Beispiel #1
0
void WP_RemoveSaber( gentity_t *ent, int saberNum )
{
	if ( !ent || !ent->client )
	{
		return;
	}
	//reset everything for this saber just in case
	WP_SaberSetDefaults( &ent->client->ps.saber[saberNum] );

	ent->client->ps.dualSabers = qfalse;
	ent->client->ps.saber[saberNum].Deactivate();
	ent->client->ps.saber[saberNum].SetLength( 0.0f );
	if ( ent->weaponModel[saberNum] > 0 )
	{
		gi.G2API_SetSkin( &ent->ghoul2[ent->weaponModel[saberNum]], -1, 0 );
		gi.G2API_RemoveGhoul2Model( ent->ghoul2, ent->weaponModel[saberNum] );
		ent->weaponModel[saberNum] = -1;
	}
	if ( ent->client->ps.saberAnimLevel == SS_DUAL
		|| ent->client->ps.saberAnimLevel == SS_STAFF )
	{//change to the style to the default
		for ( int i = SS_FAST; i < SS_NUM_SABER_STYLES; i++ )
		{
			if ( (ent->client->ps.saberStylesKnown&(1<<i)) )
			{
				ent->client->ps.saberAnimLevel = i;
				if ( ent->s.number < MAX_CLIENTS )
				{
					cg.saberAnimLevelPending = ent->client->ps.saberAnimLevel; 
				}
				break;
			}
		}
	}
}
Beispiel #2
0
void WP_RemoveSaber( saberInfo_t *sabers, int saberNum )
{
	if ( !sabers )
	{
		return;
	}
	//reset everything for this saber just in case
	WP_SaberSetDefaults( &sabers[saberNum] );

	strcpy(sabers[saberNum].name, "none");
	sabers[saberNum].model[0] = 0;

	//ent->client->ps.dualSabers = qfalse;
	BG_SI_Deactivate(&sabers[saberNum]);
	BG_SI_SetLength(&sabers[saberNum], 0.0f);
//	if ( ent->weaponModel[saberNum] > 0 )
//	{
//		gi.G2API_RemoveGhoul2Model( ent->ghoul2, ent->weaponModel[saberNum] );
//		ent->weaponModel[saberNum] = -1;
//	}
//	if ( saberNum == 1 )
//	{
//		ent->client->ps.dualSabers = qfalse;
//	}
}
Beispiel #3
0
static void SG_ConvertRetailSaberinfoToNewSaberinfo( void *sabData, saberInfo_t *saberNew )
{
	saberInfoRetail_t *saberRetail = ((saberInfoRetail_t *)(sabData));

	for ( int saberNum = 0; saberNum < 2; saberNum++ )
	{
		WP_SaberSetDefaults( &saberNew[saberNum], qfalse );
		if ( !saberRetail[saberNum].activeBlocking )
		{
			saberNew[saberNum].saberFlags |= SFL_NOT_ACTIVE_BLOCKING;
		}
		memcpy( saberNew[saberNum].blade, saberRetail[saberNum].blade, sizeof( saberRetail[saberNum].blade ) );
		saberNew[saberNum].breakParryBonus = saberRetail[saberNum].breakParryBonus;
		saberNew[saberNum].brokenSaber1 = saberRetail[saberNum].brokenSaber1;
		saberNew[saberNum].brokenSaber2 = saberRetail[saberNum].brokenSaber2;
		if ( !saberRetail[saberNum].disarmable )
		{
			saberNew[saberNum].saberFlags |= SFL_NOT_DISARMABLE;
		}
		saberNew[saberNum].disarmBonus = saberRetail[saberNum].disarmBonus;
		saberNew[saberNum].forceRestrictions = saberRetail[saberNum].forceRestrictions;
		saberNew[saberNum].fullName = saberRetail[saberNum].fullName;
		if ( !saberRetail[saberNum].lockable )
		{
			saberNew[saberNum].saberFlags |= SFL_NOT_LOCKABLE;
		}
		saberNew[saberNum].lockBonus = saberRetail[saberNum].lockBonus;
		saberNew[saberNum].maxChain = saberRetail[saberNum].maxChain;
		saberNew[saberNum].model = saberRetail[saberNum].model;
		saberNew[saberNum].name = saberRetail[saberNum].name;
		saberNew[saberNum].numBlades = saberRetail[saberNum].numBlades;
		saberNew[saberNum].parryBonus = saberRetail[saberNum].parryBonus;
		if ( saberRetail[saberNum].returnDamage )
		{
			saberNew[saberNum].saberFlags |= SFL_RETURN_DAMAGE;
		}
		saberNew[saberNum].singleBladeStyle = saberRetail[saberNum].singleBladeStyle;
		if ( saberRetail[saberNum].singleBladeThrowable )
		{
			saberNew[saberNum].saberFlags |= SFL_SINGLE_BLADE_THROWABLE;
		}
		saberNew[saberNum].skin = saberRetail[saberNum].skin;
		saberNew[saberNum].soundLoop = saberRetail[saberNum].soundLoop;
		saberNew[saberNum].soundOff = saberRetail[saberNum].soundOff;
		saberNew[saberNum].soundOn = saberRetail[saberNum].soundOn;
		if ( saberRetail[saberNum].style != SS_NONE
			&& saberRetail[saberNum].style < SS_NUM_SABER_STYLES )
		{//OLD WAY: only allowed ONE style
			//learn only this style
			saberNew[saberNum].stylesLearned = (1<<saberRetail[saberNum].style);
			//forbid all other styles
			saberNew[saberNum].stylesForbidden = 0;
			for ( int styleNum = SS_NONE+1; styleNum < SS_NUM_SABER_STYLES; styleNum++ )
			{
				if ( styleNum != saberRetail[saberNum].style )
				{
					saberNew[saberNum].stylesForbidden |= (1<<styleNum);
				}
			}
		}
		if ( !saberRetail[saberNum].throwable )
		{
			saberNew[saberNum].saberFlags |= SFL_NOT_THROWABLE;
		}
		if ( saberRetail[saberNum].twoHanded )
		{
			saberNew[saberNum].saberFlags |= SFL_TWO_HANDED;
		}
		saberNew[saberNum].type = saberRetail[saberNum].type;
	}
} 
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;
}
Beispiel #5
0
qboolean WP_SaberParseParms( const char *SaberName, saberInfo_t *saber ) 
{
	const char	*token;
	const char	*value;
	const char	*p;
	char	useSaber[1024];
	float	f;
	int		n;
	qboolean	triedDefault = qfalse;

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

	if ( !SaberName || !SaberName[0] ) 
	{
		strcpy(useSaber, DEFAULT_SABER); //default
		triedDefault = qtrue;
	}
	else
	{
		strcpy(useSaber, SaberName);
	}

	//try to parse it out
	p = SaberParms;
	COM_BeginParseSession("saberinfo");

	// look for the right saber
	while ( p )
	{
		token = COM_ParseExt( &p, qtrue );
		if ( token[0] == 0 )
		{
			if (!triedDefault)
			{ //fall back to default and restart, should always be there
				p = SaberParms;
				COM_BeginParseSession("saberinfo");
				strcpy(useSaber, DEFAULT_SABER);
				triedDefault = qtrue;
			}
			else
			{
				return qfalse;
			}
		}

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

		SkipBracedSection( &p );
	}
	if ( !p ) 
	{ //even the default saber isn't found?
		return qfalse;
	}

	//got the name we're using for sure
	strcpy(saber->name, useSaber);

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

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

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

		//saber type
		if ( !Q_stricmp( token, "saberType" ) ) 
		{
			int saberType;

			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
			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;
			}
			strcpy(saber->model, value);
			continue;
		}

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

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

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

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

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

		// saberColor
		if ( !Q_stricmpn( token, "saberColor", 10 ) ) 
		{
			if (strlen(token)==10)
			{
				n = -1;
			}
			else if (strlen(token)==11)
			{
				n = atoi(&token[10])-1;
				if (n > 7 || n < 1 )
				{
#ifndef FINAL_BUILD
					Com_Printf( S_COLOR_YELLOW"WARNING: bad saberColor '%s' in %s\n", token, useSaber );
#endif
					continue;
				}
			}
			else
			{
#ifndef FINAL_BUILD
				Com_Printf( S_COLOR_YELLOW"WARNING: bad saberColor '%s' in %s\n", token, useSaber );
#endif
				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 )
				{
#ifndef FINAL_BUILD
					Com_Printf( S_COLOR_YELLOW"WARNING: bad saberLength '%s' in %s\n", token, useSaber );
#endif
					continue;
				}
			}
			else
			{
#ifndef FINAL_BUILD
				Com_Printf( S_COLOR_YELLOW"WARNING: bad saberLength '%s' in %s\n", token, useSaber );
#endif
				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 )
				{
#ifndef FINAL_BUILD
					Com_Printf( S_COLOR_YELLOW"WARNING: bad saberRadius '%s' in %s\n", token, useSaber );
#endif
					continue;
				}
			}
			else
			{
#ifndef FINAL_BUILD
				Com_Printf( S_COLOR_YELLOW"WARNING: bad saberRadius '%s' in %s\n", token, useSaber );
#endif
				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" ) ) 
		{
			int fp;

			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
			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;
		}

		//stops the saber from drawing marks on the world (good for real-sword type mods)
		if ( !Q_stricmp( token, "noWallMarks" ) ) 
		{
			if ( COM_ParseInt( &p, &n ) ) 
			{
				SkipRestOfLine( &p );
				continue;
			}
			saber->noWallMarks = ((qboolean)(n!=0));
			continue;
		}

		//stops the saber from drawing a dynamic light (good for real-sword type mods)
		if ( !Q_stricmp( token, "noDlight" ) ) 
		{
			if ( COM_ParseInt( &p, &n ) ) 
			{
				SkipRestOfLine( &p );
				continue;
			}
			saber->noDlight = ((qboolean)(n!=0));
			continue;
		}

		//stops the saber from drawing a blade (good for real-sword type mods)
		if ( !Q_stricmp( token, "noBlade" ) ) 
		{
			if ( COM_ParseInt( &p, &n ) ) 
			{
				SkipRestOfLine( &p );
				continue;
			}
			saber->noBlade = ((qboolean)(n!=0));
			continue;
		}

		//default (0) is normal, 1 is a motion blur and 2 is no trail at all (good for real-sword type mods)
		if ( !Q_stricmp( token, "trailStyle" ) ) 
		{
			if ( COM_ParseInt( &p, &n ) ) 
			{
				SkipRestOfLine( &p );
				continue;
			}
			saber->trailStyle = n;
			continue;
		}

		//if set, the game will use this shader for marks on enemies instead of the default "gfx/damage/saberglowmark"
		if ( !Q_stricmp( token, "g2MarksShader" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				SkipRestOfLine( &p );
				continue;
			}
#ifdef QAGAME//cgame-only cares about this
#elif defined CGAME
			saber->g2MarksShader = trap_R_RegisterShader( value );
#endif
			continue;
		}

		//if non-zero, uses damage done to calculate an appropriate amount of knockback
		if ( !Q_stricmp( token, "knockbackScale" ) ) 
		{
			if ( COM_ParseFloat( &p, &f ) ) 
			{
				SkipRestOfLine( &p );
				continue;
			}
			saber->knockbackScale = f;
			continue;
		}

		//scale up or down the damage done by the saber
		if ( !Q_stricmp( token, "damageScale" ) ) 
		{
			if ( COM_ParseFloat( &p, &f ) ) 
			{
				SkipRestOfLine( &p );
				continue;
			}
			saber->damageScale = f;
			continue;
		}

		//if non-zero, the saber never does dismemberment (good for pointed/blunt melee weapons)
		if ( !Q_stricmp( token, "noDismemberment" ) ) 
		{
			if ( COM_ParseInt( &p, &n ) ) 
			{
				SkipRestOfLine( &p );
				continue;
			}
			saber->noDismemberment = ((qboolean)(n!=0));
			continue;
		}

		//if non-zero, the saber will not do damage or any effects when it is idle (not in an attack anim).  (good for real-sword type mods)
		if ( !Q_stricmp( token, "noIdleEffect" ) ) 
		{
			if ( COM_ParseInt( &p, &n ) ) 
			{
				SkipRestOfLine( &p );
				continue;
			}
			saber->noIdleEffect = ((qboolean)(n!=0));
			continue;
		}

		//spin sound (when thrown)
		if ( !Q_stricmp( token, "spinSound" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
			saber->spinSound = BG_SoundIndex( (char *)value );
			continue;
		}

		//swing sound - NOTE: must provide all 3!!!
		if ( !Q_stricmp( token, "swingSound1" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
			saber->swingSound[0] = BG_SoundIndex( (char *)value );
			continue;
		}

		//swing sound - NOTE: must provide all 3!!!
		if ( !Q_stricmp( token, "swingSound2" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
			saber->swingSound[1] = BG_SoundIndex( (char *)value );
			continue;
		}

		//swing sound - NOTE: must provide all 3!!!
		if ( !Q_stricmp( token, "swingSound3" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
			saber->swingSound[2] = BG_SoundIndex( (char *)value );
			continue;
		}

		//hit sound - NOTE: must provide all 3!!!
		if ( !Q_stricmp( token, "hitSound1" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
			saber->hitSound[0] = BG_SoundIndex( (char *)value );
			continue;
		}

		//hit sound - NOTE: must provide all 3!!!
		if ( !Q_stricmp( token, "hitSound2" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
			saber->hitSound[1] = BG_SoundIndex( (char *)value );
			continue;
		}

		//hit sound - NOTE: must provide all 3!!!
		if ( !Q_stricmp( token, "hitSound3" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
			saber->hitSound[2] = BG_SoundIndex( (char *)value );
			continue;
		}

		//block sound - NOTE: must provide all 3!!!
		if ( !Q_stricmp( token, "blockSound1" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
			saber->blockSound[0] = BG_SoundIndex( (char *)value );
			continue;
		}

		//block sound - NOTE: must provide all 3!!!
		if ( !Q_stricmp( token, "blockSound2" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
			saber->blockSound[1] = BG_SoundIndex( (char *)value );
			continue;
		}

		//block sound - NOTE: must provide all 3!!!
		if ( !Q_stricmp( token, "blockSound3" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
			saber->blockSound[2] = BG_SoundIndex( (char *)value );
			continue;
		}

		//block effect - when saber/sword hits another saber/sword
		if ( !Q_stricmp( token, "blockEffect" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
#ifdef QAGAME//cgame-only cares about this
#elif defined CGAME
			saber->blockEffect = trap_FX_RegisterEffect( (char *)value );
#endif
			continue;
		}

		//hit person effect - when saber/sword hits a person
		if ( !Q_stricmp( token, "hitPersonEffect" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
#ifdef QAGAME//cgame-only cares about this
#elif defined CGAME
			saber->hitPersonEffect = trap_FX_RegisterEffect( (char *)value );
#endif
			continue;
		}

		//hit other effect - when saber/sword hits sopmething else damagable
		if ( !Q_stricmp( token, "hitOtherEffect" ) ) 
		{
			if ( COM_ParseString( &p, &value ) ) 
			{
				continue;
			}
#ifdef QAGAME//cgame-only cares about this
#elif defined CGAME
			saber->hitOtherEffect = trap_FX_RegisterEffect( (char *)value );
#endif
			continue;
		}

		//if non-zero, the saber will not do the big, white clash flare with other sabers
		if ( !Q_stricmp( token, "noClashFlare" ) ) 
		{
			if ( COM_ParseInt( &p, &n ) ) 
			{
				SkipRestOfLine( &p );
				continue;
			}
			saber->noClashFlare = ((qboolean)(n!=0));
			continue;
		}

		if ( !Q_stricmp( token, "notInMP" ) ) 
		{//ignore this
			SkipRestOfLine( &p );
			continue;
		}
		//FIXME: saber sounds (on, off, loop)

#ifdef _DEBUG
		Com_Printf( "WARNING: unknown keyword '%s' while parsing '%s'\n", token, useSaber );
#endif
		SkipRestOfLine( &p );
	}

	//FIXME: precache the saberModel(s)?

	return qtrue;
}