Example #1
0
void UI_GetSaberForMenu( char *saber, int saberNum )
{
	char saberTypeString[MAX_QPATH]={0};
	saberType_t saberType = SABER_NONE;

	if ( saberNum == 0 )
	{
		DC->getCVarString( "g_saber", saber, MAX_QPATH );
	}
	else
	{
		DC->getCVarString( "g_saber2", saber, MAX_QPATH );
	}
	//read this from the sabers.cfg
	UI_SaberTypeForSaber( saber, saberTypeString );
	if ( saberTypeString[0] )
	{
		saberType = TranslateSaberType( saberTypeString );
	}

	switch ( uiInfo.movesTitleIndex )
	{
	case 0://MD_ACROBATICS:
		break;
	case 1://MD_SINGLE_FAST:
	case 2://MD_SINGLE_MEDIUM:
	case 3://MD_SINGLE_STRONG:
		if ( saberType != SABER_SINGLE )
		{
			Q_strncpyz(saber,"single_1",MAX_QPATH,qtrue);
		}
		break;
	case 4://MD_DUAL_SABERS:
		if ( saberType != SABER_SINGLE )
		{
			Q_strncpyz(saber,"single_1",MAX_QPATH,qtrue);
		}
		break;
	case 5://MD_SABER_STAFF:
		if ( saberType == SABER_SINGLE || saberType == SABER_NONE )
		{
			Q_strncpyz(saber,"dual_1",MAX_QPATH,qtrue);
		}
		break;
	}

}
Example #2
0
void UI_GetSaberForMenu( char *saber, int saberNum ) {
	char saberTypeString[MAX_QPATH] = { 0 };
	saberType_t saberType = SABER_NONE;

	if ( saberNum == 0 ) {
		trap->Cvar_VariableStringBuffer( "ui_saber", saber, MAX_QPATH );
		if ( !UI_SaberValidForPlayerInMP( saber ) ) {
			trap->Cvar_Set( "ui_saber", "kyle" );
			trap->Cvar_VariableStringBuffer( "ui_saber", saber, MAX_QPATH );
		}
	}
	else {
		trap->Cvar_VariableStringBuffer( "ui_saber2", saber, MAX_QPATH );
		if ( !UI_SaberValidForPlayerInMP( saber ) ) {
			trap->Cvar_Set( "ui_saber2", "kyle" );
			trap->Cvar_VariableStringBuffer( "ui_saber2", saber, MAX_QPATH );
		}
	}
	//read this from the sabers.cfg
	UI_SaberTypeForSaber( saber, saberTypeString );
	if ( saberTypeString[0] ) {
		saberType = TranslateSaberType( saberTypeString );
	}

	switch ( uiInfo.movesTitleIndex ) {
	case MD_ACROBATICS:
		break;
	case MD_SINGLE_FAST:
	case MD_SINGLE_MEDIUM:
	case MD_SINGLE_STRONG:
		if ( saberType != SABER_SINGLE )
			Q_strncpyz( saber, "single_1", MAX_QPATH );
		break;
	case MD_DUAL_SABERS:
		if ( saberType != SABER_SINGLE )
			Q_strncpyz( saber, "single_1", MAX_QPATH );
		break;
	case MD_SABER_STAFF:
		if ( saberType == SABER_SINGLE || saberType == SABER_NONE )
			Q_strncpyz( saber, "dual_1", MAX_QPATH );
		break;
	default:
		break;
	}
}
Example #3
0
void UI_SaberDrawBlades( itemDef_t *item, vec3_t origin, vec3_t angles )
{
	//NOTE: only allows one saber type in view at a time
	char saber[MAX_QPATH];
	int saberNum = 0;
	int saberModel = 0;
	int	numSabers = 1;

	if ( (item->flags&ITF_ISCHARACTER)//hacked sabermoves sabers in character's hand
		&& uiInfo.movesTitleIndex == 4 /*MD_DUAL_SABERS*/ )
	{
		numSabers = 2;
	}

	for ( saberNum = 0; saberNum < numSabers; saberNum++ )
	{
		if ( (item->flags&ITF_ISCHARACTER) )//hacked sabermoves sabers in character's hand
		{
			UI_GetSaberForMenu( saber, saberNum );
			saberModel = saberNum + 1;
		}
		else if ( (item->flags&ITF_ISSABER) )
		{
			trap_Cvar_VariableStringBuffer("ui_saber", saber, sizeof(saber) );
			if ( !UI_SaberValidForPlayerInMP( saber ) )
			{
				trap_Cvar_Set( "ui_saber", "kyle" );
				trap_Cvar_VariableStringBuffer("ui_saber", saber, sizeof(saber) );
			}
			saberModel = 0;
		}
		else if ( (item->flags&ITF_ISSABER2) )
		{
			trap_Cvar_VariableStringBuffer("ui_saber2", saber, sizeof(saber) );
			if ( !UI_SaberValidForPlayerInMP( saber ) )
			{
				trap_Cvar_Set( "ui_saber2", "kyle" );
				trap_Cvar_VariableStringBuffer("ui_saber2", saber, sizeof(saber) );
			}
			saberModel = 0;
		}
		else
		{
			return;
		}
		if ( saber[0] )
		{
			saberType_t saberType;
			int curBlade = 0;
			int numBlades = UI_SaberNumBladesForSaber( saber );
			if ( numBlades )
			{//okay, here we go, time to draw each blade...
				char	saberTypeString[MAX_QPATH]={0};
				UI_SaberTypeForSaber( saber, saberTypeString );
				saberType = TranslateSaberType( saberTypeString );
				for ( curBlade = 0; curBlade < numBlades; curBlade++ )
				{
					if ( UI_SaberShouldDrawBlade( saber, curBlade ) )
					{
						UI_SaberDrawBlade( item, saber, saberModel, saberType, origin, angles, curBlade );
					}
				}
			}
		}
	}
}