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-rw-r--r--src/game/bg_misc.c1709
1 files changed, 0 insertions, 1709 deletions
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c
deleted file mode 100644
index 130ff0d8..00000000
--- a/src/game/bg_misc.c
+++ /dev/null
@@ -1,1709 +0,0 @@
-// Copyright (C) 1999-2000 Id Software, Inc.
-//
-// bg_misc.c -- both games misc functions, all completely stateless
-
-/*
- * 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 "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_abuild (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- {
- "weapon_abuild",
- "sound/misc/w_pkup.wav",
- { "models/weapons2/gauntlet/gauntlet.md3",
- 0, 0, 0},
- "icons/iconw_gauntlet",
- "ABuild",
- 0,
- IT_WEAPON,
- WP_ABUILD,
- "",
- ""
- },
-
-/*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_scanner (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- {
- "weapon_scanner",
- "sound/misc/w_pkup.wav",
- { "models/weapons2/shotgun/shotgun.md3",
- 0, 0, 0},
- "icons/iconw_shotgun",
- "Scanner",
- 0,
- IT_WEAPON,
- WP_SCANNER,
- "",
- ""
- },
-
-/*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_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_lightning (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- /*{
- "weapon_lightning",
- "sound/misc/w_pkup.wav",
- { "models/weapons2/lightning/lightning.md3",
- 0, 0, 0},
- "icons/iconw_lightning",
- "Lightning Gun",
- 100,
- IT_WEAPON,
- WP_LIGHTNING,
- "",
- ""
- },*/
-
-/*QUAKED weapon_railgun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
-*/
- /*{
- "weapon_railgun",
- "sound/misc/w_pkup.wav",
- { "models/weapons2/railgun/railgun.md3",
- 0, 0, 0},
- "icons/iconw_railgun",
- "Railgun",
- 10,
- IT_WEAPON,
- WP_RAILGUN,
- "",
- ""
- },*/
-
-/*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},
- "icons/iconw_grapple",
- "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 team_droid_spawn (0 0 1) (-16 -16 -16) (16 16 16)
-TA: droid spawn item
-*/
- {
- "team_droid_spawn",
- "sound/items/holdable.wav",
- { "models/bitems/aspawn.md3", 0, 0, 0 },
- "icons/teleporter", //icon
- "Droid Spawn", //pickup
- 0,
- IT_BUILDABLE,
- BA_A_SPAWN,
- "", //precache
- "" //sounds
- },
-
-/*QUAKED team_droid_def1 (0 0 1) (-16 -16 -16) (16 16 16)
-TA: droid defense item
-*/
- {
- "team_droid_def1",
- "sound/items/holdable.wav",
- { "models/bitems/adef1.md3", 0, 0, 0 },
- "icons/teleporter", //icon
- "Droid Defense", //pickup
- 0,
- IT_BUILDABLE,
- BA_A_DEF1,
- "", //precache
- "" //sounds
- },
-
-/*QUAKED team_human_spawn (0 0 1) (-16 -16 -16) (16 16 16)
-TA: human spawn item
-*/
- {
- "team_human_spawn",
- "sound/items/holdable.wav",
- { "models/bitems/hspawn.md3", 0, 0, 0 },
- "icons/teleporter", //icon
- "Human Spawn", //pickup
- 0,
- IT_BUILDABLE,
- BA_H_SPAWN,
- "", //precache
- "" //sounds
- },
-
-/*QUAKED team_human_def1 (0 0 1) (-16 -16 -16) (16 16 16)
-TA: human defense item
-*/
- {
- "team_human_def1",
- "sound/items/holdable.wav",
- { "models/bitems/turret-base.md3", "models/bitems/turret-top.md3", 0, 0 },
- "icons/teleporter", //icon
- "Human Defense", //pickup
- 0,
- IT_BUILDABLE,
- BA_H_DEF1,
- "", //precache
- "" //sounds
- },
-
-/*QUAKED team_human_mcu (0 0 1) (-16 -16 -16) (16 16 16)
-TA: human defense item
-*/
- {
- "team_human_mcu",
- "sound/items/holdable.wav",
- { "models/bitems/adef1.md3", 0, 0, 0 },
- "icons/teleporter", //icon
- "Human MCU", //pickup
- 0,
- IT_BUILDABLE,
- BA_H_MCU,
- "", //precache
- "" //sounds
- },
-
-/*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 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;
-
-
-/*
-==============
-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;
-}
-
-
-/*
-==============
-BG_FindItemForHoldable
-==============
-*/
-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_FindItemForBuildable
-
-TA: new function for finding buildable items
-===============
-*/
-gitem_t *BG_FindItemForBuildable( buildable_t buildable ) {
- gitem_t *it;
-
- for ( it = bg_itemlist + 1 ; it->classname ; it++) {
- if ( it->giType == IT_BUILDABLE && it->giTag == buildable ) {
- return it;
- }
- }
-
- Com_Error( ERR_DROP, "Couldn't find item for buildable %i", buildable);
- 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_DROIDS) {
- /*if (item->giTag == PW_REDFLAG ||
- (item->giTag == PW_BLUEFLAG && ent->modelindex2) ||
- (item->giTag == PW_BLUEFLAG && ps->powerups[PW_REDFLAG]))
- return qtrue;*/
- }
- return qfalse;
-
- //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;
- }
- return qtrue;*/
-
- case IT_BAD:
- Com_Error( ERR_DROP, "BG_CanItemBeGrabbed: IT_BAD" );
- }
-
- return qfalse;
-}
-
-//======================================================================
-
-/*
-================
-BG_EvaluateTrajectory
-
-================
-*/
-void BG_EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result ) {
- float deltaTime;
- float phase;
-
- switch( tr->trType ) {
- case TR_STATIONARY:
- case TR_INTERPOLATE:
- VectorCopy( tr->trBase, result );
- break;
- case TR_LINEAR:
- deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
- VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
- break;
- case TR_SINE:
- deltaTime = ( atTime - tr->trTime ) / (float) tr->trDuration;
- phase = sin( deltaTime * M_PI * 2 );
- VectorMA( tr->trBase, phase, tr->trDelta, result );
- break;
- case TR_LINEAR_STOP:
- if ( atTime > tr->trTime + tr->trDuration ) {
- atTime = tr->trTime + tr->trDuration;
- }
- deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
- if ( deltaTime < 0 ) {
- deltaTime = 0;
- }
- VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
- break;
- case TR_GRAVITY:
- deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
- VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
- result[2] -= 0.5 * DEFAULT_GRAVITY * deltaTime * deltaTime; // FIXME: local gravity...
- break;
- default:
- Com_Error( ERR_DROP, "BG_EvaluateTrajectory: unknown trType: %i", tr->trTime );
- break;
- }
-}
-
-/*
-================
-BG_EvaluateTrajectoryDelta
-
-For determining velocity at a given time
-================
-*/
-void BG_EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result ) {
- float deltaTime;
- float phase;
-
- switch( tr->trType ) {
- case TR_STATIONARY:
- case TR_INTERPOLATE:
- VectorClear( result );
- break;
- case TR_LINEAR:
- VectorCopy( tr->trDelta, result );
- break;
- case TR_SINE:
- deltaTime = ( atTime - tr->trTime ) / (float) tr->trDuration;
- phase = cos( deltaTime * M_PI * 2 ); // derivative of sin = cos
- phase *= 0.5;
- VectorScale( tr->trDelta, phase, result );
- break;
- case TR_LINEAR_STOP:
- if ( atTime > tr->trTime + tr->trDuration ) {
- VectorClear( result );
- return;
- }
- VectorCopy( tr->trDelta, result );
- break;
- case TR_GRAVITY:
- deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
- VectorCopy( tr->trDelta, result );
- result[2] -= DEFAULT_GRAVITY * deltaTime; // FIXME: local gravity...
- break;
- default:
- Com_Error( ERR_DROP, "BG_EvaluateTrajectoryDelta: unknown trType: %i", tr->trTime );
- break;
- }
-}
-
-char *eventnames[] = {
- "EV_NONE",
-
- "EV_FOOTSTEP",
- "EV_FOOTSTEP_METAL",
- "EV_FOOTSPLASH",
- "EV_FOOTWADE",
- "EV_SWIM",
-
- "EV_STEP_4",
- "EV_STEP_8",
- "EV_STEP_12",
- "EV_STEP_16",
-
- "EV_FALL_SHORT",
- "EV_FALL_MEDIUM",
- "EV_FALL_FAR",
-
- "EV_JUMP_PAD", // boing sound at origin", jump sound on player
-
- "EV_JUMP",
- "EV_WATER_TOUCH", // foot touches
- "EV_WATER_LEAVE", // foot leaves
- "EV_WATER_UNDER", // head touches
- "EV_WATER_CLEAR", // head leaves
-
- "EV_ITEM_PICKUP", // normal item pickups are predictable
- "EV_GLOBAL_ITEM_PICKUP", // powerup / team sounds are broadcast to everyone
-
- "EV_NOAMMO",
- "EV_CHANGE_WEAPON",
- "EV_FIRE_WEAPON",
-
- "EV_USE_ITEM0",
- "EV_USE_ITEM1",
- "EV_USE_ITEM2",
- "EV_USE_ITEM3",
- "EV_USE_ITEM4",
- "EV_USE_ITEM5",
- "EV_USE_ITEM6",
- "EV_USE_ITEM7",
- "EV_USE_ITEM8",
- "EV_USE_ITEM9",
- "EV_USE_ITEM10",
- "EV_USE_ITEM11",
- "EV_USE_ITEM12",
- "EV_USE_ITEM13",
- "EV_USE_ITEM14",
- "EV_USE_ITEM15",
-
- "EV_ITEM_RESPAWN",
- "EV_ITEM_POP",
- "EV_PLAYER_TELEPORT_IN",
- "EV_PLAYER_TELEPORT_OUT",
-
- "EV_GRENADE_BOUNCE", // eventParm will be the soundindex
-
- "EV_GENERAL_SOUND",
- "EV_GLOBAL_SOUND", // no attenuation
- "EV_GLOBAL_TEAM_SOUND",
-
- "EV_BULLET_HIT_FLESH",
- "EV_BULLET_HIT_WALL",
-
- "EV_MISSILE_HIT",
- "EV_MISSILE_MISS",
- "EV_MISSILE_MISS_METAL",
- "EV_RAILTRAIL",
- "EV_SHOTGUN",
- "EV_BULLET", // otherEntity is the shooter
-
- "EV_PAIN",
- "EV_DEATH1",
- "EV_DEATH2",
- "EV_DEATH3",
- "EV_OBITUARY",
-
- "EV_POWERUP_QUAD",
- "EV_POWERUP_BATTLESUIT",
- "EV_POWERUP_REGEN",
-
- "EV_GIB_PLAYER", // gib a previously living player
- "EV_SCOREPLUM", // score plum
-
-//#ifdef MISSIONPACK
- "EV_PROXIMITY_MINE_STICK",
- "EV_PROXIMITY_MINE_TRIGGER",
- "EV_KAMIKAZE", // kamikaze explodes
- "EV_OBELISKEXPLODE", // obelisk explodes
- "EV_INVUL_IMPACT", // invulnerability sphere impact
- "EV_JUICED", // invulnerability juiced effect
- "EV_LIGHTNINGBOLT", // lightning bolt bounced of invulnerability sphere
-//#endif
-
- "EV_DEBUG_LINE",
- "EV_STOPLOOPINGSOUND",
- "EV_TAUNT"
-
-};
-
-/*
-===============
-BG_AddPredictableEventToPlayerstate
-
-Handles the sequence numbers
-===============
-*/
-
-void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
-
-void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps ) {
-#ifdef _DEBUG
- {
- char buf[256];
- trap_Cvar_VariableStringBuffer("showevents", buf, sizeof(buf));
- if ( atof(buf) != 0 ) {
-#ifdef QAGAME
- Com_Printf(" game event svt %5d -> %5d: num = %20s parm %d\n", ps->pmove_framecount/*ps->commandTime*/, ps->eventSequence, eventnames[newEvent], eventParm);
-#else
- Com_Printf("Cgame event svt %5d -> %5d: num = %20s parm %d\n", ps->pmove_framecount/*ps->commandTime*/, ps->eventSequence, eventnames[newEvent], eventParm);
-#endif
- }
- }
-#endif
- ps->events[ps->eventSequence & (MAX_PS_EVENTS-1)] = newEvent;
- ps->eventParms[ps->eventSequence & (MAX_PS_EVENTS-1)] = eventParm;
- ps->eventSequence++;
-}
-
-
-/*
-========================
-BG_TouchJumpPad
-========================
-*/
-void BG_TouchJumpPad( playerState_t *ps, entityState_t *jumppad ) {
- vec3_t angles;
- float p;
- int effectNum;
-
- // spectators don't use jump pads
- if ( ps->pm_type != PM_NORMAL ) {
- return;
- }
-
- // flying characters don't hit bounce pads
- if ( ps->powerups[PW_FLIGHT] ) {
- return;
- }
-
- // if we didn't hit this same jumppad the previous frame
- // then don't play the event sound again if we are in a fat trigger
- if ( ps->jumppad_ent != jumppad->number ) {
-
- vectoangles( jumppad->origin2, angles);
- p = fabs( AngleNormalize180( angles[PITCH] ) );
- if( p < 45 ) {
- effectNum = 0;
- } else {
- effectNum = 1;
- }
- BG_AddPredictableEventToPlayerstate( EV_JUMP_PAD, effectNum, ps );
- }
- // remember hitting this jumppad this frame
- ps->jumppad_ent = jumppad->number;
- ps->jumppad_frame = ps->pmove_framecount;
- // give the player the velocity from the jumppad
- VectorCopy( jumppad->origin2, ps->velocity );
-}
-
-
-/*
-========================
-BG_PlayerStateToEntityState
-
-This is done after each set of usercmd_t on the server,
-and after local prediction on the client
-========================
-*/
-void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap ) {
- int i;
- vec3_t ceilingNormal = { 0, 0, -1 };
-
- if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR ) {
- s->eType = ET_INVISIBLE;
- } else if ( ps->stats[STAT_HEALTH] <= GIB_HEALTH ) {
- s->eType = ET_INVISIBLE;
- } else {
- s->eType = ET_PLAYER;
- }
-
- s->number = ps->clientNum;
-
- s->pos.trType = TR_INTERPOLATE;
- VectorCopy( ps->origin, s->pos.trBase );
- if ( snap ) {
- SnapVector( s->pos.trBase );
- }
- //set the trDelta for flag direction
- VectorCopy( ps->velocity, s->pos.trDelta );
-
- s->apos.trType = TR_INTERPOLATE;
- VectorCopy( ps->viewangles, s->apos.trBase );
- if ( snap ) {
- SnapVector( s->apos.trBase );
- }
-
- //TA: i need for other things :)
- //s->angles2[YAW] = ps->movementDir;
- s->time2 = ps->movementDir;
- s->legsAnim = ps->legsAnim;
- s->torsoAnim = ps->torsoAnim;
- s->clientNum = ps->clientNum; // ET_PLAYER looks here instead of at number
- // so corpses can also reference the proper config
- s->eFlags = ps->eFlags;
- if ( ps->stats[STAT_HEALTH] <= 0 ) {
- s->eFlags |= EF_DEAD;
- } else {
- s->eFlags &= ~EF_DEAD;
- }
-
- if ( ps->externalEvent ) {
- s->event = ps->externalEvent;
- s->eventParm = ps->externalEventParm;
- } else {
- int seq;
-
- if ( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS) {
- ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS;
- }
- seq = (ps->entityEventSequence-1) & (MAX_PS_EVENTS-1);
- s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
- s->eventParm = ps->eventParms[ seq ];
- if ( ps->entityEventSequence < ps->eventSequence ) {
- ps->entityEventSequence++;
- }
- }
-
- s->weapon = ps->weapon;
- s->groundEntityNum = ps->groundEntityNum;
-
- /*s->powerups = 0;
- for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
- if ( ps->powerups[ i ] ) {
- s->powerups |= 1 << i;
- }
- }*/
-
- //TA: use powerups field to store team/class info:
- s->powerups = ps->stats[ STAT_PTEAM ] | ( ps->stats[ STAT_PCLASS ] << 8 );
-
- //TA: have to get the surfNormal thru somehow...
- if( ps->stats[ STAT_STATE ] & SS_GPISROTVEC )
- {
- VectorCopy( ceilingNormal, s->angles2 );
- }
- else
- {
- VectorCopy( ps->grapplePoint, s->angles2 );
- }
-
- s->loopSound = ps->loopSound;
- s->generic1 = ps->generic1;
-}
-
-
-/*
-========================
-BG_PlayerStateToEntityStateExtraPolate
-
-This is done after each set of usercmd_t on the server,
-and after local prediction on the client
-========================
-*/
-void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolean snap ) {
- int i;
- vec3_t ceilingNormal = { 0, 0, -1 };
-
- if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR ) {
- s->eType = ET_INVISIBLE;
- } else if ( ps->stats[STAT_HEALTH] <= GIB_HEALTH ) {
- s->eType = ET_INVISIBLE;
- } else {
- s->eType = ET_PLAYER;
- }
-
- s->number = ps->clientNum;
-
- s->pos.trType = TR_LINEAR_STOP;
- VectorCopy( ps->origin, s->pos.trBase );
- if ( snap ) {
- SnapVector( s->pos.trBase );
- }
- // set the trDelta for flag direction and linear prediction
- VectorCopy( ps->velocity, s->pos.trDelta );
- // set the time for linear prediction
- s->pos.trTime = time;
- // set maximum extra polation time
- s->pos.trDuration = 50; // 1000 / sv_fps (default = 20)
-
- s->apos.trType = TR_INTERPOLATE;
- VectorCopy( ps->viewangles, s->apos.trBase );
- if ( snap ) {
- SnapVector( s->apos.trBase );
- }
-
- //TA: i need for other things :)
- //s->angles2[YAW] = ps->movementDir;
- s->time2 = ps->movementDir;
- s->legsAnim = ps->legsAnim;
- s->torsoAnim = ps->torsoAnim;
- s->clientNum = ps->clientNum; // ET_PLAYER looks here instead of at number
- // so corpses can also reference the proper config
- s->eFlags = ps->eFlags;
- if ( ps->stats[STAT_HEALTH] <= 0 ) {
- s->eFlags |= EF_DEAD;
- } else {
- s->eFlags &= ~EF_DEAD;
- }
-
- if ( ps->externalEvent ) {
- s->event = ps->externalEvent;
- s->eventParm = ps->externalEventParm;
- } else {
- int seq;
-
- if ( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS) {
- ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS;
- }
- seq = (ps->entityEventSequence-1) & (MAX_PS_EVENTS-1);
- s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
- s->eventParm = ps->eventParms[ seq ];
- if ( ps->entityEventSequence < ps->eventSequence ) {
- ps->entityEventSequence++;
- }
- }
-
- s->weapon = ps->weapon;
- s->groundEntityNum = ps->groundEntityNum;
-
- /*s->powerups = 0;
- for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
- if ( ps->powerups[ i ] ) {
- s->powerups |= 1 << i;
- }
- }*/
-
- //TA: use powerups field to store team/class info:
- s->powerups = ps->stats[ STAT_PTEAM ] | ( ps->stats[ STAT_PCLASS ] << 8 );
-
- //TA: have to get the surfNormal thru somehow...
- if( ps->stats[ STAT_STATE ] & SS_GPISROTVEC )
- {
- VectorCopy( ceilingNormal, s->angles2 );
- }
- else
- {
- VectorCopy( ps->grapplePoint, s->angles2 );
- }
-
- s->loopSound = ps->loopSound;
- s->generic1 = ps->generic1;
-}
-
-
-//TA: extract the ammo quantity from the array
-void BG_unpackAmmoArray( int weapon, int ammo[ ], int ammo2[ ], int *quan, int *clips, int *maxclips )
-{
- int ammoarray[32];
- int i;
-
- for( i = 0; i <= 15; i++ )
- ammoarray[ i ] = ammo[ i ];
-
- for( i = 16; i <= 31; i++ )
- ammoarray[ i ] = ammo2[ i - 16 ];
-
- if( quan != NULL )
- *quan = ammoarray[ weapon ] & 0x03FF;
-
- if( clips != NULL )
- *clips = ( ammoarray[ weapon ] >> 10 ) & 0x07;
-
- if( maxclips != NULL )
- *maxclips = ( ammoarray[ weapon ] >> 13 ) & 0x07;
-}
-
-//TA: pack the ammo quantity into the array
-void BG_packAmmoArray( int weapon, int ammo[ ], int ammo2[ ], int quan, int clips, int maxclips )
-{
- int weaponvalue;
-
- weaponvalue = quan | ( clips << 10 ) | ( maxclips << 13 );
-
- if( weapon <= 15 )
- ammo[ weapon ] = weaponvalue;
- else if( weapon >= 16 )
- ammo2[ weapon - 16 ] = weaponvalue;
-}
-
-//TA: check whether infinite ammo
-qboolean BG_infiniteAmmo( int weapon )
-{
- switch( weapon )
- {
- case WP_VENOM:
- case WP_ABUILD:
- case WP_HBUILD:
- case WP_SCANNER:
- 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[ ] )
-{
- int weaponList, i;
-
- weaponList = ( stats[ STAT_WEAPONS ] & 0x0000FFFF ) | ( ( stats[ STAT_WEAPONS2 ] << 16 ) & 0xFFFF0000 );
-
- weaponList |= ( 1 << weapon );
-
- stats[ STAT_WEAPONS ] = weaponList & 0x0000FFFF;
- stats[ STAT_WEAPONS2 ] = ( weaponList & 0xFFFF0000 ) >> 16;
-
-}
-
-//TA: check whether array contains weapon
-qboolean BG_gotWeapon( int weapon, int stats[ ] )
-{
- int weaponList, i;
-
- weaponList = ( stats[ STAT_WEAPONS ] & 0x0000FFFF ) | ( ( stats[ STAT_WEAPONS2 ] << 16 ) & 0xFFFF0000 );
-
- return( weaponList & ( 1 << weapon ) );
-}
-
-//TA: pack items into array
-void BG_packItem( int item, int stats[ ] )
-{
- stats[ STAT_ITEMS ] |= ( 1 << item );
-}
-
-//TA: remove items from array
-void BG_removeItem( int item, int stats[ ] )
-{
- stats[ STAT_ITEMS ] &= ~( 1 << item );
-}
-
-//TA: check if item is in array
-qboolean BG_gotItem( int item, int stats[ ] )
-{
- return( stats[ STAT_ITEMS ] & ( 1 << item ) );
-}
-
-//TA: set item active in array
-void BG_activateItem( int item, int stats[ ] )
-{
- stats[ STAT_ACTIVEITEMS ] |= ( 1 << item );
-}
-
-//TA: set item deactive in array
-void BG_deactivateItem( int item, int stats[ ] )
-{
- stats[ STAT_ACTIVEITEMS ] &= ~( 1 << item );
-}
-
-//TA: check if item active in array
-qboolean BG_activated( int item, int stats[ ] )
-{
- return( stats[ STAT_ACTIVEITEMS ] & ( 1 << item ) );
-}
-
-//TA: set attributes in array
-void BG_packAttributes( int fov, int bob, int steptime, int stats[ ] )
-{
- stats[ STAT_ATTRIBS ] = ( ( (int)( (float)fov/10.0 ) & 0x1F ) << 10 ) | ( ( bob & 0x1F ) << 5 ) | ( (int)( (float)steptime/25.0 ) & 0x1F );
-}
-
-//TA: get attributes from array
-void BG_unpackAttributes( int *fov, int *bob, int *steptime, int stats[ ] )
-{
- if( fov != NULL )
- *fov = ( ( stats[ STAT_ATTRIBS ] >> 10 ) & 0x1F ) * 10;
-
- if( bob != NULL )
- *bob = ( stats[ STAT_ATTRIBS ] >> 5 ) & 0x1F;
-
- if( steptime != NULL )
- *steptime = ( stats[ STAT_ATTRIBS ] & 0x1F ) * 25;
-}