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-rw-r--r--src/cgame/cg_main.c1132
1 files changed, 1132 insertions, 0 deletions
diff --git a/src/cgame/cg_main.c b/src/cgame/cg_main.c
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+++ b/src/cgame/cg_main.c
@@ -0,0 +1,1132 @@
+// Copyright (C) 1999-2000 Id Software, Inc.
+//
+// cg_main.c -- initialization and primary entry point for cgame
+
+/*
+ * Portions Copyright (C) 2000-2001 Tim Angus
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2, or (at your option)
+ * any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ */
+
+/* To assertain which portions are licensed under the GPL and which are
+ * licensed by Id Software, Inc. please run a diff between the equivalent
+ * versions of the "Tremulous" modification and the unmodified "Quake3"
+ * game source code.
+ */
+
+#include "cg_local.h"
+
+int forceModelModificationCount = -1;
+
+void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum );
+void CG_Shutdown( void );
+
+/*
+================
+vmMain
+
+This is the only way control passes into the module.
+This must be the very first function compiled into the .q3vm file
+================
+*/
+int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int arg8, int arg9, int arg10, int arg11 ) {
+ switch ( command ) {
+ case CG_INIT:
+ CG_Init( arg0, arg1, arg2 );
+ return 0;
+ case CG_SHUTDOWN:
+ CG_Shutdown();
+ return 0;
+ case CG_CONSOLE_COMMAND:
+ return CG_ConsoleCommand();
+ case CG_DRAW_ACTIVE_FRAME:
+ CG_DrawActiveFrame( arg0, arg1, arg2 );
+ return 0;
+ case CG_CROSSHAIR_PLAYER:
+ return CG_CrosshairPlayer();
+ case CG_LAST_ATTACKER:
+ return CG_LastAttacker();
+ case CG_KEY_EVENT:
+ CG_KeyEvent(arg0, arg1);
+ return 0;
+ case CG_MOUSE_EVENT:
+ CG_MouseEvent(arg0, arg1);
+ return 0;
+ case CG_EVENT_HANDLING:
+ CG_EventHandling(arg0);
+ return 0;
+ default:
+ CG_Error( "vmMain: unknown command %i", command );
+ break;
+ }
+ return -1;
+}
+
+
+cg_t cg;
+cgs_t cgs;
+centity_t cg_entities[MAX_GENTITIES];
+
+//TA: weapons limit expanded:
+//weaponInfo_t cg_weapons[MAX_WEAPONS];
+weaponInfo_t cg_weapons[32];
+upgradeInfo_t cg_upgrades[32];
+
+itemInfo_t cg_items[MAX_ITEMS];
+
+//TA:
+cgItemPos_t cgIP;
+
+
+vmCvar_t cg_railTrailTime;
+vmCvar_t cg_centertime;
+vmCvar_t cg_runpitch;
+vmCvar_t cg_runroll;
+vmCvar_t cg_bobup;
+vmCvar_t cg_bobpitch;
+vmCvar_t cg_bobroll;
+vmCvar_t cg_swingSpeed;
+vmCvar_t cg_shadows;
+vmCvar_t cg_gibs;
+vmCvar_t cg_drawTimer;
+vmCvar_t cg_drawFPS;
+vmCvar_t cg_drawSnapshot;
+vmCvar_t cg_draw3dIcons;
+vmCvar_t cg_drawIcons;
+vmCvar_t cg_drawAmmoWarning;
+vmCvar_t cg_drawCrosshair;
+vmCvar_t cg_drawCrosshairNames;
+vmCvar_t cg_drawRewards;
+vmCvar_t cg_crosshairSize;
+vmCvar_t cg_crosshairX;
+vmCvar_t cg_crosshairY;
+vmCvar_t cg_crosshairHealth;
+vmCvar_t cg_draw2D;
+vmCvar_t cg_drawStatus;
+vmCvar_t cg_animSpeed;
+vmCvar_t cg_debugAnim;
+vmCvar_t cg_debugPosition;
+vmCvar_t cg_debugEvents;
+vmCvar_t cg_errorDecay;
+vmCvar_t cg_nopredict;
+vmCvar_t cg_noPlayerAnims;
+vmCvar_t cg_showmiss;
+vmCvar_t cg_footsteps;
+vmCvar_t cg_addMarks;
+vmCvar_t cg_brassTime;
+vmCvar_t cg_viewsize;
+vmCvar_t cg_drawGun;
+vmCvar_t cg_gun_frame;
+vmCvar_t cg_gun_x;
+vmCvar_t cg_gun_y;
+vmCvar_t cg_gun_z;
+vmCvar_t cg_tracerChance;
+vmCvar_t cg_tracerWidth;
+vmCvar_t cg_tracerLength;
+vmCvar_t cg_autoswitch;
+vmCvar_t cg_ignore;
+vmCvar_t cg_simpleItems;
+vmCvar_t cg_fov;
+vmCvar_t cg_zoomFov;
+vmCvar_t cg_thirdPerson;
+vmCvar_t cg_thirdPersonRange;
+vmCvar_t cg_thirdPersonAngle;
+vmCvar_t cg_stereoSeparation;
+vmCvar_t cg_lagometer;
+vmCvar_t cg_drawAttacker;
+vmCvar_t cg_synchronousClients;
+vmCvar_t cg_teamChatTime;
+vmCvar_t cg_teamChatHeight;
+vmCvar_t cg_stats;
+vmCvar_t cg_buildScript;
+vmCvar_t cg_forceModel;
+vmCvar_t cg_paused;
+vmCvar_t cg_blood;
+vmCvar_t cg_predictItems;
+vmCvar_t cg_deferPlayers;
+vmCvar_t cg_drawTeamOverlay;
+vmCvar_t cg_teamOverlayUserinfo;
+vmCvar_t cg_drawFriend;
+vmCvar_t cg_teamChatsOnly;
+vmCvar_t cg_noVoiceChats;
+vmCvar_t cg_noVoiceText;
+vmCvar_t cg_hudFiles;
+vmCvar_t cg_scorePlum;
+vmCvar_t cg_smoothClients;
+vmCvar_t pmove_fixed;
+//vmCvar_t cg_pmove_fixed;
+vmCvar_t pmove_msec;
+vmCvar_t cg_pmove_msec;
+vmCvar_t cg_cameraMode;
+vmCvar_t cg_cameraOrbit;
+vmCvar_t cg_cameraOrbitDelay;
+vmCvar_t cg_timescaleFadeEnd;
+vmCvar_t cg_timescaleFadeSpeed;
+vmCvar_t cg_timescale;
+vmCvar_t cg_smallFont;
+vmCvar_t cg_bigFont;
+vmCvar_t cg_noTaunt;
+vmCvar_t cg_creepRes;
+vmCvar_t cg_drawSurfNormal;
+
+
+typedef struct {
+ vmCvar_t *vmCvar;
+ char *cvarName;
+ char *defaultString;
+ int cvarFlags;
+} cvarTable_t;
+
+cvarTable_t cvarTable[] = {
+ { &cg_ignore, "cg_ignore", "0", 0 }, // used for debugging
+ { &cg_autoswitch, "cg_autoswitch", "1", CVAR_ARCHIVE },
+ { &cg_drawGun, "cg_drawGun", "1", CVAR_ARCHIVE },
+ { &cg_zoomFov, "cg_zoomfov", "22.5", CVAR_ARCHIVE },
+ { &cg_fov, "cg_fov", "90", CVAR_ARCHIVE },
+ { &cg_viewsize, "cg_viewsize", "100", CVAR_ARCHIVE },
+ { &cg_stereoSeparation, "cg_stereoSeparation", "0.4", CVAR_ARCHIVE },
+ { &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE },
+ { &cg_gibs, "cg_gibs", "1", CVAR_ARCHIVE },
+ { &cg_draw2D, "cg_draw2D", "1", CVAR_ARCHIVE },
+ { &cg_drawStatus, "cg_drawStatus", "1", CVAR_ARCHIVE },
+ { &cg_drawTimer, "cg_drawTimer", "0", CVAR_ARCHIVE },
+ { &cg_drawFPS, "cg_drawFPS", "0", CVAR_ARCHIVE },
+ { &cg_drawSnapshot, "cg_drawSnapshot", "0", CVAR_ARCHIVE },
+ { &cg_draw3dIcons, "cg_draw3dIcons", "1", CVAR_ARCHIVE },
+ { &cg_drawIcons, "cg_drawIcons", "1", CVAR_ARCHIVE },
+ { &cg_drawAmmoWarning, "cg_drawAmmoWarning", "1", CVAR_ARCHIVE },
+ { &cg_drawAttacker, "cg_drawAttacker", "1", CVAR_ARCHIVE },
+ { &cg_drawCrosshair, "cg_drawCrosshair", "4", CVAR_ARCHIVE },
+ { &cg_drawCrosshairNames, "cg_drawCrosshairNames", "1", CVAR_ARCHIVE },
+ { &cg_drawRewards, "cg_drawRewards", "1", CVAR_ARCHIVE },
+ { &cg_crosshairSize, "cg_crosshairSize", "24", CVAR_ARCHIVE },
+ { &cg_crosshairHealth, "cg_crosshairHealth", "1", CVAR_ARCHIVE },
+ { &cg_crosshairX, "cg_crosshairX", "0", CVAR_ARCHIVE },
+ { &cg_crosshairY, "cg_crosshairY", "0", CVAR_ARCHIVE },
+ { &cg_brassTime, "cg_brassTime", "2500", CVAR_ARCHIVE },
+ { &cg_simpleItems, "cg_simpleItems", "0", CVAR_ARCHIVE },
+ { &cg_addMarks, "cg_marks", "1", CVAR_ARCHIVE },
+ { &cg_lagometer, "cg_lagometer", "1", CVAR_ARCHIVE },
+ { &cg_railTrailTime, "cg_railTrailTime", "400", CVAR_ARCHIVE },
+ { &cg_gun_x, "cg_gunX", "0", CVAR_CHEAT },
+ { &cg_gun_y, "cg_gunY", "0", CVAR_CHEAT },
+ { &cg_gun_z, "cg_gunZ", "0", CVAR_CHEAT },
+ { &cg_centertime, "cg_centertime", "3", CVAR_CHEAT },
+ { &cg_runpitch, "cg_runpitch", "0.002", CVAR_ARCHIVE},
+ { &cg_runroll, "cg_runroll", "0.005", CVAR_ARCHIVE },
+ { &cg_bobup , "cg_bobup", "0.005", CVAR_ARCHIVE },
+ { &cg_bobpitch, "cg_bobpitch", "0.002", CVAR_ARCHIVE },
+ { &cg_bobroll, "cg_bobroll", "0.002", CVAR_ARCHIVE },
+ { &cg_swingSpeed, "cg_swingSpeed", "0.3", CVAR_CHEAT },
+ { &cg_animSpeed, "cg_animspeed", "1", CVAR_CHEAT },
+ { &cg_debugAnim, "cg_debuganim", "0", CVAR_CHEAT },
+ { &cg_debugPosition, "cg_debugposition", "0", CVAR_CHEAT },
+ { &cg_debugEvents, "cg_debugevents", "0", CVAR_CHEAT },
+ { &cg_errorDecay, "cg_errordecay", "100", 0 },
+ { &cg_nopredict, "cg_nopredict", "0", 0 },
+ { &cg_noPlayerAnims, "cg_noplayeranims", "0", CVAR_CHEAT },
+ { &cg_showmiss, "cg_showmiss", "0", 0 },
+ { &cg_footsteps, "cg_footsteps", "1", CVAR_CHEAT },
+ { &cg_tracerChance, "cg_tracerchance", "0.4", CVAR_CHEAT },
+ { &cg_tracerWidth, "cg_tracerwidth", "1", CVAR_CHEAT },
+ { &cg_tracerLength, "cg_tracerlength", "100", CVAR_CHEAT },
+ { &cg_thirdPersonRange, "cg_thirdPersonRange", "40", CVAR_CHEAT },
+ { &cg_thirdPersonAngle, "cg_thirdPersonAngle", "0", CVAR_CHEAT },
+ { &cg_thirdPerson, "cg_thirdPerson", "0", CVAR_CHEAT },
+ { &cg_teamChatTime, "cg_teamChatTime", "3000", CVAR_ARCHIVE },
+ { &cg_teamChatHeight, "cg_teamChatHeight", "0", CVAR_ARCHIVE },
+ { &cg_forceModel, "cg_forceModel", "0", CVAR_ARCHIVE },
+ { &cg_predictItems, "cg_predictItems", "1", CVAR_ARCHIVE },
+ { &cg_deferPlayers, "cg_deferPlayers", "1", CVAR_ARCHIVE },
+ { &cg_drawTeamOverlay, "cg_drawTeamOverlay", "0", CVAR_ARCHIVE },
+ { &cg_teamOverlayUserinfo, "teamoverlay", "0", CVAR_ROM | CVAR_USERINFO },
+ { &cg_stats, "cg_stats", "0", 0 },
+ { &cg_drawFriend, "cg_drawFriend", "1", CVAR_ARCHIVE },
+ { &cg_teamChatsOnly, "cg_teamChatsOnly", "0", CVAR_ARCHIVE },
+ { &cg_noVoiceChats, "cg_noVoiceChats", "0", CVAR_ARCHIVE },
+ { &cg_noVoiceText, "cg_noVoiceText", "0", CVAR_ARCHIVE },
+ { &cg_creepRes, "cg_creepRes", "16", CVAR_ARCHIVE },
+ { &cg_drawSurfNormal, "cg_drawSurfNormal", "0", CVAR_CHEAT },
+
+ // the following variables are created in other parts of the system,
+ // but we also reference them here
+
+ { &cg_buildScript, "com_buildScript", "0", 0 }, // force loading of all possible data amd error on failures
+ { &cg_paused, "cl_paused", "0", CVAR_ROM },
+ { &cg_blood, "com_blood", "1", CVAR_ARCHIVE },
+ { &cg_synchronousClients, "g_synchronousClients", "0", 0 }, // communicated by systeminfo
+ { &cg_cameraOrbit, "cg_cameraOrbit", "0", CVAR_CHEAT},
+ { &cg_cameraOrbitDelay, "cg_cameraOrbitDelay", "50", CVAR_ARCHIVE},
+ { &cg_timescaleFadeEnd, "cg_timescaleFadeEnd", "1", 0},
+ { &cg_timescaleFadeSpeed, "cg_timescaleFadeSpeed", "0", 0},
+ { &cg_timescale, "timescale", "1", 0},
+ { &cg_scorePlum, "cg_scorePlums", "1", CVAR_USERINFO | CVAR_ARCHIVE},
+ { &cg_smoothClients, "cg_smoothClients", "0", CVAR_USERINFO | CVAR_ARCHIVE},
+ { &cg_cameraMode, "com_cameraMode", "0", CVAR_CHEAT},
+
+ { &pmove_fixed, "pmove_fixed", "0", 0},
+ { &pmove_msec, "pmove_msec", "8", 0},
+ { &cg_noTaunt, "cg_noTaunt", "0", CVAR_ARCHIVE},
+ { &cg_smallFont, "ui_smallFont", "0.25", CVAR_ARCHIVE},
+ { &cg_bigFont, "ui_bigFont", "0.4", CVAR_ARCHIVE},
+
+// { &cg_pmove_fixed, "cg_pmove_fixed", "0", CVAR_USERINFO | CVAR_ARCHIVE }
+};
+
+int cvarTableSize = sizeof( cvarTable ) / sizeof( cvarTable[0] );
+
+/*
+=================
+CG_RegisterCvars
+=================
+*/
+void CG_RegisterCvars( void ) {
+ int i;
+ cvarTable_t *cv;
+ char var[MAX_TOKEN_CHARS];
+
+ for ( i = 0, cv = cvarTable ; i < cvarTableSize ; i++, cv++ ) {
+ trap_Cvar_Register( cv->vmCvar, cv->cvarName,
+ cv->defaultString, cv->cvarFlags );
+ }
+
+ // see if we are also running the server on this machine
+ trap_Cvar_VariableStringBuffer( "sv_running", var, sizeof( var ) );
+ cgs.localServer = atoi( var );
+ forceModelModificationCount = cg_forceModel.modificationCount;
+
+ trap_Cvar_Register(NULL, "model", DEFAULT_MODEL, CVAR_USERINFO | CVAR_ARCHIVE );
+ trap_Cvar_Register(NULL, "headmodel", DEFAULT_MODEL, CVAR_USERINFO | CVAR_ARCHIVE );
+ trap_Cvar_Register(NULL, "team_model", DEFAULT_TEAM_MODEL, CVAR_USERINFO | CVAR_ARCHIVE );
+ trap_Cvar_Register(NULL, "team_headmodel", DEFAULT_TEAM_HEAD, CVAR_USERINFO | CVAR_ARCHIVE );
+}
+
+
+/*
+===================
+CG_ForceModelChange
+===================
+*/
+static void CG_ForceModelChange( void ) {
+ int i;
+
+ for (i=0 ; i<MAX_CLIENTS ; i++) {
+ const char *clientInfo;
+
+ clientInfo = CG_ConfigString( CS_PLAYERS+i );
+ if ( !clientInfo[0] ) {
+ continue;
+ }
+ CG_NewClientInfo( i );
+ }
+}
+
+
+/*
+=================
+CG_UpdateCvars
+=================
+*/
+void CG_UpdateCvars( void ) {
+ int i;
+ cvarTable_t *cv;
+
+ for ( i = 0, cv = cvarTable ; i < cvarTableSize ; i++, cv++ ) {
+ trap_Cvar_Update( cv->vmCvar );
+ }
+
+ // check for modications here
+
+ // If team overlay is on, ask for updates from the server. If its off,
+ // let the server know so we don't receive it
+ if ( drawTeamOverlayModificationCount != cg_drawTeamOverlay.modificationCount ) {
+ drawTeamOverlayModificationCount = cg_drawTeamOverlay.modificationCount;
+
+ if ( cg_drawTeamOverlay.integer > 0 ) {
+ trap_Cvar_Set( "teamoverlay", "1" );
+ } else {
+ trap_Cvar_Set( "teamoverlay", "0" );
+ }
+ // FIXME E3 HACK
+ trap_Cvar_Set( "teamoverlay", "1" );
+ }
+
+ // if force model changed
+ if ( forceModelModificationCount != cg_forceModel.modificationCount ) {
+ forceModelModificationCount = cg_forceModel.modificationCount;
+ CG_ForceModelChange();
+ }
+}
+
+
+int CG_CrosshairPlayer( void ) {
+ if ( cg.time > ( cg.crosshairClientTime + 1000 ) ) {
+ return -1;
+ }
+ return cg.crosshairClientNum;
+}
+
+
+int CG_LastAttacker( void ) {
+ if ( !cg.attackerTime ) {
+ return -1;
+ }
+ return cg.snap->ps.persistant[PERS_ATTACKER];
+}
+
+
+void QDECL CG_Printf( const char *msg, ... ) {
+ va_list argptr;
+ char text[1024];
+
+ va_start (argptr, msg);
+ vsprintf (text, msg, argptr);
+ va_end (argptr);
+
+ trap_Print( text );
+}
+
+void QDECL CG_Error( const char *msg, ... ) {
+ va_list argptr;
+ char text[1024];
+
+ va_start (argptr, msg);
+ vsprintf (text, msg, argptr);
+ va_end (argptr);
+
+ trap_Error( text );
+}
+
+#ifndef CGAME_HARD_LINKED
+// this is only here so the functions in q_shared.c and bg_*.c can link (FIXME)
+
+void QDECL Com_Error( int level, const char *error, ... ) {
+ va_list argptr;
+ char text[1024];
+
+ va_start (argptr, error);
+ vsprintf (text, error, argptr);
+ va_end (argptr);
+
+ CG_Error( "%s", text);
+}
+
+void QDECL Com_Printf( const char *msg, ... ) {
+ va_list argptr;
+ char text[1024];
+
+ va_start (argptr, msg);
+ vsprintf (text, msg, argptr);
+ va_end (argptr);
+
+ CG_Printf ("%s", text);
+}
+
+#endif
+
+
+
+/*
+================
+CG_Argv
+================
+*/
+const char *CG_Argv( int arg ) {
+ static char buffer[MAX_STRING_CHARS];
+
+ trap_Argv( arg, buffer, sizeof( buffer ) );
+
+ return buffer;
+}
+
+
+//========================================================================
+
+/*
+=================
+CG_RegisterItemSounds
+
+The server says this item is used on this level
+=================
+*/
+static void CG_RegisterItemSounds( int itemNum ) {
+ gitem_t *item;
+ char data[MAX_QPATH];
+ char *s, *start;
+ int len;
+
+ item = &bg_itemlist[ itemNum ];
+
+ if( item->pickup_sound ) {
+ trap_S_RegisterSound( item->pickup_sound, qfalse );
+ }
+
+ // parse the space seperated precache string for other media
+ s = item->sounds;
+ if (!s || !s[0])
+ return;
+
+ while (*s) {
+ start = s;
+ while (*s && *s != ' ') {
+ s++;
+ }
+
+ len = s-start;
+ if (len >= MAX_QPATH || len < 5) {
+ CG_Error( "PrecacheItem: %s has bad precache string",
+ item->classname);
+ return;
+ }
+ memcpy (data, start, len);
+ data[len] = 0;
+ if ( *s ) {
+ s++;
+ }
+
+ if ( !strcmp(data+len-3, "wav" )) {
+ trap_S_RegisterSound( data, qfalse );
+ }
+ }
+}
+
+
+/*
+=================
+CG_RegisterSounds
+
+called during a precache command
+=================
+*/
+static void CG_RegisterSounds( void ) {
+ int i;
+ char items[MAX_ITEMS+1];
+ char name[MAX_QPATH];
+ const char *soundName;
+
+ // voice commands
+
+ cgs.media.oneMinuteSound = trap_S_RegisterSound( "sound/feedback/1_minute.wav", qfalse );
+ cgs.media.fiveMinuteSound = trap_S_RegisterSound( "sound/feedback/5_minute.wav", qfalse );
+ cgs.media.suddenDeathSound = trap_S_RegisterSound( "sound/feedback/sudden_death.wav", qfalse );
+ cgs.media.oneFragSound = trap_S_RegisterSound( "sound/feedback/1_frag.wav", qfalse );
+ cgs.media.twoFragSound = trap_S_RegisterSound( "sound/feedback/2_frags.wav", qfalse );
+ cgs.media.threeFragSound = trap_S_RegisterSound( "sound/feedback/3_frags.wav", qfalse );
+ cgs.media.count3Sound = trap_S_RegisterSound( "sound/feedback/three.wav", qfalse );
+ cgs.media.count2Sound = trap_S_RegisterSound( "sound/feedback/two.wav", qfalse );
+ cgs.media.count1Sound = trap_S_RegisterSound( "sound/feedback/one.wav", qfalse );
+ cgs.media.countFightSound = trap_S_RegisterSound( "sound/feedback/fight.wav", qfalse );
+ cgs.media.countPrepareSound = trap_S_RegisterSound( "sound/feedback/prepare.wav", qfalse );
+
+ if ( cgs.gametype >= GT_TEAM || cg_buildScript.integer ) {
+ cgs.media.captureAwardSound = trap_S_RegisterSound( "sound/teamplay/flagcapture_yourteam.wav", qfalse );
+ cgs.media.redLeadsSound = trap_S_RegisterSound( "sound/feedback/redleads.wav", qfalse );
+ cgs.media.blueLeadsSound = trap_S_RegisterSound( "sound/feedback/blueleads.wav", qfalse );
+ cgs.media.teamsTiedSound = trap_S_RegisterSound( "sound/feedback/teamstied.wav", qfalse );
+ cgs.media.hitTeamSound = trap_S_RegisterSound( "sound/feedback/hit_teammate.wav", qfalse );
+
+ cgs.media.redScoredSound = trap_S_RegisterSound( "sound/teamplay/voc_red_scores.wav", qfalse );
+ cgs.media.blueScoredSound = trap_S_RegisterSound( "sound/teamplay/voc_blue_scores.wav", qfalse );
+
+ cgs.media.captureYourTeamSound = trap_S_RegisterSound( "sound/teamplay/flagcapture_yourteam.wav", qfalse );
+ cgs.media.captureOpponentSound = trap_S_RegisterSound( "sound/teamplay/flagcapture_opponent.wav", qfalse );
+
+ cgs.media.returnYourTeamSound = trap_S_RegisterSound( "sound/teamplay/flagreturn_yourteam.wav", qfalse );
+ cgs.media.returnOpponentSound = trap_S_RegisterSound( "sound/teamplay/flagreturn_opponent.wav", qfalse );
+
+ cgs.media.takenYourTeamSound = trap_S_RegisterSound( "sound/teamplay/flagtaken_yourteam.wav", qfalse );
+ cgs.media.takenOpponentSound = trap_S_RegisterSound( "sound/teamplay/flagtaken_opponent.wav", qfalse );
+
+ if ( cgs.gametype == GT_CTF || cg_buildScript.integer ) {
+ cgs.media.redFlagReturnedSound = trap_S_RegisterSound( "sound/teamplay/voc_red_returned.wav", qfalse );
+ cgs.media.blueFlagReturnedSound = trap_S_RegisterSound( "sound/teamplay/voc_blue_returned.wav", qfalse );
+ cgs.media.enemyTookYourFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_enemy_flag.wav", qfalse );
+ cgs.media.yourTeamTookEnemyFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_team_flag.wav", qfalse );
+ }
+
+ cgs.media.youHaveFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_you_flag.wav", qfalse );
+ cgs.media.holyShitSound = trap_S_RegisterSound("sound/feedback/voc_holyshit.wav", qfalse);
+ cgs.media.neutralFlagReturnedSound = trap_S_RegisterSound( "sound/teamplay/flagreturn_opponent.wav", qfalse );
+ cgs.media.yourTeamTookTheFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_team_1flag.wav", qfalse );
+ cgs.media.enemyTookTheFlagSound = trap_S_RegisterSound( "sound/teamplay/voc_enemy_1flag.wav", qfalse );
+ }
+
+ cgs.media.tracerSound = trap_S_RegisterSound( "sound/weapons/machinegun/buletby1.wav", qfalse );
+ cgs.media.selectSound = trap_S_RegisterSound( "sound/weapons/change.wav", qfalse );
+ cgs.media.wearOffSound = trap_S_RegisterSound( "sound/items/wearoff.wav", qfalse );
+ cgs.media.useNothingSound = trap_S_RegisterSound( "sound/items/use_nothing.wav", qfalse );
+ cgs.media.gibSound = trap_S_RegisterSound( "sound/player/gibsplt1.wav", qfalse );
+ cgs.media.gibBounce1Sound = trap_S_RegisterSound( "sound/player/gibimp1.wav", qfalse );
+ cgs.media.gibBounce2Sound = trap_S_RegisterSound( "sound/player/gibimp2.wav", qfalse );
+ cgs.media.gibBounce3Sound = trap_S_RegisterSound( "sound/player/gibimp3.wav", qfalse );
+
+ cgs.media.teleInSound = trap_S_RegisterSound( "sound/world/telein.wav", qfalse );
+ cgs.media.teleOutSound = trap_S_RegisterSound( "sound/world/teleout.wav", qfalse );
+ cgs.media.respawnSound = trap_S_RegisterSound( "sound/items/respawn1.wav", qfalse );
+
+ cgs.media.noAmmoSound = trap_S_RegisterSound( "sound/weapons/noammo.wav", qfalse );
+
+ cgs.media.talkSound = trap_S_RegisterSound( "sound/player/talk.wav", qfalse );
+ cgs.media.landSound = trap_S_RegisterSound( "sound/player/land1.wav", qfalse);
+
+ cgs.media.hitSound = trap_S_RegisterSound( "sound/feedback/hit.wav", qfalse );
+
+ cgs.media.impressiveSound = trap_S_RegisterSound( "sound/feedback/impressive.wav", qfalse );
+ cgs.media.excellentSound = trap_S_RegisterSound( "sound/feedback/excellent.wav", qfalse );
+ cgs.media.deniedSound = trap_S_RegisterSound( "sound/feedback/denied.wav", qfalse );
+ cgs.media.humiliationSound = trap_S_RegisterSound( "sound/feedback/humiliation.wav", qfalse );
+ cgs.media.assistSound = trap_S_RegisterSound( "sound/feedback/assist.wav", qfalse );
+ cgs.media.defendSound = trap_S_RegisterSound( "sound/feedback/defense.wav", qfalse );
+
+ cgs.media.takenLeadSound = trap_S_RegisterSound( "sound/feedback/takenlead.wav", qfalse);
+ cgs.media.tiedLeadSound = trap_S_RegisterSound( "sound/feedback/tiedlead.wav", qfalse);
+ cgs.media.lostLeadSound = trap_S_RegisterSound( "sound/feedback/lostlead.wav", qfalse);
+
+ cgs.media.watrInSound = trap_S_RegisterSound( "sound/player/watr_in.wav", qfalse);
+ cgs.media.watrOutSound = trap_S_RegisterSound( "sound/player/watr_out.wav", qfalse);
+ cgs.media.watrUnSound = trap_S_RegisterSound( "sound/player/watr_un.wav", qfalse);
+
+ cgs.media.jumpPadSound = trap_S_RegisterSound ("sound/world/jumppad.wav", qfalse );
+
+ for (i=0 ; i<4 ; i++) {
+ Com_sprintf (name, sizeof(name), "sound/player/footsteps/step%i.wav", i+1);
+ cgs.media.footsteps[FOOTSTEP_NORMAL][i] = trap_S_RegisterSound (name, qfalse);
+
+ Com_sprintf (name, sizeof(name), "sound/player/footsteps/boot%i.wav", i+1);
+ cgs.media.footsteps[FOOTSTEP_BOOT][i] = trap_S_RegisterSound (name, qfalse);
+
+ Com_sprintf (name, sizeof(name), "sound/player/footsteps/flesh%i.wav", i+1);
+ cgs.media.footsteps[FOOTSTEP_FLESH][i] = trap_S_RegisterSound (name, qfalse);
+
+ Com_sprintf (name, sizeof(name), "sound/player/footsteps/mech%i.wav", i+1);
+ cgs.media.footsteps[FOOTSTEP_MECH][i] = trap_S_RegisterSound (name, qfalse);
+
+ Com_sprintf (name, sizeof(name), "sound/player/footsteps/energy%i.wav", i+1);
+ cgs.media.footsteps[FOOTSTEP_ENERGY][i] = trap_S_RegisterSound (name, qfalse);
+
+ Com_sprintf (name, sizeof(name), "sound/player/footsteps/splash%i.wav", i+1);
+ cgs.media.footsteps[FOOTSTEP_SPLASH][i] = trap_S_RegisterSound (name, qfalse);
+
+ Com_sprintf (name, sizeof(name), "sound/player/footsteps/clank%i.wav", i+1);
+ cgs.media.footsteps[FOOTSTEP_METAL][i] = trap_S_RegisterSound (name, qfalse);
+ }
+
+ // only register the items that the server says we need
+ strcpy( items, CG_ConfigString( CS_ITEMS ) );
+
+ for ( i = 1 ; i < bg_numItems ; i++ ) {
+ //if ( items[ i ] == '1' || cg_buildScript.integer ) {
+ CG_RegisterItemSounds( i );
+ //}
+ }
+
+ for ( i = 1 ; i < MAX_SOUNDS ; i++ ) {
+ soundName = CG_ConfigString( CS_SOUNDS+i );
+ if ( !soundName[0] ) {
+ break;
+ }
+ if ( soundName[0] == '*' ) {
+ continue; // custom sound
+ }
+ cgs.gameSounds[i] = trap_S_RegisterSound( soundName, qfalse );
+ }
+
+ // FIXME: only needed with item
+ cgs.media.flightSound = trap_S_RegisterSound( "sound/items/flight.wav", qfalse );
+ cgs.media.medkitSound = trap_S_RegisterSound ("sound/items/use_medkit.wav", qfalse);
+ cgs.media.quadSound = trap_S_RegisterSound("sound/items/damage3.wav", qfalse);
+ cgs.media.sfx_ric1 = trap_S_RegisterSound ("sound/weapons/machinegun/ric1.wav", qfalse);
+ cgs.media.sfx_ric2 = trap_S_RegisterSound ("sound/weapons/machinegun/ric2.wav", qfalse);
+ cgs.media.sfx_ric3 = trap_S_RegisterSound ("sound/weapons/machinegun/ric3.wav", qfalse);
+ cgs.media.sfx_railg = trap_S_RegisterSound ("sound/weapons/railgun/railgf1a.wav", qfalse);
+ cgs.media.sfx_rockexp = trap_S_RegisterSound ("sound/weapons/rocket/rocklx1a.wav", qfalse);
+ cgs.media.sfx_plasmaexp = trap_S_RegisterSound ("sound/weapons/plasma/plasmx1a.wav", qfalse);
+
+ cgs.media.regenSound = trap_S_RegisterSound("sound/items/regen.wav", qfalse);
+ cgs.media.protectSound = trap_S_RegisterSound("sound/items/protect3.wav", qfalse);
+ cgs.media.n_healthSound = trap_S_RegisterSound("sound/items/n_health.wav", qfalse );
+ cgs.media.hgrenb1aSound = trap_S_RegisterSound("sound/weapons/grenade/hgrenb1a.wav", qfalse);
+ cgs.media.hgrenb2aSound = trap_S_RegisterSound("sound/weapons/grenade/hgrenb2a.wav", qfalse);
+ cgs.media.wstbimplSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbimpl.wav", qfalse);
+ cgs.media.wstbimpmSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbimpm.wav", qfalse);
+ cgs.media.wstbimpdSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbimpd.wav", qfalse);
+ cgs.media.wstbactvSound = trap_S_RegisterSound("sound/weapons/proxmine/wstbactv.wav", qfalse);
+}
+
+
+//===================================================================================
+
+
+/*
+=================
+CG_RegisterGraphics
+
+This function may execute for a couple of minutes with a slow disk.
+=================
+*/
+static void CG_RegisterGraphics( void ) {
+ int i;
+ char items[MAX_ITEMS+1];
+ static char *sb_nums[11] = {
+ "gfx/2d/numbers/zero_32b",
+ "gfx/2d/numbers/one_32b",
+ "gfx/2d/numbers/two_32b",
+ "gfx/2d/numbers/three_32b",
+ "gfx/2d/numbers/four_32b",
+ "gfx/2d/numbers/five_32b",
+ "gfx/2d/numbers/six_32b",
+ "gfx/2d/numbers/seven_32b",
+ "gfx/2d/numbers/eight_32b",
+ "gfx/2d/numbers/nine_32b",
+ "gfx/2d/numbers/minus_32b",
+ };
+
+ // clear any references to old media
+ memset( &cg.refdef, 0, sizeof( cg.refdef ) );
+ trap_R_ClearScene();
+
+ CG_LoadingString( cgs.mapname );
+
+ trap_R_LoadWorldMap( cgs.mapname );
+
+ // precache status bar pics
+ CG_LoadingString( "game media" );
+
+ for ( i=0 ; i<11 ; i++) {
+ cgs.media.numberShaders[i] = trap_R_RegisterShader( sb_nums[i] );
+ }
+
+ cgs.media.botSkillShaders[0] = trap_R_RegisterShader( "menu/art/skill1.tga" );
+ cgs.media.botSkillShaders[1] = trap_R_RegisterShader( "menu/art/skill2.tga" );
+ cgs.media.botSkillShaders[2] = trap_R_RegisterShader( "menu/art/skill3.tga" );
+ cgs.media.botSkillShaders[3] = trap_R_RegisterShader( "menu/art/skill4.tga" );
+ cgs.media.botSkillShaders[4] = trap_R_RegisterShader( "menu/art/skill5.tga" );
+
+ cgs.media.viewBloodShader = trap_R_RegisterShader( "viewBloodBlend" );
+
+ cgs.media.deferShader = trap_R_RegisterShaderNoMip( "gfx/2d/defer.tga" );
+
+ cgs.media.scoreboardName = trap_R_RegisterShaderNoMip( "menu/tab/name.tga" );
+ cgs.media.scoreboardPing = trap_R_RegisterShaderNoMip( "menu/tab/ping.tga" );
+ cgs.media.scoreboardScore = trap_R_RegisterShaderNoMip( "menu/tab/score.tga" );
+ cgs.media.scoreboardTime = trap_R_RegisterShaderNoMip( "menu/tab/time.tga" );
+
+ cgs.media.smokePuffShader = trap_R_RegisterShader( "smokePuff" );
+ cgs.media.smokePuffRageProShader = trap_R_RegisterShader( "smokePuffRagePro" );
+ cgs.media.shotgunSmokePuffShader = trap_R_RegisterShader( "shotgunSmokePuff" );
+ cgs.media.plasmaBallShader = trap_R_RegisterShader( "sprites/plasma1" );
+ cgs.media.bloodTrailShader = trap_R_RegisterShader( "bloodTrail" );
+ cgs.media.lagometerShader = trap_R_RegisterShader("lagometer" );
+ cgs.media.connectionShader = trap_R_RegisterShader( "disconnected" );
+
+
+ //TA: extra stuff
+ cgs.media.explosionShader = trap_R_RegisterShader( "grenadeExplosion" );
+ cgs.media.greenBloodTrailShader = trap_R_RegisterShader( "greenBloodTrail" );
+ cgs.media.greenBloodExplosionShader = trap_R_RegisterShader( "greenBloodExplosion" );
+ cgs.media.greenBloodMarkShader = trap_R_RegisterShader( "greenBloodMark" );
+ cgs.media.explosionTrailShader = trap_R_RegisterShader( "explosionTrail" );
+
+ cgs.media.flameShader = trap_R_RegisterShader( "sprites/flameball" );
+ cgs.media.creepShader = trap_R_RegisterShader( "creep" );
+
+ cgs.media.scannerBlipShader = trap_R_RegisterShader( "gfx/2d/droidhealth" );
+ cgs.media.scannerLineShader = trap_R_RegisterShader( "gfx/2d/func/mult2" );
+ cgs.media.scannerShader = trap_R_RegisterShader( "gfx/2d/scanner" );
+
+ cgs.media.waterBubbleShader = trap_R_RegisterShader( "waterBubble" );
+
+ cgs.media.tracerShader = trap_R_RegisterShader( "gfx/misc/tracer" );
+ cgs.media.selectShader = trap_R_RegisterShader( "gfx/2d/select" );
+
+ for ( i = 0 ; i < NUM_CROSSHAIRS ; i++ ) {
+ cgs.media.crosshairShader[i] = trap_R_RegisterShader( va("gfx/2d/crosshair%c", 'a'+i) );
+ }
+
+ cgs.media.backTileShader = trap_R_RegisterShader( "gfx/2d/backtile" );
+ cgs.media.noammoShader = trap_R_RegisterShader( "icons/noammo" );
+
+ // powerup shaders
+ cgs.media.quadShader = trap_R_RegisterShader("powerups/quad" );
+ cgs.media.quadWeaponShader = trap_R_RegisterShader("powerups/quadWeapon" );
+ cgs.media.battleSuitShader = trap_R_RegisterShader("powerups/battleSuit" );
+ cgs.media.battleWeaponShader = trap_R_RegisterShader("powerups/battleWeapon" );
+ cgs.media.invisShader = trap_R_RegisterShader("powerups/invisibility" );
+ cgs.media.regenShader = trap_R_RegisterShader("powerups/regen" );
+ cgs.media.hastePuffShader = trap_R_RegisterShader("hasteSmokePuff" );
+
+ if ( cgs.gametype == GT_CTF || cg_buildScript.integer ) {
+ cgs.media.redCubeModel = trap_R_RegisterModel( "models/powerups/orb/r_orb.md3" );
+ cgs.media.blueCubeModel = trap_R_RegisterModel( "models/powerups/orb/b_orb.md3" );
+ cgs.media.redCubeIcon = trap_R_RegisterShader( "icons/skull_red" );
+ cgs.media.blueCubeIcon = trap_R_RegisterShader( "icons/skull_blue" );
+ }
+
+ if ( cgs.gametype == GT_CTF || cg_buildScript.integer ) {
+ cgs.media.redFlagModel = trap_R_RegisterModel( "models/flags/r_flag.md3" );
+ cgs.media.blueFlagModel = trap_R_RegisterModel( "models/flags/b_flag.md3" );
+ cgs.media.redFlagShader[0] = trap_R_RegisterShaderNoMip( "icons/iconf_red1" );
+ cgs.media.redFlagShader[1] = trap_R_RegisterShaderNoMip( "icons/iconf_red2" );
+ cgs.media.redFlagShader[2] = trap_R_RegisterShaderNoMip( "icons/iconf_red3" );
+ cgs.media.blueFlagShader[0] = trap_R_RegisterShaderNoMip( "icons/iconf_blu1" );
+ cgs.media.blueFlagShader[1] = trap_R_RegisterShaderNoMip( "icons/iconf_blu2" );
+ cgs.media.blueFlagShader[2] = trap_R_RegisterShaderNoMip( "icons/iconf_blu3" );
+ }
+
+ if ( cgs.gametype >= GT_TEAM || cg_buildScript.integer ) {
+ cgs.media.friendShader = trap_R_RegisterShader( "sprites/foe" );
+ cgs.media.redQuadShader = trap_R_RegisterShader("powerups/blueflag" );
+ cgs.media.teamStatusBar = trap_R_RegisterShader( "gfx/2d/colorbar.tga" );
+ }
+
+ //TA: screenfades
+ cgs.media.humanNV = trap_R_RegisterShader( "humanNV" );
+ cgs.media.droidNav10 = trap_R_RegisterShader( "droidNav10" );
+ cgs.media.droidNav15 = trap_R_RegisterShader( "droidNav15" );
+ cgs.media.droidNav20 = trap_R_RegisterShader( "droidNav20" );
+ cgs.media.droidNav25 = trap_R_RegisterShader( "droidNav25" );
+ cgs.media.droidNav30 = trap_R_RegisterShader( "droidNav30" );
+ cgs.media.droidNav35 = trap_R_RegisterShader( "droidNav35" );
+ cgs.media.droidNav40 = trap_R_RegisterShader( "droidNav40" );
+ cgs.media.droidNav45 = trap_R_RegisterShader( "droidNav45" );
+ cgs.media.droidNav50 = trap_R_RegisterShader( "droidNav50" );
+ cgs.media.droidNav55 = trap_R_RegisterShader( "droidNav55" );
+ cgs.media.droidNav60 = trap_R_RegisterShader( "droidNav60" );
+ cgs.media.droidNav65 = trap_R_RegisterShader( "droidNav65" );
+ cgs.media.droidNav70 = trap_R_RegisterShader( "droidNav70" );
+ cgs.media.droidNav75 = trap_R_RegisterShader( "droidNav75" );
+ cgs.media.droidNav80 = trap_R_RegisterShader( "droidNav80" );
+ cgs.media.droidHealth = trap_R_RegisterShader( "gfx/2d/droidhealth.tga" );
+
+ cgs.media.armorModel = trap_R_RegisterModel( "models/powerups/armor/armor_yel.md3" );
+ cgs.media.armorIcon = trap_R_RegisterShaderNoMip( "icons/iconr_yellow" );
+
+ cgs.media.machinegunBrassModel = trap_R_RegisterModel( "models/weapons2/shells/m_shell.md3" );
+ cgs.media.shotgunBrassModel = trap_R_RegisterModel( "models/weapons2/shells/s_shell.md3" );
+
+ cgs.media.gibAbdomen = trap_R_RegisterModel( "models/gibs/abdomen.md3" );
+ cgs.media.gibArm = trap_R_RegisterModel( "models/gibs/arm.md3" );
+ cgs.media.gibChest = trap_R_RegisterModel( "models/gibs/chest.md3" );
+ cgs.media.gibFist = trap_R_RegisterModel( "models/gibs/fist.md3" );
+ cgs.media.gibFoot = trap_R_RegisterModel( "models/gibs/foot.md3" );
+ cgs.media.gibForearm = trap_R_RegisterModel( "models/gibs/forearm.md3" );
+ cgs.media.gibIntestine = trap_R_RegisterModel( "models/gibs/intestine.md3" );
+ cgs.media.gibLeg = trap_R_RegisterModel( "models/gibs/leg.md3" );
+ cgs.media.gibSkull = trap_R_RegisterModel( "models/gibs/skull.md3" );
+ cgs.media.gibBrain = trap_R_RegisterModel( "models/gibs/brain.md3" );
+
+ cgs.media.smoke2 = trap_R_RegisterModel( "models/weapons2/shells/s_shell.md3" );
+
+ cgs.media.balloonShader = trap_R_RegisterShader( "sprites/balloon3" );
+
+ cgs.media.bloodExplosionShader = trap_R_RegisterShader( "bloodExplosion" );
+
+ cgs.media.bulletFlashModel = trap_R_RegisterModel("models/weaphits/bullet.md3");
+ cgs.media.ringFlashModel = trap_R_RegisterModel("models/weaphits/ring02.md3");
+ cgs.media.dishFlashModel = trap_R_RegisterModel("models/weaphits/boom01.md3");
+ cgs.media.teleportEffectModel = trap_R_RegisterModel( "models/misc/telep.md3" );
+ cgs.media.teleportEffectShader = trap_R_RegisterShader( "teleportEffect" );
+
+ cgs.media.medalImpressive = trap_R_RegisterShaderNoMip( "medal_impressive" );
+ cgs.media.medalExcellent = trap_R_RegisterShaderNoMip( "medal_excellent" );
+ cgs.media.medalGauntlet = trap_R_RegisterShaderNoMip( "medal_gauntlet" );
+ cgs.media.medalDefend = trap_R_RegisterShaderNoMip( "medal_defend" );
+ cgs.media.medalAssist = trap_R_RegisterShaderNoMip( "medal_assist" );
+ cgs.media.medalCapture = trap_R_RegisterShaderNoMip( "medal_capture" );
+
+
+ memset( cg_items, 0, sizeof( cg_items ) );
+ memset( cg_weapons, 0, sizeof( cg_weapons ) );
+ memset( cg_upgrades, 0, sizeof( cg_upgrades ) );
+
+ // only register the items that the server says we need
+ strcpy( items, CG_ConfigString( CS_ITEMS) );
+
+ for ( i = 1 ; i < bg_numItems ; i++ ) {
+ if ( items[ i ] == '1' || cg_buildScript.integer ) {
+ CG_LoadingItem( i );
+ CG_RegisterItemVisuals( i );
+ }
+ }
+
+ // wall marks
+ cgs.media.bulletMarkShader = trap_R_RegisterShader( "gfx/damage/bullet_mrk" );
+ cgs.media.burnMarkShader = trap_R_RegisterShader( "gfx/damage/burn_med_mrk" );
+ cgs.media.holeMarkShader = trap_R_RegisterShader( "gfx/damage/hole_lg_mrk" );
+ cgs.media.energyMarkShader = trap_R_RegisterShader( "gfx/damage/plasma_mrk" );
+ cgs.media.shadowMarkShader = trap_R_RegisterShader( "markShadow" );
+ cgs.media.wakeMarkShader = trap_R_RegisterShader( "wake" );
+ cgs.media.bloodMarkShader = trap_R_RegisterShader( "bloodMark" );
+
+ // register the inline models
+ cgs.numInlineModels = trap_CM_NumInlineModels();
+ for ( i = 1 ; i < cgs.numInlineModels ; i++ ) {
+ char name[10];
+ vec3_t mins, maxs;
+ int j;
+
+ Com_sprintf( name, sizeof(name), "*%i", i );
+ cgs.inlineDrawModel[i] = trap_R_RegisterModel( name );
+ trap_R_ModelBounds( cgs.inlineDrawModel[i], mins, maxs );
+ for ( j = 0 ; j < 3 ; j++ ) {
+ cgs.inlineModelMidpoints[i][j] = mins[j] + 0.5 * ( maxs[j] - mins[j] );
+ }
+ }
+
+ // register all the server specified models
+ for (i=1 ; i<MAX_MODELS ; i++) {
+ const char *modelName;
+
+ modelName = CG_ConfigString( CS_MODELS+i );
+ if ( !modelName[0] ) {
+ break;
+ }
+ cgs.gameModels[i] = trap_R_RegisterModel( modelName );
+ }
+}
+
+
+/*
+=======================
+CG_BuildSpectatorString
+
+=======================
+*/
+void CG_BuildSpectatorString() {
+ int i;
+ cg.spectatorList[0] = 0;
+ for (i = 0; i < MAX_CLIENTS; i++) {
+ if (cgs.clientinfo[i].infoValid && cgs.clientinfo[i].team == TEAM_SPECTATOR ) {
+ Q_strcat(cg.spectatorList, sizeof(cg.spectatorList), va("%s ", cgs.clientinfo[i].name));
+ }
+ }
+ i = strlen(cg.spectatorList);
+ if (i != cg.spectatorLen) {
+ cg.spectatorLen = i;
+ cg.spectatorWidth = -1;
+ }
+}
+
+
+
+/*
+===================
+CG_RegisterClients
+
+===================
+*/
+static void CG_RegisterClients( void ) {
+ int i;
+
+ CG_LoadingClient(cg.clientNum);
+ CG_NewClientInfo(cg.clientNum);
+
+ for (i=0 ; i<MAX_CLIENTS+MAX_PRECACHES; i++) {
+ const char *clientInfo;
+
+ if (cg.clientNum == i) {
+ continue;
+ }
+
+ clientInfo = CG_ConfigString( CS_PLAYERS+i );
+ if ( !clientInfo[0] ) {
+ continue;
+ }
+ CG_LoadingClient( i );
+
+ if( i < MAX_CLIENTS )
+ {
+ CG_NewClientInfo( i );
+ }
+ else
+ {
+ CG_PrecacheClientInfo( i );
+ }
+ }
+
+ CG_BuildSpectatorString();
+}
+
+//===========================================================================
+
+/*
+=================
+CG_ConfigString
+=================
+*/
+const char *CG_ConfigString( int index ) {
+ if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
+ CG_Error( "CG_ConfigString: bad index: %i", index );
+ }
+ return cgs.gameState.stringData + cgs.gameState.stringOffsets[ index ];
+}
+
+//==================================================================
+
+/*
+======================
+CG_StartMusic
+
+======================
+*/
+void CG_StartMusic( void ) {
+ char *s;
+ char parm1[MAX_QPATH], parm2[MAX_QPATH];
+
+ // start the background music
+ s = (char *)CG_ConfigString( CS_MUSIC );
+ Q_strncpyz( parm1, COM_Parse( &s ), sizeof( parm1 ) );
+ Q_strncpyz( parm2, COM_Parse( &s ), sizeof( parm2 ) );
+
+ trap_S_StartBackgroundTrack( parm1, parm2 );
+}
+
+
+/*
+=================
+CG_Init
+
+Called after every level change or subsystem restart
+Will perform callbacks to make the loading info screen update.
+=================
+*/
+void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ) {
+ const char *s;
+
+ // clear everything
+ memset( &cgs, 0, sizeof( cgs ) );
+ memset( &cg, 0, sizeof( cg ) );
+ memset( cg_entities, 0, sizeof(cg_entities) );
+ memset( cg_upgrades, 0, sizeof(cg_upgrades) );
+ memset( cg_items, 0, sizeof(cg_items) );
+
+ cg.clientNum = clientNum;
+
+ cgs.processedSnapshotNum = serverMessageNum;
+ cgs.serverCommandSequence = serverCommandSequence;
+
+ // load a few needed things before we do any screen updates
+ cgs.media.charsetShader = trap_R_RegisterShader( "gfx/2d/bigchars" );
+ cgs.media.whiteShader = trap_R_RegisterShader( "white" );
+ cgs.media.charsetProp = trap_R_RegisterShaderNoMip( "menu/art/font1_prop.tga" );
+ cgs.media.charsetPropGlow = trap_R_RegisterShaderNoMip( "menu/art/font1_prop_glo.tga" );
+ cgs.media.charsetPropB = trap_R_RegisterShaderNoMip( "menu/art/font2_prop.tga" );
+
+ //TA: dyn memory
+ CG_InitMemory( );
+
+ CG_RegisterCvars();
+
+ CG_InitConsoleCommands();
+
+ //cg.weaponSelect = WP_MACHINEGUN;
+ //TA: if it does weird things, this is why:
+ cg.weaponSelect = WP_NONE;
+
+ cgs.redflag = cgs.blueflag = -1; // For compatibily, default to unset for
+ cgs.flagStatus = -1;
+ // old servers
+
+ // get the rendering configuration from the client system
+ trap_GetGlconfig( &cgs.glconfig );
+ cgs.screenXScale = cgs.glconfig.vidWidth / 640.0;
+ cgs.screenYScale = cgs.glconfig.vidHeight / 480.0;
+
+ // get the gamestate from the client system
+ trap_GetGameState( &cgs.gameState );
+
+ // check version
+ s = CG_ConfigString( CS_GAME_VERSION );
+ if ( strcmp( s, GAME_VERSION ) ) {
+ CG_Error( "Client/Server game mismatch: %s/%s", GAME_VERSION, s );
+ }
+
+ s = CG_ConfigString( CS_LEVEL_START_TIME );
+ cgs.levelStartTime = atoi( s );
+
+ CG_ParseServerinfo();
+
+ // load the new map
+ CG_LoadingString( "collision map" );
+
+ trap_CM_LoadMap( cgs.mapname );
+
+ cg.loading = qtrue; // force players to load instead of defer
+
+ CG_LoadingString( "sounds" );
+
+ CG_RegisterSounds();
+
+ CG_LoadingString( "graphics" );
+
+ CG_RegisterGraphics();
+
+ CG_LoadingString( "clients" );
+
+ CG_RegisterClients(); // if low on memory, some clients will be deferred
+
+ cg.loading = qfalse; // future players will be deferred
+
+ CG_InitLocalEntities();
+
+ CG_InitMarkPolys();
+
+ // remove the last loading update
+ cg.infoScreenText[0] = 0;
+
+ // Make sure we have update values (scores)
+ CG_SetConfigValues();
+
+ CG_StartMusic();
+
+ CG_LoadingString( "" );
+
+ CG_ShaderStateChanged();
+
+ trap_S_ClearLoopingSounds( qtrue );
+}
+
+/*
+=================
+CG_Shutdown
+
+Called before every level change or subsystem restart
+=================
+*/
+void CG_Shutdown( void ) {
+ // some mods may need to do cleanup work here,
+ // like closing files or archiving session data
+}
+
+/*
+==================
+CG_EventHandling
+==================
+ type 0 - no event handling
+ 1 - team menu
+ 2 - hud editor
+
+*/
+void CG_EventHandling(int type) {
+}
+
+
+
+void CG_KeyEvent(int key, qboolean down) {
+}
+
+void CG_MouseEvent(int x, int y) {
+}
+