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-rw-r--r--src/game/bg_misc.c5248
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diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c
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+// 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 OSML - Open Source Modification License v1.0 as
+ * described in the file COPYING which is distributed with this source
+ * code.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+ */
+
+#include "q_shared.h"
+#include "bg_public.h"
+
+int trap_FS_FOpenFile( const char *qpath, fileHandle_t *f, fsMode_t mode );
+void trap_FS_Read( void *buffer, int len, fileHandle_t f );
+void trap_FS_Write( const void *buffer, int len, fileHandle_t f );
+void trap_FS_FCloseFile( fileHandle_t f );
+void trap_FS_Seek( fileHandle_t f, long offset, fsOrigin_t origin ); // fsOrigin_t
+
+buildableAttributes_t bg_buildableList[ ] =
+{
+ {
+ BA_A_SPAWN, //int buildNum;
+ "eggpod", //char *buildName;
+ "Egg", //char *humanName;
+ "team_alien_spawn", //char *entityName;
+ { "models/buildables/eggpod/eggpod.md3", 0, 0, 0 },
+ 1.0f, //float modelScale;
+ { -15, -15, -15 }, //vec3_t mins;
+ { 15, 15, 15 }, //vec3_t maxs;
+ 0.0f, //float zOffset;
+ TR_GRAVITY, //trType_t traj;
+ 0.0, //float bounce;
+ ASPAWN_BP, //int buildPoints;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ASPAWN_HEALTH, //int health;
+ ASPAWN_REGEN, //int regenRate;
+ ASPAWN_SPLASHDAMAGE, //int splashDamage;
+ ASPAWN_SPLASHRADIUS, //int splashRadius;
+ MOD_ASPAWN, //int meansOfDeath;
+ BIT_ALIENS, //int team;
+ ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon;
+ BANIM_IDLE1, //int idleAnim;
+ 100, //int nextthink;
+ ASPAWN_BT, //int buildTime;
+ qfalse, //qboolean usable;
+ 0, //int turretRange;
+ 0, //int turretFireSpeed;
+ WP_NONE, //weapon_t turretProjType;
+ 0.5f, //float minNormal;
+ qtrue, //qboolean invertNormal;
+ qfalse, //qboolean creepTest;
+ ASPAWN_CREEPSIZE, //int creepSize;
+ qfalse, //qboolean dccTest;
+ qfalse //qboolean reactorTest;
+ },
+ {
+ BA_A_BARRICADE, //int buildNum;
+ "barricade", //char *buildName;
+ "Barricade", //char *humanName;
+ "team_alien_barricade",//char *entityName;
+ { "models/buildables/barricade/barricade.md3", 0, 0, 0 },
+ 1.0f, //float modelScale;
+ { -35, -35, -15 }, //vec3_t mins;
+ { 35, 35, 60 }, //vec3_t maxs;
+ 0.0f, //float zOffset;
+ TR_GRAVITY, //trType_t traj;
+ 0.0, //float bounce;
+ BARRICADE_BP, //int buildPoints;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ BARRICADE_HEALTH, //int health;
+ BARRICADE_REGEN, //int regenRate;
+ BARRICADE_SPLASHDAMAGE,//int splashDamage;
+ BARRICADE_SPLASHRADIUS,//int splashRadius;
+ MOD_ASPAWN, //int meansOfDeath;
+ BIT_ALIENS, //int team;
+ ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon;
+ BANIM_IDLE1, //int idleAnim;
+ 100, //int nextthink;
+ BARRICADE_BT, //int buildTime;
+ qfalse, //qboolean usable;
+ 0, //int turretRange;
+ 0, //int turretFireSpeed;
+ WP_NONE, //weapon_t turretProjType;
+ 0.707f, //float minNormal;
+ qfalse, //qboolean invertNormal;
+ qtrue, //qboolean creepTest;
+ BARRICADE_CREEPSIZE, //int creepSize;
+ qfalse, //qboolean dccTest;
+ qfalse //qboolean reactorTest;
+ },
+ {
+ BA_A_BOOSTER, //int buildNum;
+ "booster", //char *buildName;
+ "Booster", //char *humanName;
+ "team_alien_booster", //char *entityName;
+ { "models/buildables/booster/booster.md3", 0, 0, 0 },
+ 1.0f, //float modelScale;
+ { -26, -26, -9 }, //vec3_t mins;
+ { 26, 26, 9 }, //vec3_t maxs;
+ 0.0f, //float zOffset;
+ TR_GRAVITY, //trType_t traj;
+ 0.0, //float bounce;
+ BOOSTER_BP, //int buildPoints;
+ ( 1 << S2 )|( 1 << S3 ), //int stages
+ BOOSTER_HEALTH, //int health;
+ BOOSTER_REGEN, //int regenRate;
+ BOOSTER_SPLASHDAMAGE, //int splashDamage;
+ BOOSTER_SPLASHRADIUS, //int splashRadius;
+ MOD_ASPAWN, //int meansOfDeath;
+ BIT_ALIENS, //int team;
+ ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon;
+ BANIM_IDLE1, //int idleAnim;
+ 100, //int nextthink;
+ BOOSTER_BT, //int buildTime;
+ qfalse, //qboolean usable;
+ 0, //int turretRange;
+ 0, //int turretFireSpeed;
+ WP_NONE, //weapon_t turretProjType;
+ 0.707f, //float minNormal;
+ qfalse, //qboolean invertNormal;
+ qtrue, //qboolean creepTest;
+ BOOSTER_CREEPSIZE, //int creepSize;
+ qfalse, //qboolean dccTest;
+ qfalse //qboolean reactorTest;
+ },
+ {
+ BA_A_ACIDTUBE, //int buildNum;
+ "acid_tube", //char *buildName;
+ "Acid Tube", //char *humanName;
+ "team_alien_acid_tube",//char *entityName;
+ { "models/buildables/acid_tube/acid_tube.md3", 0, 0, 0 },
+ 1.0f, //float modelScale;
+ { -25, -25, -25 }, //vec3_t mins;
+ { 25, 25, 25 }, //vec3_t maxs;
+ -15.0f, //float zOffset;
+ TR_GRAVITY, //trType_t traj;
+ 0.0, //float bounce;
+ ACIDTUBE_BP, //int buildPoints;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ACIDTUBE_HEALTH, //int health;
+ ACIDTUBE_REGEN, //int regenRate;
+ ACIDTUBE_SPLASHDAMAGE, //int splashDamage;
+ ACIDTUBE_SPLASHRADIUS, //int splashRadius;
+ MOD_ATUBE, //int meansOfDeath;
+ BIT_ALIENS, //int team;
+ ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon;
+ BANIM_IDLE1, //int idleAnim;
+ 200, //int nextthink;
+ ACIDTUBE_BT, //int buildTime;
+ qfalse, //qboolean usable;
+ 0, //int turretRange;
+ 0, //int turretFireSpeed;
+ WP_NONE, //weapon_t turretProjType;
+ 0.0f, //float minNormal;
+ qtrue, //qboolean invertNormal;
+ qtrue, //qboolean creepTest;
+ ACIDTUBE_CREEPSIZE, //int creepSize;
+ qfalse, //qboolean dccTest;
+ qfalse //qboolean reactorTest;
+ },
+ {
+ BA_A_HIVE, //int buildNum;
+ "hive", //char *buildName;
+ "Hive", //char *humanName;
+ "team_alien_hive", //char *entityName;
+ { "models/buildables/acid_tube/acid_tube.md3", 0, 0, 0 },
+ 1.0f, //float modelScale;
+ { -35, -35, -25 }, //vec3_t mins;
+ { 35, 35, 25 }, //vec3_t maxs;
+ -15.0f, //float zOffset;
+ TR_GRAVITY, //trType_t traj;
+ 0.0, //float bounce;
+ HIVE_BP, //int buildPoints;
+ ( 1 << S3 ), //int stages
+ HIVE_HEALTH, //int health;
+ HIVE_REGEN, //int regenRate;
+ HIVE_SPLASHDAMAGE, //int splashDamage;
+ HIVE_SPLASHRADIUS, //int splashRadius;
+ MOD_ASPAWN, //int meansOfDeath;
+ BIT_ALIENS, //int team;
+ ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon;
+ BANIM_IDLE1, //int idleAnim;
+ 500, //int nextthink;
+ HIVE_BT, //int buildTime;
+ qfalse, //qboolean usable;
+ 0, //int turretRange;
+ 0, //int turretFireSpeed;
+ WP_HIVE, //weapon_t turretProjType;
+ 0.0f, //float minNormal;
+ qtrue, //qboolean invertNormal;
+ qtrue, //qboolean creepTest;
+ HIVE_CREEPSIZE, //int creepSize;
+ qfalse, //qboolean dccTest;
+ qfalse //qboolean reactorTest;
+ },
+ {
+ BA_A_TRAPPER, //int buildNum;
+ "trapper", //char *buildName;
+ "Trapper", //char *humanName;
+ "team_alien_trapper", //char *entityName;
+ { "models/buildables/trapper/trapper.md3", 0, 0, 0 },
+ 1.0f, //float modelScale;
+ { -15, -15, -15 }, //vec3_t mins;
+ { 15, 15, 15 }, //vec3_t maxs;
+ 0.0f, //float zOffset;
+ TR_GRAVITY, //trType_t traj;
+ 0.0, //float bounce;
+ TRAPPER_BP, //int buildPoints;
+ ( 1 << S2 )|( 1 << S3 ), //int stages //NEEDS ADV BUILDER SO S2 AND UP
+ TRAPPER_HEALTH, //int health;
+ TRAPPER_REGEN, //int regenRate;
+ TRAPPER_SPLASHDAMAGE, //int splashDamage;
+ TRAPPER_SPLASHRADIUS, //int splashRadius;
+ MOD_ASPAWN, //int meansOfDeath;
+ BIT_ALIENS, //int team;
+ ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon;
+ BANIM_IDLE1, //int idleAnim;
+ 100, //int nextthink;
+ TRAPPER_BT, //int buildTime;
+ qfalse, //qboolean usable;
+ TRAPPER_RANGE, //int turretRange;
+ TRAPPER_REPEAT, //int turretFireSpeed;
+ WP_LOCKBLOB_LAUNCHER, //weapon_t turretProjType;
+ 0.0f, //float minNormal;
+ qtrue, //qboolean invertNormal;
+ qtrue, //qboolean creepTest;
+ TRAPPER_CREEPSIZE, //int creepSize;
+ qfalse, //qboolean dccTest;
+ qfalse //qboolean reactorTest;
+ },
+ {
+ BA_A_OVERMIND, //int buildNum;
+ "overmind", //char *buildName;
+ "Overmind", //char *humanName;
+ "team_alien_overmind", //char *entityName;
+ { "models/buildables/overmind/overmind.md3", 0, 0, 0 },
+ 1.0f, //float modelScale;
+ { -45, -45, -15 }, //vec3_t mins;
+ { 45, 45, 95 }, //vec3_t maxs;
+ 0.0f, //float zOffset;
+ TR_GRAVITY, //trType_t traj;
+ 0.0, //float bounce;
+ OVERMIND_BP, //int buildPoints;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ OVERMIND_HEALTH, //int health;
+ OVERMIND_REGEN, //int regenRate;
+ OVERMIND_SPLASHDAMAGE, //int splashDamage;
+ OVERMIND_SPLASHRADIUS, //int splashRadius;
+ MOD_ASPAWN, //int meansOfDeath;
+ BIT_ALIENS, //int team;
+ ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon;
+ BANIM_IDLE1, //int idleAnim;
+ OVERMIND_ATTACK_REPEAT,//int nextthink;
+ OVERMIND_BT, //int buildTime;
+ qfalse, //qboolean usable;
+ 0, //int turretRange;
+ 0, //int turretFireSpeed;
+ WP_NONE, //weapon_t turretProjType;
+ 0.95f, //float minNormal;
+ qfalse, //qboolean invertNormal;
+ qfalse, //qboolean creepTest;
+ OVERMIND_CREEPSIZE, //int creepSize;
+ qfalse, //qboolean dccTest;
+ qtrue //qboolean reactorTest;
+ },
+ {
+ BA_A_HOVEL, //int buildNum;
+ "hovel", //char *buildName;
+ "Hovel", //char *humanName;
+ "team_alien_hovel", //char *entityName;
+ { "models/buildables/hovel/hovel.md3", 0, 0, 0 },
+ 1.0f, //float modelScale;
+ { -50, -50, -20 }, //vec3_t mins;
+ { 50, 50, 20 }, //vec3_t maxs;
+ 0.0f, //float zOffset;
+ TR_GRAVITY, //trType_t traj;
+ 0.0, //float bounce;
+ HOVEL_BP, //int buildPoints;
+ ( 1 << S3 ), //int stages
+ HOVEL_HEALTH, //int health;
+ HOVEL_REGEN, //int regenRate;
+ HOVEL_SPLASHDAMAGE, //int splashDamage;
+ HOVEL_SPLASHRADIUS, //int splashRadius;
+ MOD_ASPAWN, //int meansOfDeath;
+ BIT_ALIENS, //int team;
+ ( 1 << WP_ABUILD )|( 1 << WP_ABUILD2 ), //weapon_t buildWeapon;
+ BANIM_IDLE1, //int idleAnim;
+ 150, //int nextthink;
+ HOVEL_BT, //int buildTime;
+ qtrue, //qboolean usable;
+ 0, //int turretRange;
+ 0, //int turretFireSpeed;
+ WP_NONE, //weapon_t turretProjType;
+ 0.95f, //float minNormal;
+ qfalse, //qboolean invertNormal;
+ qtrue, //qboolean creepTest;
+ HOVEL_CREEPSIZE, //int creepSize;
+ qfalse, //qboolean dccTest;
+ qtrue //qboolean reactorTest;
+ },
+ {
+ BA_H_SPAWN, //int buildNum;
+ "telenode", //char *buildName;
+ "Telenode", //char *humanName;
+ "team_human_spawn", //char *entityName;
+ { "models/buildables/telenode/telenode.md3", 0, 0, 0 },
+ 1.0f, //float modelScale;
+ { -40, -40, -4 }, //vec3_t mins;
+ { 40, 40, 4 }, //vec3_t maxs;
+ 0.0f, //float zOffset;
+ TR_GRAVITY, //trType_t traj;
+ 0.0, //float bounce;
+ HSPAWN_BP, //int buildPoints;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ HSPAWN_HEALTH, //int health;
+ 0, //int regenRate;
+ HSPAWN_SPLASHDAMAGE, //int splashDamage;
+ HSPAWN_SPLASHRADIUS, //int splashRadius;
+ MOD_HSPAWN, //int meansOfDeath;
+ BIT_HUMANS, //int team;
+ ( 1 << WP_HBUILD )|( 1 << WP_HBUILD2 ), //weapon_t buildWeapon;
+ BANIM_IDLE1, //int idleAnim;
+ 100, //int nextthink;
+ HSPAWN_BT, //int buildTime;
+ qfalse, //qboolean usable;
+ 0, //int turretRange;
+ 0, //int turretFireSpeed;
+ WP_NONE, //weapon_t turretProjType;
+ 0.95f, //float minNormal;
+ qfalse, //qboolean invertNormal;
+ qfalse, //qboolean creepTest;
+ 0, //int creepSize;
+ qfalse, //qboolean dccTest;
+ qfalse //qboolean reactorTest;
+ },
+ {
+ BA_H_MEDISTAT, //int buildNum;
+ "medistat", //char *buildName;
+ "Medistation", //char *humanName;
+ "team_human_medistat", //char *entityName;
+ { "models/buildables/medistat/medistat.md3", 0, 0, 0 },
+ 1.0f, //float modelScale;
+ { -35, -35, -7 }, //vec3_t mins;
+ { 35, 35, 7 }, //vec3_t maxs;
+ 0.0f, //float zOffset;
+ TR_GRAVITY, //trType_t traj;
+ 0.0, //float bounce;
+ MEDISTAT_BP, //int buildPoints;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ MEDISTAT_HEALTH, //int health;
+ 0, //int regenRate;
+ MEDISTAT_SPLASHDAMAGE, //int splashDamage;
+ MEDISTAT_SPLASHRADIUS, //int splashRadius;
+ MOD_HSPAWN, //int meansOfDeath;
+ BIT_HUMANS, //int team;
+ ( 1 << WP_HBUILD )|( 1 << WP_HBUILD2 ), //weapon_t buildWeapon;
+ BANIM_IDLE1, //int idleAnim;
+ 100, //int nextthink;
+ MEDISTAT_BT, //int buildTime;
+ qfalse, //qboolean usable;
+ 0, //int turretRange;
+ 0, //int turretFireSpeed;
+ WP_NONE, //weapon_t turretProjType;
+ 0.95f, //float minNormal;
+ qfalse, //qboolean invertNormal;
+ qfalse, //qboolean creepTest;
+ 0, //int creepSize;
+ qfalse, //qboolean dccTest;
+ qfalse //qboolean reactorTest;
+ },
+ {
+ BA_H_MGTURRET, //int buildNum;
+ "mgturret", //char *buildName;
+ "Machinegun Turret", //char *humanName;
+ "team_human_mgturret", //char *entityName;
+ { "models/buildables/mgturret/turret_base.md3",
+ "models/buildables/mgturret/turret_barrel.md3",
+ "models/buildables/mgturret/turret_top.md3", 0 },
+ 1.0f, //float modelScale;
+ { -25, -25, -20 }, //vec3_t mins;
+ { 25, 25, 20 }, //vec3_t maxs;
+ 0.0f, //float zOffset;
+ TR_GRAVITY, //trType_t traj;
+ 0.0, //float bounce;
+ MGTURRET_BP, //int buildPoints;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ MGTURRET_HEALTH, //int health;
+ 0, //int regenRate;
+ MGTURRET_SPLASHDAMAGE, //int splashDamage;
+ MGTURRET_SPLASHRADIUS, //int splashRadius;
+ MOD_HSPAWN, //int meansOfDeath;
+ BIT_HUMANS, //int team;
+ ( 1 << WP_HBUILD )|( 1 << WP_HBUILD2 ), //weapon_t buildWeapon;
+ BANIM_IDLE1, //int idleAnim;
+ 50, //int nextthink;
+ MGTURRET_BT, //int buildTime;
+ qfalse, //qboolean usable;
+ MGTURRET_RANGE, //int turretRange;
+ MGTURRET_REPEAT, //int turretFireSpeed;
+ WP_MGTURRET, //weapon_t turretProjType;
+ 0.95f, //float minNormal;
+ qfalse, //qboolean invertNormal;
+ qfalse, //qboolean creepTest;
+ 0, //int creepSize;
+ qfalse, //qboolean dccTest;
+ qfalse //qboolean reactorTest;
+ },
+ {
+ BA_H_TESLAGEN, //int buildNum;
+ "tesla", //char *buildName;
+ "Tesla Generator", //char *humanName;
+ "team_human_tesla", //char *entityName;
+ { "models/buildables/tesla/tesla.md3", 0, 0, 0 },
+ 1.0f, //float modelScale;
+ { -22, -22, -40 }, //vec3_t mins;
+ { 22, 22, 40 }, //vec3_t maxs;
+ 0.0f, //float zOffset;
+ TR_GRAVITY, //trType_t traj;
+ 0.0, //float bounce;
+ TESLAGEN_BP, //int buildPoints;
+ ( 1 << S3 ), //int stages
+ TESLAGEN_HEALTH, //int health;
+ 0, //int regenRate;
+ TESLAGEN_SPLASHDAMAGE, //int splashDamage;
+ TESLAGEN_SPLASHRADIUS, //int splashRadius;
+ MOD_HSPAWN, //int meansOfDeath;
+ BIT_HUMANS, //int team;
+ ( 1 << WP_HBUILD2 ), //weapon_t buildWeapon;
+ BANIM_IDLE1, //int idleAnim;
+ 150, //int nextthink;
+ TESLAGEN_BT, //int buildTime;
+ qfalse, //qboolean usable;
+ TESLAGEN_RANGE, //int turretRange;
+ TESLAGEN_REPEAT, //int turretFireSpeed;
+ WP_TESLAGEN, //weapon_t turretProjType;
+ 0.95f, //float minNormal;
+ qfalse, //qboolean invertNormal;
+ qfalse, //qboolean creepTest;
+ 0, //int creepSize;
+ qtrue, //qboolean dccTest;
+ qfalse //qboolean reactorTest;
+ },
+ {
+ BA_H_DCC, //int buildNum;
+ "dcc", //char *buildName;
+ "Defence Computer", //char *humanName;
+ "team_human_dcc", //char *entityName;
+ { "models/buildables/dcc/dcc.md3", 0, 0, 0 },
+ 1.0f, //float modelScale;
+ { -35, -35, -13 }, //vec3_t mins;
+ { 35, 35, 47 }, //vec3_t maxs;
+ 0.0f, //float zOffset;
+ TR_GRAVITY, //trType_t traj;
+ 0.0, //float bounce;
+ DC_BP, //int buildPoints;
+ ( 1 << S2 )|( 1 << S3 ), //int stages
+ DC_HEALTH, //int health;
+ 0, //int regenRate;
+ DC_SPLASHDAMAGE, //int splashDamage;
+ DC_SPLASHRADIUS, //int splashRadius;
+ MOD_HSPAWN, //int meansOfDeath;
+ BIT_HUMANS, //int team;
+ ( 1 << WP_HBUILD2 ), //weapon_t buildWeapon;
+ BANIM_IDLE1, //int idleAnim;
+ 100, //int nextthink;
+ DC_BT, //int buildTime;
+ qfalse, //qboolean usable;
+ 0, //int turretRange;
+ 0, //int turretFireSpeed;
+ WP_NONE, //weapon_t turretProjType;
+ 0.95f, //float minNormal;
+ qfalse, //qboolean invertNormal;
+ qfalse, //qboolean creepTest;
+ 0, //int creepSize;
+ qfalse, //qboolean dccTest;
+ qfalse //qboolean reactorTest;
+ },
+ {
+ BA_H_ARMOURY, //int buildNum;
+ "arm", //char *buildName;
+ "Armoury", //char *humanName;
+ "team_human_armoury", //char *entityName;
+ { "models/buildables/arm/arm.md3", 0, 0, 0 },
+ 1.0f, //float modelScale;
+ { -40, -40, -13 }, //vec3_t mins;
+ { 40, 40, 50 }, //vec3_t maxs;
+ 0.0f, //float zOffset;
+ TR_GRAVITY, //trType_t traj;
+ 0.0, //float bounce;
+ ARMOURY_BP, //int buildPoints;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ ARMOURY_HEALTH, //int health;
+ 0, //int regenRate;
+ ARMOURY_SPLASHDAMAGE, //int splashDamage;
+ ARMOURY_SPLASHRADIUS, //int splashRadius;
+ MOD_HSPAWN, //int meansOfDeath;
+ BIT_HUMANS, //int team;
+ ( 1 << WP_HBUILD )|( 1 << WP_HBUILD2 ), //weapon_t buildWeapon;
+ BANIM_IDLE1, //int idleAnim;
+ 100, //int nextthink;
+ ARMOURY_BT, //int buildTime;
+ qtrue, //qboolean usable;
+ 0, //int turretRange;
+ 0, //int turretFireSpeed;
+ WP_NONE, //weapon_t turretProjType;
+ 0.95f, //float minNormal;
+ qfalse, //qboolean invertNormal;
+ qfalse, //qboolean creepTest;
+ 0, //int creepSize;
+ qfalse, //qboolean dccTest;
+ qfalse //qboolean reactorTest;
+ },
+ {
+ BA_H_REACTOR, //int buildNum;
+ "reactor", //char *buildName;
+ "Reactor", //char *humanName;
+ "team_human_reactor", //char *entityName;
+ { "models/buildables/reactor/reactor.md3", 0, 0, 0 },
+ 1.0f, //float modelScale;
+ { -50, -50, -15 }, //vec3_t mins;
+ { 50, 50, 95 }, //vec3_t maxs;
+ 0.0f, //float zOffset;
+ TR_GRAVITY, //trType_t traj;
+ 0.0, //float bounce;
+ REACTOR_BP, //int buildPoints;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ REACTOR_HEALTH, //int health;
+ 0, //int regenRate;
+ REACTOR_SPLASHDAMAGE, //int splashDamage;
+ REACTOR_SPLASHRADIUS, //int splashRadius;
+ MOD_HSPAWN, //int meansOfDeath;
+ BIT_HUMANS, //int team;
+ ( 1 << WP_HBUILD )|( 1 << WP_HBUILD2 ), //weapon_t buildWeapon;
+ BANIM_IDLE1, //int idleAnim;
+ REACTOR_ATTACK_REPEAT, //int nextthink;
+ REACTOR_BT, //int buildTime;
+ qtrue, //qboolean usable;
+ 0, //int turretRange;
+ 0, //int turretFireSpeed;
+ WP_NONE, //weapon_t turretProjType;
+ 0.95f, //float minNormal;
+ qfalse, //qboolean invertNormal;
+ qfalse, //qboolean creepTest;
+ 0, //int creepSize;
+ qfalse, //qboolean dccTest;
+ qtrue //qboolean reactorTest;
+ },
+ {
+ BA_H_REPEATER, //int buildNum;
+ "repeater", //char *buildName;
+ "Repeater", //char *humanName;
+ "team_human_repeater", //char *entityName;
+ { "models/buildables/repeater/repeater.md3", 0, 0, 0 },
+ 1.0f, //float modelScale;
+ { -15, -15, -15 }, //vec3_t mins;
+ { 15, 15, 25 }, //vec3_t maxs;
+ 0.0f, //float zOffset;
+ TR_GRAVITY, //trType_t traj;
+ 0.0, //float bounce;
+ REPEATER_BP, //int buildPoints;
+ ( 1 << S2 )|( 1 << S3 ), //int stages
+ REPEATER_HEALTH, //int health;
+ 0, //int regenRate;
+ REPEATER_SPLASHDAMAGE, //int splashDamage;
+ REPEATER_SPLASHRADIUS, //int splashRadius;
+ MOD_HSPAWN, //int meansOfDeath;
+ BIT_HUMANS, //int team;
+ ( 1 << WP_HBUILD )|( 1 << WP_HBUILD2 ), //weapon_t buildWeapon;
+ BANIM_IDLE1, //int idleAnim;
+ 100, //int nextthink;
+ REPEATER_BT, //int buildTime;
+ qtrue, //qboolean usable;
+ 0, //int turretRange;
+ 0, //int turretFireSpeed;
+ WP_NONE, //weapon_t turretProjType;
+ 0.95f, //float minNormal;
+ qfalse, //qboolean invertNormal;
+ qfalse, //qboolean creepTest;
+ 0, //int creepSize;
+ qfalse, //qboolean dccTest;
+ qfalse //qboolean reactorTest;
+ }
+};
+
+int bg_numBuildables = sizeof( bg_buildableList ) / sizeof( bg_buildableList[ 0 ] );
+
+//separate from bg_buildableList to work around char struct init bug
+buildableAttributeOverrides_t bg_buildableOverrideList[ BA_NUM_BUILDABLES ];
+
+/*
+==============
+BG_FindBuildNumForName
+==============
+*/
+int BG_FindBuildNumForName( char *name )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( !Q_stricmp( bg_buildableList[ i ].buildName, name ) )
+ return bg_buildableList[ i ].buildNum;
+ }
+
+ //wimp out
+ return BA_NONE;
+}
+
+/*
+==============
+BG_FindBuildNumForEntityName
+==============
+*/
+int BG_FindBuildNumForEntityName( char *name )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( !Q_stricmp( bg_buildableList[ i ].entityName, name ) )
+ return bg_buildableList[ i ].buildNum;
+ }
+
+ //wimp out
+ return BA_NONE;
+}
+
+/*
+==============
+BG_FindNameForBuildNum
+==============
+*/
+char *BG_FindNameForBuildable( int bclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ return bg_buildableList[ i ].buildName;
+ }
+
+ //wimp out
+ return 0;
+}
+
+/*
+==============
+BG_FindHumanNameForBuildNum
+==============
+*/
+char *BG_FindHumanNameForBuildable( int bclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ return bg_buildableList[ i ].humanName;
+ }
+
+ //wimp out
+ return 0;
+}
+
+/*
+==============
+BG_FindEntityNameForBuildNum
+==============
+*/
+char *BG_FindEntityNameForBuildable( int bclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ return bg_buildableList[ i ].entityName;
+ }
+
+ //wimp out
+ return 0;
+}
+
+/*
+==============
+BG_FindModelsForBuildNum
+==============
+*/
+char *BG_FindModelsForBuildable( int bclass, int modelNum )
+{
+ int i;
+
+ if( bg_buildableOverrideList[ bclass ].models[ modelNum ][ 0 ] != 0 )
+ return bg_buildableOverrideList[ bclass ].models[ modelNum ];
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ return bg_buildableList[ i ].models[ modelNum ];
+ }
+
+ //wimp out
+ return 0;
+}
+
+/*
+==============
+BG_FindModelScaleForBuildable
+==============
+*/
+float BG_FindModelScaleForBuildable( int bclass )
+{
+ int i;
+
+ if( bg_buildableOverrideList[ bclass ].modelScale != 0.0f )
+ return bg_buildableOverrideList[ bclass ].modelScale;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ return bg_buildableList[ i ].modelScale;
+ }
+
+ Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindModelScaleForBuildable( %d )\n", bclass );
+ return 1.0f;
+}
+
+/*
+==============
+BG_FindBBoxForBuildable
+==============
+*/
+void BG_FindBBoxForBuildable( int bclass, vec3_t mins, vec3_t maxs )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ {
+ if( mins != NULL )
+ {
+ VectorCopy( bg_buildableList[ i ].mins, mins );
+
+ if( VectorLength( bg_buildableOverrideList[ bclass ].mins ) )
+ VectorCopy( bg_buildableOverrideList[ bclass ].mins, mins );
+ }
+
+ if( maxs != NULL )
+ {
+ VectorCopy( bg_buildableList[ i ].maxs, maxs );
+
+ if( VectorLength( bg_buildableOverrideList[ bclass ].maxs ) )
+ VectorCopy( bg_buildableOverrideList[ bclass ].maxs, maxs );
+ }
+
+ return;
+ }
+ }
+
+ if( mins != NULL )
+ VectorCopy( bg_buildableList[ 0 ].mins, mins );
+
+ if( maxs != NULL )
+ VectorCopy( bg_buildableList[ 0 ].maxs, maxs );
+}
+
+/*
+==============
+BG_FindZOffsetForBuildable
+==============
+*/
+float BG_FindZOffsetForBuildable( int bclass )
+{
+ int i;
+
+ if( bg_buildableOverrideList[ bclass ].zOffset != 0.0f )
+ return bg_buildableOverrideList[ bclass ].zOffset;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ {
+ return bg_buildableList[ i ].zOffset;
+ }
+ }
+
+ return 0.0f;
+}
+
+/*
+==============
+BG_FindTrajectoryForBuildable
+==============
+*/
+trType_t BG_FindTrajectoryForBuildable( int bclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ {
+ return bg_buildableList[ i ].traj;
+ }
+ }
+
+ return TR_GRAVITY;
+}
+
+/*
+==============
+BG_FindBounceForBuildable
+==============
+*/
+float BG_FindBounceForBuildable( int bclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ {
+ return bg_buildableList[ i ].bounce;
+ }
+ }
+
+ return 0.0;
+}
+
+/*
+==============
+BG_FindBuildPointsForBuildable
+==============
+*/
+int BG_FindBuildPointsForBuildable( int bclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ {
+ return bg_buildableList[ i ].buildPoints;
+ }
+ }
+
+ return 1000;
+}
+
+/*
+==============
+BG_FindStagesForBuildable
+==============
+*/
+qboolean BG_FindStagesForBuildable( int bclass, stage_t stage )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ {
+ if( bg_buildableList[ i ].stages & ( 1 << stage ) )
+ return qtrue;
+ else
+ return qfalse;
+ }
+ }
+
+ return qfalse;
+}
+
+/*
+==============
+BG_FindHealthForBuildable
+==============
+*/
+int BG_FindHealthForBuildable( int bclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ {
+ return bg_buildableList[ i ].health;
+ }
+ }
+
+ return 1000;
+}
+
+/*
+==============
+BG_FindRegenRateForBuildable
+==============
+*/
+int BG_FindRegenRateForBuildable( int bclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ {
+ return bg_buildableList[ i ].regenRate;
+ }
+ }
+
+ return 0;
+}
+
+/*
+==============
+BG_FindSplashDamageForBuildable
+==============
+*/
+int BG_FindSplashDamageForBuildable( int bclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ {
+ return bg_buildableList[ i ].splashDamage;
+ }
+ }
+
+ return 50;
+}
+
+/*
+==============
+BG_FindSplashRadiusForBuildable
+==============
+*/
+int BG_FindSplashRadiusForBuildable( int bclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ {
+ return bg_buildableList[ i ].splashRadius;
+ }
+ }
+
+ return 200;
+}
+
+/*
+==============
+BG_FindMODForBuildable
+==============
+*/
+int BG_FindMODForBuildable( int bclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ {
+ return bg_buildableList[ i ].meansOfDeath;
+ }
+ }
+
+ return MOD_UNKNOWN;
+}
+
+/*
+==============
+BG_FindTeamForBuildable
+==============
+*/
+int BG_FindTeamForBuildable( int bclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ {
+ return bg_buildableList[ i ].team;
+ }
+ }
+
+ return BIT_NONE;
+}
+
+/*
+==============
+BG_FindBuildWeaponForBuildable
+==============
+*/
+weapon_t BG_FindBuildWeaponForBuildable( int bclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ {
+ return bg_buildableList[ i ].buildWeapon;
+ }
+ }
+
+ return BA_NONE;
+}
+
+/*
+==============
+BG_FindAnimForBuildable
+==============
+*/
+int BG_FindAnimForBuildable( int bclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ {
+ return bg_buildableList[ i ].idleAnim;
+ }
+ }
+
+ return BANIM_IDLE1;
+}
+
+/*
+==============
+BG_FindNextThinkForBuildable
+==============
+*/
+int BG_FindNextThinkForBuildable( int bclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ {
+ return bg_buildableList[ i ].nextthink;
+ }
+ }
+
+ return 100;
+}
+
+/*
+==============
+BG_FindBuildTimeForBuildable
+==============
+*/
+int BG_FindBuildTimeForBuildable( int bclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ {
+ return bg_buildableList[ i ].buildTime;
+ }
+ }
+
+ return 10000;
+}
+
+/*
+==============
+BG_FindUsableForBuildable
+==============
+*/
+qboolean BG_FindUsableForBuildable( int bclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ {
+ return bg_buildableList[ i ].usable;
+ }
+ }
+
+ return qfalse;
+}
+
+/*
+==============
+BG_FindFireSpeedForBuildable
+==============
+*/
+int BG_FindFireSpeedForBuildable( int bclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ {
+ return bg_buildableList[ i ].turretFireSpeed;
+ }
+ }
+
+ return 1000;
+}
+
+/*
+==============
+BG_FindRangeForBuildable
+==============
+*/
+int BG_FindRangeForBuildable( int bclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ {
+ return bg_buildableList[ i ].turretRange;
+ }
+ }
+
+ return 1000;
+}
+
+/*
+==============
+BG_FindProjTypeForBuildable
+==============
+*/
+weapon_t BG_FindProjTypeForBuildable( int bclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ {
+ return bg_buildableList[ i ].turretProjType;
+ }
+ }
+
+ return WP_NONE;
+}
+
+/*
+==============
+BG_FindMinNormalForBuildable
+==============
+*/
+float BG_FindMinNormalForBuildable( int bclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ {
+ return bg_buildableList[ i ].minNormal;
+ }
+ }
+
+ return 0.707f;
+}
+
+/*
+==============
+BG_FindInvertNormalForBuildable
+==============
+*/
+qboolean BG_FindInvertNormalForBuildable( int bclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ {
+ return bg_buildableList[ i ].invertNormal;
+ }
+ }
+
+ return qfalse;
+}
+
+/*
+==============
+BG_FindCreepTestForBuildable
+==============
+*/
+int BG_FindCreepTestForBuildable( int bclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ {
+ return bg_buildableList[ i ].creepTest;
+ }
+ }
+
+ return qfalse;
+}
+
+/*
+==============
+BG_FindCreepSizeForBuildable
+==============
+*/
+int BG_FindCreepSizeForBuildable( int bclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ {
+ return bg_buildableList[ i ].creepSize;
+ }
+ }
+
+ return CREEP_BASESIZE;
+}
+
+/*
+==============
+BG_FindDCCTestForBuildable
+==============
+*/
+int BG_FindDCCTestForBuildable( int bclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ {
+ return bg_buildableList[ i ].dccTest;
+ }
+ }
+
+ return qfalse;
+}
+
+/*
+==============
+BG_FindUniqueTestForBuildable
+==============
+*/
+int BG_FindUniqueTestForBuildable( int bclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numBuildables; i++ )
+ {
+ if( bg_buildableList[ i ].buildNum == bclass )
+ {
+ return bg_buildableList[ i ].reactorTest;
+ }
+ }
+
+ return qfalse;
+}
+
+/*
+==============
+BG_FindOverrideForBuildable
+==============
+*/
+static buildableAttributeOverrides_t *BG_FindOverrideForBuildable( int bclass )
+{
+ return &bg_buildableOverrideList[ bclass ];
+}
+
+/*
+======================
+BG_ParseBuildableFile
+
+Parses a configuration file describing a builable
+======================
+*/
+static qboolean BG_ParseBuildableFile( const char *filename, buildableAttributeOverrides_t *bao )
+{
+ char *text_p;
+ int i;
+ int len;
+ char *token;
+ char text[ 20000 ];
+ fileHandle_t f;
+ float scale;
+
+
+ // load the file
+ len = trap_FS_FOpenFile( filename, &f, FS_READ );
+ if( len <= 0 )
+ return qfalse;
+
+ if( len >= sizeof( text ) - 1 )
+ {
+ Com_Printf( S_COLOR_RED "ERROR: Buildable file %s too long\n", filename );
+ return qfalse;
+ }
+
+ trap_FS_Read( text, len, f );
+ text[ len ] = 0;
+ trap_FS_FCloseFile( f );
+
+ // parse the text
+ text_p = text;
+
+ // read optional parameters
+ while( 1 )
+ {
+ token = COM_Parse( &text_p );
+
+ if( !token )
+ break;
+
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ if( !Q_stricmp( token, "model" ) )
+ {
+ int index = 0;
+
+ token = COM_Parse( &text_p );
+ if( !token )
+ break;
+
+ index = atoi( token );
+
+ if( index < 0 )
+ index = 0;
+ else if( index > 3 )
+ index = 3;
+
+ token = COM_Parse( &text_p );
+ if( !token )
+ break;
+
+ Q_strncpyz( bao->models[ index ], token, sizeof( bao->models[ 0 ] ) );
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "modelScale" ) )
+ {
+ token = COM_Parse( &text_p );
+ if( !token )
+ break;
+
+ scale = atof( token );
+
+ if( scale < 0.0f )
+ scale = 0.0f;
+
+ bao->modelScale = scale;
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "mins" ) )
+ {
+ for( i = 0; i <= 2; i++ )
+ {
+ token = COM_Parse( &text_p );
+ if( !token )
+ break;
+
+ bao->mins[ i ] = atof( token );
+ }
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "maxs" ) )
+ {
+ for( i = 0; i <= 2; i++ )
+ {
+ token = COM_Parse( &text_p );
+ if( !token )
+ break;
+
+ bao->maxs[ i ] = atof( token );
+ }
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "zOffset" ) )
+ {
+ float offset;
+
+ token = COM_Parse( &text_p );
+ if( !token )
+ break;
+
+ offset = atof( token );
+
+ bao->zOffset = offset;
+
+ continue;
+ }
+
+
+ Com_Printf( S_COLOR_RED "ERROR: unknown token '%s'\n", token );
+ return qfalse;
+ }
+
+ return qtrue;
+}
+
+/*
+===============
+BG_InitBuildableOverrides
+
+Set any overrides specfied by file
+===============
+*/
+void BG_InitBuildableOverrides( void )
+{
+ int i;
+ buildableAttributeOverrides_t *bao;
+
+ for( i = BA_NONE + 1; i < BA_NUM_BUILDABLES; i++ )
+ {
+ bao = BG_FindOverrideForBuildable( i );
+
+ BG_ParseBuildableFile( va( "overrides/buildables/%s.cfg", BG_FindNameForBuildable( i ) ), bao );
+ }
+}
+
+////////////////////////////////////////////////////////////////////////////////
+
+classAttributes_t bg_classList[ ] =
+{
+ {
+ PCL_NONE, //int classnum;
+ "spectator", //char *className;
+ "Spectator", //char *humanName;
+ "", //char *modelname;
+ 1.0f, //float modelScale;
+ "", //char *skinname;
+ 1.0f, //float shadowScale;
+ "", //char *hudname;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ { -15, -15, -15 }, //vec3_t mins;
+ { 15, 15, 15 }, //vec3_t maxs;
+ { 15, 15, 15 }, //vec3_t crouchmaxs;
+ { -15, -15, -15 }, //vec3_t deadmins;
+ { 15, 15, 15 }, //vec3_t deadmaxs;
+ 0.0f, //float zOffset
+ 0, 0, //int viewheight, crouchviewheight;
+ 0, //int health;
+ 0.0f, //float fallDamage;
+ 0, //int regenRate;
+ 0, //int abilities;
+ WP_NONE, //weapon_t startWeapon
+ 0.0f, //float buildDist;
+ 90, //int fov;
+ 0.000f, //float bob;
+ 1.0f, //float bobCycle;
+ 0, //int steptime;
+ 600, //float speed;
+ 10.0f, //float acceleration;
+ 1.0f, //float airAcceleration;
+ 6.0f, //float friction;
+ 100.0f, //float stopSpeed;
+ 270.0f, //float jumpMagnitude;
+ 1.0f, //float knockbackScale;
+ { PCL_NONE, PCL_NONE, PCL_NONE }, //int children[ 3 ];
+ 0, //int cost;
+ 0 //int value;
+ },
+ {
+ PCL_ALIEN_BUILDER0, //int classnum;
+ "builder", //char *className;
+ "Builder", //char *humanName;
+ "builder", //char *modelname;
+ 1.0f, //float modelScale;
+ "default", //char *skinname;
+ 1.0f, //float shadowScale;
+ "alien_builder_hud", //char *hudname;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ { -15, -15, -20 }, //vec3_t mins;
+ { 15, 15, 20 }, //vec3_t maxs;
+ { 15, 15, 20 }, //vec3_t crouchmaxs;
+ { -15, -15, -4 }, //vec3_t deadmins;
+ { 15, 15, 4 }, //vec3_t deadmaxs;
+ 0.0f, //float zOffset
+ 0, 0, //int viewheight, crouchviewheight;
+ ABUILDER_HEALTH, //int health;
+ 0.2f, //float fallDamage;
+ ABUILDER_REGEN, //int regenRate;
+ SCA_TAKESFALLDAMAGE|SCA_FOVWARPS|SCA_ALIENSENSE,//int abilities;
+ WP_ABUILD, //weapon_t startWeapon
+ 95.0f, //float buildDist;
+ 80, //int fov;
+ 0.001f, //float bob;
+ 2.0f, //float bobCycle;
+ 150, //int steptime;
+ ABUILDER_SPEED, //float speed;
+ 10.0f, //float acceleration;
+ 1.0f, //float airAcceleration;
+ 6.0f, //float friction;
+ 100.0f, //float stopSpeed;
+ 195.0f, //float jumpMagnitude;
+ 1.0f, //float knockbackScale;
+ { PCL_ALIEN_BUILDER0_UPG, PCL_ALIEN_LEVEL0, PCL_NONE }, //int children[ 3 ];
+ ABUILDER_COST, //int cost;
+ ABUILDER_VALUE //int value;
+ },
+ {
+ PCL_ALIEN_BUILDER0_UPG, //int classnum;
+ "builderupg", //char *classname;
+ "Advanced Builder", //char *humanname;
+ "builder", //char *modelname;
+ 1.0f, //float modelScale;
+ "advanced", //char *skinname;
+ 1.0f, //float shadowScale;
+ "alien_builder_hud", //char *hudname;
+ ( 1 << S2 )|( 1 << S3 ), //int stages
+ { -20, -20, -20 }, //vec3_t mins;
+ { 20, 20, 20 }, //vec3_t maxs;
+ { 20, 20, 20 }, //vec3_t crouchmaxs;
+ { -20, -20, -4 }, //vec3_t deadmins;
+ { 20, 20, 4 }, //vec3_t deadmaxs;
+ 0.0f, //float zOffset
+ 0, 0, //int viewheight, crouchviewheight;
+ ABUILDER_UPG_HEALTH, //int health;
+ 0.0f, //float fallDamage;
+ ABUILDER_UPG_REGEN, //int regenRate;
+ SCA_FOVWARPS|SCA_WALLCLIMBER|SCA_ALIENSENSE, //int abilities;
+ WP_ABUILD2, //weapon_t startWeapon
+ 105.0f, //float buildDist;
+ 110, //int fov;
+ 0.001f, //float bob;
+ 2.0f, //float bobCycle;
+ 100, //int steptime;
+ ABUILDER_UPG_SPEED, //float speed;
+ 10.0f, //float acceleration;
+ 1.0f, //float airAcceleration;
+ 6.0f, //float friction;
+ 100.0f, //float stopSpeed;
+ 270.0f, //float jumpMagnitude;
+ 1.0f, //float knockbackScale;
+ { PCL_ALIEN_LEVEL0, PCL_NONE, PCL_NONE }, //int children[ 3 ];
+ ABUILDER_UPG_COST, //int cost;
+ ABUILDER_UPG_VALUE //int value;
+ },
+ {
+ PCL_ALIEN_LEVEL0, //int classnum;
+ "level0", //char *classname;
+ "Soldier", //char *humanname;
+ "jumper", //char *modelname;
+ 0.2f, //float modelScale;
+ "default", //char *skinname;
+ 0.3f, //float shadowScale;
+ "alien_general_hud", //char *hudname;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ { -15, -15, -15 }, //vec3_t mins;
+ { 15, 15, 15 }, //vec3_t maxs;
+ { 15, 15, 15 }, //vec3_t crouchmaxs;
+ { -15, -15, -4 }, //vec3_t deadmins;
+ { 15, 15, 4 }, //vec3_t deadmaxs;
+ -8.0f, //float zOffset
+ 0, 0, //int viewheight, crouchviewheight;
+ LEVEL0_HEALTH, //int health;
+ 0.0f, //float fallDamage;
+ LEVEL0_REGEN, //int regenRate;
+ SCA_WALLCLIMBER|SCA_NOWEAPONDRIFT|
+ SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities;
+ WP_ALEVEL0, //weapon_t startWeapon
+ 0.0f, //float buildDist;
+ 140, //int fov;
+ 0.0f, //float bob;
+ 2.5f, //float bobCycle;
+ 25, //int steptime;
+ LEVEL0_SPEED, //float speed;
+ 10.0f, //float acceleration;
+ 1.0f, //float airAcceleration;
+ 6.0f, //float friction;
+ 400.0f, //float stopSpeed;
+ 250.0f, //float jumpMagnitude;
+ 2.0f, //float knockbackScale;
+ { PCL_ALIEN_LEVEL1, PCL_NONE, PCL_NONE }, //int children[ 3 ];
+ LEVEL0_COST, //int cost;
+ LEVEL0_VALUE //int value;
+ },
+ {
+ PCL_ALIEN_LEVEL1, //int classnum;
+ "level1", //char *classname;
+ "Hydra", //char *humanname;
+ "spitter", //char *modelname;
+ 0.6f, //float modelScale;
+ "default", //char *skinname;
+ 1.0f, //float shadowScale;
+ "alien_general_hud", //char *hudname;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ { -18, -18, -18 }, //vec3_t mins;
+ { 18, 18, 18 }, //vec3_t maxs;
+ { 18, 18, 18 }, //vec3_t crouchmaxs;
+ { -18, -18, -4 }, //vec3_t deadmins;
+ { 18, 18, 4 }, //vec3_t deadmaxs;
+ 0.0f, //float zOffset
+ 0, 0, //int viewheight, crouchviewheight;
+ LEVEL1_HEALTH, //int health;
+ 0.0f, //float fallDamage;
+ LEVEL1_REGEN, //int regenRate;
+ SCA_NOWEAPONDRIFT|
+ SCA_FOVWARPS|SCA_WALLCLIMBER|SCA_ALIENSENSE, //int abilities;
+ WP_ALEVEL1, //weapon_t startWeapon
+ 0.0f, //float buildDist;
+ 120, //int fov;
+ 0.001f, //float bob;
+ 1.8f, //float bobCycle;
+ 60, //int steptime;
+ LEVEL1_SPEED, //float speed;
+ 10.0f, //float acceleration;
+ 1.0f, //float airAcceleration;
+ 6.0f, //float friction;
+ 300.0f, //float stopSpeed;
+ 270.0f, //float jumpMagnitude;
+ 1.2f, //float knockbackScale;
+ { PCL_ALIEN_LEVEL2, PCL_ALIEN_LEVEL1_UPG, PCL_NONE }, //int children[ 3 ];
+ LEVEL1_COST, //int cost;
+ LEVEL1_VALUE //int value;
+ },
+ {
+ PCL_ALIEN_LEVEL1_UPG, //int classnum;
+ "level1upg", //char *classname;
+ "Hydra Upgrade", //char *humanname;
+ "spitter", //char *modelname;
+ 0.7f, //float modelScale;
+ "blue", //char *skinname;
+ 1.0f, //float shadowScale;
+ "alien_general_hud", //char *hudname;
+ ( 1 << S2 )|( 1 << S3 ), //int stages
+ { -20, -20, -20 }, //vec3_t mins;
+ { 20, 20, 20 }, //vec3_t maxs;
+ { 20, 20, 20 }, //vec3_t crouchmaxs;
+ { -20, -20, -4 }, //vec3_t deadmins;
+ { 20, 20, 4 }, //vec3_t deadmaxs;
+ 0.0f, //float zOffset
+ 0, 0, //int viewheight, crouchviewheight;
+ LEVEL1_UPG_HEALTH, //int health;
+ 0.0f, //float fallDamage;
+ LEVEL1_UPG_REGEN, //int regenRate;
+ SCA_NOWEAPONDRIFT|SCA_FOVWARPS|
+ SCA_WALLCLIMBER|SCA_ALIENSENSE, //int abilities;
+ WP_ALEVEL1_UPG, //weapon_t startWeapon
+ 0.0f, //float buildDist;
+ 120, //int fov;
+ 0.001f, //float bob;
+ 1.8f, //float bobCycle;
+ 60, //int steptime;
+ LEVEL1_UPG_SPEED, //float speed;
+ 10.0f, //float acceleration;
+ 1.0f, //float airAcceleration;
+ 6.0f, //float friction;
+ 300.0f, //float stopSpeed;
+ 270.0f, //float jumpMagnitude;
+ 1.1f, //float knockbackScale;
+ { PCL_ALIEN_LEVEL2, PCL_NONE, PCL_NONE }, //int children[ 3 ];
+ LEVEL1_UPG_COST, //int cost;
+ LEVEL1_UPG_VALUE //int value;
+ },
+ {
+ PCL_ALIEN_LEVEL2, //int classnum;
+ "level2", //char *classname;
+ "Chimera", //char *humanname;
+ "tarantula", //char *modelname;
+ 0.75f, //float modelScale;
+ "default", //char *skinname;
+ 1.0f, //float shadowScale;
+ "alien_general_hud", //char *hudname;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ { -22, -22, -22 }, //vec3_t mins;
+ { 22, 22, 22 }, //vec3_t maxs;
+ { 22, 22, 22 }, //vec3_t crouchmaxs;
+ { -22, -22, -4 }, //vec3_t deadmins;
+ { 22, 22, 4 }, //vec3_t deadmaxs;
+ 0.0f, //float zOffset
+ 10, 10, //int viewheight, crouchviewheight;
+ LEVEL2_HEALTH, //int health;
+ 0.0f, //float fallDamage;
+ LEVEL2_REGEN, //int regenRate;
+ SCA_NOWEAPONDRIFT|SCA_WALLJUMPER|
+ SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities;
+ WP_ALEVEL2, //weapon_t startWeapon
+ 0.0f, //float buildDist;
+ 90, //int fov;
+ 0.001f, //float bob;
+ 1.5f, //float bobCycle;
+ 80, //int steptime;
+ LEVEL2_SPEED, //float speed;
+ 10.0f, //float acceleration;
+ 2.0f, //float airAcceleration;
+ 6.0f, //float friction;
+ 100.0f, //float stopSpeed;
+ 400.0f, //float jumpMagnitude;
+ 0.8f, //float knockbackScale;
+ { PCL_ALIEN_LEVEL3, PCL_ALIEN_LEVEL2_UPG, PCL_NONE }, //int children[ 3 ];
+ LEVEL2_COST, //int cost;
+ LEVEL2_VALUE //int value;
+ },
+ {
+ PCL_ALIEN_LEVEL2_UPG, //int classnum;
+ "level2upg", //char *classname;
+ "Chimera Upgrade", //char *humanname;
+ "tarantula", //char *modelname;
+ 0.9f, //float modelScale;
+ "red", //char *skinname;
+ 1.0f, //float shadowScale;
+ "alien_general_hud", //char *hudname;
+ ( 1 << S2 )|( 1 << S3 ), //int stages
+ { -24, -24, -24 }, //vec3_t mins;
+ { 24, 24, 24 }, //vec3_t maxs;
+ { 24, 24, 24 }, //vec3_t crouchmaxs;
+ { -24, -24, -4 }, //vec3_t deadmins;
+ { 24, 24, 4 }, //vec3_t deadmaxs;
+ 0.0f, //float zOffset
+ 12, 12, //int viewheight, crouchviewheight;
+ LEVEL2_UPG_HEALTH, //int health;
+ 0.0f, //float fallDamage;
+ LEVEL2_UPG_REGEN, //int regenRate;
+ SCA_NOWEAPONDRIFT|SCA_WALLJUMPER|
+ SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities;
+ WP_ALEVEL2_UPG, //weapon_t startWeapon
+ 0.0f, //float buildDist;
+ 90, //int fov;
+ 0.001f, //float bob;
+ 1.5f, //float bobCycle;
+ 80, //int steptime;
+ LEVEL2_UPG_SPEED, //float speed;
+ 10.0f, //float acceleration;
+ 2.0f, //float airAcceleration;
+ 6.0f, //float friction;
+ 100.0f, //float stopSpeed;
+ 400.0f, //float jumpMagnitude;
+ 0.7f, //float knockbackScale;
+ { PCL_ALIEN_LEVEL3, PCL_NONE, PCL_NONE }, //int children[ 3 ];
+ LEVEL2_UPG_COST, //int cost;
+ LEVEL2_UPG_VALUE //int value;
+ },
+ {
+ PCL_ALIEN_LEVEL3, //int classnum;
+ "level3", //char *classname;
+ "Dragoon", //char *humanname;
+ "prowl", //char *modelname;
+ 1.0f, //float modelScale;
+ "default", //char *skinname;
+ 1.0f, //float shadowScale;
+ "alien_general_hud", //char *hudname;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ { -32, -32, -21 }, //vec3_t mins;
+ { 32, 32, 21 }, //vec3_t maxs;
+ { 32, 32, 21 }, //vec3_t crouchmaxs;
+ { -32, -32, -4 }, //vec3_t deadmins;
+ { 32, 32, 4 }, //vec3_t deadmaxs;
+ 0.0f, //float zOffset
+ 24, 24, //int viewheight, crouchviewheight;
+ LEVEL3_HEALTH, //int health;
+ 0.0f, //float fallDamage;
+ LEVEL3_REGEN, //int regenRate;
+ SCA_NOWEAPONDRIFT|
+ SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities;
+ WP_ALEVEL3, //weapon_t startWeapon
+ 0.0f, //float buildDist;
+ 110, //int fov;
+ 0.0005f, //float bob;
+ 1.3f, //float bobCycle;
+ 90, //int steptime;
+ LEVEL3_SPEED, //float speed;
+ 10.0f, //float acceleration;
+ 1.0f, //float airAcceleration;
+ 6.0f, //float friction;
+ 200.0f, //float stopSpeed;
+ 270.0f, //float jumpMagnitude;
+ 0.5f, //float knockbackScale;
+ { PCL_ALIEN_LEVEL4, PCL_ALIEN_LEVEL3_UPG, PCL_NONE }, //int children[ 3 ];
+ LEVEL3_COST, //int cost;
+ LEVEL3_VALUE //int value;
+ },
+ {
+ PCL_ALIEN_LEVEL3_UPG, //int classnum;
+ "level3upg", //char *classname;
+ "Dragoon Upgrade", //char *humanname;
+ "prowl", //char *modelname;
+ 1.0f, //float modelScale;
+ "default", //char *skinname;
+ 1.0f, //float shadowScale;
+ "alien_general_hud", //char *hudname;
+ ( 1 << S3 ), //int stages
+ { -32, -32, -21 }, //vec3_t mins;
+ { 32, 32, 21 }, //vec3_t maxs;
+ { 32, 32, 21 }, //vec3_t crouchmaxs;
+ { -32, -32, -4 }, //vec3_t deadmins;
+ { 32, 32, 4 }, //vec3_t deadmaxs;
+ 0.0f, //float zOffset
+ 27, 27, //int viewheight, crouchviewheight;
+ LEVEL3_UPG_HEALTH, //int health;
+ 0.0f, //float fallDamage;
+ LEVEL3_UPG_REGEN, //int regenRate;
+ SCA_NOWEAPONDRIFT|
+ SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities;
+ WP_ALEVEL3_UPG, //weapon_t startWeapon
+ 0.0f, //float buildDist;
+ 110, //int fov;
+ 0.0005f, //float bob;
+ 1.3f, //float bobCycle;
+ 90, //int steptime;
+ LEVEL3_UPG_SPEED, //float speed;
+ 10.0f, //float acceleration;
+ 1.0f, //float airAcceleration;
+ 6.0f, //float friction;
+ 200.0f, //float stopSpeed;
+ 270.0f, //float jumpMagnitude;
+ 0.4f, //float knockbackScale;
+ { PCL_ALIEN_LEVEL4, PCL_NONE, PCL_NONE }, //int children[ 3 ];
+ LEVEL3_UPG_COST, //int cost;
+ LEVEL3_UPG_VALUE //int value;
+ },
+ {
+ PCL_ALIEN_LEVEL4, //int classnum;
+ "level4", //char *classname;
+ "Big Mofo", //char *humanname;
+ "mofo", //char *modelname;
+ 1.0f, //float modelScale;
+ "default", //char *skinname;
+ 2.0f, //float shadowScale;
+ "alien_general_hud", //char *hudname;
+ ( 1 << S3 ), //int stages
+ { -30, -30, -20 }, //vec3_t mins;
+ { 30, 30, 20 }, //vec3_t maxs;
+ { 30, 30, 20 }, //vec3_t crouchmaxs;
+ { -15, -15, -4 }, //vec3_t deadmins;
+ { 15, 15, 4 }, //vec3_t deadmaxs;
+ 0.0f, //float zOffset
+ 35, 35, //int viewheight, crouchviewheight;
+ LEVEL4_HEALTH, //int health;
+ 0.0f, //float fallDamage;
+ LEVEL4_REGEN, //int regenRate;
+ SCA_NOWEAPONDRIFT|
+ SCA_FOVWARPS|SCA_ALIENSENSE, //int abilities;
+ WP_ALEVEL4, //weapon_t startWeapon
+ 0.0f, //float buildDist;
+ 90, //int fov;
+ 0.001f, //float bob;
+ 1.1f, //float bobCycle;
+ 100, //int steptime;
+ LEVEL4_SPEED, //float speed;
+ 10.0f, //float acceleration;
+ 1.0f, //float airAcceleration;
+ 6.0f, //float friction;
+ 100.0f, //float stopSpeed;
+ 170.0f, //float jumpMagnitude;
+ 0.1f, //float knockbackScale;
+ { PCL_NONE, PCL_NONE, PCL_NONE }, //int children[ 3 ];
+ LEVEL4_COST, //int cost;
+ LEVEL4_VALUE //int value;
+ },
+ {
+ PCL_HUMAN, //int classnum;
+ "human_base", //char *classname;
+ "Human", //char *humanname;
+ "sarge", //char *modelname;
+ 1.0f, //float modelScale;
+ "default", //char *skinname;
+ 1.0f, //float shadowScale;
+ "human_hud", //char *hudname;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ { -15, -15, -24 }, //vec3_t mins;
+ { 15, 15, 32 }, //vec3_t maxs;
+ { 15, 15, 16 }, //vec3_t crouchmaxs;
+ { -15, -15, -4 }, //vec3_t deadmins;
+ { 15, 15, 4 }, //vec3_t deadmaxs;
+ 0.0f, //float zOffset
+ 26, 12, //int viewheight, crouchviewheight;
+ 100, //int health;
+ 1.0f, //float fallDamage;
+ 0, //int regenRate;
+ SCA_TAKESFALLDAMAGE|
+ SCA_CANUSELADDERS, //int abilities;
+ WP_NONE, //special-cased in g_client.c //weapon_t startWeapon
+ 110.0f, //float buildDist;
+ 90, //int fov;
+ 0.002f, //float bob;
+ 1.0f, //float bobCycle;
+ 100, //int steptime;
+ 1.0f, //float speed;
+ 10.0f, //float acceleration;
+ 1.0f, //float airAcceleration;
+ 6.0f, //float friction;
+ 100.0f, //float stopSpeed;
+ 220.0f, //float jumpMagnitude;
+ 1.0f, //float knockbackScale;
+ { PCL_NONE, PCL_NONE, PCL_NONE }, //int children[ 3 ];
+ 0, //int cost;
+ 0 //int value;
+ },
+ {
+ //this isn't a real class, but a dummy to force the client to precache the model
+ //FIXME: one day do this in a less hacky fashion
+ PCL_HUMAN_BSUIT, "human_bsuit", "bsuit",
+
+ "keel",
+ 1.0f,
+ "default",
+ 1.0f,
+
+ "bsuit", ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), { 0, 0, 0 }, { 0, 0, 0, },
+ { 0, 0, 0, }, { 0, 0, 0, }, { 0, 0, 0, }, 0.0f, 0, 0, 0, 0.0f, 0, 0, WP_NONE, 0.0f, 0,
+ 0.0f, 1.0f, 0, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 270.0f, 1.0f, { PCL_NONE, PCL_NONE, PCL_NONE }, 0, 0
+ }
+};
+
+int bg_numPclasses = sizeof( bg_classList ) / sizeof( bg_classList[ 0 ] );
+
+//separate from bg_classList to work around char struct init bug
+classAttributeOverrides_t bg_classOverrideList[ PCL_NUM_CLASSES ];
+
+/*
+==============
+BG_FindClassNumForName
+==============
+*/
+int BG_FindClassNumForName( char *name )
+{
+ int i;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( !Q_stricmp( bg_classList[ i ].className, name ) )
+ return bg_classList[ i ].classNum;
+ }
+
+ //wimp out
+ return PCL_NONE;
+}
+
+/*
+==============
+BG_FindNameForClassNum
+==============
+*/
+char *BG_FindNameForClassNum( int pclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ return bg_classList[ i ].className;
+ }
+
+ Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindNameForClassNum\n" );
+ //wimp out
+ return 0;
+}
+
+/*
+==============
+BG_FindHumanNameForClassNum
+==============
+*/
+char *BG_FindHumanNameForClassNum( int pclass )
+{
+ int i;
+
+ if( bg_classOverrideList[ pclass ].humanName[ 0 ] != 0 )
+ return bg_classOverrideList[ pclass ].humanName;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ return bg_classList[ i ].humanName;
+ }
+
+ Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindHumanNameForClassNum\n" );
+ //wimp out
+ return 0;
+}
+
+/*
+==============
+BG_FindModelNameForClass
+==============
+*/
+char *BG_FindModelNameForClass( int pclass )
+{
+ int i;
+
+ if( bg_classOverrideList[ pclass ].modelName[ 0 ] != 0 )
+ return bg_classOverrideList[ pclass ].modelName;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ return bg_classList[ i ].modelName;
+ }
+
+ Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindModelNameForClass\n" );
+ //note: must return a valid modelName!
+ return bg_classList[ 0 ].modelName;
+}
+
+/*
+==============
+BG_FindModelScaleForClass
+==============
+*/
+float BG_FindModelScaleForClass( int pclass )
+{
+ int i;
+
+ if( bg_classOverrideList[ pclass ].modelScale != 0.0f )
+ return bg_classOverrideList[ pclass ].modelScale;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ {
+ return bg_classList[ i ].modelScale;
+ }
+ }
+
+ Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindModelScaleForClass( %d )\n", pclass );
+ return 1.0f;
+}
+
+/*
+==============
+BG_FindSkinNameForClass
+==============
+*/
+char *BG_FindSkinNameForClass( int pclass )
+{
+ int i;
+
+ if( bg_classOverrideList[ pclass ].skinName[ 0 ] != 0 )
+ return bg_classOverrideList[ pclass ].skinName;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ return bg_classList[ i ].skinName;
+ }
+
+ Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindSkinNameForClass\n" );
+ //note: must return a valid modelName!
+ return bg_classList[ 0 ].skinName;
+}
+
+/*
+==============
+BG_FindShadowScaleForClass
+==============
+*/
+float BG_FindShadowScaleForClass( int pclass )
+{
+ int i;
+
+ if( bg_classOverrideList[ pclass ].shadowScale != 0.0f )
+ return bg_classOverrideList[ pclass ].shadowScale;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ {
+ return bg_classList[ i ].shadowScale;
+ }
+ }
+
+ Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindShadowScaleForClass( %d )\n", pclass );
+ return 1.0f;
+}
+
+/*
+==============
+BG_FindHudNameForClass
+==============
+*/
+char *BG_FindHudNameForClass( int pclass )
+{
+ int i;
+
+ if( bg_classOverrideList[ pclass ].hudName[ 0 ] != 0 )
+ return bg_classOverrideList[ pclass ].hudName;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ return bg_classList[ i ].hudName;
+ }
+
+ Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindHudNameForClass\n" );
+ //note: must return a valid hudName!
+ return bg_classList[ 0 ].hudName;
+}
+
+/*
+==============
+BG_FindStagesForClass
+==============
+*/
+qboolean BG_FindStagesForClass( int pclass, stage_t stage )
+{
+ int i;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ {
+ if( bg_classList[ i ].stages & ( 1 << stage ) )
+ return qtrue;
+ else
+ return qfalse;
+ }
+ }
+
+ Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindStagesForClass\n" );
+ return qfalse;
+}
+
+/*
+==============
+BG_FindBBoxForClass
+==============
+*/
+void BG_FindBBoxForClass( int pclass, vec3_t mins, vec3_t maxs, vec3_t cmaxs, vec3_t dmins, vec3_t dmaxs )
+{
+ int i;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ {
+ if( mins != NULL )
+ {
+ VectorCopy( bg_classList[ i ].mins, mins );
+
+ if( VectorLength( bg_classOverrideList[ pclass ].mins ) )
+ VectorCopy( bg_classOverrideList[ pclass ].mins, mins );
+ }
+
+ if( maxs != NULL )
+ {
+ VectorCopy( bg_classList[ i ].maxs, maxs );
+
+ if( VectorLength( bg_classOverrideList[ pclass ].maxs ) )
+ VectorCopy( bg_classOverrideList[ pclass ].maxs, maxs );
+ }
+
+ if( cmaxs != NULL )
+ {
+ VectorCopy( bg_classList[ i ].crouchMaxs, cmaxs );
+
+ if( VectorLength( bg_classOverrideList[ pclass ].crouchMaxs ) )
+ VectorCopy( bg_classOverrideList[ pclass ].crouchMaxs, cmaxs );
+ }
+
+ if( dmins != NULL )
+ {
+ VectorCopy( bg_classList[ i ].deadMins, dmins );
+
+ if( VectorLength( bg_classOverrideList[ pclass ].deadMins ) )
+ VectorCopy( bg_classOverrideList[ pclass ].deadMins, dmins );
+ }
+
+ if( dmaxs != NULL )
+ {
+ VectorCopy( bg_classList[ i ].deadMaxs, dmaxs );
+
+ if( VectorLength( bg_classOverrideList[ pclass ].deadMaxs ) )
+ VectorCopy( bg_classOverrideList[ pclass ].deadMaxs, dmaxs );
+ }
+
+ return;
+ }
+ }
+
+ if( mins != NULL )
+ VectorCopy( bg_classList[ 0 ].mins, mins );
+
+ if( maxs != NULL )
+ VectorCopy( bg_classList[ 0 ].maxs, maxs );
+
+ if( cmaxs != NULL )
+ VectorCopy( bg_classList[ 0 ].crouchMaxs, cmaxs );
+
+ if( dmins != NULL )
+ VectorCopy( bg_classList[ 0 ].deadMins, dmins );
+
+ if( dmaxs != NULL )
+ VectorCopy( bg_classList[ 0 ].deadMaxs, dmaxs );
+}
+
+/*
+==============
+BG_FindZOffsetForClass
+==============
+*/
+float BG_FindZOffsetForClass( int pclass )
+{
+ int i;
+
+ if( bg_classOverrideList[ pclass ].zOffset != 0.0f )
+ return bg_classOverrideList[ pclass ].zOffset;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ {
+ return bg_classList[ i ].zOffset;
+ }
+ }
+
+ Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindZOffsetForClass\n" );
+ return 0.0f;
+}
+
+/*
+==============
+BG_FindViewheightForClass
+==============
+*/
+void BG_FindViewheightForClass( int pclass, int *viewheight, int *cViewheight )
+{
+ int i;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ {
+ if( viewheight != NULL )
+ *viewheight = bg_classList[ i ].viewheight;
+
+ if( cViewheight != NULL )
+ *cViewheight = bg_classList[ i ].crouchViewheight;
+
+ return;
+ }
+ }
+
+ if( viewheight != NULL )
+ *viewheight = bg_classList[ 0 ].viewheight;
+
+ if( cViewheight != NULL )
+ *cViewheight = bg_classList[ 0 ].crouchViewheight;
+}
+
+/*
+==============
+BG_FindHealthForClass
+==============
+*/
+int BG_FindHealthForClass( int pclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ {
+ return bg_classList[ i ].health;
+ }
+ }
+
+ Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindHealthForClass\n" );
+ return 100;
+}
+
+/*
+==============
+BG_FindFallDamageForClass
+==============
+*/
+float BG_FindFallDamageForClass( int pclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ {
+ return bg_classList[ i ].fallDamage;
+ }
+ }
+
+ Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindFallDamageForClass\n" );
+ return 100;
+}
+
+/*
+==============
+BG_FindRegenRateForClass
+==============
+*/
+int BG_FindRegenRateForClass( int pclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ {
+ return bg_classList[ i ].regenRate;
+ }
+ }
+
+ Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindRegenRateForClass\n" );
+ return 0;
+}
+
+/*
+==============
+BG_FindFovForClass
+==============
+*/
+int BG_FindFovForClass( int pclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ {
+ return bg_classList[ i ].fov;
+ }
+ }
+
+ Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindFovForClass\n" );
+ return 90;
+}
+
+/*
+==============
+BG_FindBobForClass
+==============
+*/
+float BG_FindBobForClass( int pclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ {
+ return bg_classList[ i ].bob;
+ }
+ }
+
+ Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindBobForClass\n" );
+ return 0.002;
+}
+
+/*
+==============
+BG_FindBobCycleForClass
+==============
+*/
+float BG_FindBobCycleForClass( int pclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ {
+ return bg_classList[ i ].bobCycle;
+ }
+ }
+
+ Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindBobCycleForClass\n" );
+ return 1.0f;
+}
+
+/*
+==============
+BG_FindSpeedForClass
+==============
+*/
+float BG_FindSpeedForClass( int pclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ {
+ return bg_classList[ i ].speed;
+ }
+ }
+
+ Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindSpeedForClass\n" );
+ return 1.0f;
+}
+
+/*
+==============
+BG_FindAccelerationForClass
+==============
+*/
+float BG_FindAccelerationForClass( int pclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ {
+ return bg_classList[ i ].acceleration;
+ }
+ }
+
+ Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindAccelerationForClass\n" );
+ return 10.0f;
+}
+
+/*
+==============
+BG_FindAirAccelerationForClass
+==============
+*/
+float BG_FindAirAccelerationForClass( int pclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ {
+ return bg_classList[ i ].airAcceleration;
+ }
+ }
+
+ Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindAirAccelerationForClass\n" );
+ return 1.0f;
+}
+
+/*
+==============
+BG_FindFrictionForClass
+==============
+*/
+float BG_FindFrictionForClass( int pclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ {
+ return bg_classList[ i ].friction;
+ }
+ }
+
+ Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindFrictionForClass\n" );
+ return 6.0f;
+}
+
+/*
+==============
+BG_FindStopSpeedForClass
+==============
+*/
+float BG_FindStopSpeedForClass( int pclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ {
+ return bg_classList[ i ].stopSpeed;
+ }
+ }
+
+ Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindStopSpeedForClass\n" );
+ return 100.0f;
+}
+
+/*
+==============
+BG_FindJumpMagnitudeForClass
+==============
+*/
+float BG_FindJumpMagnitudeForClass( int pclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ {
+ return bg_classList[ i ].jumpMagnitude;
+ }
+ }
+
+ Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindJumpMagnitudeForClass\n" );
+ return 270.0f;
+}
+
+/*
+==============
+BG_FindKnockbackScaleForClass
+==============
+*/
+float BG_FindKnockbackScaleForClass( int pclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ {
+ return bg_classList[ i ].knockbackScale;
+ }
+ }
+
+ Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindKnockbackScaleForClass\n" );
+ return 1.0f;
+}
+
+/*
+==============
+BG_FindSteptimeForClass
+==============
+*/
+int BG_FindSteptimeForClass( int pclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ {
+ return bg_classList[ i ].steptime;
+ }
+ }
+
+ Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindSteptimeForClass\n" );
+ return 200;
+}
+
+/*
+==============
+BG_ClassHasAbility
+==============
+*/
+qboolean BG_ClassHasAbility( int pclass, int ability )
+{
+ int i;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ {
+ return ( bg_classList[ i ].abilities & ability );
+ }
+ }
+
+ return qfalse;
+}
+
+/*
+==============
+BG_FindStartWeaponForClass
+==============
+*/
+weapon_t BG_FindStartWeaponForClass( int pclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ {
+ return bg_classList[ i ].startWeapon;
+ }
+ }
+
+ Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindStartWeaponForClass\n" );
+ return WP_NONE;
+}
+
+/*
+==============
+BG_FindBuildDistForClass
+==============
+*/
+float BG_FindBuildDistForClass( int pclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ {
+ return bg_classList[ i ].buildDist;
+ }
+ }
+
+ Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindBuildDistForClass\n" );
+ return 0.0f;
+}
+
+/*
+==============
+BG_ClassCanEvolveFromTo
+==============
+*/
+int BG_ClassCanEvolveFromTo( int fclass, int tclass, int credits, int num )
+{
+ int i, j, cost;
+
+ cost = BG_FindCostOfClass( tclass );
+
+ //base case
+ if( credits < cost )
+ return -1;
+
+ if( fclass == PCL_NONE || tclass == PCL_NONE )
+ return -1;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == fclass )
+ {
+ for( j = 0; j < 3; j++ )
+ if( bg_classList[ i ].children[ j ] == tclass )
+ return num + cost;
+
+ for( j = 0; j < 3; j++ )
+ {
+ int sub;
+
+ cost = BG_FindCostOfClass( bg_classList[ i ].children[ j ] );
+ sub = BG_ClassCanEvolveFromTo( bg_classList[ i ].children[ j ],
+ tclass, credits - cost, num + cost );
+ if( sub >= 0 )
+ return sub;
+ }
+
+ return -1; //may as well return by this point
+ }
+ }
+
+ return -1;
+}
+
+/*
+==============
+BG_FindValueOfClass
+==============
+*/
+int BG_FindValueOfClass( int pclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ {
+ return bg_classList[ i ].value;
+ }
+ }
+
+ Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindValueOfClass\n" );
+ return 0;
+}
+
+/*
+==============
+BG_FindCostOfClass
+==============
+*/
+int BG_FindCostOfClass( int pclass )
+{
+ int i;
+
+ for( i = 0; i < bg_numPclasses; i++ )
+ {
+ if( bg_classList[ i ].classNum == pclass )
+ {
+ return bg_classList[ i ].cost;
+ }
+ }
+
+ Com_Printf( S_COLOR_YELLOW "WARNING: fallthrough in BG_FindCostOfClass\n" );
+ return 0;
+}
+
+/*
+==============
+BG_FindOverrideForClass
+==============
+*/
+static classAttributeOverrides_t *BG_FindOverrideForClass( int pclass )
+{
+ return &bg_classOverrideList[ pclass ];
+}
+
+/*
+======================
+BG_ParseClassFile
+
+Parses a configuration file describing a class
+======================
+*/
+static qboolean BG_ParseClassFile( const char *filename, classAttributeOverrides_t *cao )
+{
+ char *text_p;
+ int i;
+ int len;
+ char *token;
+ char text[ 20000 ];
+ fileHandle_t f;
+ float scale = 0.0f;
+
+
+ // load the file
+ len = trap_FS_FOpenFile( filename, &f, FS_READ );
+ if( len <= 0 )
+ return qfalse;
+
+ if( len >= sizeof( text ) - 1 )
+ {
+ Com_Printf( S_COLOR_RED "ERROR: Class file %s too long\n", filename );
+ return qfalse;
+ }
+
+ trap_FS_Read( text, len, f );
+ text[ len ] = 0;
+ trap_FS_FCloseFile( f );
+
+ // parse the text
+ text_p = text;
+
+ // read optional parameters
+ while( 1 )
+ {
+ token = COM_Parse( &text_p );
+
+ if( !token )
+ break;
+
+ if( !Q_stricmp( token, "" ) )
+ break;
+
+ if( !Q_stricmp( token, "model" ) )
+ {
+ token = COM_Parse( &text_p );
+ if( !token )
+ break;
+
+ Q_strncpyz( cao->modelName, token, sizeof( cao->modelName ) );
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "skin" ) )
+ {
+ token = COM_Parse( &text_p );
+ if( !token )
+ break;
+
+ Q_strncpyz( cao->skinName, token, sizeof( cao->skinName ) );
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "hud" ) )
+ {
+ token = COM_Parse( &text_p );
+ if( !token )
+ break;
+
+ Q_strncpyz( cao->hudName, token, sizeof( cao->hudName ) );
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "modelScale" ) )
+ {
+ token = COM_Parse( &text_p );
+ if( !token )
+ break;
+
+ scale = atof( token );
+
+ if( scale < 0.0f )
+ scale = 0.0f;
+
+ cao->modelScale = scale;
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "shadowScale" ) )
+ {
+ token = COM_Parse( &text_p );
+ if( !token )
+ break;
+
+ scale = atof( token );
+
+ if( scale < 0.0f )
+ scale = 0.0f;
+
+ cao->shadowScale = scale;
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "mins" ) )
+ {
+ for( i = 0; i <= 2; i++ )
+ {
+ token = COM_Parse( &text_p );
+ if( !token )
+ break;
+
+ cao->mins[ i ] = atof( token );
+ }
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "maxs" ) )
+ {
+ for( i = 0; i <= 2; i++ )
+ {
+ token = COM_Parse( &text_p );
+ if( !token )
+ break;
+
+ cao->maxs[ i ] = atof( token );
+ }
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "deadMins" ) )
+ {
+ for( i = 0; i <= 2; i++ )
+ {
+ token = COM_Parse( &text_p );
+ if( !token )
+ break;
+
+ cao->deadMins[ i ] = atof( token );
+ }
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "deadMaxs" ) )
+ {
+ for( i = 0; i <= 2; i++ )
+ {
+ token = COM_Parse( &text_p );
+ if( !token )
+ break;
+
+ cao->deadMaxs[ i ] = atof( token );
+ }
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "crouchMaxs" ) )
+ {
+ for( i = 0; i <= 2; i++ )
+ {
+ token = COM_Parse( &text_p );
+ if( !token )
+ break;
+
+ cao->crouchMaxs[ i ] = atof( token );
+ }
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "zOffset" ) )
+ {
+ float offset;
+
+ token = COM_Parse( &text_p );
+ if( !token )
+ break;
+
+ offset = atof( token );
+
+ cao->zOffset = offset;
+
+ continue;
+ }
+ else if( !Q_stricmp( token, "name" ) )
+ {
+ token = COM_Parse( &text_p );
+ if( !token )
+ break;
+
+ Q_strncpyz( cao->humanName, token, sizeof( cao->humanName ) );
+
+ continue;
+ }
+
+
+ Com_Printf( S_COLOR_RED "ERROR: unknown token '%s'\n", token );
+ return qfalse;
+ }
+
+ return qtrue;
+}
+
+/*
+===============
+BG_InitClassOverrides
+
+Set any overrides specfied by file
+===============
+*/
+void BG_InitClassOverrides( void )
+{
+ int i;
+ classAttributeOverrides_t *cao;
+
+ for( i = PCL_NONE + 1; i < PCL_NUM_CLASSES; i++ )
+ {
+ cao = BG_FindOverrideForClass( i );
+
+ BG_ParseClassFile( va( "overrides/classes/%s.cfg", BG_FindNameForClassNum( i ) ), cao );
+ }
+}
+
+////////////////////////////////////////////////////////////////////////////////
+
+weaponAttributes_t bg_weapons[ ] =
+{
+ {
+ WP_BLASTER, //int weaponNum;
+ 0, //int price;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ 0, //int slots;
+ "blaster", //char *weaponName;
+ "Blaster", //char *weaponHumanName;
+ 0, //int maxAmmo;
+ 0, //int maxClips;
+ qtrue, //int infiniteAmmo;
+ qfalse, //int usesEnergy;
+ BLASTER_REPEAT, //int repeatRate1;
+ 0, //int repeatRate2;
+ 0, //int repeatRate3;
+ 0, //int reloadTime;
+ qfalse, //qboolean hasAltMode;
+ qfalse, //qboolean hasThirdMode;
+ qfalse, //qboolean canZoom;
+ 90.0f, //float zoomFov;
+ qfalse, //qboolean purchasable;
+ 0, //int buildDelay;
+ WUT_HUMANS //WUTeam_t team;
+ },
+ {
+ WP_MACHINEGUN, //int weaponNum;
+ RIFLE_PRICE, //int price;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_WEAPON, //int slots;
+ "rifle", //char *weaponName;
+ "Rifle", //char *weaponHumanName;
+ RIFLE_CLIPSIZE, //int maxAmmo;
+ RIFLE_MAXCLIPS, //int maxClips;
+ qfalse, //int infiniteAmmo;
+ qfalse, //int usesEnergy;
+ RIFLE_REPEAT, //int repeatRate1;
+ 0, //int repeatRate2;
+ 0, //int repeatRate3;
+ RIFLE_RELOAD, //int reloadTime;
+ qfalse, //qboolean hasAltMode;
+ qfalse, //qboolean hasThirdMode;
+ qfalse, //qboolean canZoom;
+ 90.0f, //float zoomFov;
+ qtrue, //qboolean purchasable;
+ 0, //int buildDelay;
+ WUT_HUMANS //WUTeam_t team;
+ },
+ {
+ WP_SHOTGUN, //int weaponNum;
+ SHOTGUN_PRICE, //int price;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_WEAPON, //int slots;
+ "shotgun", //char *weaponName;
+ "Shotgun", //char *weaponHumanName;
+ SHOTGUN_SHELLS, //int maxAmmo;
+ SHOTGUN_MAXCLIPS, //int maxClips;
+ qfalse, //int infiniteAmmo;
+ qfalse, //int usesEnergy;
+ SHOTGUN_REPEAT, //int repeatRate1;
+ 0, //int repeatRate2;
+ 0, //int repeatRate3;
+ SHOTGUN_RELOAD, //int reloadTime;
+ qfalse, //qboolean hasAltMode;
+ qfalse, //qboolean hasThirdMode;
+ qfalse, //qboolean canZoom;
+ 90.0f, //float zoomFov;
+ qtrue, //qboolean purchasable;
+ 0, //int buildDelay;
+ WUT_HUMANS //WUTeam_t team;
+ },
+ {
+ WP_FLAMER, //int weaponNum;
+ FLAMER_PRICE, //int price;
+ ( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_WEAPON, //int slots;
+ "flamer", //char *weaponName;
+ "Flame Thrower", //char *weaponHumanName;
+ FLAMER_GAS, //int maxAmmo;
+ 0, //int maxClips;
+ qfalse, //int infiniteAmmo;
+ qfalse, //int usesEnergy;
+ FLAMER_REPEAT, //int repeatRate1;
+ 0, //int repeatRate2;
+ 0, //int repeatRate3;
+ 0, //int reloadTime;
+ qfalse, //qboolean hasAltMode;
+ qfalse, //qboolean hasThirdMode;
+ qfalse, //qboolean canZoom;
+ 90.0f, //float zoomFov;
+ qtrue, //qboolean purchasable;
+ 0, //int buildDelay;
+ WUT_HUMANS //WUTeam_t team;
+ },
+ {
+ WP_CHAINGUN, //int weaponNum;
+ CHAINGUN_PRICE, //int price;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_WEAPON, //int slots;
+ "chaingun", //char *weaponName;
+ "Chaingun", //char *weaponHumanName;
+ CHAINGUN_BULLETS, //int maxAmmo;
+ 0, //int maxClips;
+ qfalse, //int infiniteAmmo;
+ qfalse, //int usesEnergy;
+ CHAINGUN_REPEAT, //int repeatRate1;
+ 0, //int repeatRate2;
+ 0, //int repeatRate3;
+ 0, //int reloadTime;
+ qfalse, //qboolean hasAltMode;
+ qfalse, //qboolean hasThirdMode;
+ qfalse, //qboolean canZoom;
+ 90.0f, //float zoomFov;
+ qtrue, //qboolean purchasable;
+ 0, //int buildDelay;
+ WUT_HUMANS //WUTeam_t team;
+ },
+ {
+ WP_MASS_DRIVER, //int weaponNum;
+ MDRIVER_PRICE, //int price;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_WEAPON, //int slots;
+ "mdriver", //char *weaponName;
+ "Mass Driver", //char *weaponHumanName;
+ MDRIVER_CLIPSIZE, //int maxAmmo;
+ MDRIVER_MAXCLIPS, //int maxClips;
+ qfalse, //int infiniteAmmo;
+ qtrue, //int usesEnergy;
+ MDRIVER_REPEAT, //int repeatRate1;
+ 0, //int repeatRate2;
+ 0, //int repeatRate3;
+ MDRIVER_RELOAD, //int reloadTime;
+ qfalse, //qboolean hasAltMode;
+ qfalse, //qboolean hasThirdMode;
+ qtrue, //qboolean canZoom;
+ 20.0f, //float zoomFov;
+ qtrue, //qboolean purchasable;
+ 0, //int buildDelay;
+ WUT_HUMANS //WUTeam_t team;
+ },
+ {
+ WP_PULSE_RIFLE, //int weaponNum;
+ PRIFLE_PRICE, //int price;
+ ( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_WEAPON, //int slots;
+ "prifle", //char *weaponName;
+ "Pulse Rifle", //char *weaponHumanName;
+ PRIFLE_CLIPS, //int maxAmmo;
+ PRIFLE_MAXCLIPS, //int maxClips;
+ qfalse, //int infiniteAmmo;
+ qtrue, //int usesEnergy;
+ PRIFLE_REPEAT, //int repeatRate1;
+ 0, //int repeatRate2;
+ 0, //int repeatRate3;
+ PRIFLE_RELOAD, //int reloadTime;
+ qfalse, //qboolean hasAltMode;
+ qfalse, //qboolean hasThirdMode;
+ qfalse, //qboolean canZoom;
+ 90.0f, //float zoomFov;
+ qtrue, //qboolean purchasable;
+ 0, //int buildDelay;
+ WUT_HUMANS //WUTeam_t team;
+ },
+ {
+ WP_LUCIFER_CANNON, //int weaponNum;
+ LCANNON_PRICE, //int price;
+ ( 1 << S3 ), //int stages
+ SLOT_WEAPON, //int slots;
+ "lcannon", //char *weaponName;
+ "Lucifer Cannon", //char *weaponHumanName;
+ LCANNON_AMMO, //int maxAmmo;
+ 0, //int maxClips;
+ qfalse, //int infiniteAmmo;
+ qtrue, //int usesEnergy;
+ LCANNON_REPEAT, //int repeatRate1;
+ LCANNON_CHARGEREPEAT, //int repeatRate2;
+ 0, //int repeatRate3;
+ LCANNON_RELOAD, //int reloadTime;
+ qtrue, //qboolean hasAltMode;
+ qfalse, //qboolean hasThirdMode;
+ qfalse, //qboolean canZoom;
+ 90.0f, //float zoomFov;
+ qtrue, //qboolean purchasable;
+ 0, //int buildDelay;
+ WUT_HUMANS //WUTeam_t team;
+ },
+ {
+ WP_LAS_GUN, //int weaponNum;
+ LASGUN_PRICE, //int price;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_WEAPON, //int slots;
+ "lgun", //char *weaponName;
+ "Las Gun", //char *weaponHumanName;
+ LASGUN_AMMO, //int maxAmmo;
+ 0, //int maxClips;
+ qfalse, //int infiniteAmmo;
+ qtrue, //int usesEnergy;
+ LASGUN_REPEAT, //int repeatRate1;
+ 0, //int repeatRate2;
+ 0, //int repeatRate3;
+ LASGUN_RELOAD, //int reloadTime;
+ qfalse, //qboolean hasAltMode;
+ qfalse, //qboolean hasThirdMode;
+ qfalse, //qboolean canZoom;
+ 90.0f, //float zoomFov;
+ qtrue, //qboolean purchasable;
+ 0, //int buildDelay;
+ WUT_HUMANS //WUTeam_t team;
+ },
+ {
+ WP_PAIN_SAW, //int weaponNum;
+ PAINSAW_PRICE, //int price;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_WEAPON, //int slots;
+ "psaw", //char *weaponName;
+ "Pain Saw", //char *weaponHumanName;
+ 0, //int maxAmmo;
+ 0, //int maxClips;
+ qtrue, //int infiniteAmmo;
+ qfalse, //int usesEnergy;
+ PAINSAW_REPEAT, //int repeatRate1;
+ 0, //int repeatRate2;
+ 0, //int repeatRate3;
+ 0, //int reloadTime;
+ qfalse, //qboolean hasAltMode;
+ qfalse, //qboolean hasThirdMode;
+ qfalse, //qboolean canZoom;
+ 90.0f, //float zoomFov;
+ qtrue, //qboolean purchasable;
+ 0, //int buildDelay;
+ WUT_HUMANS //WUTeam_t team;
+ },
+ {
+ WP_GRENADE, //int weaponNum;
+ GRENADE_PRICE, //int price;
+ ( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_NONE, //int slots;
+ "grenade", //char *weaponName;
+ "Grenade", //char *weaponHumanName;
+ 1, //int maxAmmo;
+ 0, //int maxClips;
+ qfalse, //int infiniteAmmo;
+ qfalse, //int usesEnergy;
+ GRENADE_REPEAT, //int repeatRate1;
+ 0, //int repeatRate2;
+ 0, //int repeatRate3;
+ 0, //int reloadTime;
+ qfalse, //qboolean hasAltMode;
+ qfalse, //qboolean hasThirdMode;
+ qfalse, //qboolean canZoom;
+ 90.0f, //float zoomFov;
+ qfalse, //qboolean purchasable;
+ 0, //int buildDelay;
+ WUT_HUMANS //WUTeam_t team;
+ },
+ {
+ WP_HBUILD, //int weaponNum;
+ HBUILD_PRICE, //int price;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_WEAPON, //int slots;
+ "ckit", //char *weaponName;
+ "Construction Kit", //char *weaponHumanName;
+ 0, //int maxAmmo;
+ 0, //int maxClips;
+ qtrue, //int infiniteAmmo;
+ qfalse, //int usesEnergy;
+ HBUILD_REPEAT, //int repeatRate1;
+ HBUILD_REPEAT, //int repeatRate2;
+ 0, //int repeatRate3;
+ 0, //int reloadTime;
+ qtrue, //qboolean hasAltMode;
+ qfalse, //qboolean hasThirdMode;
+ qfalse, //qboolean canZoom;
+ 90.0f, //float zoomFov;
+ qtrue, //qboolean purchasable;
+ HBUILD_DELAY, //int buildDelay;
+ WUT_HUMANS //WUTeam_t team;
+ },
+ {
+ WP_HBUILD2, //int weaponNum;
+ HBUILD2_PRICE, //int price;
+ ( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_WEAPON, //int slots;
+ "ackit", //char *weaponName;
+ "Adv Construction Kit",//char *weaponHumanName;
+ 0, //int maxAmmo;
+ 0, //int maxClips;
+ qtrue, //int infiniteAmmo;
+ qfalse, //int usesEnergy;
+ HBUILD2_REPEAT, //int repeatRate1;
+ HBUILD2_REPEAT, //int repeatRate2;
+ 0, //int repeatRate3;
+ 0, //int reloadTime;
+ qtrue, //qboolean hasAltMode;
+ qfalse, //qboolean hasThirdMode;
+ qfalse, //qboolean canZoom;
+ 90.0f, //float zoomFov;
+ qtrue, //qboolean purchasable;
+ HBUILD2_DELAY, //int buildDelay;
+ WUT_HUMANS //WUTeam_t team;
+ },
+ {
+ WP_ABUILD, //int weaponNum;
+ 0, //int price;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_WEAPON, //int slots;
+ "abuild", //char *weaponName;
+ "Alien build weapon", //char *weaponHumanName;
+ 0, //int maxAmmo;
+ 0, //int maxClips;
+ qtrue, //int infiniteAmmo;
+ qfalse, //int usesEnergy;
+ ABUILDER_BUILD_REPEAT,//int repeatRate1;
+ ABUILDER_BUILD_REPEAT,//int repeatRate2;
+ 0, //int repeatRate3;
+ 0, //int reloadTime;
+ qtrue, //qboolean hasAltMode;
+ qfalse, //qboolean hasThirdMode;
+ qfalse, //qboolean canZoom;
+ 90.0f, //float zoomFov;
+ qtrue, //qboolean purchasable;
+ ABUILDER_BASE_DELAY, //int buildDelay;
+ WUT_ALIENS //WUTeam_t team;
+ },
+ {
+ WP_ABUILD2, //int weaponNum;
+ 0, //int price;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_WEAPON, //int slots;
+ "abuild2", //char *weaponName;
+ "Alien build weapon2",//char *weaponHumanName;
+ 0, //int maxAmmo;
+ 0, //int maxClips;
+ qtrue, //int infiniteAmmo;
+ qfalse, //int usesEnergy;
+ ABUILDER_BUILD_REPEAT,//int repeatRate1;
+ ABUILDER_CLAW_REPEAT, //int repeatRate2;
+ ABUILDER_BLOB_REPEAT, //int repeatRate3;
+ 0, //int reloadTime;
+ qtrue, //qboolean hasAltMode;
+ qtrue, //qboolean hasThirdMode;
+ qfalse, //qboolean canZoom;
+ 90.0f, //float zoomFov;
+ qtrue, //qboolean purchasable;
+ ABUILDER_ADV_DELAY, //int buildDelay;
+ WUT_ALIENS //WUTeam_t team;
+ },
+ {
+ WP_ALEVEL0, //int weaponNum;
+ 0, //int price;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_WEAPON, //int slots;
+ "bite", //char *weaponName;
+ "Bite", //char *weaponHumanName;
+ 0, //int maxAmmo;
+ 0, //int maxClips;
+ qtrue, //int infiniteAmmo;
+ qfalse, //int usesEnergy;
+ LEVEL0_BITE_REPEAT, //int repeatRate1;
+ 0, //int repeatRate2;
+ 0, //int repeatRate3;
+ 0, //int reloadTime;
+ qfalse, //qboolean hasAltMode;
+ qfalse, //qboolean hasThirdMode;
+ qfalse, //qboolean canZoom;
+ 90.0f, //float zoomFov;
+ qfalse, //qboolean purchasable;
+ 0, //int buildDelay;
+ WUT_ALIENS //WUTeam_t team;
+ },
+ {
+ WP_ALEVEL3, //int weaponNum;
+ 0, //int price;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_WEAPON, //int slots;
+ "pounce", //char *weaponName;
+ "Claw and pounce", //char *weaponHumanName;
+ 0, //int maxAmmo;
+ 0, //int maxClips;
+ qtrue, //int infiniteAmmo;
+ qfalse, //int usesEnergy;
+ LEVEL3_CLAW_REPEAT, //int repeatRate1;
+ 0, //int repeatRate2;
+ 0, //int repeatRate3;
+ 0, //int reloadTime;
+ qfalse, //qboolean hasAltMode;
+ qfalse, //qboolean hasThirdMode;
+ qfalse, //qboolean canZoom;
+ 90.0f, //float zoomFov;
+ qfalse, //qboolean purchasable;
+ 0, //int buildDelay;
+ WUT_ALIENS //WUTeam_t team;
+ },
+ {
+ WP_ALEVEL3_UPG, //int weaponNum;
+ 0, //int price;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_WEAPON, //int slots;
+ "pounce_upgrade", //char *weaponName;
+ "Claw and pounce (upgrade)", //char *weaponHumanName;
+ 3, //int maxAmmo;
+ 0, //int maxClips;
+ qtrue, //int infiniteAmmo;
+ qfalse, //int usesEnergy;
+ LEVEL3_CLAW_U_REPEAT,//int repeatRate1;
+ 0, //int repeatRate2;
+ LEVEL3_BOUNCEBALL_REPEAT,//int repeatRate3;
+ 0, //int reloadTime;
+ qfalse, //qboolean hasAltMode;
+ qtrue, //qboolean hasThirdMode;
+ qfalse, //qboolean canZoom;
+ 90.0f, //float zoomFov;
+ qfalse, //qboolean purchasable;
+ 0, //int buildDelay;
+ WUT_ALIENS //WUTeam_t team;
+ },
+ {
+ WP_ALEVEL1, //int weaponNum;
+ 0, //int price;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_WEAPON, //int slots;
+ "grabandclaw", //char *weaponName;
+ "Claws", //char *weaponHumanName;
+ 0, //int maxAmmo;
+ 0, //int maxClips;
+ qtrue, //int infiniteAmmo;
+ qfalse, //int usesEnergy;
+ LEVEL1_CLAW_REPEAT, //int repeatRate1;
+ 0, //int repeatRate2;
+ 0, //int repeatRate3;
+ 0, //int reloadTime;
+ qfalse, //qboolean hasAltMode;
+ qfalse, //qboolean hasThirdMode;
+ qfalse, //qboolean canZoom;
+ 90.0f, //float zoomFov;
+ qfalse, //qboolean purchasable;
+ 0, //int buildDelay;
+ WUT_ALIENS //WUTeam_t team;
+ },
+ {
+ WP_ALEVEL1_UPG, //int weaponNum;
+ 0, //int price;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_WEAPON, //int slots;
+ "grabandclaw_upgrade",//char *weaponName;
+ "Claws Upgrade", //char *weaponHumanName;
+ 0, //int maxAmmo;
+ 0, //int maxClips;
+ qtrue, //int infiniteAmmo;
+ qfalse, //int usesEnergy;
+ LEVEL1_CLAW_U_REPEAT, //int repeatRate1;
+ LEVEL1_PCLOUD_REPEAT, //int repeatRate2;
+ 0, //int repeatRate3;
+ 0, //int reloadTime;
+ qtrue, //qboolean hasAltMode;
+ qfalse, //qboolean hasThirdMode;
+ qfalse, //qboolean canZoom;
+ 90.0f, //float zoomFov;
+ qfalse, //qboolean purchasable;
+ 0, //int buildDelay;
+ WUT_ALIENS //WUTeam_t team;
+ },
+ {
+ WP_ALEVEL2, //int weaponNum;
+ 0, //int price;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_WEAPON, //int slots;
+ "areazap", //char *weaponName;
+ "Area Zap", //char *weaponHumanName;
+ 0, //int maxAmmo;
+ 0, //int maxClips;
+ qtrue, //int infiniteAmmo;
+ qfalse, //int usesEnergy;
+ LEVEL2_CLAW_REPEAT, //int repeatRate1;
+ 0, //int repeatRate2;
+ 0, //int repeatRate3;
+ 0, //int reloadTime;
+ qfalse, //qboolean hasAltMode;
+ qfalse, //qboolean hasThirdMode;
+ qfalse, //qboolean canZoom;
+ 90.0f, //float zoomFov;
+ qfalse, //qboolean purchasable;
+ 0, //int buildDelay;
+ WUT_ALIENS //WUTeam_t team;
+ },
+ {
+ WP_ALEVEL2_UPG, //int weaponNum;
+ 0, //int price;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_WEAPON, //int slots;
+ "directzap", //char *weaponName;
+ "Directed Zap", //char *weaponHumanName;
+ 0, //int maxAmmo;
+ 0, //int maxClips;
+ qtrue, //int infiniteAmmo;
+ qfalse, //int usesEnergy;
+ LEVEL2_CLAW_U_REPEAT,//int repeatRate1;
+ LEVEL2_AREAZAP_REPEAT,//int repeatRate2;
+ 0, //int repeatRate3;
+ 0, //int reloadTime;
+ qtrue, //qboolean hasAltMode;
+ qfalse, //qboolean hasThirdMode;
+ qfalse, //qboolean canZoom;
+ 90.0f, //float zoomFov;
+ qfalse, //qboolean purchasable;
+ 0, //int buildDelay;
+ WUT_ALIENS //WUTeam_t team;
+ },
+ {
+ WP_ALEVEL4, //int weaponNum;
+ 0, //int price;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_WEAPON, //int slots;
+ "charge", //char *weaponName;
+ "Charge", //char *weaponHumanName;
+ 0, //int maxAmmo;
+ 0, //int maxClips;
+ qtrue, //int infiniteAmmo;
+ qfalse, //int usesEnergy;
+ LEVEL4_CLAW_REPEAT, //int repeatRate1;
+ 0, //int repeatRate2;
+ 0, //int repeatRate3;
+ 0, //int reloadTime;
+ qfalse, //qboolean hasAltMode;
+ qfalse, //qboolean hasThirdMode;
+ qfalse, //qboolean canZoom;
+ 90.0f, //float zoomFov;
+ qfalse, //qboolean purchasable;
+ 0, //int buildDelay;
+ WUT_ALIENS //WUTeam_t team;
+ },
+ {
+ WP_LOCKBLOB_LAUNCHER, //int weaponNum;
+ 0, //int price;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_WEAPON, //int slots;
+ "lockblob", //char *weaponName;
+ "Lock Blob", //char *weaponHumanName;
+ 0, //int maxAmmo;
+ 0, //int maxClips;
+ qtrue, //int infiniteAmmo;
+ qfalse, //int usesEnergy;
+ 500, //int repeatRate1;
+ 500, //int repeatRate2;
+ 500, //int repeatRate3;
+ 0, //int reloadTime;
+ qfalse, //qboolean hasAltMode;
+ qfalse, //qboolean hasThirdMode;
+ qfalse, //qboolean canZoom;
+ 90.0f, //float zoomFov;
+ qfalse, //qboolean purchasable;
+ 0, //int buildDelay;
+ WUT_ALIENS //WUTeam_t team;
+ },
+ {
+ WP_HIVE, //int weaponNum;
+ 0, //int price;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_WEAPON, //int slots;
+ "hive", //char *weaponName;
+ "Hive", //char *weaponHumanName;
+ 0, //int maxAmmo;
+ 0, //int maxClips;
+ qtrue, //int infiniteAmmo;
+ qfalse, //int usesEnergy;
+ 500, //int repeatRate1;
+ 500, //int repeatRate2;
+ 500, //int repeatRate3;
+ 0, //int reloadTime;
+ qfalse, //qboolean hasAltMode;
+ qfalse, //qboolean hasThirdMode;
+ qfalse, //qboolean canZoom;
+ 90.0f, //float zoomFov;
+ qfalse, //qboolean purchasable;
+ 0, //int buildDelay;
+ WUT_ALIENS //WUTeam_t team;
+ },
+ {
+ WP_MGTURRET, //int weaponNum;
+ 0, //int price;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_WEAPON, //int slots;
+ "mgturret", //char *weaponName;
+ "Machinegun Turret", //char *weaponHumanName;
+ 0, //int maxAmmo;
+ 0, //int maxClips;
+ qtrue, //int infiniteAmmo;
+ qfalse, //int usesEnergy;
+ 0, //int repeatRate1;
+ 0, //int repeatRate2;
+ 0, //int repeatRate3;
+ 0, //int reloadTime;
+ qfalse, //qboolean hasAltMode;
+ qfalse, //qboolean hasThirdMode;
+ qfalse, //qboolean canZoom;
+ 90.0f, //float zoomFov;
+ qfalse, //qboolean purchasable;
+ 0, //int buildDelay;
+ WUT_HUMANS //WUTeam_t team;
+ },
+ {
+ WP_TESLAGEN, //int weaponNum;
+ 0, //int price;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_WEAPON, //int slots;
+ "teslagen", //char *weaponName;
+ "Tesla Generator", //char *weaponHumanName;
+ 0, //int maxAmmo;
+ 0, //int maxClips;
+ qtrue, //int infiniteAmmo;
+ qtrue, //int usesEnergy;
+ 500, //int repeatRate1;
+ 500, //int repeatRate2;
+ 500, //int repeatRate3;
+ 0, //int reloadTime;
+ qfalse, //qboolean hasAltMode;
+ qfalse, //qboolean hasThirdMode;
+ qfalse, //qboolean canZoom;
+ 90.0f, //float zoomFov;
+ qfalse, //qboolean purchasable;
+ 0, //int buildDelay;
+ WUT_HUMANS //WUTeam_t team;
+ }
+};
+
+int bg_numWeapons = sizeof( bg_weapons ) / sizeof( bg_weapons[ 0 ] );
+
+/*
+==============
+BG_FindPriceForWeapon
+==============
+*/
+int BG_FindPriceForWeapon( int weapon )
+{
+ int i;
+
+ for( i = 0; i < bg_numWeapons; i++ )
+ {
+ if( bg_weapons[ i ].weaponNum == weapon )
+ {
+ return bg_weapons[ i ].price;
+ }
+ }
+
+ return 100;
+}
+
+/*
+==============
+BG_FindStagesForWeapon
+==============
+*/
+qboolean BG_FindStagesForWeapon( int weapon, stage_t stage )
+{
+ int i;
+
+ for( i = 0; i < bg_numWeapons; i++ )
+ {
+ if( bg_weapons[ i ].weaponNum == weapon )
+ {
+ if( bg_weapons[ i ].stages & ( 1 << stage ) )
+ return qtrue;
+ else
+ return qfalse;
+ }
+ }
+
+ return qfalse;
+}
+
+/*
+==============
+BG_FindSlotsForWeapon
+==============
+*/
+int BG_FindSlotsForWeapon( int weapon )
+{
+ int i;
+
+ for( i = 0; i < bg_numWeapons; i++ )
+ {
+ if( bg_weapons[ i ].weaponNum == weapon )
+ {
+ return bg_weapons[ i ].slots;
+ }
+ }
+
+ return SLOT_WEAPON;
+}
+
+/*
+==============
+BG_FindNameForWeapon
+==============
+*/
+char *BG_FindNameForWeapon( int weapon )
+{
+ int i;
+
+ for( i = 0; i < bg_numWeapons; i++ )
+ {
+ if( bg_weapons[ i ].weaponNum == weapon )
+ return bg_weapons[ i ].weaponName;
+ }
+
+ //wimp out
+ return 0;
+}
+
+/*
+==============
+BG_FindWeaponNumForName
+==============
+*/
+int BG_FindWeaponNumForName( char *name )
+{
+ int i;
+
+ for( i = 0; i < bg_numWeapons; i++ )
+ {
+ if( !Q_stricmp( bg_weapons[ i ].weaponName, name ) )
+ return bg_weapons[ i ].weaponNum;
+ }
+
+ //wimp out
+ return WP_NONE;
+}
+
+/*
+==============
+BG_FindHumanNameForWeapon
+==============
+*/
+char *BG_FindHumanNameForWeapon( int weapon )
+{
+ int i;
+
+ for( i = 0; i < bg_numWeapons; i++ )
+ {
+ if( bg_weapons[ i ].weaponNum == weapon )
+ return bg_weapons[ i ].weaponHumanName;
+ }
+
+ //wimp out
+ return 0;
+}
+
+/*
+==============
+BG_FindAmmoForWeapon
+==============
+*/
+void BG_FindAmmoForWeapon( int weapon, int *maxAmmo, int *maxClips )
+{
+ int i;
+
+ for( i = 0; i < bg_numWeapons; i++ )
+ {
+ if( bg_weapons[ i ].weaponNum == weapon )
+ {
+ if( maxAmmo != NULL )
+ *maxAmmo = bg_weapons[ i ].maxAmmo;
+ if( maxClips != NULL )
+ *maxClips = bg_weapons[ i ].maxClips;
+
+ //no need to keep going
+ break;
+ }
+ }
+}
+
+/*
+==============
+BG_FindInfinteAmmoForWeapon
+==============
+*/
+qboolean BG_FindInfinteAmmoForWeapon( int weapon )
+{
+ int i;
+
+ for( i = 0; i < bg_numWeapons; i++ )
+ {
+ if( bg_weapons[ i ].weaponNum == weapon )
+ {
+ return bg_weapons[ i ].infiniteAmmo;
+ }
+ }
+
+ return qfalse;
+}
+
+/*
+==============
+BG_FindUsesEnergyForWeapon
+==============
+*/
+qboolean BG_FindUsesEnergyForWeapon( int weapon )
+{
+ int i;
+
+ for( i = 0; i < bg_numWeapons; i++ )
+ {
+ if( bg_weapons[ i ].weaponNum == weapon )
+ {
+ return bg_weapons[ i ].usesEnergy;
+ }
+ }
+
+ return qfalse;
+}
+
+/*
+==============
+BG_FindRepeatRate1ForWeapon
+==============
+*/
+int BG_FindRepeatRate1ForWeapon( int weapon )
+{
+ int i;
+
+ for( i = 0; i < bg_numWeapons; i++ )
+ {
+ if( bg_weapons[ i ].weaponNum == weapon )
+ return bg_weapons[ i ].repeatRate1;
+ }
+
+ return 1000;
+}
+
+/*
+==============
+BG_FindRepeatRate2ForWeapon
+==============
+*/
+int BG_FindRepeatRate2ForWeapon( int weapon )
+{
+ int i;
+
+ for( i = 0; i < bg_numWeapons; i++ )
+ {
+ if( bg_weapons[ i ].weaponNum == weapon )
+ return bg_weapons[ i ].repeatRate2;
+ }
+
+ return 1000;
+}
+
+/*
+==============
+BG_FindRepeatRate3ForWeapon
+==============
+*/
+int BG_FindRepeatRate3ForWeapon( int weapon )
+{
+ int i;
+
+ for( i = 0; i < bg_numWeapons; i++ )
+ {
+ if( bg_weapons[ i ].weaponNum == weapon )
+ return bg_weapons[ i ].repeatRate3;
+ }
+
+ return 1000;
+}
+
+/*
+==============
+BG_FindReloadTimeForWeapon
+==============
+*/
+int BG_FindReloadTimeForWeapon( int weapon )
+{
+ int i;
+
+ for( i = 0; i < bg_numWeapons; i++ )
+ {
+ if( bg_weapons[ i ].weaponNum == weapon )
+ {
+ return bg_weapons[ i ].reloadTime;
+ }
+ }
+
+ return 1000;
+}
+
+/*
+==============
+BG_WeaponHasAltMode
+==============
+*/
+qboolean BG_WeaponHasAltMode( int weapon )
+{
+ int i;
+
+ for( i = 0; i < bg_numWeapons; i++ )
+ {
+ if( bg_weapons[ i ].weaponNum == weapon )
+ {
+ return bg_weapons[ i ].hasAltMode;
+ }
+ }
+
+ return qfalse;
+}
+
+/*
+==============
+BG_WeaponHasThirdMode
+==============
+*/
+qboolean BG_WeaponHasThirdMode( int weapon )
+{
+ int i;
+
+ for( i = 0; i < bg_numWeapons; i++ )
+ {
+ if( bg_weapons[ i ].weaponNum == weapon )
+ {
+ return bg_weapons[ i ].hasThirdMode;
+ }
+ }
+
+ return qfalse;
+}
+
+/*
+==============
+BG_WeaponCanZoom
+==============
+*/
+qboolean BG_WeaponCanZoom( int weapon )
+{
+ int i;
+
+ for( i = 0; i < bg_numWeapons; i++ )
+ {
+ if( bg_weapons[ i ].weaponNum == weapon )
+ {
+ return bg_weapons[ i ].canZoom;
+ }
+ }
+
+ return qfalse;
+}
+
+/*
+==============
+BG_FindZoomFovForWeapon
+==============
+*/
+float BG_FindZoomFovForWeapon( int weapon )
+{
+ int i;
+
+ for( i = 0; i < bg_numWeapons; i++ )
+ {
+ if( bg_weapons[ i ].weaponNum == weapon )
+ {
+ return bg_weapons[ i ].zoomFov;
+ }
+ }
+
+ return qfalse;
+}
+
+/*
+==============
+BG_FindPurchasableForWeapon
+==============
+*/
+qboolean BG_FindPurchasableForWeapon( int weapon )
+{
+ int i;
+
+ for( i = 0; i < bg_numWeapons; i++ )
+ {
+ if( bg_weapons[ i ].weaponNum == weapon )
+ {
+ return bg_weapons[ i ].purchasable;
+ }
+ }
+
+ return qfalse;
+}
+
+/*
+==============
+BG_FindBuildDelayForWeapon
+==============
+*/
+int BG_FindBuildDelayForWeapon( int weapon )
+{
+ int i;
+
+ for( i = 0; i < bg_numWeapons; i++ )
+ {
+ if( bg_weapons[ i ].weaponNum == weapon )
+ {
+ return bg_weapons[ i ].buildDelay;
+ }
+ }
+
+ return 0;
+}
+
+/*
+==============
+BG_FindTeamForWeapon
+==============
+*/
+WUTeam_t BG_FindTeamForWeapon( int weapon )
+{
+ int i;
+
+ for( i = 0; i < bg_numWeapons; i++ )
+ {
+ if( bg_weapons[ i ].weaponNum == weapon )
+ {
+ return bg_weapons[ i ].team;
+ }
+ }
+
+ return WUT_NONE;
+}
+
+////////////////////////////////////////////////////////////////////////////////
+
+upgradeAttributes_t bg_upgrades[ ] =
+{
+ {
+ UP_LIGHTARMOUR, //int upgradeNum;
+ LIGHTARMOUR_PRICE, //int price;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_TORSO|SLOT_ARMS|SLOT_LEGS, //int slots;
+ "larmour", //char *upgradeName;
+ "Light Armour", //char *upgradeHumanName;
+ "icons/iconu_larmour",
+ qtrue, //qboolean purchasable
+ WUT_HUMANS //WUTeam_t team;
+ },
+ {
+ UP_HELMET, //int upgradeNum;
+ HELMET_PRICE, //int price;
+ ( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_HEAD, //int slots;
+ "helmet", //char *upgradeName;
+ "Helmet", //char *upgradeHumanName;
+ "icons/iconu_helmet",
+ qtrue, //qboolean purchasable
+ WUT_HUMANS //WUTeam_t team;
+ },
+ {
+ UP_MEDKIT, //int upgradeNum;
+ MEDKIT_PRICE, //int price;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_NONE, //int slots;
+ "medkit", //char *upgradeName;
+ "Medkit", //char *upgradeHumanName;
+ "icons/iconu_atoxin",
+ qfalse, //qboolean purchasable
+ WUT_HUMANS //WUTeam_t team;
+ },
+ {
+ UP_BATTPACK, //int upgradeNum;
+ BATTPACK_PRICE, //int price;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_BACKPACK, //int slots;
+ "battpack", //char *upgradeName;
+ "Battery Pack", //char *upgradeHumanName;
+ "icons/iconu_battpack",
+ qtrue, //qboolean purchasable
+ WUT_HUMANS //WUTeam_t team;
+ },
+ {
+ UP_JETPACK, //int upgradeNum;
+ JETPACK_PRICE, //int price;
+ ( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_BACKPACK, //int slots;
+ "jetpack", //char *upgradeName;
+ "Jet Pack", //char *upgradeHumanName;
+ "icons/iconu_jetpack",
+ qtrue, //qboolean purchasable
+ WUT_HUMANS //WUTeam_t team;
+ },
+ {
+ UP_BATTLESUIT, //int upgradeNum;
+ BSUIT_PRICE, //int price;
+ ( 1 << S3 ), //int stages
+ SLOT_HEAD|SLOT_TORSO|SLOT_ARMS|SLOT_LEGS|SLOT_BACKPACK, //int slots;
+ "bsuit", //char *upgradeName;
+ "Battlesuit", //char *upgradeHumanName;
+ "icons/iconu_bsuit",
+ qtrue, //qboolean purchasable
+ WUT_HUMANS //WUTeam_t team;
+ },
+ {
+ UP_GRENADE, //int upgradeNum;
+ GRENADE_PRICE, //int price;
+ ( 1 << S2 )|( 1 << S3 ),//int stages
+ SLOT_NONE, //int slots;
+ "gren", //char *upgradeName;
+ "Grenade", //char *upgradeHumanName;
+ 0,
+ qtrue, //qboolean purchasable
+ WUT_HUMANS //WUTeam_t team;
+ },
+ {
+ UP_AMMO, //int upgradeNum;
+ 0, //int price;
+ ( 1 << S1 )|( 1 << S2 )|( 1 << S3 ), //int stages
+ SLOT_NONE, //int slots;
+ "ammo", //char *upgradeName;
+ "Ammunition", //char *upgradeHumanName;
+ 0,
+ qtrue, //qboolean purchasable
+ WUT_HUMANS //WUTeam_t team;
+ }
+};
+
+int bg_numUpgrades = sizeof( bg_upgrades ) / sizeof( bg_upgrades[ 0 ] );
+
+/*
+==============
+BG_FindPriceForUpgrade
+==============
+*/
+int BG_FindPriceForUpgrade( int upgrade )
+{
+ int i;
+
+ for( i = 0; i < bg_numUpgrades; i++ )
+ {
+ if( bg_upgrades[ i ].upgradeNum == upgrade )
+ {
+ return bg_upgrades[ i ].price;
+ }
+ }
+
+ return 100;
+}
+
+/*
+==============
+BG_FindStagesForUpgrade
+==============
+*/
+qboolean BG_FindStagesForUpgrade( int upgrade, stage_t stage )
+{
+ int i;
+
+ for( i = 0; i < bg_numUpgrades; i++ )
+ {
+ if( bg_upgrades[ i ].upgradeNum == upgrade )
+ {
+ if( bg_upgrades[ i ].stages & ( 1 << stage ) )
+ return qtrue;
+ else
+ return qfalse;
+ }
+ }
+
+ return qfalse;
+}
+
+/*
+==============
+BG_FindSlotsForUpgrade
+==============
+*/
+int BG_FindSlotsForUpgrade( int upgrade )
+{
+ int i;
+
+ for( i = 0; i < bg_numUpgrades; i++ )
+ {
+ if( bg_upgrades[ i ].upgradeNum == upgrade )
+ {
+ return bg_upgrades[ i ].slots;
+ }
+ }
+
+ return SLOT_NONE;
+}
+
+/*
+==============
+BG_FindNameForUpgrade
+==============
+*/
+char *BG_FindNameForUpgrade( int upgrade )
+{
+ int i;
+
+ for( i = 0; i < bg_numUpgrades; i++ )
+ {
+ if( bg_upgrades[ i ].upgradeNum == upgrade )
+ return bg_upgrades[ i ].upgradeName;
+ }
+
+ //wimp out
+ return 0;
+}
+
+/*
+==============
+BG_FindUpgradeNumForName
+==============
+*/
+int BG_FindUpgradeNumForName( char *name )
+{
+ int i;
+
+ for( i = 0; i < bg_numUpgrades; i++ )
+ {
+ if( !Q_stricmp( bg_upgrades[ i ].upgradeName, name ) )
+ return bg_upgrades[ i ].upgradeNum;
+ }
+
+ //wimp out
+ return UP_NONE;
+}
+
+/*
+==============
+BG_FindHumanNameForUpgrade
+==============
+*/
+char *BG_FindHumanNameForUpgrade( int upgrade )
+{
+ int i;
+
+ for( i = 0; i < bg_numUpgrades; i++ )
+ {
+ if( bg_upgrades[ i ].upgradeNum == upgrade )
+ return bg_upgrades[ i ].upgradeHumanName;
+ }
+
+ //wimp out
+ return 0;
+}
+
+/*
+==============
+BG_FindIconForUpgrade
+==============
+*/
+char *BG_FindIconForUpgrade( int upgrade )
+{
+ int i;
+
+ for( i = 0; i < bg_numUpgrades; i++ )
+ {
+ if( bg_upgrades[ i ].upgradeNum == upgrade )
+ return bg_upgrades[ i ].icon;
+ }
+
+ //wimp out
+ return 0;
+}
+
+/*
+==============
+BG_FindPurchasableForUpgrade
+==============
+*/
+qboolean BG_FindPurchasableForUpgrade( int upgrade )
+{
+ int i;
+
+ for( i = 0; i < bg_numUpgrades; i++ )
+ {
+ if( bg_upgrades[ i ].upgradeNum == upgrade )
+ return bg_upgrades[ i ].purchasable;
+ }
+
+ return qfalse;
+}
+
+/*
+==============
+BG_FindTeamForUpgrade
+==============
+*/
+WUTeam_t BG_FindTeamForUpgrade( int upgrade )
+{
+ int i;
+
+ for( i = 0; i < bg_numUpgrades; i++ )
+ {
+ if( bg_upgrades[ i ].upgradeNum == upgrade )
+ {
+ return bg_upgrades[ i ].team;
+ }
+ }
+
+ return WUT_NONE;
+}
+
+////////////////////////////////////////////////////////////////////////////////
+
+/*
+================
+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;
+
+ case TR_BUOYANCY:
+ 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;
+
+ case TR_BUOYANCY:
+ 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_FOOTSTEP_SQUELCH",
+ "EV_FOOTSPLASH",
+ "EV_FOOTWADE",
+ "EV_SWIM",
+
+ "EV_STEP_4",
+ "EV_STEP_8",
+ "EV_STEP_12",
+ "EV_STEP_16",
+
+ "EV_STEPDN_4",
+ "EV_STEPDN_8",
+ "EV_STEPDN_12",
+ "EV_STEPDN_16",
+
+ "EV_FALL_SHORT",
+ "EV_FALL_MEDIUM",
+ "EV_FALL_FAR",
+ "EV_FALLING",
+
+ "EV_JUMP",
+ "EV_WATER_TOUCH", // foot touches
+ "EV_WATER_LEAVE", // foot leaves
+ "EV_WATER_UNDER", // head touches
+ "EV_WATER_CLEAR", // head leaves
+
+ "EV_NOAMMO",
+ "EV_CHANGE_WEAPON",
+ "EV_FIRE_WEAPON",
+ "EV_FIRE_WEAPON2",
+ "EV_FIRE_WEAPON3",
+
+ "EV_PLAYER_RESPAWN", //TA: for fovwarp effects
+ "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_BULLET_HIT_FLESH",
+ "EV_BULLET_HIT_WALL",
+
+ "EV_SHOTGUN",
+
+ "EV_MISSILE_HIT",
+ "EV_MISSILE_MISS",
+ "EV_MISSILE_MISS_METAL",
+ "EV_TESLATRAIL",
+ "EV_BULLET", // otherEntity is the shooter
+
+ "EV_LEV1_GRAB",
+ "EV_LEV4_CHARGE_PREPARE",
+ "EV_LEV4_CHARGE_START",
+
+ "EV_PAIN",
+ "EV_DEATH1",
+ "EV_DEATH2",
+ "EV_DEATH3",
+ "EV_OBITUARY",
+
+ "EV_GIB_PLAYER", // gib a previously living player
+
+ "EV_BUILD_CONSTRUCT", //TA
+ "EV_BUILD_DESTROY", //TA
+ "EV_BUILD_DELAY", //TA: can't build yet
+ "EV_BUILD_REPAIR", //TA: repairing buildable
+ "EV_BUILD_REPAIRED", //TA: buildable has full health
+ "EV_HUMAN_BUILDABLE_EXPLOSION",
+ "EV_ALIEN_BUILDABLE_EXPLOSION",
+ "EV_ALIEN_ACIDTUBE",
+
+ "EV_MEDKIT_USED",
+
+ "EV_ALIEN_EVOLVE",
+ "EV_ALIEN_EVOLVE_FAILED",
+
+ "EV_DEBUG_LINE",
+ "EV_STOPLOOPINGSOUND",
+ "EV_TAUNT",
+
+ "EV_OVERMIND_ATTACK", //TA: overmind under attack
+ "EV_OVERMIND_DYING", //TA: overmind close to death
+ "EV_OVERMIND_SPAWNS", //TA: overmind needs spawns
+
+ "EV_DCC_ATTACK", //TA: dcc under attack
+
+ "EV_RPTUSE_SOUND" //TA: trigger a sound
+};
+
+/*
+===============
+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_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;
+
+ if( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR || ps->pm_type == PM_FREEZE )
+ s->eType = ET_INVISIBLE;
+ else if( ps->persistant[ PERS_TEAM ] == TEAM_SPECTATOR )
+ 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->stats[ STAT_STATE ] & SS_BLOBLOCKED )
+ s->eFlags |= EF_BLOBLOCKED;
+ else
+ s->eFlags &= ~EF_BLOBLOCKED;
+
+ if( ps->externalEvent )
+ {
+ s->event = ps->externalEvent;
+ s->eventParm = ps->externalEventParm;
+ }
+ else if( ps->entityEventSequence < ps->eventSequence )
+ {
+ int seq;
+
+ if( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS )
+ ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS;
+
+ seq = ps->entityEventSequence & ( MAX_PS_EVENTS - 1 );
+ s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
+ s->eventParm = ps->eventParms[ seq ];
+ ps->entityEventSequence++;
+ }
+
+ s->weapon = ps->weapon;
+ s->groundEntityNum = ps->groundEntityNum;
+
+ //store items held and active items in otherEntityNum
+ s->modelindex = 0;
+ s->modelindex2 = 0;
+ for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ )
+ {
+ if( BG_InventoryContainsUpgrade( i, ps->stats ) )
+ {
+ s->modelindex |= 1 << i;
+
+ if( BG_UpgradeIsActive( i, ps->stats ) )
+ s->modelindex2 |= 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...
+ VectorCopy( ps->grapplePoint, s->angles2 );
+ if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING )
+ s->eFlags |= EF_WALLCLIMBCEILING;
+
+ s->loopSound = ps->loopSound;
+ s->generic1 = ps->generic1;
+
+ if( s->generic1 <= WPM_NONE || s->generic1 >= WPM_NUM_WEAPONMODES )
+ s->generic1 = WPM_PRIMARY;
+}
+
+
+/*
+========================
+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;
+
+ if( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR || ps->pm_type == PM_FREEZE )
+ s->eType = ET_INVISIBLE;
+ else if( ps->persistant[ PERS_TEAM ] == TEAM_SPECTATOR )
+ 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->stats[ STAT_STATE ] & SS_BLOBLOCKED )
+ s->eFlags |= EF_BLOBLOCKED;
+ else
+ s->eFlags &= ~EF_BLOBLOCKED;
+
+ if( ps->externalEvent )
+ {
+ s->event = ps->externalEvent;
+ s->eventParm = ps->externalEventParm;
+ }
+ else if( ps->entityEventSequence < ps->eventSequence )
+ {
+ int seq;
+
+ if( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS )
+ ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS;
+
+ seq = ps->entityEventSequence & ( MAX_PS_EVENTS - 1 );
+ s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
+ s->eventParm = ps->eventParms[ seq ];
+ ps->entityEventSequence++;
+ }
+
+ s->weapon = ps->weapon;
+ s->groundEntityNum = ps->groundEntityNum;
+
+ //store items held and active items in otherEntityNum
+ s->modelindex = 0;
+ s->modelindex2 = 0;
+
+ for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ )
+ {
+ if( BG_InventoryContainsUpgrade( i, ps->stats ) )
+ {
+ s->modelindex |= 1 << i;
+
+ if( BG_UpgradeIsActive( i, ps->stats ) )
+ s->modelindex2 |= 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...
+ VectorCopy( ps->grapplePoint, s->angles2 );
+ if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING )
+ s->eFlags |= EF_WALLCLIMBCEILING;
+
+ s->loopSound = ps->loopSound;
+ s->generic1 = ps->generic1;
+
+ if( s->generic1 <= WPM_NONE || s->generic1 >= WPM_NUM_WEAPONMODES )
+ s->generic1 = WPM_PRIMARY;
+}
+
+/*
+========================
+BG_UnpackAmmoArray
+
+Extract the ammo quantity from the array
+========================
+*/
+void BG_UnpackAmmoArray( int weapon, int psAmmo[ ], int psAmmo2[ ], int *ammo, int *clips )
+{
+ int ammoarray[ 32 ];
+ int i;
+
+ for( i = 0; i <= 15; i++ )
+ ammoarray[ i ] = psAmmo[ i ];
+
+ for( i = 16; i <= 31; i++ )
+ ammoarray[ i ] = psAmmo2[ i - 16 ];
+
+ if( ammo != NULL )
+ *ammo = ammoarray[ weapon ] & 0x0FFF;
+
+ if( clips != NULL )
+ *clips = ( ammoarray[ weapon ] >> 12 ) & 0x0F;
+}
+
+/*
+========================
+BG_PackAmmoArray
+
+Pack the ammo quantity into the array
+========================
+*/
+void BG_PackAmmoArray( int weapon, int psAmmo[ ], int psAmmo2[ ], int ammo, int clips )
+{
+ int weaponvalue;
+
+ weaponvalue = ammo | ( clips << 12 );
+
+ if( weapon <= 15 )
+ psAmmo[ weapon ] = weaponvalue;
+ else if( weapon >= 16 )
+ psAmmo2[ weapon - 16 ] = weaponvalue;
+}
+
+/*
+========================
+BG_WeaponIsFull
+
+Check if a weapon has full ammo
+========================
+*/
+qboolean BG_WeaponIsFull( weapon_t weapon, int stats[ ], int psAmmo[ ], int psAmmo2[ ] )
+{
+ int maxAmmo, maxClips;
+ int ammo, clips;
+
+ BG_FindAmmoForWeapon( weapon, &maxAmmo, &maxClips );
+ BG_UnpackAmmoArray( weapon, psAmmo, psAmmo2, &ammo, &clips );
+
+ if( BG_InventoryContainsUpgrade( UP_BATTPACK, stats ) )
+ maxAmmo = (int)( (float)maxAmmo * BATTPACK_MODIFIER );
+
+ return ( maxAmmo == ammo ) && ( maxClips == clips );
+}
+
+/*
+========================
+BG_AddWeaponToInventory
+
+Give a player a weapon
+========================
+*/
+void BG_AddWeaponToInventory( int weapon, int stats[ ] )
+{
+ int weaponList;
+
+ weaponList = ( stats[ STAT_WEAPONS ] & 0x0000FFFF ) | ( ( stats[ STAT_WEAPONS2 ] << 16 ) & 0xFFFF0000 );
+
+ weaponList |= ( 1 << weapon );
+
+ stats[ STAT_WEAPONS ] = weaponList & 0x0000FFFF;
+ stats[ STAT_WEAPONS2 ] = ( weaponList & 0xFFFF0000 ) >> 16;
+
+ if( stats[ STAT_SLOTS ] & BG_FindSlotsForWeapon( weapon ) )
+ Com_Printf( S_COLOR_YELLOW "WARNING: Held items conflict with weapon %d\n", weapon );
+
+ stats[ STAT_SLOTS ] |= BG_FindSlotsForWeapon( weapon );
+}
+
+/*
+========================
+BG_RemoveWeaponToInventory
+
+Take a weapon from a player
+========================
+*/
+void BG_RemoveWeaponFromInventory( int weapon, int stats[ ] )
+{
+ int weaponList;
+
+ weaponList = ( stats[ STAT_WEAPONS ] & 0x0000FFFF ) | ( ( stats[ STAT_WEAPONS2 ] << 16 ) & 0xFFFF0000 );
+
+ weaponList &= ~( 1 << weapon );
+
+ stats[ STAT_WEAPONS ] = weaponList & 0x0000FFFF;
+ stats[ STAT_WEAPONS2 ] = ( weaponList & 0xFFFF0000 ) >> 16;
+
+ stats[ STAT_SLOTS ] &= ~BG_FindSlotsForWeapon( weapon );
+}
+
+/*
+========================
+BG_InventoryContainsWeapon
+
+Does the player hold a weapon?
+========================
+*/
+qboolean BG_InventoryContainsWeapon( int weapon, int stats[ ] )
+{
+ int weaponList;
+
+ weaponList = ( stats[ STAT_WEAPONS ] & 0x0000FFFF ) | ( ( stats[ STAT_WEAPONS2 ] << 16 ) & 0xFFFF0000 );
+
+ return( weaponList & ( 1 << weapon ) );
+}
+
+/*
+========================
+BG_AddUpgradeToInventory
+
+Give the player an upgrade
+========================
+*/
+void BG_AddUpgradeToInventory( int item, int stats[ ] )
+{
+ stats[ STAT_ITEMS ] |= ( 1 << item );
+
+ if( stats[ STAT_SLOTS ] & BG_FindSlotsForUpgrade( item ) )
+ Com_Printf( S_COLOR_YELLOW "WARNING: Held items conflict with upgrade %d\n", item );
+
+ stats[ STAT_SLOTS ] |= BG_FindSlotsForUpgrade( item );
+}
+
+/*
+========================
+BG_RemoveUpgradeFromInventory
+
+Take an upgrade from the player
+========================
+*/
+void BG_RemoveUpgradeFromInventory( int item, int stats[ ] )
+{
+ stats[ STAT_ITEMS ] &= ~( 1 << item );
+
+ stats[ STAT_SLOTS ] &= ~BG_FindSlotsForUpgrade( item );
+}
+
+/*
+========================
+BG_InventoryContainsUpgrade
+
+Does the player hold an upgrade?
+========================
+*/
+qboolean BG_InventoryContainsUpgrade( int item, int stats[ ] )
+{
+ return( stats[ STAT_ITEMS ] & ( 1 << item ) );
+}
+
+/*
+========================
+BG_ActivateUpgrade
+
+Activates an upgrade
+========================
+*/
+void BG_ActivateUpgrade( int item, int stats[ ] )
+{
+ stats[ STAT_ACTIVEITEMS ] |= ( 1 << item );
+}
+
+/*
+========================
+BG_DeactivateUpgrade
+
+Deactivates an upgrade
+========================
+*/
+void BG_DeactivateUpgrade( int item, int stats[ ] )
+{
+ stats[ STAT_ACTIVEITEMS ] &= ~( 1 << item );
+}
+
+/*
+========================
+BG_UpgradeIsActive
+
+Is this upgrade active?
+========================
+*/
+qboolean BG_UpgradeIsActive( int item, int stats[ ] )
+{
+ return( stats[ STAT_ACTIVEITEMS ] & ( 1 << item ) );
+}
+
+/*
+===============
+BG_RotateAxis
+
+Shared axis rotation function
+===============
+*/
+qboolean BG_RotateAxis( vec3_t surfNormal, vec3_t inAxis[ 3 ],
+ vec3_t outAxis[ 3 ], qboolean inverse, qboolean ceiling )
+{
+ vec3_t refNormal = { 0.0f, 0.0f, 1.0f };
+ vec3_t ceilingNormal = { 0.0f, 0.0f, -1.0f };
+ vec3_t localNormal, xNormal;
+ float rotAngle;
+
+ //the grapplePoint being a surfNormal rotation Normal hack... see above :)
+ if( ceiling )
+ {
+ VectorCopy( ceilingNormal, localNormal );
+ VectorCopy( surfNormal, xNormal );
+ }
+ else
+ {
+ //cross the reference normal and the surface normal to get the rotation axis
+ VectorCopy( surfNormal, localNormal );
+ CrossProduct( localNormal, refNormal, xNormal );
+ VectorNormalize( xNormal );
+ }
+
+ //can't rotate with no rotation vector
+ if( VectorLength( xNormal ) != 0.0f )
+ {
+ rotAngle = RAD2DEG( acos( DotProduct( localNormal, refNormal ) ) );
+
+ if( inverse )
+ rotAngle = -rotAngle;
+
+ AngleNormalize180( rotAngle );
+
+ //hmmm could get away with only one rotation and some clever stuff later... but i'm lazy
+ RotatePointAroundVector( outAxis[ 0 ], xNormal, inAxis[ 0 ], -rotAngle );
+ RotatePointAroundVector( outAxis[ 1 ], xNormal, inAxis[ 1 ], -rotAngle );
+ RotatePointAroundVector( outAxis[ 2 ], xNormal, inAxis[ 2 ], -rotAngle );
+ }
+ else
+ return qfalse;
+
+ return qtrue;
+}
+
+/*
+===============
+BG_PositionBuildableRelativeToPlayer
+
+Find a place to build a buildable
+===============
+*/
+void BG_PositionBuildableRelativeToPlayer( const playerState_t *ps,
+ const vec3_t mins, const vec3_t maxs,
+ void (*trace)( trace_t *, const vec3_t, const vec3_t,
+ const vec3_t, const vec3_t, int, int ),
+ vec3_t outOrigin, vec3_t outAngles, trace_t *tr )
+{
+ vec3_t forward, entityOrigin, targetOrigin;
+ vec3_t angles, playerOrigin, playerNormal;
+ float buildDist;
+
+ if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBING )
+ {
+ if( ps->stats[ STAT_STATE ] & SS_WALLCLIMBINGCEILING )
+ VectorSet( playerNormal, 0.0f, 0.0f, -1.0f );
+ else
+ VectorCopy( ps->grapplePoint, playerNormal );
+ }
+ else
+ VectorSet( playerNormal, 0.0f, 0.0f, 1.0f );
+
+ VectorCopy( ps->viewangles, angles );
+ VectorCopy( ps->origin, playerOrigin );
+ buildDist = BG_FindBuildDistForClass( ps->stats[ STAT_PCLASS ] );
+
+ AngleVectors( angles, forward, NULL, NULL );
+ ProjectPointOnPlane( forward, forward, playerNormal );
+ VectorNormalize( forward );
+
+ VectorMA( playerOrigin, buildDist, forward, entityOrigin );
+
+ VectorCopy( entityOrigin, targetOrigin );
+
+ //so buildings can be placed facing slopes
+ VectorMA( entityOrigin, 32, playerNormal, entityOrigin );
+
+ //so buildings drop to floor
+ VectorMA( targetOrigin, -128, playerNormal, targetOrigin );
+
+ (*trace)( tr, entityOrigin, mins, maxs, targetOrigin, ps->clientNum, MASK_PLAYERSOLID );
+ VectorCopy( tr->endpos, entityOrigin );
+ VectorMA( entityOrigin, 0.1f, playerNormal, outOrigin );
+ vectoangles( forward, outAngles );
+}
+
+/*
+===============
+BG_GetValueOfHuman
+
+Returns the kills value of some human player
+===============
+*/
+int BG_GetValueOfHuman( playerState_t *ps )
+{
+ int i, worth = 0;
+ float portion;
+
+ for( i = UP_NONE + 1; i < UP_NUM_UPGRADES; i++ )
+ {
+ if( BG_InventoryContainsUpgrade( i, ps->stats ) )
+ worth += BG_FindPriceForUpgrade( i );
+ }
+
+ for( i = WP_NONE + 1; i < WP_NUM_WEAPONS; i++ )
+ {
+ if( BG_InventoryContainsWeapon( i, ps->stats ) )
+ worth += BG_FindPriceForWeapon( i );
+ }
+
+ portion = worth / (float)HUMAN_MAXED;
+
+ if( portion < 0.01f )
+ portion = 0.01f;
+ else if( portion > 1.0f )
+ portion = 1.0f;
+
+ return ceil( ALIEN_MAX_SINGLE_KILLS * portion );
+}
+
+/*
+===============
+atof_neg
+
+atof with an allowance for negative values
+===============
+*/
+float atof_neg( char *token, qboolean allowNegative )
+{
+ float value;
+
+ value = atof( token );
+
+ if( !allowNegative && value < 0.0f )
+ value = 1.0f;
+
+ return value;
+}
+
+/*
+===============
+atoi_neg
+
+atoi with an allowance for negative values
+===============
+*/
+int atoi_neg( char *token, qboolean allowNegative )
+{
+ int value;
+
+ value = atoi( token );
+
+ if( !allowNegative && value < 0 )
+ value = 1;
+
+ return value;
+}
+
+/*
+===============
+BG_ParseCSVEquipmentList
+===============
+*/
+void BG_ParseCSVEquipmentList( const char *string, weapon_t *weapons, int weaponsSize,
+ upgrade_t *upgrades, int upgradesSize )
+{
+ char buffer[ MAX_STRING_CHARS ];
+ int i = 0, j = 0;
+ char *p, *q;
+ qboolean EOS = qfalse;
+
+ Q_strncpyz( buffer, string, MAX_STRING_CHARS );
+
+ p = q = buffer;
+
+ while( *p != '\0' )
+ {
+ //skip to first , or EOS
+ while( *p != ',' && *p != '\0' )
+ p++;
+
+ if( *p == '\0' )
+ EOS = qtrue;
+
+ *p = '\0';
+
+ //strip leading whitespace
+ while( *q == ' ' )
+ q++;
+
+ if( weaponsSize )
+ weapons[ i ] = BG_FindWeaponNumForName( q );
+
+ if( upgradesSize )
+ upgrades[ j ] = BG_FindUpgradeNumForName( q );
+
+ if( weaponsSize && weapons[ i ] == WP_NONE &&
+ upgradesSize && upgrades[ j ] == UP_NONE )
+ Com_Printf( S_COLOR_YELLOW "WARNING: unknown equipment %s\n", q );
+ else if( weaponsSize && weapons[ i ] != WP_NONE )
+ i++;
+ else if( upgradesSize && upgrades[ j ] != UP_NONE )
+ j++;
+
+ if( !EOS )
+ {
+ p++;
+ q = p;
+ }
+ else
+ break;
+
+ if( i == ( weaponsSize - 1 ) || j == ( upgradesSize - 1 ) )
+ break;
+ }
+
+ if( weaponsSize )
+ weapons[ i ] = WP_NONE;
+
+ if( upgradesSize )
+ upgrades[ j ] = UP_NONE;
+}
+
+/*
+===============
+BG_ParseCSVClassList
+===============
+*/
+void BG_ParseCSVClassList( const char *string, pClass_t *classes, int classesSize )
+{
+ char buffer[ MAX_STRING_CHARS ];
+ int i = 0;
+ char *p, *q;
+ qboolean EOS = qfalse;
+
+ Q_strncpyz( buffer, string, MAX_STRING_CHARS );
+
+ p = q = buffer;
+
+ while( *p != '\0' )
+ {
+ //skip to first , or EOS
+ while( *p != ',' && *p != '\0' )
+ p++;
+
+ if( *p == '\0' )
+ EOS = qtrue;
+
+ *p = '\0';
+
+ //strip leading whitespace
+ while( *q == ' ' )
+ q++;
+
+ classes[ i ] = BG_FindClassNumForName( q );
+
+ if( classes[ i ] == PCL_NONE )
+ Com_Printf( S_COLOR_YELLOW "WARNING: unknown class %s\n", q );
+ else
+ i++;
+
+ if( !EOS )
+ {
+ p++;
+ q = p;
+ }
+ else
+ break;
+ }
+
+ classes[ i ] = PCL_NONE;
+}
+
+/*
+===============
+BG_ParseCSVBuildableList
+===============
+*/
+void BG_ParseCSVBuildableList( const char *string, buildable_t *buildables, int buildablesSize )
+{
+ char buffer[ MAX_STRING_CHARS ];
+ int i = 0;
+ char *p, *q;
+ qboolean EOS = qfalse;
+
+ Q_strncpyz( buffer, string, MAX_STRING_CHARS );
+
+ p = q = buffer;
+
+ while( *p != '\0' )
+ {
+ //skip to first , or EOS
+ while( *p != ',' && *p != '\0' )
+ p++;
+
+ if( *p == '\0' )
+ EOS = qtrue;
+
+ *p = '\0';
+
+ //strip leading whitespace
+ while( *q == ' ' )
+ q++;
+
+ buildables[ i ] = BG_FindClassNumForName( q );
+
+ if( buildables[ i ] == BA_NONE )
+ Com_Printf( S_COLOR_YELLOW "WARNING: unknown buildable %s\n", q );
+ else
+ i++;
+
+ if( !EOS )
+ {
+ p++;
+ q = p;
+ }
+ else
+ break;
+ }
+
+ buildables[ i ] = BA_NONE;
+}