ci->color1[1];
flash.shaderRGBA[2] = 255 * ci->color1[2];
- }
+ }*/
CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->weaponModel, "tag_flash");
trap_R_AddRefEntityToScene( &flash );
@@ -1480,7 +1389,7 @@ void CG_DrawWeaponSelect( void ) {
BG_unpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips, &maxclips );
// no ammo cross on top
- if ( !ammo && !clips && !BG_infiniteAmmo( i ) ) {
+ if ( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( i ) ) {
CG_DrawPic( x, y, 16, 16, cgs.media.noammoShader );
}
@@ -1514,9 +1423,9 @@ void CG_DrawWeaponSelect( void ) {
// draw the selected name
if( cg.weaponSelect <= 32 )
{
- if ( cg_weapons[ cg.weaponSelect ].item )
+ if( cg_weapons[ cg.weaponSelect ].registered )
{
- name = cg_weapons[ cg.weaponSelect ].item->pickup_name;
+ name = cg_weapons[ cg.weaponSelect ].humanName;
if ( name )
{
w = CG_DrawStrlen( name ) * BIGCHAR_WIDTH;
@@ -1527,9 +1436,9 @@ void CG_DrawWeaponSelect( void ) {
}
else if( cg.weaponSelect > 32 )
{
- if ( cg_upgrades[ cg.weaponSelect - 32 ].item )
+ if( cg_upgrades[ cg.weaponSelect - 32 ].registered )
{
- name = cg_upgrades[ cg.weaponSelect - 32 ].item->pickup_name;
+ name = cg_upgrades[ cg.weaponSelect - 32 ].humanName;
if ( name )
{
w = CG_DrawStrlen( name ) * BIGCHAR_WIDTH;
@@ -1554,7 +1463,7 @@ static qboolean CG_WeaponSelectable( int i )
BG_unpackAmmoArray( i, cg.snap->ps.ammo, cg.snap->ps.powerups, &ammo, &clips, &maxclips );
- if ( !ammo && !clips && !BG_infiniteAmmo( i ) ) {
+ if ( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( i ) ) {
return qfalse;
}
if ( !BG_gotWeapon( i, cg.snap->ps.stats ) ) {
@@ -1838,7 +1747,7 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im
mark = cgs.media.energyMarkShader;
radius = 24;
break;
- case WP_GRENADE_LAUNCHER:
+/* case WP_GRENADE_LAUNCHER:
mod = cgs.media.dishFlashModel;
shader = cgs.media.grenadeExplosionShader;
sfx = cgs.media.sfx_rockexp;
@@ -1846,8 +1755,8 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im
radius = 64;
light = 300;
isSprite = qtrue;
- break;
- case WP_ROCKET_LAUNCHER:
+ break;*/
+/* case WP_ROCKET_LAUNCHER:
mod = cgs.media.dishFlashModel;
shader = cgs.media.rocketExplosionShader;
sfx = cgs.media.sfx_rockexp;
@@ -1866,20 +1775,20 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im
CG_ParticleExplosion( "explode1", sprOrg, sprVel, 1400, 20, 30 );
}
- break;
+ break;*/
case WP_LOCKBLOB_LAUNCHER:
sfx = cgs.media.gibBounce1Sound;
mark = cgs.media.greenBloodMarkShader;
radius = 64;
isSprite = qtrue;
break;
- case WP_RAILGUN:
+/* case WP_RAILGUN:
mod = cgs.media.ringFlashModel;
shader = cgs.media.railExplosionShader;
sfx = cgs.media.sfx_plasmaexp;
mark = cgs.media.energyMarkShader;
radius = 24;
- break;
+ break;*/
case WP_FLAMER:
sfx = cgs.media.sfx_lghit;
mark = cgs.media.burnMarkShader;
@@ -1899,21 +1808,21 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im
mark = cgs.media.energyMarkShader;
radius = 16;
break;
- case WP_BFG:
+/* case WP_BFG:
mod = cgs.media.dishFlashModel;
shader = cgs.media.bfgExplosionShader;
sfx = cgs.media.sfx_rockexp;
mark = cgs.media.burnMarkShader;
radius = 32;
isSprite = qtrue;
- break;
- case WP_SHOTGUN:
+ break;*/
+/* case WP_SHOTGUN:
mod = cgs.media.bulletFlashModel;
shader = cgs.media.bulletExplosionShader;
mark = cgs.media.bulletMarkShader;
sfx = 0;
radius = 4;
- break;
+ break;*/
case WP_MASS_DRIVER:
shader = cgs.media.bulletExplosionShader;
mark = cgs.media.bulletMarkShader;
@@ -1953,10 +1862,10 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im
duration, isSprite );
le->light = light;
VectorCopy( lightColor, le->lightColor );
- if ( weapon == WP_RAILGUN ) {
+/* if ( weapon == WP_RAILGUN ) {
// colorize with client color
VectorCopy( cgs.clientinfo[clientNum].color1, le->color );
- }
+ }*/
}
//
@@ -1966,7 +1875,7 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im
alphaFade = ( mark == cgs.media.energyMarkShader ||
mark == cgs.media.greenBloodMarkShader );
- if( weapon == WP_RAILGUN )
+/* if( weapon == WP_RAILGUN )
{
float *color;
@@ -1974,7 +1883,7 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im
color = cgs.clientinfo[clientNum].color2;
CG_ImpactMark( mark, origin, dir, random()*360, color[0],color[1], color[2],1, alphaFade, radius, qfalse );
}
- else
+ else*/
{
CG_ImpactMark( mark, origin, dir, random()*360, 1,1,1,1, alphaFade, radius, qfalse );
}
@@ -1992,10 +1901,10 @@ void CG_MissileHitPlayer( int weapon, vec3_t origin, vec3_t dir, int entityNum )
// some weapons will make an explosion with the blood, while
// others will just make the blood
switch ( weapon ) {
- case WP_GRENADE_LAUNCHER:
+/* case WP_GRENADE_LAUNCHER:
case WP_ROCKET_LAUNCHER:
CG_MissileHitWall( weapon, 0, origin, dir, IMPACTSOUND_FLESH );
- break;
+ break;*/
default:
break;
}
@@ -2047,16 +1956,16 @@ static void CG_ShotgunPellet( vec3_t start, vec3_t end, int skipNum ) {
}
if ( cg_entities[tr.entityNum].currentState.eType == ET_PLAYER ) {
- CG_MissileHitPlayer( WP_SHOTGUN, tr.endpos, tr.plane.normal, tr.entityNum );
+ /*CG_MissileHitPlayer( WP_SHOTGUN, tr.endpos, tr.plane.normal, tr.entityNum );*/
} else {
if ( tr.surfaceFlags & SURF_NOIMPACT ) {
// SURF_NOIMPACT will not make a flame puff or a mark
return;
}
if ( tr.surfaceFlags & SURF_METALSTEPS ) {
- CG_MissileHitWall( WP_SHOTGUN, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_METAL );
+ /*CG_MissileHitWall( WP_SHOTGUN, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_METAL );*/
} else {
- CG_MissileHitWall( WP_SHOTGUN, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_DEFAULT );
+ /*CG_MissileHitWall( WP_SHOTGUN, 0, tr.endpos, tr.plane.normal, IMPACTSOUND_DEFAULT );*/
}
}
}
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c
index 071ceb7f..f2b132a8 100644
--- a/src/game/bg_misc.c
+++ b/src/game/bg_misc.c
@@ -18,940 +18,6 @@
#include "q_shared.h"
#include "bg_public.h"
-/*QUAKED item_***** ( 0 0 0 ) (-16 -16 -16) (16 16 16) suspended
-DO NOT USE THIS CLASS, IT JUST HOLDS GENERAL INFORMATION.
-The suspended flag will allow items to hang in the air, otherwise they are dropped to the next surface.
-
-If an item is the target of another entity, it will not spawn in until fired.
-
-An item fires all of its targets when it is picked up. If the toucher can't carry it, the targets won't be fired.
-
-"notfree" if set to 1, don't spawn in free for all games
-"notteam" if set to 1, don't spawn in team games
-"notsingle" if set to 1, don't spawn in single player games
-"wait" override the default wait before respawning. -1 = never respawn automatically, which can be used with targeted spawning.
-"random" random number of plus or minus seconds varied from the respawn time
-"count" override quantity or duration on most items.
-*/
-
-gitem_t bg_itemlist[] =
-{
- {
- NULL,
- NULL,
- { NULL,
- NULL,
- 0, 0} ,
-/* icon */ NULL,
-/* pickup */ NULL,
- 0,
- 0,
- 0,
-/* precache */ "",
-/* sounds */ ""
- }, // leave index 0 alone
-
- //
- // ARMOR
- //
-
-/*QUAKED item_armor_shard (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- /*{
- "item_armor_shard",
- "sound/misc/ar1_pkup.wav",
- { "models/powerups/armor/shard.md3",
- "models/powerups/armor/shard_sphere.md3",
- 0, 0} ,
- "icons/iconr_shard",
- "Armor Shard",
- 5,
- IT_ARMOR,
- 0,
- "",
- ""
- },*/
-
-/*QUAKED item_armor_combat (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- /*{
- "item_armor_combat",
- "sound/misc/ar2_pkup.wav",
- { "models/powerups/armor/armor_yel.md3",
- 0, 0, 0},
- "icons/iconr_yellow",
- "Armor",
- 50,
- IT_ARMOR,
- 0,
- "",
- ""
- },*/
-
-/*QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- /*{
- "item_armor_body",
- "sound/misc/ar3_pkup.wav",
- { "models/powerups/armor/armor_red.md3",
- 0, 0, 0},
- "icons/iconr_red",
- "Heavy Armor",
- 100,
- IT_ARMOR,
- 0,
- "",
- ""
- },*/
-
- //
- // health
- //
-/*QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- /*{
- "item_health_small",
- "sound/items/s_health.wav",
- { "models/powerups/health/small_cross.md3",
- "models/powerups/health/small_sphere.md3",
- 0, 0 },
- "icons/iconh_green",
- "5 Health",
- 5,
- IT_HEALTH,
- 0,
- "",
- ""
- },*/
-
-/*QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- /*{
- "item_health",
- "sound/items/n_health.wav",
- { "models/powerups/health/medium_cross.md3",
- "models/powerups/health/medium_sphere.md3",
- 0, 0 },
- "icons/iconh_yellow",
- "25 Health",
- 25,
- IT_HEALTH,
- 0,
- "",
- ""
- },*/
-
-/*QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- /*{
- "item_health_large",
- "sound/items/l_health.wav",
- { "models/powerups/health/large_cross.md3",
- "models/powerups/health/large_sphere.md3",
- 0, 0 },
- "icons/iconh_red",
- "50 Health",
- 50,
- IT_HEALTH,
- 0,
- "",
- ""
- },*/
-
-/*QUAKED item_health_mega (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- /*{
- "item_health_mega",
- "sound/items/m_health.wav",
- { "models/powerups/health/mega_cross.md3",
- "models/powerups/health/mega_sphere.md3",
- 0, 0 },
- "icons/iconh_mega",
- "Mega Health",
- 100,
- IT_HEALTH,
- 0,
- "",
- ""
- },*/
-
-
- //
- // WEAPONS
- //
-
-/*QUAKED weapon_gauntlet (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
-
-//TA:FIXME: must keep gauntlet and machinegun for now or bots have a fit and prevent game working
-
- {
- "weapon_gauntlet",
- "sound/misc/w_pkup.wav",
- { "models/weapons2/gauntlet/gauntlet.md3",
- 0, 0, 0},
- "icons/iconw_gauntlet",
- "Gauntlet",
- 0,
- IT_WEAPON,
- WP_GAUNTLET,
- "",
- ""
- },
-
-/*QUAKED weapon_venom (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- {
- "weapon_venom",
- "sound/misc/w_pkup.wav",
- { "models/weapons2/gauntlet/gauntlet.md3",
- 0, 0, 0},
- "icons/iconw_gauntlet",
- "Venom",
- 0,
- IT_WEAPON,
- WP_VENOM,
- "",
- ""
- },
-
-/*QUAKED weapon_grabandcsaw (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- {
- "weapon_grabandcsaw",
- "sound/misc/w_pkup.wav",
- { "models/weapons2/gauntlet/gauntlet.md3",
- 0, 0, 0},
- "icons/iconw_gauntlet",
- "Circular Saw",
- 0,
- IT_WEAPON,
- WP_GRABANDCSAW,
- "",
- ""
- },
-
-/*QUAKED weapon_pounce (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- {
- "weapon_pounce",
- "sound/misc/w_pkup.wav",
- { "models/weapons2/gauntlet/gauntlet.md3",
- 0, 0, 0},
- "icons/iconw_gauntlet",
- "Claw and Pounce",
- 0,
- IT_WEAPON,
- WP_POUNCE,
- "",
- ""
- },
-
-/*QUAKED weapon_dbuild (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- {
- "weapon_dbuild",
- "sound/misc/w_pkup.wav",
- { "models/weapons2/gauntlet/gauntlet.md3",
- 0, 0, 0},
- "icons/iconw_gauntlet",
- "Alien Build",
- 0,
- IT_WEAPON,
- WP_ABUILD,
- "",
- ""
- },
-
-/*QUAKED weapon_dbuild2 (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- {
- "weapon_dbuild2",
- "sound/misc/w_pkup.wav",
- { "models/weapons2/gauntlet/gauntlet.md3",
- 0, 0, 0},
- "icons/iconw_gauntlet",
- "Alien Build 2",
- 0,
- IT_WEAPON,
- WP_ABUILD2,
- "",
- ""
- },
-
-/*QUAKED weapon_hbuild (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- {
- "weapon_hbuild",
- "sound/misc/w_pkup.wav",
- { "models/weapons2/gauntlet/gauntlet.md3",
- 0, 0, 0},
- "icons/iconw_gauntlet",
- "HBuild",
- 0,
- IT_WEAPON,
- WP_HBUILD,
- "",
- ""
- },
-
-/*QUAKED weapon_hbuild2 (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- {
- "weapon_hbuild2",
- "sound/misc/w_pkup.wav",
- { "models/weapons2/gauntlet/gauntlet.md3",
- 0, 0, 0},
- "icons/iconw_gauntlet",
- "Human Build 2",
- 0,
- IT_WEAPON,
- WP_HBUILD2,
- "",
- ""
- },
-
-/*QUAKED weapon_shotgun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- /*{
- "weapon_shotgun",
- "sound/misc/w_pkup.wav",
- { "models/weapons2/shotgun/shotgun.md3",
- 0, 0, 0},
- "icons/iconw_shotgun",
- "Shotgun",
- 10,
- IT_WEAPON,
- WP_SHOTGUN,
- "",
- ""
- },*/
-
-/*QUAKED weapon_machinegun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- {
- "weapon_machinegun",
- "sound/misc/w_pkup.wav",
- { "models/weapons2/machinegun/machinegun.md3",
- 0, 0, 0},
- "icons/iconw_machinegun",
- "Machinegun",
- 40,
- IT_WEAPON,
- WP_MACHINEGUN,
- "",
- ""
- },
-
-/*QUAKED weapon_chaingun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- {
- "weapon_chaingun",
- "sound/misc/w_pkup.wav",
- { "models/weapons2/machinegun/machinegun.md3",
- 0, 0, 0},
- "icons/iconw_machinegun",
- "Chaingun",
- 40,
- IT_WEAPON,
- WP_CHAINGUN,
- "",
- ""
- },
-
-/*QUAKED weapon_massdriver (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- {
- "weapon_massdriver",
- "sound/misc/w_pkup.wav",
- { "models/weapons2/bfg/bfg.md3",
- 0, 0, 0},
- "icons/iconw_bfg",
- "Mass Driver",
- 40,
- IT_WEAPON,
- WP_MASS_DRIVER,
- "",
- ""
- },
-
-/*QUAKED weapon_pulserifle (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- {
- "weapon_pulserifle",
- "sound/misc/w_pkup.wav",
- { "models/weapons2/plasma/plasma.md3",
- 0, 0, 0},
- "icons/iconw_gauntlet",
- "Pulse Rifle",
- 40,
- IT_WEAPON,
- WP_PULSE_RIFLE,
- "",
- ""
- },
-
-/*QUAKED weapon_ggrenade (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- {
- "weapon_ggrenade",
- "sound/misc/w_pkup.wav",
- { "models/weapons2/gauntlet/gauntlet.md3",
- 0, 0, 0},
- "icons/iconw_gauntlet",
- "Gas Grenade",
- 0,
- IT_WEAPON,
- WP_GGRENADE,
- "",
- ""
- },
-
-/*QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- /*{
- "weapon_grenadelauncher",
- "sound/misc/w_pkup.wav",
- { "models/weapons2/grenadel/grenadel.md3",
- 0, 0, 0},
- "icons/iconw_grenade",
- "Grenade Launcher",
- 10,
- IT_WEAPON,
- WP_GRENADE_LAUNCHER,
- "",
- "sound/weapons/grenade/hgrenb1a.wav sound/weapons/grenade/hgrenb2a.wav"
- },*/
-
-/*QUAKED weapon_rocketlauncher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- /*{
- "weapon_rocketlauncher",
- "sound/misc/w_pkup.wav",
- { "models/weapons2/rocketl/rocketl.md3",
- 0, 0, 0},
- "icons/iconw_rocket",
- "Rocket Launcher",
- 10,
- IT_WEAPON,
- WP_ROCKET_LAUNCHER,
- "",
- ""
- },*/
-
-/*QUAKED weapon_teslagen (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- {
- "weapon_teslagen",
- "sound/misc/w_pkup.wav",
- { 0, 0, 0, 0},
- "icons/iconw_lightning",
- "Tesla Generator",
- 100,
- IT_WEAPON,
- WP_TESLAGEN,
- "",
- ""
- },
-
-/*QUAKED weapon_railgun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- {
- "weapon_railgun",
- "sound/misc/w_pkup.wav",
- { 0, 0, 0, 0},
- "icons/iconw_railgun",
- "Railgun",
- 10,
- IT_WEAPON,
- WP_RAILGUN,
- "",
- ""
- },
-
-/*QUAKED weapon_sawbladelauncher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- {
- "weapon_lockbloblauncher",
- "sound/misc/w_pkup.wav",
- { 0, 0, 0, 0},
- "icons/iconw_rocket",
- "Lockblob Launcher",
- 10,
- IT_WEAPON,
- WP_LOCKBLOB_LAUNCHER,
- "",
- ""
- },
-
-/*QUAKED weapon_plasmagun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- {
- "weapon_plasmagun",
- "sound/misc/w_pkup.wav",
- { "models/weapons2/plasma/plasma.md3",
- 0, 0, 0},
- "icons/iconw_plasma",
- "Plasma Gun",
- 50,
- IT_WEAPON,
- WP_PLASMAGUN,
- "",
- ""
- },
-
-/*QUAKED weapon_flamer (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- {
- "weapon_flamer",
- "sound/misc/w_pkup.wav",
- { "models/weapons2/plasma/plasma.md3",
- 0, 0, 0},
- "icons/iconw_plasma",
- "Flame Thrower",
- 50,
- IT_WEAPON,
- WP_FLAMER,
- "",
- ""
- },
-
-/*QUAKED weapon_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- {
- "weapon_bfg",
- "sound/misc/w_pkup.wav",
- { "models/weapons2/bfg/bfg.md3",
- 0, 0, 0},
- "icons/iconw_bfg",
- "Dual BFG",
- 0,
- IT_WEAPON,
- WP_BFG,
- "",
- ""
- },
-
-/*QUAKED weapon_grapplinghook (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- /*{
- "weapon_grapplinghook",
- "sound/misc/w_pkup.wav",
- { "models/weapons2/grapple/grapple.md3",
- 0, 0, 0},
- "Grappling Hook",
- 0,
- IT_WEAPON,
- WP_GRAPPLING_HOOK,
- "",
- ""
- },*/
-
- //
- // AMMO ITEMS
- //
-
-/*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- /*{
- "ammo_shells",
- "sound/misc/am_pkup.wav",
- { "models/powerups/ammo/shotgunam.md3",
- 0, 0, 0},
- "icons/icona_shotgun",
- "Shells",
- 10,
- IT_AMMO,
- WP_SHOTGUN,
- "",
- ""
- },*/
-
-/*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- /*{
- "ammo_bullets",
- "sound/misc/am_pkup.wav",
- { "models/powerups/ammo/machinegunam.md3",
- 0, 0, 0},
- "icons/icona_machinegun",
- "Bullets",
- 50,
- IT_AMMO,
- WP_MACHINEGUN,
- "",
- ""
- },*/
-
-/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- /*{
- "ammo_grenades",
- "sound/misc/am_pkup.wav",
- { "models/powerups/ammo/grenadeam.md3",
- 0, 0, 0},
- "icons/icona_grenade",
- "Grenades",
- 5,
- IT_AMMO,
- WP_GRENADE_LAUNCHER,
- "",
- ""
- },*/
-
-/*QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- /*{
- "ammo_cells",
- "sound/misc/am_pkup.wav",
- { "models/powerups/ammo/plasmaam.md3",
- 0, 0, 0},
- "icons/icona_plasma",
- "Cells",
- 30,
- IT_AMMO,
- WP_PLASMAGUN,
- "",
- ""
- },*/
-
-/*QUAKED ammo_lightning (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- /*{
- "ammo_lightning",
- "sound/misc/am_pkup.wav",
- { "models/powerups/ammo/lightningam.md3",
- 0, 0, 0},
- "icons/icona_lightning",
- "Lightning",
- 60,
- IT_AMMO,
- WP_LIGHTNING,
- "",
- ""
- },*/
-
-/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- /*{
- "ammo_rockets",
- "sound/misc/am_pkup.wav",
- { "models/powerups/ammo/rocketam.md3",
- 0, 0, 0},
- "icons/icona_rocket",
- "Rockets",
- 5,
- IT_AMMO,
- WP_ROCKET_LAUNCHER,
- "",
- ""
- },*/
-
-/*QUAKED ammo_slugs (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- /*{
- "ammo_slugs",
- "sound/misc/am_pkup.wav",
- { "models/powerups/ammo/railgunam.md3",
- 0, 0, 0},
- "icons/icona_railgun",
- "Slugs",
- 10,
- IT_AMMO,
- WP_RAILGUN,
- "",
- ""
- },*/
-
-/*QUAKED ammo_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- /*{
- "ammo_bfg",
- "sound/misc/am_pkup.wav",
- { "models/powerups/ammo/bfgam.md3",
- 0, 0, 0},
- "icons/icona_bfg",
- "Bfg Ammo",
- 15,
- IT_AMMO,
- WP_BFG,
- "",
- ""
- },*/
-
- //
- // HOLDABLE ITEMS
- //
-/*QUAKED holdable_teleporter (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- /*{
- "holdable_teleporter",
- "sound/items/holdable.wav",
- { "models/powerups/holdable/teleporter.md3",
- 0, 0, 0},
- "icons/teleporter",
- "Personal Teleporter",
- 60,
- IT_HOLDABLE,
- HI_TELEPORTER,
- "",
- ""
- },*/
-
-/*QUAKED holdable_medkit (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- /*{
- "holdable_medkit",
- "sound/items/holdable.wav",
- { "models/powerups/holdable/medkit.md3",
- "models/powerups/holdable/medkit_sphere.md3",
- 0, 0},
- "icons/medkit",
- "Medkit",
- 60,
- IT_HOLDABLE,
- HI_MEDKIT,
- "",
- "sound/items/use_medkit.wav"
- },*/
-
- //
- // POWERUP ITEMS
- //
-/*QUAKED item_quad (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- /*{
- "item_quad",
- "sound/items/quaddamage.wav",
- { "models/powerups/instant/quad.md3",
- "models/powerups/instant/quad_ring.md3",
- 0, 0 },
- "icons/quad",
- "Quad Damage",
- 30,
- IT_POWERUP,
- PW_QUAD,
- "",
- "sound/items/damage2.wav sound/items/damage3.wav"
- },*/
-
-/*QUAKED item_enviro (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- /*{
- "item_enviro",
- "sound/items/protect.wav",
- { "models/powerups/instant/enviro.md3",
- "models/powerups/instant/enviro_ring.md3",
- 0, 0 },
- "icons/envirosuit",
- "Battle Suit",
- 30,
- IT_POWERUP,
- PW_BATTLESUIT,
- "",
- "sound/items/airout.wav sound/items/protect3.wav"
- },*/
-
-/*QUAKED item_haste (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- /*{
- "item_haste",
- "sound/items/haste.wav",
- { "models/powerups/instant/haste.md3",
- "models/powerups/instant/haste_ring.md3",
- 0, 0 },
- "icons/haste",
- "Speed",
- 30,
- IT_POWERUP,
- PW_HASTE,
- "",
- ""
- },*/
-
-/*QUAKED item_invis (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- /*{
- "item_invis",
- "sound/items/invisibility.wav",
- { "models/powerups/instant/invis.md3",
- "models/powerups/instant/invis_ring.md3",
- 0, 0 },
- "icons/invis",
- "Invisibility",
- 30,
- IT_POWERUP,
- PW_INVIS,
- "",
- ""
- },*/
-
-/*QUAKED item_regen (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- /*{
- "item_regen",
- "sound/items/regeneration.wav",
- { "models/powerups/instant/regen.md3",
- "models/powerups/instant/regen_ring.md3",
- 0, 0 },
- "icons/regen",
- "Regeneration",
- 30,
- IT_POWERUP,
- PW_REGEN,
- "",
- "sound/items/regen.wav"
- },*/
-
-/*QUAKED item_flight (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- /*{
- "item_flight",
- "sound/items/flight.wav",
- { "models/powerups/instant/flight.md3",
- "models/powerups/instant/flight_ring.md3",
- 0, 0 },
- "icons/flight",
- "Flight",
- 60,
- IT_POWERUP,
- PW_FLIGHT,
- "",
- "sound/items/flight.wav"
- },*/
-
-/*QUAKED upgrade_torch (0 0 1) (-16 -16 -16) (16 16 16)
-*/
- {
- "upgrade_torch",
- "sound/items/holdable.wav",
- { 0, 0, 0, 0 },
- "icons/teleporter", //icon
- "Torch", //pickup
- 0,
- IT_UPGRADE,
- UP_TORCH,
- "", //precache
- "" //sounds
- },
-
-/*QUAKED upgrade_nvg (0 0 1) (-16 -16 -16) (16 16 16)
-*/
- {
- "upgrade_nvg",
- "sound/items/holdable.wav",
- { 0, 0, 0, 0 },
- "icons/teleporter", //icon
- "NVG", //pickup
- 0,
- IT_UPGRADE,
- UP_NVG,
- "", //precache
- "" //sounds
- },
-
-/*QUAKED upgrade_carmour (0 0 1) (-16 -16 -16) (16 16 16)
-*/
- {
- "upgrade_carmour",
- "sound/items/holdable.wav",
- { 0, 0, 0, 0 },
- "icons/teleporter", //icon
- "Chest Armour", //pickup
- 0,
- IT_UPGRADE,
- UP_CHESTARMOUR,
- "", //precache
- "" //sounds
- },
-
-/*QUAKED upgrade_larmour (0 0 1) (-16 -16 -16) (16 16 16)
-*/
- {
- "upgrade_larmour",
- "sound/items/holdable.wav",
- { 0, 0, 0, 0 },
- "icons/teleporter", //icon
- "Limb Armour", //pickup
- 0,
- IT_UPGRADE,
- UP_LIMBARMOUR,
- "", //precache
- "" //sounds
- },
-
-/*QUAKED upgrade_helmet (0 0 1) (-16 -16 -16) (16 16 16)
-*/
- {
- "upgrade_helmet",
- "sound/items/holdable.wav",
- { 0, 0, 0, 0 },
- "icons/teleporter", //icon
- "Helmet", //pickup
- 0,
- IT_UPGRADE,
- UP_HELMET,
- "", //precache
- "" //sounds
- },
-
-/*QUAKED upgrade_bsuit (0 0 1) (-16 -16 -16) (16 16 16)
-*/
- {
- "upgrade_bsuit",
- "sound/items/holdable.wav",
- { 0, 0, 0, 0 },
- "icons/teleporter", //icon
- "Battle Suit", //pickup
- 0,
- IT_UPGRADE,
- UP_BATTLESUIT,
- "", //precache
- "" //sounds
- },
-
-/*QUAKED team_CTF_redflag (1 0 0) (-16 -16 -16) (16 16 16)
-Only in CTF games
-*/
- /*{
- "team_CTF_redflag",
- "sound/teamplay/flagtk_red.wav",
- { "models/flags/r_flag.md3",
- 0, 0, 0 },
- "icons/iconf_red1",
- "Red Flag",
- 0,
- IT_TEAM,
- PW_REDFLAG,
- "",
- "sound/teamplay/flagcap_red.wav sound/teamplay/flagtk_red.wav sound/teamplay/flagret_red.wav"
- },*/
-
-/*QUAKED team_CTF_blueflag (0 0 1) (-16 -16 -16) (16 16 16)
-Only in CTF games
-*/
- /*{
- "team_CTF_blueflag",
- "sound/teamplay/flagtk_blu.wav",
- { "models/flags/b_flag.md3",
- 0, 0, 0 },
- "icons/iconf_blu1",
- "Blue Flag",
- 0,
- IT_TEAM,
- PW_BLUEFLAG,
- "",
- "sound/teamplay/flagcap_blu.wav sound/teamplay/flagtk_blu.wav sound/teamplay/flagret_blu.wav"
- },*/
-
- // end of list marker
- {NULL}
-};
-
-int bg_numItems = sizeof(bg_itemlist) / sizeof(bg_itemlist[0]) - 1;
-
-////////////////////////////////////////////////////////////////////////////////
-
buildableAttributes_t bg_buildableList[ ] =
{
{
@@ -1536,7 +602,7 @@ char *BG_FindNameForBuildable( int bclass )
}
//wimp out
- return "";
+ return 0;
}
/*
@@ -1555,7 +621,7 @@ char *BG_FindHumanNameForBuildable( int bclass )
}
//wimp out
- return "";
+ return 0;
}
/*
@@ -1574,7 +640,7 @@ char *BG_FindEntityNameForBuildable( int bclass )
}
//wimp out
- return "";
+ return 0;
}
/*
@@ -1593,7 +659,7 @@ char *BG_FindModelsForBuildable( int bclass, int modelNum )
}
//wimp out
- return "";
+ return 0;
}
/*
@@ -2344,7 +1410,7 @@ char *BG_FindNameForClassNum( int pclass )
}
//wimp out
- return "";
+ return 0;
}
/*
@@ -2363,7 +1429,7 @@ char *BG_FindHumanNameForClassNum( int pclass )
}
//wimp out
- return "";
+ return 0;
}
/*
@@ -2723,11 +1789,16 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"rifle", //char *weaponName;
"Rifle", //char *weaponHumanName;
+ { "models/weapons2/machinegun/machinegun.md3", 0, 0, 0 },
+ "icons/iconw_machinegun",
30, //int quan;
3, //int clips;
3, //int maxClips;
+ qfalse, //int infiniteAmmo;
+ 100, //int repeatRate;
qfalse, //qboolean hasAltMode;
qfalse, //qboolean synced;
+ qtrue, //qboolean purchasable;
WUT_HUMANS //WUTeam_t team;
},
{
@@ -2736,11 +1807,16 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"flamer", //char *weaponName;
"Flame Thrower", //char *weaponHumanName;
+ { "models/weapons2/plasma/plasma.md3", 0, 0, 0 },
+ "icons/iconw_plasma",
400, //int quan;
0, //int clips;
0, //int maxClips;
+ qfalse, //int infiniteAmmo;
+ 40, //int repeatRate;
qfalse, //qboolean hasAltMode;
qfalse, //qboolean synced;
+ qtrue, //qboolean purchasable;
WUT_HUMANS //WUTeam_t team;
},
{
@@ -2749,11 +1825,16 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"chaingun", //char *weaponName;
"Chaingun", //char *weaponHumanName;
+ { "models/weapons2/machinegun/machinegun.md3", 0, 0, 0 },
+ "icons/iconw_machinegun",
300, //int quan;
0, //int clips;
0, //int maxClips;
+ qfalse, //int infiniteAmmo;
+ 50, //int repeatRate;
qfalse, //qboolean hasAltMode;
qfalse, //qboolean synced;
+ qtrue, //qboolean purchasable;
WUT_HUMANS //WUTeam_t team;
},
{
@@ -2762,11 +1843,16 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"mdriver", //char *weaponName;
"Mass Driver", //char *weaponHumanName;
+ { "models/weapons2/bfg/bfg.md3", 0, 0, 0 },
+ "icons/iconw_bfg",
5, //int quan;
2, //int clips;
3, //int maxClips;
+ qfalse, //int infiniteAmmo;
+ 1000, //int repeatRate;
qfalse, //qboolean hasAltMode;
qfalse, //qboolean synced;
+ qtrue, //qboolean purchasable;
WUT_HUMANS //WUTeam_t team;
},
{
@@ -2775,11 +1861,16 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"prifle", //char *weaponName;
"Pulse Rifle", //char *weaponHumanName;
+ { "models/weapons2/plasma/plasma.md3", 0, 0, 0 },
+ "icons/iconw_plasma",
50, //int quan;
3, //int clips;
3, //int maxClips;
+ qfalse, //int infiniteAmmo;
+ 50, //int repeatRate;
qfalse, //qboolean hasAltMode;
qfalse, //qboolean synced;
+ qtrue, //qboolean purchasable;
WUT_HUMANS //WUTeam_t team;
},
{
@@ -2788,11 +1879,16 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"ckit", //char *weaponName;
"Construction Kit", //char *weaponHumanName;
+ { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
+ "icons/iconw_gauntlet",
0, //int quan;
0, //int clips;
0, //int maxClips;
+ qtrue, //int infiniteAmmo;
+ 1000, //int repeatRate;
qtrue, //qboolean hasAltMode;
qfalse, //qboolean synced;
+ qtrue, //qboolean purchasable;
WUT_HUMANS //WUTeam_t team;
},
{
@@ -2801,11 +1897,16 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"ackit", //char *weaponName;
"Adv Construction Kit",//char *weaponHumanName;
+ { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
+ "icons/iconw_gauntlet",
0, //int quan;
0, //int clips;
0, //int maxClips;
+ qtrue, //int infiniteAmmo;
+ 1000, //int repeatRate;
qtrue, //qboolean hasAltMode;
qfalse, //qboolean synced;
+ qtrue, //qboolean purchasable;
WUT_HUMANS //WUTeam_t team;
},
{
@@ -2814,11 +1915,16 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"dbuild", //char *weaponName;
"Alien build weapon", //char *weaponHumanName;
+ { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
+ "icons/iconw_gauntlet",
0, //int quan;
0, //int clips;
0, //int maxClips;
+ qtrue, //int infiniteAmmo;
+ 1000, //int repeatRate;
qtrue, //qboolean hasAltMode;
qfalse, //qboolean synced;
+ qfalse, //qboolean purchasable;
WUT_ALIENS //WUTeam_t team;
},
{
@@ -2827,11 +1933,16 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"dbuild2", //char *weaponName;
"Alien build weapon2",//char *weaponHumanName;
+ { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
+ "icons/iconw_gauntlet",
0, //int quan;
0, //int clips;
0, //int maxClips;
+ qtrue, //int infiniteAmmo;
+ 1000, //int repeatRate;
qtrue, //qboolean hasAltMode;
qfalse, //qboolean synced;
+ qfalse, //qboolean purchasable;
WUT_ALIENS //WUTeam_t team;
},
{
@@ -2840,11 +1951,16 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"venom", //char *weaponName;
"Venom", //char *weaponHumanName;
+ { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
+ "icons/iconw_gauntlet",
0, //int quan;
0, //int clips;
0, //int maxClips;
+ qtrue, //int infiniteAmmo;
+ 500, //int repeatRate;
qfalse, //qboolean hasAltMode;
qfalse, //qboolean synced;
+ qfalse, //qboolean purchasable;
WUT_ALIENS //WUTeam_t team;
},
{
@@ -2853,11 +1969,16 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"grabandcsaw", //char *weaponName;
"Circular Saw", //char *weaponHumanName;
+ { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
+ "icons/iconw_gauntlet",
0, //int quan;
0, //int clips;
0, //int maxClips;
+ qtrue, //int infiniteAmmo;
+ 500, //int repeatRate;
qtrue, //qboolean hasAltMode;
qtrue, //qboolean synced;
+ qfalse, //qboolean purchasable;
WUT_ALIENS //WUTeam_t team;
},
{
@@ -2866,12 +1987,71 @@ weaponAttributes_t bg_weapons[ ] =
SLOT_WEAPON, //int slots;
"pounce", //char *weaponName;
"Claw and pounce", //char *weaponHumanName;
+ { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
+ "icons/iconw_gauntlet",
0, //int quan;
0, //int clips;
0, //int maxClips;
+ qtrue, //int infiniteAmmo;
+ 750, //int repeatRate;
qfalse, //qboolean hasAltMode;
qfalse, //qboolean synced;
+ qfalse, //qboolean purchasable;
WUT_ALIENS //WUTeam_t team;
+ },
+ {
+ WP_LOCKBLOB_LAUNCHER, //int weaponNum;
+ 100, //int price;
+ SLOT_WEAPON, //int slots;
+ "lockblob", //char *weaponName;
+ "Lock Blob", //char *weaponHumanName;
+ { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
+ "icons/iconw_gauntlet",
+ 0, //int quan;
+ 0, //int clips;
+ 0, //int maxClips;
+ qtrue, //int infiniteAmmo;
+ 500, //int repeatRate;
+ qfalse, //qboolean hasAltMode;
+ qfalse, //qboolean synced;
+ qfalse, //qboolean purchasable;
+ WUT_ALIENS //WUTeam_t team;
+ },
+ {
+ WP_TESLAGEN, //int weaponNum;
+ 100, //int price;
+ SLOT_WEAPON, //int slots;
+ "teslagen", //char *weaponName;
+ "Tesla Generator", //char *weaponHumanName;
+ { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
+ "icons/iconw_gauntlet",
+ 0, //int quan;
+ 0, //int clips;
+ 0, //int maxClips;
+ qtrue, //int infiniteAmmo;
+ 500, //int repeatRate;
+ qfalse, //qboolean hasAltMode;
+ qfalse, //qboolean synced;
+ qfalse, //qboolean purchasable;
+ WUT_HUMANS //WUTeam_t team;
+ },
+ {
+ WP_PLASMAGUN, //int weaponNum;
+ 100, //int price;
+ SLOT_WEAPON, //int slots;
+ "plasmagun", //char *weaponName;
+ "Plasma Gun", //char *weaponHumanName;
+ { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 },
+ "icons/iconw_gauntlet",
+ 0, //int quan;
+ 0, //int clips;
+ 0, //int maxClips;
+ qtrue, //int infiniteAmmo;
+ 500, //int repeatRate;
+ qfalse, //qboolean hasAltMode;
+ qfalse, //qboolean synced;
+ qfalse, //qboolean purchasable;
+ WUT_HUMANS //WUTeam_t team;
}
};
@@ -2933,7 +2113,7 @@ char *BG_FindNameForWeapon( int weapon )
}
//wimp out
- return "";
+ return 0;
}
/*
@@ -2971,7 +2151,45 @@ char *BG_FindHumanNameForWeapon( int weapon )
}
//wimp out
- return "";
+ return 0;
+}
+
+/*
+==============
+BG_FindModelsForWeapon
+==============
+*/
+char *BG_FindModelsForWeapon( int weapon, int modelNum )
+{
+ int i;
+
+ for( i = 0; i < bg_numWeapons; i++ )
+ {
+ if( bg_weapons[ i ].weaponNum == weapon )
+ return bg_weapons[ i ].models[ modelNum ];
+ }
+
+ //wimp out
+ return 0;
+}
+
+/*
+==============
+BG_FindIconForWeapon
+==============
+*/
+char *BG_FindIconForWeapon( int weapon )
+{
+ int i;
+
+ for( i = 0; i < bg_numWeapons; i++ )
+ {
+ if( bg_weapons[ i ].weaponNum == weapon )
+ return bg_weapons[ i ].icon;
+ }
+
+ //wimp out
+ return 0;
}
/*
@@ -3002,6 +2220,46 @@ void BG_FindAmmoForWeapon( int weapon, int *quan, int *clips, int *maxClips )
/*
==============
+BG_FindInfinteAmmoForWeapon
+==============
+*/
+qboolean BG_FindInfinteAmmoForWeapon( int weapon )
+{
+ int i;
+
+ for( i = 0; i < bg_numWeapons; i++ )
+ {
+ if( bg_weapons[ i ].weaponNum == weapon )
+ {
+ return bg_weapons[ i ].infiniteAmmo;
+ }
+ }
+
+ return qfalse;
+}
+
+/*
+==============
+BG_FindRepeatRateForWeapon
+==============
+*/
+int BG_FindRepeatRateForWeapon( int weapon )
+{
+ int i;
+
+ for( i = 0; i < bg_numWeapons; i++ )
+ {
+ if( bg_weapons[ i ].weaponNum == weapon )
+ {
+ return bg_weapons[ i ].repeatRate;
+ }
+ }
+
+ return 1000;
+}
+
+/*
+==============
BG_WeaponHasAltMode
==============
*/
@@ -3042,6 +2300,26 @@ qboolean BG_WeaponModesAreSynced( int weapon )
/*
==============
+BG_FindPurchasableForWeapon
+==============
+*/
+qboolean BG_FindPurchasableForWeapon( int weapon )
+{
+ int i;
+
+ for( i = 0; i < bg_numWeapons; i++ )
+ {
+ if( bg_weapons[ i ].weaponNum == weapon )
+ {
+ return bg_weapons[ i ].purchasable;
+ }
+ }
+
+ return qfalse;
+}
+
+/*
+==============
BG_FindTeamForWeapon
==============
*/
@@ -3070,6 +2348,7 @@ upgradeAttributes_t bg_upgrades[ ] =
SLOT_NONE, //int slots;
"torch", //char *upgradeName;
"Torch", //char *upgradeHumanName;
+ "icons/iconw_gauntlet",
WUT_HUMANS //WUTeam_t team;
},
{
@@ -3078,6 +2357,7 @@ upgradeAttributes_t bg_upgrades[ ] =
SLOT_HEAD, //int slots;
"nvg", //char *upgradeName;
"NVG", //char *upgradeHumanName;
+ "icons/iconw_gauntlet",
WUT_HUMANS //WUTeam_t team;
},
{
@@ -3086,6 +2366,7 @@ upgradeAttributes_t bg_upgrades[ ] =
SLOT_TORSO, //int slots;
"carmour", //char *upgradeName;
"Chest Armour", //char *upgradeHumanName;
+ "icons/iconw_gauntlet",
WUT_HUMANS //WUTeam_t team;
},
{
@@ -3094,6 +2375,7 @@ upgradeAttributes_t bg_upgrades[ ] =
SLOT_ARMS|SLOT_LEGS, //int slots;
"larmour", //char *upgradeName;
"Limb Armour", //char *upgradeHumanName;
+ "icons/iconw_gauntlet",
WUT_HUMANS //WUTeam_t team;
},
{
@@ -3102,6 +2384,7 @@ upgradeAttributes_t bg_upgrades[ ] =
SLOT_HEAD, //int slots;
"helmet", //char *upgradeName;
"Helmet", //char *upgradeHumanName;
+ "icons/iconw_gauntlet",
WUT_HUMANS //WUTeam_t team;
},
{
@@ -3110,6 +2393,7 @@ upgradeAttributes_t bg_upgrades[ ] =
SLOT_NONE, //int slots;
"atoxin", //char *upgradeName;
"Anti-toxin", //char *upgradeHumanName;
+ "icons/iconw_gauntlet",
WUT_HUMANS //WUTeam_t team;
},
{
@@ -3118,6 +2402,7 @@ upgradeAttributes_t bg_upgrades[ ] =
SLOT_BACKPACK, //int slots;
"battpack", //char *upgradeName;
"Battery Pack", //char *upgradeHumanName;
+ "icons/iconw_gauntlet",
WUT_HUMANS //WUTeam_t team;
},
{
@@ -3126,6 +2411,7 @@ upgradeAttributes_t bg_upgrades[ ] =
SLOT_BACKPACK, //int slots;
"jetpack", //char *upgradeName;
"Jet Pack", //char *upgradeHumanName;
+ "icons/iconw_gauntlet",
WUT_HUMANS //WUTeam_t team;
},
{
@@ -3134,6 +2420,7 @@ upgradeAttributes_t bg_upgrades[ ] =
SLOT_HEAD|SLOT_TORSO|SLOT_ARMS|SLOT_LEGS, //int slots;
"bsuit", //char *upgradeName;
"Battlesuit", //char *upgradeHumanName;
+ "icons/iconw_gauntlet",
WUT_HUMANS //WUTeam_t team;
}
};
@@ -3196,7 +2483,7 @@ char *BG_FindNameForUpgrade( int upgrade )
}
//wimp out
- return "";
+ return 0;
}
/*
@@ -3234,249 +2521,49 @@ char *BG_FindHumanNameForUpgrade( int upgrade )
}
//wimp out
- return "";
+ return 0;
}
/*
==============
-BG_FindTeamForUpgrade
+BG_FindIconForUpgrade
==============
*/
-WUTeam_t BG_FindTeamForUpgrade( int upgrade )
+char *BG_FindIconForUpgrade( int upgrade )
{
int i;
for( i = 0; i < bg_numUpgrades; i++ )
{
if( bg_upgrades[ i ].upgradeNum == upgrade )
- {
- return bg_upgrades[ i ].team;
- }
+ return bg_upgrades[ i ].icon;
}
- return WUT_NONE;
-}
-
-////////////////////////////////////////////////////////////////////////////////
-
-/*
-==============
-BG_FindItemForPowerup
-==============
-*/
-gitem_t *BG_FindItemForPowerup( powerup_t pw ) {
- int i;
-
- for ( i = 0 ; i < bg_numItems ; i++ ) {
- if ( (bg_itemlist[i].giType == IT_POWERUP /*||
- bg_itemlist[i].giType == IT_TEAM ||
- bg_itemlist[i].giType == IT_PERSISTANT_POWERUP*/) &&
- bg_itemlist[i].giTag == pw ) {
- return &bg_itemlist[i];
- }
- }
-
- return NULL;
+ //wimp out
+ return 0;
}
-
/*
==============
-BG_FindItemForHoldable
+BG_FindTeamForUpgrade
==============
*/
-gitem_t *BG_FindItemForHoldable( holdable_t pw ) {
- int i;
-
- for ( i = 0 ; i < bg_numItems ; i++ ) {
- if ( bg_itemlist[i].giType == IT_HOLDABLE && bg_itemlist[i].giTag == pw ) {
- return &bg_itemlist[i];
- }
- }
-
- Com_Error( ERR_DROP, "HoldableItem not found" );
-
- return NULL;
-}
-
-
-/*
-===============
-BG_FindItemForWeapon
-
-===============
-*/
-gitem_t *BG_FindItemForWeapon( weapon_t weapon ) {
- gitem_t *it;
-
- for ( it = bg_itemlist + 1 ; it->classname ; it++) {
- if ( it->giType == IT_WEAPON && it->giTag == weapon ) {
- return it;
- }
- }
-
- Com_Error( ERR_DROP, "Couldn't find item for weapon %i", weapon);
- return NULL;
-}
-
-
-/*
-===============
-BG_FindItemForUpgrade
-
-TA: new function for finding upgrade items
-===============
-*/
-gitem_t *BG_FindItemForUpgrade( upgrade_t upgrade ) {
- gitem_t *it;
-
- for ( it = bg_itemlist + 1 ; it->classname ; it++) {
- if ( it->giType == IT_UPGRADE && it->giTag == upgrade ) {
- return it;
- }
- }
-
- Com_Error( ERR_DROP, "Couldn't find item for upgrade %i", upgrade);
- return NULL;
-}
-
-
-/*
-===============
-BG_FindItem
-
-===============
-*/
-gitem_t *BG_FindItem( const char *pickupName ) {
- gitem_t *it;
-
- for ( it = bg_itemlist + 1 ; it->classname ; it++ ) {
- if ( !Q_stricmp( it->pickup_name, pickupName ) )
- return it;
- }
-
- return NULL;
-}
-
-/*
-============
-BG_PlayerTouchesItem
-
-Items can be picked up without actually touching their physical bounds to make
-grabbing them easier
-============
-*/
-qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime ) {
- vec3_t origin;
-
- BG_EvaluateTrajectory( &item->pos, atTime, origin );
-
- // we are ignoring ducked differences here
- if ( ps->origin[0] - origin[0] > 44
- || ps->origin[0] - origin[0] < -50
- || ps->origin[1] - origin[1] > 36
- || ps->origin[1] - origin[1] < -36
- || ps->origin[2] - origin[2] > 36
- || ps->origin[2] - origin[2] < -36 ) {
- return qfalse;
- }
-
- return qtrue;
-}
-
-/*
-================
-BG_CanItemBeGrabbed
-
-Returns false if the item should not be picked up.
-This needs to be the same for client side prediction and server use.
-================
-*/
-qboolean BG_CanItemBeGrabbed( int gametype, const entityState_t *ent, const playerState_t *ps ) {
- gitem_t *item;
-
- if ( ent->modelindex < 1 || ent->modelindex >= bg_numItems ) {
- Com_Error( ERR_DROP, "BG_CanItemBeGrabbed: index out of range" );
- }
-
- item = &bg_itemlist[ent->modelindex];
-
- switch( item->giType ) {
- case IT_WEAPON:
- return qtrue; // weapons are always picked up
-
- case IT_AMMO:
- if ( ps->ammo[ item->giTag ] >= 200 ) {
- return qfalse; // can't hold any more
- }
- return qtrue;
-
- case IT_ARMOR:
- if ( ps->stats[STAT_ARMOR] >= ps->stats[STAT_MAX_HEALTH] * 2 ) {
- return qfalse;
- }
- return qtrue;
-
- case IT_HEALTH:
- // small and mega healths will go over the max, otherwise
- // don't pick up if already at max
- if ( item->quantity == 5 || item->quantity == 100 ) {
- if ( ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH] * 2 ) {
- return qfalse;
- }
- return qtrue;
- }
-
- if ( ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH] ) {
- return qfalse;
- }
- return qtrue;
-
- case IT_POWERUP:
- return qtrue; // powerups are always picked up
-
- case IT_TEAM: // team items, such as flags
- // ent->modelindex2 is non-zero on items if they are dropped
- // we need to know this because we can pick up our dropped flag (and return it)
- // but we can't pick up our flag at base
- if (ps->persistant[PERS_TEAM] == TEAM_HUMANS) {
- //TA: remove powerups
- /*if (item->giTag == PW_BLUEFLAG ||
- (item->giTag == PW_REDFLAG && ent->modelindex2) ||
- (item->giTag == PW_REDFLAG && ps->powerups[PW_BLUEFLAG]))
- return qtrue;*/
- } else if (ps->persistant[PERS_TEAM] == TEAM_ALIENS) {
- /*if (item->giTag == PW_REDFLAG ||
- (item->giTag == PW_BLUEFLAG && ent->modelindex2) ||
- (item->giTag == PW_BLUEFLAG && ps->powerups[PW_REDFLAG]))
- return qtrue;*/
- }
- return qfalse;
+WUTeam_t BG_FindTeamForUpgrade( int upgrade )
+{
+ int i;
- //TA: not using the q3 holdable items code
- /*case IT_HOLDABLE:
- // can only hold one item at a time
- if ( ps->stats[STAT_HOLDABLE_ITEM] ) {
- return qfalse;
+ for( i = 0; i < bg_numUpgrades; i++ )
+ {
+ if( bg_upgrades[ i ].upgradeNum == upgrade )
+ {
+ return bg_upgrades[ i ].team;
}
- return qtrue;*/
-
- case IT_BAD:
- Com_Error( ERR_DROP, "BG_CanItemBeGrabbed: IT_BAD" );
-
- default:
-#ifndef Q3_VM
-#ifndef NDEBUG // bk0001204
- Com_Printf("BG_CanItemBeGrabbed: unknown enum %d\n", item->giType );
-#endif
-#endif
- break;
}
- return qfalse;
+ return WUT_NONE;
}
-//======================================================================
+////////////////////////////////////////////////////////////////////////////////
/*
================
@@ -3969,28 +3056,6 @@ void BG_packAmmoArray( int weapon, int ammo[ ], int ammo2[ ], int quan, int clip
ammo2[ weapon - 16 ] = weaponvalue;
}
-//TA: check whether infinite ammo
-qboolean BG_infiniteAmmo( int weapon )
-{
- switch( weapon )
- {
- case WP_VENOM:
- case WP_GRABANDCSAW:
- case WP_POUNCE:
- case WP_ABUILD:
- case WP_ABUILD2:
- case WP_HBUILD:
- case WP_HBUILD2:
- return qtrue;
- break;
-
- //nothing else has infinite ammo
- default:
- return qfalse;
- break;
- }
-}
-
//TA: pack weapons into the array
void BG_packWeapon( int weapon, int stats[ ] )
{
diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c
index 9d570cb9..da3809fc 100644
--- a/src/game/bg_pmove.c
+++ b/src/game/bg_pmove.c
@@ -2159,7 +2159,7 @@ static void PM_Weapon( void )
BG_unpackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, &ammo, &clips, &maxclips );
// check for out of ammo
- if ( !ammo && !clips && !BG_infiniteAmmo( pm->ps->weapon ) )
+ if ( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( pm->ps->weapon ) )
{
PM_AddEvent( EV_NOAMMO );
pm->ps->weaponTime += 200;
@@ -2306,74 +2306,15 @@ static void PM_Weapon( void )
pm->ps->weaponstate = WEAPON_FIRING;
// take an ammo away if not infinite
- if( !BG_infiniteAmmo( pm->ps->weapon ) )
+ if( !BG_FindInfinteAmmoForWeapon( pm->ps->weapon ) )
{
ammo--;
BG_packAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, ammo, clips, maxclips );
}
- switch( pm->ps->weapon )
- {
- default:
- case WP_GAUNTLET:
- addTime = 400;
- break;
- case WP_TESLAGEN:
- addTime = 50;
- break;
- case WP_SHOTGUN:
- addTime = 1000;
- break;
- case WP_MACHINEGUN:
- addTime = 100;
- break;
- case WP_CHAINGUN:
- addTime = 50;
- break;
- case WP_GRENADE_LAUNCHER:
- addTime = 800;
- break;
- case WP_ROCKET_LAUNCHER:
- addTime = 800;
- break;
- case WP_FLAMER:
- addTime = 40;
- break;
- case WP_RAILGUN:
- addTime = 1500;
- break;
- case WP_LOCKBLOB_LAUNCHER:
- addTime = 1000;
- break;
- case WP_BFG:
- addTime = 200;
- break;
- case WP_GRAPPLING_HOOK:
- addTime = 400;
- break;
- case WP_VENOM:
- addTime = 500;
- break;
- case WP_GRABANDCSAW:
- addTime = 500;
- break;
- case WP_POUNCE:
- addTime = 750;
- break;
- case WP_MASS_DRIVER:
- addTime = 1000;
- break;
- case WP_PULSE_RIFLE:
- addTime = 50;
- break;
- case WP_ABUILD:
- case WP_ABUILD2:
- case WP_HBUILD:
- case WP_HBUILD2:
- addTime = 1000; //abritutary since doesn't "fire"
- break;
- }
+ addTime = BG_FindRepeatRateForWeapon( pm->ps->weapon );
+ //FIXME: predicted angles miss a problem??
if( pm->ps->weapon == WP_CHAINGUN )
{
if( pm->ps->pm_flags & PMF_DUCKED )
@@ -2611,7 +2552,7 @@ void PmoveSingle (pmove_t *pmove)
// set the firing flag for continuous beam weapons
if ( !(pm->ps->pm_flags & PMF_RESPAWNED) && pm->ps->pm_type != PM_INTERMISSION
&& ( pm->cmd.buttons & BUTTON_ATTACK )
- && ( ( ammo > 0 || clips > 0 ) || BG_infiniteAmmo( pm->ps->weapon ) ) )
+ && ( ( ammo > 0 || clips > 0 ) || BG_FindInfinteAmmoForWeapon( pm->ps->weapon ) ) )
pm->ps->eFlags |= EF_FIRING;
else
pm->ps->eFlags &= ~EF_FIRING;
@@ -2619,7 +2560,7 @@ void PmoveSingle (pmove_t *pmove)
// set the firing flag for continuous beam weapons
if ( !(pm->ps->pm_flags & PMF_RESPAWNED) && pm->ps->pm_type != PM_INTERMISSION
&& ( pm->cmd.buttons & BUTTON_ATTACK2 )
- && ( ( ammo > 0 || clips > 0 ) || BG_infiniteAmmo( pm->ps->weapon ) ) )
+ && ( ( ammo > 0 || clips > 0 ) || BG_FindInfinteAmmoForWeapon( pm->ps->weapon ) ) )
pm->ps->eFlags |= EF_FIRING2;
else
pm->ps->eFlags &= ~EF_FIRING2;
diff --git a/src/game/bg_public.h b/src/game/bg_public.h
index a6b152b0..3be0a0a4 100644
--- a/src/game/bg_public.h
+++ b/src/game/bg_public.h
@@ -327,19 +327,12 @@ typedef enum
{
WP_NONE,
- WP_GAUNTLET,
WP_MACHINEGUN,
WP_CHAINGUN,
- WP_SHOTGUN,
- WP_GRENADE_LAUNCHER,
- WP_ROCKET_LAUNCHER,
WP_LOCKBLOB_LAUNCHER,
WP_TESLAGEN,
- WP_RAILGUN,
WP_FLAMER,
WP_PLASMAGUN,
- WP_BFG,
- WP_GRAPPLING_HOOK,
WP_VENOM,
WP_GRABANDCSAW,
WP_POUNCE,
@@ -352,8 +345,6 @@ typedef enum
WP_HBUILD2,
WP_HBUILD,
//ok?
-
- WP_GGRENADE,
WP_NUM_WEAPONS
} weapon_t;
@@ -911,14 +902,22 @@ typedef struct
char *weaponName;
char *weaponHumanName;
+
+ char *models[ MAX_ITEM_MODELS ];
+ char *icon;
int quan;
int clips;
int maxClips;
+ qboolean infiniteAmmo;
+
+ int repeatRate;
qboolean hasAltMode;
qboolean synced;
+ qboolean purchasable;
+
WUTeam_t team;
} weaponAttributes_t;
@@ -933,48 +932,40 @@ typedef struct
char *upgradeName;
char *upgradeHumanName;
+
+ char *icon;
WUTeam_t team;
} upgradeAttributes_t;
-// included in both the game dll and the client
-extern gitem_t bg_itemlist[];
-extern int bg_numItems;
-
-gitem_t *BG_FindItem( const char *pickupName );
-gitem_t *BG_FindItemForWeapon( weapon_t weapon );
-gitem_t *BG_FindItemForUpgrade( upgrade_t upgrade );
-gitem_t *BG_FindItemForPowerup( powerup_t pw );
-gitem_t *BG_FindItemForHoldable( holdable_t pw );
-
//TA:
-int BG_FindBuildNumForName( char *name );
-int BG_FindBuildNumForEntityName( char *name );
-char *BG_FindNameForBuildable( int bclass );
-char *BG_FindHumanNameForBuildable( int bclass );
-char *BG_FindEntityNameForBuildable( int bclass );
-char *BG_FindModelsForBuildable( int bclass, int modelNum );
-void BG_FindBBoxForBuildable( int bclass, vec3_t mins, vec3_t maxs );
-int BG_FindHealthForBuildable( int bclass );
-trType_t BG_FindTrajectoryForBuildable( int bclass );
-float BG_FindBounceForBuildable( int bclass );
-int BG_FindBuildPointsForBuildable( int bclass );
-int BG_FindDamageForBuildable( int bclass );
-int BG_FindSplashDamageForBuildable( int bclass );
-int BG_FindSplashRadiusForBuildable( int bclass );
-int BG_FindMODForBuildable( int bclass );
-int BG_FindTeamForBuildable( int bclass );
-weapon_t BG_FindBuildWeaponForBuildable( int bclass );
-int BG_FindAnimForBuildable( int bclass );
-int BG_FindNextThinkForBuildable( int bclass );
-int BG_FindFireSpeedForBuildable( int bclass );
-int BG_FindRangeForBuildable( int bclass );
-weapon_t BG_FindProjTypeForBuildable( int bclass );
-float BG_FindMinNormalForBuildable( int bclass );
-qboolean BG_FindInvertNormalForBuildable( int bclass );
-int BG_FindCreepTestForBuildable( int bclass );
-int BG_FindCreepSizeForBuildable( int bclass );
-int BG_FindUniqueTestForBuildable( int bclass );
+int BG_FindBuildNumForName( char *name );
+int BG_FindBuildNumForEntityName( char *name );
+char *BG_FindNameForBuildable( int bclass );
+char *BG_FindHumanNameForBuildable( int bclass );
+char *BG_FindEntityNameForBuildable( int bclass );
+char *BG_FindModelsForBuildable( int bclass, int modelNum );
+void BG_FindBBoxForBuildable( int bclass, vec3_t mins, vec3_t maxs );
+int BG_FindHealthForBuildable( int bclass );
+trType_t BG_FindTrajectoryForBuildable( int bclass );
+float BG_FindBounceForBuildable( int bclass );
+int BG_FindBuildPointsForBuildable( int bclass );
+int BG_FindDamageForBuildable( int bclass );
+int BG_FindSplashDamageForBuildable( int bclass );
+int BG_FindSplashRadiusForBuildable( int bclass );
+int BG_FindMODForBuildable( int bclass );
+int BG_FindTeamForBuildable( int bclass );
+weapon_t BG_FindBuildWeaponForBuildable( int bclass );
+int BG_FindAnimForBuildable( int bclass );
+int BG_FindNextThinkForBuildable( int bclass );
+int BG_FindFireSpeedForBuildable( int bclass );
+int BG_FindRangeForBuildable( int bclass );
+weapon_t BG_FindProjTypeForBuildable( int bclass );
+float BG_FindMinNormalForBuildable( int bclass );
+qboolean BG_FindInvertNormalForBuildable( int bclass );
+int BG_FindCreepTestForBuildable( int bclass );
+int BG_FindCreepSizeForBuildable( int bclass );
+int BG_FindUniqueTestForBuildable( int bclass );
int BG_FindClassNumForName( char *name );
char *BG_FindNameForClassNum( int pclass );
@@ -1000,9 +991,14 @@ int BG_FindSlotsForWeapon( int weapon );
char *BG_FindNameForWeapon( int weapon );
int BG_FindWeaponNumForName( char *name );
char *BG_FindHumanNameForWeapon( int weapon );
+char *BG_FindModelsForWeapon( int weapon, int modelNum );
+char *BG_FindIconForWeapon( int weapon );
void BG_FindAmmoForWeapon( int weapon, int *quan, int *clips, int *maxClips );
+qboolean BG_FindInfinteAmmoForWeapon( int weapon );
+int BG_FindRepeatRateForWeapon( int weapon );
qboolean BG_WeaponHasAltMode( int weapon );
qboolean BG_WeaponModesAreSynced( int weapon );
+qboolean BG_FindPurchasableForWeapon( int weapon );
WUTeam_t BG_FindTeamForWeapon( int weapon );
int BG_FindPriceForUpgrade( int upgrade );
@@ -1010,13 +1006,9 @@ int BG_FindSlotsForUpgrade( int upgrade );
char *BG_FindNameForUpgrade( int upgrade );
int BG_FindUpgradeNumForName( char *name );
char *BG_FindHumanNameForUpgrade( int upgrade );
+char *BG_FindIconForUpgrade( int upgrade );
WUTeam_t BG_FindTeamForUpgrade( int upgrade );
-#define ITEM_INDEX(x) ((x)-bg_itemlist)
-
-qboolean BG_CanItemBeGrabbed( int gametype, const entityState_t *ent, const playerState_t *ps );
-
-
// g_dmflags->integer flags
#define DF_NO_FALLING 8
#define DF_FIXED_FOV 16
@@ -1077,11 +1069,10 @@ void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *
qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime );
//TA: extra bits: (which I apparently dont need)
-/*void BG_unpackAmmoArray( int weapon, int ammo[ ], int ammo2[ ], int *quan, int *clips, int *maxclips );
+void BG_unpackAmmoArray( int weapon, int ammo[ ], int ammo2[ ], int *quan, int *clips, int *maxclips );
void BG_packAmmoArray( int weapon, int ammo[ ], int ammo2[ ], int quan, int clips, int maxclips );
-qboolean BG_infiniteAmmo( int weapon );
void BG_packWeapon( int weapon, int stats[ ] );
-qboolean BG_gotWeapon( int weapon, int stats[ ] );*/
+qboolean BG_gotWeapon( int weapon, int stats[ ] );
#define CREEP_BASESIZE 120
#define REACTOR_BASESIZE 1000
diff --git a/src/game/g_active.c b/src/game/g_active.c
index b9a6712c..7982ecac 100644
--- a/src/game/g_active.c
+++ b/src/game/g_active.c
@@ -278,15 +278,15 @@ void G_TouchTriggers( gentity_t *ent ) {
// use seperate code for determining if an item is picked up
// so you don't have to actually contact its bounding box
- if ( hit->s.eType == ET_ITEM || hit->s.eType == ET_BUILDABLE ) {
+/* if ( hit->s.eType == ET_ITEM || hit->s.eType == ET_BUILDABLE ) {
if ( !BG_PlayerTouchesItem( &ent->client->ps, &hit->s, level.time ) ) {
continue;
}
- } else {
+ } else {*/
if ( !trap_EntityContact( mins, maxs, hit ) ) {
continue;
}
- }
+ /*}*/
memset( &trace, 0, sizeof(trace) );
@@ -893,10 +893,10 @@ void ClientThink_real( gentity_t *ent ) {
}*/
// Let go of the hook if we aren't firing
- if ( client->ps.weapon == WP_GRAPPLING_HOOK &&
+/* if ( client->ps.weapon == WP_GRAPPLING_HOOK &&
client->hook && !( ucmd->buttons & BUTTON_ATTACK ) ) {
Weapon_HookFree(client->hook);
- }
+ }*/
//TA: torch stuff
if( client->torch == NULL &&
diff --git a/src/game/g_cmds.c b/src/game/g_cmds.c
index 8c5be1a4..a79de6c8 100644
--- a/src/game/g_cmds.c
+++ b/src/game/g_cmds.c
@@ -235,7 +235,7 @@ void Cmd_Give_f (gentity_t *ent)
if (give_all || Q_stricmp(name, "weapons") == 0)
{
- BG_packWeapon( (1 << WP_NUM_WEAPONS) - 1 - ( 1 << WP_GRAPPLING_HOOK ) - ( 1 << WP_NONE ), ent->client->ps.stats );
+ BG_packWeapon( (1 << WP_NUM_WEAPONS) - 1 - ( 1 << WP_NONE ), ent->client->ps.stats );
if (!give_all)
return;
}
@@ -1875,6 +1875,13 @@ void Cmd_Buy_f( gentity_t *ent )
return;
}
+ //are we /allowed/ to buy this?
+ if( !BG_FindPurchasableForWeapon( weapon ) )
+ {
+ trap_SendServerCommand( ent-g_entities, va("print \"You can't buy this item\n\"" ) );
+ return;
+ }
+
//add to inventory
BG_packWeapon( weapon, ent->client->ps.stats );
BG_FindAmmoForWeapon( weapon, &quan, &clips, &maxClips );
diff --git a/src/game/g_combat.c b/src/game/g_combat.c
index 5ac3126b..2d7fafce 100644
--- a/src/game/g_combat.c
+++ b/src/game/g_combat.c
@@ -113,7 +113,7 @@ void TossClientItems( gentity_t *self ) {
// weapon that isn't the mg or gauntlet. Without this, a client
// can pick up a weapon, be killed, and not drop the weapon because
// their weapon change hasn't completed yet and they are still holding the MG.
- if ( weapon == WP_MACHINEGUN || weapon == WP_GRAPPLING_HOOK ) {
+ if( weapon == WP_MACHINEGUN ) {
if ( self->client->ps.weaponstate == WEAPON_DROPPING ) {
weapon = self->client->pers.cmd.weapon;
}
@@ -122,10 +122,9 @@ void TossClientItems( gentity_t *self ) {
}
}
- if( weapon > WP_MACHINEGUN && weapon != WP_GRAPPLING_HOOK &&
- ( ammo > 0 || clips > 0 ) ) {
+ if( weapon > WP_MACHINEGUN && ( ammo > 0 || clips > 0 ) ) {
// find the item type for this weapon
- item = BG_FindItemForWeapon( weapon );
+ /*item = BG_FindItemForWeapon( weapon );*/
//TA: never drop weapons...
// spawn the item
diff --git a/src/game/g_misc.c b/src/game/g_misc.c
index 29583b64..77960646 100644
--- a/src/game/g_misc.c
+++ b/src/game/g_misc.c
@@ -264,14 +264,14 @@ void Use_Shooter( gentity_t *ent, gentity_t *other, gentity_t *activator ) {
VectorNormalize( dir );
- switch ( ent->s.weapon ) {
+/* switch ( ent->s.weapon ) {
case WP_GRENADE_LAUNCHER:
fire_grenade( ent, ent->s.origin, dir );
break;
case WP_ROCKET_LAUNCHER:
fire_rocket( ent, ent->s.origin, dir );
break;
- }
+ }*/
G_AddEvent( ent, EV_FIRE_WEAPON, 0 );
}
@@ -287,7 +287,7 @@ void InitShooter( gentity_t *ent, int weapon ) {
ent->use = Use_Shooter;
ent->s.weapon = weapon;
- RegisterItem( BG_FindItemForWeapon( weapon ) );
+ /*RegisterItem( BG_FindItemForWeapon( weapon ) );*/
G_SetMovedir( ent->s.angles, ent->movedir );
diff --git a/src/game/g_missile.c b/src/game/g_missile.c
index c92edc17..84a64741 100644
--- a/src/game/g_missile.c
+++ b/src/game/g_missile.c
@@ -425,7 +425,7 @@ gentity_t *fire_grenade (gentity_t *self, vec3_t start, vec3_t dir) {
bolt->think = G_ExplodeMissile;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
- bolt->s.weapon = WP_GRENADE_LAUNCHER;
+ /*bolt->s.weapon = WP_GRENADE_LAUNCHER;*/
bolt->s.eFlags = EF_BOUNCE_HALF;
bolt->r.ownerNum = self->s.number;
bolt->parent = self;
@@ -467,7 +467,7 @@ gentity_t *fire_bfg (gentity_t *self, vec3_t start, vec3_t dir) {
bolt->think = G_ExplodeMissile;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
- bolt->s.weapon = WP_BFG;
+ /*bolt->s.weapon = WP_BFG;*/
bolt->r.ownerNum = self->s.number;
bolt->parent = self;
bolt->damage = 100;
@@ -507,7 +507,7 @@ gentity_t *fire_rocket (gentity_t *self, vec3_t start, vec3_t dir) {
bolt->think = G_ExplodeMissile;
bolt->s.eType = ET_MISSILE;
bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN;
- bolt->s.weapon = WP_ROCKET_LAUNCHER;
+ /*bolt->s.weapon = WP_ROCKET_LAUNCHER;*/
bolt->r.ownerNum = self->s.number;
bolt->parent = self;
bolt->damage = 100;
@@ -582,7 +582,7 @@ gentity_t *fire_grapple (gentity_t *self, vec3_t start, vec3_t dir) {
hook->think = Weapon_HookFree;
hook->s.eType = ET_MISSILE;
hook->r.svFlags = SVF_USE_CURRENT_ORIGIN;
- hook->s.weapon = WP_GRAPPLING_HOOK;
+ /*hook->s.weapon = WP_GRAPPLING_HOOK;*/
hook->r.ownerNum = self->s.number;
hook->methodOfDeath = MOD_GRAPPLE;
hook->clipmask = MASK_SHOT;
diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c
index ab91f40c..a347e513 100644
--- a/src/game/g_weapon.c
+++ b/src/game/g_weapon.c
@@ -1022,27 +1022,27 @@ void FireWeapon2( gentity_t *ent )
// fire the specific weapon
switch( ent->s.weapon )
{
- case WP_GAUNTLET:
+/* case WP_GAUNTLET:
Weapon_Gauntlet( ent );
- break;
+ break;*/
case WP_TESLAGEN:
Weapon_TeslaFire( ent );
break;
- case WP_SHOTGUN:
+/* case WP_SHOTGUN:
weapon_supershotgun_fire( ent );
- break;
+ break;*/
case WP_MACHINEGUN:
Bullet_Fire( ent, MACHINEGUN_SPREAD, MACHINEGUN_DAMAGE, MOD_MACHINEGUN );
break;
case WP_CHAINGUN:
Bullet_Fire( ent, CHAINGUN_SPREAD, CHAINGUN_DAMAGE, MOD_CHAINGUN );
break;
- case WP_GRENADE_LAUNCHER:
+/* case WP_GRENADE_LAUNCHER:
weapon_grenadelauncher_fire( ent );
- break;
- case WP_ROCKET_LAUNCHER:
+ break;*/
+/* case WP_ROCKET_LAUNCHER:
Weapon_RocketLauncher_Fire( ent );
- break;
+ break;*/
case WP_FLAMER:
Weapon_Flamer_Fire( ent );
break;
@@ -1052,20 +1052,20 @@ void FireWeapon2( gentity_t *ent )
case WP_PULSE_RIFLE:
Weapon_PulseRifle_Fire( ent );
break;
- case WP_RAILGUN:
+/* case WP_RAILGUN:
weapon_railgun_fire( ent );
- break;
+ break;*/
case WP_MASS_DRIVER:
massDriverFire( ent );
break;
case WP_LOCKBLOB_LAUNCHER:
break;
- case WP_BFG:
+/* case WP_BFG:
BFG_Fire( ent );
- break;
- case WP_GRAPPLING_HOOK:
+ break;*/
+/* case WP_GRAPPLING_HOOK:
Weapon_GrapplingHook_Fire( ent );
- break;
+ break;*/
case WP_VENOM:
Weapon_Venom_Fire( ent );
break;
@@ -1115,27 +1115,27 @@ void FireWeapon( gentity_t *ent )
// fire the specific weapon
switch( ent->s.weapon )
{
- case WP_GAUNTLET:
+/* case WP_GAUNTLET:
Weapon_Gauntlet( ent );
- break;
+ break;*/
case WP_TESLAGEN:
Weapon_TeslaFire( ent );
break;
- case WP_SHOTGUN:
+/* case WP_SHOTGUN:
weapon_supershotgun_fire( ent );
- break;
+ break;*/
case WP_MACHINEGUN:
Bullet_Fire( ent, MACHINEGUN_SPREAD, MACHINEGUN_DAMAGE, MOD_MACHINEGUN );
break;
case WP_CHAINGUN:
Bullet_Fire( ent, CHAINGUN_SPREAD, CHAINGUN_DAMAGE, MOD_CHAINGUN );
break;
- case WP_GRENADE_LAUNCHER:
+/* case WP_GRENADE_LAUNCHER:
weapon_grenadelauncher_fire( ent );
- break;
- case WP_ROCKET_LAUNCHER:
+ break;*/
+/* case WP_ROCKET_LAUNCHER:
Weapon_RocketLauncher_Fire( ent );
- break;
+ break;*/
case WP_FLAMER:
Weapon_Flamer_Fire( ent );
break;
@@ -1145,21 +1145,21 @@ void FireWeapon( gentity_t *ent )
case WP_PULSE_RIFLE:
Weapon_PulseRifle_Fire( ent );
break;
- case WP_RAILGUN:
+/* case WP_RAILGUN:
weapon_railgun_fire( ent );
- break;
+ break;*/
case WP_MASS_DRIVER:
massDriverFire( ent );
break;
case WP_LOCKBLOB_LAUNCHER:
Weapon_LockBlobLauncher_Fire( ent );
break;
- case WP_BFG:
+/* case WP_BFG:
BFG_Fire( ent );
- break;
- case WP_GRAPPLING_HOOK:
+ break;*/
+/* case WP_GRAPPLING_HOOK:
Weapon_GrapplingHook_Fire( ent );
- break;
+ break;*/
case WP_VENOM:
Weapon_Venom_Fire( ent );
break;
diff --git a/src/ui/ui_main.c b/src/ui/ui_main.c
index 50fbeec6..b16ec3a7 100644
--- a/src/ui/ui_main.c
+++ b/src/ui/ui_main.c
@@ -2887,7 +2887,7 @@ static void UI_LoadTremHumanMCUBuys( )
for( i = WP_NONE +1; i < WP_NUM_WEAPONS; i++ )
{
- if( BG_FindTeamForWeapon( i ) == WUT_HUMANS )
+ if( BG_FindTeamForWeapon( i ) == WUT_HUMANS && BG_FindPurchasableForWeapon( i ) )
{
uiInfo.tremHumanMCUBuyList[ j ].text =
String_Alloc( BG_FindHumanNameForWeapon( i ) );
diff --git a/src/ui/ui_players.c b/src/ui/ui_players.c
index f8e6f982..a2745552 100644
--- a/src/ui/ui_players.c
+++ b/src/ui/ui_players.c
@@ -60,15 +60,6 @@ tryagain:
return;
}
- for ( item = bg_itemlist + 1; item->classname ; item++ ) {
- if ( item->giType != IT_WEAPON ) {
- continue;
- }
- if ( item->giTag == weaponNum ) {
- break;
- }
- }
-
if ( item->classname ) {
pi->weaponModel = trap_R_RegisterModel( item->world_model[0] );
}
@@ -82,7 +73,7 @@ tryagain:
goto tryagain;
}
- if ( weaponNum == WP_MACHINEGUN || weaponNum == WP_GAUNTLET || weaponNum == WP_BFG ) {
+ if ( weaponNum == WP_MACHINEGUN ) {
strcpy( path, item->world_model[0] );
COM_StripExtension( path, path );
strcat( path, "_barrel.md3" );
@@ -95,45 +86,45 @@ tryagain:
pi->flashModel = trap_R_RegisterModel( path );
switch( weaponNum ) {
- case WP_GAUNTLET:
+/* case WP_GAUNTLET:
MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
- break;
+ break;*/
case WP_MACHINEGUN:
MAKERGB( pi->flashDlightColor, 1, 1, 0 );
break;
- case WP_SHOTGUN:
+/* case WP_SHOTGUN:
MAKERGB( pi->flashDlightColor, 1, 1, 0 );
- break;
+ break;*/
- case WP_GRENADE_LAUNCHER:
+/* case WP_GRENADE_LAUNCHER:
MAKERGB( pi->flashDlightColor, 1, 0.7f, 0.5f );
- break;
+ break;*/
- case WP_ROCKET_LAUNCHER:
+/* case WP_ROCKET_LAUNCHER:
MAKERGB( pi->flashDlightColor, 1, 0.75f, 0 );
- break;
+ break;*/
case WP_TESLAGEN:
MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
break;
- case WP_RAILGUN:
+/* case WP_RAILGUN:
MAKERGB( pi->flashDlightColor, 1, 0.5f, 0 );
- break;
+ break;*/
case WP_PLASMAGUN:
MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
break;
- case WP_BFG:
+/* case WP_BFG:
MAKERGB( pi->flashDlightColor, 1, 0.7f, 1 );
- break;
+ break;*/
- case WP_GRAPPLING_HOOK:
+/* case WP_GRAPPLING_HOOK:
MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
- break;
+ break;*/
default:
MAKERGB( pi->flashDlightColor, 1, 1, 1 );
@@ -828,7 +819,7 @@ void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int ti
//
// add the spinning barrel
//
- if ( pi->realWeapon == WP_MACHINEGUN || pi->realWeapon == WP_GAUNTLET || pi->realWeapon == WP_BFG ) {
+ if ( pi->realWeapon == WP_MACHINEGUN ) {
vec3_t angles;
memset( &barrel, 0, sizeof(barrel) );
@@ -839,10 +830,10 @@ void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int ti
angles[YAW] = 0;
angles[PITCH] = 0;
angles[ROLL] = UI_MachinegunSpinAngle( pi );
- if( pi->realWeapon == WP_GAUNTLET || pi->realWeapon == WP_BFG ) {
+/* if( pi->realWeapon == WP_GAUNTLET || pi->realWeapon == WP_BFG ) {
angles[PITCH] = angles[ROLL];
angles[ROLL] = 0;
- }
+ }*/
AnglesToAxis( angles, barrel.axis );
UI_PositionRotatedEntityOnTag( &barrel, &gun, pi->weaponModel, "tag_barrel");
@@ -1338,7 +1329,7 @@ void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_
// torso animation
if ( torsoAnim == TORSO_STAND || torsoAnim == TORSO_STAND2 ) {
- if ( weaponNum == WP_NONE || weaponNum == WP_GAUNTLET ) {
+ if ( weaponNum == WP_NONE ) {
torsoAnim = TORSO_STAND2;
}
else {
@@ -1347,7 +1338,7 @@ void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_
}
if ( torsoAnim == TORSO_ATTACK || torsoAnim == TORSO_ATTACK2 ) {
- if ( weaponNum == WP_NONE || weaponNum == WP_GAUNTLET ) {
+ if ( weaponNum == WP_NONE ) {
torsoAnim = TORSO_ATTACK2;
}
else {