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-rw-r--r--src/cgame/cg_weapons.c469
1 files changed, 189 insertions, 280 deletions
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 );*/
}
}
}