Beispiel #1
0
/*
void NPC_Precache ( char *NPCName )

Precaches NPC skins, tgas and md3s.

*/
void NPC_Precache ( gentity_t *spawner )
{
	clientInfo_t	ci={0};
	renderInfo_t	ri={0};
	team_t			playerTeam = TEAM_FREE;
	const char	*token;
	const char	*value;
	const char	*p;
	char	*patch;
	char	sound[MAX_QPATH];
	qboolean	md3Model = qfalse;
	char	playerModel[MAX_QPATH];
	char	customSkin[MAX_QPATH];

	if ( !Q_stricmp( "random", spawner->NPC_type ) )
	{//sorry, can't precache a random just yet
		return;
	}
	strcpy(customSkin,"default");

	p = NPCParms;
	COM_BeginParseSession();

	// look for the right NPC
	while ( p ) 
	{
		token = COM_ParseExt( &p, qtrue );
		if ( token[0] == 0 )
		{
			return;
		}

		if ( !Q_stricmp( token, spawner->NPC_type ) ) 
		{
			break;
		}

		SkipBracedSection( &p );
	}

	if ( !p ) 
	{
		return;
	}

	if ( G_ParseLiteral( &p, "{" ) ) 
	{
		return;
	}

	// parse the NPC info block
	while ( 1 ) 
	{
		token = COM_ParseExt( &p, qtrue );
		if ( !token[0] ) 
		{
			gi.Printf( S_COLOR_RED"ERROR: unexpected EOF while parsing '%s'\n", spawner->NPC_type );
			return;
		}

		if ( !Q_stricmp( token, "}" ) ) 
		{
			break;
		}

		// headmodel
		if ( !Q_stricmp( token, "headmodel" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}

			if(!Q_stricmp("none", value))
			{
			}
			else
			{
				Q_strncpyz( ri.headModelName, value, sizeof(ri.headModelName), qtrue);
			}
			md3Model = qtrue;
			continue;
		}
		
		// torsomodel
		if ( !Q_stricmp( token, "torsomodel" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}

			if(!Q_stricmp("none", value))
			{
			}
			else
			{
				Q_strncpyz( ri.torsoModelName, value, sizeof(ri.torsoModelName), qtrue);
			}
			md3Model = qtrue;
			continue;
		}

		// legsmodel
		if ( !Q_stricmp( token, "legsmodel" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
			Q_strncpyz( ri.legsModelName, value, sizeof(ri.legsModelName), qtrue);			
			md3Model = qtrue;
			continue;
		}

		// playerModel
		if ( !Q_stricmp( token, "playerModel" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
			Q_strncpyz( playerModel, value, sizeof(playerModel), qtrue);			
			md3Model = qfalse;
			continue;
		}

		// customSkin
		if ( !Q_stricmp( token, "customSkin" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
			Q_strncpyz( customSkin, value, sizeof(customSkin), qtrue);			
			continue;
		}

		// playerTeam
		if ( !Q_stricmp( token, "playerTeam" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
			playerTeam = TranslateTeamName(value);
			continue;
		}

	
		// snd
		if ( !Q_stricmp( token, "snd" ) ) {
			if ( COM_ParseString( &p, &value ) ) {
				continue;
			}
			if ( !(spawner->svFlags&SVF_NO_BASIC_SOUNDS) )
			{
				//FIXME: store this in some sound field or parse in the soundTable like the animTable...
				Q_strncpyz( sound, value, sizeof( sound ) );
				patch = strstr( sound, "/" );
				if ( patch ) 
				{
					*patch = 0;
				}
				ci.customBasicSoundDir = G_NewString( sound );
			}
			continue;
		}

		// sndcombat
		if ( !Q_stricmp( token, "sndcombat" ) ) {
			if ( COM_ParseString( &p, &value ) ) {
				continue;
			}
			if ( !(spawner->svFlags&SVF_NO_COMBAT_SOUNDS) )
			{
				//FIXME: store this in some sound field or parse in the soundTable like the animTable...
				Q_strncpyz( sound, value, sizeof( sound ) );
				patch = strstr( sound, "/" );
				if ( patch ) 
				{
					*patch = 0;
				}
				ci.customCombatSoundDir = G_NewString( sound );
			}
			continue;
		}
		
		// sndextra
		if ( !Q_stricmp( token, "sndextra" ) ) {
			if ( COM_ParseString( &p, &value ) ) {
				continue;
			}
			if ( !(spawner->svFlags&SVF_NO_EXTRA_SOUNDS) )
			{
				//FIXME: store this in some sound field or parse in the soundTable like the animTable...
				Q_strncpyz( sound, value, sizeof( sound ) );
				patch = strstr( sound, "/" );
				if ( patch ) 
				{
					*patch = 0;
				}
				ci.customExtraSoundDir = G_NewString( sound );
			}
			continue;
		}

		// sndjedi
		if ( !Q_stricmp( token, "sndjedi" ) ) {
			if ( COM_ParseString( &p, &value ) ) {
				continue;
			}
			if ( !(spawner->svFlags&SVF_NO_EXTRA_SOUNDS) )
			{
				//FIXME: store this in some sound field or parse in the soundTable like the animTable...
				Q_strncpyz( sound, value, sizeof( sound ) );
				patch = strstr( sound, "/" );
				if ( patch ) 
				{
					*patch = 0;
				}
				ci.customJediSoundDir = G_NewString( sound );
			}
			continue;
		}
	}

	if ( md3Model )
	{
		CG_RegisterClientRenderInfo( &ci, &ri );
	}
	else
	{
		char	skinName[MAX_QPATH];
		//precache ghoul2 model
		gi.G2API_PrecacheGhoul2Model( va( "models/players/%s/model.glm", playerModel ) );
		//precache skin
		Com_sprintf( skinName, sizeof( skinName ), "models/players/%s/model_%s.skin", playerModel, customSkin );
		// lets see if it's out there
		gi.RE_RegisterSkin( skinName );
	}

	//precache this NPC's possible weapons
	NPC_PrecacheWeapons( playerTeam, spawner->spawnflags, spawner->NPC_type );

	CG_RegisterNPCCustomSounds( &ci );
	CG_RegisterNPCEffects( playerTeam );

	//FIXME: Look for a "sounds" directory and precache death, pain, alert sounds
}
Beispiel #2
0
void NPC_PrecacheAnimationCFG( const char *NPC_type )
{
	char	filename[MAX_QPATH];
	const char	*token;
	const char	*value;
	const char	*p;
	int		junk;

	if ( !Q_stricmp( "random", NPC_type ) )
	{//sorry, can't precache a random just yet
		return;
	}

	p = NPCParms;
	COM_BeginParseSession();

	// look for the right NPC
	while ( p ) 
	{
		token = COM_ParseExt( &p, qtrue );
		if ( token[0] == 0 )
		{
			return;
		}

		if ( !Q_stricmp( token, NPC_type ) ) 
		{
			break;
		}

		SkipBracedSection( &p );
	}

	if ( !p ) 
	{
		return;
	}

	if ( G_ParseLiteral( &p, "{" ) ) 
	{
		return;
	}

	// parse the NPC info block
	while ( 1 ) 
	{
		token = COM_ParseExt( &p, qtrue );
		if ( !token[0] ) 
		{
			gi.Printf( S_COLOR_RED"ERROR: unexpected EOF while parsing '%s'\n", NPC_type );
			return;
		}

		if ( !Q_stricmp( token, "}" ) ) 
		{
			break;
		}

		// legsmodel
		if ( !Q_stricmp( token, "legsmodel" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
			//must copy data out of this pointer into a different part of memory because the funcs we're about to call will call COM_ParseExt
			Q_strncpyz( filename, value, sizeof( filename ), qtrue );
			G_ParseAnimFileSet( filename, filename, &junk );
			return;
		}

		// playerModel
		if ( !Q_stricmp( token, "playerModel" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
			char	animName[MAX_QPATH];
			char	*GLAName;
			char	*slash = NULL;
			char	*strippedName;
			
			int handle = gi.G2API_PrecacheGhoul2Model( va( "models/players/%s/model.glm", value ) );
			if ( handle > 0 )//FIXME: isn't 0 a valid handle?
			{
				GLAName = gi.G2API_GetAnimFileNameIndex( handle );
				if ( GLAName )
				{
					Q_strncpyz( animName, GLAName, sizeof( animName ), qtrue );
					slash = strrchr( animName, '/' );
					if ( slash )
					{
						*slash = 0;
					}
					strippedName = COM_SkipPath( animName );

					//must copy data out of this pointer into a different part of memory because the funcs we're about to call will call COM_ParseExt
					Q_strncpyz( filename, value, sizeof( filename ), qtrue );
					G_ParseAnimFileSet( value, strippedName, &junk );//qfalse );
					//FIXME: still not precaching the animsounds.cfg?
					return;
				}
			}
		}
	}
}
Beispiel #3
0
qboolean NPC_ParseParms( const char *NPCName, gentity_t *NPC ) 
{
	const char	*token;
	const char	*value;
	const char	*p;
	int		n;
	float	f;
	char	*patch;
	char	sound[MAX_QPATH];
	char	playerModel[MAX_QPATH];
	char	customSkin[MAX_QPATH];
	clientInfo_t	*ci = &NPC->client->clientInfo;
	renderInfo_t	*ri = &NPC->client->renderInfo;
	gNPCstats_t		*stats = NULL;
	qboolean	md3Model = qtrue;
	char	surfOff[1024];
	char	surfOn[1024];

	strcpy(customSkin,"default");
	if ( !NPCName || !NPCName[0]) 
	{
		NPCName = "Player";
	}

	if ( NPC->NPC )
	{
		stats = &NPC->NPC->stats;
/*
	NPC->NPC->allWeaponOrder[0]	= WP_BRYAR_PISTOL;
	NPC->NPC->allWeaponOrder[1]	= WP_SABER;
	NPC->NPC->allWeaponOrder[2]	= WP_IMOD;
	NPC->NPC->allWeaponOrder[3]	= WP_SCAVENGER_RIFLE;
	NPC->NPC->allWeaponOrder[4]	= WP_TRICORDER;
	NPC->NPC->allWeaponOrder[6]	= WP_NONE;
	NPC->NPC->allWeaponOrder[6]	= WP_NONE;
	NPC->NPC->allWeaponOrder[7]	= WP_NONE;
*/
		// fill in defaults
		stats->aggression	= 3;
		stats->aim			= 3;
		stats->earshot		= 1024;
		stats->evasion		= 3;
		stats->hfov			= 90;
		stats->intelligence	= 3;
		stats->move			= 3;
		stats->reactions	= 3;
		stats->vfov			= 60;
		stats->vigilance	= 0.1f;
		stats->visrange		= 1024;

		stats->health		= 0;

		stats->moveType		= MT_RUNJUMP;
		stats->yawSpeed		= 90;
		stats->walkSpeed	= 90;
		stats->runSpeed		= 300;
		stats->acceleration	= 15;//Increase/descrease speed this much per frame (20fps)
	}
	else
	{
		stats = NULL;
	}

	Q_strncpyz( ci->name, NPCName, sizeof( ci->name ) );
	
	NPC->playerModel = -1;
	
	//Set defaults
	//FIXME: should probably put default torso and head models, but what about enemies
	//that don't have any- like Stasis?
	//Q_strncpyz( ri->headModelName,	DEFAULT_HEADMODEL,  sizeof(ri->headModelName),	qtrue);
	//Q_strncpyz( ri->torsoModelName, DEFAULT_TORSOMODEL, sizeof(ri->torsoModelName),	qtrue);
	//Q_strncpyz( ri->legsModelName,	DEFAULT_LEGSMODEL,  sizeof(ri->legsModelName),	qtrue);
	memset( ri->headModelName, 0, sizeof( ri->headModelName ) );
	memset( ri->torsoModelName, 0, sizeof( ri->torsoModelName ) );
	memset( ri->legsModelName, 0, sizeof( ri->legsModelName ) );
	//FIXME: should we have one for weapon too?
	memset( (char *)surfOff, 0, sizeof(surfOff) );
	memset( (char *)surfOn, 0, sizeof(surfOn) );
	
	/*
	ri->headYawRangeLeft = 50;
	ri->headYawRangeRight = 50;
	ri->headPitchRangeUp = 40;
	ri->headPitchRangeDown = 50;
	ri->torsoYawRangeLeft = 60;
	ri->torsoYawRangeRight = 60;
	ri->torsoPitchRangeUp = 30;
	ri->torsoPitchRangeDown = 70;
	*/

	ri->headYawRangeLeft = 80;
	ri->headYawRangeRight = 80;
	ri->headPitchRangeUp = 45;
	ri->headPitchRangeDown = 45;
	ri->torsoYawRangeLeft = 60;
	ri->torsoYawRangeRight = 60;
	ri->torsoPitchRangeUp = 30;
	ri->torsoPitchRangeDown = 50;

	VectorCopy(playerMins, NPC->mins);
	VectorCopy(playerMaxs, NPC->maxs);
	NPC->client->crouchheight = CROUCH_MAXS_2;
	NPC->client->standheight = DEFAULT_MAXS_2;

	NPC->client->dismemberProbHead = 100;
	NPC->client->dismemberProbArms = 100;
	NPC->client->dismemberProbHands = 100;
	NPC->client->dismemberProbWaist = 100;
	NPC->client->dismemberProbLegs = 100;
	

	if ( !Q_stricmp( "random", NPCName ) )
	{//Randomly assemble a starfleet guy
		NPC_BuildRandom( NPC );
	}
	else
	{
		p = NPCParms;
		COM_BeginParseSession();

		// look for the right NPC
		while ( p ) 
		{
			token = COM_ParseExt( &p, qtrue );
			if ( token[0] == 0 )
			{
				return qfalse;
			}

			if ( !Q_stricmp( token, NPCName ) ) 
			{
				break;
			}

			SkipBracedSection( &p );
		}
		if ( !p ) 
		{
			return qfalse;
		}

		if ( G_ParseLiteral( &p, "{" ) ) 
		{
			return qfalse;
		}
			
		// parse the NPC info block
		while ( 1 ) 
		{
			token = COM_ParseExt( &p, qtrue );
			if ( !token[0] ) 
			{
				gi.Printf( S_COLOR_RED"ERROR: unexpected EOF while parsing '%s'\n", NPCName );
				return qfalse;
			}

			if ( !Q_stricmp( token, "}" ) ) 
			{
				break;
			}
	//===MODEL PROPERTIES===========================================================
			// headmodel
			if ( !Q_stricmp( token, "headmodel" ) ) 
			{
				if ( COM_ParseString( &p, &value ) ) 
				{
					continue;
				}

				if(!Q_stricmp("none", value))
				{
					ri->headModelName[0] = NULL;
					//Zero the head clamp range so the torso & legs don't lag behind
					ri->headYawRangeLeft = 
					ri->headYawRangeRight = 
					ri->headPitchRangeUp = 
					ri->headPitchRangeDown = 0;
				}
				else
				{
					Q_strncpyz( ri->headModelName, value, sizeof(ri->headModelName), qtrue);
				}
				continue;
			}
			
			// torsomodel
			if ( !Q_stricmp( token, "torsomodel" ) ) 
			{
				if ( COM_ParseString( &p, &value ) ) 
				{
					continue;
				}

				if(!Q_stricmp("none", value))
				{
					ri->torsoModelName[0] = NULL;
					//Zero the torso clamp range so the legs don't lag behind
					ri->torsoYawRangeLeft = 
					ri->torsoYawRangeRight = 
					ri->torsoPitchRangeUp = 
					ri->torsoPitchRangeDown = 0;
				}
				else
				{
					Q_strncpyz( ri->torsoModelName, value, sizeof(ri->torsoModelName), qtrue);
				}
				continue;
			}

			// legsmodel
			if ( !Q_stricmp( token, "legsmodel" ) ) 
			{
				if ( COM_ParseString( &p, &value ) ) 
				{
					continue;
				}
				Q_strncpyz( ri->legsModelName, value, sizeof(ri->legsModelName), qtrue);			
				//Need to do this here to get the right index
				G_ParseAnimFileSet( ri->legsModelName, ri->legsModelName, &ci->animFileIndex );
				continue;
			}

			// playerModel
			if ( !Q_stricmp( token, "playerModel" ) ) 
			{
				if ( COM_ParseString( &p, &value ) ) 
				{
					continue;
				}
				Q_strncpyz( playerModel, value, sizeof(playerModel), qtrue);			
				md3Model = qfalse;
				continue;
			}
			
			// customSkin
			if ( !Q_stricmp( token, "customSkin" ) ) 
			{
				if ( COM_ParseString( &p, &value ) ) 
				{
					continue;
				}
				Q_strncpyz( customSkin, value, sizeof(customSkin), qtrue);			
				continue;
			}

			// surfOff
			if ( !Q_stricmp( token, "surfOff" ) ) 
			{
				if ( COM_ParseString( &p, &value ) ) 
				{
					continue;
				}
				if ( surfOff[0] )
				{
					strncat( (char *)surfOff, ",", sizeof(surfOff) );
					strncat( (char *)surfOff, value, sizeof(surfOff) );
				}
				else
				{
					Q_strncpyz( surfOff, value, sizeof(surfOff), qtrue);
				}
				continue;
			}
			
			// surfOn
			if ( !Q_stricmp( token, "surfOn" ) ) 
			{
				if ( COM_ParseString( &p, &value ) ) 
				{
					continue;
				}
				if ( surfOn[0] )
				{
					strncat( (char *)surfOn, ",", sizeof(surfOn) );
					strncat( (char *)surfOn, value, sizeof(surfOn) );
				}
				else
				{
					Q_strncpyz( surfOn, value, sizeof(surfOn), qtrue);
				}
				continue;
			}
			
			//headYawRangeLeft
			if ( !Q_stricmp( token, "headYawRangeLeft" ) ) 
			{
				if ( COM_ParseInt( &p, &n ) ) 
				{
					SkipRestOfLine( &p );
					continue;
				}
				if ( n < 0 ) 
				{
					gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				ri->headYawRangeLeft = n;
				continue;
			}

			//headYawRangeRight
			if ( !Q_stricmp( token, "headYawRangeRight" ) ) 
			{
				if ( COM_ParseInt( &p, &n ) ) 
				{
					SkipRestOfLine( &p );
					continue;
				}
				if ( n < 0 ) 
				{
					gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				ri->headYawRangeRight = n;
				continue;
			}

			//headPitchRangeUp
			if ( !Q_stricmp( token, "headPitchRangeUp" ) ) 
			{
				if ( COM_ParseInt( &p, &n ) ) 
				{
					SkipRestOfLine( &p );
					continue;
				}
				if ( n < 0 ) 
				{
					gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				ri->headPitchRangeUp = n;
				continue;
			}
			
			//headPitchRangeDown
			if ( !Q_stricmp( token, "headPitchRangeDown" ) ) 
			{
				if ( COM_ParseInt( &p, &n ) ) 
				{
					SkipRestOfLine( &p );
					continue;
				}
				if ( n < 0 ) 
				{
					gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				ri->headPitchRangeDown = n;
				continue;
			}

			//torsoYawRangeLeft
			if ( !Q_stricmp( token, "torsoYawRangeLeft" ) ) 
			{
				if ( COM_ParseInt( &p, &n ) ) 
				{
					SkipRestOfLine( &p );
					continue;
				}
				if ( n < 0 ) 
				{
					gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				ri->torsoYawRangeLeft = n;
				continue;
			}

			//torsoYawRangeRight
			if ( !Q_stricmp( token, "torsoYawRangeRight" ) ) 
			{
				if ( COM_ParseInt( &p, &n ) ) 
				{
					SkipRestOfLine( &p );
					continue;
				}
				if ( n < 0 ) 
				{
					gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				ri->torsoYawRangeRight = n;
				continue;
			}

			//torsoPitchRangeUp
			if ( !Q_stricmp( token, "torsoPitchRangeUp" ) ) 
			{
				if ( COM_ParseInt( &p, &n ) ) 
				{
					SkipRestOfLine( &p );
					continue;
				}
				if ( n < 0 ) 
				{
					gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				ri->torsoPitchRangeUp = n;
				continue;
			}

			//torsoPitchRangeDown
			if ( !Q_stricmp( token, "torsoPitchRangeDown" ) ) 
			{
				if ( COM_ParseInt( &p, &n ) ) 
				{
					SkipRestOfLine( &p );
					continue;
				}
				if ( n < 0 ) 
				{
					gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				ri->torsoPitchRangeDown = n;
				continue;
			}

			// Uniform XYZ scale
			if ( !Q_stricmp( token, "scale" ) ) 
			{
				if ( COM_ParseInt( &p, &n ) ) 
				{
					SkipRestOfLine( &p );
					continue;
				}
				if ( n < 0 ) 
				{
					gi.Printf(  "bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				if (n != 100)
				{
					NPC->s.modelScale[0] = NPC->s.modelScale[1] = NPC->s.modelScale[2] = n/100.0f;
				}
				continue;
			}

			//X scale
			if ( !Q_stricmp( token, "scaleX" ) ) 
			{
				if ( COM_ParseInt( &p, &n ) ) 
				{
					SkipRestOfLine( &p );
					continue;
				}
				if ( n < 0 ) 
				{
					gi.Printf(  "bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				if (n != 100)
				{
					NPC->s.modelScale[0] = n/100.0f;
				}
				continue;
			}

			//Y scale
			if ( !Q_stricmp( token, "scaleY" ) ) 
			{
				if ( COM_ParseInt( &p, &n ) ) 
				{
					SkipRestOfLine( &p );
					continue;
				}
				if ( n < 0 ) 
				{
					gi.Printf(  "bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				if (n != 100)
				{
					NPC->s.modelScale[1] = n/100.0f;
				}
				continue;
			}

			//Z scale
			if ( !Q_stricmp( token, "scaleZ" ) ) 
			{
				if ( COM_ParseInt( &p, &n ) ) 
				{
					SkipRestOfLine( &p );
					continue;
				}
				if ( n < 0 ) 
				{
					gi.Printf(  "bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				if (n != 100)
				{
					NPC->s.modelScale[2] = n/100.0f;
				}
				continue;
			}

	//===AI STATS=====================================================================
			// aggression
			if ( !Q_stricmp( token, "aggression" ) ) {
				if ( COM_ParseInt( &p, &n ) ) {
					SkipRestOfLine( &p );
					continue;
				}
				if ( n < 1 || n > 5 ) {
					gi.Printf(  "bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				if ( NPC->NPC )
				{
					stats->aggression = n;
				}
				continue;
			}

			// aim
			if ( !Q_stricmp( token, "aim" ) ) {
				if ( COM_ParseInt( &p, &n ) ) {
					SkipRestOfLine( &p );
					continue;
				}
				if ( n < 1 || n > 5 ) {
					gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				if ( NPC->NPC )
				{
					stats->aim = n;
				}
				continue;
			}

			// earshot
			if ( !Q_stricmp( token, "earshot" ) ) {
				if ( COM_ParseFloat( &p, &f ) ) {
					SkipRestOfLine( &p );
					continue;
				}
				if ( f < 0.0f ) 
				{
					gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				if ( NPC->NPC )
				{
					stats->earshot = f;
				}
				continue;
			}

			// evasion
			if ( !Q_stricmp( token, "evasion" ) ) 
			{
				if ( COM_ParseInt( &p, &n ) ) 
				{
					SkipRestOfLine( &p );
					continue;
				}
				if ( n < 1 || n > 5 ) 
				{
					gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				if ( NPC->NPC )
				{
					stats->evasion = n;
				}
				continue;
			}

			// hfov
			if ( !Q_stricmp( token, "hfov" ) ) {
				if ( COM_ParseInt( &p, &n ) ) {
					SkipRestOfLine( &p );
					continue;
				}
				if ( n < 30 || n > 180 ) {
					gi.Printf(  "bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				if ( NPC->NPC )
				{
					stats->hfov = n;// / 2;	//FIXME: Why was this being done?!
				}
				continue;
			}

			// intelligence
			if ( !Q_stricmp( token, "intelligence" ) ) {
				if ( COM_ParseInt( &p, &n ) ) {
					SkipRestOfLine( &p );
					continue;
				}
				if ( n < 1 || n > 5 ) {
					gi.Printf(  "bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				if ( NPC->NPC )
				{
					stats->intelligence = n;
				}
				continue;
			}
			
			// move
			if ( !Q_stricmp( token, "move" ) ) {
				if ( COM_ParseInt( &p, &n ) ) {
					SkipRestOfLine( &p );
					continue;
				}
				if ( n < 1 || n > 5 ) {
					gi.Printf(  "bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				if ( NPC->NPC )
				{
					stats->move = n;
				}
				continue;
			}

			// reactions
			if ( !Q_stricmp( token, "reactions" ) ) {
				if ( COM_ParseInt( &p, &n ) ) {
					SkipRestOfLine( &p );
					continue;
				}
				if ( n < 1 || n > 5 ) {
					gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				if ( NPC->NPC )
				{
					stats->reactions = n;
				}
				continue;
			}

			// shootDistance
			if ( !Q_stricmp( token, "saberColor" ) ) {
				if ( COM_ParseString( &p, &value ) ) 
				{
					continue;
				}
				if ( NPC->client )
				{
					NPC->client->ps.saberColor = TranslateSaberColor( value );
				}
				continue;
			}

			// shootDistance
			if ( !Q_stricmp( token, "shootDistance" ) ) {
				if ( COM_ParseFloat( &p, &f ) ) {
					SkipRestOfLine( &p );
					continue;
				}
				if ( f < 0.0f ) 
				{
					gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				if ( NPC->NPC )
				{
					stats->shootDistance = f;
				}
				continue;
			}

			// shootDistance
			if ( !Q_stricmp( token, "health" ) ) 
			{
				if ( COM_ParseInt( &p, &n ) ) 
				{
					SkipRestOfLine( &p );
					continue;
				}
				if ( n < 0 ) 
				{
					gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				if ( NPC->NPC )
				{
					stats->health = n;
				}
				continue;
			}

			// vfov
			if ( !Q_stricmp( token, "vfov" ) ) {
				if ( COM_ParseInt( &p, &n ) ) {
					SkipRestOfLine( &p );
					continue;
				}
				if ( n < 30 || n > 180 ) {
					gi.Printf(  "bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				if ( NPC->NPC )
				{
					stats->vfov = n / 2;
				}
				continue;
			}

			// vigilance
			if ( !Q_stricmp( token, "vigilance" ) ) {
				if ( COM_ParseFloat( &p, &f ) ) {
					SkipRestOfLine( &p );
					continue;
				}
				if ( f < 0.0f ) 
				{
					gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				if ( NPC->NPC )
				{
					stats->vigilance = f;
				}
				continue;
			}

			// visrange
			if ( !Q_stricmp( token, "visrange" ) ) {
				if ( COM_ParseFloat( &p, &f ) ) {
					SkipRestOfLine( &p );
					continue;
				}
				if ( f < 0.0f ) 
				{
					gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				if ( NPC->NPC )
				{
					stats->visrange = f;
				}
				continue;
			}

			// race
	//		if ( !Q_stricmp( token, "race" ) ) 
	//		{
	//			if ( COM_ParseString( &p, &value ) ) 
	//			{
	//				continue;
	//			}
	//			NPC->client->race = TranslateRaceName(value);
	//			continue;
	//		}

			// rank
			if ( !Q_stricmp( token, "rank" ) ) 
			{
				if ( COM_ParseString( &p, &value ) ) 
				{
					continue;
				}
				if ( NPC->NPC )
				{
					NPC->NPC->rank = TranslateRankName(value);
				}
				continue;
			}

			// fullName
			if ( !Q_stricmp( token, "fullName" ) ) 
			{
				if ( COM_ParseString( &p, &value ) ) 
				{
					continue;
				}
				NPC->fullName = G_NewString(value);
				continue;
			}

			// playerTeam
			if ( !Q_stricmp( token, "playerTeam" ) ) 
			{
				if ( COM_ParseString( &p, &value ) ) 
				{
					continue;
				}
				NPC->client->playerTeam = TranslateTeamName(value);
				continue;
			}

			// enemyTeam
			if ( !Q_stricmp( token, "enemyTeam" ) ) 
			{
				if ( COM_ParseString( &p, &value ) ) 
				{
					continue;
				}
				NPC->client->enemyTeam = TranslateTeamName(value);
				continue;
			}

			// class
			if ( !Q_stricmp( token, "class" ) ) 
			{
				if ( COM_ParseString( &p, &value ) ) 
				{
					continue;
				}
				NPC->client->NPC_class = TranslateClassName(value);
				continue;
			}

			// dismemberment probability for head
			if ( !Q_stricmp( token, "dismemberProbHead" ) ) {
				if ( COM_ParseInt( &p, &n ) ) {
					SkipRestOfLine( &p );
					continue;
				}
				if ( n < 0 ) 
				{
					gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				if ( NPC->NPC )
				{
					NPC->client->dismemberProbHead = n;
				}
				continue;
			}

			// dismemberment probability for arms
			if ( !Q_stricmp( token, "dismemberProbArms" ) ) {
				if ( COM_ParseInt( &p, &n ) ) {
					SkipRestOfLine( &p );
					continue;
				}
				if ( n < 0 ) 
				{
					gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				if ( NPC->NPC )
				{
					NPC->client->dismemberProbArms = n;
				}
				continue;
			}

			// dismemberment probability for hands
			if ( !Q_stricmp( token, "dismemberProbHands" ) ) {
				if ( COM_ParseInt( &p, &n ) ) {
					SkipRestOfLine( &p );
					continue;
				}
				if ( n < 0 ) 
				{
					gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				if ( NPC->NPC )
				{
					NPC->client->dismemberProbHands = n;
				}
				continue;
			}

			// dismemberment probability for waist
			if ( !Q_stricmp( token, "dismemberProbWaist" ) ) {
				if ( COM_ParseInt( &p, &n ) ) {
					SkipRestOfLine( &p );
					continue;
				}
				if ( n < 0 ) 
				{
					gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				if ( NPC->NPC )
				{
					NPC->client->dismemberProbWaist = n;
				}
				continue;
			}

			// dismemberment probability for legs
			if ( !Q_stricmp( token, "dismemberProbLegs" ) ) {
				if ( COM_ParseInt( &p, &n ) ) {
					SkipRestOfLine( &p );
					continue;
				}
				if ( n < 0 ) 
				{
					gi.Printf( "bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				if ( NPC->NPC )
				{
					NPC->client->dismemberProbLegs = n;
				}
				continue;
			}

	//===MOVEMENT STATS============================================================
			
			if ( !Q_stricmp( token, "width" ) ) 
			{
				if ( COM_ParseInt( &p, &n ) ) 
				{
					continue;
				}

				NPC->mins[0] = NPC->mins[1] = -n;
				NPC->maxs[0] = NPC->maxs[1] = n;
				continue;
			}

			if ( !Q_stricmp( token, "height" ) ) 
			{
				if ( COM_ParseInt( &p, &n ) ) 
				{
					continue;
				}

				NPC->mins[2] = DEFAULT_MINS_2;//Cannot change
				NPC->maxs[2] = NPC->client->standheight = n + DEFAULT_MINS_2;
				NPC->radius = n;
				continue;
			}

			if ( !Q_stricmp( token, "crouchheight" ) ) 
			{
				if ( COM_ParseInt( &p, &n ) ) 
				{
					continue;
				}

				NPC->client->crouchheight = n + DEFAULT_MINS_2;
				continue;
			}

			if ( !Q_stricmp( token, "movetype" ) ) 
			{
				if ( COM_ParseString( &p, &value ) ) 
				{
					continue;
				}

				if ( NPC->NPC )
				{
					stats->moveType = (movetype_t)MoveTypeNameToEnum(value);
				}
				continue;
			}
				
			// yawSpeed
			if ( !Q_stricmp( token, "yawSpeed" ) ) {
				if ( COM_ParseInt( &p, &n ) ) {
					SkipRestOfLine( &p );
					continue;
				}
				if ( n <= 0) {
					gi.Printf(  "bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				if ( NPC->NPC )
				{
					stats->yawSpeed = ((float)(n));
				}
				continue;
			}

			// walkSpeed
			if ( !Q_stricmp( token, "walkSpeed" ) ) 
			{
				if ( COM_ParseInt( &p, &n ) ) 
				{
					SkipRestOfLine( &p );
					continue;
				}
				if ( n < 0 ) 
				{
					gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				if ( NPC->NPC )
				{
					stats->walkSpeed = n;
				}
				continue;
			}
			
			//runSpeed
			if ( !Q_stricmp( token, "runSpeed" ) ) 
			{
				if ( COM_ParseInt( &p, &n ) ) 
				{
					SkipRestOfLine( &p );
					continue;
				}
				if ( n < 0 ) 
				{
					gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				if ( NPC->NPC )
				{
					stats->runSpeed = n;
				}
				continue;
			}

			//acceleration
			if ( !Q_stricmp( token, "acceleration" ) ) 
			{
				if ( COM_ParseInt( &p, &n ) ) 
				{
					SkipRestOfLine( &p );
					continue;
				}
				if ( n < 0 ) 
				{
					gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				if ( NPC->NPC )
				{
					stats->acceleration = n;
				}
				continue;
			}
	//===MISC===============================================================================
			// default behavior
			if ( !Q_stricmp( token, "behavior" ) ) 
			{
				if ( COM_ParseInt( &p, &n ) ) 
				{
					SkipRestOfLine( &p );
					continue;
				}
				if ( n < BS_DEFAULT || n >= NUM_BSTATES ) 
				{
					gi.Printf( S_COLOR_YELLOW"WARNING: bad %s in NPC '%s'\n", token, NPCName );
					continue;
				}
				if ( NPC->NPC )
				{
					NPC->NPC->defaultBehavior = (bState_t)(n);
				}
				continue;
			}

			// snd
			if ( !Q_stricmp( token, "snd" ) ) {
				if ( COM_ParseString( &p, &value ) ) {
					continue;
				}
				if ( !(NPC->svFlags&SVF_NO_BASIC_SOUNDS) )
				{
					//FIXME: store this in some sound field or parse in the soundTable like the animTable...
					Q_strncpyz( sound, value, sizeof( sound ) );
					patch = strstr( sound, "/" );
					if ( patch ) 
					{
						*patch = 0;
					}
					ci->customBasicSoundDir = G_NewString( sound );
				}
				continue;
			}

			// sndcombat
			if ( !Q_stricmp( token, "sndcombat" ) ) {
				if ( COM_ParseString( &p, &value ) ) {
					continue;
				}
				if ( !(NPC->svFlags&SVF_NO_COMBAT_SOUNDS) )
				{
					//FIXME: store this in some sound field or parse in the soundTable like the animTable...
					Q_strncpyz( sound, value, sizeof( sound ) );
					patch = strstr( sound, "/" );
					if ( patch ) 
					{
						*patch = 0;
					}
					ci->customCombatSoundDir = G_NewString( sound );
				}
				continue;
			}
			
			// sndextra
			if ( !Q_stricmp( token, "sndextra" ) ) {
				if ( COM_ParseString( &p, &value ) ) {
					continue;
				}
				if ( !(NPC->svFlags&SVF_NO_EXTRA_SOUNDS) )
				{
					//FIXME: store this in some sound field or parse in the soundTable like the animTable...
					Q_strncpyz( sound, value, sizeof( sound ) );
					patch = strstr( sound, "/" );
					if ( patch ) 
					{
						*patch = 0;
					}
					ci->customExtraSoundDir = G_NewString( sound );
				}
				continue;
			}

			// sndjedi
			if ( !Q_stricmp( token, "sndjedi" ) ) {
				if ( COM_ParseString( &p, &value ) ) {
					continue;
				}
				if ( !(NPC->svFlags&SVF_NO_EXTRA_SOUNDS) )
				{
					//FIXME: store this in some sound field or parse in the soundTable like the animTable...
					Q_strncpyz( sound, value, sizeof( sound ) );
					patch = strstr( sound, "/" );
					if ( patch ) 
					{
						*patch = 0;
					}
					ci->customJediSoundDir = G_NewString( sound );
				}
				continue;
			}

			gi.Printf( "WARNING: unknown keyword '%s' while parsing '%s'\n", token, NPCName );
			SkipRestOfLine( &p );
		}
	}

	ci->infoValid = qfalse;

/*
Ghoul2 Insert Start
*/
	if ( !md3Model )
	{
		NPC->weaponModel = -1;
		G_SetG2PlayerModel( NPC, playerModel, customSkin, surfOff, surfOn );
	}
/*
Ghoul2 Insert End
*/
	if(	NPCsPrecached )
	{//Spawning in after initial precache, our models are precached, we just need to set our clientInfo
		CG_RegisterClientModels( NPC->s.number );
		CG_RegisterNPCCustomSounds( ci );
		CG_RegisterNPCEffects( NPC->client->playerTeam );
	}

	return qtrue;
}
Beispiel #4
0
qboolean WP_SaberParseParms( const char *SaberName, saberInfo_t *saber, qboolean setColors ) 
{
	const char	*token;
	const char	*value;
	const char	*p;
	float	f;
	int		n;

	if ( !saber ) 
	{
		return qfalse;
	}
	
	//Set defaults so that, if it fails, there's at least something there
	WP_SaberSetDefaults( saber, setColors );

	if ( !SaberName || !SaberName[0] ) 
	{
		return qfalse;
	}

	saber->name = G_NewString( SaberName );
	//try to parse it out
	p = SaberParms;
	COM_BeginParseSession();

	// look for the right saber
	while ( p )
	{
		token = COM_ParseExt( &p, qtrue );
		if ( token[0] == 0 )
		{
			return qfalse;
		}

		if ( !Q_stricmp( token, SaberName ) ) 
		{
			break;
		}

		SkipBracedSection( &p );
	}
	if ( !p ) 
	{
		return qfalse;
	}

	if ( G_ParseLiteral( &p, "{" ) ) 
	{
		return qfalse;
	}
		
	// parse the saber info block
	while ( 1 ) 
	{
		token = COM_ParseExt( &p, qtrue );
		if ( !token[0] ) 
		{
			gi.Printf( S_COLOR_RED"ERROR: unexpected EOF while parsing '%s'\n", SaberName );
			return qfalse;
		}

		if ( !Q_stricmp( token, "}" ) ) 
		{
			break;
		}

		//saber fullName
		if ( !Q_stricmp( token, "name" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
			saber->fullName = G_NewString( value );
			continue;
		}

		//saber type
		if ( !Q_stricmp( token, "saberType" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
			int saberType = GetIDForString( SaberTable, value );
			if ( saberType >= SABER_SINGLE && saberType <= NUM_SABERS )
			{
				saber->type = (saberType_t)saberType;
			}
			continue;
		}

		//saber hilt
		if ( !Q_stricmp( token, "saberModel" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
			saber->model = G_NewString( value );
			continue;
		}

		if ( !Q_stricmp( token, "customSkin" ) )
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
			saber->skin = G_NewString( value );
			continue;
		}

		//on sound
		if ( !Q_stricmp( token, "soundOn" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
			saber->soundOn = G_SoundIndex( G_NewString( value ) );
			continue;
		}

		//loop sound
		if ( !Q_stricmp( token, "soundLoop" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
			saber->soundLoop = G_SoundIndex( G_NewString( value ) );
			continue;
		}

		//off sound
		if ( !Q_stricmp( token, "soundOff" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
			saber->soundOff = G_SoundIndex( G_NewString( value ) );
			continue;
		}

		if ( !Q_stricmp( token, "numBlades" ) ) 
		{
			if ( COM_ParseInt( &p, &n ) ) 
			{
				SkipRestOfLine( &p );
				continue;
			}
			if ( n < 1 || n >= MAX_BLADES )
			{
				G_Error( "WP_SaberParseParms: saber %s has illegal number of blades (%d) max: %d", SaberName, n, MAX_BLADES );
				continue;
			}
			saber->numBlades = n;
			continue;
		}

		// saberColor
		if ( !Q_stricmpn( token, "saberColor", 10 ) ) 
		{
			if ( !setColors )
			{//don't actually want to set the colors
				//read the color out anyway just to advance the *p pointer
				COM_ParseString( &p, &value );
				continue;
			}
			else
			{
				if (strlen(token)==10)
				{
					n = -1;
				}
				else if (strlen(token)==11)
				{
					n = atoi(&token[10])-1;
					if (n > 7 || n < 1 )
					{
						gi.Printf( S_COLOR_YELLOW"WARNING: bad saberColor '%s' in %s\n", token, SaberName );
						//read the color out anyway just to advance the *p pointer
						COM_ParseString( &p, &value );
						continue;
					}
				}
				else
				{
					gi.Printf( S_COLOR_YELLOW"WARNING: bad saberColor '%s' in %s\n", token, SaberName );
					//read the color out anyway just to advance the *p pointer
					COM_ParseString( &p, &value );
					continue;
				}

				if ( COM_ParseString( &p, &value ) )	//read the color
				{
					continue;
				}

				if (n==-1)
				{//NOTE: this fills in the rest of the blades with the same color by default
					saber_colors_t color = TranslateSaberColor( value );
					for ( n = 0; n < MAX_BLADES; n++ )
					{
						saber->blade[n].color = color;
					}
				} else 
				{
					saber->blade[n].color = TranslateSaberColor( value );
				}
				continue;
			}
		}

		//saber length
		if ( !Q_stricmpn( token, "saberLength", 11 ) ) 
		{
			if (strlen(token)==11)
			{
				n = -1;
			}
			else if (strlen(token)==12)
			{
				n = atoi(&token[11])-1;
				if (n > 7 || n < 1 )
				{
					gi.Printf( S_COLOR_YELLOW"WARNING: bad saberLength '%s' in %s\n", token, SaberName );
					continue;
				}
			}
			else
			{
				gi.Printf( S_COLOR_YELLOW"WARNING: bad saberLength '%s' in %s\n", token, SaberName );
				continue;
			}

			if ( COM_ParseFloat( &p, &f ) ) 
			{
				SkipRestOfLine( &p );
				continue;
			}
			//cap
			if ( f < 4.0f )
			{
				f = 4.0f;
			}

			if (n==-1)
			{//NOTE: this fills in the rest of the blades with the same length by default
				for ( n = 0; n < MAX_BLADES; n++ )
				{
					saber->blade[n].lengthMax = f;
				}
			}
			else
			{
				saber->blade[n].lengthMax = f;
			}
			continue;
		}

		//blade radius
		if ( !Q_stricmpn( token, "saberRadius", 11 ) ) 
		{
			if (strlen(token)==11)
			{
				n = -1;
			}
			else if (strlen(token)==12)
			{
				n = atoi(&token[11])-1;
				if (n > 7 || n < 1 )
				{
					gi.Printf( S_COLOR_YELLOW"WARNING: bad saberRadius '%s' in %s\n", token, SaberName );
					continue;
				}
			}
			else
			{
				gi.Printf( S_COLOR_YELLOW"WARNING: bad saberRadius '%s' in %s\n", token, SaberName );
				continue;
			}

			if ( COM_ParseFloat( &p, &f ) ) 
			{
				SkipRestOfLine( &p );
				continue;
			}
			//cap
			if ( f < 0.25f )
			{
				f = 0.25f;
			}
			if (n==-1)
			{//NOTE: this fills in the rest of the blades with the same length by default
				for ( n = 0; n < MAX_BLADES; n++ )
				{
					saber->blade[n].radius = f;
				}
			}
			else
			{
				saber->blade[n].radius = f;
			}
			continue;
		}

		//locked saber style
		if ( !Q_stricmp( token, "saberStyle" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
			saber->style = TranslateSaberStyle( value );
			continue;
		}

		//maxChain
		if ( !Q_stricmp( token, "maxChain" ) ) 
		{
			if ( COM_ParseInt( &p, &n ) ) 
			{
				SkipRestOfLine( &p );
				continue;
			}
			saber->maxChain = n;
			continue;
		}

		//lockable
		if ( !Q_stricmp( token, "lockable" ) ) 
		{
			if ( COM_ParseInt( &p, &n ) ) 
			{
				SkipRestOfLine( &p );
				continue;
			}
			saber->lockable = ((qboolean)(n!=0));
			continue;
		}

		//throwable
		if ( !Q_stricmp( token, "throwable" ) ) 
		{
			if ( COM_ParseInt( &p, &n ) ) 
			{
				SkipRestOfLine( &p );
				continue;
			}
			saber->throwable = ((qboolean)(n!=0));
			continue;
		}

		//disarmable
		if ( !Q_stricmp( token, "disarmable" ) ) 
		{
			if ( COM_ParseInt( &p, &n ) ) 
			{
				SkipRestOfLine( &p );
				continue;
			}
			saber->disarmable = ((qboolean)(n!=0));
			continue;
		}

		//active blocking
		if ( !Q_stricmp( token, "blocking" ) ) 
		{
			if ( COM_ParseInt( &p, &n ) ) 
			{
				SkipRestOfLine( &p );
				continue;
			}
			saber->activeBlocking = ((qboolean)(n!=0));
			continue;
		}

		//twoHanded
		if ( !Q_stricmp( token, "twoHanded" ) ) 
		{
			if ( COM_ParseInt( &p, &n ) ) 
			{
				SkipRestOfLine( &p );
				continue;
			}
			saber->twoHanded = ((qboolean)(n!=0));
			continue;
		}

		//force power restrictions
		if ( !Q_stricmp( token, "forceRestrict" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
			int fp = GetIDForString( FPTable, value );
			if ( fp >= FP_FIRST && fp < NUM_FORCE_POWERS )
			{
				saber->forceRestrictions |= (1<<fp);
			}
			continue;
		}

		//lockBonus
		if ( !Q_stricmp( token, "lockBonus" ) ) 
		{
			if ( COM_ParseInt( &p, &n ) ) 
			{
				SkipRestOfLine( &p );
				continue;
			}
			saber->lockBonus = n;
			continue;
		}

		//parryBonus
		if ( !Q_stricmp( token, "parryBonus" ) ) 
		{
			if ( COM_ParseInt( &p, &n ) ) 
			{
				SkipRestOfLine( &p );
				continue;
			}
			saber->parryBonus = n;
			continue;
		}

		//breakParryBonus
		if ( !Q_stricmp( token, "breakParryBonus" ) ) 
		{
			if ( COM_ParseInt( &p, &n ) ) 
			{
				SkipRestOfLine( &p );
				continue;
			}
			saber->breakParryBonus = n;
			continue;
		}

		//disarmBonus
		if ( !Q_stricmp( token, "disarmBonus" ) ) 
		{
			if ( COM_ParseInt( &p, &n ) ) 
			{
				SkipRestOfLine( &p );
				continue;
			}
			saber->disarmBonus = n;
			continue;
		}

		//single blade saber style
		if ( !Q_stricmp( token, "singleBladeStyle" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
			saber->singleBladeStyle = TranslateSaberStyle( value );
			continue;
		}

		//single blade throwable
		if ( !Q_stricmp( token, "singleBladeThrowable" ) ) 
		{
			if ( COM_ParseInt( &p, &n ) ) 
			{
				SkipRestOfLine( &p );
				continue;
			}
			saber->singleBladeThrowable = ((qboolean)(n!=0));
			continue;
		}

		//broken replacement saber1 (right hand)
		if ( !Q_stricmp( token, "brokenSaber1" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
			saber->brokenSaber1 = G_NewString( value );
			continue;
		}
		
		//broken replacement saber2 (left hand)
		if ( !Q_stricmp( token, "brokenSaber2" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
			saber->brokenSaber2 = G_NewString( value );
			continue;
		}

		//spins and does damage on return from saberthrow
		if ( !Q_stricmp( token, "returnDamage" ) ) 
		{
			if ( COM_ParseInt( &p, &n ) ) 
			{
				SkipRestOfLine( &p );
				continue;
			}
			saber->returnDamage = ((qboolean)(n!=0));
			continue;
		}

		if ( !Q_stricmp( token, "notInMP" ) ) 
		{//ignore this
			SkipRestOfLine( &p );
			continue;
		}

		gi.Printf( "WARNING: unknown keyword '%s' while parsing '%s'\n", token, SaberName );
		SkipRestOfLine( &p );
	}

	//FIXME: precache the saberModel(s)?

	if ( saber->type == SABER_SITH_SWORD )
	{//precache all the sith sword sounds
		Saber_SithSwordPrecache();
	}

	return qtrue;
}
/*
void NPC_Precache ( char *NPCName )

Precaches NPC skins, tgas and md3s.

*/
void NPC_Precache ( gentity_t *spawner )
{
	clientInfo_t	ci={0};
	renderInfo_t	ri={0};
	team_t			playerTeam = TEAM_FREE;
	char	*token;
	char	*value;
	char	*p;
	char	*patch;
	char	sound[MAX_QPATH];

	if ( !Q_stricmp( "random", spawner->NPC_type ) )
	{//sorry, can't precache a random just yet
		return;
	}

	p = NPCParms;
	COM_BeginParseSession();

	// look for the right NPC
	while ( p ) 
	{
		token = COM_ParseExt( &p, qtrue );
		if ( token[0] == 0 )
			return;

		if ( !Q_stricmp( token, spawner->NPC_type ) ) 
		{
			break;
		}

		SkipBracedSection( &p );
	}

	if ( !p ) 
	{
		return;
	}

	if ( G_ParseLiteral( &p, "{" ) ) 
	{
		return;
	}

	// parse the NPC info block
	while ( 1 ) 
	{
		token = COM_ParseExt( &p, qtrue );
		if ( !token[0] ) 
		{
			gi.Printf( S_COLOR_RED"ERROR: unexpected EOF while parsing '%s'\n", spawner->NPC_type );
			return;
		}

		if ( !Q_stricmp( token, "}" ) ) 
		{
			break;
		}

		// headmodel
		if ( !Q_stricmp( token, "headmodel" ) ) 
		{
			if ( G_ParseString( &p, &value ) ) 
			{
				continue;
			}

			if(!Q_stricmp("none", value))
			{
			}
			else
			{
				Q_strncpyz( ri.headModelName, value, sizeof(ri.headModelName), qtrue);
			}
			continue;
		}
		
		// torsomodel
		if ( !Q_stricmp( token, "torsomodel" ) ) 
		{
			if ( G_ParseString( &p, &value ) ) 
			{
				continue;
			}

			if(!Q_stricmp("none", value))
			{
			}
			else
			{
				Q_strncpyz( ri.torsoModelName, value, sizeof(ri.torsoModelName), qtrue);
			}
			continue;
		}

		// legsmodel
		if ( !Q_stricmp( token, "legsmodel" ) ) 
		{
			if ( G_ParseString( &p, &value ) ) 
			{
				continue;
			}
			Q_strncpyz( ri.legsModelName, value, sizeof(ri.legsModelName), qtrue);			
			continue;
		}

		// playerTeam
		if ( !Q_stricmp( token, "playerTeam" ) ) 
		{
			if ( G_ParseString( &p, &value ) ) 
			{
				continue;
			}
			playerTeam = TranslateTeamName(value);
			continue;
		}

		// snd
		if ( !Q_stricmp( token, "snd" ) ) {
			if ( G_ParseString( &p, &value ) ) {
				continue;
			}
			if ( !(spawner->svFlags&SVF_NO_BASIC_SOUNDS) )
			{
				//FIXME: store this in some sound field or parse in the soundTable like the animTable...
				Q_strncpyz( sound, value, sizeof( sound ) );
				patch = strstr( sound, "/" );
				if ( patch ) 
				{
					*patch = 0;
				}
				ci.customBasicSoundDir = G_NewString( sound );
			}
			continue;
		}

		// sndcombat
		if ( !Q_stricmp( token, "sndcombat" ) ) {
			if ( G_ParseString( &p, &value ) ) {
				continue;
			}
			if ( !(spawner->svFlags&SVF_NO_COMBAT_SOUNDS) )
			{
				//FIXME: store this in some sound field or parse in the soundTable like the animTable...
				Q_strncpyz( sound, value, sizeof( sound ) );
				patch = strstr( sound, "/" );
				if ( patch ) 
				{
					*patch = 0;
				}
				ci.customCombatSoundDir = G_NewString( sound );
			}
			continue;
		}
		
		// sndextra
		if ( !Q_stricmp( token, "sndextra" ) ) {
			if ( G_ParseString( &p, &value ) ) {
				continue;
			}
			if ( !(spawner->svFlags&SVF_NO_EXTRA_SOUNDS) )
			{
				//FIXME: store this in some sound field or parse in the soundTable like the animTable...
				Q_strncpyz( sound, value, sizeof( sound ) );
				patch = strstr( sound, "/" );
				if ( patch ) 
				{
					*patch = 0;
				}
				ci.customExtraSoundDir = G_NewString( sound );
			}
			continue;
		}

		// sndscav
		if ( !Q_stricmp( token, "sndscav" ) ) {
			if ( G_ParseString( &p, &value ) ) {
				continue;
			}
			if ( !(spawner->svFlags&SVF_NO_SCAV_SOUNDS) )
			{
				//FIXME: store this in some sound field or parse in the soundTable like the animTable...
				Q_strncpyz( sound, value, sizeof( sound ) );
				patch = strstr( sound, "/" );
				if ( patch ) 
				{
					*patch = 0;
				}
				ci.customScavSoundDir = G_NewString( sound );
			}
			continue;
		}
	}

	CG_RegisterClientRenderInfo( &ci, &ri );
	CG_RegisterNPCCustomSounds( &ci );
	CG_RegisterNPCEffects( playerTeam );
	//FIXME: precache the beam-in/exit sound and effect if not silentspawn
	//FIXME: Look for a "sounds" directory and precache death, pain, alert sounds
}
void NPC_PrecacheAnimationCFG( const char *NPC_type )
{
	char	*token;
	char	*value;
	char	*p;
	int		junk;

	if ( !Q_stricmp( "random", NPC_type ) )
	{//sorry, can't precache a random just yet
		return;
	}

	p = NPCParms;
	COM_BeginParseSession();

	// look for the right NPC
	while ( p ) 
	{
		token = COM_ParseExt( &p, qtrue );
		if ( token[0] == 0 )
			return;

		if ( !Q_stricmp( token, NPC_type ) ) 
		{
			break;
		}

		SkipBracedSection( &p );
	}

	if ( !p ) 
	{
		return;
	}

	if ( G_ParseLiteral( &p, "{" ) ) 
	{
		return;
	}

	// parse the NPC info block
	while ( 1 ) 
	{
		token = COM_ParseExt( &p, qtrue );
		if ( !token[0] ) 
		{
			gi.Printf( S_COLOR_RED"ERROR: unexpected EOF while parsing '%s'\n", NPC_type );
			return;
		}

		if ( !Q_stricmp( token, "}" ) ) 
		{
			break;
		}

		// legsmodel
		if ( !Q_stricmp( token, "legsmodel" ) ) 
		{
			if ( G_ParseString( &p, &value ) ) 
			{
				continue;
			}
			G_ParseAnimFileSet( value, &junk, qfalse );
			return;
		}
	}
}