Beispiel #1
0
void WP_SetSaber( gentity_t *ent, int saberNum, char *saberName )
{
	if ( !ent || !ent->client )
	{
		return;
	}
	if ( Q_stricmp( "none", saberName ) == 0 || Q_stricmp( "remove", saberName ) == 0 )
	{
		WP_RemoveSaber( ent, saberNum );
		return;
	}
	if ( ent->weaponModel[saberNum] > 0 )
	{
		gi.G2API_RemoveGhoul2Model(ent->ghoul2, ent->weaponModel[saberNum]);
		ent->weaponModel[saberNum] = -1;
	}
	WP_SaberParseParms( saberName, &ent->client->ps.saber[saberNum] );//get saber info
	if ( ent->client->ps.saber[saberNum].style )
	{
		ent->client->ps.saberStylesKnown |= (1<<ent->client->ps.saber[saberNum].style);
	}
	if ( saberNum == 1 && ent->client->ps.saber[1].twoHanded )
	{//not allowed to use a 2-handed saber as second saber
		WP_RemoveSaber( ent, saberNum );
		return;
	}
	G_ModelIndex( ent->client->ps.saber[saberNum].model );
	WP_SaberInitBladeData( ent );
	//int boltNum = ent->handRBolt;
	if ( saberNum == 1 )
	{
		ent->client->ps.dualSabers = qtrue;
		//boltNum = ent->handLBolt;
	}
	WP_SaberAddG2SaberModels( ent, saberNum );
	ent->client->ps.saber[saberNum].SetLength( 0.0f );
	ent->client->ps.saber[saberNum].Activate();

	if ( ent->client->ps.saber[saberNum].style != SS_NONE )
	{//change to the style we're supposed to be using
		ent->client->ps.saberAnimLevel = ent->client->ps.saber[saberNum].style;
		ent->client->ps.saberStylesKnown |= (1<<ent->client->ps.saberAnimLevel);
		if ( ent->s.number < MAX_CLIENTS )
		{
			cg.saberAnimLevelPending = ent->client->ps.saberAnimLevel; 
		}
	}
}
Beispiel #2
0
void Pickup_Saber( gentity_t *self, qboolean hadSaber, qboolean saberSolo, char *saberType, char *saberColor )
{
	//G_RemoveWeaponModels( ent );//???
	if ( Q_stricmp( "player", saberType ) == 0 )
	{//"player" means use cvar info
		G_SetSabersFromCVars( self );
	}
	else 
	{
		saberInfo_t	newSaber={0};
		if ( WP_SaberParseParms( saberType, &newSaber ) )
		{//successfully found a saber .sab entry to use
			//FIXME: what about dual sabers?
			int	saberNum = 0;
			if ( saberSolo//only supposed to use this one saber when grab this pickup
				|| newSaber.twoHanded //new saber is two-handed
				|| (hadSaber && self->client->ps.saber[0].twoHanded) )//old saber is two-handed
			{//replace the old right-hand saber and remove the left hand one
				WP_RemoveSaber( self, 1 );
			}
			else
			{//add it as a second saber
				saberNum = 1;
			}
			WP_SetSaber( self, saberNum, saberType );
			WP_SaberInitBladeData( self );
			if ( self->client->ps.saber[saberNum].style )
			{
				self->client->ps.saberStylesKnown |= (1<<self->client->ps.saber[saberNum].style);
			}
			if ( saberColor != NULL )
			{//NPC_targetname = saberColor
				saber_colors_t saber_color = TranslateSaberColor( saberColor );
				for ( int bladeNum = 0; bladeNum < MAX_BLADES; bladeNum++ )
				{
					self->client->ps.saber[saberNum].blade[bladeNum].color = saber_color;
				}
			}
		}
		WP_SaberFreeStrings(newSaber);
	}
}
Beispiel #3
0
qboolean Pickup_Saber( gentity_t *self, qboolean hadSaber, gentity_t *pickUpSaber )
{
	//NOTE: loopAnim = saberSolo, alt_fire = saberLeftHand, NPC_type = saberType, NPC_targetname = saberColor
	qboolean foundIt = qfalse;

	if ( !pickUpSaber || !self || !self->client )
	{
		return qfalse;
	}

	//G_RemoveWeaponModels( ent );//???
	if ( Q_stricmp( "player", pickUpSaber->NPC_type ) == 0 )
	{//"player" means use cvar info
		G_SetSabersFromCVars( self );
		foundIt = qtrue;
	}
	else 
	{
		saberInfo_t	newSaber={0};
		qboolean swapSabers = qfalse;

		if ( self->client->ps.weapon == WP_SABER
			&& self->client->ps.weaponTime > 0 )
		{//can't pick up a new saber while the old one is busy (also helps to work as a debouncer so you don't swap out sabers rapidly when touching more than one at a time)
			return qfalse;
		}

		if ( pickUpSaber->count == 1
			&& g_saberPickuppableDroppedSabers->integer )
		{
			swapSabers = qtrue;
		}

		if ( WP_SaberParseParms( pickUpSaber->NPC_type, &newSaber ) )
		{//successfully found a saber .sab entry to use
			int	saberNum = 0;
			qboolean removeLeftSaber = qfalse;
			if ( pickUpSaber->alt_fire )
			{//always go in the left hand
				if ( !hadSaber )
				{//can't have a saber only in your left hand!
					return qfalse;
				}
				saberNum = 1;
				//just in case...
				removeLeftSaber = qtrue;
			}
			else if ( !hadSaber )
			{//don't have a saber at all yet, put it in our right hand
				saberNum = 0;
				//just in case...
				removeLeftSaber = qtrue;
			}
			else if ( pickUpSaber->loopAnim//only supposed to use this one saber when grab this pickup
				|| (newSaber.saberFlags&SFL_TWO_HANDED) //new saber is two-handed
				|| (hadSaber && (self->client->ps.saber[0].saberFlags&SFL_TWO_HANDED)) )//old saber is two-handed
			{//replace the old right-hand saber and remove the left hand one
				saberNum = 0;
				removeLeftSaber = qtrue;
			}
			else
			{//have, at least, a saber in our right hand and the new one could go in either left or right hand
				if ( self->client->ps.dualSabers )
				{//I already have 2 sabers
					vec3_t dir2Saber, rightDir;
					//to determine which one to replace, see which side of me it's on
					VectorSubtract( pickUpSaber->currentOrigin, self->currentOrigin, dir2Saber );
					dir2Saber[2] = 0;
					AngleVectors( self->currentAngles, NULL, rightDir, NULL );
					rightDir[2] = 0;
					if ( DotProduct( rightDir, dir2Saber ) > 0 )
					{
						saberNum = 0;
					}
					else
					{
						saberNum = 1;
						//just in case...
						removeLeftSaber = qtrue;
					}
				}
				else
				{//just add it as a second saber
					saberNum = 1;
					//just in case...
					removeLeftSaber = qtrue;
				}
			}
			if ( saberNum == 0 )
			{//want to reach out with right hand
				if ( self->client->ps.torsoAnim == BOTH_BUTTON_HOLD )
				{//but only if already playing the pickup with left hand anim...
					NPC_SetAnim( self, SETANIM_TORSO, BOTH_SABERPULL, SETANIM_FLAG_OVERRIDE|SETANIM_FLAG_HOLD );
				}
				if ( swapSabers )
				{//drop first one where the one we're picking up is
					G_DropSaberItem( self->client->ps.saber[saberNum].name, self->client->ps.saber[saberNum].blade[0].color, pickUpSaber->currentOrigin, (float *)vec3_origin, pickUpSaber->currentAngles, pickUpSaber );
					if ( removeLeftSaber )
					{//drop other one at my origin
						G_DropSaberItem( self->client->ps.saber[1].name, self->client->ps.saber[1].blade[0].color, self->currentOrigin, (float *)vec3_origin, self->currentAngles, pickUpSaber );
					}
				}
			}
			else
			{
				if ( swapSabers )
				{
					G_DropSaberItem( self->client->ps.saber[saberNum].name, self->client->ps.saber[saberNum].blade[0].color, pickUpSaber->currentOrigin, (float *)vec3_origin, pickUpSaber->currentAngles, pickUpSaber );
				}
			}
			if ( removeLeftSaber )
			{
				WP_RemoveSaber( self, 1 );
			}
			WP_SetSaber( self, saberNum, pickUpSaber->NPC_type );
			WP_SaberInitBladeData( self );
			if ( self->client->ps.saber[saberNum].stylesLearned )
			{
				self->client->ps.saberStylesKnown |= self->client->ps.saber[saberNum].stylesLearned;
			}
			if ( self->client->ps.saber[saberNum].singleBladeStyle )
			{
				self->client->ps.saberStylesKnown |= self->client->ps.saber[saberNum].singleBladeStyle;
			}
			if ( pickUpSaber->NPC_targetname != NULL )
			{//NPC_targetname = saberColor
				saber_colors_t saber_color = TranslateSaberColor( pickUpSaber->NPC_targetname );
				for ( int bladeNum = 0; bladeNum < MAX_BLADES; bladeNum++ )
				{
					self->client->ps.saber[saberNum].blade[bladeNum].color = saber_color;
				}
			}
			if ( self->client->ps.torsoAnim == BOTH_BUTTON_HOLD 
				|| self->client->ps.torsoAnim == BOTH_SABERPULL )
			{//don't let them attack right away, force them to finish the anim
				self->client->ps.weaponTime = self->client->ps.torsoAnimTimer;
			}
			foundIt = qtrue;
		}
		WP_SaberFreeStrings(newSaber);
	}
	return foundIt;
}
Beispiel #4
0
int Pickup_Weapon (gentity_t *ent, gentity_t *other)
{
	int		quantity;
	qboolean	hadWeapon = qfalse;

	/*
	if ( ent->count || (ent->activator && !ent->activator->s.number) )
	{
		quantity = ent->count;
	}
	else
	{
		quantity = ent->item->quantity;
	}
	*/

	// dropped items are always picked up
	if ( ent->flags & FL_DROPPED_ITEM )
	{
		quantity = ent->count;
	}
	else
	{//wasn't dropped
		quantity = ent->item->quantity?ent->item->quantity:50;
	}

	// add the weapon
	if ( other->client->ps.stats[STAT_WEAPONS] & ( 1 << ent->item->giTag ) )
	{
		hadWeapon = qtrue;
	}
	other->client->ps.stats[STAT_WEAPONS] |= ( 1 << ent->item->giTag );

	if ( ent->item->giTag == WP_SABER && !hadWeapon )
	{
		WP_SaberInitBladeData( other );
	}

	if ( other->s.number )
	{//NPC
		if ( other->s.weapon == WP_NONE )
		{//NPC with no weapon picked up a weapon, change to this weapon
			//FIXME: clear/set the alt-fire flag based on the picked up weapon and my class?
			other->client->ps.weapon = ent->item->giTag;
			other->client->ps.weaponstate = WEAPON_RAISING;
			ChangeWeapon( other, ent->item->giTag );
			if ( ent->item->giTag == WP_SABER )
			{
				other->client->ps.saberActive = qtrue;
				G_CreateG2AttachedWeaponModel( other, other->client->ps.saberModel );
			}
			else
			{
				G_CreateG2AttachedWeaponModel( other, weaponData[ent->item->giTag].weaponMdl );
			}
		}
	}

	if ( quantity )
	{
		// Give ammo
		Add_Ammo( other, ent->item->giTag, quantity );
	}
	return 5;
}
Beispiel #5
0
/*
===========
ClientBegin

called when a client has finished connecting, and is ready
to be placed into the level.  This will happen every level load,
and on transition between teams, but doesn't happen on respawns
============
*/
void ClientBegin( int clientNum, qboolean allowTeamReset ) {
	gentity_t	*ent;
	gclient_t	*client;
	gentity_t	*tent;
	int			flags, i;
	char		userinfo[MAX_INFO_VALUE], *modelname;

	ent = g_entities + clientNum;

	if ((ent->r.svFlags & SVF_BOT) && g_gametype.integer >= GT_TEAM)
	{
		if (allowTeamReset)
		{
			const char *team = "Red";
			int preSess;

			//SetTeam(ent, "");
			ent->client->sess.sessionTeam = PickTeam(-1);
			trap_GetUserinfo(clientNum, userinfo, MAX_INFO_STRING);

			if (ent->client->sess.sessionTeam == TEAM_SPECTATOR)
			{
				ent->client->sess.sessionTeam = TEAM_RED;
			}

			if (ent->client->sess.sessionTeam == TEAM_RED)
			{
				team = "Red";
			}
			else
			{
				team = "Blue";
			}

			Info_SetValueForKey( userinfo, "team", team );

			trap_SetUserinfo( clientNum, userinfo );

			ent->client->ps.persistant[ PERS_TEAM ] = ent->client->sess.sessionTeam;

			preSess = ent->client->sess.sessionTeam;
			G_ReadSessionData( ent->client );
			ent->client->sess.sessionTeam = preSess;
			G_WriteClientSessionData(ent->client);
			ClientUserinfoChanged( clientNum );
			ClientBegin(clientNum, qfalse);
			return;
		}
	}

	client = level.clients + clientNum;

	if ( ent->r.linked ) {
		trap_UnlinkEntity( ent );
	}
	G_InitGentity( ent );
	ent->touch = 0;
	ent->pain = 0;
	ent->client = client;

	client->pers.connected = CON_CONNECTED;
	client->pers.enterTime = level.time;
	client->pers.teamState.state = TEAM_BEGIN;

	// save eflags around this, because changing teams will
	// cause this to happen with a valid entity, and we
	// want to make sure the teleport bit is set right
	// so the viewpoint doesn't interpolate through the
	// world to the new position
	flags = client->ps.eFlags;

	i = 0;

	while (i < NUM_FORCE_POWERS)
	{
		if (ent->client->ps.fd.forcePowersActive & (1 << i))
		{
			WP_ForcePowerStop(ent, i);
		}
		i++;
	}

	i = TRACK_CHANNEL_1;

	while (i < NUM_TRACK_CHANNELS)
	{
		if (ent->client->ps.fd.killSoundEntIndex[i-50] && ent->client->ps.fd.killSoundEntIndex[i-50] < MAX_GENTITIES && ent->client->ps.fd.killSoundEntIndex[i-50] > 0)
		{
			G_MuteSound(ent->client->ps.fd.killSoundEntIndex[i-50], CHAN_VOICE);
		}
		i++;
	}
	i = 0;

	memset( &client->ps, 0, sizeof( client->ps ) );
	client->ps.eFlags = flags;

	client->ps.hasDetPackPlanted = qfalse;

	//first-time force power initialization
	WP_InitForcePowers( ent );

	//init saber ent
	WP_SaberInitBladeData( ent );

	// First time model setup for that player.
	trap_GetUserinfo( clientNum, userinfo, sizeof(userinfo) );
	modelname = Info_ValueForKey (userinfo, "model");
	SetupGameGhoul2Model(client, modelname);

	if (ent->client->ghoul2)
	{
		ent->bolt_Head = trap_G2API_AddBolt(ent->client->ghoul2, 0, "cranium");
		ent->bolt_Waist = trap_G2API_AddBolt(ent->client->ghoul2, 0, "thoracic");
		ent->bolt_LArm = trap_G2API_AddBolt(ent->client->ghoul2, 0, "lradius");
		ent->bolt_RArm = trap_G2API_AddBolt(ent->client->ghoul2, 0, "rradius");
		ent->bolt_LLeg = trap_G2API_AddBolt(ent->client->ghoul2, 0, "ltibia");
		ent->bolt_RLeg = trap_G2API_AddBolt(ent->client->ghoul2, 0, "rtibia");
		ent->bolt_Motion = trap_G2API_AddBolt(ent->client->ghoul2, 0, "Motion");
	}

	// locate ent at a spawn point
	ClientSpawn( ent );

	if ( client->sess.sessionTeam != TEAM_SPECTATOR ) {
		// send event
		tent = G_TempEntity( ent->client->ps.origin, EV_PLAYER_TELEPORT_IN );
		tent->s.clientNum = ent->s.clientNum;

		if ( g_gametype.integer != GT_TOURNAMENT  ) {
			trap_SendServerCommand( -1, va("print \"%s" S_COLOR_WHITE " %s\n\"", client->pers.netname, G_GetStripEdString("SVINGAME", "PLENTER")) );
		}
	}
	G_LogPrintf( "ClientBegin: %i\n", clientNum );

	// count current clients and rank for scoreboard
	CalculateRanks();

	G_ClearClientLog(clientNum);
}