Add code, unknown original date
This commit is contained in:
5
code/debug-x86-Linux-2.3/Q3/.svn/all-wcprops
Executable file
5
code/debug-x86-Linux-2.3/Q3/.svn/all-wcprops
Executable file
@@ -0,0 +1,5 @@
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K 25
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svn:wc:ra_dav:version-url
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V 65
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/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3
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END
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||||
40
code/debug-x86-Linux-2.3/Q3/.svn/entries
Executable file
40
code/debug-x86-Linux-2.3/Q3/.svn/entries
Executable file
@@ -0,0 +1,40 @@
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10
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dir
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44
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https://127.0.0.1/svn/aklabs/trunk/hypermod/code/debug-x86-Linux-2.3/Q3
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https://127.0.0.1/svn/aklabs
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2007-05-26T21:34:02.309037Z
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9
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andrew
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eb184899-6090-47d4-a65b-558f62f6ea1c
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q3_ui
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dir
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game
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dir
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CVS
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dir
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cgame
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dir
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29
code/debug-x86-Linux-2.3/Q3/CVS/.svn/all-wcprops
Executable file
29
code/debug-x86-Linux-2.3/Q3/CVS/.svn/all-wcprops
Executable file
@@ -0,0 +1,29 @@
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K 25
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svn:wc:ra_dav:version-url
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V 69
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/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/CVS
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END
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Repository
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K 25
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svn:wc:ra_dav:version-url
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V 80
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/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/CVS/Repository
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END
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Root
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K 25
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svn:wc:ra_dav:version-url
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V 74
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/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/CVS/Root
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END
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Entries
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K 25
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svn:wc:ra_dav:version-url
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V 77
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/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/CVS/Entries
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END
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Entries.Log
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K 25
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svn:wc:ra_dav:version-url
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V 81
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/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/CVS/Entries.Log
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END
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164
code/debug-x86-Linux-2.3/Q3/CVS/.svn/entries
Executable file
164
code/debug-x86-Linux-2.3/Q3/CVS/.svn/entries
Executable file
@@ -0,0 +1,164 @@
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10
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dir
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44
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https://127.0.0.1/svn/aklabs/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/CVS
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https://127.0.0.1/svn/aklabs
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2007-05-26T21:34:02.309037Z
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9
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andrew
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eb184899-6090-47d4-a65b-558f62f6ea1c
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Repository
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file
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2010-02-05T03:38:10.401373Z
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9c0c7acfed3d12170089400e1caa9258
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2007-05-26T21:34:02.309037Z
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9
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andrew
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50
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Root
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file
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2010-02-05T03:38:10.401373Z
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7af14a164593104c1e7a07a572dd352a
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2007-05-26T21:34:02.309037Z
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9
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andrew
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24
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Entries
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file
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2010-02-05T03:38:10.401373Z
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57b8d745384127342f95660d97e1c9c2
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2007-05-26T21:34:02.309037Z
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9
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andrew
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2
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Entries.Log
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file
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2010-02-05T03:38:10.416998Z
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dc88909a21704ff907c55d6ba5880649
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2007-05-26T21:34:02.309037Z
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9
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andrew
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41
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3
code/debug-x86-Linux-2.3/Q3/CVS/.svn/text-base/Entries.Log.svn-base
Executable file
3
code/debug-x86-Linux-2.3/Q3/CVS/.svn/text-base/Entries.Log.svn-base
Executable file
@@ -0,0 +1,3 @@
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A D/cgame////
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A D/game////
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A D/q3_ui////
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1
code/debug-x86-Linux-2.3/Q3/CVS/.svn/text-base/Entries.svn-base
Executable file
1
code/debug-x86-Linux-2.3/Q3/CVS/.svn/text-base/Entries.svn-base
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@@ -0,0 +1 @@
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D
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1
code/debug-x86-Linux-2.3/Q3/CVS/.svn/text-base/Repository.svn-base
Executable file
1
code/debug-x86-Linux-2.3/Q3/CVS/.svn/text-base/Repository.svn-base
Executable file
@@ -0,0 +1 @@
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games/quake3/hypermod/code/debug-x86-Linux-2.3/Q3
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1
code/debug-x86-Linux-2.3/Q3/CVS/.svn/text-base/Root.svn-base
Executable file
1
code/debug-x86-Linux-2.3/Q3/CVS/.svn/text-base/Root.svn-base
Executable file
@@ -0,0 +1 @@
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andrew@gabbo:/home/cvsd
|
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1
code/debug-x86-Linux-2.3/Q3/CVS/Entries
Executable file
1
code/debug-x86-Linux-2.3/Q3/CVS/Entries
Executable file
@@ -0,0 +1 @@
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D
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||||
3
code/debug-x86-Linux-2.3/Q3/CVS/Entries.Log
Executable file
3
code/debug-x86-Linux-2.3/Q3/CVS/Entries.Log
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@@ -0,0 +1,3 @@
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A D/cgame////
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A D/game////
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A D/q3_ui////
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1
code/debug-x86-Linux-2.3/Q3/CVS/Repository
Executable file
1
code/debug-x86-Linux-2.3/Q3/CVS/Repository
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@@ -0,0 +1 @@
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games/quake3/hypermod/code/debug-x86-Linux-2.3/Q3
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1
code/debug-x86-Linux-2.3/Q3/CVS/Root
Executable file
1
code/debug-x86-Linux-2.3/Q3/CVS/Root
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@@ -0,0 +1 @@
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andrew@gabbo:/home/cvsd
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5
code/debug-x86-Linux-2.3/Q3/cgame/.svn/all-wcprops
Executable file
5
code/debug-x86-Linux-2.3/Q3/cgame/.svn/all-wcprops
Executable file
@@ -0,0 +1,5 @@
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K 25
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svn:wc:ra_dav:version-url
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V 71
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/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame
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END
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||||
40
code/debug-x86-Linux-2.3/Q3/cgame/.svn/entries
Executable file
40
code/debug-x86-Linux-2.3/Q3/cgame/.svn/entries
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@@ -0,0 +1,40 @@
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||||
10
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dir
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44
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https://127.0.0.1/svn/aklabs/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame
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https://127.0.0.1/svn/aklabs
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2007-05-26T21:34:02.309037Z
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9
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andrew
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eb184899-6090-47d4-a65b-558f62f6ea1c
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game
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dir
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CVS
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dir
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cgame
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dir
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ui
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dir
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29
code/debug-x86-Linux-2.3/Q3/cgame/CVS/.svn/all-wcprops
Executable file
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code/debug-x86-Linux-2.3/Q3/cgame/CVS/.svn/all-wcprops
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@@ -0,0 +1,29 @@
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K 25
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svn:wc:ra_dav:version-url
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V 75
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/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/CVS
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END
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Repository
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K 25
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svn:wc:ra_dav:version-url
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V 86
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/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/CVS/Repository
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END
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Root
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K 25
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svn:wc:ra_dav:version-url
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V 80
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/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/CVS/Root
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END
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Entries
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K 25
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svn:wc:ra_dav:version-url
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V 83
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/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/CVS/Entries
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END
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Entries.Log
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K 25
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svn:wc:ra_dav:version-url
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V 87
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/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/CVS/Entries.Log
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||||
END
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||||
164
code/debug-x86-Linux-2.3/Q3/cgame/CVS/.svn/entries
Executable file
164
code/debug-x86-Linux-2.3/Q3/cgame/CVS/.svn/entries
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@@ -0,0 +1,164 @@
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10
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dir
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44
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https://127.0.0.1/svn/aklabs/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/CVS
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https://127.0.0.1/svn/aklabs
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||||
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2007-05-26T21:34:02.309037Z
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9
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andrew
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eb184899-6090-47d4-a65b-558f62f6ea1c
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Repository
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file
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2010-02-05T03:38:11.541998Z
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fe589a9114dbc10a364d946adec5343b
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2007-05-26T21:34:02.309037Z
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||||
9
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||||
andrew
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||||
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Root
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file
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2010-02-05T03:38:11.557623Z
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7af14a164593104c1e7a07a572dd352a
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2007-05-26T21:34:02.309037Z
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9
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andrew
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Entries
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file
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2010-02-05T03:38:11.557623Z
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||||
57b8d745384127342f95660d97e1c9c2
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||||
2007-05-26T21:34:02.309037Z
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||||
9
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||||
andrew
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||||
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2
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Entries.Log
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file
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2010-02-05T03:38:11.557623Z
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3bfbaaf494411b9ccd4c580f75b41a89
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2007-05-26T21:34:02.309037Z
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9
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andrew
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38
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A D/cgame////
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A D/game////
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A D/ui////
|
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1
code/debug-x86-Linux-2.3/Q3/cgame/CVS/.svn/text-base/Entries.svn-base
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1
code/debug-x86-Linux-2.3/Q3/cgame/CVS/.svn/text-base/Entries.svn-base
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D
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||||
1
code/debug-x86-Linux-2.3/Q3/cgame/CVS/.svn/text-base/Repository.svn-base
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1
code/debug-x86-Linux-2.3/Q3/cgame/CVS/.svn/text-base/Repository.svn-base
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games/quake3/hypermod/code/debug-x86-Linux-2.3/Q3/cgame
|
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1
code/debug-x86-Linux-2.3/Q3/cgame/CVS/.svn/text-base/Root.svn-base
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1
code/debug-x86-Linux-2.3/Q3/cgame/CVS/.svn/text-base/Root.svn-base
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andrew@gabbo:/home/cvsd
|
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1
code/debug-x86-Linux-2.3/Q3/cgame/CVS/Entries
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1
code/debug-x86-Linux-2.3/Q3/cgame/CVS/Entries
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D
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||||
3
code/debug-x86-Linux-2.3/Q3/cgame/CVS/Entries.Log
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3
code/debug-x86-Linux-2.3/Q3/cgame/CVS/Entries.Log
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|
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A D/cgame////
|
||||
A D/game////
|
||||
A D/ui////
|
||||
1
code/debug-x86-Linux-2.3/Q3/cgame/CVS/Repository
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1
code/debug-x86-Linux-2.3/Q3/cgame/CVS/Repository
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@@ -0,0 +1 @@
|
||||
games/quake3/hypermod/code/debug-x86-Linux-2.3/Q3/cgame
|
||||
1
code/debug-x86-Linux-2.3/Q3/cgame/CVS/Root
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1
code/debug-x86-Linux-2.3/Q3/cgame/CVS/Root
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|
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andrew@gabbo:/home/cvsd
|
||||
62
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.consign
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62
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.consign
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cg_ents.o:1080791356 8052345671d7b2fbd0d8f750df5c33d9
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cg_draw.o:1080791355 6ac2eb2750ecb8d8d86eacdc8db10654
|
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cg_predict.o:1080791358 2fe26f63507a41632d98a13852db1e38
|
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cg_info.o:1080791356 cf82bd5963ac8b29b63c1071e9323314
|
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cg_info.asm:1080791466 45a91260bfd11c2422b035ee71a79fde
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cg_predict.c:1080784657 - 3f8ed64bd3b44b9e38ec92adc2e71931
|
||||
cg_players.c:1080784657 - 0c2e2ceb72088443e4960d7591d29f50
|
||||
cg_weapons.asm:1080791467 88d9a1801155584e3981bbcf23ccbe2e
|
||||
cg_event.asm:1080791466 4e3ad9cc8042f17a048c2f6a9b442a1e
|
||||
cg_main.o:1080791353 0f464b1f556b07d73553277395498919
|
||||
cg_main.c:1080784657 - 101b3885fff8d7baf8e4ddbc04f476d7
|
||||
cgame.qvm:1080791469 22f5e683dab008ee648b8773212c9624
|
||||
cg_event.c:1080784657 - d15df26c8f572b72ec9a53978c6af5fa
|
||||
cg_view.o:1080791360 74ac9a8ed55da0b26f4541bcc94878b3
|
||||
cg_drawtools.o:1080791355 5d643c743d0f5359a9823f21dea60e49
|
||||
cgamei386.so:1080791361 e765ebf1176e738fa6580139bddbb168
|
||||
cg_syscalls.c:1080784657 - 22fdc7ddb48285ddcdc3365d99684eec
|
||||
cg_localents.asm:1080791466 083c69a772f85421b9d2ac6ebb570fd5
|
||||
cg_local.h:1080784657 - b057d91af178a987ad8a5fbd82b9f298
|
||||
cg_predict.asm:1080791467 cc7688f5f2ccd40fba7a4e45b15653a7
|
||||
cg_draw.asm:1080791466 a0def1314954d40ce1252000e342e161
|
||||
cg_syscalls.o:1080791360 a3fb65dd9ba4f4d7af5ca476f9295b9e
|
||||
cg_view.c:1080784657 - 8be552e6cbfdaacfaa9846d320b2ac87
|
||||
cg_consolecmds.c:1080784657 - 802e531b835824b793f522fb555c4dad
|
||||
cg_syscalls.asm:1080784657 - 667b53ae03139e3a5bafa176d234f859
|
||||
cg_drawtools.c:1080784657 - 1dda97d31902f3ee93bc45f53f913012
|
||||
cg_localents.c:1080784657 - adcfb9d3690f417628feeb9f9ef67cf3
|
||||
cg_players.o:1080791358 76e2a56a1b4542fd8b111dc982a91a7d
|
||||
cg_consolecmds.asm:1080791466 af11c5600f6c18e36aaa66b0be190bc3
|
||||
cg_marks.c:1080784657 - 0b8005ee129e94f6d00ac6de7db8b1b4
|
||||
cg_playerstate.asm:1080791467 89f9af2b9cde629ad78e55584ca096f8
|
||||
cg_draw.c:1080784657 - 50d395cfdb1321fd867e5c94be1dd48c
|
||||
cg_ents.c:1080784657 - 7507cd68ae25a485370ced0af66b4995
|
||||
cg_playerstate.c:1080784657 - bb774d9b112cc40e87507d592db6162d
|
||||
cg_weapons.o:1080791360 5fc88bf9fcf9cbc9f48e57a781168796
|
||||
cg_main.asm:1080791466 d42040ad601718f1536021da815a6c0a
|
||||
cg_drawtools.asm:1080791466 3846e3050b73620a24be2960680d4fe0
|
||||
cg_info.c:1080784657 - d1c7d2583deefcbc4f40f5a8108c363b
|
||||
cg_servercmds.o:1080791359 b41f533e5c2ba2026b26059a7beef652
|
||||
cg_players.asm:1080791467 a7eee052fc139f7ded42659392fd4ec2
|
||||
cg_effects.o:1080791355 22d554699666847b379bfcb13fc6b1f1
|
||||
cg_scoreboard.o:1080791359 76a8b4a5673a12b59a28eab83f38650e
|
||||
cg_snapshot.c:1080784657 - e318325bfbe9dcc3ec7811d1401cd03c
|
||||
cg_weapons.c:1080784657 - 43b9281a97eb5e15915b4728b573a1e7
|
||||
cg_consolecmds.o:1080791354 c811fa22959e784c50f78911f881fc1f
|
||||
cg_effects.c:1080784657 - 935965234b364388481325b7ac2baf91
|
||||
cg_localents.o:1080791357 892d70ef69ae35dc654db99045dcea43
|
||||
cg_marks.asm:1080791467 736490e1acb54f24b013b1dc2e9b53ee
|
||||
cg_scoreboard.c:1080784657 - 40209f2555c330cc002f7dcaf39fa7d6
|
||||
cg_public.h:1080784657 - a3c0dd7a5eea4276eecf72fd6e4e8033
|
||||
cg_snapshot.o:1080791359 d3fc16471b68a25d307c50e565941ac3
|
||||
cg_servercmds.c:1080784657 - 23db883fd3e26c623a3a56e14a5023ef
|
||||
cg_playerstate.o:1080791358 23de958dd81a26de7cfe6217b70c00ff
|
||||
cg_scoreboard.asm:1080791467 9f68c56bb6695dc78a46a5aff53d59c6
|
||||
cg_servercmds.asm:1080791467 c565e26bf99a6e9d32aa1b104a7b2dc0
|
||||
cg_event.o:1080791356 84df8d72732adf398e038b5ce3379a14
|
||||
cg_effects.asm:1080791466 a415a7c2373b907639071e378b93a029
|
||||
tr_types.h:1080784657 - 3c0832ac2e6d1f188b3781f8b7066020
|
||||
cg_marks.o:1080791357 a803f60783e72829c4753d286900208a
|
||||
cg_snapshot.asm:1080791467 39922ba5f2b375fc96bada018f8b4916
|
||||
cg_ents.asm:1080791466 a4fff2e2ad8bffa70a6e4ce69330cbdc
|
||||
cg_view.asm:1080791467 88daa055b648c1b4dba40c4e01832c0d
|
||||
263
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/all-wcprops
Executable file
263
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/all-wcprops
Executable file
@@ -0,0 +1,263 @@
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 77
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame
|
||||
END
|
||||
cg_predict.asm
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 92
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_predict.asm
|
||||
END
|
||||
cg_predict.c
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 90
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_predict.c
|
||||
END
|
||||
cg_playerstate.asm
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 96
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_playerstate.asm
|
||||
END
|
||||
cg_playerstate.c
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 94
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_playerstate.c
|
||||
END
|
||||
cg_snapshot.asm
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 93
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_snapshot.asm
|
||||
END
|
||||
cgame.map
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 87
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cgame.map
|
||||
END
|
||||
cg_local.h
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 88
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_local.h
|
||||
END
|
||||
cg_snapshot.c
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 91
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_snapshot.c
|
||||
END
|
||||
cg_weapons.asm
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 92
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_weapons.asm
|
||||
END
|
||||
cg_marks.asm
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 90
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_marks.asm
|
||||
END
|
||||
cg_drawtools.asm
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 94
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_drawtools.asm
|
||||
END
|
||||
cg_weapons.c
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 90
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_weapons.c
|
||||
END
|
||||
cg_players.asm
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 92
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_players.asm
|
||||
END
|
||||
cg_marks.c
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 88
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_marks.c
|
||||
END
|
||||
cg_drawtools.c
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 92
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_drawtools.c
|
||||
END
|
||||
cg_players.c
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 90
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_players.c
|
||||
END
|
||||
cg_event.asm
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 90
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_event.asm
|
||||
END
|
||||
cg_event.c
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 88
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_event.c
|
||||
END
|
||||
cg_localents.asm
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 94
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_localents.asm
|
||||
END
|
||||
cg_localents.c
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 92
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_localents.c
|
||||
END
|
||||
cg_info.asm
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 89
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_info.asm
|
||||
END
|
||||
cg_draw.asm
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 89
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_draw.asm
|
||||
END
|
||||
cg_info.c
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 87
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_info.c
|
||||
END
|
||||
cg_syscalls.asm
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 93
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_syscalls.asm
|
||||
END
|
||||
cg_draw.c
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 87
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_draw.c
|
||||
END
|
||||
cg_syscalls.c
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 91
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_syscalls.c
|
||||
END
|
||||
tr_types.h
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 88
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/tr_types.h
|
||||
END
|
||||
cg_consolecmds.asm
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 96
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_consolecmds.asm
|
||||
END
|
||||
cg_ents.asm
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 89
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_ents.asm
|
||||
END
|
||||
cg_view.asm
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 89
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_view.asm
|
||||
END
|
||||
cg_ents.c
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 87
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_ents.c
|
||||
END
|
||||
cg_consolecmds.c
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 94
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_consolecmds.c
|
||||
END
|
||||
cg_view.c
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 87
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_view.c
|
||||
END
|
||||
cg_servercmds.asm
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 95
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_servercmds.asm
|
||||
END
|
||||
cg_effects.asm
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 92
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_effects.asm
|
||||
END
|
||||
cg_servercmds.c
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 93
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_servercmds.c
|
||||
END
|
||||
cg_effects.c
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 90
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_effects.c
|
||||
END
|
||||
cg_scoreboard.asm
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 95
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_scoreboard.asm
|
||||
END
|
||||
cg_main.asm
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 89
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_main.asm
|
||||
END
|
||||
cg_scoreboard.c
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 93
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_scoreboard.c
|
||||
END
|
||||
cg_public.h
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 89
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_public.h
|
||||
END
|
||||
cg_main.c
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 87
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/cg_main.c
|
||||
END
|
||||
.consign
|
||||
K 25
|
||||
svn:wc:ra_dav:version-url
|
||||
V 86
|
||||
/svn/aklabs/!svn/ver/9/trunk/hypermod/code/debug-x86-Linux-2.3/Q3/cgame/cgame/.consign
|
||||
END
|
||||
1493
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/entries
Executable file
1493
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/entries
Executable file
File diff suppressed because it is too large
Load Diff
5
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/prop-base/.consign.svn-base
Executable file
5
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/prop-base/.consign.svn-base
Executable file
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
@@ -0,0 +1,5 @@
|
||||
K 14
|
||||
svn:executable
|
||||
V 0
|
||||
|
||||
END
|
||||
62
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/.consign.svn-base
Executable file
62
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/.consign.svn-base
Executable file
@@ -0,0 +1,62 @@
|
||||
cg_ents.o:1080791356 8052345671d7b2fbd0d8f750df5c33d9
|
||||
cg_draw.o:1080791355 6ac2eb2750ecb8d8d86eacdc8db10654
|
||||
cg_predict.o:1080791358 2fe26f63507a41632d98a13852db1e38
|
||||
cg_info.o:1080791356 cf82bd5963ac8b29b63c1071e9323314
|
||||
cg_info.asm:1080791466 45a91260bfd11c2422b035ee71a79fde
|
||||
cg_predict.c:1080784657 - 3f8ed64bd3b44b9e38ec92adc2e71931
|
||||
cg_players.c:1080784657 - 0c2e2ceb72088443e4960d7591d29f50
|
||||
cg_weapons.asm:1080791467 88d9a1801155584e3981bbcf23ccbe2e
|
||||
cg_event.asm:1080791466 4e3ad9cc8042f17a048c2f6a9b442a1e
|
||||
cg_main.o:1080791353 0f464b1f556b07d73553277395498919
|
||||
cg_main.c:1080784657 - 101b3885fff8d7baf8e4ddbc04f476d7
|
||||
cgame.qvm:1080791469 22f5e683dab008ee648b8773212c9624
|
||||
cg_event.c:1080784657 - d15df26c8f572b72ec9a53978c6af5fa
|
||||
cg_view.o:1080791360 74ac9a8ed55da0b26f4541bcc94878b3
|
||||
cg_drawtools.o:1080791355 5d643c743d0f5359a9823f21dea60e49
|
||||
cgamei386.so:1080791361 e765ebf1176e738fa6580139bddbb168
|
||||
cg_syscalls.c:1080784657 - 22fdc7ddb48285ddcdc3365d99684eec
|
||||
cg_localents.asm:1080791466 083c69a772f85421b9d2ac6ebb570fd5
|
||||
cg_local.h:1080784657 - b057d91af178a987ad8a5fbd82b9f298
|
||||
cg_predict.asm:1080791467 cc7688f5f2ccd40fba7a4e45b15653a7
|
||||
cg_draw.asm:1080791466 a0def1314954d40ce1252000e342e161
|
||||
cg_syscalls.o:1080791360 a3fb65dd9ba4f4d7af5ca476f9295b9e
|
||||
cg_view.c:1080784657 - 8be552e6cbfdaacfaa9846d320b2ac87
|
||||
cg_consolecmds.c:1080784657 - 802e531b835824b793f522fb555c4dad
|
||||
cg_syscalls.asm:1080784657 - 667b53ae03139e3a5bafa176d234f859
|
||||
cg_drawtools.c:1080784657 - 1dda97d31902f3ee93bc45f53f913012
|
||||
cg_localents.c:1080784657 - adcfb9d3690f417628feeb9f9ef67cf3
|
||||
cg_players.o:1080791358 76e2a56a1b4542fd8b111dc982a91a7d
|
||||
cg_consolecmds.asm:1080791466 af11c5600f6c18e36aaa66b0be190bc3
|
||||
cg_marks.c:1080784657 - 0b8005ee129e94f6d00ac6de7db8b1b4
|
||||
cg_playerstate.asm:1080791467 89f9af2b9cde629ad78e55584ca096f8
|
||||
cg_draw.c:1080784657 - 50d395cfdb1321fd867e5c94be1dd48c
|
||||
cg_ents.c:1080784657 - 7507cd68ae25a485370ced0af66b4995
|
||||
cg_playerstate.c:1080784657 - bb774d9b112cc40e87507d592db6162d
|
||||
cg_weapons.o:1080791360 5fc88bf9fcf9cbc9f48e57a781168796
|
||||
cg_main.asm:1080791466 d42040ad601718f1536021da815a6c0a
|
||||
cg_drawtools.asm:1080791466 3846e3050b73620a24be2960680d4fe0
|
||||
cg_info.c:1080784657 - d1c7d2583deefcbc4f40f5a8108c363b
|
||||
cg_servercmds.o:1080791359 b41f533e5c2ba2026b26059a7beef652
|
||||
cg_players.asm:1080791467 a7eee052fc139f7ded42659392fd4ec2
|
||||
cg_effects.o:1080791355 22d554699666847b379bfcb13fc6b1f1
|
||||
cg_scoreboard.o:1080791359 76a8b4a5673a12b59a28eab83f38650e
|
||||
cg_snapshot.c:1080784657 - e318325bfbe9dcc3ec7811d1401cd03c
|
||||
cg_weapons.c:1080784657 - 43b9281a97eb5e15915b4728b573a1e7
|
||||
cg_consolecmds.o:1080791354 c811fa22959e784c50f78911f881fc1f
|
||||
cg_effects.c:1080784657 - 935965234b364388481325b7ac2baf91
|
||||
cg_localents.o:1080791357 892d70ef69ae35dc654db99045dcea43
|
||||
cg_marks.asm:1080791467 736490e1acb54f24b013b1dc2e9b53ee
|
||||
cg_scoreboard.c:1080784657 - 40209f2555c330cc002f7dcaf39fa7d6
|
||||
cg_public.h:1080784657 - a3c0dd7a5eea4276eecf72fd6e4e8033
|
||||
cg_snapshot.o:1080791359 d3fc16471b68a25d307c50e565941ac3
|
||||
cg_servercmds.c:1080784657 - 23db883fd3e26c623a3a56e14a5023ef
|
||||
cg_playerstate.o:1080791358 23de958dd81a26de7cfe6217b70c00ff
|
||||
cg_scoreboard.asm:1080791467 9f68c56bb6695dc78a46a5aff53d59c6
|
||||
cg_servercmds.asm:1080791467 c565e26bf99a6e9d32aa1b104a7b2dc0
|
||||
cg_event.o:1080791356 84df8d72732adf398e038b5ce3379a14
|
||||
cg_effects.asm:1080791466 a415a7c2373b907639071e378b93a029
|
||||
tr_types.h:1080784657 - 3c0832ac2e6d1f188b3781f8b7066020
|
||||
cg_marks.o:1080791357 a803f60783e72829c4753d286900208a
|
||||
cg_snapshot.asm:1080791467 39922ba5f2b375fc96bada018f8b4916
|
||||
cg_ents.asm:1080791466 a4fff2e2ad8bffa70a6e4ce69330cbdc
|
||||
cg_view.asm:1080791467 88daa055b648c1b4dba40c4e01832c0d
|
||||
2664
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_consolecmds.asm.svn-base
Executable file
2664
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_consolecmds.asm.svn-base
Executable file
File diff suppressed because it is too large
Load Diff
558
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_consolecmds.c.svn-base
Executable file
558
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_consolecmds.c.svn-base
Executable file
@@ -0,0 +1,558 @@
|
||||
// Copyright (C) 1999-2000 Id Software, Inc.
|
||||
//
|
||||
// cg_consolecmds.c -- text commands typed in at the local console, or
|
||||
// executed by a key binding
|
||||
|
||||
#include "cg_local.h"
|
||||
#include "../ui/ui_shared.h"
|
||||
#ifdef MISSIONPACK
|
||||
extern menuDef_t *menuScoreboard;
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
void CG_TargetCommand_f( void ) {
|
||||
int targetNum;
|
||||
char test[4];
|
||||
|
||||
targetNum = CG_CrosshairPlayer();
|
||||
if (!targetNum ) {
|
||||
return;
|
||||
}
|
||||
|
||||
trap_Argv( 1, test, 4 );
|
||||
trap_SendConsoleCommand( va( "gc %i %i", targetNum, atoi( test ) ) );
|
||||
}
|
||||
|
||||
|
||||
|
||||
/*
|
||||
=================
|
||||
CG_SizeUp_f
|
||||
|
||||
Keybinding command
|
||||
=================
|
||||
*/
|
||||
static void CG_SizeUp_f (void) {
|
||||
trap_Cvar_Set("cg_viewsize", va("%i",(int)(cg_viewsize.integer+10)));
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
=================
|
||||
CG_SizeDown_f
|
||||
|
||||
Keybinding command
|
||||
=================
|
||||
*/
|
||||
static void CG_SizeDown_f (void) {
|
||||
trap_Cvar_Set("cg_viewsize", va("%i",(int)(cg_viewsize.integer-10)));
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
=============
|
||||
CG_Viewpos_f
|
||||
|
||||
Debugging command to print the current position
|
||||
=============
|
||||
*/
|
||||
static void CG_Viewpos_f (void) {
|
||||
CG_Printf ("(%i %i %i) : %i\n", (int)cg.refdef.vieworg[0],
|
||||
(int)cg.refdef.vieworg[1], (int)cg.refdef.vieworg[2],
|
||||
(int)cg.refdefViewAngles[YAW]);
|
||||
}
|
||||
|
||||
|
||||
static void CG_ScoresDown_f( void ) {
|
||||
|
||||
#ifdef MISSIONPACK
|
||||
CG_BuildSpectatorString();
|
||||
#endif
|
||||
if ( cg.scoresRequestTime + 2000 < cg.time ) {
|
||||
// the scores are more than two seconds out of data,
|
||||
// so request new ones
|
||||
cg.scoresRequestTime = cg.time;
|
||||
trap_SendClientCommand( "score" );
|
||||
|
||||
// leave the current scores up if they were already
|
||||
// displayed, but if this is the first hit, clear them out
|
||||
if ( !cg.showScores ) {
|
||||
cg.showScores = qtrue;
|
||||
cg.numScores = 0;
|
||||
}
|
||||
} else {
|
||||
// show the cached contents even if they just pressed if it
|
||||
// is within two seconds
|
||||
cg.showScores = qtrue;
|
||||
}
|
||||
}
|
||||
|
||||
static void CG_ScoresUp_f( void ) {
|
||||
if ( cg.showScores ) {
|
||||
cg.showScores = qfalse;
|
||||
cg.scoreFadeTime = cg.time;
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef MISSIONPACK
|
||||
extern menuDef_t *menuScoreboard;
|
||||
void Menu_Reset(); // FIXME: add to right include file
|
||||
|
||||
static void CG_LoadHud_f( void) {
|
||||
char buff[1024];
|
||||
const char *hudSet;
|
||||
memset(buff, 0, sizeof(buff));
|
||||
|
||||
String_Init();
|
||||
Menu_Reset();
|
||||
|
||||
trap_Cvar_VariableStringBuffer("cg_hudFiles", buff, sizeof(buff));
|
||||
hudSet = buff;
|
||||
if (hudSet[0] == '\0') {
|
||||
hudSet = "ui/hud.txt";
|
||||
}
|
||||
|
||||
CG_LoadMenus(hudSet);
|
||||
menuScoreboard = NULL;
|
||||
}
|
||||
|
||||
|
||||
static void CG_scrollScoresDown_f( void) {
|
||||
if (menuScoreboard && cg.scoreBoardShowing) {
|
||||
Menu_ScrollFeeder(menuScoreboard, FEEDER_SCOREBOARD, qtrue);
|
||||
Menu_ScrollFeeder(menuScoreboard, FEEDER_REDTEAM_LIST, qtrue);
|
||||
Menu_ScrollFeeder(menuScoreboard, FEEDER_BLUETEAM_LIST, qtrue);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static void CG_scrollScoresUp_f( void) {
|
||||
if (menuScoreboard && cg.scoreBoardShowing) {
|
||||
Menu_ScrollFeeder(menuScoreboard, FEEDER_SCOREBOARD, qfalse);
|
||||
Menu_ScrollFeeder(menuScoreboard, FEEDER_REDTEAM_LIST, qfalse);
|
||||
Menu_ScrollFeeder(menuScoreboard, FEEDER_BLUETEAM_LIST, qfalse);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static void CG_spWin_f( void) {
|
||||
trap_Cvar_Set("cg_cameraOrbit", "2");
|
||||
trap_Cvar_Set("cg_cameraOrbitDelay", "35");
|
||||
trap_Cvar_Set("cg_thirdPerson", "1");
|
||||
trap_Cvar_Set("cg_thirdPersonAngle", "0");
|
||||
trap_Cvar_Set("cg_thirdPersonRange", "100");
|
||||
CG_AddBufferedSound(cgs.media.winnerSound);
|
||||
//trap_S_StartLocalSound(cgs.media.winnerSound, CHAN_ANNOUNCER);
|
||||
CG_CenterPrint("YOU WIN!", SCREEN_HEIGHT * .30, 0);
|
||||
}
|
||||
|
||||
static void CG_spLose_f( void) {
|
||||
trap_Cvar_Set("cg_cameraOrbit", "2");
|
||||
trap_Cvar_Set("cg_cameraOrbitDelay", "35");
|
||||
trap_Cvar_Set("cg_thirdPerson", "1");
|
||||
trap_Cvar_Set("cg_thirdPersonAngle", "0");
|
||||
trap_Cvar_Set("cg_thirdPersonRange", "100");
|
||||
CG_AddBufferedSound(cgs.media.loserSound);
|
||||
//trap_S_StartLocalSound(cgs.media.loserSound, CHAN_ANNOUNCER);
|
||||
CG_CenterPrint("YOU LOSE...", SCREEN_HEIGHT * .30, 0);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
static void CG_TellTarget_f( void ) {
|
||||
int clientNum;
|
||||
char command[128];
|
||||
char message[128];
|
||||
|
||||
clientNum = CG_CrosshairPlayer();
|
||||
if ( clientNum == -1 ) {
|
||||
return;
|
||||
}
|
||||
|
||||
trap_Args( message, 128 );
|
||||
Com_sprintf( command, 128, "tell %i %s", clientNum, message );
|
||||
trap_SendClientCommand( command );
|
||||
}
|
||||
|
||||
static void CG_TellAttacker_f( void ) {
|
||||
int clientNum;
|
||||
char command[128];
|
||||
char message[128];
|
||||
|
||||
clientNum = CG_LastAttacker();
|
||||
if ( clientNum == -1 ) {
|
||||
return;
|
||||
}
|
||||
|
||||
trap_Args( message, 128 );
|
||||
Com_sprintf( command, 128, "tell %i %s", clientNum, message );
|
||||
trap_SendClientCommand( command );
|
||||
}
|
||||
|
||||
static void CG_VoiceTellTarget_f( void ) {
|
||||
int clientNum;
|
||||
char command[128];
|
||||
char message[128];
|
||||
|
||||
clientNum = CG_CrosshairPlayer();
|
||||
if ( clientNum == -1 ) {
|
||||
return;
|
||||
}
|
||||
|
||||
trap_Args( message, 128 );
|
||||
Com_sprintf( command, 128, "vtell %i %s", clientNum, message );
|
||||
trap_SendClientCommand( command );
|
||||
}
|
||||
|
||||
static void CG_VoiceTellAttacker_f( void ) {
|
||||
int clientNum;
|
||||
char command[128];
|
||||
char message[128];
|
||||
|
||||
clientNum = CG_LastAttacker();
|
||||
if ( clientNum == -1 ) {
|
||||
return;
|
||||
}
|
||||
|
||||
trap_Args( message, 128 );
|
||||
Com_sprintf( command, 128, "vtell %i %s", clientNum, message );
|
||||
trap_SendClientCommand( command );
|
||||
}
|
||||
|
||||
#ifdef MISSIONPACK
|
||||
static void CG_NextTeamMember_f( void ) {
|
||||
CG_SelectNextPlayer();
|
||||
}
|
||||
|
||||
static void CG_PrevTeamMember_f( void ) {
|
||||
CG_SelectPrevPlayer();
|
||||
}
|
||||
|
||||
// ASS U ME's enumeration order as far as task specific orders, OFFENSE is zero, CAMP is last
|
||||
//
|
||||
static void CG_NextOrder_f( void ) {
|
||||
clientInfo_t *ci = cgs.clientinfo + cg.snap->ps.clientNum;
|
||||
if (ci) {
|
||||
if (!ci->teamLeader && sortedTeamPlayers[cg_currentSelectedPlayer.integer] != cg.snap->ps.clientNum) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (cgs.currentOrder < TEAMTASK_CAMP) {
|
||||
cgs.currentOrder++;
|
||||
|
||||
if (cgs.currentOrder == TEAMTASK_RETRIEVE) {
|
||||
if (!CG_OtherTeamHasFlag()) {
|
||||
cgs.currentOrder++;
|
||||
}
|
||||
}
|
||||
|
||||
if (cgs.currentOrder == TEAMTASK_ESCORT) {
|
||||
if (!CG_YourTeamHasFlag()) {
|
||||
cgs.currentOrder++;
|
||||
}
|
||||
}
|
||||
|
||||
} else {
|
||||
cgs.currentOrder = TEAMTASK_OFFENSE;
|
||||
}
|
||||
cgs.orderPending = qtrue;
|
||||
cgs.orderTime = cg.time + 3000;
|
||||
}
|
||||
|
||||
|
||||
static void CG_ConfirmOrder_f (void ) {
|
||||
trap_SendConsoleCommand(va("cmd vtell %d %s\n", cgs.acceptLeader, VOICECHAT_YES));
|
||||
trap_SendConsoleCommand("+button5; wait; -button5");
|
||||
if (cg.time < cgs.acceptOrderTime) {
|
||||
trap_SendClientCommand(va("teamtask %d\n", cgs.acceptTask));
|
||||
cgs.acceptOrderTime = 0;
|
||||
}
|
||||
}
|
||||
|
||||
static void CG_DenyOrder_f (void ) {
|
||||
trap_SendConsoleCommand(va("cmd vtell %d %s\n", cgs.acceptLeader, VOICECHAT_NO));
|
||||
trap_SendConsoleCommand("+button6; wait; -button6");
|
||||
if (cg.time < cgs.acceptOrderTime) {
|
||||
cgs.acceptOrderTime = 0;
|
||||
}
|
||||
}
|
||||
|
||||
static void CG_TaskOffense_f (void ) {
|
||||
if (cgs.gametype == GT_CTF || cgs.gametype == GT_1FCTF) {
|
||||
trap_SendConsoleCommand(va("cmd vsay_team %s\n", VOICECHAT_ONGETFLAG));
|
||||
} else {
|
||||
trap_SendConsoleCommand(va("cmd vsay_team %s\n", VOICECHAT_ONOFFENSE));
|
||||
}
|
||||
trap_SendClientCommand(va("teamtask %d\n", TEAMTASK_OFFENSE));
|
||||
}
|
||||
|
||||
static void CG_TaskDefense_f (void ) {
|
||||
trap_SendConsoleCommand(va("cmd vsay_team %s\n", VOICECHAT_ONDEFENSE));
|
||||
trap_SendClientCommand(va("teamtask %d\n", TEAMTASK_DEFENSE));
|
||||
}
|
||||
|
||||
static void CG_TaskPatrol_f (void ) {
|
||||
trap_SendConsoleCommand(va("cmd vsay_team %s\n", VOICECHAT_ONPATROL));
|
||||
trap_SendClientCommand(va("teamtask %d\n", TEAMTASK_PATROL));
|
||||
}
|
||||
|
||||
static void CG_TaskCamp_f (void ) {
|
||||
trap_SendConsoleCommand(va("cmd vsay_team %s\n", VOICECHAT_ONCAMPING));
|
||||
trap_SendClientCommand(va("teamtask %d\n", TEAMTASK_CAMP));
|
||||
}
|
||||
|
||||
static void CG_TaskFollow_f (void ) {
|
||||
trap_SendConsoleCommand(va("cmd vsay_team %s\n", VOICECHAT_ONFOLLOW));
|
||||
trap_SendClientCommand(va("teamtask %d\n", TEAMTASK_FOLLOW));
|
||||
}
|
||||
|
||||
static void CG_TaskRetrieve_f (void ) {
|
||||
trap_SendConsoleCommand(va("cmd vsay_team %s\n", VOICECHAT_ONRETURNFLAG));
|
||||
trap_SendClientCommand(va("teamtask %d\n", TEAMTASK_RETRIEVE));
|
||||
}
|
||||
|
||||
static void CG_TaskEscort_f (void ) {
|
||||
trap_SendConsoleCommand(va("cmd vsay_team %s\n", VOICECHAT_ONFOLLOWCARRIER));
|
||||
trap_SendClientCommand(va("teamtask %d\n", TEAMTASK_ESCORT));
|
||||
}
|
||||
|
||||
static void CG_TaskOwnFlag_f (void ) {
|
||||
trap_SendConsoleCommand(va("cmd vsay_team %s\n", VOICECHAT_IHAVEFLAG));
|
||||
}
|
||||
|
||||
static void CG_TauntKillInsult_f (void ) {
|
||||
trap_SendConsoleCommand("cmd vsay kill_insult\n");
|
||||
}
|
||||
|
||||
static void CG_TauntPraise_f (void ) {
|
||||
trap_SendConsoleCommand("cmd vsay praise\n");
|
||||
}
|
||||
|
||||
static void CG_TauntTaunt_f (void ) {
|
||||
trap_SendConsoleCommand("cmd vtaunt\n");
|
||||
}
|
||||
|
||||
static void CG_TauntDeathInsult_f (void ) {
|
||||
trap_SendConsoleCommand("cmd vsay death_insult\n");
|
||||
}
|
||||
|
||||
static void CG_TauntGauntlet_f (void ) {
|
||||
trap_SendConsoleCommand("cmd vsay kill_guantlet\n");
|
||||
}
|
||||
|
||||
static void CG_TaskSuicide_f (void ) {
|
||||
int clientNum;
|
||||
char command[128];
|
||||
|
||||
clientNum = CG_CrosshairPlayer();
|
||||
if ( clientNum == -1 ) {
|
||||
return;
|
||||
}
|
||||
|
||||
Com_sprintf( command, 128, "tell %i suicide", clientNum );
|
||||
trap_SendClientCommand( command );
|
||||
}
|
||||
|
||||
|
||||
|
||||
/*
|
||||
==================
|
||||
CG_TeamMenu_f
|
||||
==================
|
||||
*/
|
||||
/*
|
||||
static void CG_TeamMenu_f( void ) {
|
||||
if (trap_Key_GetCatcher() & KEYCATCH_CGAME) {
|
||||
CG_EventHandling(CGAME_EVENT_NONE);
|
||||
trap_Key_SetCatcher(0);
|
||||
} else {
|
||||
CG_EventHandling(CGAME_EVENT_TEAMMENU);
|
||||
//trap_Key_SetCatcher(KEYCATCH_CGAME);
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
/*
|
||||
==================
|
||||
CG_EditHud_f
|
||||
==================
|
||||
*/
|
||||
/*
|
||||
static void CG_EditHud_f( void ) {
|
||||
//cls.keyCatchers ^= KEYCATCH_CGAME;
|
||||
//VM_Call (cgvm, CG_EVENT_HANDLING, (cls.keyCatchers & KEYCATCH_CGAME) ? CGAME_EVENT_EDITHUD : CGAME_EVENT_NONE);
|
||||
}
|
||||
*/
|
||||
|
||||
#endif
|
||||
|
||||
/*
|
||||
==================
|
||||
CG_StartOrbit_f
|
||||
==================
|
||||
*/
|
||||
|
||||
static void CG_StartOrbit_f( void ) {
|
||||
char var[MAX_TOKEN_CHARS];
|
||||
|
||||
trap_Cvar_VariableStringBuffer( "developer", var, sizeof( var ) );
|
||||
if ( !atoi(var) ) {
|
||||
return;
|
||||
}
|
||||
if (cg_cameraOrbit.value != 0) {
|
||||
trap_Cvar_Set ("cg_cameraOrbit", "0");
|
||||
trap_Cvar_Set("cg_thirdPerson", "0");
|
||||
} else {
|
||||
trap_Cvar_Set("cg_cameraOrbit", "5");
|
||||
trap_Cvar_Set("cg_thirdPerson", "1");
|
||||
trap_Cvar_Set("cg_thirdPersonAngle", "0");
|
||||
trap_Cvar_Set("cg_thirdPersonRange", "100");
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
static void CG_Camera_f( void ) {
|
||||
char name[1024];
|
||||
trap_Argv( 1, name, sizeof(name));
|
||||
if (trap_loadCamera(name)) {
|
||||
cg.cameraMode = qtrue;
|
||||
trap_startCamera(cg.time);
|
||||
} else {
|
||||
CG_Printf ("Unable to load camera %s\n",name);
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
typedef struct {
|
||||
char *cmd;
|
||||
void (*function)(void);
|
||||
} consoleCommand_t;
|
||||
|
||||
static consoleCommand_t commands[] = {
|
||||
{ "testgun", CG_TestGun_f },
|
||||
{ "testmodel", CG_TestModel_f },
|
||||
{ "nextframe", CG_TestModelNextFrame_f },
|
||||
{ "prevframe", CG_TestModelPrevFrame_f },
|
||||
{ "nextskin", CG_TestModelNextSkin_f },
|
||||
{ "prevskin", CG_TestModelPrevSkin_f },
|
||||
{ "viewpos", CG_Viewpos_f },
|
||||
{ "+scores", CG_ScoresDown_f },
|
||||
{ "-scores", CG_ScoresUp_f },
|
||||
{ "+zoom", CG_ZoomDown_f },
|
||||
{ "-zoom", CG_ZoomUp_f },
|
||||
{ "sizeup", CG_SizeUp_f },
|
||||
{ "sizedown", CG_SizeDown_f },
|
||||
{ "weapnext", CG_NextWeapon_f },
|
||||
{ "weapprev", CG_PrevWeapon_f },
|
||||
{ "weapon", CG_Weapon_f },
|
||||
{ "tell_target", CG_TellTarget_f },
|
||||
{ "tell_attacker", CG_TellAttacker_f },
|
||||
{ "vtell_target", CG_VoiceTellTarget_f },
|
||||
{ "vtell_attacker", CG_VoiceTellAttacker_f },
|
||||
{ "tcmd", CG_TargetCommand_f },
|
||||
#ifdef MISSIONPACK
|
||||
{ "loadhud", CG_LoadHud_f },
|
||||
{ "nextTeamMember", CG_NextTeamMember_f },
|
||||
{ "prevTeamMember", CG_PrevTeamMember_f },
|
||||
{ "nextOrder", CG_NextOrder_f },
|
||||
{ "confirmOrder", CG_ConfirmOrder_f },
|
||||
{ "denyOrder", CG_DenyOrder_f },
|
||||
{ "taskOffense", CG_TaskOffense_f },
|
||||
{ "taskDefense", CG_TaskDefense_f },
|
||||
{ "taskPatrol", CG_TaskPatrol_f },
|
||||
{ "taskCamp", CG_TaskCamp_f },
|
||||
{ "taskFollow", CG_TaskFollow_f },
|
||||
{ "taskRetrieve", CG_TaskRetrieve_f },
|
||||
{ "taskEscort", CG_TaskEscort_f },
|
||||
{ "taskSuicide", CG_TaskSuicide_f },
|
||||
{ "taskOwnFlag", CG_TaskOwnFlag_f },
|
||||
{ "tauntKillInsult", CG_TauntKillInsult_f },
|
||||
{ "tauntPraise", CG_TauntPraise_f },
|
||||
{ "tauntTaunt", CG_TauntTaunt_f },
|
||||
{ "tauntDeathInsult", CG_TauntDeathInsult_f },
|
||||
{ "tauntGauntlet", CG_TauntGauntlet_f },
|
||||
{ "spWin", CG_spWin_f },
|
||||
{ "spLose", CG_spLose_f },
|
||||
{ "scoresDown", CG_scrollScoresDown_f },
|
||||
{ "scoresUp", CG_scrollScoresUp_f },
|
||||
#endif
|
||||
{ "startOrbit", CG_StartOrbit_f },
|
||||
//{ "camera", CG_Camera_f },
|
||||
{ "loaddeferred", CG_LoadDeferredPlayers }
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
=================
|
||||
CG_ConsoleCommand
|
||||
|
||||
The string has been tokenized and can be retrieved with
|
||||
Cmd_Argc() / Cmd_Argv()
|
||||
=================
|
||||
*/
|
||||
qboolean CG_ConsoleCommand( void ) {
|
||||
const char *cmd;
|
||||
int i;
|
||||
|
||||
cmd = CG_Argv(0);
|
||||
|
||||
for ( i = 0 ; i < sizeof( commands ) / sizeof( commands[0] ) ; i++ ) {
|
||||
if ( !Q_stricmp( cmd, commands[i].cmd ) ) {
|
||||
commands[i].function();
|
||||
return qtrue;
|
||||
}
|
||||
}
|
||||
|
||||
return qfalse;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
=================
|
||||
CG_InitConsoleCommands
|
||||
|
||||
Let the client system know about all of our commands
|
||||
so it can perform tab completion
|
||||
=================
|
||||
*/
|
||||
void CG_InitConsoleCommands( void ) {
|
||||
int i;
|
||||
|
||||
for ( i = 0 ; i < sizeof( commands ) / sizeof( commands[0] ) ; i++ ) {
|
||||
trap_AddCommand( commands[i].cmd );
|
||||
}
|
||||
|
||||
//
|
||||
// the game server will interpret these commands, which will be automatically
|
||||
// forwarded to the server after they are not recognized locally
|
||||
//
|
||||
trap_AddCommand ("kill");
|
||||
trap_AddCommand ("say");
|
||||
trap_AddCommand ("say_team");
|
||||
trap_AddCommand ("tell");
|
||||
trap_AddCommand ("vsay");
|
||||
trap_AddCommand ("vsay_team");
|
||||
trap_AddCommand ("vtell");
|
||||
trap_AddCommand ("vtaunt");
|
||||
trap_AddCommand ("vosay");
|
||||
trap_AddCommand ("vosay_team");
|
||||
trap_AddCommand ("votell");
|
||||
trap_AddCommand ("give");
|
||||
trap_AddCommand ("god");
|
||||
trap_AddCommand ("notarget");
|
||||
trap_AddCommand ("noclip");
|
||||
trap_AddCommand ("team");
|
||||
trap_AddCommand ("follow");
|
||||
trap_AddCommand ("levelshot");
|
||||
trap_AddCommand ("addbot");
|
||||
trap_AddCommand ("setviewpos");
|
||||
trap_AddCommand ("callvote");
|
||||
trap_AddCommand ("vote");
|
||||
trap_AddCommand ("callteamvote");
|
||||
trap_AddCommand ("teamvote");
|
||||
trap_AddCommand ("stats");
|
||||
trap_AddCommand ("teamtask");
|
||||
trap_AddCommand ("loaddefered"); // spelled wrong, but not changing for demo
|
||||
}
|
||||
13237
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_draw.asm.svn-base
Executable file
13237
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_draw.asm.svn-base
Executable file
File diff suppressed because it is too large
Load Diff
2639
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_draw.c.svn-base
Executable file
2639
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_draw.c.svn-base
Executable file
File diff suppressed because it is too large
Load Diff
4797
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_drawtools.asm.svn-base
Executable file
4797
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_drawtools.asm.svn-base
Executable file
File diff suppressed because it is too large
Load Diff
804
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_drawtools.c.svn-base
Executable file
804
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_drawtools.c.svn-base
Executable file
@@ -0,0 +1,804 @@
|
||||
// Copyright (C) 1999-2000 Id Software, Inc.
|
||||
//
|
||||
// cg_drawtools.c -- helper functions called by cg_draw, cg_scoreboard, cg_info, etc
|
||||
#include "cg_local.h"
|
||||
|
||||
/*
|
||||
================
|
||||
CG_AdjustFrom640
|
||||
|
||||
Adjusted for resolution and screen aspect ratio
|
||||
================
|
||||
*/
|
||||
void CG_AdjustFrom640( float *x, float *y, float *w, float *h ) {
|
||||
#if 0
|
||||
// adjust for wide screens
|
||||
if ( cgs.glconfig.vidWidth * 480 > cgs.glconfig.vidHeight * 640 ) {
|
||||
*x += 0.5 * ( cgs.glconfig.vidWidth - ( cgs.glconfig.vidHeight * 640 / 480 ) );
|
||||
}
|
||||
#endif
|
||||
// scale for screen sizes
|
||||
*x *= cgs.screenXScale;
|
||||
*y *= cgs.screenYScale;
|
||||
*w *= cgs.screenXScale;
|
||||
*h *= cgs.screenYScale;
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
CG_FillRect
|
||||
|
||||
Coordinates are 640*480 virtual values
|
||||
=================
|
||||
*/
|
||||
void CG_FillRect( float x, float y, float width, float height, const float *color ) {
|
||||
trap_R_SetColor( color );
|
||||
|
||||
CG_AdjustFrom640( &x, &y, &width, &height );
|
||||
trap_R_DrawStretchPic( x, y, width, height, 0, 0, 0, 0, cgs.media.whiteShader );
|
||||
|
||||
trap_R_SetColor( NULL );
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
CG_DrawSides
|
||||
|
||||
Coords are virtual 640x480
|
||||
================
|
||||
*/
|
||||
void CG_DrawSides(float x, float y, float w, float h, float size) {
|
||||
CG_AdjustFrom640( &x, &y, &w, &h );
|
||||
size *= cgs.screenXScale;
|
||||
trap_R_DrawStretchPic( x, y, size, h, 0, 0, 0, 0, cgs.media.whiteShader );
|
||||
trap_R_DrawStretchPic( x + w - size, y, size, h, 0, 0, 0, 0, cgs.media.whiteShader );
|
||||
}
|
||||
|
||||
void CG_DrawTopBottom(float x, float y, float w, float h, float size) {
|
||||
CG_AdjustFrom640( &x, &y, &w, &h );
|
||||
size *= cgs.screenYScale;
|
||||
trap_R_DrawStretchPic( x, y, w, size, 0, 0, 0, 0, cgs.media.whiteShader );
|
||||
trap_R_DrawStretchPic( x, y + h - size, w, size, 0, 0, 0, 0, cgs.media.whiteShader );
|
||||
}
|
||||
/*
|
||||
================
|
||||
UI_DrawRect
|
||||
|
||||
Coordinates are 640*480 virtual values
|
||||
=================
|
||||
*/
|
||||
void CG_DrawRect( float x, float y, float width, float height, float size, const float *color ) {
|
||||
trap_R_SetColor( color );
|
||||
|
||||
CG_DrawTopBottom(x, y, width, height, size);
|
||||
CG_DrawSides(x, y, width, height, size);
|
||||
|
||||
trap_R_SetColor( NULL );
|
||||
}
|
||||
|
||||
|
||||
|
||||
/*
|
||||
================
|
||||
CG_DrawPic
|
||||
|
||||
Coordinates are 640*480 virtual values
|
||||
=================
|
||||
*/
|
||||
void CG_DrawPic( float x, float y, float width, float height, qhandle_t hShader ) {
|
||||
CG_AdjustFrom640( &x, &y, &width, &height );
|
||||
trap_R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, hShader );
|
||||
}
|
||||
|
||||
|
||||
|
||||
/*
|
||||
===============
|
||||
CG_DrawChar
|
||||
|
||||
Coordinates and size in 640*480 virtual screen size
|
||||
===============
|
||||
*/
|
||||
void CG_DrawChar( int x, int y, int width, int height, int ch ) {
|
||||
int row, col;
|
||||
float frow, fcol;
|
||||
float size;
|
||||
float ax, ay, aw, ah;
|
||||
|
||||
ch &= 255;
|
||||
|
||||
if ( ch == ' ' ) {
|
||||
return;
|
||||
}
|
||||
|
||||
ax = x;
|
||||
ay = y;
|
||||
aw = width;
|
||||
ah = height;
|
||||
CG_AdjustFrom640( &ax, &ay, &aw, &ah );
|
||||
|
||||
row = ch>>4;
|
||||
col = ch&15;
|
||||
|
||||
frow = row*0.0625;
|
||||
fcol = col*0.0625;
|
||||
size = 0.0625;
|
||||
|
||||
trap_R_DrawStretchPic( ax, ay, aw, ah,
|
||||
fcol, frow,
|
||||
fcol + size, frow + size,
|
||||
cgs.media.charsetShader );
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
==================
|
||||
CG_DrawStringExt
|
||||
|
||||
Draws a multi-colored string with a drop shadow, optionally forcing
|
||||
to a fixed color.
|
||||
|
||||
Coordinates are at 640 by 480 virtual resolution
|
||||
==================
|
||||
*/
|
||||
void CG_DrawStringExt( int x, int y, const char *string, const float *setColor,
|
||||
qboolean forceColor, qboolean shadow, int charWidth, int charHeight, int maxChars ) {
|
||||
vec4_t color;
|
||||
const char *s;
|
||||
int xx;
|
||||
int cnt;
|
||||
|
||||
if (maxChars <= 0)
|
||||
maxChars = 32767; // do them all!
|
||||
|
||||
// draw the drop shadow
|
||||
if (shadow) {
|
||||
color[0] = color[1] = color[2] = 0;
|
||||
color[3] = setColor[3];
|
||||
trap_R_SetColor( color );
|
||||
s = string;
|
||||
xx = x;
|
||||
cnt = 0;
|
||||
while ( *s && cnt < maxChars) {
|
||||
if ( Q_IsColorString( s ) ) {
|
||||
s += 2;
|
||||
continue;
|
||||
}
|
||||
CG_DrawChar( xx + 2, y + 2, charWidth, charHeight, *s );
|
||||
cnt++;
|
||||
xx += charWidth;
|
||||
s++;
|
||||
}
|
||||
}
|
||||
|
||||
// draw the colored text
|
||||
s = string;
|
||||
xx = x;
|
||||
cnt = 0;
|
||||
trap_R_SetColor( setColor );
|
||||
while ( *s && cnt < maxChars) {
|
||||
if ( Q_IsColorString( s ) ) {
|
||||
if ( !forceColor ) {
|
||||
memcpy( color, g_color_table[ColorIndex(*(s+1))], sizeof( color ) );
|
||||
color[3] = setColor[3];
|
||||
trap_R_SetColor( color );
|
||||
}
|
||||
s += 2;
|
||||
continue;
|
||||
}
|
||||
CG_DrawChar( xx, y, charWidth, charHeight, *s );
|
||||
xx += charWidth;
|
||||
cnt++;
|
||||
s++;
|
||||
}
|
||||
trap_R_SetColor( NULL );
|
||||
}
|
||||
|
||||
void CG_DrawBigString( int x, int y, const char *s, float alpha ) {
|
||||
float color[4];
|
||||
|
||||
color[0] = color[1] = color[2] = 1.0;
|
||||
color[3] = alpha;
|
||||
CG_DrawStringExt( x, y, s, color, qfalse, qtrue, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, 0 );
|
||||
}
|
||||
|
||||
void CG_DrawBigStringColor( int x, int y, const char *s, vec4_t color ) {
|
||||
CG_DrawStringExt( x, y, s, color, qtrue, qtrue, BIGCHAR_WIDTH, BIGCHAR_HEIGHT, 0 );
|
||||
}
|
||||
|
||||
void CG_DrawSmallString( int x, int y, const char *s, float alpha ) {
|
||||
float color[4];
|
||||
|
||||
color[0] = color[1] = color[2] = 1.0;
|
||||
color[3] = alpha;
|
||||
CG_DrawStringExt( x, y, s, color, qfalse, qfalse, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, 0 );
|
||||
}
|
||||
|
||||
void CG_DrawSmallStringColor( int x, int y, const char *s, vec4_t color ) {
|
||||
CG_DrawStringExt( x, y, s, color, qtrue, qfalse, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, 0 );
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
CG_DrawStrlen
|
||||
|
||||
Returns character count, skiping color escape codes
|
||||
=================
|
||||
*/
|
||||
int CG_DrawStrlen( const char *str ) {
|
||||
const char *s = str;
|
||||
int count = 0;
|
||||
|
||||
while ( *s ) {
|
||||
if ( Q_IsColorString( s ) ) {
|
||||
s += 2;
|
||||
} else {
|
||||
count++;
|
||||
s++;
|
||||
}
|
||||
}
|
||||
|
||||
return count;
|
||||
}
|
||||
|
||||
/*
|
||||
=============
|
||||
CG_TileClearBox
|
||||
|
||||
This repeats a 64*64 tile graphic to fill the screen around a sized down
|
||||
refresh window.
|
||||
=============
|
||||
*/
|
||||
static void CG_TileClearBox( int x, int y, int w, int h, qhandle_t hShader ) {
|
||||
float s1, t1, s2, t2;
|
||||
|
||||
s1 = x/64.0;
|
||||
t1 = y/64.0;
|
||||
s2 = (x+w)/64.0;
|
||||
t2 = (y+h)/64.0;
|
||||
trap_R_DrawStretchPic( x, y, w, h, s1, t1, s2, t2, hShader );
|
||||
}
|
||||
|
||||
|
||||
|
||||
/*
|
||||
==============
|
||||
CG_TileClear
|
||||
|
||||
Clear around a sized down screen
|
||||
==============
|
||||
*/
|
||||
void CG_TileClear( void ) {
|
||||
int top, bottom, left, right;
|
||||
int w, h;
|
||||
|
||||
w = cgs.glconfig.vidWidth;
|
||||
h = cgs.glconfig.vidHeight;
|
||||
|
||||
if ( cg.refdef.x == 0 && cg.refdef.y == 0 &&
|
||||
cg.refdef.width == w && cg.refdef.height == h ) {
|
||||
return; // full screen rendering
|
||||
}
|
||||
|
||||
top = cg.refdef.y;
|
||||
bottom = top + cg.refdef.height-1;
|
||||
left = cg.refdef.x;
|
||||
right = left + cg.refdef.width-1;
|
||||
|
||||
// clear above view screen
|
||||
CG_TileClearBox( 0, 0, w, top, cgs.media.backTileShader );
|
||||
|
||||
// clear below view screen
|
||||
CG_TileClearBox( 0, bottom, w, h - bottom, cgs.media.backTileShader );
|
||||
|
||||
// clear left of view screen
|
||||
CG_TileClearBox( 0, top, left, bottom - top + 1, cgs.media.backTileShader );
|
||||
|
||||
// clear right of view screen
|
||||
CG_TileClearBox( right, top, w - right, bottom - top + 1, cgs.media.backTileShader );
|
||||
}
|
||||
|
||||
|
||||
|
||||
/*
|
||||
================
|
||||
CG_FadeColor
|
||||
================
|
||||
*/
|
||||
float *CG_FadeColor( int startMsec, int totalMsec ) {
|
||||
static vec4_t color;
|
||||
int t;
|
||||
|
||||
if ( startMsec == 0 ) {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
t = cg.time - startMsec;
|
||||
|
||||
if ( t >= totalMsec ) {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// fade out
|
||||
if ( totalMsec - t < FADE_TIME ) {
|
||||
color[3] = ( totalMsec - t ) * 1.0/FADE_TIME;
|
||||
} else {
|
||||
color[3] = 1.0;
|
||||
}
|
||||
color[0] = color[1] = color[2] = 1;
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
================
|
||||
CG_TeamColor
|
||||
================
|
||||
*/
|
||||
float *CG_TeamColor( int team ) {
|
||||
static vec4_t red = {1, 0.2f, 0.2f, 1};
|
||||
static vec4_t blue = {0.2f, 0.2f, 1, 1};
|
||||
static vec4_t other = {1, 1, 1, 1};
|
||||
static vec4_t spectator = {0.7f, 0.7f, 0.7f, 1};
|
||||
|
||||
switch ( team ) {
|
||||
case TEAM_RED:
|
||||
return red;
|
||||
case TEAM_BLUE:
|
||||
return blue;
|
||||
case TEAM_SPECTATOR:
|
||||
return spectator;
|
||||
default:
|
||||
return other;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
/*
|
||||
=================
|
||||
CG_GetColorForHealth
|
||||
=================
|
||||
*/
|
||||
void CG_GetColorForHealth( int health, int armor, vec4_t hcolor ) {
|
||||
int count;
|
||||
int max;
|
||||
|
||||
// calculate the total points of damage that can
|
||||
// be sustained at the current health / armor level
|
||||
if ( health <= 0 ) {
|
||||
VectorClear( hcolor ); // black
|
||||
hcolor[3] = 1;
|
||||
return;
|
||||
}
|
||||
count = armor;
|
||||
max = health * ARMOR_PROTECTION / ( 1.0 - ARMOR_PROTECTION );
|
||||
if ( max < count ) {
|
||||
count = max;
|
||||
}
|
||||
health += count;
|
||||
|
||||
// set the color based on health
|
||||
hcolor[0] = 1.0;
|
||||
hcolor[3] = 1.0;
|
||||
if ( health >= 100 ) {
|
||||
hcolor[2] = 1.0;
|
||||
} else if ( health < 66 ) {
|
||||
hcolor[2] = 0;
|
||||
} else {
|
||||
hcolor[2] = ( health - 66 ) / 33.0;
|
||||
}
|
||||
|
||||
if ( health > 60 ) {
|
||||
hcolor[1] = 1.0;
|
||||
} else if ( health < 30 ) {
|
||||
hcolor[1] = 0;
|
||||
} else {
|
||||
hcolor[1] = ( health - 30 ) / 30.0;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
CG_ColorForHealth
|
||||
=================
|
||||
*/
|
||||
void CG_ColorForHealth( vec4_t hcolor ) {
|
||||
|
||||
CG_GetColorForHealth( cg.snap->ps.stats[STAT_HEALTH],
|
||||
cg.snap->ps.stats[STAT_ARMOR], hcolor );
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
// bk001205 - code below duplicated in q3_ui/ui-atoms.c
|
||||
// bk001205 - FIXME: does this belong in ui_shared.c?
|
||||
// bk001205 - FIXME: HARD_LINKED flags not visible here
|
||||
#ifndef Q3_STATIC // bk001205 - q_shared defines not visible here
|
||||
/*
|
||||
=================
|
||||
UI_DrawProportionalString2
|
||||
=================
|
||||
*/
|
||||
static int propMap[128][3] = {
|
||||
{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1},
|
||||
{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1},
|
||||
|
||||
{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1},
|
||||
{0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1}, {0, 0, -1},
|
||||
|
||||
{0, 0, PROP_SPACE_WIDTH}, // SPACE
|
||||
{11, 122, 7}, // !
|
||||
{154, 181, 14}, // "
|
||||
{55, 122, 17}, // #
|
||||
{79, 122, 18}, // $
|
||||
{101, 122, 23}, // %
|
||||
{153, 122, 18}, // &
|
||||
{9, 93, 7}, // '
|
||||
{207, 122, 8}, // (
|
||||
{230, 122, 9}, // )
|
||||
{177, 122, 18}, // *
|
||||
{30, 152, 18}, // +
|
||||
{85, 181, 7}, // ,
|
||||
{34, 93, 11}, // -
|
||||
{110, 181, 6}, // .
|
||||
{130, 152, 14}, // /
|
||||
|
||||
{22, 64, 17}, // 0
|
||||
{41, 64, 12}, // 1
|
||||
{58, 64, 17}, // 2
|
||||
{78, 64, 18}, // 3
|
||||
{98, 64, 19}, // 4
|
||||
{120, 64, 18}, // 5
|
||||
{141, 64, 18}, // 6
|
||||
{204, 64, 16}, // 7
|
||||
{162, 64, 17}, // 8
|
||||
{182, 64, 18}, // 9
|
||||
{59, 181, 7}, // :
|
||||
{35,181, 7}, // ;
|
||||
{203, 152, 14}, // <
|
||||
{56, 93, 14}, // =
|
||||
{228, 152, 14}, // >
|
||||
{177, 181, 18}, // ?
|
||||
|
||||
{28, 122, 22}, // @
|
||||
{5, 4, 18}, // A
|
||||
{27, 4, 18}, // B
|
||||
{48, 4, 18}, // C
|
||||
{69, 4, 17}, // D
|
||||
{90, 4, 13}, // E
|
||||
{106, 4, 13}, // F
|
||||
{121, 4, 18}, // G
|
||||
{143, 4, 17}, // H
|
||||
{164, 4, 8}, // I
|
||||
{175, 4, 16}, // J
|
||||
{195, 4, 18}, // K
|
||||
{216, 4, 12}, // L
|
||||
{230, 4, 23}, // M
|
||||
{6, 34, 18}, // N
|
||||
{27, 34, 18}, // O
|
||||
|
||||
{48, 34, 18}, // P
|
||||
{68, 34, 18}, // Q
|
||||
{90, 34, 17}, // R
|
||||
{110, 34, 18}, // S
|
||||
{130, 34, 14}, // T
|
||||
{146, 34, 18}, // U
|
||||
{166, 34, 19}, // V
|
||||
{185, 34, 29}, // W
|
||||
{215, 34, 18}, // X
|
||||
{234, 34, 18}, // Y
|
||||
{5, 64, 14}, // Z
|
||||
{60, 152, 7}, // [
|
||||
{106, 151, 13}, // '\'
|
||||
{83, 152, 7}, // ]
|
||||
{128, 122, 17}, // ^
|
||||
{4, 152, 21}, // _
|
||||
|
||||
{134, 181, 5}, // '
|
||||
{5, 4, 18}, // A
|
||||
{27, 4, 18}, // B
|
||||
{48, 4, 18}, // C
|
||||
{69, 4, 17}, // D
|
||||
{90, 4, 13}, // E
|
||||
{106, 4, 13}, // F
|
||||
{121, 4, 18}, // G
|
||||
{143, 4, 17}, // H
|
||||
{164, 4, 8}, // I
|
||||
{175, 4, 16}, // J
|
||||
{195, 4, 18}, // K
|
||||
{216, 4, 12}, // L
|
||||
{230, 4, 23}, // M
|
||||
{6, 34, 18}, // N
|
||||
{27, 34, 18}, // O
|
||||
|
||||
{48, 34, 18}, // P
|
||||
{68, 34, 18}, // Q
|
||||
{90, 34, 17}, // R
|
||||
{110, 34, 18}, // S
|
||||
{130, 34, 14}, // T
|
||||
{146, 34, 18}, // U
|
||||
{166, 34, 19}, // V
|
||||
{185, 34, 29}, // W
|
||||
{215, 34, 18}, // X
|
||||
{234, 34, 18}, // Y
|
||||
{5, 64, 14}, // Z
|
||||
{153, 152, 13}, // {
|
||||
{11, 181, 5}, // |
|
||||
{180, 152, 13}, // }
|
||||
{79, 93, 17}, // ~
|
||||
{0, 0, -1} // DEL
|
||||
};
|
||||
|
||||
static int propMapB[26][3] = {
|
||||
{11, 12, 33},
|
||||
{49, 12, 31},
|
||||
{85, 12, 31},
|
||||
{120, 12, 30},
|
||||
{156, 12, 21},
|
||||
{183, 12, 21},
|
||||
{207, 12, 32},
|
||||
|
||||
{13, 55, 30},
|
||||
{49, 55, 13},
|
||||
{66, 55, 29},
|
||||
{101, 55, 31},
|
||||
{135, 55, 21},
|
||||
{158, 55, 40},
|
||||
{204, 55, 32},
|
||||
|
||||
{12, 97, 31},
|
||||
{48, 97, 31},
|
||||
{82, 97, 30},
|
||||
{118, 97, 30},
|
||||
{153, 97, 30},
|
||||
{185, 97, 25},
|
||||
{213, 97, 30},
|
||||
|
||||
{11, 139, 32},
|
||||
{42, 139, 51},
|
||||
{93, 139, 32},
|
||||
{126, 139, 31},
|
||||
{158, 139, 25},
|
||||
};
|
||||
|
||||
#define PROPB_GAP_WIDTH 4
|
||||
#define PROPB_SPACE_WIDTH 12
|
||||
#define PROPB_HEIGHT 36
|
||||
|
||||
/*
|
||||
=================
|
||||
UI_DrawBannerString
|
||||
=================
|
||||
*/
|
||||
static void UI_DrawBannerString2( int x, int y, const char* str, vec4_t color )
|
||||
{
|
||||
const char* s;
|
||||
unsigned char ch; // bk001204 : array subscript
|
||||
float ax;
|
||||
float ay;
|
||||
float aw;
|
||||
float ah;
|
||||
float frow;
|
||||
float fcol;
|
||||
float fwidth;
|
||||
float fheight;
|
||||
|
||||
// draw the colored text
|
||||
trap_R_SetColor( color );
|
||||
|
||||
ax = x * cgs.screenXScale + cgs.screenXBias;
|
||||
ay = y * cgs.screenXScale;
|
||||
|
||||
s = str;
|
||||
while ( *s )
|
||||
{
|
||||
ch = *s & 127;
|
||||
if ( ch == ' ' ) {
|
||||
ax += ((float)PROPB_SPACE_WIDTH + (float)PROPB_GAP_WIDTH)* cgs.screenXScale;
|
||||
}
|
||||
else if ( ch >= 'A' && ch <= 'Z' ) {
|
||||
ch -= 'A';
|
||||
fcol = (float)propMapB[ch][0] / 256.0f;
|
||||
frow = (float)propMapB[ch][1] / 256.0f;
|
||||
fwidth = (float)propMapB[ch][2] / 256.0f;
|
||||
fheight = (float)PROPB_HEIGHT / 256.0f;
|
||||
aw = (float)propMapB[ch][2] * cgs.screenXScale;
|
||||
ah = (float)PROPB_HEIGHT * cgs.screenXScale;
|
||||
trap_R_DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol+fwidth, frow+fheight, cgs.media.charsetPropB );
|
||||
ax += (aw + (float)PROPB_GAP_WIDTH * cgs.screenXScale);
|
||||
}
|
||||
s++;
|
||||
}
|
||||
|
||||
trap_R_SetColor( NULL );
|
||||
}
|
||||
|
||||
void UI_DrawBannerString( int x, int y, const char* str, int style, vec4_t color ) {
|
||||
const char * s;
|
||||
int ch;
|
||||
int width;
|
||||
vec4_t drawcolor;
|
||||
|
||||
// find the width of the drawn text
|
||||
s = str;
|
||||
width = 0;
|
||||
while ( *s ) {
|
||||
ch = *s;
|
||||
if ( ch == ' ' ) {
|
||||
width += PROPB_SPACE_WIDTH;
|
||||
}
|
||||
else if ( ch >= 'A' && ch <= 'Z' ) {
|
||||
width += propMapB[ch - 'A'][2] + PROPB_GAP_WIDTH;
|
||||
}
|
||||
s++;
|
||||
}
|
||||
width -= PROPB_GAP_WIDTH;
|
||||
|
||||
switch( style & UI_FORMATMASK ) {
|
||||
case UI_CENTER:
|
||||
x -= width / 2;
|
||||
break;
|
||||
|
||||
case UI_RIGHT:
|
||||
x -= width;
|
||||
break;
|
||||
|
||||
case UI_LEFT:
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if ( style & UI_DROPSHADOW ) {
|
||||
drawcolor[0] = drawcolor[1] = drawcolor[2] = 0;
|
||||
drawcolor[3] = color[3];
|
||||
UI_DrawBannerString2( x+2, y+2, str, drawcolor );
|
||||
}
|
||||
|
||||
UI_DrawBannerString2( x, y, str, color );
|
||||
}
|
||||
|
||||
|
||||
int UI_ProportionalStringWidth( const char* str ) {
|
||||
const char * s;
|
||||
int ch;
|
||||
int charWidth;
|
||||
int width;
|
||||
|
||||
s = str;
|
||||
width = 0;
|
||||
while ( *s ) {
|
||||
ch = *s & 127;
|
||||
charWidth = propMap[ch][2];
|
||||
if ( charWidth != -1 ) {
|
||||
width += charWidth;
|
||||
width += PROP_GAP_WIDTH;
|
||||
}
|
||||
s++;
|
||||
}
|
||||
|
||||
width -= PROP_GAP_WIDTH;
|
||||
return width;
|
||||
}
|
||||
|
||||
static void UI_DrawProportionalString2( int x, int y, const char* str, vec4_t color, float sizeScale, qhandle_t charset )
|
||||
{
|
||||
const char* s;
|
||||
unsigned char ch; // bk001204 - unsigned
|
||||
float ax;
|
||||
float ay;
|
||||
float aw;
|
||||
float ah;
|
||||
float frow;
|
||||
float fcol;
|
||||
float fwidth;
|
||||
float fheight;
|
||||
|
||||
// draw the colored text
|
||||
trap_R_SetColor( color );
|
||||
|
||||
ax = x * cgs.screenXScale + cgs.screenXBias;
|
||||
ay = y * cgs.screenXScale;
|
||||
|
||||
s = str;
|
||||
while ( *s )
|
||||
{
|
||||
ch = *s & 127;
|
||||
if ( ch == ' ' ) {
|
||||
aw = (float)PROP_SPACE_WIDTH * cgs.screenXScale * sizeScale;
|
||||
} else if ( propMap[ch][2] != -1 ) {
|
||||
fcol = (float)propMap[ch][0] / 256.0f;
|
||||
frow = (float)propMap[ch][1] / 256.0f;
|
||||
fwidth = (float)propMap[ch][2] / 256.0f;
|
||||
fheight = (float)PROP_HEIGHT / 256.0f;
|
||||
aw = (float)propMap[ch][2] * cgs.screenXScale * sizeScale;
|
||||
ah = (float)PROP_HEIGHT * cgs.screenXScale * sizeScale;
|
||||
trap_R_DrawStretchPic( ax, ay, aw, ah, fcol, frow, fcol+fwidth, frow+fheight, charset );
|
||||
} else {
|
||||
aw = 0;
|
||||
}
|
||||
|
||||
ax += (aw + (float)PROP_GAP_WIDTH * cgs.screenXScale * sizeScale);
|
||||
s++;
|
||||
}
|
||||
|
||||
trap_R_SetColor( NULL );
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
UI_ProportionalSizeScale
|
||||
=================
|
||||
*/
|
||||
float UI_ProportionalSizeScale( int style ) {
|
||||
if( style & UI_SMALLFONT ) {
|
||||
return 0.75;
|
||||
}
|
||||
|
||||
return 1.00;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
=================
|
||||
UI_DrawProportionalString
|
||||
=================
|
||||
*/
|
||||
void UI_DrawProportionalString( int x, int y, const char* str, int style, vec4_t color ) {
|
||||
vec4_t drawcolor;
|
||||
int width;
|
||||
float sizeScale;
|
||||
|
||||
sizeScale = UI_ProportionalSizeScale( style );
|
||||
|
||||
switch( style & UI_FORMATMASK ) {
|
||||
case UI_CENTER:
|
||||
width = UI_ProportionalStringWidth( str ) * sizeScale;
|
||||
x -= width / 2;
|
||||
break;
|
||||
|
||||
case UI_RIGHT:
|
||||
width = UI_ProportionalStringWidth( str ) * sizeScale;
|
||||
x -= width;
|
||||
break;
|
||||
|
||||
case UI_LEFT:
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
if ( style & UI_DROPSHADOW ) {
|
||||
drawcolor[0] = drawcolor[1] = drawcolor[2] = 0;
|
||||
drawcolor[3] = color[3];
|
||||
UI_DrawProportionalString2( x+2, y+2, str, drawcolor, sizeScale, cgs.media.charsetProp );
|
||||
}
|
||||
|
||||
if ( style & UI_INVERSE ) {
|
||||
drawcolor[0] = color[0] * 0.8;
|
||||
drawcolor[1] = color[1] * 0.8;
|
||||
drawcolor[2] = color[2] * 0.8;
|
||||
drawcolor[3] = color[3];
|
||||
UI_DrawProportionalString2( x, y, str, drawcolor, sizeScale, cgs.media.charsetProp );
|
||||
return;
|
||||
}
|
||||
|
||||
if ( style & UI_PULSE ) {
|
||||
drawcolor[0] = color[0] * 0.8;
|
||||
drawcolor[1] = color[1] * 0.8;
|
||||
drawcolor[2] = color[2] * 0.8;
|
||||
drawcolor[3] = color[3];
|
||||
UI_DrawProportionalString2( x, y, str, color, sizeScale, cgs.media.charsetProp );
|
||||
|
||||
drawcolor[0] = color[0];
|
||||
drawcolor[1] = color[1];
|
||||
drawcolor[2] = color[2];
|
||||
drawcolor[3] = 0.5 + 0.5 * sin( cg.time / PULSE_DIVISOR );
|
||||
UI_DrawProportionalString2( x, y, str, drawcolor, sizeScale, cgs.media.charsetPropGlow );
|
||||
return;
|
||||
}
|
||||
|
||||
UI_DrawProportionalString2( x, y, str, color, sizeScale, cgs.media.charsetProp );
|
||||
}
|
||||
#endif // Q3STATIC
|
||||
4561
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_effects.asm.svn-base
Executable file
4561
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_effects.asm.svn-base
Executable file
File diff suppressed because it is too large
Load Diff
698
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_effects.c.svn-base
Executable file
698
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_effects.c.svn-base
Executable file
@@ -0,0 +1,698 @@
|
||||
// Copyright (C) 1999-2000 Id Software, Inc.
|
||||
//
|
||||
// cg_effects.c -- these functions generate localentities, usually as a result
|
||||
// of event processing
|
||||
|
||||
#include "cg_local.h"
|
||||
|
||||
|
||||
/*
|
||||
==================
|
||||
CG_BubbleTrail
|
||||
|
||||
Bullets shot underwater
|
||||
==================
|
||||
*/
|
||||
void CG_BubbleTrail( vec3_t start, vec3_t end, float spacing ) {
|
||||
vec3_t move;
|
||||
vec3_t vec;
|
||||
float len;
|
||||
int i;
|
||||
|
||||
if ( cg_noProjectileTrail.integer ) {
|
||||
return;
|
||||
}
|
||||
|
||||
VectorCopy (start, move);
|
||||
VectorSubtract (end, start, vec);
|
||||
len = VectorNormalize (vec);
|
||||
|
||||
// advance a random amount first
|
||||
i = rand() % (int)spacing;
|
||||
VectorMA( move, i, vec, move );
|
||||
|
||||
VectorScale (vec, spacing, vec);
|
||||
|
||||
for ( ; i < len; i += spacing ) {
|
||||
localEntity_t *le;
|
||||
refEntity_t *re;
|
||||
|
||||
le = CG_AllocLocalEntity();
|
||||
le->leFlags = LEF_PUFF_DONT_SCALE;
|
||||
le->leType = LE_MOVE_SCALE_FADE;
|
||||
le->startTime = cg.time;
|
||||
le->endTime = cg.time + 1000 + random() * 250;
|
||||
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
|
||||
|
||||
re = &le->refEntity;
|
||||
re->shaderTime = cg.time / 1000.0f;
|
||||
|
||||
re->reType = RT_SPRITE;
|
||||
re->rotation = 0;
|
||||
re->radius = 3;
|
||||
re->customShader = cgs.media.waterBubbleShader;
|
||||
re->shaderRGBA[0] = 0xff;
|
||||
re->shaderRGBA[1] = 0xff;
|
||||
re->shaderRGBA[2] = 0xff;
|
||||
re->shaderRGBA[3] = 0xff;
|
||||
|
||||
le->color[3] = 1.0;
|
||||
|
||||
le->pos.trType = TR_LINEAR;
|
||||
le->pos.trTime = cg.time;
|
||||
VectorCopy( move, le->pos.trBase );
|
||||
le->pos.trDelta[0] = crandom()*5;
|
||||
le->pos.trDelta[1] = crandom()*5;
|
||||
le->pos.trDelta[2] = crandom()*5 + 6;
|
||||
|
||||
VectorAdd (move, vec, move);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
CG_SmokePuff
|
||||
|
||||
Adds a smoke puff or blood trail localEntity.
|
||||
=====================
|
||||
*/
|
||||
localEntity_t *CG_SmokePuff( const vec3_t p, const vec3_t vel,
|
||||
float radius,
|
||||
float r, float g, float b, float a,
|
||||
float duration,
|
||||
int startTime,
|
||||
int fadeInTime,
|
||||
int leFlags,
|
||||
qhandle_t hShader ) {
|
||||
static int seed = 0x92;
|
||||
localEntity_t *le;
|
||||
refEntity_t *re;
|
||||
// int fadeInTime = startTime + duration / 2;
|
||||
|
||||
le = CG_AllocLocalEntity();
|
||||
le->leFlags = leFlags;
|
||||
le->radius = radius;
|
||||
|
||||
re = &le->refEntity;
|
||||
re->rotation = Q_random( &seed ) * 360;
|
||||
re->radius = radius;
|
||||
re->shaderTime = startTime / 1000.0f;
|
||||
|
||||
le->leType = LE_MOVE_SCALE_FADE;
|
||||
le->startTime = startTime;
|
||||
le->fadeInTime = fadeInTime;
|
||||
le->endTime = startTime + duration;
|
||||
if ( fadeInTime > startTime ) {
|
||||
le->lifeRate = 1.0 / ( le->endTime - le->fadeInTime );
|
||||
}
|
||||
else {
|
||||
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
|
||||
}
|
||||
le->color[0] = r;
|
||||
le->color[1] = g;
|
||||
le->color[2] = b;
|
||||
le->color[3] = a;
|
||||
|
||||
|
||||
le->pos.trType = TR_LINEAR;
|
||||
le->pos.trTime = startTime;
|
||||
VectorCopy( vel, le->pos.trDelta );
|
||||
VectorCopy( p, le->pos.trBase );
|
||||
|
||||
VectorCopy( p, re->origin );
|
||||
re->customShader = hShader;
|
||||
|
||||
// rage pro can't alpha fade, so use a different shader
|
||||
if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO ) {
|
||||
re->customShader = cgs.media.smokePuffRageProShader;
|
||||
re->shaderRGBA[0] = 0xff;
|
||||
re->shaderRGBA[1] = 0xff;
|
||||
re->shaderRGBA[2] = 0xff;
|
||||
re->shaderRGBA[3] = 0xff;
|
||||
} else {
|
||||
re->shaderRGBA[0] = le->color[0] * 0xff;
|
||||
re->shaderRGBA[1] = le->color[1] * 0xff;
|
||||
re->shaderRGBA[2] = le->color[2] * 0xff;
|
||||
re->shaderRGBA[3] = 0xff;
|
||||
}
|
||||
|
||||
re->reType = RT_SPRITE;
|
||||
re->radius = le->radius;
|
||||
|
||||
return le;
|
||||
}
|
||||
|
||||
/*
|
||||
==================
|
||||
CG_SpawnEffect
|
||||
|
||||
Player teleporting in or out
|
||||
==================
|
||||
*/
|
||||
void CG_SpawnEffect( vec3_t org ) {
|
||||
localEntity_t *le;
|
||||
refEntity_t *re;
|
||||
|
||||
le = CG_AllocLocalEntity();
|
||||
le->leFlags = 0;
|
||||
le->leType = LE_FADE_RGB;
|
||||
le->startTime = cg.time;
|
||||
le->endTime = cg.time + 500;
|
||||
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
|
||||
|
||||
le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0;
|
||||
|
||||
re = &le->refEntity;
|
||||
|
||||
re->reType = RT_MODEL;
|
||||
re->shaderTime = cg.time / 1000.0f;
|
||||
|
||||
#ifndef MISSIONPACK
|
||||
re->customShader = cgs.media.teleportEffectShader;
|
||||
#endif
|
||||
re->hModel = cgs.media.teleportEffectModel;
|
||||
AxisClear( re->axis );
|
||||
|
||||
VectorCopy( org, re->origin );
|
||||
#ifdef MISSIONPACK
|
||||
re->origin[2] += 16;
|
||||
#else
|
||||
re->origin[2] -= 24;
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
#ifdef MISSIONPACK
|
||||
/*
|
||||
===============
|
||||
CG_LightningBoltBeam
|
||||
===============
|
||||
*/
|
||||
void CG_LightningBoltBeam( vec3_t start, vec3_t end ) {
|
||||
localEntity_t *le;
|
||||
refEntity_t *beam;
|
||||
|
||||
le = CG_AllocLocalEntity();
|
||||
le->leFlags = 0;
|
||||
le->leType = LE_SHOWREFENTITY;
|
||||
le->startTime = cg.time;
|
||||
le->endTime = cg.time + 50;
|
||||
|
||||
beam = &le->refEntity;
|
||||
|
||||
VectorCopy( start, beam->origin );
|
||||
// this is the end point
|
||||
VectorCopy( end, beam->oldorigin );
|
||||
|
||||
beam->reType = RT_LIGHTNING;
|
||||
beam->customShader = cgs.media.lightningShader;
|
||||
}
|
||||
|
||||
/*
|
||||
==================
|
||||
CG_KamikazeEffect
|
||||
==================
|
||||
*/
|
||||
void CG_KamikazeEffect( vec3_t org ) {
|
||||
localEntity_t *le;
|
||||
refEntity_t *re;
|
||||
|
||||
le = CG_AllocLocalEntity();
|
||||
le->leFlags = 0;
|
||||
le->leType = LE_KAMIKAZE;
|
||||
le->startTime = cg.time;
|
||||
le->endTime = cg.time + 3000;//2250;
|
||||
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
|
||||
|
||||
le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0;
|
||||
|
||||
VectorClear(le->angles.trBase);
|
||||
|
||||
re = &le->refEntity;
|
||||
|
||||
re->reType = RT_MODEL;
|
||||
re->shaderTime = cg.time / 1000.0f;
|
||||
|
||||
re->hModel = cgs.media.kamikazeEffectModel;
|
||||
|
||||
VectorCopy( org, re->origin );
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
==================
|
||||
CG_ObeliskExplode
|
||||
==================
|
||||
*/
|
||||
void CG_ObeliskExplode( vec3_t org, int entityNum ) {
|
||||
localEntity_t *le;
|
||||
vec3_t origin;
|
||||
|
||||
// create an explosion
|
||||
VectorCopy( org, origin );
|
||||
origin[2] += 64;
|
||||
le = CG_MakeExplosion( origin, vec3_origin,
|
||||
cgs.media.dishFlashModel,
|
||||
cgs.media.rocketExplosionShader,
|
||||
600, qtrue );
|
||||
le->light = 300;
|
||||
le->lightColor[0] = 1;
|
||||
le->lightColor[1] = 0.75;
|
||||
le->lightColor[2] = 0.0;
|
||||
}
|
||||
|
||||
/*
|
||||
==================
|
||||
CG_ObeliskPain
|
||||
==================
|
||||
*/
|
||||
void CG_ObeliskPain( vec3_t org ) {
|
||||
float r;
|
||||
sfxHandle_t sfx;
|
||||
|
||||
// hit sound
|
||||
r = rand() & 3;
|
||||
if ( r < 2 ) {
|
||||
sfx = cgs.media.obeliskHitSound1;
|
||||
} else if ( r == 2 ) {
|
||||
sfx = cgs.media.obeliskHitSound2;
|
||||
} else {
|
||||
sfx = cgs.media.obeliskHitSound3;
|
||||
}
|
||||
trap_S_StartSound ( org, ENTITYNUM_NONE, CHAN_BODY, sfx );
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
==================
|
||||
CG_InvulnerabilityImpact
|
||||
==================
|
||||
*/
|
||||
void CG_InvulnerabilityImpact( vec3_t org, vec3_t angles ) {
|
||||
localEntity_t *le;
|
||||
refEntity_t *re;
|
||||
int r;
|
||||
sfxHandle_t sfx;
|
||||
|
||||
le = CG_AllocLocalEntity();
|
||||
le->leFlags = 0;
|
||||
le->leType = LE_INVULIMPACT;
|
||||
le->startTime = cg.time;
|
||||
le->endTime = cg.time + 1000;
|
||||
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
|
||||
|
||||
le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0;
|
||||
|
||||
re = &le->refEntity;
|
||||
|
||||
re->reType = RT_MODEL;
|
||||
re->shaderTime = cg.time / 1000.0f;
|
||||
|
||||
re->hModel = cgs.media.invulnerabilityImpactModel;
|
||||
|
||||
VectorCopy( org, re->origin );
|
||||
AnglesToAxis( angles, re->axis );
|
||||
|
||||
r = rand() & 3;
|
||||
if ( r < 2 ) {
|
||||
sfx = cgs.media.invulnerabilityImpactSound1;
|
||||
} else if ( r == 2 ) {
|
||||
sfx = cgs.media.invulnerabilityImpactSound2;
|
||||
} else {
|
||||
sfx = cgs.media.invulnerabilityImpactSound3;
|
||||
}
|
||||
trap_S_StartSound (org, ENTITYNUM_NONE, CHAN_BODY, sfx );
|
||||
}
|
||||
|
||||
/*
|
||||
==================
|
||||
CG_InvulnerabilityJuiced
|
||||
==================
|
||||
*/
|
||||
void CG_InvulnerabilityJuiced( vec3_t org ) {
|
||||
localEntity_t *le;
|
||||
refEntity_t *re;
|
||||
vec3_t angles;
|
||||
|
||||
le = CG_AllocLocalEntity();
|
||||
le->leFlags = 0;
|
||||
le->leType = LE_INVULJUICED;
|
||||
le->startTime = cg.time;
|
||||
le->endTime = cg.time + 10000;
|
||||
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
|
||||
|
||||
le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0;
|
||||
|
||||
re = &le->refEntity;
|
||||
|
||||
re->reType = RT_MODEL;
|
||||
re->shaderTime = cg.time / 1000.0f;
|
||||
|
||||
re->hModel = cgs.media.invulnerabilityJuicedModel;
|
||||
|
||||
VectorCopy( org, re->origin );
|
||||
VectorClear(angles);
|
||||
AnglesToAxis( angles, re->axis );
|
||||
|
||||
trap_S_StartSound (org, ENTITYNUM_NONE, CHAN_BODY, cgs.media.invulnerabilityJuicedSound );
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
/*
|
||||
==================
|
||||
CG_ScorePlum
|
||||
==================
|
||||
*/
|
||||
void CG_ScorePlum( int client, vec3_t org, int score ) {
|
||||
localEntity_t *le;
|
||||
refEntity_t *re;
|
||||
vec3_t angles;
|
||||
static vec3_t lastPos;
|
||||
|
||||
// only visualize for the client that scored
|
||||
if (client != cg.predictedPlayerState.clientNum || cg_scorePlum.integer == 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
le = CG_AllocLocalEntity();
|
||||
le->leFlags = 0;
|
||||
le->leType = LE_SCOREPLUM;
|
||||
le->startTime = cg.time;
|
||||
le->endTime = cg.time + 4000;
|
||||
le->lifeRate = 1.0 / ( le->endTime - le->startTime );
|
||||
|
||||
|
||||
le->color[0] = le->color[1] = le->color[2] = le->color[3] = 1.0;
|
||||
le->radius = score;
|
||||
|
||||
VectorCopy( org, le->pos.trBase );
|
||||
if (org[2] >= lastPos[2] - 20 && org[2] <= lastPos[2] + 20) {
|
||||
le->pos.trBase[2] -= 20;
|
||||
}
|
||||
|
||||
//CG_Printf( "Plum origin %i %i %i -- %i\n", (int)org[0], (int)org[1], (int)org[2], (int)Distance(org, lastPos));
|
||||
VectorCopy(org, lastPos);
|
||||
|
||||
|
||||
re = &le->refEntity;
|
||||
|
||||
re->reType = RT_SPRITE;
|
||||
re->radius = 16;
|
||||
|
||||
VectorClear(angles);
|
||||
AnglesToAxis( angles, re->axis );
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
====================
|
||||
CG_MakeExplosion
|
||||
====================
|
||||
*/
|
||||
localEntity_t *CG_MakeExplosion( vec3_t origin, vec3_t dir,
|
||||
qhandle_t hModel, qhandle_t shader,
|
||||
int msec, qboolean isSprite ) {
|
||||
float ang;
|
||||
localEntity_t *ex;
|
||||
int offset;
|
||||
vec3_t tmpVec, newOrigin;
|
||||
|
||||
if ( msec <= 0 ) {
|
||||
CG_Error( "CG_MakeExplosion: msec = %i", msec );
|
||||
}
|
||||
|
||||
// skew the time a bit so they aren't all in sync
|
||||
offset = rand() & 63;
|
||||
|
||||
ex = CG_AllocLocalEntity();
|
||||
if ( isSprite ) {
|
||||
ex->leType = LE_SPRITE_EXPLOSION;
|
||||
|
||||
// randomly rotate sprite orientation
|
||||
ex->refEntity.rotation = rand() % 360;
|
||||
VectorScale( dir, 16, tmpVec );
|
||||
VectorAdd( tmpVec, origin, newOrigin );
|
||||
} else {
|
||||
ex->leType = LE_EXPLOSION;
|
||||
VectorCopy( origin, newOrigin );
|
||||
|
||||
// set axis with random rotate
|
||||
if ( !dir ) {
|
||||
AxisClear( ex->refEntity.axis );
|
||||
} else {
|
||||
ang = rand() % 360;
|
||||
VectorCopy( dir, ex->refEntity.axis[0] );
|
||||
RotateAroundDirection( ex->refEntity.axis, ang );
|
||||
}
|
||||
}
|
||||
|
||||
ex->startTime = cg.time - offset;
|
||||
ex->endTime = ex->startTime + msec;
|
||||
|
||||
// bias the time so all shader effects start correctly
|
||||
ex->refEntity.shaderTime = ex->startTime / 1000.0f;
|
||||
|
||||
ex->refEntity.hModel = hModel;
|
||||
ex->refEntity.customShader = shader;
|
||||
|
||||
// set origin
|
||||
VectorCopy( newOrigin, ex->refEntity.origin );
|
||||
VectorCopy( newOrigin, ex->refEntity.oldorigin );
|
||||
|
||||
ex->color[0] = ex->color[1] = ex->color[2] = 1.0;
|
||||
|
||||
return ex;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
=================
|
||||
CG_Bleed
|
||||
|
||||
This is the spurt of blood when a character gets hit
|
||||
=================
|
||||
*/
|
||||
void CG_Bleed( vec3_t origin, int entityNum ) {
|
||||
localEntity_t *ex;
|
||||
|
||||
if ( !cg_blood.integer ) {
|
||||
return;
|
||||
}
|
||||
|
||||
ex = CG_AllocLocalEntity();
|
||||
ex->leType = LE_EXPLOSION;
|
||||
|
||||
ex->startTime = cg.time;
|
||||
ex->endTime = ex->startTime + 500;
|
||||
|
||||
VectorCopy ( origin, ex->refEntity.origin);
|
||||
ex->refEntity.reType = RT_SPRITE;
|
||||
ex->refEntity.rotation = rand() % 360;
|
||||
ex->refEntity.radius = 24;
|
||||
|
||||
ex->refEntity.customShader = cgs.media.bloodExplosionShader;
|
||||
|
||||
// don't show player's own blood in view
|
||||
if ( entityNum == cg.snap->ps.clientNum ) {
|
||||
ex->refEntity.renderfx |= RF_THIRD_PERSON;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
/*
|
||||
==================
|
||||
CG_LaunchGib
|
||||
==================
|
||||
*/
|
||||
void CG_LaunchGib( vec3_t origin, vec3_t velocity, qhandle_t hModel ) {
|
||||
localEntity_t *le;
|
||||
refEntity_t *re;
|
||||
|
||||
le = CG_AllocLocalEntity();
|
||||
re = &le->refEntity;
|
||||
|
||||
le->leType = LE_FRAGMENT;
|
||||
le->startTime = cg.time;
|
||||
le->endTime = le->startTime + 5000 + random() * 3000;
|
||||
|
||||
VectorCopy( origin, re->origin );
|
||||
AxisCopy( axisDefault, re->axis );
|
||||
re->hModel = hModel;
|
||||
|
||||
le->pos.trType = TR_GRAVITY;
|
||||
VectorCopy( origin, le->pos.trBase );
|
||||
VectorCopy( velocity, le->pos.trDelta );
|
||||
le->pos.trTime = cg.time;
|
||||
|
||||
le->bounceFactor = 0.6f;
|
||||
|
||||
le->leBounceSoundType = LEBS_BLOOD;
|
||||
le->leMarkType = LEMT_BLOOD;
|
||||
}
|
||||
|
||||
/*
|
||||
===================
|
||||
CG_GibPlayer
|
||||
|
||||
Generated a bunch of gibs launching out from the bodies location
|
||||
===================
|
||||
*/
|
||||
#define GIB_VELOCITY 250
|
||||
#define GIB_JUMP 250
|
||||
void CG_GibPlayer( vec3_t playerOrigin ) {
|
||||
vec3_t origin, velocity;
|
||||
|
||||
if ( !cg_blood.integer ) {
|
||||
return;
|
||||
}
|
||||
|
||||
VectorCopy( playerOrigin, origin );
|
||||
velocity[0] = crandom()*GIB_VELOCITY;
|
||||
velocity[1] = crandom()*GIB_VELOCITY;
|
||||
velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
|
||||
if ( rand() & 1 ) {
|
||||
CG_LaunchGib( origin, velocity, cgs.media.gibSkull );
|
||||
} else {
|
||||
CG_LaunchGib( origin, velocity, cgs.media.gibBrain );
|
||||
}
|
||||
|
||||
// allow gibs to be turned off for speed
|
||||
if ( !cg_gibs.integer ) {
|
||||
return;
|
||||
}
|
||||
|
||||
VectorCopy( playerOrigin, origin );
|
||||
velocity[0] = crandom()*GIB_VELOCITY;
|
||||
velocity[1] = crandom()*GIB_VELOCITY;
|
||||
velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
|
||||
CG_LaunchGib( origin, velocity, cgs.media.gibAbdomen );
|
||||
|
||||
VectorCopy( playerOrigin, origin );
|
||||
velocity[0] = crandom()*GIB_VELOCITY;
|
||||
velocity[1] = crandom()*GIB_VELOCITY;
|
||||
velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
|
||||
CG_LaunchGib( origin, velocity, cgs.media.gibArm );
|
||||
|
||||
VectorCopy( playerOrigin, origin );
|
||||
velocity[0] = crandom()*GIB_VELOCITY;
|
||||
velocity[1] = crandom()*GIB_VELOCITY;
|
||||
velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
|
||||
CG_LaunchGib( origin, velocity, cgs.media.gibChest );
|
||||
|
||||
VectorCopy( playerOrigin, origin );
|
||||
velocity[0] = crandom()*GIB_VELOCITY;
|
||||
velocity[1] = crandom()*GIB_VELOCITY;
|
||||
velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
|
||||
CG_LaunchGib( origin, velocity, cgs.media.gibFist );
|
||||
|
||||
VectorCopy( playerOrigin, origin );
|
||||
velocity[0] = crandom()*GIB_VELOCITY;
|
||||
velocity[1] = crandom()*GIB_VELOCITY;
|
||||
velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
|
||||
CG_LaunchGib( origin, velocity, cgs.media.gibFoot );
|
||||
|
||||
VectorCopy( playerOrigin, origin );
|
||||
velocity[0] = crandom()*GIB_VELOCITY;
|
||||
velocity[1] = crandom()*GIB_VELOCITY;
|
||||
velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
|
||||
CG_LaunchGib( origin, velocity, cgs.media.gibForearm );
|
||||
|
||||
VectorCopy( playerOrigin, origin );
|
||||
velocity[0] = crandom()*GIB_VELOCITY;
|
||||
velocity[1] = crandom()*GIB_VELOCITY;
|
||||
velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
|
||||
CG_LaunchGib( origin, velocity, cgs.media.gibIntestine );
|
||||
|
||||
VectorCopy( playerOrigin, origin );
|
||||
velocity[0] = crandom()*GIB_VELOCITY;
|
||||
velocity[1] = crandom()*GIB_VELOCITY;
|
||||
velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
|
||||
CG_LaunchGib( origin, velocity, cgs.media.gibLeg );
|
||||
|
||||
VectorCopy( playerOrigin, origin );
|
||||
velocity[0] = crandom()*GIB_VELOCITY;
|
||||
velocity[1] = crandom()*GIB_VELOCITY;
|
||||
velocity[2] = GIB_JUMP + crandom()*GIB_VELOCITY;
|
||||
CG_LaunchGib( origin, velocity, cgs.media.gibLeg );
|
||||
}
|
||||
|
||||
/*
|
||||
==================
|
||||
CG_LaunchGib
|
||||
==================
|
||||
*/
|
||||
void CG_LaunchExplode( vec3_t origin, vec3_t velocity, qhandle_t hModel ) {
|
||||
localEntity_t *le;
|
||||
refEntity_t *re;
|
||||
|
||||
le = CG_AllocLocalEntity();
|
||||
re = &le->refEntity;
|
||||
|
||||
le->leType = LE_FRAGMENT;
|
||||
le->startTime = cg.time;
|
||||
le->endTime = le->startTime + 10000 + random() * 6000;
|
||||
|
||||
VectorCopy( origin, re->origin );
|
||||
AxisCopy( axisDefault, re->axis );
|
||||
re->hModel = hModel;
|
||||
|
||||
le->pos.trType = TR_GRAVITY;
|
||||
VectorCopy( origin, le->pos.trBase );
|
||||
VectorCopy( velocity, le->pos.trDelta );
|
||||
le->pos.trTime = cg.time;
|
||||
|
||||
le->bounceFactor = 0.1f;
|
||||
|
||||
le->leBounceSoundType = LEBS_BRASS;
|
||||
le->leMarkType = LEMT_NONE;
|
||||
}
|
||||
|
||||
#define EXP_VELOCITY 100
|
||||
#define EXP_JUMP 150
|
||||
/*
|
||||
===================
|
||||
CG_GibPlayer
|
||||
|
||||
Generated a bunch of gibs launching out from the bodies location
|
||||
===================
|
||||
*/
|
||||
void CG_BigExplode( vec3_t playerOrigin ) {
|
||||
vec3_t origin, velocity;
|
||||
|
||||
if ( !cg_blood.integer ) {
|
||||
return;
|
||||
}
|
||||
|
||||
VectorCopy( playerOrigin, origin );
|
||||
velocity[0] = crandom()*EXP_VELOCITY;
|
||||
velocity[1] = crandom()*EXP_VELOCITY;
|
||||
velocity[2] = EXP_JUMP + crandom()*EXP_VELOCITY;
|
||||
CG_LaunchExplode( origin, velocity, cgs.media.smoke2 );
|
||||
|
||||
VectorCopy( playerOrigin, origin );
|
||||
velocity[0] = crandom()*EXP_VELOCITY;
|
||||
velocity[1] = crandom()*EXP_VELOCITY;
|
||||
velocity[2] = EXP_JUMP + crandom()*EXP_VELOCITY;
|
||||
CG_LaunchExplode( origin, velocity, cgs.media.smoke2 );
|
||||
|
||||
VectorCopy( playerOrigin, origin );
|
||||
velocity[0] = crandom()*EXP_VELOCITY*1.5;
|
||||
velocity[1] = crandom()*EXP_VELOCITY*1.5;
|
||||
velocity[2] = EXP_JUMP + crandom()*EXP_VELOCITY;
|
||||
CG_LaunchExplode( origin, velocity, cgs.media.smoke2 );
|
||||
|
||||
VectorCopy( playerOrigin, origin );
|
||||
velocity[0] = crandom()*EXP_VELOCITY*2.0;
|
||||
velocity[1] = crandom()*EXP_VELOCITY*2.0;
|
||||
velocity[2] = EXP_JUMP + crandom()*EXP_VELOCITY;
|
||||
CG_LaunchExplode( origin, velocity, cgs.media.smoke2 );
|
||||
|
||||
VectorCopy( playerOrigin, origin );
|
||||
velocity[0] = crandom()*EXP_VELOCITY*2.5;
|
||||
velocity[1] = crandom()*EXP_VELOCITY*2.5;
|
||||
velocity[2] = EXP_JUMP + crandom()*EXP_VELOCITY;
|
||||
CG_LaunchExplode( origin, velocity, cgs.media.smoke2 );
|
||||
}
|
||||
|
||||
5297
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_ents.asm.svn-base
Executable file
5297
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_ents.asm.svn-base
Executable file
File diff suppressed because it is too large
Load Diff
1017
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_ents.c.svn-base
Executable file
1017
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_ents.c.svn-base
Executable file
File diff suppressed because it is too large
Load Diff
8907
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_event.asm.svn-base
Executable file
8907
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_event.asm.svn-base
Executable file
File diff suppressed because it is too large
Load Diff
1185
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_event.c.svn-base
Executable file
1185
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_event.c.svn-base
Executable file
File diff suppressed because it is too large
Load Diff
2599
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_info.asm.svn-base
Executable file
2599
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_info.asm.svn-base
Executable file
File diff suppressed because it is too large
Load Diff
277
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_info.c.svn-base
Executable file
277
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_info.c.svn-base
Executable file
@@ -0,0 +1,277 @@
|
||||
// Copyright (C) 1999-2000 Id Software, Inc.
|
||||
//
|
||||
// cg_info.c -- display information while data is being loading
|
||||
|
||||
#include "cg_local.h"
|
||||
|
||||
#define MAX_LOADING_PLAYER_ICONS 16
|
||||
#define MAX_LOADING_ITEM_ICONS 26
|
||||
|
||||
static int loadingPlayerIconCount;
|
||||
static int loadingItemIconCount;
|
||||
static qhandle_t loadingPlayerIcons[MAX_LOADING_PLAYER_ICONS];
|
||||
static qhandle_t loadingItemIcons[MAX_LOADING_ITEM_ICONS];
|
||||
|
||||
|
||||
/*
|
||||
===================
|
||||
CG_DrawLoadingIcons
|
||||
===================
|
||||
*/
|
||||
static void CG_DrawLoadingIcons( void ) {
|
||||
int n;
|
||||
int x, y;
|
||||
|
||||
for( n = 0; n < loadingPlayerIconCount; n++ ) {
|
||||
x = 16 + n * 78;
|
||||
y = 324-40;
|
||||
CG_DrawPic( x, y, 64, 64, loadingPlayerIcons[n] );
|
||||
}
|
||||
|
||||
for( n = 0; n < loadingItemIconCount; n++ ) {
|
||||
y = 400-40;
|
||||
if( n >= 13 ) {
|
||||
y += 40;
|
||||
}
|
||||
x = 16 + n % 13 * 48;
|
||||
CG_DrawPic( x, y, 32, 32, loadingItemIcons[n] );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
======================
|
||||
CG_LoadingString
|
||||
|
||||
======================
|
||||
*/
|
||||
void CG_LoadingString( const char *s ) {
|
||||
Q_strncpyz( cg.infoScreenText, s, sizeof( cg.infoScreenText ) );
|
||||
|
||||
trap_UpdateScreen();
|
||||
}
|
||||
|
||||
/*
|
||||
===================
|
||||
CG_LoadingItem
|
||||
===================
|
||||
*/
|
||||
void CG_LoadingItem( int itemNum ) {
|
||||
gitem_t *item;
|
||||
|
||||
item = &bg_itemlist[itemNum];
|
||||
|
||||
if ( item->icon && loadingItemIconCount < MAX_LOADING_ITEM_ICONS ) {
|
||||
loadingItemIcons[loadingItemIconCount++] = trap_R_RegisterShaderNoMip( item->icon );
|
||||
}
|
||||
|
||||
CG_LoadingString( item->pickup_name );
|
||||
}
|
||||
|
||||
/*
|
||||
===================
|
||||
CG_LoadingClient
|
||||
===================
|
||||
*/
|
||||
void CG_LoadingClient( int clientNum ) {
|
||||
const char *info;
|
||||
char *skin;
|
||||
char personality[MAX_QPATH];
|
||||
char model[MAX_QPATH];
|
||||
char iconName[MAX_QPATH];
|
||||
|
||||
info = CG_ConfigString( CS_PLAYERS + clientNum );
|
||||
|
||||
if ( loadingPlayerIconCount < MAX_LOADING_PLAYER_ICONS ) {
|
||||
Q_strncpyz( model, Info_ValueForKey( info, "model" ), sizeof( model ) );
|
||||
skin = Q_strrchr( model, '/' );
|
||||
if ( skin ) {
|
||||
*skin++ = '\0';
|
||||
} else {
|
||||
skin = "default";
|
||||
}
|
||||
|
||||
Com_sprintf( iconName, MAX_QPATH, "models/players/%s/icon_%s.tga", model, skin );
|
||||
|
||||
loadingPlayerIcons[loadingPlayerIconCount] = trap_R_RegisterShaderNoMip( iconName );
|
||||
if ( !loadingPlayerIcons[loadingPlayerIconCount] ) {
|
||||
Com_sprintf( iconName, MAX_QPATH, "models/players/characters/%s/icon_%s.tga", model, skin );
|
||||
loadingPlayerIcons[loadingPlayerIconCount] = trap_R_RegisterShaderNoMip( iconName );
|
||||
}
|
||||
if ( !loadingPlayerIcons[loadingPlayerIconCount] ) {
|
||||
Com_sprintf( iconName, MAX_QPATH, "models/players/%s/icon_%s.tga", DEFAULT_MODEL, "default" );
|
||||
loadingPlayerIcons[loadingPlayerIconCount] = trap_R_RegisterShaderNoMip( iconName );
|
||||
}
|
||||
if ( loadingPlayerIcons[loadingPlayerIconCount] ) {
|
||||
loadingPlayerIconCount++;
|
||||
}
|
||||
}
|
||||
|
||||
Q_strncpyz( personality, Info_ValueForKey( info, "n" ), sizeof(personality) );
|
||||
Q_CleanStr( personality );
|
||||
|
||||
if( cgs.gametype == GT_SINGLE_PLAYER ) {
|
||||
trap_S_RegisterSound( va( "sound/player/announce/%s.wav", personality ), qtrue );
|
||||
}
|
||||
|
||||
CG_LoadingString( personality );
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
====================
|
||||
CG_DrawInformation
|
||||
|
||||
Draw all the status / pacifier stuff during level loading
|
||||
====================
|
||||
*/
|
||||
void CG_DrawInformation( void ) {
|
||||
const char *s;
|
||||
const char *info;
|
||||
const char *sysInfo;
|
||||
int y;
|
||||
int value;
|
||||
qhandle_t levelshot;
|
||||
qhandle_t detail;
|
||||
char buf[1024];
|
||||
|
||||
info = CG_ConfigString( CS_SERVERINFO );
|
||||
sysInfo = CG_ConfigString( CS_SYSTEMINFO );
|
||||
|
||||
s = Info_ValueForKey( info, "mapname" );
|
||||
levelshot = trap_R_RegisterShaderNoMip( va( "levelshots/%s.tga", s ) );
|
||||
if ( !levelshot ) {
|
||||
levelshot = trap_R_RegisterShaderNoMip( "menu/art/unknownmap" );
|
||||
}
|
||||
trap_R_SetColor( NULL );
|
||||
CG_DrawPic( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, levelshot );
|
||||
|
||||
// blend a detail texture over it
|
||||
detail = trap_R_RegisterShader( "levelShotDetail" );
|
||||
trap_R_DrawStretchPic( 0, 0, cgs.glconfig.vidWidth, cgs.glconfig.vidHeight, 0, 0, 2.5, 2, detail );
|
||||
|
||||
// draw the icons of things as they are loaded
|
||||
CG_DrawLoadingIcons();
|
||||
|
||||
// the first 150 rows are reserved for the client connection
|
||||
// screen to write into
|
||||
if ( cg.infoScreenText[0] ) {
|
||||
UI_DrawProportionalString( 320, 128-32, va("Loading... %s", cg.infoScreenText),
|
||||
UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
|
||||
} else {
|
||||
UI_DrawProportionalString( 320, 128-32, "Awaiting snapshot...",
|
||||
UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
|
||||
}
|
||||
|
||||
// draw info string information
|
||||
|
||||
y = 180-32;
|
||||
|
||||
// don't print server lines if playing a local game
|
||||
trap_Cvar_VariableStringBuffer( "sv_running", buf, sizeof( buf ) );
|
||||
if ( !atoi( buf ) ) {
|
||||
// server hostname
|
||||
Q_strncpyz(buf, Info_ValueForKey( info, "sv_hostname" ), 1024);
|
||||
Q_CleanStr(buf);
|
||||
UI_DrawProportionalString( 320, y, buf,
|
||||
UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
|
||||
y += PROP_HEIGHT;
|
||||
|
||||
// pure server
|
||||
s = Info_ValueForKey( sysInfo, "sv_pure" );
|
||||
if ( s[0] == '1' ) {
|
||||
UI_DrawProportionalString( 320, y, "Pure Server",
|
||||
UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
|
||||
y += PROP_HEIGHT;
|
||||
}
|
||||
|
||||
// server-specific message of the day
|
||||
s = CG_ConfigString( CS_MOTD );
|
||||
if ( s[0] ) {
|
||||
UI_DrawProportionalString( 320, y, s,
|
||||
UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
|
||||
y += PROP_HEIGHT;
|
||||
}
|
||||
|
||||
// some extra space after hostname and motd
|
||||
y += 10;
|
||||
}
|
||||
|
||||
// map-specific message (long map name)
|
||||
s = CG_ConfigString( CS_MESSAGE );
|
||||
if ( s[0] ) {
|
||||
UI_DrawProportionalString( 320, y, s,
|
||||
UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
|
||||
y += PROP_HEIGHT;
|
||||
}
|
||||
|
||||
// cheats warning
|
||||
s = Info_ValueForKey( sysInfo, "sv_cheats" );
|
||||
if ( s[0] == '1' ) {
|
||||
UI_DrawProportionalString( 320, y, "CHEATS ARE ENABLED",
|
||||
UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
|
||||
y += PROP_HEIGHT;
|
||||
}
|
||||
|
||||
// game type
|
||||
switch ( cgs.gametype ) {
|
||||
case GT_FFA:
|
||||
s = "Free For All";
|
||||
break;
|
||||
case GT_SINGLE_PLAYER:
|
||||
s = "Single Player";
|
||||
break;
|
||||
case GT_TOURNAMENT:
|
||||
s = "Tournament";
|
||||
break;
|
||||
case GT_TEAM:
|
||||
s = "Team Deathmatch";
|
||||
break;
|
||||
case GT_CTF:
|
||||
s = "Capture The Flag";
|
||||
break;
|
||||
#ifdef MISSIONPACK
|
||||
case GT_1FCTF:
|
||||
s = "One Flag CTF";
|
||||
break;
|
||||
case GT_OBELISK:
|
||||
s = "Overload";
|
||||
break;
|
||||
case GT_HARVESTER:
|
||||
s = "Harvester";
|
||||
break;
|
||||
#endif
|
||||
default:
|
||||
s = "Unknown Gametype";
|
||||
break;
|
||||
}
|
||||
UI_DrawProportionalString( 320, y, s,
|
||||
UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
|
||||
y += PROP_HEIGHT;
|
||||
|
||||
value = atoi( Info_ValueForKey( info, "timelimit" ) );
|
||||
if ( value ) {
|
||||
UI_DrawProportionalString( 320, y, va( "timelimit %i", value ),
|
||||
UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
|
||||
y += PROP_HEIGHT;
|
||||
}
|
||||
|
||||
if (cgs.gametype < GT_CTF ) {
|
||||
value = atoi( Info_ValueForKey( info, "fraglimit" ) );
|
||||
if ( value ) {
|
||||
UI_DrawProportionalString( 320, y, va( "fraglimit %i", value ),
|
||||
UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
|
||||
y += PROP_HEIGHT;
|
||||
}
|
||||
}
|
||||
|
||||
if (cgs.gametype >= GT_CTF) {
|
||||
value = atoi( Info_ValueForKey( info, "capturelimit" ) );
|
||||
if ( value ) {
|
||||
UI_DrawProportionalString( 320, y, va( "capturelimit %i", value ),
|
||||
UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
|
||||
y += PROP_HEIGHT;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
1649
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_local.h.svn-base
Executable file
1649
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_local.h.svn-base
Executable file
File diff suppressed because it is too large
Load Diff
4734
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_localents.asm.svn-base
Executable file
4734
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_localents.asm.svn-base
Executable file
File diff suppressed because it is too large
Load Diff
866
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_localents.c.svn-base
Executable file
866
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_localents.c.svn-base
Executable file
@@ -0,0 +1,866 @@
|
||||
// Copyright (C) 1999-2000 Id Software, Inc.
|
||||
//
|
||||
|
||||
// cg_localents.c -- every frame, generate renderer commands for locally
|
||||
// processed entities, like smoke puffs, gibs, shells, etc.
|
||||
|
||||
#include "cg_local.h"
|
||||
|
||||
#define MAX_LOCAL_ENTITIES 512
|
||||
localEntity_t cg_localEntities[MAX_LOCAL_ENTITIES];
|
||||
localEntity_t cg_activeLocalEntities; // double linked list
|
||||
localEntity_t *cg_freeLocalEntities; // single linked list
|
||||
|
||||
/*
|
||||
===================
|
||||
CG_InitLocalEntities
|
||||
|
||||
This is called at startup and for tournement restarts
|
||||
===================
|
||||
*/
|
||||
void CG_InitLocalEntities( void ) {
|
||||
int i;
|
||||
|
||||
memset( cg_localEntities, 0, sizeof( cg_localEntities ) );
|
||||
cg_activeLocalEntities.next = &cg_activeLocalEntities;
|
||||
cg_activeLocalEntities.prev = &cg_activeLocalEntities;
|
||||
cg_freeLocalEntities = cg_localEntities;
|
||||
for ( i = 0 ; i < MAX_LOCAL_ENTITIES - 1 ; i++ ) {
|
||||
cg_localEntities[i].next = &cg_localEntities[i+1];
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
==================
|
||||
CG_FreeLocalEntity
|
||||
==================
|
||||
*/
|
||||
void CG_FreeLocalEntity( localEntity_t *le ) {
|
||||
if ( !le->prev ) {
|
||||
CG_Error( "CG_FreeLocalEntity: not active" );
|
||||
}
|
||||
|
||||
// remove from the doubly linked active list
|
||||
le->prev->next = le->next;
|
||||
le->next->prev = le->prev;
|
||||
|
||||
// the free list is only singly linked
|
||||
le->next = cg_freeLocalEntities;
|
||||
cg_freeLocalEntities = le;
|
||||
}
|
||||
|
||||
/*
|
||||
===================
|
||||
CG_AllocLocalEntity
|
||||
|
||||
Will allways succeed, even if it requires freeing an old active entity
|
||||
===================
|
||||
*/
|
||||
localEntity_t *CG_AllocLocalEntity( void ) {
|
||||
localEntity_t *le;
|
||||
|
||||
if ( !cg_freeLocalEntities ) {
|
||||
// no free entities, so free the one at the end of the chain
|
||||
// remove the oldest active entity
|
||||
CG_FreeLocalEntity( cg_activeLocalEntities.prev );
|
||||
}
|
||||
|
||||
le = cg_freeLocalEntities;
|
||||
cg_freeLocalEntities = cg_freeLocalEntities->next;
|
||||
|
||||
memset( le, 0, sizeof( *le ) );
|
||||
|
||||
// link into the active list
|
||||
le->next = cg_activeLocalEntities.next;
|
||||
le->prev = &cg_activeLocalEntities;
|
||||
cg_activeLocalEntities.next->prev = le;
|
||||
cg_activeLocalEntities.next = le;
|
||||
return le;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
====================================================================================
|
||||
|
||||
FRAGMENT PROCESSING
|
||||
|
||||
A fragment localentity interacts with the environment in some way (hitting walls),
|
||||
or generates more localentities along a trail.
|
||||
|
||||
====================================================================================
|
||||
*/
|
||||
|
||||
/*
|
||||
================
|
||||
CG_BloodTrail
|
||||
|
||||
Leave expanding blood puffs behind gibs
|
||||
================
|
||||
*/
|
||||
void CG_BloodTrail( localEntity_t *le ) {
|
||||
int t;
|
||||
int t2;
|
||||
int step;
|
||||
vec3_t newOrigin;
|
||||
localEntity_t *blood;
|
||||
|
||||
step = 150;
|
||||
t = step * ( (cg.time - cg.frametime + step ) / step );
|
||||
t2 = step * ( cg.time / step );
|
||||
|
||||
for ( ; t <= t2; t += step ) {
|
||||
BG_EvaluateTrajectory( &le->pos, t, newOrigin );
|
||||
|
||||
blood = CG_SmokePuff( newOrigin, vec3_origin,
|
||||
20, // radius
|
||||
1, 1, 1, 1, // color
|
||||
2000, // trailTime
|
||||
t, // startTime
|
||||
0, // fadeInTime
|
||||
0, // flags
|
||||
cgs.media.bloodTrailShader );
|
||||
// use the optimized version
|
||||
blood->leType = LE_FALL_SCALE_FADE;
|
||||
// drop a total of 40 units over its lifetime
|
||||
blood->pos.trDelta[2] = 40;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
================
|
||||
CG_FragmentBounceMark
|
||||
================
|
||||
*/
|
||||
void CG_FragmentBounceMark( localEntity_t *le, trace_t *trace ) {
|
||||
int radius;
|
||||
|
||||
if ( le->leMarkType == LEMT_BLOOD ) {
|
||||
|
||||
radius = 16 + (rand()&31);
|
||||
CG_ImpactMark( cgs.media.bloodMarkShader, trace->endpos, trace->plane.normal, random()*360,
|
||||
1,1,1,1, qtrue, radius, qfalse );
|
||||
} else if ( le->leMarkType == LEMT_BURN ) {
|
||||
|
||||
radius = 8 + (rand()&15);
|
||||
CG_ImpactMark( cgs.media.burnMarkShader, trace->endpos, trace->plane.normal, random()*360,
|
||||
1,1,1,1, qtrue, radius, qfalse );
|
||||
}
|
||||
|
||||
|
||||
// don't allow a fragment to make multiple marks, or they
|
||||
// pile up while settling
|
||||
le->leMarkType = LEMT_NONE;
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
CG_FragmentBounceSound
|
||||
================
|
||||
*/
|
||||
void CG_FragmentBounceSound( localEntity_t *le, trace_t *trace ) {
|
||||
if ( le->leBounceSoundType == LEBS_BLOOD ) {
|
||||
// half the gibs will make splat sounds
|
||||
if ( rand() & 1 ) {
|
||||
int r = rand()&3;
|
||||
sfxHandle_t s;
|
||||
|
||||
if ( r == 0 ) {
|
||||
s = cgs.media.gibBounce1Sound;
|
||||
} else if ( r == 1 ) {
|
||||
s = cgs.media.gibBounce2Sound;
|
||||
} else {
|
||||
s = cgs.media.gibBounce3Sound;
|
||||
}
|
||||
trap_S_StartSound( trace->endpos, ENTITYNUM_WORLD, CHAN_AUTO, s );
|
||||
}
|
||||
} else if ( le->leBounceSoundType == LEBS_BRASS ) {
|
||||
|
||||
}
|
||||
|
||||
// don't allow a fragment to make multiple bounce sounds,
|
||||
// or it gets too noisy as they settle
|
||||
le->leBounceSoundType = LEBS_NONE;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
================
|
||||
CG_ReflectVelocity
|
||||
================
|
||||
*/
|
||||
void CG_ReflectVelocity( localEntity_t *le, trace_t *trace ) {
|
||||
vec3_t velocity;
|
||||
float dot;
|
||||
int hitTime;
|
||||
|
||||
// reflect the velocity on the trace plane
|
||||
hitTime = cg.time - cg.frametime + cg.frametime * trace->fraction;
|
||||
BG_EvaluateTrajectoryDelta( &le->pos, hitTime, velocity );
|
||||
dot = DotProduct( velocity, trace->plane.normal );
|
||||
VectorMA( velocity, -2*dot, trace->plane.normal, le->pos.trDelta );
|
||||
|
||||
VectorScale( le->pos.trDelta, le->bounceFactor, le->pos.trDelta );
|
||||
|
||||
VectorCopy( trace->endpos, le->pos.trBase );
|
||||
le->pos.trTime = cg.time;
|
||||
|
||||
|
||||
// check for stop, making sure that even on low FPS systems it doesn't bobble
|
||||
if ( trace->allsolid ||
|
||||
( trace->plane.normal[2] > 0 &&
|
||||
( le->pos.trDelta[2] < 40 || le->pos.trDelta[2] < -cg.frametime * le->pos.trDelta[2] ) ) ) {
|
||||
le->pos.trType = TR_STATIONARY;
|
||||
} else {
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
CG_AddFragment
|
||||
================
|
||||
*/
|
||||
void CG_AddFragment( localEntity_t *le ) {
|
||||
vec3_t newOrigin;
|
||||
trace_t trace;
|
||||
|
||||
if ( le->pos.trType == TR_STATIONARY ) {
|
||||
// sink into the ground if near the removal time
|
||||
int t;
|
||||
float oldZ;
|
||||
|
||||
t = le->endTime - cg.time;
|
||||
if ( t < SINK_TIME ) {
|
||||
// we must use an explicit lighting origin, otherwise the
|
||||
// lighting would be lost as soon as the origin went
|
||||
// into the ground
|
||||
VectorCopy( le->refEntity.origin, le->refEntity.lightingOrigin );
|
||||
le->refEntity.renderfx |= RF_LIGHTING_ORIGIN;
|
||||
oldZ = le->refEntity.origin[2];
|
||||
le->refEntity.origin[2] -= 16 * ( 1.0 - (float)t / SINK_TIME );
|
||||
trap_R_AddRefEntityToScene( &le->refEntity );
|
||||
le->refEntity.origin[2] = oldZ;
|
||||
} else {
|
||||
trap_R_AddRefEntityToScene( &le->refEntity );
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// calculate new position
|
||||
BG_EvaluateTrajectory( &le->pos, cg.time, newOrigin );
|
||||
|
||||
// trace a line from previous position to new position
|
||||
CG_Trace( &trace, le->refEntity.origin, NULL, NULL, newOrigin, -1, CONTENTS_SOLID );
|
||||
if ( trace.fraction == 1.0 ) {
|
||||
// still in free fall
|
||||
VectorCopy( newOrigin, le->refEntity.origin );
|
||||
|
||||
if ( le->leFlags & LEF_TUMBLE ) {
|
||||
vec3_t angles;
|
||||
|
||||
BG_EvaluateTrajectory( &le->angles, cg.time, angles );
|
||||
AnglesToAxis( angles, le->refEntity.axis );
|
||||
}
|
||||
|
||||
trap_R_AddRefEntityToScene( &le->refEntity );
|
||||
|
||||
// add a blood trail
|
||||
if ( le->leBounceSoundType == LEBS_BLOOD ) {
|
||||
CG_BloodTrail( le );
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
// if it is in a nodrop zone, remove it
|
||||
// this keeps gibs from waiting at the bottom of pits of death
|
||||
// and floating levels
|
||||
if ( trap_CM_PointContents( trace.endpos, 0 ) & CONTENTS_NODROP ) {
|
||||
CG_FreeLocalEntity( le );
|
||||
return;
|
||||
}
|
||||
|
||||
// leave a mark
|
||||
CG_FragmentBounceMark( le, &trace );
|
||||
|
||||
// do a bouncy sound
|
||||
CG_FragmentBounceSound( le, &trace );
|
||||
|
||||
// reflect the velocity on the trace plane
|
||||
CG_ReflectVelocity( le, &trace );
|
||||
|
||||
trap_R_AddRefEntityToScene( &le->refEntity );
|
||||
}
|
||||
|
||||
/*
|
||||
=====================================================================
|
||||
|
||||
TRIVIAL LOCAL ENTITIES
|
||||
|
||||
These only do simple scaling or modulation before passing to the renderer
|
||||
=====================================================================
|
||||
*/
|
||||
|
||||
/*
|
||||
====================
|
||||
CG_AddFadeRGB
|
||||
====================
|
||||
*/
|
||||
void CG_AddFadeRGB( localEntity_t *le ) {
|
||||
refEntity_t *re;
|
||||
float c;
|
||||
|
||||
re = &le->refEntity;
|
||||
|
||||
c = ( le->endTime - cg.time ) * le->lifeRate;
|
||||
c *= 0xff;
|
||||
|
||||
re->shaderRGBA[0] = le->color[0] * c;
|
||||
re->shaderRGBA[1] = le->color[1] * c;
|
||||
re->shaderRGBA[2] = le->color[2] * c;
|
||||
re->shaderRGBA[3] = le->color[3] * c;
|
||||
|
||||
trap_R_AddRefEntityToScene( re );
|
||||
}
|
||||
|
||||
/*
|
||||
==================
|
||||
CG_AddMoveScaleFade
|
||||
==================
|
||||
*/
|
||||
static void CG_AddMoveScaleFade( localEntity_t *le ) {
|
||||
refEntity_t *re;
|
||||
float c;
|
||||
vec3_t delta;
|
||||
float len;
|
||||
|
||||
re = &le->refEntity;
|
||||
|
||||
if ( le->fadeInTime > le->startTime && cg.time < le->fadeInTime ) {
|
||||
// fade / grow time
|
||||
c = 1.0 - (float) ( le->fadeInTime - cg.time ) / ( le->fadeInTime - le->startTime );
|
||||
}
|
||||
else {
|
||||
// fade / grow time
|
||||
c = ( le->endTime - cg.time ) * le->lifeRate;
|
||||
}
|
||||
|
||||
re->shaderRGBA[3] = 0xff * c * le->color[3];
|
||||
|
||||
if ( !( le->leFlags & LEF_PUFF_DONT_SCALE ) ) {
|
||||
re->radius = le->radius * ( 1.0 - c ) + 8;
|
||||
}
|
||||
|
||||
BG_EvaluateTrajectory( &le->pos, cg.time, re->origin );
|
||||
|
||||
// if the view would be "inside" the sprite, kill the sprite
|
||||
// so it doesn't add too much overdraw
|
||||
VectorSubtract( re->origin, cg.refdef.vieworg, delta );
|
||||
len = VectorLength( delta );
|
||||
if ( len < le->radius ) {
|
||||
CG_FreeLocalEntity( le );
|
||||
return;
|
||||
}
|
||||
|
||||
trap_R_AddRefEntityToScene( re );
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
===================
|
||||
CG_AddScaleFade
|
||||
|
||||
For rocket smokes that hang in place, fade out, and are
|
||||
removed if the view passes through them.
|
||||
There are often many of these, so it needs to be simple.
|
||||
===================
|
||||
*/
|
||||
static void CG_AddScaleFade( localEntity_t *le ) {
|
||||
refEntity_t *re;
|
||||
float c;
|
||||
vec3_t delta;
|
||||
float len;
|
||||
|
||||
re = &le->refEntity;
|
||||
|
||||
// fade / grow time
|
||||
c = ( le->endTime - cg.time ) * le->lifeRate;
|
||||
|
||||
re->shaderRGBA[3] = 0xff * c * le->color[3];
|
||||
re->radius = le->radius * ( 1.0 - c ) + 8;
|
||||
|
||||
// if the view would be "inside" the sprite, kill the sprite
|
||||
// so it doesn't add too much overdraw
|
||||
VectorSubtract( re->origin, cg.refdef.vieworg, delta );
|
||||
len = VectorLength( delta );
|
||||
if ( len < le->radius ) {
|
||||
CG_FreeLocalEntity( le );
|
||||
return;
|
||||
}
|
||||
|
||||
trap_R_AddRefEntityToScene( re );
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
=================
|
||||
CG_AddFallScaleFade
|
||||
|
||||
This is just an optimized CG_AddMoveScaleFade
|
||||
For blood mists that drift down, fade out, and are
|
||||
removed if the view passes through them.
|
||||
There are often 100+ of these, so it needs to be simple.
|
||||
=================
|
||||
*/
|
||||
static void CG_AddFallScaleFade( localEntity_t *le ) {
|
||||
refEntity_t *re;
|
||||
float c;
|
||||
vec3_t delta;
|
||||
float len;
|
||||
|
||||
re = &le->refEntity;
|
||||
|
||||
// fade time
|
||||
c = ( le->endTime - cg.time ) * le->lifeRate;
|
||||
|
||||
re->shaderRGBA[3] = 0xff * c * le->color[3];
|
||||
|
||||
re->origin[2] = le->pos.trBase[2] - ( 1.0 - c ) * le->pos.trDelta[2];
|
||||
|
||||
re->radius = le->radius * ( 1.0 - c ) + 16;
|
||||
|
||||
// if the view would be "inside" the sprite, kill the sprite
|
||||
// so it doesn't add too much overdraw
|
||||
VectorSubtract( re->origin, cg.refdef.vieworg, delta );
|
||||
len = VectorLength( delta );
|
||||
if ( len < le->radius ) {
|
||||
CG_FreeLocalEntity( le );
|
||||
return;
|
||||
}
|
||||
|
||||
trap_R_AddRefEntityToScene( re );
|
||||
}
|
||||
|
||||
|
||||
|
||||
/*
|
||||
================
|
||||
CG_AddExplosion
|
||||
================
|
||||
*/
|
||||
static void CG_AddExplosion( localEntity_t *ex ) {
|
||||
refEntity_t *ent;
|
||||
|
||||
ent = &ex->refEntity;
|
||||
|
||||
// add the entity
|
||||
trap_R_AddRefEntityToScene(ent);
|
||||
|
||||
// add the dlight
|
||||
if ( ex->light ) {
|
||||
float light;
|
||||
|
||||
light = (float)( cg.time - ex->startTime ) / ( ex->endTime - ex->startTime );
|
||||
if ( light < 0.5 ) {
|
||||
light = 1.0;
|
||||
} else {
|
||||
light = 1.0 - ( light - 0.5 ) * 2;
|
||||
}
|
||||
light = ex->light * light;
|
||||
trap_R_AddLightToScene(ent->origin, light, ex->lightColor[0], ex->lightColor[1], ex->lightColor[2] );
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
CG_AddSpriteExplosion
|
||||
================
|
||||
*/
|
||||
static void CG_AddSpriteExplosion( localEntity_t *le ) {
|
||||
refEntity_t re;
|
||||
float c;
|
||||
|
||||
re = le->refEntity;
|
||||
|
||||
c = ( le->endTime - cg.time ) / ( float ) ( le->endTime - le->startTime );
|
||||
if ( c > 1 ) {
|
||||
c = 1.0; // can happen during connection problems
|
||||
}
|
||||
|
||||
re.shaderRGBA[0] = 0xff;
|
||||
re.shaderRGBA[1] = 0xff;
|
||||
re.shaderRGBA[2] = 0xff;
|
||||
re.shaderRGBA[3] = 0xff * c * 0.33;
|
||||
|
||||
re.reType = RT_SPRITE;
|
||||
re.radius = 42 * ( 1.0 - c ) + 30;
|
||||
|
||||
trap_R_AddRefEntityToScene( &re );
|
||||
|
||||
// add the dlight
|
||||
if ( le->light ) {
|
||||
float light;
|
||||
|
||||
light = (float)( cg.time - le->startTime ) / ( le->endTime - le->startTime );
|
||||
if ( light < 0.5 ) {
|
||||
light = 1.0;
|
||||
} else {
|
||||
light = 1.0 - ( light - 0.5 ) * 2;
|
||||
}
|
||||
light = le->light * light;
|
||||
trap_R_AddLightToScene(re.origin, light, le->lightColor[0], le->lightColor[1], le->lightColor[2] );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#ifdef MISSIONPACK
|
||||
/*
|
||||
====================
|
||||
CG_AddKamikaze
|
||||
====================
|
||||
*/
|
||||
void CG_AddKamikaze( localEntity_t *le ) {
|
||||
refEntity_t *re;
|
||||
refEntity_t shockwave;
|
||||
float c;
|
||||
vec3_t test, axis[3];
|
||||
int t;
|
||||
|
||||
re = &le->refEntity;
|
||||
|
||||
t = cg.time - le->startTime;
|
||||
VectorClear( test );
|
||||
AnglesToAxis( test, axis );
|
||||
|
||||
if (t > KAMI_SHOCKWAVE_STARTTIME && t < KAMI_SHOCKWAVE_ENDTIME) {
|
||||
|
||||
if (!(le->leFlags & LEF_SOUND1)) {
|
||||
// trap_S_StartSound (re->origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.kamikazeExplodeSound );
|
||||
trap_S_StartLocalSound(cgs.media.kamikazeExplodeSound, CHAN_AUTO);
|
||||
le->leFlags |= LEF_SOUND1;
|
||||
}
|
||||
// 1st kamikaze shockwave
|
||||
memset(&shockwave, 0, sizeof(shockwave));
|
||||
shockwave.hModel = cgs.media.kamikazeShockWave;
|
||||
shockwave.reType = RT_MODEL;
|
||||
shockwave.shaderTime = re->shaderTime;
|
||||
VectorCopy(re->origin, shockwave.origin);
|
||||
|
||||
c = (float)(t - KAMI_SHOCKWAVE_STARTTIME) / (float)(KAMI_SHOCKWAVE_ENDTIME - KAMI_SHOCKWAVE_STARTTIME);
|
||||
VectorScale( axis[0], c * KAMI_SHOCKWAVE_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[0] );
|
||||
VectorScale( axis[1], c * KAMI_SHOCKWAVE_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[1] );
|
||||
VectorScale( axis[2], c * KAMI_SHOCKWAVE_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[2] );
|
||||
shockwave.nonNormalizedAxes = qtrue;
|
||||
|
||||
if (t > KAMI_SHOCKWAVEFADE_STARTTIME) {
|
||||
c = (float)(t - KAMI_SHOCKWAVEFADE_STARTTIME) / (float)(KAMI_SHOCKWAVE_ENDTIME - KAMI_SHOCKWAVEFADE_STARTTIME);
|
||||
}
|
||||
else {
|
||||
c = 0;
|
||||
}
|
||||
c *= 0xff;
|
||||
shockwave.shaderRGBA[0] = 0xff - c;
|
||||
shockwave.shaderRGBA[1] = 0xff - c;
|
||||
shockwave.shaderRGBA[2] = 0xff - c;
|
||||
shockwave.shaderRGBA[3] = 0xff - c;
|
||||
|
||||
trap_R_AddRefEntityToScene( &shockwave );
|
||||
}
|
||||
|
||||
if (t > KAMI_EXPLODE_STARTTIME && t < KAMI_IMPLODE_ENDTIME) {
|
||||
// explosion and implosion
|
||||
c = ( le->endTime - cg.time ) * le->lifeRate;
|
||||
c *= 0xff;
|
||||
re->shaderRGBA[0] = le->color[0] * c;
|
||||
re->shaderRGBA[1] = le->color[1] * c;
|
||||
re->shaderRGBA[2] = le->color[2] * c;
|
||||
re->shaderRGBA[3] = le->color[3] * c;
|
||||
|
||||
if( t < KAMI_IMPLODE_STARTTIME ) {
|
||||
c = (float)(t - KAMI_EXPLODE_STARTTIME) / (float)(KAMI_IMPLODE_STARTTIME - KAMI_EXPLODE_STARTTIME);
|
||||
}
|
||||
else {
|
||||
if (!(le->leFlags & LEF_SOUND2)) {
|
||||
// trap_S_StartSound (re->origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.kamikazeImplodeSound );
|
||||
trap_S_StartLocalSound(cgs.media.kamikazeImplodeSound, CHAN_AUTO);
|
||||
le->leFlags |= LEF_SOUND2;
|
||||
}
|
||||
c = (float)(KAMI_IMPLODE_ENDTIME - t) / (float) (KAMI_IMPLODE_ENDTIME - KAMI_IMPLODE_STARTTIME);
|
||||
}
|
||||
VectorScale( axis[0], c * KAMI_BOOMSPHERE_MAXRADIUS / KAMI_BOOMSPHEREMODEL_RADIUS, re->axis[0] );
|
||||
VectorScale( axis[1], c * KAMI_BOOMSPHERE_MAXRADIUS / KAMI_BOOMSPHEREMODEL_RADIUS, re->axis[1] );
|
||||
VectorScale( axis[2], c * KAMI_BOOMSPHERE_MAXRADIUS / KAMI_BOOMSPHEREMODEL_RADIUS, re->axis[2] );
|
||||
re->nonNormalizedAxes = qtrue;
|
||||
|
||||
trap_R_AddRefEntityToScene( re );
|
||||
// add the dlight
|
||||
trap_R_AddLightToScene( re->origin, c * 1000.0, 1.0, 1.0, c );
|
||||
}
|
||||
|
||||
if (t > KAMI_SHOCKWAVE2_STARTTIME && t < KAMI_SHOCKWAVE2_ENDTIME) {
|
||||
// 2nd kamikaze shockwave
|
||||
if (le->angles.trBase[0] == 0 &&
|
||||
le->angles.trBase[1] == 0 &&
|
||||
le->angles.trBase[2] == 0) {
|
||||
le->angles.trBase[0] = random() * 360;
|
||||
le->angles.trBase[1] = random() * 360;
|
||||
le->angles.trBase[2] = random() * 360;
|
||||
}
|
||||
else {
|
||||
c = 0;
|
||||
}
|
||||
memset(&shockwave, 0, sizeof(shockwave));
|
||||
shockwave.hModel = cgs.media.kamikazeShockWave;
|
||||
shockwave.reType = RT_MODEL;
|
||||
shockwave.shaderTime = re->shaderTime;
|
||||
VectorCopy(re->origin, shockwave.origin);
|
||||
|
||||
test[0] = le->angles.trBase[0];
|
||||
test[1] = le->angles.trBase[1];
|
||||
test[2] = le->angles.trBase[2];
|
||||
AnglesToAxis( test, axis );
|
||||
|
||||
c = (float)(t - KAMI_SHOCKWAVE2_STARTTIME) / (float)(KAMI_SHOCKWAVE2_ENDTIME - KAMI_SHOCKWAVE2_STARTTIME);
|
||||
VectorScale( axis[0], c * KAMI_SHOCKWAVE2_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[0] );
|
||||
VectorScale( axis[1], c * KAMI_SHOCKWAVE2_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[1] );
|
||||
VectorScale( axis[2], c * KAMI_SHOCKWAVE2_MAXRADIUS / KAMI_SHOCKWAVEMODEL_RADIUS, shockwave.axis[2] );
|
||||
shockwave.nonNormalizedAxes = qtrue;
|
||||
|
||||
if (t > KAMI_SHOCKWAVE2FADE_STARTTIME) {
|
||||
c = (float)(t - KAMI_SHOCKWAVE2FADE_STARTTIME) / (float)(KAMI_SHOCKWAVE2_ENDTIME - KAMI_SHOCKWAVE2FADE_STARTTIME);
|
||||
}
|
||||
else {
|
||||
c = 0;
|
||||
}
|
||||
c *= 0xff;
|
||||
shockwave.shaderRGBA[0] = 0xff - c;
|
||||
shockwave.shaderRGBA[1] = 0xff - c;
|
||||
shockwave.shaderRGBA[2] = 0xff - c;
|
||||
shockwave.shaderRGBA[3] = 0xff - c;
|
||||
|
||||
trap_R_AddRefEntityToScene( &shockwave );
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
===================
|
||||
CG_AddInvulnerabilityImpact
|
||||
===================
|
||||
*/
|
||||
void CG_AddInvulnerabilityImpact( localEntity_t *le ) {
|
||||
trap_R_AddRefEntityToScene( &le->refEntity );
|
||||
}
|
||||
|
||||
/*
|
||||
===================
|
||||
CG_AddInvulnerabilityJuiced
|
||||
===================
|
||||
*/
|
||||
void CG_AddInvulnerabilityJuiced( localEntity_t *le ) {
|
||||
int t;
|
||||
|
||||
t = cg.time - le->startTime;
|
||||
if ( t > 3000 ) {
|
||||
le->refEntity.axis[0][0] = (float) 1.0 + 0.3 * (t - 3000) / 2000;
|
||||
le->refEntity.axis[1][1] = (float) 1.0 + 0.3 * (t - 3000) / 2000;
|
||||
le->refEntity.axis[2][2] = (float) 0.7 + 0.3 * (2000 - (t - 3000)) / 2000;
|
||||
}
|
||||
if ( t > 5000 ) {
|
||||
le->endTime = 0;
|
||||
CG_GibPlayer( le->refEntity.origin );
|
||||
}
|
||||
else {
|
||||
trap_R_AddRefEntityToScene( &le->refEntity );
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
===================
|
||||
CG_AddRefEntity
|
||||
===================
|
||||
*/
|
||||
void CG_AddRefEntity( localEntity_t *le ) {
|
||||
if (le->endTime < cg.time) {
|
||||
CG_FreeLocalEntity( le );
|
||||
return;
|
||||
}
|
||||
trap_R_AddRefEntityToScene( &le->refEntity );
|
||||
}
|
||||
|
||||
#endif
|
||||
/*
|
||||
===================
|
||||
CG_AddScorePlum
|
||||
===================
|
||||
*/
|
||||
#define NUMBER_SIZE 8
|
||||
|
||||
void CG_AddScorePlum( localEntity_t *le ) {
|
||||
refEntity_t *re;
|
||||
vec3_t origin, delta, dir, vec, up = {0, 0, 1};
|
||||
float c, len;
|
||||
int i, score, digits[10], numdigits, negative;
|
||||
|
||||
re = &le->refEntity;
|
||||
|
||||
c = ( le->endTime - cg.time ) * le->lifeRate;
|
||||
|
||||
score = le->radius;
|
||||
if (score < 0) {
|
||||
re->shaderRGBA[0] = 0xff;
|
||||
re->shaderRGBA[1] = 0x11;
|
||||
re->shaderRGBA[2] = 0x11;
|
||||
}
|
||||
else {
|
||||
re->shaderRGBA[0] = 0xff;
|
||||
re->shaderRGBA[1] = 0xff;
|
||||
re->shaderRGBA[2] = 0xff;
|
||||
if (score >= 50) {
|
||||
re->shaderRGBA[1] = 0;
|
||||
} else if (score >= 20) {
|
||||
re->shaderRGBA[0] = re->shaderRGBA[1] = 0;
|
||||
} else if (score >= 10) {
|
||||
re->shaderRGBA[2] = 0;
|
||||
} else if (score >= 2) {
|
||||
re->shaderRGBA[0] = re->shaderRGBA[2] = 0;
|
||||
}
|
||||
|
||||
}
|
||||
if (c < 0.25)
|
||||
re->shaderRGBA[3] = 0xff * 4 * c;
|
||||
else
|
||||
re->shaderRGBA[3] = 0xff;
|
||||
|
||||
re->radius = NUMBER_SIZE / 2;
|
||||
|
||||
VectorCopy(le->pos.trBase, origin);
|
||||
origin[2] += 110 - c * 100;
|
||||
|
||||
VectorSubtract(cg.refdef.vieworg, origin, dir);
|
||||
CrossProduct(dir, up, vec);
|
||||
VectorNormalize(vec);
|
||||
|
||||
VectorMA(origin, -10 + 20 * sin(c * 2 * M_PI), vec, origin);
|
||||
|
||||
// if the view would be "inside" the sprite, kill the sprite
|
||||
// so it doesn't add too much overdraw
|
||||
VectorSubtract( origin, cg.refdef.vieworg, delta );
|
||||
len = VectorLength( delta );
|
||||
if ( len < 20 ) {
|
||||
CG_FreeLocalEntity( le );
|
||||
return;
|
||||
}
|
||||
|
||||
negative = qfalse;
|
||||
if (score < 0) {
|
||||
negative = qtrue;
|
||||
score = -score;
|
||||
}
|
||||
|
||||
for (numdigits = 0; !(numdigits && !score); numdigits++) {
|
||||
digits[numdigits] = score % 10;
|
||||
score = score / 10;
|
||||
}
|
||||
|
||||
if (negative) {
|
||||
digits[numdigits] = 10;
|
||||
numdigits++;
|
||||
}
|
||||
|
||||
for (i = 0; i < numdigits; i++) {
|
||||
VectorMA(origin, (float) (((float) numdigits / 2) - i) * NUMBER_SIZE, vec, re->origin);
|
||||
re->customShader = cgs.media.numberShaders[digits[numdigits-1-i]];
|
||||
trap_R_AddRefEntityToScene( re );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
//==============================================================================
|
||||
|
||||
/*
|
||||
===================
|
||||
CG_AddLocalEntities
|
||||
|
||||
===================
|
||||
*/
|
||||
void CG_AddLocalEntities( void ) {
|
||||
localEntity_t *le, *next;
|
||||
|
||||
// walk the list backwards, so any new local entities generated
|
||||
// (trails, marks, etc) will be present this frame
|
||||
le = cg_activeLocalEntities.prev;
|
||||
for ( ; le != &cg_activeLocalEntities ; le = next ) {
|
||||
// grab next now, so if the local entity is freed we
|
||||
// still have it
|
||||
next = le->prev;
|
||||
|
||||
if ( cg.time >= le->endTime ) {
|
||||
CG_FreeLocalEntity( le );
|
||||
continue;
|
||||
}
|
||||
switch ( le->leType ) {
|
||||
default:
|
||||
CG_Error( "Bad leType: %i", le->leType );
|
||||
break;
|
||||
|
||||
case LE_MARK:
|
||||
break;
|
||||
|
||||
case LE_SPRITE_EXPLOSION:
|
||||
CG_AddSpriteExplosion( le );
|
||||
break;
|
||||
|
||||
case LE_EXPLOSION:
|
||||
CG_AddExplosion( le );
|
||||
break;
|
||||
|
||||
case LE_FRAGMENT: // gibs and brass
|
||||
CG_AddFragment( le );
|
||||
break;
|
||||
|
||||
case LE_MOVE_SCALE_FADE: // water bubbles
|
||||
CG_AddMoveScaleFade( le );
|
||||
break;
|
||||
|
||||
case LE_FADE_RGB: // teleporters, railtrails
|
||||
CG_AddFadeRGB( le );
|
||||
break;
|
||||
|
||||
case LE_FALL_SCALE_FADE: // gib blood trails
|
||||
CG_AddFallScaleFade( le );
|
||||
break;
|
||||
|
||||
case LE_SCALE_FADE: // rocket trails
|
||||
CG_AddScaleFade( le );
|
||||
break;
|
||||
|
||||
case LE_SCOREPLUM:
|
||||
CG_AddScorePlum( le );
|
||||
break;
|
||||
|
||||
#ifdef MISSIONPACK
|
||||
case LE_KAMIKAZE:
|
||||
CG_AddKamikaze( le );
|
||||
break;
|
||||
case LE_INVULIMPACT:
|
||||
CG_AddInvulnerabilityImpact( le );
|
||||
break;
|
||||
case LE_INVULJUICED:
|
||||
CG_AddInvulnerabilityJuiced( le );
|
||||
break;
|
||||
case LE_SHOWREFENTITY:
|
||||
CG_AddRefEntity( le );
|
||||
break;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
13899
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_main.asm.svn-base
Executable file
13899
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_main.asm.svn-base
Executable file
File diff suppressed because it is too large
Load Diff
1977
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_main.c.svn-base
Executable file
1977
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_main.c.svn-base
Executable file
File diff suppressed because it is too large
Load Diff
18999
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_marks.asm.svn-base
Executable file
18999
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_marks.asm.svn-base
Executable file
File diff suppressed because it is too large
Load Diff
2254
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_marks.c.svn-base
Executable file
2254
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_marks.c.svn-base
Executable file
File diff suppressed because it is too large
Load Diff
15921
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_players.asm.svn-base
Executable file
15921
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_players.asm.svn-base
Executable file
File diff suppressed because it is too large
Load Diff
2599
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_players.c.svn-base
Executable file
2599
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_players.c.svn-base
Executable file
File diff suppressed because it is too large
Load Diff
3376
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_playerstate.asm.svn-base
Executable file
3376
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_playerstate.asm.svn-base
Executable file
File diff suppressed because it is too large
Load Diff
506
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_playerstate.c.svn-base
Executable file
506
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_playerstate.c.svn-base
Executable file
@@ -0,0 +1,506 @@
|
||||
// Copyright (C) 1999-2000 Id Software, Inc.
|
||||
//
|
||||
// cg_playerstate.c -- this file acts on changes in a new playerState_t
|
||||
// With normal play, this will be done after local prediction, but when
|
||||
// following another player or playing back a demo, it will be checked
|
||||
// when the snapshot transitions like all the other entities
|
||||
|
||||
#include "cg_local.h"
|
||||
|
||||
/*
|
||||
==============
|
||||
CG_CheckAmmo
|
||||
|
||||
If the ammo has gone low enough to generate the warning, play a sound
|
||||
==============
|
||||
*/
|
||||
void CG_CheckAmmo( void ) {
|
||||
int i;
|
||||
int total;
|
||||
int previous;
|
||||
int weapons;
|
||||
|
||||
// see about how many seconds of ammo we have remaining
|
||||
weapons = cg.snap->ps.stats[ STAT_WEAPONS ];
|
||||
total = 0;
|
||||
for ( i = WP_MACHINEGUN ; i < WP_NUM_WEAPONS ; i++ ) {
|
||||
if ( ! ( weapons & ( 1 << i ) ) ) {
|
||||
continue;
|
||||
}
|
||||
switch ( i ) {
|
||||
case WP_ROCKET_LAUNCHER:
|
||||
case WP_GRENADE_LAUNCHER:
|
||||
case WP_RAILGUN:
|
||||
case WP_SHOTGUN:
|
||||
#ifdef MISSIONPACK
|
||||
case WP_PROX_LAUNCHER:
|
||||
#endif
|
||||
total += cg.snap->ps.ammo[i] * 1000;
|
||||
break;
|
||||
default:
|
||||
total += cg.snap->ps.ammo[i] * 200;
|
||||
break;
|
||||
}
|
||||
if ( total >= 5000 ) {
|
||||
cg.lowAmmoWarning = 0;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
previous = cg.lowAmmoWarning;
|
||||
|
||||
if ( total == 0 ) {
|
||||
cg.lowAmmoWarning = 2;
|
||||
} else {
|
||||
cg.lowAmmoWarning = 1;
|
||||
}
|
||||
|
||||
// play a sound on transitions
|
||||
if ( cg.lowAmmoWarning != previous ) {
|
||||
trap_S_StartLocalSound( cgs.media.noAmmoSound, CHAN_LOCAL_SOUND );
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
==============
|
||||
CG_DamageFeedback
|
||||
==============
|
||||
*/
|
||||
void CG_DamageFeedback( int yawByte, int pitchByte, int damage ) {
|
||||
float left, front, up;
|
||||
float kick;
|
||||
int health;
|
||||
float scale;
|
||||
vec3_t dir;
|
||||
vec3_t angles;
|
||||
float dist;
|
||||
float yaw, pitch;
|
||||
|
||||
// show the attacking player's head and name in corner
|
||||
cg.attackerTime = cg.time;
|
||||
|
||||
// the lower on health you are, the greater the view kick will be
|
||||
health = cg.snap->ps.stats[STAT_HEALTH];
|
||||
if ( health < 40 ) {
|
||||
scale = 1;
|
||||
} else {
|
||||
scale = 40.0 / health;
|
||||
}
|
||||
kick = damage * scale;
|
||||
|
||||
if (kick < 5)
|
||||
kick = 5;
|
||||
if (kick > 10)
|
||||
kick = 10;
|
||||
|
||||
// if yaw and pitch are both 255, make the damage always centered (falling, etc)
|
||||
if ( yawByte == 255 && pitchByte == 255 ) {
|
||||
cg.damageX = 0;
|
||||
cg.damageY = 0;
|
||||
cg.v_dmg_roll = 0;
|
||||
cg.v_dmg_pitch = -kick;
|
||||
} else {
|
||||
// positional
|
||||
pitch = pitchByte / 255.0 * 360;
|
||||
yaw = yawByte / 255.0 * 360;
|
||||
|
||||
angles[PITCH] = pitch;
|
||||
angles[YAW] = yaw;
|
||||
angles[ROLL] = 0;
|
||||
|
||||
AngleVectors( angles, dir, NULL, NULL );
|
||||
VectorSubtract( vec3_origin, dir, dir );
|
||||
|
||||
front = DotProduct (dir, cg.refdef.viewaxis[0] );
|
||||
left = DotProduct (dir, cg.refdef.viewaxis[1] );
|
||||
up = DotProduct (dir, cg.refdef.viewaxis[2] );
|
||||
|
||||
dir[0] = front;
|
||||
dir[1] = left;
|
||||
dir[2] = 0;
|
||||
dist = VectorLength( dir );
|
||||
if ( dist < 0.1 ) {
|
||||
dist = 0.1f;
|
||||
}
|
||||
|
||||
cg.v_dmg_roll = kick * left;
|
||||
|
||||
cg.v_dmg_pitch = -kick * front;
|
||||
|
||||
if ( front <= 0.1 ) {
|
||||
front = 0.1f;
|
||||
}
|
||||
cg.damageX = -left / front;
|
||||
cg.damageY = up / dist;
|
||||
}
|
||||
|
||||
// clamp the position
|
||||
if ( cg.damageX > 1.0 ) {
|
||||
cg.damageX = 1.0;
|
||||
}
|
||||
if ( cg.damageX < - 1.0 ) {
|
||||
cg.damageX = -1.0;
|
||||
}
|
||||
|
||||
if ( cg.damageY > 1.0 ) {
|
||||
cg.damageY = 1.0;
|
||||
}
|
||||
if ( cg.damageY < - 1.0 ) {
|
||||
cg.damageY = -1.0;
|
||||
}
|
||||
|
||||
// don't let the screen flashes vary as much
|
||||
if ( kick > 10 ) {
|
||||
kick = 10;
|
||||
}
|
||||
cg.damageValue = kick;
|
||||
cg.v_dmg_time = cg.time + DAMAGE_TIME;
|
||||
cg.damageTime = cg.snap->serverTime;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
/*
|
||||
================
|
||||
CG_Respawn
|
||||
|
||||
A respawn happened this snapshot
|
||||
================
|
||||
*/
|
||||
void CG_Respawn( void ) {
|
||||
// no error decay on player movement
|
||||
cg.thisFrameTeleport = qtrue;
|
||||
|
||||
// display weapons available
|
||||
cg.weaponSelectTime = cg.time;
|
||||
|
||||
// select the weapon the server says we are using
|
||||
cg.weaponSelect = cg.snap->ps.weapon;
|
||||
}
|
||||
|
||||
extern char *eventnames[];
|
||||
|
||||
/*
|
||||
==============
|
||||
CG_CheckPlayerstateEvents
|
||||
==============
|
||||
*/
|
||||
void CG_CheckPlayerstateEvents( playerState_t *ps, playerState_t *ops ) {
|
||||
int i;
|
||||
int event;
|
||||
centity_t *cent;
|
||||
|
||||
if ( ps->externalEvent && ps->externalEvent != ops->externalEvent ) {
|
||||
cent = &cg_entities[ ps->clientNum ];
|
||||
cent->currentState.event = ps->externalEvent;
|
||||
cent->currentState.eventParm = ps->externalEventParm;
|
||||
CG_EntityEvent( cent, cent->lerpOrigin );
|
||||
}
|
||||
|
||||
cent = &cg.predictedPlayerEntity; // cg_entities[ ps->clientNum ];
|
||||
// go through the predictable events buffer
|
||||
for ( i = ps->eventSequence - MAX_PS_EVENTS ; i < ps->eventSequence ; i++ ) {
|
||||
// if we have a new predictable event
|
||||
if ( i >= ops->eventSequence
|
||||
// or the server told us to play another event instead of a predicted event we already issued
|
||||
// or something the server told us changed our prediction causing a different event
|
||||
|| (i > ops->eventSequence - MAX_PS_EVENTS && ps->events[i & (MAX_PS_EVENTS-1)] != ops->events[i & (MAX_PS_EVENTS-1)]) ) {
|
||||
|
||||
event = ps->events[ i & (MAX_PS_EVENTS-1) ];
|
||||
cent->currentState.event = event;
|
||||
cent->currentState.eventParm = ps->eventParms[ i & (MAX_PS_EVENTS-1) ];
|
||||
CG_EntityEvent( cent, cent->lerpOrigin );
|
||||
|
||||
cg.predictableEvents[ i & (MAX_PREDICTED_EVENTS-1) ] = event;
|
||||
|
||||
cg.eventSequence++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
==================
|
||||
CG_CheckChangedPredictableEvents
|
||||
==================
|
||||
*/
|
||||
void CG_CheckChangedPredictableEvents( playerState_t *ps ) {
|
||||
int i;
|
||||
int event;
|
||||
centity_t *cent;
|
||||
|
||||
cent = &cg.predictedPlayerEntity;
|
||||
for ( i = ps->eventSequence - MAX_PS_EVENTS ; i < ps->eventSequence ; i++ ) {
|
||||
//
|
||||
if (i >= cg.eventSequence) {
|
||||
continue;
|
||||
}
|
||||
// if this event is not further back in than the maximum predictable events we remember
|
||||
if (i > cg.eventSequence - MAX_PREDICTED_EVENTS) {
|
||||
// if the new playerstate event is different from a previously predicted one
|
||||
if ( ps->events[i & (MAX_PS_EVENTS-1)] != cg.predictableEvents[i & (MAX_PREDICTED_EVENTS-1) ] ) {
|
||||
|
||||
event = ps->events[ i & (MAX_PS_EVENTS-1) ];
|
||||
cent->currentState.event = event;
|
||||
cent->currentState.eventParm = ps->eventParms[ i & (MAX_PS_EVENTS-1) ];
|
||||
CG_EntityEvent( cent, cent->lerpOrigin );
|
||||
|
||||
cg.predictableEvents[ i & (MAX_PREDICTED_EVENTS-1) ] = event;
|
||||
|
||||
if ( cg_showmiss.integer ) {
|
||||
CG_Printf("WARNING: changed predicted event\n");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
==================
|
||||
pushReward
|
||||
==================
|
||||
*/
|
||||
static void pushReward(sfxHandle_t sfx, qhandle_t shader, int rewardCount) {
|
||||
if (cg.rewardStack < (MAX_REWARDSTACK-1)) {
|
||||
cg.rewardStack++;
|
||||
cg.rewardSound[cg.rewardStack] = sfx;
|
||||
cg.rewardShader[cg.rewardStack] = shader;
|
||||
cg.rewardCount[cg.rewardStack] = rewardCount;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
==================
|
||||
CG_CheckLocalSounds
|
||||
==================
|
||||
*/
|
||||
void CG_CheckLocalSounds( playerState_t *ps, playerState_t *ops ) {
|
||||
int highScore, health, armor, reward;
|
||||
sfxHandle_t sfx;
|
||||
|
||||
// don't play the sounds if the player just changed teams
|
||||
if ( ps->persistant[PERS_TEAM] != ops->persistant[PERS_TEAM] ) {
|
||||
return;
|
||||
}
|
||||
|
||||
// hit changes
|
||||
if ( ps->persistant[PERS_HITS] > ops->persistant[PERS_HITS] ) {
|
||||
armor = ps->persistant[PERS_ATTACKEE_ARMOR] & 0xff;
|
||||
health = ps->persistant[PERS_ATTACKEE_ARMOR] >> 8;
|
||||
#ifdef MISSIONPACK
|
||||
if (armor > 50 ) {
|
||||
trap_S_StartLocalSound( cgs.media.hitSoundHighArmor, CHAN_LOCAL_SOUND );
|
||||
} else if (armor || health > 100) {
|
||||
trap_S_StartLocalSound( cgs.media.hitSoundLowArmor, CHAN_LOCAL_SOUND );
|
||||
} else {
|
||||
trap_S_StartLocalSound( cgs.media.hitSound, CHAN_LOCAL_SOUND );
|
||||
}
|
||||
#else
|
||||
trap_S_StartLocalSound( cgs.media.hitSound, CHAN_LOCAL_SOUND );
|
||||
#endif
|
||||
} else if ( ps->persistant[PERS_HITS] < ops->persistant[PERS_HITS] ) {
|
||||
trap_S_StartLocalSound( cgs.media.hitTeamSound, CHAN_LOCAL_SOUND );
|
||||
}
|
||||
|
||||
// health changes of more than -1 should make pain sounds
|
||||
if ( ps->stats[STAT_HEALTH] < ops->stats[STAT_HEALTH] - 1 ) {
|
||||
if ( ps->stats[STAT_HEALTH] > 0 ) {
|
||||
CG_PainEvent( &cg.predictedPlayerEntity, ps->stats[STAT_HEALTH] );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// if we are going into the intermission, don't start any voices
|
||||
if ( cg.intermissionStarted ) {
|
||||
return;
|
||||
}
|
||||
|
||||
// reward sounds
|
||||
reward = qfalse;
|
||||
if (ps->persistant[PERS_CAPTURES] != ops->persistant[PERS_CAPTURES]) {
|
||||
pushReward(cgs.media.captureAwardSound, cgs.media.medalCapture, ps->persistant[PERS_CAPTURES]);
|
||||
reward = qtrue;
|
||||
//Com_Printf("capture\n");
|
||||
}
|
||||
if (ps->persistant[PERS_IMPRESSIVE_COUNT] != ops->persistant[PERS_IMPRESSIVE_COUNT]) {
|
||||
#ifdef MISSIONPACK
|
||||
if (ps->persistant[PERS_IMPRESSIVE_COUNT] == 1) {
|
||||
sfx = cgs.media.firstImpressiveSound;
|
||||
} else {
|
||||
sfx = cgs.media.impressiveSound;
|
||||
}
|
||||
#else
|
||||
sfx = cgs.media.impressiveSound;
|
||||
#endif
|
||||
pushReward(sfx, cgs.media.medalImpressive, ps->persistant[PERS_IMPRESSIVE_COUNT]);
|
||||
reward = qtrue;
|
||||
//Com_Printf("impressive\n");
|
||||
}
|
||||
if (ps->persistant[PERS_EXCELLENT_COUNT] != ops->persistant[PERS_EXCELLENT_COUNT]) {
|
||||
#ifdef MISSIONPACK
|
||||
if (ps->persistant[PERS_EXCELLENT_COUNT] == 1) {
|
||||
sfx = cgs.media.firstExcellentSound;
|
||||
} else {
|
||||
sfx = cgs.media.excellentSound;
|
||||
}
|
||||
#else
|
||||
sfx = cgs.media.excellentSound;
|
||||
#endif
|
||||
pushReward(sfx, cgs.media.medalExcellent, ps->persistant[PERS_EXCELLENT_COUNT]);
|
||||
reward = qtrue;
|
||||
//Com_Printf("excellent\n");
|
||||
}
|
||||
if (ps->persistant[PERS_GAUNTLET_FRAG_COUNT] != ops->persistant[PERS_GAUNTLET_FRAG_COUNT]) {
|
||||
#ifdef MISSIONPACK
|
||||
if (ops->persistant[PERS_GAUNTLET_FRAG_COUNT] == 1) {
|
||||
sfx = cgs.media.firstHumiliationSound;
|
||||
} else {
|
||||
sfx = cgs.media.humiliationSound;
|
||||
}
|
||||
#else
|
||||
sfx = cgs.media.humiliationSound;
|
||||
#endif
|
||||
pushReward(sfx, cgs.media.medalGauntlet, ps->persistant[PERS_GAUNTLET_FRAG_COUNT]);
|
||||
reward = qtrue;
|
||||
//Com_Printf("guantlet frag\n");
|
||||
}
|
||||
if (ps->persistant[PERS_DEFEND_COUNT] != ops->persistant[PERS_DEFEND_COUNT]) {
|
||||
pushReward(cgs.media.defendSound, cgs.media.medalDefend, ps->persistant[PERS_DEFEND_COUNT]);
|
||||
reward = qtrue;
|
||||
//Com_Printf("defend\n");
|
||||
}
|
||||
if (ps->persistant[PERS_ASSIST_COUNT] != ops->persistant[PERS_ASSIST_COUNT]) {
|
||||
pushReward(cgs.media.assistSound, cgs.media.medalAssist, ps->persistant[PERS_ASSIST_COUNT]);
|
||||
reward = qtrue;
|
||||
//Com_Printf("assist\n");
|
||||
}
|
||||
// if any of the player event bits changed
|
||||
if (ps->persistant[PERS_PLAYEREVENTS] != ops->persistant[PERS_PLAYEREVENTS]) {
|
||||
if ((ps->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_DENIEDREWARD) !=
|
||||
(ops->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_DENIEDREWARD)) {
|
||||
trap_S_StartLocalSound( cgs.media.deniedSound, CHAN_ANNOUNCER );
|
||||
}
|
||||
else if ((ps->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_GAUNTLETREWARD) !=
|
||||
(ops->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_GAUNTLETREWARD)) {
|
||||
trap_S_StartLocalSound( cgs.media.humiliationSound, CHAN_ANNOUNCER );
|
||||
}
|
||||
else if ((ps->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_HOLYSHIT) !=
|
||||
(ops->persistant[PERS_PLAYEREVENTS] & PLAYEREVENT_HOLYSHIT)) {
|
||||
trap_S_StartLocalSound( cgs.media.holyShitSound, CHAN_ANNOUNCER );
|
||||
}
|
||||
reward = qtrue;
|
||||
}
|
||||
|
||||
// check for flag pickup
|
||||
if ( cgs.gametype >= GT_TEAM ) {
|
||||
if ((ps->powerups[PW_REDFLAG] != ops->powerups[PW_REDFLAG] && ps->powerups[PW_REDFLAG]) ||
|
||||
(ps->powerups[PW_BLUEFLAG] != ops->powerups[PW_BLUEFLAG] && ps->powerups[PW_BLUEFLAG]) ||
|
||||
(ps->powerups[PW_NEUTRALFLAG] != ops->powerups[PW_NEUTRALFLAG] && ps->powerups[PW_NEUTRALFLAG]) )
|
||||
{
|
||||
trap_S_StartLocalSound( cgs.media.youHaveFlagSound, CHAN_ANNOUNCER );
|
||||
}
|
||||
}
|
||||
|
||||
// lead changes
|
||||
if (!reward) {
|
||||
//
|
||||
if ( !cg.warmup ) {
|
||||
// never play lead changes during warmup
|
||||
if ( ps->persistant[PERS_RANK] != ops->persistant[PERS_RANK] ) {
|
||||
if ( cgs.gametype < GT_TEAM) {
|
||||
if ( ps->persistant[PERS_RANK] == 0 ) {
|
||||
CG_AddBufferedSound(cgs.media.takenLeadSound);
|
||||
} else if ( ps->persistant[PERS_RANK] == RANK_TIED_FLAG ) {
|
||||
CG_AddBufferedSound(cgs.media.tiedLeadSound);
|
||||
} else if ( ( ops->persistant[PERS_RANK] & ~RANK_TIED_FLAG ) == 0 ) {
|
||||
CG_AddBufferedSound(cgs.media.lostLeadSound);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// timelimit warnings
|
||||
if ( cgs.timelimit > 0 ) {
|
||||
int msec;
|
||||
|
||||
msec = cg.time - cgs.levelStartTime;
|
||||
if ( !( cg.timelimitWarnings & 4 ) && msec > ( cgs.timelimit * 60 + 2 ) * 1000 ) {
|
||||
cg.timelimitWarnings |= 1 | 2 | 4;
|
||||
trap_S_StartLocalSound( cgs.media.suddenDeathSound, CHAN_ANNOUNCER );
|
||||
}
|
||||
else if ( !( cg.timelimitWarnings & 2 ) && msec > (cgs.timelimit - 1) * 60 * 1000 ) {
|
||||
cg.timelimitWarnings |= 1 | 2;
|
||||
trap_S_StartLocalSound( cgs.media.oneMinuteSound, CHAN_ANNOUNCER );
|
||||
}
|
||||
else if ( cgs.timelimit > 5 && !( cg.timelimitWarnings & 1 ) && msec > (cgs.timelimit - 5) * 60 * 1000 ) {
|
||||
cg.timelimitWarnings |= 1;
|
||||
trap_S_StartLocalSound( cgs.media.fiveMinuteSound, CHAN_ANNOUNCER );
|
||||
}
|
||||
}
|
||||
|
||||
// fraglimit warnings
|
||||
if ( cgs.fraglimit > 0 && cgs.gametype < GT_CTF) {
|
||||
highScore = cgs.scores1;
|
||||
if ( !( cg.fraglimitWarnings & 4 ) && highScore == (cgs.fraglimit - 1) ) {
|
||||
cg.fraglimitWarnings |= 1 | 2 | 4;
|
||||
CG_AddBufferedSound(cgs.media.oneFragSound);
|
||||
}
|
||||
else if ( cgs.fraglimit > 2 && !( cg.fraglimitWarnings & 2 ) && highScore == (cgs.fraglimit - 2) ) {
|
||||
cg.fraglimitWarnings |= 1 | 2;
|
||||
CG_AddBufferedSound(cgs.media.twoFragSound);
|
||||
}
|
||||
else if ( cgs.fraglimit > 3 && !( cg.fraglimitWarnings & 1 ) && highScore == (cgs.fraglimit - 3) ) {
|
||||
cg.fraglimitWarnings |= 1;
|
||||
CG_AddBufferedSound(cgs.media.threeFragSound);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
===============
|
||||
CG_TransitionPlayerState
|
||||
|
||||
===============
|
||||
*/
|
||||
void CG_TransitionPlayerState( playerState_t *ps, playerState_t *ops ) {
|
||||
// check for changing follow mode
|
||||
if ( ps->clientNum != ops->clientNum ) {
|
||||
cg.thisFrameTeleport = qtrue;
|
||||
// make sure we don't get any unwanted transition effects
|
||||
*ops = *ps;
|
||||
}
|
||||
|
||||
// damage events (player is getting wounded)
|
||||
if ( ps->damageEvent != ops->damageEvent && ps->damageCount ) {
|
||||
CG_DamageFeedback( ps->damageYaw, ps->damagePitch, ps->damageCount );
|
||||
}
|
||||
|
||||
// respawning
|
||||
if ( ps->persistant[PERS_SPAWN_COUNT] != ops->persistant[PERS_SPAWN_COUNT] ) {
|
||||
CG_Respawn();
|
||||
}
|
||||
|
||||
if ( cg.mapRestart ) {
|
||||
CG_Respawn();
|
||||
cg.mapRestart = qfalse;
|
||||
}
|
||||
|
||||
if ( cg.snap->ps.pm_type != PM_INTERMISSION
|
||||
&& ps->persistant[PERS_TEAM] != TEAM_SPECTATOR ) {
|
||||
CG_CheckLocalSounds( ps, ops );
|
||||
}
|
||||
|
||||
// check for going low on ammo
|
||||
CG_CheckAmmo();
|
||||
|
||||
// run events
|
||||
CG_CheckPlayerstateEvents( ps, ops );
|
||||
|
||||
// smooth the ducking viewheight change
|
||||
if ( ps->viewheight != ops->viewheight ) {
|
||||
cg.duckChange = ps->viewheight - ops->viewheight;
|
||||
cg.duckTime = cg.time;
|
||||
}
|
||||
}
|
||||
|
||||
3673
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_predict.asm.svn-base
Executable file
3673
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_predict.asm.svn-base
Executable file
File diff suppressed because it is too large
Load Diff
608
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_predict.c.svn-base
Executable file
608
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_predict.c.svn-base
Executable file
@@ -0,0 +1,608 @@
|
||||
// Copyright (C) 1999-2000 Id Software, Inc.
|
||||
//
|
||||
// cg_predict.c -- this file generates cg.predictedPlayerState by either
|
||||
// interpolating between snapshots from the server or locally predicting
|
||||
// ahead the client's movement.
|
||||
// It also handles local physics interaction, like fragments bouncing off walls
|
||||
|
||||
#include "cg_local.h"
|
||||
|
||||
static pmove_t cg_pmove;
|
||||
|
||||
static int cg_numSolidEntities;
|
||||
static centity_t *cg_solidEntities[MAX_ENTITIES_IN_SNAPSHOT];
|
||||
static int cg_numTriggerEntities;
|
||||
static centity_t *cg_triggerEntities[MAX_ENTITIES_IN_SNAPSHOT];
|
||||
|
||||
/*
|
||||
====================
|
||||
CG_BuildSolidList
|
||||
|
||||
When a new cg.snap has been set, this function builds a sublist
|
||||
of the entities that are actually solid, to make for more
|
||||
efficient collision detection
|
||||
====================
|
||||
*/
|
||||
void CG_BuildSolidList( void ) {
|
||||
int i;
|
||||
centity_t *cent;
|
||||
snapshot_t *snap;
|
||||
entityState_t *ent;
|
||||
|
||||
cg_numSolidEntities = 0;
|
||||
cg_numTriggerEntities = 0;
|
||||
|
||||
if ( cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport ) {
|
||||
snap = cg.nextSnap;
|
||||
} else {
|
||||
snap = cg.snap;
|
||||
}
|
||||
|
||||
for ( i = 0 ; i < snap->numEntities ; i++ ) {
|
||||
cent = &cg_entities[ snap->entities[ i ].number ];
|
||||
ent = ¢->currentState;
|
||||
|
||||
if ( ent->eType == ET_ITEM || ent->eType == ET_PUSH_TRIGGER || ent->eType == ET_TELEPORT_TRIGGER ) {
|
||||
cg_triggerEntities[cg_numTriggerEntities] = cent;
|
||||
cg_numTriggerEntities++;
|
||||
continue;
|
||||
}
|
||||
|
||||
if ( cent->nextState.solid ) {
|
||||
cg_solidEntities[cg_numSolidEntities] = cent;
|
||||
cg_numSolidEntities++;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
====================
|
||||
CG_ClipMoveToEntities
|
||||
|
||||
====================
|
||||
*/
|
||||
static void CG_ClipMoveToEntities ( const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
|
||||
int skipNumber, int mask, trace_t *tr ) {
|
||||
int i, x, zd, zu;
|
||||
trace_t trace;
|
||||
entityState_t *ent;
|
||||
clipHandle_t cmodel;
|
||||
vec3_t bmins, bmaxs;
|
||||
vec3_t origin, angles;
|
||||
centity_t *cent;
|
||||
|
||||
for ( i = 0 ; i < cg_numSolidEntities ; i++ ) {
|
||||
cent = cg_solidEntities[ i ];
|
||||
ent = ¢->currentState;
|
||||
|
||||
if ( ent->number == skipNumber ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if ( ent->solid == SOLID_BMODEL ) {
|
||||
// special value for bmodel
|
||||
cmodel = trap_CM_InlineModel( ent->modelindex );
|
||||
VectorCopy( cent->lerpAngles, angles );
|
||||
BG_EvaluateTrajectory( ¢->currentState.pos, cg.physicsTime, origin );
|
||||
} else {
|
||||
// encoded bbox
|
||||
x = (ent->solid & 255);
|
||||
zd = ((ent->solid>>8) & 255);
|
||||
zu = ((ent->solid>>16) & 255) - 32;
|
||||
|
||||
bmins[0] = bmins[1] = -x;
|
||||
bmaxs[0] = bmaxs[1] = x;
|
||||
bmins[2] = -zd;
|
||||
bmaxs[2] = zu;
|
||||
|
||||
cmodel = trap_CM_TempBoxModel( bmins, bmaxs );
|
||||
VectorCopy( vec3_origin, angles );
|
||||
VectorCopy( cent->lerpOrigin, origin );
|
||||
}
|
||||
|
||||
|
||||
trap_CM_TransformedBoxTrace ( &trace, start, end,
|
||||
mins, maxs, cmodel, mask, origin, angles);
|
||||
|
||||
if (trace.allsolid || trace.fraction < tr->fraction) {
|
||||
trace.entityNum = ent->number;
|
||||
*tr = trace;
|
||||
} else if (trace.startsolid) {
|
||||
tr->startsolid = qtrue;
|
||||
}
|
||||
if ( tr->allsolid ) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
CG_Trace
|
||||
================
|
||||
*/
|
||||
void CG_Trace( trace_t *result, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end,
|
||||
int skipNumber, int mask ) {
|
||||
trace_t t;
|
||||
|
||||
trap_CM_BoxTrace ( &t, start, end, mins, maxs, 0, mask);
|
||||
t.entityNum = t.fraction != 1.0 ? ENTITYNUM_WORLD : ENTITYNUM_NONE;
|
||||
// check all other solid models
|
||||
CG_ClipMoveToEntities (start, mins, maxs, end, skipNumber, mask, &t);
|
||||
|
||||
*result = t;
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
CG_PointContents
|
||||
================
|
||||
*/
|
||||
int CG_PointContents( const vec3_t point, int passEntityNum ) {
|
||||
int i;
|
||||
entityState_t *ent;
|
||||
centity_t *cent;
|
||||
clipHandle_t cmodel;
|
||||
int contents;
|
||||
|
||||
contents = trap_CM_PointContents (point, 0);
|
||||
|
||||
for ( i = 0 ; i < cg_numSolidEntities ; i++ ) {
|
||||
cent = cg_solidEntities[ i ];
|
||||
|
||||
ent = ¢->currentState;
|
||||
|
||||
if ( ent->number == passEntityNum ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (ent->solid != SOLID_BMODEL) { // special value for bmodel
|
||||
continue;
|
||||
}
|
||||
|
||||
cmodel = trap_CM_InlineModel( ent->modelindex );
|
||||
if ( !cmodel ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
contents |= trap_CM_TransformedPointContents( point, cmodel, ent->origin, ent->angles );
|
||||
}
|
||||
|
||||
return contents;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
========================
|
||||
CG_InterpolatePlayerState
|
||||
|
||||
Generates cg.predictedPlayerState by interpolating between
|
||||
cg.snap->player_state and cg.nextFrame->player_state
|
||||
========================
|
||||
*/
|
||||
static void CG_InterpolatePlayerState( qboolean grabAngles ) {
|
||||
float f;
|
||||
int i;
|
||||
playerState_t *out;
|
||||
snapshot_t *prev, *next;
|
||||
|
||||
out = &cg.predictedPlayerState;
|
||||
prev = cg.snap;
|
||||
next = cg.nextSnap;
|
||||
|
||||
*out = cg.snap->ps;
|
||||
|
||||
// if we are still allowing local input, short circuit the view angles
|
||||
if ( grabAngles ) {
|
||||
usercmd_t cmd;
|
||||
int cmdNum;
|
||||
|
||||
cmdNum = trap_GetCurrentCmdNumber();
|
||||
trap_GetUserCmd( cmdNum, &cmd );
|
||||
|
||||
PM_UpdateViewAngles( out, &cmd );
|
||||
}
|
||||
|
||||
// if the next frame is a teleport, we can't lerp to it
|
||||
if ( cg.nextFrameTeleport ) {
|
||||
return;
|
||||
}
|
||||
|
||||
if ( !next || next->serverTime <= prev->serverTime ) {
|
||||
return;
|
||||
}
|
||||
|
||||
f = (float)( cg.time - prev->serverTime ) / ( next->serverTime - prev->serverTime );
|
||||
|
||||
i = next->ps.bobCycle;
|
||||
if ( i < prev->ps.bobCycle ) {
|
||||
i += 256; // handle wraparound
|
||||
}
|
||||
out->bobCycle = prev->ps.bobCycle + f * ( i - prev->ps.bobCycle );
|
||||
|
||||
for ( i = 0 ; i < 3 ; i++ ) {
|
||||
out->origin[i] = prev->ps.origin[i] + f * (next->ps.origin[i] - prev->ps.origin[i] );
|
||||
if ( !grabAngles ) {
|
||||
out->viewangles[i] = LerpAngle(
|
||||
prev->ps.viewangles[i], next->ps.viewangles[i], f );
|
||||
}
|
||||
out->velocity[i] = prev->ps.velocity[i] +
|
||||
f * (next->ps.velocity[i] - prev->ps.velocity[i] );
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
===================
|
||||
CG_TouchItem
|
||||
===================
|
||||
*/
|
||||
static void CG_TouchItem( centity_t *cent ) {
|
||||
gitem_t *item;
|
||||
|
||||
if ( !cg_predictItems.integer ) {
|
||||
return;
|
||||
}
|
||||
if ( !BG_PlayerTouchesItem( &cg.predictedPlayerState, ¢->currentState, cg.time ) ) {
|
||||
return;
|
||||
}
|
||||
|
||||
// never pick an item up twice in a prediction
|
||||
if ( cent->miscTime == cg.time ) {
|
||||
return;
|
||||
}
|
||||
|
||||
if ( !BG_CanItemBeGrabbed( cgs.gametype, ¢->currentState, &cg.predictedPlayerState ) ) {
|
||||
return; // can't hold it
|
||||
}
|
||||
|
||||
item = &bg_itemlist[ cent->currentState.modelindex ];
|
||||
|
||||
// Special case for flags.
|
||||
// We don't predict touching our own flag
|
||||
#ifdef MISSIONPACK
|
||||
if( cgs.gametype == GT_1FCTF ) {
|
||||
if( item->giTag != PW_NEUTRALFLAG ) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
if( cgs.gametype == GT_CTF || cgs.gametype == GT_HARVESTER ) {
|
||||
#else
|
||||
if( cgs.gametype == GT_CTF ) {
|
||||
#endif
|
||||
if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_RED &&
|
||||
item->giTag == PW_REDFLAG)
|
||||
return;
|
||||
if (cg.predictedPlayerState.persistant[PERS_TEAM] == TEAM_BLUE &&
|
||||
item->giTag == PW_BLUEFLAG)
|
||||
return;
|
||||
}
|
||||
|
||||
// grab it
|
||||
BG_AddPredictableEventToPlayerstate( EV_ITEM_PICKUP, cent->currentState.modelindex , &cg.predictedPlayerState);
|
||||
|
||||
// remove it from the frame so it won't be drawn
|
||||
cent->currentState.eFlags |= EF_NODRAW;
|
||||
|
||||
// don't touch it again this prediction
|
||||
cent->miscTime = cg.time;
|
||||
|
||||
// if its a weapon, give them some predicted ammo so the autoswitch will work
|
||||
if ( item->giType == IT_WEAPON ) {
|
||||
cg.predictedPlayerState.stats[ STAT_WEAPONS ] |= 1 << item->giTag;
|
||||
if ( !cg.predictedPlayerState.ammo[ item->giTag ] ) {
|
||||
cg.predictedPlayerState.ammo[ item->giTag ] = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
=========================
|
||||
CG_TouchTriggerPrediction
|
||||
|
||||
Predict push triggers and items
|
||||
=========================
|
||||
*/
|
||||
static void CG_TouchTriggerPrediction( void ) {
|
||||
int i;
|
||||
trace_t trace;
|
||||
entityState_t *ent;
|
||||
clipHandle_t cmodel;
|
||||
centity_t *cent;
|
||||
qboolean spectator;
|
||||
|
||||
// dead clients don't activate triggers
|
||||
if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) {
|
||||
return;
|
||||
}
|
||||
|
||||
spectator = ( cg.predictedPlayerState.pm_type == PM_SPECTATOR );
|
||||
|
||||
if ( cg.predictedPlayerState.pm_type != PM_NORMAL && !spectator ) {
|
||||
return;
|
||||
}
|
||||
|
||||
for ( i = 0 ; i < cg_numTriggerEntities ; i++ ) {
|
||||
cent = cg_triggerEntities[ i ];
|
||||
ent = ¢->currentState;
|
||||
|
||||
if ( ent->eType == ET_ITEM && !spectator ) {
|
||||
CG_TouchItem( cent );
|
||||
continue;
|
||||
}
|
||||
|
||||
if ( ent->solid != SOLID_BMODEL ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
cmodel = trap_CM_InlineModel( ent->modelindex );
|
||||
if ( !cmodel ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
trap_CM_BoxTrace( &trace, cg.predictedPlayerState.origin, cg.predictedPlayerState.origin,
|
||||
cg_pmove.mins, cg_pmove.maxs, cmodel, -1 );
|
||||
|
||||
if ( !trace.startsolid ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if ( ent->eType == ET_TELEPORT_TRIGGER ) {
|
||||
cg.hyperspace = qtrue;
|
||||
} else if ( ent->eType == ET_PUSH_TRIGGER ) {
|
||||
BG_TouchJumpPad( &cg.predictedPlayerState, ent );
|
||||
}
|
||||
}
|
||||
|
||||
// if we didn't touch a jump pad this pmove frame
|
||||
if ( cg.predictedPlayerState.jumppad_frame != cg.predictedPlayerState.pmove_framecount ) {
|
||||
cg.predictedPlayerState.jumppad_frame = 0;
|
||||
cg.predictedPlayerState.jumppad_ent = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
/*
|
||||
=================
|
||||
CG_PredictPlayerState
|
||||
|
||||
Generates cg.predictedPlayerState for the current cg.time
|
||||
cg.predictedPlayerState is guaranteed to be valid after exiting.
|
||||
|
||||
For demo playback, this will be an interpolation between two valid
|
||||
playerState_t.
|
||||
|
||||
For normal gameplay, it will be the result of predicted usercmd_t on
|
||||
top of the most recent playerState_t received from the server.
|
||||
|
||||
Each new snapshot will usually have one or more new usercmd over the last,
|
||||
but we simulate all unacknowledged commands each time, not just the new ones.
|
||||
This means that on an internet connection, quite a few pmoves may be issued
|
||||
each frame.
|
||||
|
||||
OPTIMIZE: don't re-simulate unless the newly arrived snapshot playerState_t
|
||||
differs from the predicted one. Would require saving all intermediate
|
||||
playerState_t during prediction.
|
||||
|
||||
We detect prediction errors and allow them to be decayed off over several frames
|
||||
to ease the jerk.
|
||||
=================
|
||||
*/
|
||||
void CG_PredictPlayerState( void ) {
|
||||
int cmdNum, current;
|
||||
playerState_t oldPlayerState;
|
||||
qboolean moved;
|
||||
usercmd_t oldestCmd;
|
||||
usercmd_t latestCmd;
|
||||
|
||||
cg.hyperspace = qfalse; // will be set if touching a trigger_teleport
|
||||
|
||||
// if this is the first frame we must guarantee
|
||||
// predictedPlayerState is valid even if there is some
|
||||
// other error condition
|
||||
if ( !cg.validPPS ) {
|
||||
cg.validPPS = qtrue;
|
||||
cg.predictedPlayerState = cg.snap->ps;
|
||||
}
|
||||
|
||||
|
||||
// demo playback just copies the moves
|
||||
if ( cg.demoPlayback || (cg.snap->ps.pm_flags & PMF_FOLLOW) ) {
|
||||
CG_InterpolatePlayerState( qfalse );
|
||||
return;
|
||||
}
|
||||
|
||||
// non-predicting local movement will grab the latest angles
|
||||
if ( cg_nopredict.integer || cg_synchronousClients.integer ) {
|
||||
CG_InterpolatePlayerState( qtrue );
|
||||
return;
|
||||
}
|
||||
|
||||
// prepare for pmove
|
||||
cg_pmove.ps = &cg.predictedPlayerState;
|
||||
cg_pmove.trace = CG_Trace;
|
||||
cg_pmove.pointcontents = CG_PointContents;
|
||||
if ( cg_pmove.ps->pm_type == PM_DEAD ) {
|
||||
cg_pmove.tracemask = MASK_PLAYERSOLID & ~CONTENTS_BODY;
|
||||
}
|
||||
else {
|
||||
cg_pmove.tracemask = MASK_PLAYERSOLID;
|
||||
}
|
||||
if ( cg.snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR ) {
|
||||
cg_pmove.tracemask &= ~CONTENTS_BODY; // spectators can fly through bodies
|
||||
}
|
||||
cg_pmove.noFootsteps = ( cgs.dmflags & DF_NO_FOOTSTEPS ) > 0;
|
||||
|
||||
// save the state before the pmove so we can detect transitions
|
||||
oldPlayerState = cg.predictedPlayerState;
|
||||
|
||||
current = trap_GetCurrentCmdNumber();
|
||||
|
||||
// if we don't have the commands right after the snapshot, we
|
||||
// can't accurately predict a current position, so just freeze at
|
||||
// the last good position we had
|
||||
cmdNum = current - CMD_BACKUP + 1;
|
||||
trap_GetUserCmd( cmdNum, &oldestCmd );
|
||||
if ( oldestCmd.serverTime > cg.snap->ps.commandTime
|
||||
&& oldestCmd.serverTime < cg.time ) { // special check for map_restart
|
||||
if ( cg_showmiss.integer ) {
|
||||
CG_Printf ("exceeded PACKET_BACKUP on commands\n");
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// get the latest command so we can know which commands are from previous map_restarts
|
||||
trap_GetUserCmd( current, &latestCmd );
|
||||
|
||||
// get the most recent information we have, even if
|
||||
// the server time is beyond our current cg.time,
|
||||
// because predicted player positions are going to
|
||||
// be ahead of everything else anyway
|
||||
if ( cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport ) {
|
||||
cg.predictedPlayerState = cg.nextSnap->ps;
|
||||
cg.physicsTime = cg.nextSnap->serverTime;
|
||||
} else {
|
||||
cg.predictedPlayerState = cg.snap->ps;
|
||||
cg.physicsTime = cg.snap->serverTime;
|
||||
}
|
||||
|
||||
if ( pmove_msec.integer < 8 ) {
|
||||
trap_Cvar_Set("pmove_msec", "8");
|
||||
}
|
||||
else if (pmove_msec.integer > 33) {
|
||||
trap_Cvar_Set("pmove_msec", "33");
|
||||
}
|
||||
|
||||
cg_pmove.pmove_fixed = pmove_fixed.integer;// | cg_pmove_fixed.integer;
|
||||
cg_pmove.pmove_msec = pmove_msec.integer;
|
||||
|
||||
// run cmds
|
||||
moved = qfalse;
|
||||
for ( cmdNum = current - CMD_BACKUP + 1 ; cmdNum <= current ; cmdNum++ ) {
|
||||
// get the command
|
||||
trap_GetUserCmd( cmdNum, &cg_pmove.cmd );
|
||||
|
||||
if ( cg_pmove.pmove_fixed ) {
|
||||
PM_UpdateViewAngles( cg_pmove.ps, &cg_pmove.cmd );
|
||||
}
|
||||
|
||||
// don't do anything if the time is before the snapshot player time
|
||||
if ( cg_pmove.cmd.serverTime <= cg.predictedPlayerState.commandTime ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// don't do anything if the command was from a previous map_restart
|
||||
if ( cg_pmove.cmd.serverTime > latestCmd.serverTime ) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// check for a prediction error from last frame
|
||||
// on a lan, this will often be the exact value
|
||||
// from the snapshot, but on a wan we will have
|
||||
// to predict several commands to get to the point
|
||||
// we want to compare
|
||||
if ( cg.predictedPlayerState.commandTime == oldPlayerState.commandTime ) {
|
||||
vec3_t delta;
|
||||
float len;
|
||||
|
||||
if ( cg.thisFrameTeleport ) {
|
||||
// a teleport will not cause an error decay
|
||||
VectorClear( cg.predictedError );
|
||||
if ( cg_showmiss.integer ) {
|
||||
CG_Printf( "PredictionTeleport\n" );
|
||||
}
|
||||
cg.thisFrameTeleport = qfalse;
|
||||
} else {
|
||||
vec3_t adjusted;
|
||||
CG_AdjustPositionForMover( cg.predictedPlayerState.origin,
|
||||
cg.predictedPlayerState.groundEntityNum, cg.physicsTime, cg.oldTime, adjusted );
|
||||
|
||||
if ( cg_showmiss.integer ) {
|
||||
if (!VectorCompare( oldPlayerState.origin, adjusted )) {
|
||||
CG_Printf("prediction error\n");
|
||||
}
|
||||
}
|
||||
VectorSubtract( oldPlayerState.origin, adjusted, delta );
|
||||
len = VectorLength( delta );
|
||||
if ( len > 0.1 ) {
|
||||
if ( cg_showmiss.integer ) {
|
||||
CG_Printf("Prediction miss: %f\n", len);
|
||||
}
|
||||
if ( cg_errorDecay.integer ) {
|
||||
int t;
|
||||
float f;
|
||||
|
||||
t = cg.time - cg.predictedErrorTime;
|
||||
f = ( cg_errorDecay.value - t ) / cg_errorDecay.value;
|
||||
if ( f < 0 ) {
|
||||
f = 0;
|
||||
}
|
||||
if ( f > 0 && cg_showmiss.integer ) {
|
||||
CG_Printf("Double prediction decay: %f\n", f);
|
||||
}
|
||||
VectorScale( cg.predictedError, f, cg.predictedError );
|
||||
} else {
|
||||
VectorClear( cg.predictedError );
|
||||
}
|
||||
VectorAdd( delta, cg.predictedError, cg.predictedError );
|
||||
cg.predictedErrorTime = cg.oldTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// don't predict gauntlet firing, which is only supposed to happen
|
||||
// when it actually inflicts damage
|
||||
cg_pmove.gauntletHit = qfalse;
|
||||
|
||||
if ( cg_pmove.pmove_fixed ) {
|
||||
cg_pmove.cmd.serverTime = ((cg_pmove.cmd.serverTime + pmove_msec.integer-1) / pmove_msec.integer) * pmove_msec.integer;
|
||||
}
|
||||
|
||||
Pmove (&cg_pmove);
|
||||
|
||||
moved = qtrue;
|
||||
|
||||
// add push trigger movement effects
|
||||
CG_TouchTriggerPrediction();
|
||||
|
||||
// check for predictable events that changed from previous predictions
|
||||
//CG_CheckChangedPredictableEvents(&cg.predictedPlayerState);
|
||||
}
|
||||
|
||||
if ( cg_showmiss.integer > 1 ) {
|
||||
CG_Printf( "[%i : %i] ", cg_pmove.cmd.serverTime, cg.time );
|
||||
}
|
||||
|
||||
if ( !moved ) {
|
||||
if ( cg_showmiss.integer ) {
|
||||
CG_Printf( "not moved\n" );
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// adjust for the movement of the groundentity
|
||||
CG_AdjustPositionForMover( cg.predictedPlayerState.origin,
|
||||
cg.predictedPlayerState.groundEntityNum,
|
||||
cg.physicsTime, cg.time, cg.predictedPlayerState.origin );
|
||||
|
||||
if ( cg_showmiss.integer ) {
|
||||
if (cg.predictedPlayerState.eventSequence > oldPlayerState.eventSequence + MAX_PS_EVENTS) {
|
||||
CG_Printf("WARNING: dropped event\n");
|
||||
}
|
||||
}
|
||||
|
||||
// fire events and other transition triggered things
|
||||
CG_TransitionPlayerState( &cg.predictedPlayerState, &oldPlayerState );
|
||||
|
||||
if ( cg_showmiss.integer ) {
|
||||
if (cg.eventSequence > cg.predictedPlayerState.eventSequence) {
|
||||
CG_Printf("WARNING: double event\n");
|
||||
cg.eventSequence = cg.predictedPlayerState.eventSequence;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
218
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_public.h.svn-base
Executable file
218
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_public.h.svn-base
Executable file
@@ -0,0 +1,218 @@
|
||||
// Copyright (C) 1999-2000 Id Software, Inc.
|
||||
//
|
||||
|
||||
|
||||
#define CMD_BACKUP 64
|
||||
#define CMD_MASK (CMD_BACKUP - 1)
|
||||
// allow a lot of command backups for very fast systems
|
||||
// multiple commands may be combined into a single packet, so this
|
||||
// needs to be larger than PACKET_BACKUP
|
||||
|
||||
|
||||
#define MAX_ENTITIES_IN_SNAPSHOT 256
|
||||
|
||||
// snapshots are a view of the server at a given time
|
||||
|
||||
// Snapshots are generated at regular time intervals by the server,
|
||||
// but they may not be sent if a client's rate level is exceeded, or
|
||||
// they may be dropped by the network.
|
||||
typedef struct {
|
||||
int snapFlags; // SNAPFLAG_RATE_DELAYED, etc
|
||||
int ping;
|
||||
|
||||
int serverTime; // server time the message is valid for (in msec)
|
||||
|
||||
byte areamask[MAX_MAP_AREA_BYTES]; // portalarea visibility bits
|
||||
|
||||
playerState_t ps; // complete information about the current player at this time
|
||||
|
||||
int numEntities; // all of the entities that need to be presented
|
||||
entityState_t entities[MAX_ENTITIES_IN_SNAPSHOT]; // at the time of this snapshot
|
||||
|
||||
int numServerCommands; // text based server commands to execute when this
|
||||
int serverCommandSequence; // snapshot becomes current
|
||||
} snapshot_t;
|
||||
|
||||
enum {
|
||||
CGAME_EVENT_NONE,
|
||||
CGAME_EVENT_TEAMMENU,
|
||||
CGAME_EVENT_SCOREBOARD,
|
||||
CGAME_EVENT_EDITHUD
|
||||
};
|
||||
|
||||
|
||||
/*
|
||||
==================================================================
|
||||
|
||||
functions imported from the main executable
|
||||
|
||||
==================================================================
|
||||
*/
|
||||
|
||||
#define CGAME_IMPORT_API_VERSION 4
|
||||
|
||||
typedef enum {
|
||||
CG_PRINT,
|
||||
CG_ERROR,
|
||||
CG_MILLISECONDS,
|
||||
CG_CVAR_REGISTER,
|
||||
CG_CVAR_UPDATE,
|
||||
CG_CVAR_SET,
|
||||
CG_CVAR_VARIABLESTRINGBUFFER,
|
||||
CG_ARGC,
|
||||
CG_ARGV,
|
||||
CG_ARGS,
|
||||
CG_FS_FOPENFILE,
|
||||
CG_FS_READ,
|
||||
CG_FS_WRITE,
|
||||
CG_FS_FCLOSEFILE,
|
||||
CG_SENDCONSOLECOMMAND,
|
||||
CG_ADDCOMMAND,
|
||||
CG_SENDCLIENTCOMMAND,
|
||||
CG_UPDATESCREEN,
|
||||
CG_CM_LOADMAP,
|
||||
CG_CM_NUMINLINEMODELS,
|
||||
CG_CM_INLINEMODEL,
|
||||
CG_CM_LOADMODEL,
|
||||
CG_CM_TEMPBOXMODEL,
|
||||
CG_CM_POINTCONTENTS,
|
||||
CG_CM_TRANSFORMEDPOINTCONTENTS,
|
||||
CG_CM_BOXTRACE,
|
||||
CG_CM_TRANSFORMEDBOXTRACE,
|
||||
CG_CM_MARKFRAGMENTS,
|
||||
CG_S_STARTSOUND,
|
||||
CG_S_STARTLOCALSOUND,
|
||||
CG_S_CLEARLOOPINGSOUNDS,
|
||||
CG_S_ADDLOOPINGSOUND,
|
||||
CG_S_UPDATEENTITYPOSITION,
|
||||
CG_S_RESPATIALIZE,
|
||||
CG_S_REGISTERSOUND,
|
||||
CG_S_STARTBACKGROUNDTRACK,
|
||||
CG_R_LOADWORLDMAP,
|
||||
CG_R_REGISTERMODEL,
|
||||
CG_R_REGISTERSKIN,
|
||||
CG_R_REGISTERSHADER,
|
||||
CG_R_CLEARSCENE,
|
||||
CG_R_ADDREFENTITYTOSCENE,
|
||||
CG_R_ADDPOLYTOSCENE,
|
||||
CG_R_ADDLIGHTTOSCENE,
|
||||
CG_R_RENDERSCENE,
|
||||
CG_R_SETCOLOR,
|
||||
CG_R_DRAWSTRETCHPIC,
|
||||
CG_R_MODELBOUNDS,
|
||||
CG_R_LERPTAG,
|
||||
CG_GETGLCONFIG,
|
||||
CG_GETGAMESTATE,
|
||||
CG_GETCURRENTSNAPSHOTNUMBER,
|
||||
CG_GETSNAPSHOT,
|
||||
CG_GETSERVERCOMMAND,
|
||||
CG_GETCURRENTCMDNUMBER,
|
||||
CG_GETUSERCMD,
|
||||
CG_SETUSERCMDVALUE,
|
||||
CG_R_REGISTERSHADERNOMIP,
|
||||
CG_MEMORY_REMAINING,
|
||||
CG_R_REGISTERFONT,
|
||||
CG_KEY_ISDOWN,
|
||||
CG_KEY_GETCATCHER,
|
||||
CG_KEY_SETCATCHER,
|
||||
CG_KEY_GETKEY,
|
||||
CG_PC_ADD_GLOBAL_DEFINE,
|
||||
CG_PC_LOAD_SOURCE,
|
||||
CG_PC_FREE_SOURCE,
|
||||
CG_PC_READ_TOKEN,
|
||||
CG_PC_SOURCE_FILE_AND_LINE,
|
||||
CG_S_STOPBACKGROUNDTRACK,
|
||||
CG_REAL_TIME,
|
||||
CG_SNAPVECTOR,
|
||||
CG_REMOVECOMMAND,
|
||||
CG_R_LIGHTFORPOINT,
|
||||
CG_CIN_PLAYCINEMATIC,
|
||||
CG_CIN_STOPCINEMATIC,
|
||||
CG_CIN_RUNCINEMATIC,
|
||||
CG_CIN_DRAWCINEMATIC,
|
||||
CG_CIN_SETEXTENTS,
|
||||
CG_R_REMAP_SHADER,
|
||||
CG_S_ADDREALLOOPINGSOUND,
|
||||
CG_S_STOPLOOPINGSOUND,
|
||||
|
||||
CG_CM_TEMPCAPSULEMODEL,
|
||||
CG_CM_CAPSULETRACE,
|
||||
CG_CM_TRANSFORMEDCAPSULETRACE,
|
||||
CG_R_ADDADDITIVELIGHTTOSCENE,
|
||||
CG_GET_ENTITY_TOKEN,
|
||||
CG_R_ADDPOLYSTOSCENE,
|
||||
CG_R_INPVS,
|
||||
// 1.32
|
||||
CG_FS_SEEK,
|
||||
|
||||
/*
|
||||
CG_LOADCAMERA,
|
||||
CG_STARTCAMERA,
|
||||
CG_GETCAMERAINFO,
|
||||
*/
|
||||
|
||||
CG_MEMSET = 100,
|
||||
CG_MEMCPY,
|
||||
CG_STRNCPY,
|
||||
CG_SIN,
|
||||
CG_COS,
|
||||
CG_ATAN2,
|
||||
CG_SQRT,
|
||||
CG_FLOOR,
|
||||
CG_CEIL,
|
||||
CG_TESTPRINTINT,
|
||||
CG_TESTPRINTFLOAT,
|
||||
CG_ACOS
|
||||
} cgameImport_t;
|
||||
|
||||
|
||||
/*
|
||||
==================================================================
|
||||
|
||||
functions exported to the main executable
|
||||
|
||||
==================================================================
|
||||
*/
|
||||
|
||||
typedef enum {
|
||||
CG_INIT,
|
||||
// void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum )
|
||||
// called when the level loads or when the renderer is restarted
|
||||
// all media should be registered at this time
|
||||
// cgame will display loading status by calling SCR_Update, which
|
||||
// will call CG_DrawInformation during the loading process
|
||||
// reliableCommandSequence will be 0 on fresh loads, but higher for
|
||||
// demos, tourney restarts, or vid_restarts
|
||||
|
||||
CG_SHUTDOWN,
|
||||
// void (*CG_Shutdown)( void );
|
||||
// oportunity to flush and close any open files
|
||||
|
||||
CG_CONSOLE_COMMAND,
|
||||
// qboolean (*CG_ConsoleCommand)( void );
|
||||
// a console command has been issued locally that is not recognized by the
|
||||
// main game system.
|
||||
// use Cmd_Argc() / Cmd_Argv() to read the command, return qfalse if the
|
||||
// command is not known to the game
|
||||
|
||||
CG_DRAW_ACTIVE_FRAME,
|
||||
// void (*CG_DrawActiveFrame)( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback );
|
||||
// Generates and draws a game scene and status information at the given time.
|
||||
// If demoPlayback is set, local movement prediction will not be enabled
|
||||
|
||||
CG_CROSSHAIR_PLAYER,
|
||||
// int (*CG_CrosshairPlayer)( void );
|
||||
|
||||
CG_LAST_ATTACKER,
|
||||
// int (*CG_LastAttacker)( void );
|
||||
|
||||
CG_KEY_EVENT,
|
||||
// void (*CG_KeyEvent)( int key, qboolean down );
|
||||
|
||||
CG_MOUSE_EVENT,
|
||||
// void (*CG_MouseEvent)( int dx, int dy );
|
||||
CG_EVENT_HANDLING
|
||||
// void (*CG_EventHandling)(int type);
|
||||
} cgameExport_t;
|
||||
|
||||
//----------------------------------------------
|
||||
4024
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_scoreboard.asm.svn-base
Executable file
4024
code/debug-x86-Linux-2.3/Q3/cgame/cgame/.svn/text-base/cg_scoreboard.asm.svn-base
Executable file
File diff suppressed because it is too large
Load Diff
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user