diff options
Diffstat (limited to 'src/game')
-rw-r--r-- | src/game/bg_misc.c | 1429 | ||||
-rw-r--r-- | src/game/bg_pmove.c | 71 | ||||
-rw-r--r-- | src/game/bg_public.h | 99 | ||||
-rw-r--r-- | src/game/g_active.c | 10 | ||||
-rw-r--r-- | src/game/g_cmds.c | 9 | ||||
-rw-r--r-- | src/game/g_combat.c | 7 | ||||
-rw-r--r-- | src/game/g_misc.c | 6 | ||||
-rw-r--r-- | src/game/g_missile.c | 8 | ||||
-rw-r--r-- | src/game/g_weapon.c | 56 |
9 files changed, 349 insertions, 1346 deletions
diff --git a/src/game/bg_misc.c b/src/game/bg_misc.c index 071ceb7f..f2b132a8 100644 --- a/src/game/bg_misc.c +++ b/src/game/bg_misc.c @@ -18,940 +18,6 @@ #include "q_shared.h" #include "bg_public.h" -/*QUAKED item_***** ( 0 0 0 ) (-16 -16 -16) (16 16 16) suspended -DO NOT USE THIS CLASS, IT JUST HOLDS GENERAL INFORMATION. -The suspended flag will allow items to hang in the air, otherwise they are dropped to the next surface. - -If an item is the target of another entity, it will not spawn in until fired. - -An item fires all of its targets when it is picked up. If the toucher can't carry it, the targets won't be fired. - -"notfree" if set to 1, don't spawn in free for all games -"notteam" if set to 1, don't spawn in team games -"notsingle" if set to 1, don't spawn in single player games -"wait" override the default wait before respawning. -1 = never respawn automatically, which can be used with targeted spawning. -"random" random number of plus or minus seconds varied from the respawn time -"count" override quantity or duration on most items. -*/ - -gitem_t bg_itemlist[] = -{ - { - NULL, - NULL, - { NULL, - NULL, - 0, 0} , -/* icon */ NULL, -/* pickup */ NULL, - 0, - 0, - 0, -/* precache */ "", -/* sounds */ "" - }, // leave index 0 alone - - // - // ARMOR - // - -/*QUAKED item_armor_shard (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - /*{ - "item_armor_shard", - "sound/misc/ar1_pkup.wav", - { "models/powerups/armor/shard.md3", - "models/powerups/armor/shard_sphere.md3", - 0, 0} , - "icons/iconr_shard", - "Armor Shard", - 5, - IT_ARMOR, - 0, - "", - "" - },*/ - -/*QUAKED item_armor_combat (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - /*{ - "item_armor_combat", - "sound/misc/ar2_pkup.wav", - { "models/powerups/armor/armor_yel.md3", - 0, 0, 0}, - "icons/iconr_yellow", - "Armor", - 50, - IT_ARMOR, - 0, - "", - "" - },*/ - -/*QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - /*{ - "item_armor_body", - "sound/misc/ar3_pkup.wav", - { "models/powerups/armor/armor_red.md3", - 0, 0, 0}, - "icons/iconr_red", - "Heavy Armor", - 100, - IT_ARMOR, - 0, - "", - "" - },*/ - - // - // health - // -/*QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - /*{ - "item_health_small", - "sound/items/s_health.wav", - { "models/powerups/health/small_cross.md3", - "models/powerups/health/small_sphere.md3", - 0, 0 }, - "icons/iconh_green", - "5 Health", - 5, - IT_HEALTH, - 0, - "", - "" - },*/ - -/*QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - /*{ - "item_health", - "sound/items/n_health.wav", - { "models/powerups/health/medium_cross.md3", - "models/powerups/health/medium_sphere.md3", - 0, 0 }, - "icons/iconh_yellow", - "25 Health", - 25, - IT_HEALTH, - 0, - "", - "" - },*/ - -/*QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - /*{ - "item_health_large", - "sound/items/l_health.wav", - { "models/powerups/health/large_cross.md3", - "models/powerups/health/large_sphere.md3", - 0, 0 }, - "icons/iconh_red", - "50 Health", - 50, - IT_HEALTH, - 0, - "", - "" - },*/ - -/*QUAKED item_health_mega (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - /*{ - "item_health_mega", - "sound/items/m_health.wav", - { "models/powerups/health/mega_cross.md3", - "models/powerups/health/mega_sphere.md3", - 0, 0 }, - "icons/iconh_mega", - "Mega Health", - 100, - IT_HEALTH, - 0, - "", - "" - },*/ - - - // - // WEAPONS - // - -/*QUAKED weapon_gauntlet (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - -//TA:FIXME: must keep gauntlet and machinegun for now or bots have a fit and prevent game working - - { - "weapon_gauntlet", - "sound/misc/w_pkup.wav", - { "models/weapons2/gauntlet/gauntlet.md3", - 0, 0, 0}, - "icons/iconw_gauntlet", - "Gauntlet", - 0, - IT_WEAPON, - WP_GAUNTLET, - "", - "" - }, - -/*QUAKED weapon_venom (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - { - "weapon_venom", - "sound/misc/w_pkup.wav", - { "models/weapons2/gauntlet/gauntlet.md3", - 0, 0, 0}, - "icons/iconw_gauntlet", - "Venom", - 0, - IT_WEAPON, - WP_VENOM, - "", - "" - }, - -/*QUAKED weapon_grabandcsaw (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - { - "weapon_grabandcsaw", - "sound/misc/w_pkup.wav", - { "models/weapons2/gauntlet/gauntlet.md3", - 0, 0, 0}, - "icons/iconw_gauntlet", - "Circular Saw", - 0, - IT_WEAPON, - WP_GRABANDCSAW, - "", - "" - }, - -/*QUAKED weapon_pounce (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - { - "weapon_pounce", - "sound/misc/w_pkup.wav", - { "models/weapons2/gauntlet/gauntlet.md3", - 0, 0, 0}, - "icons/iconw_gauntlet", - "Claw and Pounce", - 0, - IT_WEAPON, - WP_POUNCE, - "", - "" - }, - -/*QUAKED weapon_dbuild (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - { - "weapon_dbuild", - "sound/misc/w_pkup.wav", - { "models/weapons2/gauntlet/gauntlet.md3", - 0, 0, 0}, - "icons/iconw_gauntlet", - "Alien Build", - 0, - IT_WEAPON, - WP_ABUILD, - "", - "" - }, - -/*QUAKED weapon_dbuild2 (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - { - "weapon_dbuild2", - "sound/misc/w_pkup.wav", - { "models/weapons2/gauntlet/gauntlet.md3", - 0, 0, 0}, - "icons/iconw_gauntlet", - "Alien Build 2", - 0, - IT_WEAPON, - WP_ABUILD2, - "", - "" - }, - -/*QUAKED weapon_hbuild (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - { - "weapon_hbuild", - "sound/misc/w_pkup.wav", - { "models/weapons2/gauntlet/gauntlet.md3", - 0, 0, 0}, - "icons/iconw_gauntlet", - "HBuild", - 0, - IT_WEAPON, - WP_HBUILD, - "", - "" - }, - -/*QUAKED weapon_hbuild2 (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - { - "weapon_hbuild2", - "sound/misc/w_pkup.wav", - { "models/weapons2/gauntlet/gauntlet.md3", - 0, 0, 0}, - "icons/iconw_gauntlet", - "Human Build 2", - 0, - IT_WEAPON, - WP_HBUILD2, - "", - "" - }, - -/*QUAKED weapon_shotgun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - /*{ - "weapon_shotgun", - "sound/misc/w_pkup.wav", - { "models/weapons2/shotgun/shotgun.md3", - 0, 0, 0}, - "icons/iconw_shotgun", - "Shotgun", - 10, - IT_WEAPON, - WP_SHOTGUN, - "", - "" - },*/ - -/*QUAKED weapon_machinegun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - { - "weapon_machinegun", - "sound/misc/w_pkup.wav", - { "models/weapons2/machinegun/machinegun.md3", - 0, 0, 0}, - "icons/iconw_machinegun", - "Machinegun", - 40, - IT_WEAPON, - WP_MACHINEGUN, - "", - "" - }, - -/*QUAKED weapon_chaingun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - { - "weapon_chaingun", - "sound/misc/w_pkup.wav", - { "models/weapons2/machinegun/machinegun.md3", - 0, 0, 0}, - "icons/iconw_machinegun", - "Chaingun", - 40, - IT_WEAPON, - WP_CHAINGUN, - "", - "" - }, - -/*QUAKED weapon_massdriver (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - { - "weapon_massdriver", - "sound/misc/w_pkup.wav", - { "models/weapons2/bfg/bfg.md3", - 0, 0, 0}, - "icons/iconw_bfg", - "Mass Driver", - 40, - IT_WEAPON, - WP_MASS_DRIVER, - "", - "" - }, - -/*QUAKED weapon_pulserifle (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - { - "weapon_pulserifle", - "sound/misc/w_pkup.wav", - { "models/weapons2/plasma/plasma.md3", - 0, 0, 0}, - "icons/iconw_gauntlet", - "Pulse Rifle", - 40, - IT_WEAPON, - WP_PULSE_RIFLE, - "", - "" - }, - -/*QUAKED weapon_ggrenade (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - { - "weapon_ggrenade", - "sound/misc/w_pkup.wav", - { "models/weapons2/gauntlet/gauntlet.md3", - 0, 0, 0}, - "icons/iconw_gauntlet", - "Gas Grenade", - 0, - IT_WEAPON, - WP_GGRENADE, - "", - "" - }, - -/*QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - /*{ - "weapon_grenadelauncher", - "sound/misc/w_pkup.wav", - { "models/weapons2/grenadel/grenadel.md3", - 0, 0, 0}, - "icons/iconw_grenade", - "Grenade Launcher", - 10, - IT_WEAPON, - WP_GRENADE_LAUNCHER, - "", - "sound/weapons/grenade/hgrenb1a.wav sound/weapons/grenade/hgrenb2a.wav" - },*/ - -/*QUAKED weapon_rocketlauncher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - /*{ - "weapon_rocketlauncher", - "sound/misc/w_pkup.wav", - { "models/weapons2/rocketl/rocketl.md3", - 0, 0, 0}, - "icons/iconw_rocket", - "Rocket Launcher", - 10, - IT_WEAPON, - WP_ROCKET_LAUNCHER, - "", - "" - },*/ - -/*QUAKED weapon_teslagen (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - { - "weapon_teslagen", - "sound/misc/w_pkup.wav", - { 0, 0, 0, 0}, - "icons/iconw_lightning", - "Tesla Generator", - 100, - IT_WEAPON, - WP_TESLAGEN, - "", - "" - }, - -/*QUAKED weapon_railgun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - { - "weapon_railgun", - "sound/misc/w_pkup.wav", - { 0, 0, 0, 0}, - "icons/iconw_railgun", - "Railgun", - 10, - IT_WEAPON, - WP_RAILGUN, - "", - "" - }, - -/*QUAKED weapon_sawbladelauncher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - { - "weapon_lockbloblauncher", - "sound/misc/w_pkup.wav", - { 0, 0, 0, 0}, - "icons/iconw_rocket", - "Lockblob Launcher", - 10, - IT_WEAPON, - WP_LOCKBLOB_LAUNCHER, - "", - "" - }, - -/*QUAKED weapon_plasmagun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - { - "weapon_plasmagun", - "sound/misc/w_pkup.wav", - { "models/weapons2/plasma/plasma.md3", - 0, 0, 0}, - "icons/iconw_plasma", - "Plasma Gun", - 50, - IT_WEAPON, - WP_PLASMAGUN, - "", - "" - }, - -/*QUAKED weapon_flamer (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - { - "weapon_flamer", - "sound/misc/w_pkup.wav", - { "models/weapons2/plasma/plasma.md3", - 0, 0, 0}, - "icons/iconw_plasma", - "Flame Thrower", - 50, - IT_WEAPON, - WP_FLAMER, - "", - "" - }, - -/*QUAKED weapon_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - { - "weapon_bfg", - "sound/misc/w_pkup.wav", - { "models/weapons2/bfg/bfg.md3", - 0, 0, 0}, - "icons/iconw_bfg", - "Dual BFG", - 0, - IT_WEAPON, - WP_BFG, - "", - "" - }, - -/*QUAKED weapon_grapplinghook (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - /*{ - "weapon_grapplinghook", - "sound/misc/w_pkup.wav", - { "models/weapons2/grapple/grapple.md3", - 0, 0, 0}, - "Grappling Hook", - 0, - IT_WEAPON, - WP_GRAPPLING_HOOK, - "", - "" - },*/ - - // - // AMMO ITEMS - // - -/*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - /*{ - "ammo_shells", - "sound/misc/am_pkup.wav", - { "models/powerups/ammo/shotgunam.md3", - 0, 0, 0}, - "icons/icona_shotgun", - "Shells", - 10, - IT_AMMO, - WP_SHOTGUN, - "", - "" - },*/ - -/*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - /*{ - "ammo_bullets", - "sound/misc/am_pkup.wav", - { "models/powerups/ammo/machinegunam.md3", - 0, 0, 0}, - "icons/icona_machinegun", - "Bullets", - 50, - IT_AMMO, - WP_MACHINEGUN, - "", - "" - },*/ - -/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - /*{ - "ammo_grenades", - "sound/misc/am_pkup.wav", - { "models/powerups/ammo/grenadeam.md3", - 0, 0, 0}, - "icons/icona_grenade", - "Grenades", - 5, - IT_AMMO, - WP_GRENADE_LAUNCHER, - "", - "" - },*/ - -/*QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - /*{ - "ammo_cells", - "sound/misc/am_pkup.wav", - { "models/powerups/ammo/plasmaam.md3", - 0, 0, 0}, - "icons/icona_plasma", - "Cells", - 30, - IT_AMMO, - WP_PLASMAGUN, - "", - "" - },*/ - -/*QUAKED ammo_lightning (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - /*{ - "ammo_lightning", - "sound/misc/am_pkup.wav", - { "models/powerups/ammo/lightningam.md3", - 0, 0, 0}, - "icons/icona_lightning", - "Lightning", - 60, - IT_AMMO, - WP_LIGHTNING, - "", - "" - },*/ - -/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - /*{ - "ammo_rockets", - "sound/misc/am_pkup.wav", - { "models/powerups/ammo/rocketam.md3", - 0, 0, 0}, - "icons/icona_rocket", - "Rockets", - 5, - IT_AMMO, - WP_ROCKET_LAUNCHER, - "", - "" - },*/ - -/*QUAKED ammo_slugs (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - /*{ - "ammo_slugs", - "sound/misc/am_pkup.wav", - { "models/powerups/ammo/railgunam.md3", - 0, 0, 0}, - "icons/icona_railgun", - "Slugs", - 10, - IT_AMMO, - WP_RAILGUN, - "", - "" - },*/ - -/*QUAKED ammo_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - /*{ - "ammo_bfg", - "sound/misc/am_pkup.wav", - { "models/powerups/ammo/bfgam.md3", - 0, 0, 0}, - "icons/icona_bfg", - "Bfg Ammo", - 15, - IT_AMMO, - WP_BFG, - "", - "" - },*/ - - // - // HOLDABLE ITEMS - // -/*QUAKED holdable_teleporter (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - /*{ - "holdable_teleporter", - "sound/items/holdable.wav", - { "models/powerups/holdable/teleporter.md3", - 0, 0, 0}, - "icons/teleporter", - "Personal Teleporter", - 60, - IT_HOLDABLE, - HI_TELEPORTER, - "", - "" - },*/ - -/*QUAKED holdable_medkit (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - /*{ - "holdable_medkit", - "sound/items/holdable.wav", - { "models/powerups/holdable/medkit.md3", - "models/powerups/holdable/medkit_sphere.md3", - 0, 0}, - "icons/medkit", - "Medkit", - 60, - IT_HOLDABLE, - HI_MEDKIT, - "", - "sound/items/use_medkit.wav" - },*/ - - // - // POWERUP ITEMS - // -/*QUAKED item_quad (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - /*{ - "item_quad", - "sound/items/quaddamage.wav", - { "models/powerups/instant/quad.md3", - "models/powerups/instant/quad_ring.md3", - 0, 0 }, - "icons/quad", - "Quad Damage", - 30, - IT_POWERUP, - PW_QUAD, - "", - "sound/items/damage2.wav sound/items/damage3.wav" - },*/ - -/*QUAKED item_enviro (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - /*{ - "item_enviro", - "sound/items/protect.wav", - { "models/powerups/instant/enviro.md3", - "models/powerups/instant/enviro_ring.md3", - 0, 0 }, - "icons/envirosuit", - "Battle Suit", - 30, - IT_POWERUP, - PW_BATTLESUIT, - "", - "sound/items/airout.wav sound/items/protect3.wav" - },*/ - -/*QUAKED item_haste (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - /*{ - "item_haste", - "sound/items/haste.wav", - { "models/powerups/instant/haste.md3", - "models/powerups/instant/haste_ring.md3", - 0, 0 }, - "icons/haste", - "Speed", - 30, - IT_POWERUP, - PW_HASTE, - "", - "" - },*/ - -/*QUAKED item_invis (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - /*{ - "item_invis", - "sound/items/invisibility.wav", - { "models/powerups/instant/invis.md3", - "models/powerups/instant/invis_ring.md3", - 0, 0 }, - "icons/invis", - "Invisibility", - 30, - IT_POWERUP, - PW_INVIS, - "", - "" - },*/ - -/*QUAKED item_regen (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - /*{ - "item_regen", - "sound/items/regeneration.wav", - { "models/powerups/instant/regen.md3", - "models/powerups/instant/regen_ring.md3", - 0, 0 }, - "icons/regen", - "Regeneration", - 30, - IT_POWERUP, - PW_REGEN, - "", - "sound/items/regen.wav" - },*/ - -/*QUAKED item_flight (.3 .3 1) (-16 -16 -16) (16 16 16) suspended -*/ - /*{ - "item_flight", - "sound/items/flight.wav", - { "models/powerups/instant/flight.md3", - "models/powerups/instant/flight_ring.md3", - 0, 0 }, - "icons/flight", - "Flight", - 60, - IT_POWERUP, - PW_FLIGHT, - "", - "sound/items/flight.wav" - },*/ - -/*QUAKED upgrade_torch (0 0 1) (-16 -16 -16) (16 16 16) -*/ - { - "upgrade_torch", - "sound/items/holdable.wav", - { 0, 0, 0, 0 }, - "icons/teleporter", //icon - "Torch", //pickup - 0, - IT_UPGRADE, - UP_TORCH, - "", //precache - "" //sounds - }, - -/*QUAKED upgrade_nvg (0 0 1) (-16 -16 -16) (16 16 16) -*/ - { - "upgrade_nvg", - "sound/items/holdable.wav", - { 0, 0, 0, 0 }, - "icons/teleporter", //icon - "NVG", //pickup - 0, - IT_UPGRADE, - UP_NVG, - "", //precache - "" //sounds - }, - -/*QUAKED upgrade_carmour (0 0 1) (-16 -16 -16) (16 16 16) -*/ - { - "upgrade_carmour", - "sound/items/holdable.wav", - { 0, 0, 0, 0 }, - "icons/teleporter", //icon - "Chest Armour", //pickup - 0, - IT_UPGRADE, - UP_CHESTARMOUR, - "", //precache - "" //sounds - }, - -/*QUAKED upgrade_larmour (0 0 1) (-16 -16 -16) (16 16 16) -*/ - { - "upgrade_larmour", - "sound/items/holdable.wav", - { 0, 0, 0, 0 }, - "icons/teleporter", //icon - "Limb Armour", //pickup - 0, - IT_UPGRADE, - UP_LIMBARMOUR, - "", //precache - "" //sounds - }, - -/*QUAKED upgrade_helmet (0 0 1) (-16 -16 -16) (16 16 16) -*/ - { - "upgrade_helmet", - "sound/items/holdable.wav", - { 0, 0, 0, 0 }, - "icons/teleporter", //icon - "Helmet", //pickup - 0, - IT_UPGRADE, - UP_HELMET, - "", //precache - "" //sounds - }, - -/*QUAKED upgrade_bsuit (0 0 1) (-16 -16 -16) (16 16 16) -*/ - { - "upgrade_bsuit", - "sound/items/holdable.wav", - { 0, 0, 0, 0 }, - "icons/teleporter", //icon - "Battle Suit", //pickup - 0, - IT_UPGRADE, - UP_BATTLESUIT, - "", //precache - "" //sounds - }, - -/*QUAKED team_CTF_redflag (1 0 0) (-16 -16 -16) (16 16 16) -Only in CTF games -*/ - /*{ - "team_CTF_redflag", - "sound/teamplay/flagtk_red.wav", - { "models/flags/r_flag.md3", - 0, 0, 0 }, - "icons/iconf_red1", - "Red Flag", - 0, - IT_TEAM, - PW_REDFLAG, - "", - "sound/teamplay/flagcap_red.wav sound/teamplay/flagtk_red.wav sound/teamplay/flagret_red.wav" - },*/ - -/*QUAKED team_CTF_blueflag (0 0 1) (-16 -16 -16) (16 16 16) -Only in CTF games -*/ - /*{ - "team_CTF_blueflag", - "sound/teamplay/flagtk_blu.wav", - { "models/flags/b_flag.md3", - 0, 0, 0 }, - "icons/iconf_blu1", - "Blue Flag", - 0, - IT_TEAM, - PW_BLUEFLAG, - "", - "sound/teamplay/flagcap_blu.wav sound/teamplay/flagtk_blu.wav sound/teamplay/flagret_blu.wav" - },*/ - - // end of list marker - {NULL} -}; - -int bg_numItems = sizeof(bg_itemlist) / sizeof(bg_itemlist[0]) - 1; - -//////////////////////////////////////////////////////////////////////////////// - buildableAttributes_t bg_buildableList[ ] = { { @@ -1536,7 +602,7 @@ char *BG_FindNameForBuildable( int bclass ) } //wimp out - return ""; + return 0; } /* @@ -1555,7 +621,7 @@ char *BG_FindHumanNameForBuildable( int bclass ) } //wimp out - return ""; + return 0; } /* @@ -1574,7 +640,7 @@ char *BG_FindEntityNameForBuildable( int bclass ) } //wimp out - return ""; + return 0; } /* @@ -1593,7 +659,7 @@ char *BG_FindModelsForBuildable( int bclass, int modelNum ) } //wimp out - return ""; + return 0; } /* @@ -2344,7 +1410,7 @@ char *BG_FindNameForClassNum( int pclass ) } //wimp out - return ""; + return 0; } /* @@ -2363,7 +1429,7 @@ char *BG_FindHumanNameForClassNum( int pclass ) } //wimp out - return ""; + return 0; } /* @@ -2723,11 +1789,16 @@ weaponAttributes_t bg_weapons[ ] = SLOT_WEAPON, //int slots; "rifle", //char *weaponName; "Rifle", //char *weaponHumanName; + { "models/weapons2/machinegun/machinegun.md3", 0, 0, 0 }, + "icons/iconw_machinegun", 30, //int quan; 3, //int clips; 3, //int maxClips; + qfalse, //int infiniteAmmo; + 100, //int repeatRate; qfalse, //qboolean hasAltMode; qfalse, //qboolean synced; + qtrue, //qboolean purchasable; WUT_HUMANS //WUTeam_t team; }, { @@ -2736,11 +1807,16 @@ weaponAttributes_t bg_weapons[ ] = SLOT_WEAPON, //int slots; "flamer", //char *weaponName; "Flame Thrower", //char *weaponHumanName; + { "models/weapons2/plasma/plasma.md3", 0, 0, 0 }, + "icons/iconw_plasma", 400, //int quan; 0, //int clips; 0, //int maxClips; + qfalse, //int infiniteAmmo; + 40, //int repeatRate; qfalse, //qboolean hasAltMode; qfalse, //qboolean synced; + qtrue, //qboolean purchasable; WUT_HUMANS //WUTeam_t team; }, { @@ -2749,11 +1825,16 @@ weaponAttributes_t bg_weapons[ ] = SLOT_WEAPON, //int slots; "chaingun", //char *weaponName; "Chaingun", //char *weaponHumanName; + { "models/weapons2/machinegun/machinegun.md3", 0, 0, 0 }, + "icons/iconw_machinegun", 300, //int quan; 0, //int clips; 0, //int maxClips; + qfalse, //int infiniteAmmo; + 50, //int repeatRate; qfalse, //qboolean hasAltMode; qfalse, //qboolean synced; + qtrue, //qboolean purchasable; WUT_HUMANS //WUTeam_t team; }, { @@ -2762,11 +1843,16 @@ weaponAttributes_t bg_weapons[ ] = SLOT_WEAPON, //int slots; "mdriver", //char *weaponName; "Mass Driver", //char *weaponHumanName; + { "models/weapons2/bfg/bfg.md3", 0, 0, 0 }, + "icons/iconw_bfg", 5, //int quan; 2, //int clips; 3, //int maxClips; + qfalse, //int infiniteAmmo; + 1000, //int repeatRate; qfalse, //qboolean hasAltMode; qfalse, //qboolean synced; + qtrue, //qboolean purchasable; WUT_HUMANS //WUTeam_t team; }, { @@ -2775,11 +1861,16 @@ weaponAttributes_t bg_weapons[ ] = SLOT_WEAPON, //int slots; "prifle", //char *weaponName; "Pulse Rifle", //char *weaponHumanName; + { "models/weapons2/plasma/plasma.md3", 0, 0, 0 }, + "icons/iconw_plasma", 50, //int quan; 3, //int clips; 3, //int maxClips; + qfalse, //int infiniteAmmo; + 50, //int repeatRate; qfalse, //qboolean hasAltMode; qfalse, //qboolean synced; + qtrue, //qboolean purchasable; WUT_HUMANS //WUTeam_t team; }, { @@ -2788,11 +1879,16 @@ weaponAttributes_t bg_weapons[ ] = SLOT_WEAPON, //int slots; "ckit", //char *weaponName; "Construction Kit", //char *weaponHumanName; + { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, + "icons/iconw_gauntlet", 0, //int quan; 0, //int clips; 0, //int maxClips; + qtrue, //int infiniteAmmo; + 1000, //int repeatRate; qtrue, //qboolean hasAltMode; qfalse, //qboolean synced; + qtrue, //qboolean purchasable; WUT_HUMANS //WUTeam_t team; }, { @@ -2801,11 +1897,16 @@ weaponAttributes_t bg_weapons[ ] = SLOT_WEAPON, //int slots; "ackit", //char *weaponName; "Adv Construction Kit",//char *weaponHumanName; + { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, + "icons/iconw_gauntlet", 0, //int quan; 0, //int clips; 0, //int maxClips; + qtrue, //int infiniteAmmo; + 1000, //int repeatRate; qtrue, //qboolean hasAltMode; qfalse, //qboolean synced; + qtrue, //qboolean purchasable; WUT_HUMANS //WUTeam_t team; }, { @@ -2814,11 +1915,16 @@ weaponAttributes_t bg_weapons[ ] = SLOT_WEAPON, //int slots; "dbuild", //char *weaponName; "Alien build weapon", //char *weaponHumanName; + { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, + "icons/iconw_gauntlet", 0, //int quan; 0, //int clips; 0, //int maxClips; + qtrue, //int infiniteAmmo; + 1000, //int repeatRate; qtrue, //qboolean hasAltMode; qfalse, //qboolean synced; + qfalse, //qboolean purchasable; WUT_ALIENS //WUTeam_t team; }, { @@ -2827,11 +1933,16 @@ weaponAttributes_t bg_weapons[ ] = SLOT_WEAPON, //int slots; "dbuild2", //char *weaponName; "Alien build weapon2",//char *weaponHumanName; + { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, + "icons/iconw_gauntlet", 0, //int quan; 0, //int clips; 0, //int maxClips; + qtrue, //int infiniteAmmo; + 1000, //int repeatRate; qtrue, //qboolean hasAltMode; qfalse, //qboolean synced; + qfalse, //qboolean purchasable; WUT_ALIENS //WUTeam_t team; }, { @@ -2840,11 +1951,16 @@ weaponAttributes_t bg_weapons[ ] = SLOT_WEAPON, //int slots; "venom", //char *weaponName; "Venom", //char *weaponHumanName; + { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, + "icons/iconw_gauntlet", 0, //int quan; 0, //int clips; 0, //int maxClips; + qtrue, //int infiniteAmmo; + 500, //int repeatRate; qfalse, //qboolean hasAltMode; qfalse, //qboolean synced; + qfalse, //qboolean purchasable; WUT_ALIENS //WUTeam_t team; }, { @@ -2853,11 +1969,16 @@ weaponAttributes_t bg_weapons[ ] = SLOT_WEAPON, //int slots; "grabandcsaw", //char *weaponName; "Circular Saw", //char *weaponHumanName; + { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, + "icons/iconw_gauntlet", 0, //int quan; 0, //int clips; 0, //int maxClips; + qtrue, //int infiniteAmmo; + 500, //int repeatRate; qtrue, //qboolean hasAltMode; qtrue, //qboolean synced; + qfalse, //qboolean purchasable; WUT_ALIENS //WUTeam_t team; }, { @@ -2866,12 +1987,71 @@ weaponAttributes_t bg_weapons[ ] = SLOT_WEAPON, //int slots; "pounce", //char *weaponName; "Claw and pounce", //char *weaponHumanName; + { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, + "icons/iconw_gauntlet", 0, //int quan; 0, //int clips; 0, //int maxClips; + qtrue, //int infiniteAmmo; + 750, //int repeatRate; qfalse, //qboolean hasAltMode; qfalse, //qboolean synced; + qfalse, //qboolean purchasable; WUT_ALIENS //WUTeam_t team; + }, + { + WP_LOCKBLOB_LAUNCHER, //int weaponNum; + 100, //int price; + SLOT_WEAPON, //int slots; + "lockblob", //char *weaponName; + "Lock Blob", //char *weaponHumanName; + { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, + "icons/iconw_gauntlet", + 0, //int quan; + 0, //int clips; + 0, //int maxClips; + qtrue, //int infiniteAmmo; + 500, //int repeatRate; + qfalse, //qboolean hasAltMode; + qfalse, //qboolean synced; + qfalse, //qboolean purchasable; + WUT_ALIENS //WUTeam_t team; + }, + { + WP_TESLAGEN, //int weaponNum; + 100, //int price; + SLOT_WEAPON, //int slots; + "teslagen", //char *weaponName; + "Tesla Generator", //char *weaponHumanName; + { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, + "icons/iconw_gauntlet", + 0, //int quan; + 0, //int clips; + 0, //int maxClips; + qtrue, //int infiniteAmmo; + 500, //int repeatRate; + qfalse, //qboolean hasAltMode; + qfalse, //qboolean synced; + qfalse, //qboolean purchasable; + WUT_HUMANS //WUTeam_t team; + }, + { + WP_PLASMAGUN, //int weaponNum; + 100, //int price; + SLOT_WEAPON, //int slots; + "plasmagun", //char *weaponName; + "Plasma Gun", //char *weaponHumanName; + { "models/weapons2/gauntlet/gauntlet.md3", 0, 0, 0 }, + "icons/iconw_gauntlet", + 0, //int quan; + 0, //int clips; + 0, //int maxClips; + qtrue, //int infiniteAmmo; + 500, //int repeatRate; + qfalse, //qboolean hasAltMode; + qfalse, //qboolean synced; + qfalse, //qboolean purchasable; + WUT_HUMANS //WUTeam_t team; } }; @@ -2933,7 +2113,7 @@ char *BG_FindNameForWeapon( int weapon ) } //wimp out - return ""; + return 0; } /* @@ -2971,7 +2151,45 @@ char *BG_FindHumanNameForWeapon( int weapon ) } //wimp out - return ""; + return 0; +} + +/* +============== +BG_FindModelsForWeapon +============== +*/ +char *BG_FindModelsForWeapon( int weapon, int modelNum ) +{ + int i; + + for( i = 0; i < bg_numWeapons; i++ ) + { + if( bg_weapons[ i ].weaponNum == weapon ) + return bg_weapons[ i ].models[ modelNum ]; + } + + //wimp out + return 0; +} + +/* +============== +BG_FindIconForWeapon +============== +*/ +char *BG_FindIconForWeapon( int weapon ) +{ + int i; + + for( i = 0; i < bg_numWeapons; i++ ) + { + if( bg_weapons[ i ].weaponNum == weapon ) + return bg_weapons[ i ].icon; + } + + //wimp out + return 0; } /* @@ -3002,6 +2220,46 @@ void BG_FindAmmoForWeapon( int weapon, int *quan, int *clips, int *maxClips ) /* ============== +BG_FindInfinteAmmoForWeapon +============== +*/ +qboolean BG_FindInfinteAmmoForWeapon( int weapon ) +{ + int i; + + for( i = 0; i < bg_numWeapons; i++ ) + { + if( bg_weapons[ i ].weaponNum == weapon ) + { + return bg_weapons[ i ].infiniteAmmo; + } + } + + return qfalse; +} + +/* +============== +BG_FindRepeatRateForWeapon +============== +*/ +int BG_FindRepeatRateForWeapon( int weapon ) +{ + int i; + + for( i = 0; i < bg_numWeapons; i++ ) + { + if( bg_weapons[ i ].weaponNum == weapon ) + { + return bg_weapons[ i ].repeatRate; + } + } + + return 1000; +} + +/* +============== BG_WeaponHasAltMode ============== */ @@ -3042,6 +2300,26 @@ qboolean BG_WeaponModesAreSynced( int weapon ) /* ============== +BG_FindPurchasableForWeapon +============== +*/ +qboolean BG_FindPurchasableForWeapon( int weapon ) +{ + int i; + + for( i = 0; i < bg_numWeapons; i++ ) + { + if( bg_weapons[ i ].weaponNum == weapon ) + { + return bg_weapons[ i ].purchasable; + } + } + + return qfalse; +} + +/* +============== BG_FindTeamForWeapon ============== */ @@ -3070,6 +2348,7 @@ upgradeAttributes_t bg_upgrades[ ] = SLOT_NONE, //int slots; "torch", //char *upgradeName; "Torch", //char *upgradeHumanName; + "icons/iconw_gauntlet", WUT_HUMANS //WUTeam_t team; }, { @@ -3078,6 +2357,7 @@ upgradeAttributes_t bg_upgrades[ ] = SLOT_HEAD, //int slots; "nvg", //char *upgradeName; "NVG", //char *upgradeHumanName; + "icons/iconw_gauntlet", WUT_HUMANS //WUTeam_t team; }, { @@ -3086,6 +2366,7 @@ upgradeAttributes_t bg_upgrades[ ] = SLOT_TORSO, //int slots; "carmour", //char *upgradeName; "Chest Armour", //char *upgradeHumanName; + "icons/iconw_gauntlet", WUT_HUMANS //WUTeam_t team; }, { @@ -3094,6 +2375,7 @@ upgradeAttributes_t bg_upgrades[ ] = SLOT_ARMS|SLOT_LEGS, //int slots; "larmour", //char *upgradeName; "Limb Armour", //char *upgradeHumanName; + "icons/iconw_gauntlet", WUT_HUMANS //WUTeam_t team; }, { @@ -3102,6 +2384,7 @@ upgradeAttributes_t bg_upgrades[ ] = SLOT_HEAD, //int slots; "helmet", //char *upgradeName; "Helmet", //char *upgradeHumanName; + "icons/iconw_gauntlet", WUT_HUMANS //WUTeam_t team; }, { @@ -3110,6 +2393,7 @@ upgradeAttributes_t bg_upgrades[ ] = SLOT_NONE, //int slots; "atoxin", //char *upgradeName; "Anti-toxin", //char *upgradeHumanName; + "icons/iconw_gauntlet", WUT_HUMANS //WUTeam_t team; }, { @@ -3118,6 +2402,7 @@ upgradeAttributes_t bg_upgrades[ ] = SLOT_BACKPACK, //int slots; "battpack", //char *upgradeName; "Battery Pack", //char *upgradeHumanName; + "icons/iconw_gauntlet", WUT_HUMANS //WUTeam_t team; }, { @@ -3126,6 +2411,7 @@ upgradeAttributes_t bg_upgrades[ ] = SLOT_BACKPACK, //int slots; "jetpack", //char *upgradeName; "Jet Pack", //char *upgradeHumanName; + "icons/iconw_gauntlet", WUT_HUMANS //WUTeam_t team; }, { @@ -3134,6 +2420,7 @@ upgradeAttributes_t bg_upgrades[ ] = SLOT_HEAD|SLOT_TORSO|SLOT_ARMS|SLOT_LEGS, //int slots; "bsuit", //char *upgradeName; "Battlesuit", //char *upgradeHumanName; + "icons/iconw_gauntlet", WUT_HUMANS //WUTeam_t team; } }; @@ -3196,7 +2483,7 @@ char *BG_FindNameForUpgrade( int upgrade ) } //wimp out - return ""; + return 0; } /* @@ -3234,249 +2521,49 @@ char *BG_FindHumanNameForUpgrade( int upgrade ) } //wimp out - return ""; + return 0; } /* ============== -BG_FindTeamForUpgrade +BG_FindIconForUpgrade ============== */ -WUTeam_t BG_FindTeamForUpgrade( int upgrade ) +char *BG_FindIconForUpgrade( int upgrade ) { int i; for( i = 0; i < bg_numUpgrades; i++ ) { if( bg_upgrades[ i ].upgradeNum == upgrade ) - { - return bg_upgrades[ i ].team; - } + return bg_upgrades[ i ].icon; } - return WUT_NONE; -} - -//////////////////////////////////////////////////////////////////////////////// - -/* -============== -BG_FindItemForPowerup -============== -*/ -gitem_t *BG_FindItemForPowerup( powerup_t pw ) { - int i; - - for ( i = 0 ; i < bg_numItems ; i++ ) { - if ( (bg_itemlist[i].giType == IT_POWERUP /*|| - bg_itemlist[i].giType == IT_TEAM || - bg_itemlist[i].giType == IT_PERSISTANT_POWERUP*/) && - bg_itemlist[i].giTag == pw ) { - return &bg_itemlist[i]; - } - } - - return NULL; + //wimp out + return 0; } - /* ============== -BG_FindItemForHoldable +BG_FindTeamForUpgrade ============== */ -gitem_t *BG_FindItemForHoldable( holdable_t pw ) { - int i; - - for ( i = 0 ; i < bg_numItems ; i++ ) { - if ( bg_itemlist[i].giType == IT_HOLDABLE && bg_itemlist[i].giTag == pw ) { - return &bg_itemlist[i]; - } - } - - Com_Error( ERR_DROP, "HoldableItem not found" ); - - return NULL; -} - - -/* -=============== -BG_FindItemForWeapon - -=============== -*/ -gitem_t *BG_FindItemForWeapon( weapon_t weapon ) { - gitem_t *it; - - for ( it = bg_itemlist + 1 ; it->classname ; it++) { - if ( it->giType == IT_WEAPON && it->giTag == weapon ) { - return it; - } - } - - Com_Error( ERR_DROP, "Couldn't find item for weapon %i", weapon); - return NULL; -} - - -/* -=============== -BG_FindItemForUpgrade - -TA: new function for finding upgrade items -=============== -*/ -gitem_t *BG_FindItemForUpgrade( upgrade_t upgrade ) { - gitem_t *it; - - for ( it = bg_itemlist + 1 ; it->classname ; it++) { - if ( it->giType == IT_UPGRADE && it->giTag == upgrade ) { - return it; - } - } - - Com_Error( ERR_DROP, "Couldn't find item for upgrade %i", upgrade); - return NULL; -} - - -/* -=============== -BG_FindItem - -=============== -*/ -gitem_t *BG_FindItem( const char *pickupName ) { - gitem_t *it; - - for ( it = bg_itemlist + 1 ; it->classname ; it++ ) { - if ( !Q_stricmp( it->pickup_name, pickupName ) ) - return it; - } - - return NULL; -} - -/* -============ -BG_PlayerTouchesItem - -Items can be picked up without actually touching their physical bounds to make -grabbing them easier -============ -*/ -qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime ) { - vec3_t origin; - - BG_EvaluateTrajectory( &item->pos, atTime, origin ); - - // we are ignoring ducked differences here - if ( ps->origin[0] - origin[0] > 44 - || ps->origin[0] - origin[0] < -50 - || ps->origin[1] - origin[1] > 36 - || ps->origin[1] - origin[1] < -36 - || ps->origin[2] - origin[2] > 36 - || ps->origin[2] - origin[2] < -36 ) { - return qfalse; - } - - return qtrue; -} - -/* -================ -BG_CanItemBeGrabbed - -Returns false if the item should not be picked up. -This needs to be the same for client side prediction and server use. -================ -*/ -qboolean BG_CanItemBeGrabbed( int gametype, const entityState_t *ent, const playerState_t *ps ) { - gitem_t *item; - - if ( ent->modelindex < 1 || ent->modelindex >= bg_numItems ) { - Com_Error( ERR_DROP, "BG_CanItemBeGrabbed: index out of range" ); - } - - item = &bg_itemlist[ent->modelindex]; - - switch( item->giType ) { - case IT_WEAPON: - return qtrue; // weapons are always picked up - - case IT_AMMO: - if ( ps->ammo[ item->giTag ] >= 200 ) { - return qfalse; // can't hold any more - } - return qtrue; - - case IT_ARMOR: - if ( ps->stats[STAT_ARMOR] >= ps->stats[STAT_MAX_HEALTH] * 2 ) { - return qfalse; - } - return qtrue; - - case IT_HEALTH: - // small and mega healths will go over the max, otherwise - // don't pick up if already at max - if ( item->quantity == 5 || item->quantity == 100 ) { - if ( ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH] * 2 ) { - return qfalse; - } - return qtrue; - } - - if ( ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH] ) { - return qfalse; - } - return qtrue; - - case IT_POWERUP: - return qtrue; // powerups are always picked up - - case IT_TEAM: // team items, such as flags - // ent->modelindex2 is non-zero on items if they are dropped - // we need to know this because we can pick up our dropped flag (and return it) - // but we can't pick up our flag at base - if (ps->persistant[PERS_TEAM] == TEAM_HUMANS) { - //TA: remove powerups - /*if (item->giTag == PW_BLUEFLAG || - (item->giTag == PW_REDFLAG && ent->modelindex2) || - (item->giTag == PW_REDFLAG && ps->powerups[PW_BLUEFLAG])) - return qtrue;*/ - } else if (ps->persistant[PERS_TEAM] == TEAM_ALIENS) { - /*if (item->giTag == PW_REDFLAG || - (item->giTag == PW_BLUEFLAG && ent->modelindex2) || - (item->giTag == PW_BLUEFLAG && ps->powerups[PW_REDFLAG])) - return qtrue;*/ - } - return qfalse; +WUTeam_t BG_FindTeamForUpgrade( int upgrade ) +{ + int i; - //TA: not using the q3 holdable items code - /*case IT_HOLDABLE: - // can only hold one item at a time - if ( ps->stats[STAT_HOLDABLE_ITEM] ) { - return qfalse; + for( i = 0; i < bg_numUpgrades; i++ ) + { + if( bg_upgrades[ i ].upgradeNum == upgrade ) + { + return bg_upgrades[ i ].team; } - return qtrue;*/ - - case IT_BAD: - Com_Error( ERR_DROP, "BG_CanItemBeGrabbed: IT_BAD" ); - - default: -#ifndef Q3_VM -#ifndef NDEBUG // bk0001204 - Com_Printf("BG_CanItemBeGrabbed: unknown enum %d\n", item->giType ); -#endif -#endif - break; } - return qfalse; + return WUT_NONE; } -//====================================================================== +//////////////////////////////////////////////////////////////////////////////// /* ================ @@ -3969,28 +3056,6 @@ void BG_packAmmoArray( int weapon, int ammo[ ], int ammo2[ ], int quan, int clip ammo2[ weapon - 16 ] = weaponvalue; } -//TA: check whether infinite ammo -qboolean BG_infiniteAmmo( int weapon ) -{ - switch( weapon ) - { - case WP_VENOM: - case WP_GRABANDCSAW: - case WP_POUNCE: - case WP_ABUILD: - case WP_ABUILD2: - case WP_HBUILD: - case WP_HBUILD2: - return qtrue; - break; - - //nothing else has infinite ammo - default: - return qfalse; - break; - } -} - //TA: pack weapons into the array void BG_packWeapon( int weapon, int stats[ ] ) { diff --git a/src/game/bg_pmove.c b/src/game/bg_pmove.c index 9d570cb9..da3809fc 100644 --- a/src/game/bg_pmove.c +++ b/src/game/bg_pmove.c @@ -2159,7 +2159,7 @@ static void PM_Weapon( void ) BG_unpackAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, &ammo, &clips, &maxclips ); // check for out of ammo - if ( !ammo && !clips && !BG_infiniteAmmo( pm->ps->weapon ) ) + if ( !ammo && !clips && !BG_FindInfinteAmmoForWeapon( pm->ps->weapon ) ) { PM_AddEvent( EV_NOAMMO ); pm->ps->weaponTime += 200; @@ -2306,74 +2306,15 @@ static void PM_Weapon( void ) pm->ps->weaponstate = WEAPON_FIRING; // take an ammo away if not infinite - if( !BG_infiniteAmmo( pm->ps->weapon ) ) + if( !BG_FindInfinteAmmoForWeapon( pm->ps->weapon ) ) { ammo--; BG_packAmmoArray( pm->ps->weapon, pm->ps->ammo, pm->ps->powerups, ammo, clips, maxclips ); } - switch( pm->ps->weapon ) - { - default: - case WP_GAUNTLET: - addTime = 400; - break; - case WP_TESLAGEN: - addTime = 50; - break; - case WP_SHOTGUN: - addTime = 1000; - break; - case WP_MACHINEGUN: - addTime = 100; - break; - case WP_CHAINGUN: - addTime = 50; - break; - case WP_GRENADE_LAUNCHER: - addTime = 800; - break; - case WP_ROCKET_LAUNCHER: - addTime = 800; - break; - case WP_FLAMER: - addTime = 40; - break; - case WP_RAILGUN: - addTime = 1500; - break; - case WP_LOCKBLOB_LAUNCHER: - addTime = 1000; - break; - case WP_BFG: - addTime = 200; - break; - case WP_GRAPPLING_HOOK: - addTime = 400; - break; - case WP_VENOM: - addTime = 500; - break; - case WP_GRABANDCSAW: - addTime = 500; - break; - case WP_POUNCE: - addTime = 750; - break; - case WP_MASS_DRIVER: - addTime = 1000; - break; - case WP_PULSE_RIFLE: - addTime = 50; - break; - case WP_ABUILD: - case WP_ABUILD2: - case WP_HBUILD: - case WP_HBUILD2: - addTime = 1000; //abritutary since doesn't "fire" - break; - } + addTime = BG_FindRepeatRateForWeapon( pm->ps->weapon ); + //FIXME: predicted angles miss a problem?? if( pm->ps->weapon == WP_CHAINGUN ) { if( pm->ps->pm_flags & PMF_DUCKED ) @@ -2611,7 +2552,7 @@ void PmoveSingle (pmove_t *pmove) // set the firing flag for continuous beam weapons if ( !(pm->ps->pm_flags & PMF_RESPAWNED) && pm->ps->pm_type != PM_INTERMISSION && ( pm->cmd.buttons & BUTTON_ATTACK ) - && ( ( ammo > 0 || clips > 0 ) || BG_infiniteAmmo( pm->ps->weapon ) ) ) + && ( ( ammo > 0 || clips > 0 ) || BG_FindInfinteAmmoForWeapon( pm->ps->weapon ) ) ) pm->ps->eFlags |= EF_FIRING; else pm->ps->eFlags &= ~EF_FIRING; @@ -2619,7 +2560,7 @@ void PmoveSingle (pmove_t *pmove) // set the firing flag for continuous beam weapons if ( !(pm->ps->pm_flags & PMF_RESPAWNED) && pm->ps->pm_type != PM_INTERMISSION && ( pm->cmd.buttons & BUTTON_ATTACK2 ) - && ( ( ammo > 0 || clips > 0 ) || BG_infiniteAmmo( pm->ps->weapon ) ) ) + && ( ( ammo > 0 || clips > 0 ) || BG_FindInfinteAmmoForWeapon( pm->ps->weapon ) ) ) pm->ps->eFlags |= EF_FIRING2; else pm->ps->eFlags &= ~EF_FIRING2; diff --git a/src/game/bg_public.h b/src/game/bg_public.h index a6b152b0..3be0a0a4 100644 --- a/src/game/bg_public.h +++ b/src/game/bg_public.h @@ -327,19 +327,12 @@ typedef enum { WP_NONE, - WP_GAUNTLET, WP_MACHINEGUN, WP_CHAINGUN, - WP_SHOTGUN, - WP_GRENADE_LAUNCHER, - WP_ROCKET_LAUNCHER, WP_LOCKBLOB_LAUNCHER, WP_TESLAGEN, - WP_RAILGUN, WP_FLAMER, WP_PLASMAGUN, - WP_BFG, - WP_GRAPPLING_HOOK, WP_VENOM, WP_GRABANDCSAW, WP_POUNCE, @@ -352,8 +345,6 @@ typedef enum WP_HBUILD2, WP_HBUILD, //ok? - - WP_GGRENADE, WP_NUM_WEAPONS } weapon_t; @@ -911,14 +902,22 @@ typedef struct char *weaponName; char *weaponHumanName; + + char *models[ MAX_ITEM_MODELS ]; + char *icon; int quan; int clips; int maxClips; + qboolean infiniteAmmo; + + int repeatRate; qboolean hasAltMode; qboolean synced; + qboolean purchasable; + WUTeam_t team; } weaponAttributes_t; @@ -933,48 +932,40 @@ typedef struct char *upgradeName; char *upgradeHumanName; + + char *icon; WUTeam_t team; } upgradeAttributes_t; -// included in both the game dll and the client -extern gitem_t bg_itemlist[]; -extern int bg_numItems; - -gitem_t *BG_FindItem( const char *pickupName ); -gitem_t *BG_FindItemForWeapon( weapon_t weapon ); -gitem_t *BG_FindItemForUpgrade( upgrade_t upgrade ); -gitem_t *BG_FindItemForPowerup( powerup_t pw ); -gitem_t *BG_FindItemForHoldable( holdable_t pw ); - //TA: -int BG_FindBuildNumForName( char *name ); -int BG_FindBuildNumForEntityName( char *name ); -char *BG_FindNameForBuildable( int bclass ); -char *BG_FindHumanNameForBuildable( int bclass ); -char *BG_FindEntityNameForBuildable( int bclass ); -char *BG_FindModelsForBuildable( int bclass, int modelNum ); -void BG_FindBBoxForBuildable( int bclass, vec3_t mins, vec3_t maxs ); -int BG_FindHealthForBuildable( int bclass ); -trType_t BG_FindTrajectoryForBuildable( int bclass ); -float BG_FindBounceForBuildable( int bclass ); -int BG_FindBuildPointsForBuildable( int bclass ); -int BG_FindDamageForBuildable( int bclass ); -int BG_FindSplashDamageForBuildable( int bclass ); -int BG_FindSplashRadiusForBuildable( int bclass ); -int BG_FindMODForBuildable( int bclass ); -int BG_FindTeamForBuildable( int bclass ); -weapon_t BG_FindBuildWeaponForBuildable( int bclass ); -int BG_FindAnimForBuildable( int bclass ); -int BG_FindNextThinkForBuildable( int bclass ); -int BG_FindFireSpeedForBuildable( int bclass ); -int BG_FindRangeForBuildable( int bclass ); -weapon_t BG_FindProjTypeForBuildable( int bclass ); -float BG_FindMinNormalForBuildable( int bclass ); -qboolean BG_FindInvertNormalForBuildable( int bclass ); -int BG_FindCreepTestForBuildable( int bclass ); -int BG_FindCreepSizeForBuildable( int bclass ); -int BG_FindUniqueTestForBuildable( int bclass ); +int BG_FindBuildNumForName( char *name ); +int BG_FindBuildNumForEntityName( char *name ); +char *BG_FindNameForBuildable( int bclass ); +char *BG_FindHumanNameForBuildable( int bclass ); +char *BG_FindEntityNameForBuildable( int bclass ); +char *BG_FindModelsForBuildable( int bclass, int modelNum ); +void BG_FindBBoxForBuildable( int bclass, vec3_t mins, vec3_t maxs ); +int BG_FindHealthForBuildable( int bclass ); +trType_t BG_FindTrajectoryForBuildable( int bclass ); +float BG_FindBounceForBuildable( int bclass ); +int BG_FindBuildPointsForBuildable( int bclass ); +int BG_FindDamageForBuildable( int bclass ); +int BG_FindSplashDamageForBuildable( int bclass ); +int BG_FindSplashRadiusForBuildable( int bclass ); +int BG_FindMODForBuildable( int bclass ); +int BG_FindTeamForBuildable( int bclass ); +weapon_t BG_FindBuildWeaponForBuildable( int bclass ); +int BG_FindAnimForBuildable( int bclass ); +int BG_FindNextThinkForBuildable( int bclass ); +int BG_FindFireSpeedForBuildable( int bclass ); +int BG_FindRangeForBuildable( int bclass ); +weapon_t BG_FindProjTypeForBuildable( int bclass ); +float BG_FindMinNormalForBuildable( int bclass ); +qboolean BG_FindInvertNormalForBuildable( int bclass ); +int BG_FindCreepTestForBuildable( int bclass ); +int BG_FindCreepSizeForBuildable( int bclass ); +int BG_FindUniqueTestForBuildable( int bclass ); int BG_FindClassNumForName( char *name ); char *BG_FindNameForClassNum( int pclass ); @@ -1000,9 +991,14 @@ int BG_FindSlotsForWeapon( int weapon ); char *BG_FindNameForWeapon( int weapon ); int BG_FindWeaponNumForName( char *name ); char *BG_FindHumanNameForWeapon( int weapon ); +char *BG_FindModelsForWeapon( int weapon, int modelNum ); +char *BG_FindIconForWeapon( int weapon ); void BG_FindAmmoForWeapon( int weapon, int *quan, int *clips, int *maxClips ); +qboolean BG_FindInfinteAmmoForWeapon( int weapon ); +int BG_FindRepeatRateForWeapon( int weapon ); qboolean BG_WeaponHasAltMode( int weapon ); qboolean BG_WeaponModesAreSynced( int weapon ); +qboolean BG_FindPurchasableForWeapon( int weapon ); WUTeam_t BG_FindTeamForWeapon( int weapon ); int BG_FindPriceForUpgrade( int upgrade ); @@ -1010,13 +1006,9 @@ int BG_FindSlotsForUpgrade( int upgrade ); char *BG_FindNameForUpgrade( int upgrade ); int BG_FindUpgradeNumForName( char *name ); char *BG_FindHumanNameForUpgrade( int upgrade ); +char *BG_FindIconForUpgrade( int upgrade ); WUTeam_t BG_FindTeamForUpgrade( int upgrade ); -#define ITEM_INDEX(x) ((x)-bg_itemlist) - -qboolean BG_CanItemBeGrabbed( int gametype, const entityState_t *ent, const playerState_t *ps ); - - // g_dmflags->integer flags #define DF_NO_FALLING 8 #define DF_FIXED_FOV 16 @@ -1077,11 +1069,10 @@ void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t * qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime ); //TA: extra bits: (which I apparently dont need) -/*void BG_unpackAmmoArray( int weapon, int ammo[ ], int ammo2[ ], int *quan, int *clips, int *maxclips ); +void BG_unpackAmmoArray( int weapon, int ammo[ ], int ammo2[ ], int *quan, int *clips, int *maxclips ); void BG_packAmmoArray( int weapon, int ammo[ ], int ammo2[ ], int quan, int clips, int maxclips ); -qboolean BG_infiniteAmmo( int weapon ); void BG_packWeapon( int weapon, int stats[ ] ); -qboolean BG_gotWeapon( int weapon, int stats[ ] );*/ +qboolean BG_gotWeapon( int weapon, int stats[ ] ); #define CREEP_BASESIZE 120 #define REACTOR_BASESIZE 1000 diff --git a/src/game/g_active.c b/src/game/g_active.c index b9a6712c..7982ecac 100644 --- a/src/game/g_active.c +++ b/src/game/g_active.c @@ -278,15 +278,15 @@ void G_TouchTriggers( gentity_t *ent ) { // use seperate code for determining if an item is picked up // so you don't have to actually contact its bounding box - if ( hit->s.eType == ET_ITEM || hit->s.eType == ET_BUILDABLE ) { +/* if ( hit->s.eType == ET_ITEM || hit->s.eType == ET_BUILDABLE ) { if ( !BG_PlayerTouchesItem( &ent->client->ps, &hit->s, level.time ) ) { continue; } - } else { + } else {*/ if ( !trap_EntityContact( mins, maxs, hit ) ) { continue; } - } + /*}*/ memset( &trace, 0, sizeof(trace) ); @@ -893,10 +893,10 @@ void ClientThink_real( gentity_t *ent ) { }*/ // Let go of the hook if we aren't firing - if ( client->ps.weapon == WP_GRAPPLING_HOOK && +/* if ( client->ps.weapon == WP_GRAPPLING_HOOK && client->hook && !( ucmd->buttons & BUTTON_ATTACK ) ) { Weapon_HookFree(client->hook); - } + }*/ //TA: torch stuff if( client->torch == NULL && diff --git a/src/game/g_cmds.c b/src/game/g_cmds.c index 8c5be1a4..a79de6c8 100644 --- a/src/game/g_cmds.c +++ b/src/game/g_cmds.c @@ -235,7 +235,7 @@ void Cmd_Give_f (gentity_t *ent) if (give_all || Q_stricmp(name, "weapons") == 0) { - BG_packWeapon( (1 << WP_NUM_WEAPONS) - 1 - ( 1 << WP_GRAPPLING_HOOK ) - ( 1 << WP_NONE ), ent->client->ps.stats ); + BG_packWeapon( (1 << WP_NUM_WEAPONS) - 1 - ( 1 << WP_NONE ), ent->client->ps.stats ); if (!give_all) return; } @@ -1875,6 +1875,13 @@ void Cmd_Buy_f( gentity_t *ent ) return; } + //are we /allowed/ to buy this? + if( !BG_FindPurchasableForWeapon( weapon ) ) + { + trap_SendServerCommand( ent-g_entities, va("print \"You can't buy this item\n\"" ) ); + return; + } + //add to inventory BG_packWeapon( weapon, ent->client->ps.stats ); BG_FindAmmoForWeapon( weapon, &quan, &clips, &maxClips ); diff --git a/src/game/g_combat.c b/src/game/g_combat.c index 5ac3126b..2d7fafce 100644 --- a/src/game/g_combat.c +++ b/src/game/g_combat.c @@ -113,7 +113,7 @@ void TossClientItems( gentity_t *self ) { // weapon that isn't the mg or gauntlet. Without this, a client // can pick up a weapon, be killed, and not drop the weapon because // their weapon change hasn't completed yet and they are still holding the MG. - if ( weapon == WP_MACHINEGUN || weapon == WP_GRAPPLING_HOOK ) { + if( weapon == WP_MACHINEGUN ) { if ( self->client->ps.weaponstate == WEAPON_DROPPING ) { weapon = self->client->pers.cmd.weapon; } @@ -122,10 +122,9 @@ void TossClientItems( gentity_t *self ) { } } - if( weapon > WP_MACHINEGUN && weapon != WP_GRAPPLING_HOOK && - ( ammo > 0 || clips > 0 ) ) { + if( weapon > WP_MACHINEGUN && ( ammo > 0 || clips > 0 ) ) { // find the item type for this weapon - item = BG_FindItemForWeapon( weapon ); + /*item = BG_FindItemForWeapon( weapon );*/ //TA: never drop weapons... // spawn the item diff --git a/src/game/g_misc.c b/src/game/g_misc.c index 29583b64..77960646 100644 --- a/src/game/g_misc.c +++ b/src/game/g_misc.c @@ -264,14 +264,14 @@ void Use_Shooter( gentity_t *ent, gentity_t *other, gentity_t *activator ) { VectorNormalize( dir ); - switch ( ent->s.weapon ) { +/* switch ( ent->s.weapon ) { case WP_GRENADE_LAUNCHER: fire_grenade( ent, ent->s.origin, dir ); break; case WP_ROCKET_LAUNCHER: fire_rocket( ent, ent->s.origin, dir ); break; - } + }*/ G_AddEvent( ent, EV_FIRE_WEAPON, 0 ); } @@ -287,7 +287,7 @@ void InitShooter( gentity_t *ent, int weapon ) { ent->use = Use_Shooter; ent->s.weapon = weapon; - RegisterItem( BG_FindItemForWeapon( weapon ) ); + /*RegisterItem( BG_FindItemForWeapon( weapon ) );*/ G_SetMovedir( ent->s.angles, ent->movedir ); diff --git a/src/game/g_missile.c b/src/game/g_missile.c index c92edc17..84a64741 100644 --- a/src/game/g_missile.c +++ b/src/game/g_missile.c @@ -425,7 +425,7 @@ gentity_t *fire_grenade (gentity_t *self, vec3_t start, vec3_t dir) { bolt->think = G_ExplodeMissile; bolt->s.eType = ET_MISSILE; bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; - bolt->s.weapon = WP_GRENADE_LAUNCHER; + /*bolt->s.weapon = WP_GRENADE_LAUNCHER;*/ bolt->s.eFlags = EF_BOUNCE_HALF; bolt->r.ownerNum = self->s.number; bolt->parent = self; @@ -467,7 +467,7 @@ gentity_t *fire_bfg (gentity_t *self, vec3_t start, vec3_t dir) { bolt->think = G_ExplodeMissile; bolt->s.eType = ET_MISSILE; bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; - bolt->s.weapon = WP_BFG; + /*bolt->s.weapon = WP_BFG;*/ bolt->r.ownerNum = self->s.number; bolt->parent = self; bolt->damage = 100; @@ -507,7 +507,7 @@ gentity_t *fire_rocket (gentity_t *self, vec3_t start, vec3_t dir) { bolt->think = G_ExplodeMissile; bolt->s.eType = ET_MISSILE; bolt->r.svFlags = SVF_USE_CURRENT_ORIGIN; - bolt->s.weapon = WP_ROCKET_LAUNCHER; + /*bolt->s.weapon = WP_ROCKET_LAUNCHER;*/ bolt->r.ownerNum = self->s.number; bolt->parent = self; bolt->damage = 100; @@ -582,7 +582,7 @@ gentity_t *fire_grapple (gentity_t *self, vec3_t start, vec3_t dir) { hook->think = Weapon_HookFree; hook->s.eType = ET_MISSILE; hook->r.svFlags = SVF_USE_CURRENT_ORIGIN; - hook->s.weapon = WP_GRAPPLING_HOOK; + /*hook->s.weapon = WP_GRAPPLING_HOOK;*/ hook->r.ownerNum = self->s.number; hook->methodOfDeath = MOD_GRAPPLE; hook->clipmask = MASK_SHOT; diff --git a/src/game/g_weapon.c b/src/game/g_weapon.c index ab91f40c..a347e513 100644 --- a/src/game/g_weapon.c +++ b/src/game/g_weapon.c @@ -1022,27 +1022,27 @@ void FireWeapon2( gentity_t *ent ) // fire the specific weapon switch( ent->s.weapon ) { - case WP_GAUNTLET: +/* case WP_GAUNTLET: Weapon_Gauntlet( ent ); - break; + break;*/ case WP_TESLAGEN: Weapon_TeslaFire( ent ); break; - case WP_SHOTGUN: +/* case WP_SHOTGUN: weapon_supershotgun_fire( ent ); - break; + break;*/ case WP_MACHINEGUN: Bullet_Fire( ent, MACHINEGUN_SPREAD, MACHINEGUN_DAMAGE, MOD_MACHINEGUN ); break; case WP_CHAINGUN: Bullet_Fire( ent, CHAINGUN_SPREAD, CHAINGUN_DAMAGE, MOD_CHAINGUN ); break; - case WP_GRENADE_LAUNCHER: +/* case WP_GRENADE_LAUNCHER: weapon_grenadelauncher_fire( ent ); - break; - case WP_ROCKET_LAUNCHER: + break;*/ +/* case WP_ROCKET_LAUNCHER: Weapon_RocketLauncher_Fire( ent ); - break; + break;*/ case WP_FLAMER: Weapon_Flamer_Fire( ent ); break; @@ -1052,20 +1052,20 @@ void FireWeapon2( gentity_t *ent ) case WP_PULSE_RIFLE: Weapon_PulseRifle_Fire( ent ); break; - case WP_RAILGUN: +/* case WP_RAILGUN: weapon_railgun_fire( ent ); - break; + break;*/ case WP_MASS_DRIVER: massDriverFire( ent ); break; case WP_LOCKBLOB_LAUNCHER: break; - case WP_BFG: +/* case WP_BFG: BFG_Fire( ent ); - break; - case WP_GRAPPLING_HOOK: + break;*/ +/* case WP_GRAPPLING_HOOK: Weapon_GrapplingHook_Fire( ent ); - break; + break;*/ case WP_VENOM: Weapon_Venom_Fire( ent ); break; @@ -1115,27 +1115,27 @@ void FireWeapon( gentity_t *ent ) // fire the specific weapon switch( ent->s.weapon ) { - case WP_GAUNTLET: +/* case WP_GAUNTLET: Weapon_Gauntlet( ent ); - break; + break;*/ case WP_TESLAGEN: Weapon_TeslaFire( ent ); break; - case WP_SHOTGUN: +/* case WP_SHOTGUN: weapon_supershotgun_fire( ent ); - break; + break;*/ case WP_MACHINEGUN: Bullet_Fire( ent, MACHINEGUN_SPREAD, MACHINEGUN_DAMAGE, MOD_MACHINEGUN ); break; case WP_CHAINGUN: Bullet_Fire( ent, CHAINGUN_SPREAD, CHAINGUN_DAMAGE, MOD_CHAINGUN ); break; - case WP_GRENADE_LAUNCHER: +/* case WP_GRENADE_LAUNCHER: weapon_grenadelauncher_fire( ent ); - break; - case WP_ROCKET_LAUNCHER: + break;*/ +/* case WP_ROCKET_LAUNCHER: Weapon_RocketLauncher_Fire( ent ); - break; + break;*/ case WP_FLAMER: Weapon_Flamer_Fire( ent ); break; @@ -1145,21 +1145,21 @@ void FireWeapon( gentity_t *ent ) case WP_PULSE_RIFLE: Weapon_PulseRifle_Fire( ent ); break; - case WP_RAILGUN: +/* case WP_RAILGUN: weapon_railgun_fire( ent ); - break; + break;*/ case WP_MASS_DRIVER: massDriverFire( ent ); break; case WP_LOCKBLOB_LAUNCHER: Weapon_LockBlobLauncher_Fire( ent ); break; - case WP_BFG: +/* case WP_BFG: BFG_Fire( ent ); - break; - case WP_GRAPPLING_HOOK: + break;*/ +/* case WP_GRAPPLING_HOOK: Weapon_GrapplingHook_Fire( ent ); - break; + break;*/ case WP_VENOM: Weapon_Venom_Fire( ent ); break; |