Exemple #1
0
/*
 * ==================== SV_ClipMoveToEntities
 *
 * ====================
 */
void
SV_ClipMoveToEntities(moveclip_t * clip)
{
	int		i, num;
	edict_t        *touchlist[MAX_EDICTS], *touch;
	trace_t		trace;
	int		headnode;
	float          *angles;

	num = SV_AreaEdicts(clip->boxmins, clip->boxmaxs, touchlist
	    ,MAX_EDICTS, AREA_SOLID);

	/* be careful, it is possible to have an entity in this */
	/* list removed before we get to it (killtriggered) */
	for (i = 0; i < num; i++) {
		touch = touchlist[i];
		if (touch->solid == SOLID_NOT)
			continue;
		if (touch == clip->passedict)
			continue;
		if (clip->trace.allsolid)
			return;
		if (clip->passedict) {
			if (touch->owner == clip->passedict)
				continue;	/* don't clip against own
						 * missiles */
			if (clip->passedict->owner == touch)
				continue;	/* don't clip against owner */
		}
		if (!(clip->contentmask & CONTENTS_DEADMONSTER)
		    && (touch->svflags & SVF_DEADMONSTER))
			continue;

		/* might intersect, so do an exact clip */
		headnode = SV_HullForEntity(touch);
		angles = touch->s.angles;
		if (touch->solid != SOLID_BSP)
			angles = vec3_origin;	/* boxes don't rotate */

		if (touch->svflags & SVF_MONSTER)
			trace = CM_TransformedBoxTrace(clip->start, clip->end,
			    clip->mins2, clip->maxs2, headnode, clip->contentmask,
			    touch->s.origin, angles);
		else
			trace = CM_TransformedBoxTrace(clip->start, clip->end,
			    clip->mins, clip->maxs, headnode, clip->contentmask,
			    touch->s.origin, angles);

		if (trace.allsolid || trace.startsolid ||
		    trace.fraction < clip->trace.fraction) {
			trace.ent = touch;
			if (clip->trace.startsolid) {
				clip->trace = trace;
				clip->trace.startsolid = true;
			} else
				clip->trace = trace;
		} else if (trace.startsolid)
			clip->trace.startsolid = true;
	}
}
Exemple #2
0
/*
====================
SV_ClipToEntity

====================
*/
void SV_ClipToEntity( trace_t *trace, const vec3_t start, const vec3_t mins, const vec3_t maxs, const vec3_t end, int entityNum, int contentmask, int capsule ) {
	sharedEntity_t	*touch;
	clipHandle_t	clipHandle;
	float			*origin, *angles;

	touch = SV_GentityNum( entityNum );

	Com_Memset(trace, 0, sizeof(trace_t));

	// if it doesn't have any brushes of a type we
	// are looking for, ignore it
	if ( ! ( contentmask & touch->r.contents ) ) {
		trace->fraction = 1.0;
		return;
	}

	// might intersect, so do an exact clip
	clipHandle = SV_ClipHandleForEntity (touch);

	origin = touch->r.currentOrigin;
	angles = touch->r.currentAngles;

	if ( !touch->r.bmodel ) {
		angles = vec3_origin;	// boxes don't rotate
	}

	CM_TransformedBoxTrace ( trace, (float *)start, (float *)end,
		(float *)mins, (float *)maxs, clipHandle,  contentmask,
		origin, angles, capsule);

	if ( trace->fraction < 1 ) {
		trace->entityNum = touch->s.number;
	}
}
Exemple #3
0
static inline void TV_Module_CM_TransformedBoxTrace( relay_t *relay, trace_t *tr, vec3_t start, vec3_t end,
													vec3_t mins, vec3_t maxs, struct cmodel_s *cmodel, int brushmask, vec3_t origin, vec3_t angles )
{
	if( !relay )
	{
		Com_Printf( "Error: TV_Module_CM_TransformedBoxTrace: Relay not set\n" );
		return;
	}

	CM_TransformedBoxTrace( relay->cms, tr, start, end, mins, maxs, cmodel, brushmask, origin, angles );
}
bool CEngineTrace::ClipRayToBBox( const Ray_t &ray, unsigned int fMask, ICollideable *pEntity, trace_t *pTrace )
{
	if ( pEntity->GetSolid() != SOLID_BBOX )
		return false;

	int nHeadNode = CM_HeadnodeForBoxHull( pEntity->WorldAlignMins(), pEntity->WorldAlignMaxs() );

	// bboxes don't rotate
	CM_TransformedBoxTrace( ray, nHeadNode, fMask, pEntity->GetCollisionOrigin(), vec3_angle, *pTrace );
	return true;
}
	IterationRetval_t EnumElement( IHandleEntity *pHandleEntity )
	{
		// Static props should never be in the trigger list 
		Assert( !StaticPropMgr()->IsStaticProp( pHandleEntity ) );

		IServerNetworkable *pNetworkable = static_cast<IServerNetworkable*>( pHandleEntity );
		Assert( pNetworkable );

		// Convert the IHandleEntity to an edict_t*...
		// Context is the thing we're testing everything against		
		edict_t* pTouch = pNetworkable->GetEdict();

		// Can't bump against itself
		if ( pTouch == m_pEnt )
			return ITERATION_CONTINUE;

		IServerEntity *serverEntity = pTouch->GetIServerEntity();
		if ( !serverEntity )
			return ITERATION_CONTINUE;

		// Hmmm.. everything in this list should be a trigger....
		ICollideable *pCollideable = serverEntity->GetCollideable();
		Assert(pCollideable->GetSolidFlags() & FSOLID_TRIGGER );
		if ( (pCollideable->GetSolidFlags() & FSOLID_TRIGGER) == 0 )
			return ITERATION_CONTINUE;

		model_t* pModel = sv.GetModel( pCollideable->GetCollisionModelIndex() );
		if ( pModel && pModel->type == mod_brush )
		{
			int headnode = SV_HullForEntity( pTouch );

			int contents;
			if (!m_Ray.m_IsSwept)
			{
				contents = CM_TransformedBoxContents( m_Ray.m_Start, m_mins, m_maxs,
					headnode, serverEntity->GetAbsOrigin(), serverEntity->GetAbsAngles() );
			}
			else
			{
				trace_t trace;
				CM_TransformedBoxTrace( m_Ray, headnode, MASK_ALL, serverEntity->GetAbsOrigin(), 
					serverEntity->GetAbsAngles(), trace );
				contents = trace.contents;
			}

			if ( !(contents & MASK_SOLID) )
				return ITERATION_CONTINUE;
		}

		m_TouchedEntities.AddToTail( pTouch );

		return ITERATION_CONTINUE;
	}
Exemple #6
0
/*
==================
SV_GameAreaEntities
==================
*/
bool SV_EntityContact(vec3_t mins, vec3_t maxs, const sharedEntity_t * gEnt, traceType_t type) {
	const float		*origin, *angles;
	clipHandle_t	ch;
	trace_t			trace;

	// check for exact collision
	origin = gEnt->r.currentOrigin;
	angles = gEnt->r.currentAngles;

	ch = SV_ClipHandleForEntity( gEnt );
	CM_TransformedBoxTrace(&trace, vec3_origin, vec3_origin, mins, maxs, ch, -1, origin, angles, type);

	return trace.startsolid;
}
//-----------------------------------------------------------------------------
// Perform bsp trace
//-----------------------------------------------------------------------------
bool CEngineTrace::ClipRayToBSP( const Ray_t &ray, unsigned int fMask, ICollideable *pEntity, trace_t *pTrace )
{
	const model_t *pModel = pEntity->GetCollisionModel();
	if ( pModel && pModel->type == mod_brush )
	{
		int nModelIndex = pEntity->GetCollisionModelIndex();
		cmodel_t *pCModel = CM_InlineModelNumber( nModelIndex - 1 );
		int nHeadNode = pCModel->headnode;

		CM_TransformedBoxTrace( ray, nHeadNode, fMask, pEntity->GetCollisionOrigin(), pEntity->GetCollisionAngles(), *pTrace );
		return true;
	}
	return false;
}
Exemple #8
0
/*
====================
SV_ClipMoveToEntities

====================
*/
static void SV_ClipMoveToEntities(vec3_t start, vec3_t mins, vec3_t maxs, vec3_t end,
                                  edict_t *passedict, int contentmask, trace_t *tr)
{
    vec3_t      boxmins, boxmaxs;
    int         i, num;
    edict_t     *touchlist[MAX_EDICTS], *touch;
    trace_t     trace;

    // create the bounding box of the entire move
    for (i = 0; i < 3; i++) {
        if (end[i] > start[i]) {
            boxmins[i] = start[i] + mins[i] - 1;
            boxmaxs[i] = end[i] + maxs[i] + 1;
        } else {
            boxmins[i] = end[i] + mins[i] - 1;
            boxmaxs[i] = start[i] + maxs[i] + 1;
        }
    }

    num = SV_AreaEdicts(boxmins, boxmaxs, touchlist, MAX_EDICTS, AREA_SOLID);

    // be careful, it is possible to have an entity in this
    // list removed before we get to it (killtriggered)
    for (i = 0; i < num; i++) {
        touch = touchlist[i];
        if (touch->solid == SOLID_NOT)
            continue;
        if (touch == passedict)
            continue;
        if (tr->allsolid)
            return;
        if (passedict) {
            if (touch->owner == passedict)
                continue;    // don't clip against own missiles
            if (passedict->owner == touch)
                continue;    // don't clip against owner
        }

        if (!(contentmask & CONTENTS_DEADMONSTER)
            && (touch->svflags & SVF_DEADMONSTER))
            continue;

        // might intersect, so do an exact clip
        CM_TransformedBoxTrace(&trace, start, end, mins, maxs,
                               SV_HullForEntity(touch), contentmask,
                               touch->s.origin, touch->s.angles);

        CM_ClipEntity(tr, &trace, touch);
    }
}
/**
 * @brief Moves the given mins/maxs volume through the world from start to end.
 * @param[in] start Start vector to start the trace from
 * @param[in] end End vector to stop the trace at
 * @param[in] size Bounding box size used for tracing
 * @param[in] contentmask Searched content the trace should watch for
 */
void R_Trace (const vec3_t start, const vec3_t end, float size, int contentmask)
{
	vec3_t mins, maxs;
	float frac;
	trace_t tr;
	int i;

	r_locals.tracenum++;

	if (r_locals.tracenum > 0xffff)  /* avoid overflows */
		r_locals.tracenum = 0;

	VectorSet(mins, -size, -size, -size);
	VectorSet(maxs, size, size, size);

	refdef.trace = CM_CompleteBoxTrace(refdef.mapTiles, start, end, mins, maxs, TRACING_ALL_VISIBLE_LEVELS, contentmask, 0);
	refdef.traceEntity = NULL;

	frac = refdef.trace.fraction;

	/* check bsp models */
	for (i = 0; i < refdef.numEntities; i++) {
		entity_t *ent = R_GetEntity(i);
		const model_t *m = ent->model;

		if (!m || m->type != mod_bsp_submodel)
			continue;

		tr = CM_TransformedBoxTrace(&(refdef.mapTiles->mapTiles[m->bsp.maptile]), start, end, mins, maxs, m->bsp.firstnode,
				contentmask, 0, ent->origin, ent->angles);

		if (tr.fraction < frac) {
			refdef.trace = tr;
			refdef.traceEntity = ent;

			frac = tr.fraction;
		}
	}

	assert(refdef.trace.mapTile >= 0);
	assert(refdef.trace.mapTile < r_numMapTiles);
}
Exemple #10
0
/*
 * SV_ClipToEntity
 *
 */
void
SV_ClipToEntity(Trace *trace, const Vec3 start, const Vec3 mins,
		const Vec3 maxs, const Vec3 end, int entityNum,
		int contentmask,
		int capsule)
{
	Sharedent	*touch;
	Cliphandle	clipHandle;
	float *origin, *angles;

	touch = SV_GentityNum(entityNum);

	Q_Memset(trace, 0, sizeof(Trace));

	/* if it doesn't have any brushes of a type we
	 * are looking for, ignore it */
	if(!(contentmask & touch->r.contents)){
		trace->fraction = 1.0;
		return;
	}

	/* might intersect, so do an exact clip */
	clipHandle = SV_ClipHandleForEntity (touch);

	origin	= touch->r.currentOrigin;
	angles	= touch->r.currentAngles;

	if(!touch->r.bmodel)
		angles = vec3_origin;	/* boxes don't rotate */

	CM_TransformedBoxTrace (trace, (float*)start, (float*)end,
		(float*)mins, (float*)maxs, clipHandle,  contentmask,
		origin, angles, capsule);

	if(trace->fraction < 1)
		trace->entityNum = touch->s.number;
}
Exemple #11
0
/*
=======================================================================================================================================
SV_ClipMoveToEntities
=======================================================================================================================================
*/
void SV_ClipMoveToEntities(moveclip_t *clip) {
	int i, num;
	int touchlist[MAX_GENTITIES];
	sharedEntity_t *touch;
	int passOwnerNum;
	trace_t trace;
	clipHandle_t clipHandle;
	float *origin, *angles;

	num = SV_AreaEntities(clip->boxmins, clip->boxmaxs, touchlist, MAX_GENTITIES);

	if (clip->passEntityNum != ENTITYNUM_NONE) {
		passOwnerNum = (SV_GentityNum(clip->passEntityNum))->r.ownerNum;

		if (passOwnerNum == ENTITYNUM_NONE) {
			passOwnerNum = -1;
		}
	} else {
		passOwnerNum = -1;
	}

	for (i = 0; i < num; i++) {
		if (clip->trace.allsolid) {
			return;
		}

		touch = SV_GentityNum(touchlist[i]);
		// see if we should ignore this entity
		if (clip->passEntityNum != ENTITYNUM_NONE) {
			if (touchlist[i] == clip->passEntityNum) {
				continue; // don't clip against the pass entity
			}

			if (touch->r.ownerNum == clip->passEntityNum) {
				continue; // don't clip against own missiles
			}

			if (touch->r.ownerNum == passOwnerNum) {
				continue; // don't clip against other missiles from our owner
			}
		}
		// if it doesn't have any brushes of a type we are looking for, ignore it
		if (!(clip->contentmask & touch->r.contents)) {
			continue;
		}
		// might intersect, so do an exact clip
		clipHandle = SV_ClipHandleForEntity(touch);
		// non-worldspawn entities must not use world as clip model!
		if (clipHandle == 0) {
			continue;
		}
		// if clipping against BBOX, set to correct contents
		if (clipHandle == BOX_MODEL_HANDLE) {
			CM_SetTempBoxModelContents(touch->r.contents);
		}

		origin = touch->r.currentOrigin;
		angles = touch->r.currentAngles;

		if (!touch->r.bmodel) {
			angles = vec3_origin; // boxes don't rotate
		}

		CM_TransformedBoxTrace(&trace, clip->start, clip->end, clip->mins, clip->maxs, clipHandle, clip->contentmask, origin, angles, clip->capsule);

		if (trace.allsolid) {
			clip->trace.allsolid = qtrue;
			trace.entityNum = touch->s.number;
		} else if (trace.startsolid) {
			clip->trace.startsolid = qtrue;
			trace.entityNum = touch->s.number;
		}

		if (trace.fraction < clip->trace.fraction) {
			// make sure we keep a startsolid from a previous trace
			qboolean oldStart = clip->trace.startsolid;

			trace.entityNum = touch->s.number;
			clip->trace = trace;
			clip->trace.startsolid |= oldStart;
		}
		// reset contents to default
		if (clipHandle == BOX_MODEL_HANDLE) {
			CM_SetTempBoxModelContents(CONTENTS_BODY);
		}
	}
}
/*
====================
SV_ClipMoveToEntities

====================
*/
void SV_ClipMoveToEntities( moveclip_t *clip ) {
	int			i, num;
	int			touchlist[MAX_GENTITIES];
	sharedEntity_t *touch;
	int			passOwnerNum;
	trace_t		trace, oldTrace;
	clipHandle_t	clipHandle;
	float		*origin, *angles;
	int			thisOwnerShared = 1;

	num = SV_AreaEntities( clip->boxmins, clip->boxmaxs, touchlist, MAX_GENTITIES);

	if ( clip->passEntityNum != ENTITYNUM_NONE ) {
		passOwnerNum = ( SV_GentityNum( clip->passEntityNum ) )->r.ownerNum;
		if ( passOwnerNum == ENTITYNUM_NONE ) {
			passOwnerNum = -1;
		}
	} else {
		passOwnerNum = -1;
	}

	if ( SV_GentityNum(clip->passEntityNum)->r.svFlags & SVF_OWNERNOTSHARED )
	{
		thisOwnerShared = 0;
	}

	for ( i=0 ; i<num ; i++ ) {
		if ( clip->trace.allsolid ) {
			return;
		}
		touch = SV_GentityNum( touchlist[i] );

		// see if we should ignore this entity
		if ( clip->passEntityNum != ENTITYNUM_NONE ) {
			if ( touchlist[i] == clip->passEntityNum ) {
				continue;	// don't clip against the pass entity
			}
			if ( touch->r.ownerNum == clip->passEntityNum) {
				if (touch->r.svFlags & SVF_OWNERNOTSHARED)
				{
					if ( clip->contentmask != (MASK_SHOT | CONTENTS_LIGHTSABER) &&
						clip->contentmask != (MASK_SHOT))
					{ //it's not a laser hitting the other "missile", don't care then
						continue;
					}
				}
				else
				{
					continue;	// don't clip against own missiles
				}
			}
			if ( touch->r.ownerNum == passOwnerNum &&
				!(touch->r.svFlags & SVF_OWNERNOTSHARED) &&
				!thisOwnerShared ) {
				continue;	// don't clip against other missiles from our owner
			}
		}

		// if it doesn't have any brushes of a type we
		// are looking for, ignore it
		if ( ! ( clip->contentmask & touch->r.contents ) ) {
			continue;
		}

		if ((clip->contentmask == (MASK_SHOT|CONTENTS_LIGHTSABER) || clip->contentmask == MASK_SHOT) && (touch->r.contents > 0 && (touch->r.contents & CONTENTS_NOSHOT)))
		{
			continue;
		}

		// might intersect, so do an exact clip
		clipHandle = SV_ClipHandleForEntity (touch);

		origin = touch->r.currentOrigin;
		angles = touch->r.currentAngles;


		if ( !touch->r.bmodel ) {
			angles = vec3_origin;	// boxes don't rotate
		}

		CM_TransformedBoxTrace ( &trace, (float *)clip->start, (float *)clip->end,
			(float *)clip->mins, (float *)clip->maxs, clipHandle,  clip->contentmask,
			origin, angles, clip->capsule);

/*
Ghoul2 Insert Start
*/

		// keep these older variables around for a bit, incase we need to replace them in the Ghoul2 Collision check
		oldTrace = clip->trace;
/*
Ghoul2 Insert End
*/

		if ( trace.allsolid ) {
			clip->trace.allsolid = qtrue;
			trace.entityNum = touch->s.number;
		} else if ( trace.startsolid ) {
			clip->trace.startsolid = qtrue;
			trace.entityNum = touch->s.number;
		}

		if ( trace.fraction < clip->trace.fraction ) {
			qboolean	oldStart;

			// make sure we keep a startsolid from a previous trace
			oldStart = clip->trace.startsolid;

			trace.entityNum = touch->s.number;
			clip->trace = trace;
			clip->trace.startsolid = (qboolean)((unsigned)clip->trace.startsolid | (unsigned)oldStart);
		}
/*
Ghoul2 Insert Start
*/
#if 0
		// decide if we should do the ghoul2 collision detection right here
		if ((trace.entityNum == touch->s.number) && (clip->traceFlags))
		{
			// do we actually have a ghoul2 model here?
			if (touch->s.ghoul2)
			{
				int			oldTraceRecSize = 0;
				int			newTraceRecSize = 0;
				int			z;

				// we have to do this because sometimes you may hit a model's bounding box, but not actually penetrate the Ghoul2 Models polygons
				// this is, needless to say, not good. So we must check to see if we did actually hit the model, and if not, reset the trace stuff
				// to what it was to begin with

				// set our trace record size
				for (z=0;z<MAX_G2_COLLISIONS;z++)
				{
					if (clip->trace.G2CollisionMap[z].mEntityNum != -1)
					{
						oldTraceRecSize++;
					}
				}

				G2API_CollisionDetect(&clip->trace.G2CollisionMap[0], *((CGhoul2Info_v *)touch->s.ghoul2),
					touch->s.angles, touch->s.origin, svs.time, touch->s.number, clip->start, clip->end, touch->s.modelScale, G2VertSpaceServer, clip->traceFlags, clip->useLod);

				// set our new trace record size
 
				for (z=0;z<MAX_G2_COLLISIONS;z++)
				{
					if (clip->trace.G2CollisionMap[z].mEntityNum != -1)
					{
						newTraceRecSize++;
					}
				}

				// did we actually touch this model? If not, lets reset this ent as being hit..
				if (newTraceRecSize == oldTraceRecSize)
				{
					clip->trace = oldTrace;
				}
			}
		}
#endif
/*
Ghoul2 Insert End
*/
	}
}
__cdecl void SV_ClipMoveToEntity(moveclip_t *clip, svEntity_t *entity, trace_t *trace){

	gentity_t	*touch;
	int		touchNum;
	float		*origin, *angles;
	vec3_t		mins, maxs;
	float		oldfraction;
	clipHandle_t	clipHandle;

	touchNum = entity - sv.svEntities;

	touch = SV_GentityNum( touchNum );

	if( !(clip->contentmask & touch->r.contents))
		return;

	if ( clip->passEntityNum != ENTITYNUM_NONE ) {

		if( touchNum == clip->passEntityNum )
			return;

		if(touch->r.ownerNum){
		
			if( touch->r.ownerNum - 1 == clip->passEntityNum )
			    return;


			if( touch->r.ownerNum - 1 == clip->passOwnerNum )
			    return;
		
		}
		if(!G_ShouldEntitiesClip(clip, touchNum, touch))
			return;
	}

	VectorAdd(touch->r.absmin, clip->mins, mins);
	VectorAdd(touch->r.absmax, clip->maxs, maxs);

	if(CM_TraceBox(clip->extents.start, mins, maxs, trace->fraction))
		return;
	
	clipHandle = SV_ClipHandleForEntity(touch);

	origin = touch->r.currentOrigin;
	angles = touch->r.currentAngles;

	if ( !touch->r.bmodel ) {
		angles = vec3_origin;   // boxes don't rotate
	}

	oldfraction = trace->fraction;

	CM_TransformedBoxTrace( trace, clip->extents.start, clip->extents.end,
				clip->mins, clip->maxs, clipHandle, clip->contentmask, origin, angles );


	if ( trace->fraction < oldfraction ) {
		trace->var_02 = qtrue;
		trace->entityNum = touch->s.number;
	}

}
Exemple #14
0
static void SV_ClipMoveToEntities(trace_t &trace, const CVec3 &start, const CVec3 &end, const CBox &bounds, edict_t *passedict, int contentmask)
{
	guard(SV_ClipMoveToEntities);

	if (trace.allsolid) return;

	int		i;

	CVec3 amins, amaxs;
	for (i = 0; i < 3; i++)
	{
		if (start[i] < end[i])
		{
			amins[i] = bounds.mins[i] + start[i];
			amaxs[i] = bounds.maxs[i] + end[i];
		}
		else
		{
			amins[i] = bounds.mins[i] + end[i];
			amaxs[i] = bounds.maxs[i] + start[i];
		}
	}
	edict_t	*list[MAX_EDICTS];
	int num = SV_AreaEdicts(amins, amaxs, ARRAY_ARG(list), AREA_SOLID);
	if (!num) return;

	float b1 = dot(bounds.mins, bounds.mins);
	float b2 = dot(bounds.maxs, bounds.maxs);
	float t = max(b1, b2);
	float traceWidth = SQRTFAST(t);
	CVec3 traceDir;
	VectorSubtract(end, start, traceDir);
	float traceLen = traceDir.Normalize() + traceWidth;

	for (i = 0; i < num; i++)
	{
		edict_t *edict = list[i];
		entityHull_t &ent = ents[NUM_FOR_EDICT(edict)];
//		if (!ent->linked) continue;

		if (edict->solid == SOLID_NOT || edict == passedict) continue;
		if (passedict)
		{
		 	if (edict->owner == passedict)
				continue;	// don't clip against own missiles
			if (passedict->owner == edict)
				continue;	// don't clip against owner
		}
		if (!(contentmask & CONTENTS_DEADMONSTER) && (edict->svflags & SVF_DEADMONSTER))
			continue;

		CVec3 eCenter;
		VectorSubtract(ent.center, start, eCenter);
		// check position of point projection on line
		float entPos = dot(eCenter, traceDir);
		if (entPos < -traceWidth - ent.radius || entPos > traceLen + ent.radius)
			continue;		// too near / too far

		// check distance between point and line
		CVec3 tmp;
		VectorMA(eCenter, -entPos, traceDir, tmp);
		float dist2 = dot(tmp, tmp);
		float dist0 = ent.radius + traceWidth;
		if (dist2 >= dist0 * dist0) continue;

		trace_t	tr;
		if (ent.model)
			CM_TransformedBoxTrace(tr, start, end, bounds, ent.model->headnode, contentmask, edict->s.origin, ent.axis);
		else
			CM_TransformedBoxTrace(tr, start, end, bounds, CM_HeadnodeForBox(ent.bounds), contentmask, edict->s.origin, nullVec3);
		if (CM_CombineTrace(trace, tr))
			trace.ent = edict;
		if (trace.allsolid) return;
	}

	unguard;
}
Exemple #15
0
static void SV_ClipMoveToEntities( moveclip_t *clip ) {
	int			i, num;
	int			touchlist[MAX_GENTITIES];
	sharedEntity_t *touch;
	int			passOwnerNum;
	trace_t		trace;
	clipHandle_t	clipHandle;
	vector3		*origin, *angles;

	num = SV_AreaEntities( &clip->boxmins, &clip->boxmaxs, touchlist, MAX_GENTITIES);

	if ( clip->passEntityNum != ENTITYNUM_NONE ) {
		passOwnerNum = ( SV_GentityNum( clip->passEntityNum ) )->r.ownerNum;
		if ( passOwnerNum == ENTITYNUM_NONE ) {
			passOwnerNum = -1;
		}
	} else {
		passOwnerNum = -1;
	}

	for ( i=0 ; i<num ; i++ ) {
		if ( clip->trace.allsolid ) {
			return;
		}
		touch = SV_GentityNum( touchlist[i] );

		// see if we should ignore this entity
		if ( clip->passEntityNum != ENTITYNUM_NONE ) {
			if ( touchlist[i] == clip->passEntityNum ) {
				continue;	// don't clip against the pass entity
			}
			//QTZTODO: Missiles colliding with eachother from https://github.com/dmead/jkaq3/commit/1d1e1fefb04fab8ceb42537702d946c1a75f4812
			if ( touch->r.ownerNum == clip->passEntityNum // don't clip against own missiles
				|| touch->r.ownerNum == passOwnerNum ) // don't clip against other missiles from our owner
				continue;
		}

		// if it doesn't have any brushes of a type we
		// are looking for, ignore it
		if ( ! ( clip->contentmask & touch->r.contents ) ) {
			continue;
		}

		// might intersect, so do an exact clip
		clipHandle = SV_ClipHandleForEntity (touch);

		origin = &touch->r.currentOrigin;
		angles = &touch->r.currentAngles;


		if ( !touch->r.bmodel ) {
			angles = &vec3_origin;	// boxes don't rotate
		}

		CM_TransformedBoxTrace( &trace, (vector3 *)clip->start, &clip->end, (vector3 *)clip->mins, (vector3 *)clip->maxs, clipHandle, clip->contentmask, origin, angles, clip->capsule );

		if ( trace.allsolid ) {
			clip->trace.allsolid = qtrue;
			trace.entityNum = touch->s.number;
		} else if ( trace.startsolid ) {
			clip->trace.startsolid = qtrue;
			trace.entityNum = touch->s.number;
		}

		if ( trace.fraction < clip->trace.fraction ) {
			qboolean	oldStart;

			// make sure we keep a startsolid from a previous trace
			oldStart = clip->trace.startsolid;

			trace.entityNum = touch->s.number;
			clip->trace = trace;
			clip->trace.startsolid |= oldStart;
		}
	}
}
Exemple #16
0
static void SV_ClipMoveToEntities( moveclip_t *clip ) {
	static int	touchlist[MAX_GENTITIES];
	int			i, num;
	sharedEntity_t *touch;
	int			passOwnerNum;
	trace_t		trace, oldTrace= {0};
	clipHandle_t	clipHandle;
	float		*origin, *angles;
	int			thisOwnerShared = 1;

	num = SV_AreaEntities( clip->boxmins, clip->boxmaxs, touchlist, MAX_GENTITIES);

	if ( clip->passEntityNum != ENTITYNUM_NONE ) {
		passOwnerNum = ( SV_GentityNum( clip->passEntityNum ) )->r.ownerNum;
		if ( passOwnerNum == ENTITYNUM_NONE ) {
			passOwnerNum = -1;
		}
	} else {
		passOwnerNum = -1;
	}

	if ( SV_GentityNum(clip->passEntityNum)->r.svFlags & SVF_OWNERNOTSHARED )
	{
		thisOwnerShared = 0;
	}

	for ( i=0 ; i<num ; i++ ) {
		if ( clip->trace.allsolid ) {
			return;
		}
		touch = SV_GentityNum( touchlist[i] );

		// see if we should ignore this entity
		if ( clip->passEntityNum != ENTITYNUM_NONE ) {
			if ( touchlist[i] == clip->passEntityNum ) {
				continue;	// don't clip against the pass entity
			}
			if ( touch->r.ownerNum == clip->passEntityNum) {
				if (touch->r.svFlags & SVF_OWNERNOTSHARED)
				{
					if ( clip->contentmask != (MASK_SHOT | CONTENTS_LIGHTSABER) &&
						clip->contentmask != (MASK_SHOT))
					{ //it's not a laser hitting the other "missile", don't care then
						continue;
					}
				}
				else
				{
					continue;	// don't clip against own missiles
				}
			}
			if ( touch->r.ownerNum == passOwnerNum &&
				!(touch->r.svFlags & SVF_OWNERNOTSHARED) &&
				thisOwnerShared ) {
				continue;	// don't clip against other missiles from our owner
			}

			if (touch->s.eType == ET_MISSILE &&
				!(touch->r.svFlags & SVF_OWNERNOTSHARED) &&
				touch->r.ownerNum == passOwnerNum)
			{ //blah, hack
				continue;
			}
		}

		// if it doesn't have any brushes of a type we
		// are looking for, ignore it
		if ( ! ( clip->contentmask & touch->r.contents ) ) {
			continue;
		}

		if ((clip->contentmask == (MASK_SHOT|CONTENTS_LIGHTSABER) || clip->contentmask == MASK_SHOT) && (touch->r.contents > 0 && (touch->r.contents & CONTENTS_NOSHOT)))
		{
			continue;
		}

		// might intersect, so do an exact clip
		clipHandle = SV_ClipHandleForEntity (touch);

		origin = touch->r.currentOrigin;
		angles = touch->r.currentAngles;


		if ( !touch->r.bmodel ) {
			angles = vec3_origin;	// boxes don't rotate
		}

		CM_TransformedBoxTrace ( &trace, (float *)clip->start, (float *)clip->end,
			(float *)clip->mins, (float *)clip->maxs, clipHandle,  clip->contentmask,
			origin, angles, clip->capsule);


		if (clip->traceFlags & G2TRFLAG_DOGHOULTRACE)
		{ // keep these older variables around for a bit, incase we need to replace them in the Ghoul2 Collision check
			oldTrace = clip->trace;
		}

		if ( trace.allsolid ) {
			clip->trace.allsolid = qtrue;
			trace.entityNum = touch->s.number;
		} else if ( trace.startsolid ) {
			clip->trace.startsolid = qtrue;
			trace.entityNum = touch->s.number;

			//rww - added this because we want to get the number of an ent even if our trace starts inside it.
			clip->trace.entityNum = touch->s.number;
		}

		if ( trace.fraction < clip->trace.fraction ) {
			byte	oldStart;

			// make sure we keep a startsolid from a previous trace
			oldStart = clip->trace.startsolid;

			trace.entityNum = touch->s.number;
			clip->trace = trace;
			clip->trace.startsolid = (qboolean)((unsigned)clip->trace.startsolid | (unsigned)oldStart);
		}
/*
Ghoul2 Insert Start
*/
#if 0
		// decide if we should do the ghoul2 collision detection right here
		if ((trace.entityNum == touch->s.number) && (clip->traceFlags))
		{
			// do we actually have a ghoul2 model here?
			if (touch->s.ghoul2)
			{
				int			oldTraceRecSize = 0;
				int			newTraceRecSize = 0;
				int			z;

				// we have to do this because sometimes you may hit a model's bounding box, but not actually penetrate the Ghoul2 Models polygons
				// this is, needless to say, not good. So we must check to see if we did actually hit the model, and if not, reset the trace stuff
				// to what it was to begin with

				// set our trace record size
				for (z=0;z<MAX_G2_COLLISIONS;z++)
				{
					if (clip->trace.G2CollisionMap[z].mEntityNum != -1)
					{
						oldTraceRecSize++;
					}
				}

				G2API_CollisionDetect(&clip->trace.G2CollisionMap[0], *((CGhoul2Info_v *)touch->s.ghoul2),
					touch->s.angles, touch->s.origin, svs.time, touch->s.number, clip->start, clip->end, touch->s.modelScale, G2VertSpaceServer, clip->traceFlags, clip->useLod);

				// set our new trace record size

				for (z=0;z<MAX_G2_COLLISIONS;z++)
				{
					if (clip->trace.G2CollisionMap[z].mEntityNum != -1)
					{
						newTraceRecSize++;
					}
				}

				// did we actually touch this model? If not, lets reset this ent as being hit..
				if (newTraceRecSize == oldTraceRecSize)
				{
					clip->trace = oldTrace;
				}
			}
		}
#else
		//rww - since this is multiplayer and we don't have the luxury of violating networking rules in horrible ways,
		//this must be done somewhat differently.
		if ((clip->traceFlags & G2TRFLAG_DOGHOULTRACE) && trace.entityNum == touch->s.number && touch->ghoul2 && ((clip->traceFlags & G2TRFLAG_HITCORPSES) || !(touch->s.eFlags & EF_DEAD)))
		{ //standard behavior will be to ignore g2 col on dead ents, but if traceFlags is set to allow, then we'll try g2 col on EF_DEAD people too.
			static G2Trace_t G2Trace;
			vec3_t angles;
			float fRadius = 0.0f;
			int tN = 0;
			int bestTr = -1;

			if (clip->mins[0] ||
				clip->maxs[0])
			{
				fRadius=(clip->maxs[0]-clip->mins[0])/2.0f;
			}

			if (clip->traceFlags & G2TRFLAG_THICK)
			{ //if using this flag, make sure it's at least 1.0f
				if (fRadius < 1.0f)
				{
					fRadius = 1.0f;
				}
			}

			memset (&G2Trace, 0, sizeof(G2Trace));
			while (tN < MAX_G2_COLLISIONS)
			{
				G2Trace[tN].mEntityNum = -1;
				tN++;
			}

			if (touch->s.number < MAX_CLIENTS)
			{
				VectorCopy(touch->s.apos.trBase, angles);
			}
			else
			{
				VectorCopy(touch->r.currentAngles, angles);
			}
			angles[ROLL] = angles[PITCH] = 0;

			//I would think that you could trace from trace.endpos instead of clip->start, but that causes it to miss sometimes.. Not sure what it's off, but if it could be done like that, it would probably
			//be faster.
#ifndef FINAL_BUILD
			if (sv_showghoultraces->integer)
			{
				Com_Printf( "Ghoul2 trace   lod=%1d   length=%6.0f   to %s\n",clip->useLod,VectorDistance(clip->start, clip->end), re->G2API_GetModelName (*(CGhoul2Info_v *)touch->ghoul2, 0));
			}
#endif

			if (com_optvehtrace &&
				com_optvehtrace->integer &&
				touch->s.eType == ET_NPC &&
				touch->s.NPC_class == CLASS_VEHICLE &&
				touch->m_pVehicle)
			{ //for vehicles cache the transform data.
				re->G2API_CollisionDetectCache(G2Trace, *((CGhoul2Info_v *)touch->ghoul2), angles, touch->r.currentOrigin, svs.time, touch->s.number, clip->start, clip->end, touch->modelScale, G2VertSpaceServer, 0, clip->useLod, fRadius);
			}
			else
			{
				re->G2API_CollisionDetect(G2Trace, *((CGhoul2Info_v *)touch->ghoul2), angles, touch->r.currentOrigin, svs.time, touch->s.number, clip->start, clip->end, touch->modelScale, G2VertSpaceServer, 0, clip->useLod, fRadius);
			}

			tN = 0;
			while (tN < MAX_G2_COLLISIONS)
			{
				if (G2Trace[tN].mEntityNum == touch->s.number)
				{ //ok, valid
					bestTr = tN;
					break;
				}
				else if (G2Trace[tN].mEntityNum == -1)
				{ //there should not be any after the first -1
					break;
				}
				tN++;
			}

			if (bestTr == -1)
			{ //Well then, put the trace back to the old one.
				clip->trace = oldTrace;
			}
			else
			{ //Otherwise, set the endpos/normal/etc. to the model location hit instead of leaving it out in space.
				VectorCopy(G2Trace[bestTr].mCollisionPosition, clip->trace.endpos);
				VectorCopy(G2Trace[bestTr].mCollisionNormal, clip->trace.plane.normal);

				if (clip->traceFlags & G2TRFLAG_GETSURFINDEX)
				{ //we have requested that surfaceFlags be stomped over with the g2 hit surface index.
					if (clip->trace.entityNum == G2Trace[bestTr].mEntityNum)
					{
						clip->trace.surfaceFlags = G2Trace[bestTr].mSurfaceIndex;
					}
				}
			}
		}
#endif
/*
Ghoul2 Insert End
*/
	}
}
Exemple #17
0
intptr_t CL_CgameSystemCalls( intptr_t *args )
{
	if( cls.cgInterface == 2 && args[0] >= CG_R_SETCLIPREGION && args[0] < CG_MEMSET )
    {
		if( args[0] < CG_S_STOPBACKGROUNDTRACK - 1 )
			args[0] += 1;

        else if( args[0] < CG_S_STOPBACKGROUNDTRACK + 4 )
			args[0] += CG_PARSE_ADD_GLOBAL_DEFINE - CG_S_STOPBACKGROUNDTRACK + 1;

        else if( args[0] < CG_PARSE_ADD_GLOBAL_DEFINE + 4 )
			args[0] -= 4;

        else if( args[0] >= CG_PARSE_SOURCE_FILE_AND_LINE && args[0] <= CG_S_SOUNDDURATION )
			args[0] = CG_PARSE_SOURCE_FILE_AND_LINE - 1337 - args[0] ;
	}

	switch( args[0] )
    {
        case CG_PRINT:
            Com_Printf( "%s", (const char*)VMA(1) );
            return 0;
        case CG_ERROR:
            if( probingCG )
            {
                cls.cgInterface = 2; // this is a 1.1.0 cgame
                return 0;
            }
            Com_Error( ERR_DROP, "%s", (const char*)VMA(1) );
            return 0;
        case CG_MILLISECONDS:
            return Sys_Milliseconds();
        case CG_CVAR_REGISTER:
            Cvar_Register( (vmCvar_t*)VMA(1), (const char*)VMA(2), (const char*)VMA(3), args[4] ); 
            return 0;
        case CG_CVAR_UPDATE:
            Cvar_Update( (vmCvar_t*)VMA(1) );
            return 0;
        case CG_CVAR_SET:
            Cvar_SetSafe( (const char*)VMA(1), (const char*)VMA(2) );
            return 0;
        case CG_CVAR_VARIABLESTRINGBUFFER:
            Cvar_VariableStringBuffer( (const char*)VMA(1), (char*)VMA(2), args[3] );
            return 0;
        case CG_ARGC:
            return Cmd_Argc();
        case CG_ARGV:
            Cmd_ArgvBuffer( args[1], (char*)VMA(2), args[3] );
            return 0;
        case CG_ARGS:
            Cmd_ArgsBuffer( (char*)VMA(1), args[2] );
            return 0;
        case CG_LITERAL_ARGS:
            Cmd_LiteralArgsBuffer( (char*)VMA(1), args[2] );
            return 0;

        case CG_FS_FOPENFILE:
            return FS_FOpenFileByMode( (const char*)VMA(1), (fileHandle_t*)VMA(2), (FS_Mode)args[3] );
        case CG_FS_READ:
            FS_Read( VMA(1), args[2], args[3] );
            return 0;
        case CG_FS_WRITE:
            FS_Write( VMA(1), args[2], args[3] );
            return 0;
        case CG_FS_FCLOSEFILE:
            FS_FCloseFile( args[1] );
            return 0;
        case CG_FS_SEEK:
            return FS_Seek( (fileHandle_t)args[1], args[2], (FS_Origin)args[3] );
        case CG_FS_GETFILELIST:
            return FS_GetFileList( (const char*)VMA(1), (const char*)VMA(2), (char*)VMA(3), args[4] );

        case CG_SENDCONSOLECOMMAND:
            Cbuf_AddText( (const char*)VMA(1) );
            return 0;
        case CG_ADDCOMMAND:
	        Cmd_AddCommand( (const char*)VMA(1), NULL );
            return 0;
        case CG_REMOVECOMMAND:
            Cmd_RemoveCommandSafe( (const char*)VMA(1) );
            return 0;
        case CG_SENDCLIENTCOMMAND:
            CL_AddReliableCommand((const char*)VMA(1), false);
            return 0;
        case CG_UPDATESCREEN:
            // this is used during lengthy level loading, so pump message loop
            //		Com_EventLoop();	// FIXME: if a server restarts here, BAD THINGS HAPPEN!
            // We can't call Com_EventLoop here, a restart will crash and this _does_ happen
            // if there is a map change while we are downloading at pk3.
            // ZOID
            SCR_UpdateScreen();
            return 0;
        case CG_CM_LOADMAP:
            CL_CM_LoadMap( (const char*)VMA(1) );
            return 0;
        case CG_CM_NUMINLINEMODELS:
            return CM_NumInlineModels();
        case CG_CM_INLINEMODEL:
            return CM_InlineModel( args[1] );
        case CG_CM_TEMPBOXMODEL:
            return CM_TempBoxModel( (const float*)VMA(1), (const float*)VMA(2), false );
        case CG_CM_TEMPCAPSULEMODEL:
            return CM_TempBoxModel( (const float*)VMA(1), (const float*)VMA(2), true );
        case CG_CM_POINTCONTENTS:
            return CM_PointContents( (const float*)VMA(1), args[2] );
        case CG_CM_TRANSFORMEDPOINTCONTENTS:
            return CM_TransformedPointContents( (const float*)VMA(1), (clipHandle_t)args[2],
                                                (const float*)VMA(3), (const float*)VMA(4) );
        case CG_CM_BOXTRACE:
            CM_BoxTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3),
                         (float*)VMA(4), (float*)VMA(5), (clipHandle_t)args[6], args[7], TT_AABB );
            return 0;
        case CG_CM_CAPSULETRACE:
            CM_BoxTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3),
                         (float*)VMA(4), (float*)VMA(5), (clipHandle_t)args[6], args[7], TT_CAPSULE );
            return 0;
        case CG_CM_TRANSFORMEDBOXTRACE:
            CM_TransformedBoxTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3),
                                    (float*)VMA(4), (float*)VMA(5), (clipHandle_t)args[6], args[7],
                                    (const float*)VMA(8), (const float*)VMA(9), TT_AABB );
            return 0;
        case CG_CM_TRANSFORMEDCAPSULETRACE:
            CM_TransformedBoxTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3),
                                    (float*)VMA(4), (float*)VMA(5), (clipHandle_t)args[6], args[7],
                                    (const float*)VMA(8), (const float*)VMA(9), TT_CAPSULE );
            return 0;
        case CG_CM_BISPHERETRACE:
            CM_BiSphereTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3), VMF(4), VMF(5), (clipHandle_t)args[6], args[7] );
            return 0;
        case CG_CM_TRANSFORMEDBISPHERETRACE:
            CM_TransformedBiSphereTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3),
                                         VMF(4), VMF(5), (clipHandle_t)args[6], args[7], (const float*)VMA(8) );
            return 0;
        case CG_CM_MARKFRAGMENTS:
            {
            float (&arg2)[3][3] = *reinterpret_cast<float (*)[3][3]>(VMA(2));
            return re.MarkFragments( args[1], arg2, (const float*)VMA(3), args[4], (float*)VMA(5), args[6], (markFragment_t*)VMA(7) );
            }
        case CG_S_STARTSOUND:
            S_StartSound( (float*)VMA(1), args[2], args[3], (sfxHandle_t)args[4] );
            return 0;
        case CG_S_STARTLOCALSOUND:
            S_StartLocalSound( (sfxHandle_t)args[1], args[2] );
            return 0;
        case CG_S_CLEARLOOPINGSOUNDS:
            S_ClearLoopingSounds( (bool)args[1] );
            return 0;
        case CG_S_ADDLOOPINGSOUND:
            S_AddLoopingSound( args[1], (const float*)VMA(2), (const float*)VMA(3), (sfxHandle_t)args[4] );
            return 0;
        case CG_S_ADDREALLOOPINGSOUND:
            S_AddRealLoopingSound( args[1], (const float*)VMA(2), (const float*)VMA(3), (sfxHandle_t)args[4] );
            return 0;
        case CG_S_STOPLOOPINGSOUND:
            S_StopLoopingSound( args[1] );
            return 0;
        case CG_S_UPDATEENTITYPOSITION:
            S_UpdateEntityPosition( args[1], (const float*)VMA(2) );
            return 0;
        case CG_S_RESPATIALIZE:
            {
            float (&arg3)[3][3] = *reinterpret_cast<float (*)[3][3]>(VMA(3));
            S_Respatialize( args[1], (const float*)VMA(2), arg3, args[4] );
            return 0;
            }
        case CG_S_REGISTERSOUND:
            return S_RegisterSound( (const char*)VMA(1), (bool)args[2] );
        case CG_S_SOUNDDURATION:
            return S_SoundDuration( args[1] );
        case CG_S_STARTBACKGROUNDTRACK:
            S_StartBackgroundTrack( (const char*)VMA(1), (const char*)VMA(2) );
            return 0;
        case CG_R_LOADWORLDMAP:
            re.LoadWorld( (const char*)VMA(1) );
            return 0; 
        case CG_R_REGISTERMODEL:
            return re.RegisterModel( (const char*)VMA(1) );
        case CG_R_REGISTERSKIN:
            return re.RegisterSkin( (const char*)VMA(1) );
        case CG_R_REGISTERSHADER:
            return re.RegisterShader( (const char*)VMA(1) );
        case CG_R_REGISTERSHADERNOMIP:
            return re.RegisterShaderNoMip( (const char*)VMA(1) );
        case CG_R_REGISTERFONT:
            re.RegisterFont( (const char*)VMA(1), args[2], (fontInfo_t*)VMA(3));
            return 0;
        case CG_R_CLEARSCENE:
            re.ClearScene();
            return 0;
        case CG_R_ADDREFENTITYTOSCENE:
            re.AddRefEntityToScene( (const refEntity_t*)VMA(1) );
            return 0;
        case CG_R_ADDPOLYTOSCENE:
            re.AddPolyToScene( (qhandle_t)args[1], args[2], (const polyVert_t*)VMA(3), 1 );
            return 0;
        case CG_R_ADDPOLYSTOSCENE:
            re.AddPolyToScene( (qhandle_t)args[1], args[2], (const polyVert_t*)VMA(3), args[4] );
            return 0;
        case CG_R_LIGHTFORPOINT:
            return re.LightForPoint( (float*)VMA(1), (float*)VMA(2), (float*)VMA(3), (float*)VMA(4) );
        case CG_R_ADDLIGHTTOSCENE:
            re.AddLightToScene( (const float*)VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );
            return 0;
        case CG_R_ADDADDITIVELIGHTTOSCENE:
            re.AddAdditiveLightToScene( (const float*)VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );
            return 0;
        case CG_R_RENDERSCENE:
            re.RenderScene( (const refdef_t*)VMA(1) );
            return 0;
        case CG_R_SETCOLOR:
            re.SetColor( (const float*)VMA(1) );
            return 0;
        case CG_R_SETCLIPREGION:
            re.SetClipRegion( (const float*)VMA(1) );
            return 0;
        case CG_R_DRAWSTRETCHPIC:
            re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), (qhandle_t)args[9] );
            return 0;
        case CG_R_MODELBOUNDS:
            re.ModelBounds( (qhandle_t)args[1], (float*)VMA(2), (float*)VMA(3) );
            return 0;
        case CG_R_LERPTAG:
            return re.LerpTag( (orientation_t*)VMA(1), args[2], args[3], args[4], VMF(5), (const char*)VMA(6) );
        case CG_GETGLCONFIG:
            CL_GetGlconfig( (glconfig_t*)VMA(1) );
            return 0;
        case CG_GETGAMESTATE:
            CL_GetGameState( (gameState_t*)VMA(1) );
            return 0;
        case CG_GETCURRENTSNAPSHOTNUMBER:
            CL_GetCurrentSnapshotNumber( (int*)VMA(1), (int*)VMA(2) );
            return 0;
        case CG_GETSNAPSHOT:
            return CL_GetSnapshot( args[1], (snapshot_t*)VMA(2) );
        case CG_GETSERVERCOMMAND:
            return CL_GetServerCommand( args[1] );
        case CG_GETCURRENTCMDNUMBER:
            return CL_GetCurrentCmdNumber();
        case CG_GETUSERCMD:
            return CL_GetUserCmd( args[1], (usercmd_t*)VMA(2) );
        case CG_SETUSERCMDVALUE:
            CL_SetUserCmdValue( args[1], VMF(2) );
            return 0;
        case CG_MEMORY_REMAINING:
            return Hunk_MemoryRemaining();
        case CG_KEY_ISDOWN:
            return Key_IsDown( args[1] );
        case CG_KEY_GETCATCHER:
            return Key_GetCatcher();
        case CG_KEY_SETCATCHER:
            // don't allow the cgame module to toggle the console
            Key_SetCatcher( ( args[1] & ~KEYCATCH_CONSOLE ) | ( Key_GetCatcher() & KEYCATCH_CONSOLE ) );
            return 0;
        case CG_KEY_GETKEY:
            return Key_GetKey( (const char*)VMA(1) );

        case CG_GETDEMOSTATE:
            return CL_DemoState( );
        case CG_GETDEMOPOS:
            return CL_DemoPos( );
        case CG_GETDEMONAME:
            CL_DemoName( (char*)VMA(1), args[2] );
            return 0;

        case CG_KEY_KEYNUMTOSTRINGBUF:
            Key_KeynumToStringBuf( args[1], (char*)VMA(2), args[3] );
            return 0;
        case CG_KEY_GETBINDINGBUF:
            Key_GetBindingBuf( args[1], (char*)VMA(2), args[3] );
            return 0;
        case CG_KEY_SETBINDING:
            Key_SetBinding( args[1], (const char*)VMA(2) );
            return 0;

        case CG_PARSE_ADD_GLOBAL_DEFINE:
            return Parse_AddGlobalDefine( (char*)VMA(1) );
        case CG_PARSE_LOAD_SOURCE:
            return Parse_LoadSourceHandle( (const char*)VMA(1) );
        case CG_PARSE_FREE_SOURCE:
            return Parse_FreeSourceHandle( args[1] );
        case CG_PARSE_READ_TOKEN:
            return Parse_ReadTokenHandle( args[1], (pc_token_t*)VMA(2) );
        case CG_PARSE_SOURCE_FILE_AND_LINE:
            return Parse_SourceFileAndLine( args[1], (char*)VMA(2), (int*)VMA(3) );

        case CG_KEY_SETOVERSTRIKEMODE:
            Key_SetOverstrikeMode( (bool)args[1] );
            return 0;

        case CG_KEY_GETOVERSTRIKEMODE:
            return Key_GetOverstrikeMode( );

        case CG_FIELD_COMPLETELIST:
            Field_CompleteList( (char*)VMA(1) );
            return 0;

        case CG_MEMSET:
            ::memset( VMA(1), args[2], args[3] );
            return 0;
        case CG_MEMCPY:
            ::memcpy( VMA(1), VMA(2), args[3] );
            return 0;
        case CG_STRNCPY:
            safe_strncpy( (char*)VMA(1), (const char*)VMA(2), args[3] );
            return args[1];
        case CG_SIN:
            return FloatAsInt( sin( VMF(1) ) );
        case CG_COS:
            return FloatAsInt( cos( VMF(1) ) );
        case CG_ATAN2:
            return FloatAsInt( atan2( VMF(1), VMF(2) ) );
        case CG_SQRT:
            return FloatAsInt( sqrt( VMF(1) ) );
        case CG_FLOOR:
            return FloatAsInt( floor( VMF(1) ) );
        case CG_CEIL:
            return FloatAsInt( ceil( VMF(1) ) );
        case CG_ACOS:
            return FloatAsInt( Q_acos( VMF(1) ) );

        case CG_S_STOPBACKGROUNDTRACK:
            S_StopBackgroundTrack();
            return 0;

        case CG_REAL_TIME:
            return Com_RealTime( (qtime_t*)VMA(1) );
        case CG_SNAPVECTOR:
            Q_SnapVector((float*)VMA(1));
            return 0;

        case CG_CIN_PLAYCINEMATIC:
            return CIN_PlayCinematic((const char*)VMA(1), args[2], args[3], args[4], args[5], args[6]);

        case CG_CIN_STOPCINEMATIC:
            return CIN_StopCinematic(args[1]);

        case CG_CIN_RUNCINEMATIC:
            return CIN_RunCinematic(args[1]);

        case CG_CIN_DRAWCINEMATIC:
            CIN_DrawCinematic(args[1]);
            return 0;

        case CG_CIN_SETEXTENTS:
            CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);
            return 0;

        case CG_R_REMAP_SHADER:
            re.RemapShader( (const char*)VMA(1), (const char*)VMA(2), (const char*)VMA(3) );
            return 0;

        case CG_GET_ENTITY_TOKEN:
            return re.GetEntityToken( (char*)VMA(1), args[2] );

        case CG_R_INPVS:
            return re.inPVS( (const float*)VMA(1), (const float*)VMA(2) );

        default:
            assert(0);
            Com_Error( ERR_DROP, "Bad cgame system trap: %ld", (long int) args[0] );
    }
	return 0;
}
Exemple #18
0
/*
 * SV_ClipMoveToEntities
 *
 */
static void
SV_ClipMoveToEntities(moveclip_t *clip)
{
	int	i, num;
	int	touchlist[MAX_GENTITIES];
	Sharedent *touch;
	int	passOwnerNum;
	Trace trace;
	Cliphandle clipHandle;
	float	*origin, *angles;

	num = SV_AreaEntities(clip->boxmins, clip->boxmaxs, touchlist,
		MAX_GENTITIES);

	if(clip->passEntityNum != ENTITYNUM_NONE){
		passOwnerNum = (SV_GentityNum(clip->passEntityNum))->r.ownerNum;
		if(passOwnerNum == ENTITYNUM_NONE)
			passOwnerNum = -1;
	}else
		passOwnerNum = -1;

	for(i=0; i<num; i++){
		if(clip->trace.allsolid)
			return;
		touch = SV_GentityNum(touchlist[i]);

		/* see if we should ignore this entity */
		if(clip->passEntityNum != ENTITYNUM_NONE){
			if(touchlist[i] == clip->passEntityNum)
				continue;	/* don't clip against the pass entity */
			if(touch->r.ownerNum == clip->passEntityNum)
				continue;	/* don't clip against own missiles */
			if(touch->r.ownerNum == passOwnerNum)
				continue;	/* don't clip against other missiles from our owner */
		}

		/* if it doesn't have any brushes of a type we
		 * are looking for, ignore it */
		if(!(clip->contentmask & touch->r.contents))
			continue;

		/* might intersect, so do an exact clip */
		clipHandle = SV_ClipHandleForEntity (touch);

		origin	= touch->r.currentOrigin;
		angles	= touch->r.currentAngles;


		if(!touch->r.bmodel)
			angles = vec3_origin;	/* boxes don't rotate */

		CM_TransformedBoxTrace (&trace, (float*)clip->start,
			(float*)clip->end,
			(float*)clip->mins, (float*)clip->maxs, clipHandle,
			clip->contentmask,
			origin, angles,
			clip->capsule);

		if(trace.allsolid){
			clip->trace.allsolid = qtrue;
			trace.entityNum = touch->s.number;
		}else if(trace.startsolid){
			clip->trace.startsolid = qtrue;
			trace.entityNum = touch->s.number;
		}

		if(trace.fraction < clip->trace.fraction){
			qbool oldStart;

			/* make sure we keep a startsolid from a previous trace */
			oldStart = clip->trace.startsolid;

			trace.entityNum = touch->s.number;
			clip->trace = trace;
			clip->trace.startsolid |= oldStart;
		}
	}
}
Exemple #19
0
intptr_t CL_CgameSystemCalls(intptr_t *args)
{
	switch (args[0])
	{
	case CG_PRINT:
		Com_Printf("%s", (char *)VMA(1));
		return 0;
	case CG_ERROR:
		Com_Error(ERR_DROP, "%s", (char *)VMA(1));
		return 0;
	case CG_MILLISECONDS:
		return Sys_Milliseconds();
	case CG_CVAR_REGISTER:
		Cvar_Register(VMA(1), VMA(2), VMA(3), args[4]);
		return 0;
	case CG_CVAR_UPDATE:
		Cvar_Update(VMA(1));
		return 0;
	case CG_CVAR_SET:
		Cvar_SetSafe(VMA(1), VMA(2));
		return 0;
	case CG_CVAR_VARIABLESTRINGBUFFER:
		Cvar_VariableStringBuffer(VMA(1), VMA(2), args[3]);
		return 0;
	case CG_CVAR_LATCHEDVARIABLESTRINGBUFFER:
		Cvar_LatchedVariableStringBuffer(VMA(1), VMA(2), args[3]);
		return 0;
	case CG_ARGC:
		return Cmd_Argc();
	case CG_ARGV:
		Cmd_ArgvBuffer(args[1], VMA(2), args[3]);
		return 0;
	case CG_ARGS:
		Cmd_ArgsBuffer(VMA(1), args[2]);
		return 0;
	case CG_FS_FOPENFILE:
		return FS_FOpenFileByMode(VMA(1), VMA(2), args[3]);
	case CG_FS_READ:
		FS_Read(VMA(1), args[2], args[3]);
		return 0;
	case CG_FS_WRITE:
		return FS_Write(VMA(1), args[2], args[3]);
	case CG_FS_FCLOSEFILE:
		FS_FCloseFile(args[1]);
		return 0;
	case CG_FS_GETFILELIST:
		return FS_GetFileList(VMA(1), VMA(2), VMA(3), args[4]);
	case CG_FS_DELETEFILE:
		return FS_Delete(VMA(1));
	case CG_SENDCONSOLECOMMAND:
		Cbuf_AddText(VMA(1));
		return 0;
	case CG_ADDCOMMAND:
		CL_AddCgameCommand(VMA(1));
		return 0;
	case CG_REMOVECOMMAND:
		Cmd_RemoveCommandSafe(VMA(1));
		return 0;
	case CG_SENDCLIENTCOMMAND:
		CL_AddReliableCommand(VMA(1));
		return 0;
	case CG_UPDATESCREEN:
		SCR_UpdateScreen();
		return 0;
	case CG_CM_LOADMAP:
		CL_CM_LoadMap(VMA(1));
		return 0;
	case CG_CM_NUMINLINEMODELS:
		return CM_NumInlineModels();
	case CG_CM_INLINEMODEL:
		return CM_InlineModel(args[1]);
	case CG_CM_TEMPBOXMODEL:
		return CM_TempBoxModel(VMA(1), VMA(2), qfalse);
	case CG_CM_TEMPCAPSULEMODEL:
		return CM_TempBoxModel(VMA(1), VMA(2), qtrue);
	case CG_CM_POINTCONTENTS:
		return CM_PointContents(VMA(1), args[2]);
	case CG_CM_TRANSFORMEDPOINTCONTENTS:
		return CM_TransformedPointContents(VMA(1), args[2], VMA(3), VMA(4));
	case CG_CM_BOXTRACE:
		CM_BoxTrace(VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse);
		return 0;
	case CG_CM_CAPSULETRACE:
		CM_BoxTrace(VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue);
		return 0;
	case CG_CM_TRANSFORMEDBOXTRACE:
		CM_TransformedBoxTrace(VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qfalse);
		return 0;
	case CG_CM_TRANSFORMEDCAPSULETRACE:
		CM_TransformedBoxTrace(VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qtrue);
		return 0;
	case CG_CM_MARKFRAGMENTS:
		return re.MarkFragments(args[1], VMA(2), VMA(3), args[4], VMA(5), args[6], VMA(7));

	case CG_R_PROJECTDECAL:
		re.ProjectDecal(args[1], args[2], VMA(3), VMA(4), VMA(5), args[6], args[7]);
		return 0;
	case CG_R_CLEARDECALS:
		re.ClearDecals();
		return 0;

	case CG_S_STARTSOUND:
		S_StartSound(VMA(1), args[2], args[3], args[4], args[5]);
		return 0;
	case CG_S_STARTSOUNDEX:
		S_StartSoundEx(VMA(1), args[2], args[3], args[4], args[5], args[6]);
		return 0;
	case CG_S_STARTLOCALSOUND:
		S_StartLocalSound(args[1], args[2], args[3]);
		return 0;
	case CG_S_CLEARLOOPINGSOUNDS:
		S_ClearLoopingSounds();
		return 0;
	case CG_S_CLEARSOUNDS:
		if (args[1] == 0)
		{
			S_ClearSounds(qtrue, qfalse);
		}
		else if (args[1] == 1)
		{
			S_ClearSounds(qtrue, qtrue);
		}
		return 0;
	case CG_S_ADDLOOPINGSOUND:
		// FIXME handling of looping sounds changed
		S_AddLoopingSound(VMA(1), VMA(2), args[3], args[4], args[5], args[6]);
		return 0;
	case CG_S_ADDREALLOOPINGSOUND:
		S_AddRealLoopingSound(VMA(1), VMA(2), args[3], args[4], args[5], args[6]);
		return 0;
	case CG_S_STOPSTREAMINGSOUND:
		S_StopEntStreamingSound(args[1]);
		return 0;
	case CG_S_UPDATEENTITYPOSITION:
		S_UpdateEntityPosition(args[1], VMA(2));
		return 0;
	// talking animations
	case CG_S_GETVOICEAMPLITUDE:
		return S_GetVoiceAmplitude(args[1]);

	case CG_S_GETSOUNDLENGTH:
		return S_GetSoundLength(args[1]);

	// for looped sound starts
	case CG_S_GETCURRENTSOUNDTIME:
		return S_GetCurrentSoundTime();

	case CG_S_RESPATIALIZE:
		S_Respatialize(args[1], VMA(2), VMA(3), args[4]);
		return 0;
	case CG_S_REGISTERSOUND:
		return S_RegisterSound(VMA(1), args[2]);
	case CG_S_STARTBACKGROUNDTRACK:
		S_StartBackgroundTrack(VMA(1), VMA(2), args[3]);    // added fadeup time
		return 0;
	case CG_S_FADESTREAMINGSOUND:
		S_FadeStreamingSound(VMF(1), args[2], args[3]);     // added music/all-streaming options
		return 0;
	case CG_S_STARTSTREAMINGSOUND:
		return S_StartStreamingSound(VMA(1), VMA(2), args[3], args[4], args[5]);
	case CG_R_LOADWORLDMAP:
		re.LoadWorld(VMA(1));
		return 0;
	case CG_R_REGISTERMODEL:
		return re.RegisterModel(VMA(1));
	case CG_R_REGISTERSKIN:
		return re.RegisterSkin(VMA(1));
	case CG_R_GETSKINMODEL:
		return re.GetSkinModel(args[1], VMA(2), VMA(3));
	case CG_R_GETMODELSHADER:
		return re.GetShaderFromModel(args[1], args[2], args[3]);
	case CG_R_REGISTERSHADER:
		return re.RegisterShader(VMA(1));
	case CG_R_REGISTERSHADERNOMIP:
		return re.RegisterShaderNoMip(VMA(1));
	case CG_R_REGISTERFONT:
		re.RegisterFont(VMA(1), args[2], VMA(3));
		return 0;
	case CG_R_CLEARSCENE:
		re.ClearScene();
		return 0;
	case CG_R_ADDREFENTITYTOSCENE:
		re.AddRefEntityToScene(VMA(1));
		return 0;
	case CG_R_ADDPOLYTOSCENE:
		re.AddPolyToScene(args[1], args[2], VMA(3));
		return 0;
	case CG_R_ADDPOLYSTOSCENE:
		re.AddPolysToScene(args[1], args[2], VMA(3), args[4]);
		return 0;
	case CG_R_ADDPOLYBUFFERTOSCENE:
		re.AddPolyBufferToScene(VMA(1));
		return 0;
	case CG_R_ADDLIGHTTOSCENE:
		re.AddLightToScene(VMA(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), args[7], args[8]);
		return 0;
	case CG_R_ADDCORONATOSCENE:
		re.AddCoronaToScene(VMA(1), VMF(2), VMF(3), VMF(4), VMF(5), args[6], args[7]);
		return 0;
	case CG_R_SETFOG:
		re.SetFog(args[1], args[2], args[3], VMF(4), VMF(5), VMF(6), VMF(7));
		return 0;
	case CG_R_SETGLOBALFOG:
		re.SetGlobalFog(args[1], args[2], VMF(3), VMF(4), VMF(5), VMF(6));
		return 0;
	case CG_R_RENDERSCENE:
		re.RenderScene(VMA(1));
		return 0;
	case CG_R_SAVEVIEWPARMS:
		re.SaveViewParms();
		return 0;
	case CG_R_RESTOREVIEWPARMS:
		re.RestoreViewParms();
		return 0;
	case CG_R_SETCOLOR:
		re.SetColor(VMA(1));
		return 0;
	case CG_R_DRAWSTRETCHPIC:
		re.DrawStretchPic(VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9]);
		return 0;
	case CG_R_DRAWROTATEDPIC:
		re.DrawRotatedPic(VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9], VMF(10));
		return 0;
	case CG_R_DRAWSTRETCHPIC_GRADIENT:
		re.DrawStretchPicGradient(VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9], VMA(10), args[11]);
		return 0;
	case CG_R_DRAW2DPOLYS:
		re.Add2dPolys(VMA(1), args[2], args[3]);
		return 0;
	case CG_R_MODELBOUNDS:
		re.ModelBounds(args[1], VMA(2), VMA(3));
		return 0;
	case CG_R_LERPTAG:
		return re.LerpTag(VMA(1), VMA(2), VMA(3), args[4]);
	case CG_GETGLCONFIG:
		CL_GetGlconfig(VMA(1));
		return 0;
	case CG_GETGAMESTATE:
		CL_GetGameState(VMA(1));
		return 0;
	case CG_GETCURRENTSNAPSHOTNUMBER:
		CL_GetCurrentSnapshotNumber(VMA(1), VMA(2));
		return 0;
	case CG_GETSNAPSHOT:
		return CL_GetSnapshot(args[1], VMA(2));
	case CG_GETSERVERCOMMAND:
		return CL_GetServerCommand(args[1]);
	case CG_GETCURRENTCMDNUMBER:
		return CL_GetCurrentCmdNumber();
	case CG_GETUSERCMD:
		return CL_GetUserCmd(args[1], VMA(2));
	case CG_SETUSERCMDVALUE:
		CL_SetUserCmdValue(args[1], args[2], VMF(3), args[4]);
		return 0;
	case CG_SETCLIENTLERPORIGIN:
		CL_SetClientLerpOrigin(VMF(1), VMF(2), VMF(3));
		return 0;
	case CG_MEMORY_REMAINING:
		return Hunk_MemoryRemaining();
	case CG_KEY_ISDOWN:
		return Key_IsDown(args[1]);
	case CG_KEY_GETCATCHER:
		return Key_GetCatcher();
	case CG_KEY_SETCATCHER:
		// Don't allow the cgame module to close the console
		Key_SetCatcher(args[1] | (Key_GetCatcher() & KEYCATCH_CONSOLE));
		return 0;
	case CG_KEY_GETKEY:
		return Key_GetKey(VMA(1));

	case CG_KEY_GETOVERSTRIKEMODE:
		return Key_GetOverstrikeMode();
	case CG_KEY_SETOVERSTRIKEMODE:
		Key_SetOverstrikeMode(args[1]);
		return 0;

	case CG_MEMSET:
		return (intptr_t)memset(VMA(1), args[2], args[3]);
	case CG_MEMCPY:
		return (intptr_t)memcpy(VMA(1), VMA(2), args[3]);
	case CG_STRNCPY:
		return (intptr_t)strncpy(VMA(1), VMA(2), args[3]);
	case CG_SIN:
		return FloatAsInt(sin(VMF(1)));
	case CG_COS:
		return FloatAsInt(cos(VMF(1)));
	case CG_ATAN2:
		return FloatAsInt(atan2(VMF(1), VMF(2)));
	case CG_SQRT:
		return FloatAsInt(sqrt(VMF(1)));
	case CG_FLOOR:
		return FloatAsInt(floor(VMF(1)));
	case CG_CEIL:
		return FloatAsInt(ceil(VMF(1)));
	case CG_ACOS:
		return FloatAsInt(Q_acos(VMF(1)));

	case CG_PC_ADD_GLOBAL_DEFINE:
		return botlib_export->PC_AddGlobalDefine(VMA(1));
	case CG_PC_LOAD_SOURCE:
		return botlib_export->PC_LoadSourceHandle(VMA(1));
	case CG_PC_FREE_SOURCE:
		return botlib_export->PC_FreeSourceHandle(args[1]);
	case CG_PC_READ_TOKEN:
		return botlib_export->PC_ReadTokenHandle(args[1], VMA(2));
	case CG_PC_SOURCE_FILE_AND_LINE:
		return botlib_export->PC_SourceFileAndLine(args[1], VMA(2), VMA(3));
	case CG_PC_UNREAD_TOKEN:
		botlib_export->PC_UnreadLastTokenHandle(args[1]);
		return 0;

	case CG_S_STOPBACKGROUNDTRACK:
		S_StopBackgroundTrack();
		return 0;

	case CG_REAL_TIME:
		return Com_RealTime(VMA(1));
	case CG_SNAPVECTOR:
		Sys_SnapVector(VMA(1));
		return 0;

	case CG_CIN_PLAYCINEMATIC:
		return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]);

	case CG_CIN_STOPCINEMATIC:
		return CIN_StopCinematic(args[1]);

	case CG_CIN_RUNCINEMATIC:
		return CIN_RunCinematic(args[1]);

	case CG_CIN_DRAWCINEMATIC:
		CIN_DrawCinematic(args[1]);
		return 0;

	case CG_CIN_SETEXTENTS:
		CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);
		return 0;

	case CG_R_REMAP_SHADER:
		re.RemapShader(VMA(1), VMA(2), VMA(3));
		return 0;

	case CG_TESTPRINTINT:
		Com_Printf("%s%li\n", (char *)VMA(1), (long)args[2]);
		return 0;
	case CG_TESTPRINTFLOAT:
		Com_Printf("%s%f\n", (char *)VMA(1), VMF(2));
		return 0;

	case CG_GET_ENTITY_TOKEN:
		return re.GetEntityToken(VMA(1), args[2]);

	case CG_INGAME_POPUP:
		if (cls.state == CA_ACTIVE && !clc.demoplaying)
		{
			if (uivm)     // can be called as the system is shutting down
			{
				VM_Call(uivm, UI_SET_ACTIVE_MENU, args[1]);
			}
		}
		return 0;

	case CG_KEY_GETBINDINGBUF:
		Key_GetBindingBuf(args[1], VMA(2), args[3]);
		return 0;

	case CG_KEY_SETBINDING:
		Key_SetBinding(args[1], VMA(2));
		return 0;

	case CG_KEY_KEYNUMTOSTRINGBUF:
		Key_KeynumToStringBuf(args[1], VMA(2), args[3]);
		return 0;

	case CG_KEY_BINDINGTOKEYS:
		Key_GetBindingByString(VMA(1), VMA(2), VMA(3));
		return 0;

	case CG_TRANSLATE_STRING:
		CL_TranslateString(VMA(1), VMA(2));
		return 0;

	case CG_S_FADEALLSOUNDS:
		S_FadeAllSounds(VMF(1), args[2], args[3]);
		return 0;

	case CG_R_INPVS:
		return re.inPVS(VMA(1), VMA(2));

	case CG_GETHUNKDATA:
		Com_GetHunkInfo(VMA(1), VMA(2));
		return 0;

	// binary channel
	case CG_SENDMESSAGE:
		CL_SendBinaryMessage(VMA(1), args[2]);
		return 0;
	case CG_MESSAGESTATUS:
		return CL_BinaryMessageStatus();
	case CG_R_LOADDYNAMICSHADER:
		return re.LoadDynamicShader(VMA(1), VMA(2));
	case CG_R_RENDERTOTEXTURE:
		re.RenderToTexture(args[1], args[2], args[3], args[4], args[5]);
		return 0;
	case CG_R_GETTEXTUREID:
		return re.GetTextureId(VMA(1));
	// flush gl rendering buffers
	case CG_R_FINISH:
		re.Finish();
		return 0;

	case CG_LOADCAMERA:
	case CG_STARTCAMERA:
	case CG_STOPCAMERA:
	case CG_GETCAMERAINFO:
	case CG_PUMPEVENTLOOP:
	case CG_INGAME_CLOSEPOPUP:
	case CG_R_LIGHTFORPOINT: // re-added to avoid a crash when called - still in enum of cgameImport_t

		// This shows (developer 1) when the vanilla mod code is loaded or mods using obsolete system calls - see cases.
		Com_DPrintf("Obsolete cgame system trap: %ld\n", (long int) args[0]);
		return 0;

	default:
		Com_Error(ERR_DROP, "Bad cgame system trap: %ld", (long int) args[0]);
		break;
	}
	return 0;
}
/*
====================
CL_CgameSystemCalls

The cgame module is making a system call
====================
*/
intptr_t CL_CgameSystemCalls( intptr_t *args ) {
	switch( args[0] ) {
	case CG_PRINT:
		Com_Printf( "%s", VMA(1) );
		return 0;
	case CG_FATAL_ERROR:
		Com_Error( ERR_DROP, "%s", VMA(1) );
		return 0;
	case CG_MILLISECONDS:
		return Sys_Milliseconds();
	case CG_CVAR_REGISTER:
		Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); 
		return 0;
	case CG_CVAR_UPDATE:
		Cvar_Update( VMA(1) );
		return 0;
	case CG_CVAR_SET:
		Cvar_Set( VMA(1), VMA(2) );
		return 0;
	case CG_CVAR_VARIABLESTRINGBUFFER:
		Cvar_VariableStringBuffer( VMA(1), VMA(2), args[3] );
		return 0;
	case CG_ARGC:
		return Cmd_Argc();
	case CG_ARGV:
		Cmd_ArgvBuffer( args[1], VMA(2), args[3] );
		return 0;
	case CG_ARGVI:
		return atoi( Cmd_Argv( args[1] ) );
	case CG_ARGS:
		Cmd_ArgsBuffer( VMA(1), args[2] );
		return 0;
	case CG_CMD_EXECUTETEXT:
		Cbuf_ExecuteText( args[1], VMA(2) );
		return 0;
	case CG_FS_FOPENFILE:
		return FS_FOpenFileByMode( VMA(1), VMA(2), args[3] );
	case CG_FS_READ:
		FS_Read( VMA(1), args[2], args[3] );
		return 0;
	case CG_FS_WRITE:
		FS_Write( VMA(1), args[2], args[3] );
		return 0;
	case CG_FS_FCLOSEFILE:
		FS_FCloseFile( args[1] );
		return 0;
	case CG_SENDCONSOLECOMMAND:
		Cbuf_AddText( VMA(1) );
		return 0;
	case CG_FORWARDCOMMAND:
		VM_Call( uivm, UI_CONSOLE_COMMAND, cls.realtime );
		return 0;
	case CG_ADDCOMMAND:
		CL_AddCgameCommand( VMA(1) );
		return 0;
	case CG_REMOVECOMMAND:
		Cmd_RemoveCommand( VMA(1) );
		return 0;
	case CG_SENDCLIENTCOMMAND:
		CL_AddReliableCommand( VMA(1) );
		return 0;
	case CG_UPDATESCREEN:
		// this is used during lengthy level loading, so pump message loop
//		Com_EventLoop();	// FIXME: if a server restarts here, BAD THINGS HAPPEN!
// We can't call Com_EventLoop here, a restart will crash and this _does_ happen
// if there is a map change while we are downloading at pk3.
// ZOID
		SCR_UpdateScreen();
		return 0;
	case CG_CM_LOADMAP:
		CL_CM_LoadMap( VMA(1) );
		return 0;
	case CG_CM_NUMINLINEMODELS:
		return CM_NumInlineModels();
	case CG_CM_INLINEMODEL:
		return CM_InlineModel( args[1] );
	case CG_CM_TEMPBOXMODEL:
		return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qfalse );
	case CG_CM_TEMPCAPSULEMODEL:
		return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qtrue );
	case CG_CM_POINTCONTENTS:
		return CM_PointContents( VMA(1), args[2] );
	case CG_CM_TRANSFORMEDPOINTCONTENTS:
		return CM_TransformedPointContents( VMA(1), args[2], VMA(3), VMA(4) );
	case CG_CM_BOXTRACE:
		CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse );
		return 0;
	case CG_CM_CAPSULETRACE:
		CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue );
		return 0;
	case CG_CM_TRANSFORMEDBOXTRACE:
		CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qfalse );
		return 0;
	case CG_CM_TRANSFORMEDCAPSULETRACE:
		CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qtrue );
		return 0;
	case CG_CM_MARKFRAGMENTS:
		return re.MarkFragments( args[1], VMA(2), VMA(3), args[4], VMA(5), args[6], VMA(7) );
	case CG_S_STARTSOUND:
		S_StartSound( VMA(1), args[2], args[3], args[4] );
		return 0;
	case CG_S_STARTLOCALSOUND:
		S_StartLocalSound( args[1], args[2] );
		return 0;
	case CG_S_CLEARLOOPINGSOUNDS:
		S_ClearLoopingSounds(args[1]);
		return 0;
	case CG_S_ADDLOOPINGSOUND:
		S_AddLoopingSound( args[1], VMA(2), VMA(3), args[4] );
		return 0;
	case CG_S_ADDREALLOOPINGSOUND:
		S_AddRealLoopingSound( args[1], VMA(2), VMA(3), args[4] );
		return 0;
	case CG_S_STOPLOOPINGSOUND:
		S_StopLoopingSound( args[1] );
		return 0;
	case CG_S_UPDATEENTITYPOSITION:
		S_UpdateEntityPosition( args[1], VMA(2) );
		return 0;
	case CG_S_RESPATIALIZE:
		S_Respatialize( args[1], VMA(2), VMA(3), args[4] );
		return 0;
	case CG_S_REGISTERSOUND:
		return S_RegisterSound( VMA(1), args[2] );
	case CG_S_STARTBACKGROUNDTRACK:
		S_StartBackgroundTrack( VMA(1), VMA(2) );
		return 0;
	case CG_R_LOADWORLDMAP:
		CL_R_LoadWorld( VMA( 1 ) );
		return 0; 
	case CG_R_REGISTERMODEL:
		return re.RegisterModel( VMA(1) );
	case CG_R_REGISTERSKIN:
		return re.RegisterSkin( VMA(1) );
	case CG_R_REGISTERSHADER:
		return re.RegisterShader( VMA(1) );
	case CG_R_REGISTERSHADERNOMIP:
		return re.RegisterShaderNoMip( VMA(1) );

	case CG_R_REGISTERFONT:
		return re.RegisterFont( VMA(1) );
	case CG_R_CLEARSCENE:
		re.ClearScene();
		return 0;

	case CG_R_BUILDPOSE:
		{
			animGroupTransition_t trans;
			trans.animGroup = 0;
			trans.interp = 0;
		
			return re.BuildPose( args[1], VMA( 2 ), args[3], VMA( 4 ), args[5], NULL, 0, NULL, 0, &trans, 1 );
		}
	
	case CG_R_BUILDPOSE2:
		return re.BuildPose( args[1], VMA( 2 ), 2, VMA( 3 ), 2, VMA( 4 ), 2, VMA( 5 ), 2, VMA( 6 ), 2 );

	case CG_R_BUILDPOSE3:
		return re.BuildPose( args[1], VMA( 2 ), 1, 0, 0, VMA( 3 ), 1, 0, 0, VMA( 4 ), 1 );

	case CG_R_LERPTAGFROMPOSE:
		return re.LerpTagFromPose( VMA( 1 ), args[2], args[3], VMA( 4 ) );
	
	case CG_R_ADDREFENTITYTOSCENE:
		re.AddRefEntityToScene( VMA(1) );
		return 0;
	case CG_R_ADDPOLYTOSCENE:
		re.AddPolyToScene( args[1], args[2], VMA(3), 1 );
		return 0;
	case CG_R_ADDPOLYSTOSCENE:
		re.AddPolyToScene( args[1], args[2], VMA(3), args[4] );
		return 0;

	case CG_R_MENUBEGINSURF:
		re.MenuBeginSurf( args[1] );
		return 0;

	case CG_R_MENUENDSURF:
		re.MenuEndSurf();
		return 0;

	case CG_R_LIGHTFORPOINT:
		return re.LightForPoint( VMA(1), VMA(2), VMA(3), VMA(4) );
	case CG_R_ADDLIGHTTOSCENE:
		re.AddLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );
		return 0;
	case CG_R_ADDADDITIVELIGHTTOSCENE:
		re.AddAdditiveLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );
		return 0;
	case CG_R_RENDERSCENE:
		re.RenderScene( VMA(1) );
		return 0;
	case CG_R_SETCOLOR:
		re.SetColor( VMA(1) );
		return 0;
	case CG_R_DRAWSTRETCHPIC:
		re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), NULL, VMF(5), VMF(6), VMF(7), VMF(8), args[9] );
		return 0;
	case CG_R_SHAPECREATE:
		{
			curve_t *	c = VMA(1);
			int			n = args[3];
			int			i;
			for ( i=0; i<n; i++ ) {
				c->pts = (vec2_t*)VM_ArgPtr((intptr_t)c->pts);
				c->uvs = (vec2_t*)VM_ArgPtr((intptr_t)c->uvs);
				c->colors = (vec4_t*)VM_ArgPtr((intptr_t)c->colors);
				c->indices = (short*)VM_ArgPtr((intptr_t)c->indices );
			}
			return re.ShapeCreate( c, VMA( 2 ), n );
		}
	case CG_R_SHAPEDRAW:
		re.ShapeDraw( args[1], args[2], VMA( 3 ) );
		return 0;
	case CG_R_RENDERTEXT:
		CL_RenderText( VMA(1), VMF(2), VMA(3), VMA(4), args[5], (args[6])>>16, args[6]&0xFFFF, args[7], args[8], 0, args[9], VMA(10) );
		return 0;
	case CG_R_GETFONT:
		memcpy( VMA(3), re.GetFontFromFontSet( args[1], VMF(2) ), sizeof(fontInfo_t) );
		return 0;
	case CG_R_ROUNDRECT:
		SCR_FillRect( VMF(1), VMF(2), VMF(3), VMF(4), VMA(5), args[6] );
		return 0;
	case CG_R_MODELBOUNDS:
		re.ModelBounds( args[1], VMA(2), VMA(3) );
		return 0;
	case CG_R_LERPTAG:
		return re.LerpTag( VMA(1), args[2], args[3], args[4], VMF(5), VMA(6) );
	case CG_GETGLCONFIG:
		CL_GetGlconfig( VMA(1) );
		return 0;
	case CG_GETGAMESTATE:
		CL_GetGameState( VMA(1) );
		return 0;
	case CG_GETCURRENTSNAPSHOTNUMBER:
		CL_GetCurrentSnapshotNumber( VMA(1), VMA(2) );
		return 0;
	case CG_GETSNAPSHOT:
		return CL_GetSnapshot( args[1], VMA(2) );
	case CG_GETSERVERCOMMAND:
		return CL_GetServerCommand( args[1] );
	case CG_GETCURRENTCMDNUMBER:
		return CL_GetCurrentCmdNumber();
	case CG_GETUSERCMD:
		return CL_GetUserCmd( args[1], VMA(2) );
	case CG_SETUSERCMDVALUE:
		CL_SetUserCmdValue( args[1], VMF(2) );
		return 0;
	case CG_MEMORY_REMAINING:
		return Hunk_MemoryRemaining();
  case CG_KEY_ISDOWN:
		return Key_IsDown( args[1] );
  case CG_KEY_GETCATCHER:
		return Key_GetCatcher();
  case CG_KEY_SETCATCHER:
		Key_SetCatcher( args[1] );
    return 0;
  case CG_KEY_GETKEY:
		return Key_GetKey( VMA(1) );



	case CG_MEMSET:
		Com_Memset( VMA(1), args[2], args[3] );
		return 0;
	case CG_MEMCPY:
		Com_Memcpy( VMA(1), VMA(2), args[3] );
		return 0;
	case CG_STRNCPY:
		strncpy( VMA(1), VMA(2), args[3] );
		return args[1];
	case CG_SIN:
		return FloatAsInt( sin( VMF(1) ) );
	case CG_COS:
		return FloatAsInt( cos( VMF(1) ) );
	case CG_ATAN2:
		return FloatAsInt( atan2( VMF(1), VMF(2) ) );
	case CG_SQRT:
		return FloatAsInt( sqrt( VMF(1) ) );
	case CG_FLOOR:
		return FloatAsInt( floor( VMF(1) ) );
	case CG_CEIL:
		return FloatAsInt( ceil( VMF(1) ) );
	case CG_ACOS:	return FloatAsInt( Q_acos( VMF(1) ) );
	case CG_FMOD:	return FloatAsInt( fmod( VMF(1),VMF(2) ) );
	case CG_POW:	return FloatAsInt( pow( VMF(1),VMF(2) ) );
	case CG_ATAN:	return FloatAsInt( atan( VMF(1) ) );
	case CG_TAN:	return FloatAsInt( tan( VMF(1)) );

	case CG_PC_ADD_GLOBAL_DEFINE:
		return botlib_export->PC_AddGlobalDefine( VMA(1) );
	case CG_PC_LOAD_SOURCE:
		return botlib_export->PC_LoadSourceHandle( VMA(1) );
	case CG_PC_FREE_SOURCE:
		return botlib_export->PC_FreeSourceHandle( args[1] );
	case CG_PC_READ_TOKEN:
		return botlib_export->PC_ReadTokenHandle( args[1], VMA(2) );
	case CG_PC_SOURCE_FILE_AND_LINE:
		return botlib_export->PC_SourceFileAndLine( args[1], VMA(2), VMA(3) );

	case CG_S_STOPBACKGROUNDTRACK:
		S_StopBackgroundTrack();
		return 0;

	case CG_REAL_TIME:
		return Com_RealTime( VMA(1) );
	case CG_SNAPVECTOR:
		Sys_SnapVector( VMA(1) );
		return 0;

	case CG_UPDATEGAMESTATE:
		return CL_UpdateGameState( VMA(1) );

	case CG_CIN_PLAYCINEMATIC:
	  return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]);

	case CG_CIN_STOPCINEMATIC:
	  return CIN_StopCinematic(args[1]);

	case CG_CIN_RUNCINEMATIC:
	  return CIN_RunCinematic(args[1]);

	case CG_CIN_DRAWCINEMATIC:
	  CIN_DrawCinematic(args[1]);
	  return 0;

	case CG_CIN_SETEXTENTS:
	  CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);
	  return 0;

	case CG_R_REMAP_SHADER:
		//ToDo: remove this trap
		return 0;

/*
	case CG_LOADCAMERA:
		return loadCamera(VMA(1));

	case CG_STARTCAMERA:
		startCamera(args[1]);
		return 0;

	case CG_GETCAMERAINFO:
		return getCameraInfo(args[1], VMA(2), VMA(3));
*/
	case CG_GET_ENTITY_TOKEN:
		return re.GetEntityToken( VMA(1), args[2] );
	case CG_R_INPVS:
		return re.inPVS( VMA(1), VMA(2) );


	case CG_Q_rand:
		return Rand_NextUInt32( &cl.db.rand );


	case CG_SQL_LOADDB:
		{
			char *	buffer;
			int		length;
			length = FS_ReadFile( VMA(1), &buffer );
			if ( length > 0 ) {
				sql_exec( &cl.db, buffer );
				FS_FreeFile(buffer);
			}
			return 0;
		} break;
	case CG_SQL_EXEC:		return sql_exec( &cl.db, VMA(1) );
	case CG_SQL_PREPARE:	return sql_prepare( &cl.db, VMA(1) ) != 0;
	case CG_SQL_BIND:		return sql_bind( &cl.db, args );
	case CG_SQL_BINDTEXT:	return sql_bindtext( &cl.db, args[1], VMA(2) );
	case CG_SQL_BINDINT:	return sql_bindint( &cl.db, args[1], args[2] );
	case CG_SQL_BINDARGS:
		{
			int i,n = Cmd_Argc();
			for ( i=1; i<n; i++ )
			{
				if ( !sql_bindtext( &cl.db, i, Cmd_Argv( i ) ) )
					return 0;
			}
			
		} return 1;

	case CG_SQL_STEP:			return sql_step( &cl.db );
	case CG_SQL_COLUMNCOUNT:	return sql_columncount( &cl.db );
	case CG_SQL_COLUMNASTEXT:
		Q_strncpyz( VMA(1), sql_columnastext( &cl.db, args[3] ), args[2] );
		break;
	case CG_SQL_COLUMNASINT:	return sql_columnasint( &cl.db, args[1] );
	case CG_SQL_COLUMNNAME:
		Q_strncpyz( VMA(1), sql_columnname( &cl.db, args[3] ), args[2] );
		break;
	case CG_SQL_DONE:			return sql_done( &cl.db );
	case CG_SQL_COMPILE:		return sql_compile( &cl.db, VMA(1) );
	case CG_SQL_RUN:
		{
			char *	buffer	= VMA(1);
			int		size	= args[2];
			int		id		= args[3];
			int		i;
			formatInfo_t *	stmt = (formatInfo_t*)cl.db.stmts_byindex[ id ];

			if ( stmt ) {

				sqlData_t params[ 3 ];
				const char * r;

				for ( i=0; i<3; i++ ) {

					params[ i ].format = INTEGER;
					params[ i ].payload.integer = args[ 4+i ];
				}

				r = sql_eval( &cl.db, stmt->print, 0, 0, 0, 0, params, 0 ).string;

				Q_strncpyz( buffer, r, size );
			} else {
				buffer[ 0 ] = '\0';
			}

		} break;

	default:
	        assert(0); // bk010102
		Com_Error( ERR_DROP, "Bad cgame system trap: %i", args[0] );
	}
	return 0;
}
/*
====================
CL_CgameSystemCalls

The cgame module is making a system call
====================
*/
intptr_t CL_CgameSystemCalls( intptr_t *args ) {
	switch( args[0] ) {
	case CG_PRINT:
		Com_Printf( "%s", (const char*)VMA(1) );
		return 0;
	case CG_ERROR:
		Com_Error( ERR_DROP, "%s", (const char*)VMA(1) );
		return 0;
	case CG_MILLISECONDS:
		return Sys_Milliseconds();
	case CG_CVAR_REGISTER:
		Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); 
		return 0;
	case CG_CVAR_UPDATE:
		Cvar_Update( VMA(1) );
		return 0;
	case CG_CVAR_SET:
		Cvar_Set( VMA(1), VMA(2) );
		return 0;
	case CG_CVAR_VARIABLESTRINGBUFFER:
		Cvar_VariableStringBuffer( VMA(1), VMA(2), args[3] );
		return 0;
	case CG_ARGC:
		return Cmd_Argc();
	case CG_ARGV:
		Cmd_ArgvBuffer( args[1], VMA(2), args[3] );
		return 0;
	case CG_ARGS:
		Cmd_ArgsBuffer( VMA(1), args[2] );
		return 0;
	case CG_FS_FOPENFILE:
		return FS_FOpenFileByMode( VMA(1), VMA(2), args[3] );
	case CG_FS_READ:
		FS_Read2( VMA(1), args[2], args[3] );
		return 0;
	case CG_FS_WRITE:
		FS_Write( VMA(1), args[2], args[3] );
		return 0;
	case CG_FS_FCLOSEFILE:
		FS_FCloseFile( args[1] );
		return 0;
	case CG_FS_SEEK:
		return FS_Seek( args[1], args[2], args[3] );
	case CG_SENDCONSOLECOMMAND:
		Cbuf_AddText( VMA(1) );
		return 0;
	case CG_ADDCOMMAND:
		CL_AddCgameCommand( VMA(1) );
		return 0;
	case CG_REMOVECOMMAND:
		Cmd_RemoveCommand( VMA(1) );
		return 0;
	case CG_SENDCLIENTCOMMAND:
		CL_AddReliableCommand( VMA(1) );
		return 0;
	case CG_UPDATESCREEN:
		// this is used during lengthy level loading, so pump message loop
//		Com_EventLoop();	// FIXME: if a server restarts here, BAD THINGS HAPPEN!
// We can't call Com_EventLoop here, a restart will crash and this _does_ happen
// if there is a map change while we are downloading at pk3.
// ZOID
		SCR_UpdateScreen();
		return 0;
	case CG_CM_LOADMAP:
		CL_CM_LoadMap( VMA(1) );
		return 0;
	case CG_CM_NUMINLINEMODELS:
		return CM_NumInlineModels();
	case CG_CM_INLINEMODEL:
		return CM_InlineModel( args[1] );
	case CG_CM_TEMPBOXMODEL:
		return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qfalse );
	case CG_CM_TEMPCAPSULEMODEL:
		return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qtrue );
	case CG_CM_POINTCONTENTS:
		return CM_PointContents( VMA(1), args[2] );
	case CG_CM_TRANSFORMEDPOINTCONTENTS:
		return CM_TransformedPointContents( VMA(1), args[2], VMA(3), VMA(4) );
	case CG_CM_BOXTRACE:
		CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse );
		return 0;
	case CG_CM_CAPSULETRACE:
		CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue );
		return 0;
	case CG_CM_TRANSFORMEDBOXTRACE:
		CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qfalse );
		return 0;
	case CG_CM_TRANSFORMEDCAPSULETRACE:
		CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qtrue );
		return 0;
	case CG_CM_MARKFRAGMENTS:
		return re.MarkFragments( args[1], VMA(2), VMA(3), args[4], VMA(5), args[6], VMA(7) );
	case CG_S_STARTSOUND:
		S_StartSound( VMA(1), args[2], args[3], args[4] );
		return 0;
	case CG_S_STARTLOCALSOUND:
		S_StartLocalSound( args[1], args[2] );
		return 0;
	case CG_S_CLEARLOOPINGSOUNDS:
		S_ClearLoopingSounds(args[1]);
		return 0;
	case CG_S_ADDLOOPINGSOUND:
		S_AddLoopingSound( args[1], VMA(2), VMA(3), args[4] );
		return 0;
	case CG_S_ADDREALLOOPINGSOUND:
		S_AddRealLoopingSound( args[1], VMA(2), VMA(3), args[4] );
		return 0;
	case CG_S_STOPLOOPINGSOUND:
		S_StopLoopingSound( args[1] );
		return 0;
	case CG_S_UPDATEENTITYPOSITION:
		S_UpdateEntityPosition( args[1], VMA(2) );
		return 0;
	case CG_S_RESPATIALIZE:
		S_Respatialize( args[1], VMA(2), VMA(3), args[4] );
		return 0;
	case CG_S_REGISTERSOUND:
		return S_RegisterSound( VMA(1), args[2] );
	case CG_S_STARTBACKGROUNDTRACK:
		S_StartBackgroundTrack( VMA(1), VMA(2) );
		return 0;
	case CG_R_LOADWORLDMAP:
		re.LoadWorld( VMA(1) );
		return 0; 
	case CG_R_REGISTERMODEL:
		return re.RegisterModel( VMA(1) );
	case CG_R_REGISTERSKIN:
		return re.RegisterSkin( VMA(1) );
	case CG_R_REGISTERSHADER:
		return re.RegisterShader( VMA(1) );
	case CG_R_REGISTERSHADERNOMIP:
		return re.RegisterShaderNoMip( VMA(1) );
	case CG_R_REGISTERFONT:
		re.RegisterFont( VMA(1), args[2], VMA(3));
	case CG_R_CLEARSCENE:
		re.ClearScene();
		return 0;
	case CG_R_ADDREFENTITYTOSCENE:
		re.AddRefEntityToScene( VMA(1) );
		return 0;
	case CG_R_ADDPOLYTOSCENE:
		re.AddPolyToScene( args[1], args[2], VMA(3), 1 );
		return 0;
	case CG_R_ADDPOLYSTOSCENE:
		re.AddPolyToScene( args[1], args[2], VMA(3), args[4] );
		return 0;
	case CG_R_LIGHTFORPOINT:
		return re.LightForPoint( VMA(1), VMA(2), VMA(3), VMA(4) );
	case CG_R_ADDLIGHTTOSCENE:
		re.AddLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );
		return 0;
	case CG_R_ADDADDITIVELIGHTTOSCENE:
		re.AddAdditiveLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );
		return 0;
	case CG_R_RENDERSCENE:
		re.RenderScene( VMA(1) );
		return 0;
	case CG_R_SETCOLOR:
		re.SetColor( VMA(1) );
		return 0;
	case CG_R_DRAWSTRETCHPIC:
		re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] );
		return 0;
	case CG_R_MODELBOUNDS:
		re.ModelBounds( args[1], VMA(2), VMA(3) );
		return 0;
	case CG_R_LERPTAG:
		return re.LerpTag( VMA(1), args[2], args[3], args[4], VMF(5), VMA(6) );
	case CG_GETGLCONFIG:
		CL_GetGlconfig( VMA(1) );
		return 0;
	case CG_GETGAMESTATE:
		CL_GetGameState( VMA(1) );
		return 0;
	case CG_GETCURRENTSNAPSHOTNUMBER:
		CL_GetCurrentSnapshotNumber( VMA(1), VMA(2) );
		return 0;
	case CG_GETSNAPSHOT:
		return CL_GetSnapshot( args[1], VMA(2) );
	case CG_GETSERVERCOMMAND:
		return CL_GetServerCommand( args[1] );
	case CG_GETCURRENTCMDNUMBER:
		return CL_GetCurrentCmdNumber();
	case CG_GETUSERCMD:
		return CL_GetUserCmd( args[1], VMA(2) );
	case CG_SETUSERCMDVALUE:
		CL_SetUserCmdValue( args[1], VMF(2) );
		return 0;
	case CG_MEMORY_REMAINING:
		return Hunk_MemoryRemaining();
  case CG_KEY_ISDOWN:
		return Key_IsDown( args[1] );
  case CG_KEY_GETCATCHER:
		return Key_GetCatcher();
  case CG_KEY_SETCATCHER:
		// Don't allow the cgame module to close the console
		Key_SetCatcher( args[1] | ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) );
    return 0;
  case CG_KEY_GETKEY:
		return Key_GetKey( VMA(1) );



	case CG_MEMSET:
		Com_Memset( VMA(1), args[2], args[3] );
		return 0;
	case CG_MEMCPY:
		Com_Memcpy( VMA(1), VMA(2), args[3] );
		return 0;
	case CG_STRNCPY:
		strncpy( VMA(1), VMA(2), args[3] );
		return args[1];
	case CG_SIN:
		return FloatAsInt( sin( VMF(1) ) );
	case CG_COS:
		return FloatAsInt( cos( VMF(1) ) );
	case CG_ATAN2:
		return FloatAsInt( atan2( VMF(1), VMF(2) ) );
	case CG_SQRT:
		return FloatAsInt( sqrt( VMF(1) ) );
	case CG_FLOOR:
		return FloatAsInt( floor( VMF(1) ) );
	case CG_CEIL:
		return FloatAsInt( ceil( VMF(1) ) );
	case CG_ACOS:
		return FloatAsInt( Q_acos( VMF(1) ) );

	case CG_PC_ADD_GLOBAL_DEFINE:
		return botlib_export->PC_AddGlobalDefine( VMA(1) );
	case CG_PC_LOAD_SOURCE:
		return botlib_export->PC_LoadSourceHandle( VMA(1) );
	case CG_PC_FREE_SOURCE:
		return botlib_export->PC_FreeSourceHandle( args[1] );
	case CG_PC_READ_TOKEN:
		return botlib_export->PC_ReadTokenHandle( args[1], VMA(2) );
	case CG_PC_SOURCE_FILE_AND_LINE:
		return botlib_export->PC_SourceFileAndLine( args[1], VMA(2), VMA(3) );

	case CG_S_STOPBACKGROUNDTRACK:
		S_StopBackgroundTrack();
		return 0;

	case CG_REAL_TIME:
		return Com_RealTime( VMA(1) );
	case CG_SNAPVECTOR:
		Sys_SnapVector( VMA(1) );
		return 0;

	case CG_CIN_PLAYCINEMATIC:
	  return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]);

	case CG_CIN_STOPCINEMATIC:
	  return CIN_StopCinematic(args[1]);

	case CG_CIN_RUNCINEMATIC:
	  return CIN_RunCinematic(args[1]);

	case CG_CIN_DRAWCINEMATIC:
	  CIN_DrawCinematic(args[1]);
	  return 0;

	case CG_CIN_SETEXTENTS:
	  CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);
	  return 0;

	case CG_R_REMAP_SHADER:
		re.RemapShader( VMA(1), VMA(2), VMA(3) );
		return 0;

/*
	case CG_LOADCAMERA:
		return loadCamera(VMA(1));

	case CG_STARTCAMERA:
		startCamera(args[1]);
		return 0;

	case CG_GETCAMERAINFO:
		return getCameraInfo(args[1], VMA(2), VMA(3));
*/
	case CG_GET_ENTITY_TOKEN:
		return re.GetEntityToken( VMA(1), args[2] );
	case CG_R_INPVS:
		return re.inPVS( VMA(1), VMA(2) );

	default:
	        assert(0);
		Com_Error( ERR_DROP, "Bad cgame system trap: %ld", (long int) args[0] );
	}
	return 0;
}
Exemple #22
0
/*
====================
CL_CgameSystemCalls

The cgame module is making a system call
====================
*/
intptr_t CL_CgameSystemCalls( intptr_t *args )
{
	switch ( args[ 0 ] )
	{
		case CG_PRINT:
			Com_Printf( "%s", ( char * ) VMA( 1 ) );
			return 0;

		case CG_ERROR:
			Com_Error( ERR_DROP, "%s", ( char * ) VMA( 1 ) );

		case CG_MILLISECONDS:
			return Sys_Milliseconds();

		case CG_CVAR_REGISTER:
			Cvar_Register( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[ 4 ] );
			return 0;

		case CG_CVAR_UPDATE:
			Cvar_Update( VMA( 1 ) );
			return 0;

		case CG_CVAR_SET:
			Cvar_Set( VMA( 1 ), VMA( 2 ) );
			return 0;

		case CG_CVAR_VARIABLESTRINGBUFFER:
			VM_CheckBlock( args[2], args[3], "CVARVSB" );
			Cvar_VariableStringBuffer( VMA( 1 ), VMA( 2 ), args[ 3 ] );
			return 0;

		case CG_CVAR_LATCHEDVARIABLESTRINGBUFFER:
			VM_CheckBlock( args[2], args[3], "CVARLVSB" );
			Cvar_LatchedVariableStringBuffer( VMA( 1 ), VMA( 2 ), args[ 3 ] );
			return 0;

		case CG_ARGC:
			return Cmd_Argc();

		case CG_ARGV:
			VM_CheckBlock( args[2], args[3], "ARGV" );
			Cmd_ArgvBuffer( args[ 1 ], VMA( 2 ), args[ 3 ] );
			return 0;

		case CG_ARGS:
			VM_CheckBlock( args[1], args[2], "ARGS" );
			Cmd_ArgsBuffer( VMA( 1 ), args[ 2 ] );
			return 0;

		case CG_LITERAL_ARGS:
			// FIXME
			VM_CheckBlock( args[1], args[2], "LARGS" );
			Cmd_LiteralArgsBuffer( VMA( 1 ), args[ 2 ] );
//                      Cmd_ArgsBuffer(VMA(1), args[2]);
			return 0;

		case CG_GETDEMOSTATE:
			return CL_DemoState();

		case CG_GETDEMOPOS:
			return CL_DemoPos();

		case CG_FS_FOPENFILE:
			return FS_FOpenFileByMode( VMA( 1 ), VMA( 2 ), args[ 3 ] );

		case CG_FS_READ:
			VM_CheckBlock( args[1], args[2], "FSREAD" );
			FS_Read2( VMA( 1 ), args[ 2 ], args[ 3 ] );
			return 0;

		case CG_FS_WRITE:
			VM_CheckBlock( args[1], args[2], "FSWRITE" );
			return FS_Write( VMA( 1 ), args[ 2 ], args[ 3 ] );

		case CG_FS_FCLOSEFILE:
			FS_FCloseFile( args[ 1 ] );
			return 0;

		case CG_FS_GETFILELIST:
			VM_CheckBlock( args[3], args[4], "FSGFL" );
			return FS_GetFileList( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[ 4 ] );

		case CG_FS_DELETEFILE:
			return FS_Delete( VMA( 1 ) );

		case CG_SENDCONSOLECOMMAND:
			Cbuf_AddText( VMA( 1 ) );
			return 0;

		case CG_ADDCOMMAND:
			CL_AddCgameCommand( VMA( 1 ) );
			return 0;

		case CG_REMOVECOMMAND:
			Cmd_RemoveCommand( VMA( 1 ) );
			return 0;

		case CG_COMPLETE_CALLBACK:
			if ( completer )
			{
				completer( VMA( 1 ) );
			}

			return 0;

		case CG_SENDCLIENTCOMMAND:
			CL_AddReliableCommand( VMA( 1 ) );
			return 0;

		case CG_UPDATESCREEN:
			SCR_UpdateScreen();
			return 0;

		case CG_CM_LOADMAP:
			CL_CM_LoadMap( VMA( 1 ) );
			return 0;

		case CG_CM_NUMINLINEMODELS:
			return CM_NumInlineModels();

		case CG_CM_INLINEMODEL:
			return CM_InlineModel( args[ 1 ] );

		case CG_CM_TEMPBOXMODEL:
			return CM_TempBoxModel( VMA( 1 ), VMA( 2 ), qfalse );

		case CG_CM_TEMPCAPSULEMODEL:
			return CM_TempBoxModel( VMA( 1 ), VMA( 2 ), qtrue );

		case CG_CM_POINTCONTENTS:
			return CM_PointContents( VMA( 1 ), args[ 2 ] );

		case CG_CM_TRANSFORMEDPOINTCONTENTS:
			return CM_TransformedPointContents( VMA( 1 ), args[ 2 ], VMA( 3 ), VMA( 4 ) );

		case CG_CM_BOXTRACE:
			CM_BoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[ 6 ], args[ 7 ], TT_AABB );
			return 0;

		case CG_CM_TRANSFORMEDBOXTRACE:
			CM_TransformedBoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[ 6 ], args[ 7 ], VMA( 8 ), VMA( 9 ), TT_AABB );
			return 0;

		case CG_CM_CAPSULETRACE:
			CM_BoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[ 6 ], args[ 7 ], TT_CAPSULE );
			return 0;

		case CG_CM_TRANSFORMEDCAPSULETRACE:
			CM_TransformedBoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[ 6 ], args[ 7 ], VMA( 8 ), VMA( 9 ), TT_CAPSULE );
			return 0;

		case CG_CM_BISPHERETRACE:
			CM_BiSphereTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMF( 4 ), VMF( 5 ), args[ 6 ], args[ 7 ] );
			return 0;

		case CG_CM_TRANSFORMEDBISPHERETRACE:
			CM_TransformedBiSphereTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMF( 4 ), VMF( 5 ), args[ 6 ], args[ 7 ], VMA( 8 ) );
			return 0;

		case CG_CM_MARKFRAGMENTS:
			return re.MarkFragments( args[ 1 ], VMA( 2 ), VMA( 3 ), args[ 4 ], VMA( 5 ), args[ 6 ], VMA( 7 ) );

		case CG_R_PROJECTDECAL:
			re.ProjectDecal( args[ 1 ], args[ 2 ], VMA( 3 ), VMA( 4 ), VMA( 5 ), args[ 6 ], args[ 7 ] );
			return 0;

		case CG_R_CLEARDECALS:
			re.ClearDecals();
			return 0;

		case CG_S_STARTSOUND:
			S_StartSound( VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ] );
			return 0;

		case CG_S_STARTSOUNDEX:
			S_StartSoundEx( VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ] );
			return 0;

		case CG_S_STARTLOCALSOUND:
			S_StartLocalSound( args[ 1 ], args[ 2 ] );
			return 0;

		case CG_S_CLEARLOOPINGSOUNDS:
			S_ClearLoopingSounds( args[ 1 ] );
			return 0;

		case CG_S_CLEARSOUNDS:

			/*if(args[1] == 0)
			{
			        S_ClearSounds(qtrue, qfalse);
			}
			else if(args[1] == 1)
			{
			        S_ClearSounds(qtrue, qtrue);
			}*/
			return 0;

		case CG_S_ADDLOOPINGSOUND:
			S_AddLoopingSound( args[ 1 ], VMA( 2 ), VMA( 3 ), args[ 4 ] );
			return 0;

		case CG_S_ADDREALLOOPINGSOUND:
			S_AddRealLoopingSound( args[ 1 ], VMA( 2 ), VMA( 3 ), args[ 4 ] );
			return 0;

		case CG_S_STOPLOOPINGSOUND:
			S_StopLoopingSound( args[ 1 ] );
			return 0;

		case CG_S_STOPSTREAMINGSOUND:
			// FIXME
			//S_StopEntStreamingSound(args[1]);
			return 0;

		case CG_S_UPDATEENTITYPOSITION:
			S_UpdateEntityPosition( args[ 1 ], VMA( 2 ) );
			return 0;

		case CG_S_GETVOICEAMPLITUDE:
			return S_GetVoiceAmplitude( args[ 1 ] );

		case CG_S_GETSOUNDLENGTH:
			return S_GetSoundLength( args[ 1 ] );

			// ydnar: for looped sound starts
		case CG_S_GETCURRENTSOUNDTIME:
			return S_GetCurrentSoundTime();

		case CG_S_RESPATIALIZE:
			S_Respatialize( args[ 1 ], VMA( 2 ), VMA( 3 ), args[ 4 ] );
			return 0;

		case CG_S_REGISTERSOUND:
#ifdef DOOMSOUND ///// (SA) DOOMSOUND
			return S_RegisterSound( VMA( 1 ) );
#else
			return S_RegisterSound( VMA( 1 ), args[ 2 ] );
#endif ///// (SA) DOOMSOUND

		case CG_S_STARTBACKGROUNDTRACK:
			//S_StartBackgroundTrack(VMA(1), VMA(2), args[3]);  //----(SA)  added fadeup time
			S_StartBackgroundTrack( VMA( 1 ), VMA( 2 ) );
			return 0;

		case CG_S_FADESTREAMINGSOUND:
			// FIXME
			//S_FadeStreamingSound(VMF(1), args[2], args[3]); //----(SA)  added music/all-streaming options
			return 0;

		case CG_S_STARTSTREAMINGSOUND:
			// FIXME
			//return S_StartStreamingSound(VMA(1), VMA(2), args[3], args[4], args[5]);
			return 0;

		case CG_R_LOADWORLDMAP:
			re.LoadWorld( VMA( 1 ) );
			return 0;

		case CG_R_REGISTERMODEL:
#ifdef IPHONE
			GLimp_AcquireGL();
			return re.RegisterModel( VMA( 1 ) );
			GLimp_ReleaseGL();
#else
			return re.RegisterModel( VMA( 1 ) );
#endif // IPHONE

		case CG_R_REGISTERSKIN:
			return re.RegisterSkin( VMA( 1 ) );

			//----(SA)  added
		case CG_R_GETSKINMODEL:
			return re.GetSkinModel( args[ 1 ], VMA( 2 ), VMA( 3 ) );

		case CG_R_GETMODELSHADER:
			return re.GetShaderFromModel( args[ 1 ], args[ 2 ], args[ 3 ] );
			//----(SA)  end

		case CG_R_REGISTERSHADER:
#ifdef IPHONE_NOTYET
			GLimp_AcquireGL();
			return re.RegisterShader( VMA( 1 ) );
			GLimp_ReleaseGL();
#else
			return re.RegisterShader( VMA( 1 ) );
#endif // IPHONE

		case CG_R_REGISTERFONT:
			re.RegisterFontVM( VMA( 1 ), VMA( 2 ), args[ 3 ], VMA( 4 ) );
			return 0;

		case CG_R_REGISTERSHADERNOMIP:
#ifdef IPHONE_NOTYET
			GLimp_AcquireGL();
			return re.RegisterShaderNoMip( VMA( 1 ) );
			GLimp_ReleaseGL();
#else
			return re.RegisterShaderNoMip( VMA( 1 ) );
#endif // IPHONE
#if defined( USE_REFLIGHT )

		case CG_R_REGISTERSHADERLIGHTATTENUATION:
			return re.RegisterShaderLightAttenuation( VMA( 1 ) );
#endif

		case CG_R_CLEARSCENE:
			re.ClearScene();
			return 0;

		case CG_R_ADDREFENTITYTOSCENE:
			re.AddRefEntityToScene( VMA( 1 ) );
			return 0;
#if defined( USE_REFLIGHT )

		case CG_R_ADDREFLIGHTSTOSCENE:
			re.AddRefLightToScene( VMA( 1 ) );
			return 0;
#endif

		case CG_R_ADDPOLYTOSCENE:
			re.AddPolyToScene( args[ 1 ], args[ 2 ], VMA( 3 ) );
			return 0;

		case CG_R_ADDPOLYSTOSCENE:
			re.AddPolysToScene( args[ 1 ], args[ 2 ], VMA( 3 ), args[ 4 ] );
			return 0;

		case CG_R_ADDPOLYBUFFERTOSCENE:
			re.AddPolyBufferToScene( VMA( 1 ) );
			return 0;

		case CG_R_ADDLIGHTTOSCENE:
			re.AddLightToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), args[ 7 ], args[ 8 ] );
			return 0;

		case CG_R_ADDADDITIVELIGHTTOSCENE:
			re.AddAdditiveLightToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ) );
			return 0;

		case CG_FS_SEEK:
			return FS_Seek( args[ 1 ], args[ 2 ], args[ 3 ] );

		case CG_R_ADDCORONATOSCENE:
			re.AddCoronaToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), args[ 6 ], args[ 7 ] );
			return 0;

		case CG_R_SETFOG:
			re.SetFog( args[ 1 ], args[ 2 ], args[ 3 ], VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ) );
			return 0;

		case CG_R_SETGLOBALFOG:
			re.SetGlobalFog( args[ 1 ], args[ 2 ], VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ) );
			return 0;

		case CG_R_RENDERSCENE:
			re.RenderScene( VMA( 1 ) );
			return 0;

		case CG_R_SAVEVIEWPARMS:
			re.SaveViewParms();
			return 0;

		case CG_R_RESTOREVIEWPARMS:
			re.RestoreViewParms();
			return 0;

		case CG_R_SETCOLOR:
			re.SetColor( VMA( 1 ) );
			return 0;

			// Tremulous
		case CG_R_SETCLIPREGION:
			re.SetClipRegion( VMA( 1 ) );
			return 0;

		case CG_R_DRAWSTRETCHPIC:
			re.DrawStretchPic( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[ 9 ] );
			return 0;

		case CG_R_DRAWROTATEDPIC:
			re.DrawRotatedPic( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[ 9 ], VMF( 10 ) );
			return 0;

		case CG_R_DRAWSTRETCHPIC_GRADIENT:
			re.DrawStretchPicGradient( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[ 9 ], VMA( 10 ), args[ 11 ] );
			return 0;

		case CG_R_DRAW2DPOLYS:
			re.Add2dPolys( VMA( 1 ), args[ 2 ], args[ 3 ] );
			return 0;

		case CG_R_MODELBOUNDS:
			re.ModelBounds( args[ 1 ], VMA( 2 ), VMA( 3 ) );
			return 0;

		case CG_R_LERPTAG:
			return re.LerpTag( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[ 4 ] );

		case CG_GETGLCONFIG:
			CL_GetGlconfig( VMA( 1 ) );
			return 0;

		case CG_GETGAMESTATE:
			CL_GetGameState( VMA( 1 ) );
			return 0;

		case CG_GETCURRENTSNAPSHOTNUMBER:
			CL_GetCurrentSnapshotNumber( VMA( 1 ), VMA( 2 ) );
			return 0;

		case CG_GETSNAPSHOT:
			return CL_GetSnapshot( args[ 1 ], VMA( 2 ) );

		case CG_GETSERVERCOMMAND:
			return CL_GetServerCommand( args[ 1 ] );

		case CG_GETCURRENTCMDNUMBER:
			return CL_GetCurrentCmdNumber();

		case CG_GETUSERCMD:
			return CL_GetUserCmd( args[ 1 ], VMA( 2 ) );

		case CG_SETUSERCMDVALUE:
			CL_SetUserCmdValue( args[ 1 ], args[ 2 ], VMF( 3 ), args[ 4 ] );
			return 0;

		case CG_SETCLIENTLERPORIGIN:
			CL_SetClientLerpOrigin( VMF( 1 ), VMF( 2 ), VMF( 3 ) );
			return 0;

		case CG_MEMORY_REMAINING:
			return Hunk_MemoryRemaining();

		case CG_KEY_ISDOWN:
			return Key_IsDown( args[ 1 ] );

		case CG_KEY_GETCATCHER:
			return Key_GetCatcher();

		case CG_KEY_SETCATCHER:
			Key_SetCatcher( args[ 1 ] );
			return 0;

		case CG_KEY_GETKEY:
			return Key_GetKey( VMA( 1 ) );

		case CG_KEY_GETOVERSTRIKEMODE:
			return Key_GetOverstrikeMode();

		case CG_KEY_SETOVERSTRIKEMODE:
			Key_SetOverstrikeMode( args[ 1 ] );
			return 0;

		case CG_S_STOPBACKGROUNDTRACK:
			S_StopBackgroundTrack();
			return 0;

		case CG_REAL_TIME:
			return Com_RealTime( VMA( 1 ) );

		case CG_SNAPVECTOR:
			Q_SnapVector( VMA( 1 ) );
			return 0;

		case CG_CIN_PLAYCINEMATIC:
			return CIN_PlayCinematic( VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ], args[ 6 ] );

		case CG_CIN_STOPCINEMATIC:
			return CIN_StopCinematic( args[ 1 ] );

		case CG_CIN_RUNCINEMATIC:
			return CIN_RunCinematic( args[ 1 ] );

		case CG_CIN_DRAWCINEMATIC:
			CIN_DrawCinematic( args[ 1 ] );
			return 0;

		case CG_CIN_SETEXTENTS:
			CIN_SetExtents( args[ 1 ], args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ] );
			return 0;

		case CG_R_REMAP_SHADER:
			re.RemapShader( VMA( 1 ), VMA( 2 ), VMA( 3 ) );
			return 0;

		case CG_LOADCAMERA:
			//return loadCamera(args[1], VMA(2));
			return 0;

		case CG_STARTCAMERA:
			//if(args[1] == 0)
			//{         // CAM_PRIMARY
			//  cl.cameraMode = qtrue;
			//}
			//startCamera(args[1], args[2]);
			return 0;

		case CG_STOPCAMERA:
			//if(args[1] == 0)
			//{         // CAM_PRIMARY
			//  cl.cameraMode = qfalse;
			//}
			return 0;

		case CG_GETCAMERAINFO:
			//return getCameraInfo(args[1], args[2], VMA(3), VMA(4), VMA(5));
			return 0;

		case CG_GET_ENTITY_TOKEN:
			VM_CheckBlock( args[1], args[2], "GETET" );
			return re.GetEntityToken( VMA( 1 ), args[ 2 ] );

		case CG_INGAME_POPUP:
			if ( cls.state == CA_ACTIVE && !clc.demoplaying )
			{
				if ( uivm )
				{
					// Gordon: can be called as the system is shutting down
					VM_Call( uivm, UI_SET_ACTIVE_MENU, args[ 1 ] );
				}
			}

			return 0;

		case CG_INGAME_CLOSEPOPUP:
			return 0;

		case CG_KEY_GETBINDINGBUF:
			VM_CheckBlock( args[2], args[3], "KEYGBB" );
			Key_GetBindingBuf( args[ 1 ], VMA( 2 ), args[ 3 ] );
			return 0;

		case CG_KEY_SETBINDING:
			Key_SetBinding( args[ 1 ], VMA( 2 ) );
			return 0;

		case CG_PARSE_ADD_GLOBAL_DEFINE:
			return Parse_AddGlobalDefine( VMA( 1 ) );

		case CG_PARSE_LOAD_SOURCE:
			return Parse_LoadSourceHandle( VMA( 1 ) );

		case CG_PARSE_FREE_SOURCE:
			return Parse_FreeSourceHandle( args[ 1 ] );

		case CG_PARSE_READ_TOKEN:
			return Parse_ReadTokenHandle( args[ 1 ], VMA( 2 ) );

		case CG_PARSE_SOURCE_FILE_AND_LINE:
			return Parse_SourceFileAndLine( args[ 1 ], VMA( 2 ), VMA( 3 ) );

		case CG_KEY_KEYNUMTOSTRINGBUF:
			VM_CheckBlock( args[2], args[3], "KEYNTSB" );
			Key_KeynumToStringBuf( args[ 1 ], VMA( 2 ), args[ 3 ] );
			return 0;

		case CG_KEY_BINDINGTOKEYS:
			Key_GetBindingByString( VMA( 1 ), VMA( 2 ), VMA( 3 ) );
			return 0;

		case CG_S_FADEALLSOUNDS:
			// FIXME
			//S_FadeAllSounds(VMF(1), args[2], args[3]);
			return 0;

		case CG_R_INPVS:
			return re.inPVS( VMA( 1 ), VMA( 2 ) );

		case CG_GETHUNKDATA:
			Com_GetHunkInfo( VMA( 1 ), VMA( 2 ) );
			return 0;

		case CG_PUMPEVENTLOOP:
//      Com_EventLoop();
//      CL_WritePacket();
			return 0;

			//zinx - binary channel
		case CG_SENDMESSAGE:
			VM_CheckBlock( args[1], args[2], "SENDM" );
 			CL_SendBinaryMessage( VMA( 1 ), args[ 2 ] );
			return 0;

		case CG_MESSAGESTATUS:
			return CL_BinaryMessageStatus();

			//bani - dynamic shaders
		case CG_R_LOADDYNAMICSHADER:
			return re.LoadDynamicShader( VMA( 1 ), VMA( 2 ) );

			// fretn - render to texture
		case CG_R_RENDERTOTEXTURE:
			re.RenderToTexture( args[ 1 ], args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ] );
			return 0;

			//bani
		case CG_R_GETTEXTUREID:
			return re.GetTextureId( VMA( 1 ) );

			//bani - flush gl rendering buffers
		case CG_R_FINISH:
			re.Finish();
			return 0;

		case CG_GETDEMONAME:
			VM_CheckBlock( args[1], args[2], "GETDM" );
			CL_DemoName( VMA( 1 ), args[ 2 ] );
			return 0;

		case CG_R_LIGHTFORPOINT:
			return re.LightForPoint( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ) );

		case CG_S_SOUNDDURATION:
			return S_SoundDuration( args[ 1 ] );
#if defined( USE_REFENTITY_ANIMATIONSYSTEM )

		case CG_R_REGISTERANIMATION:
			return re.RegisterAnimation( VMA( 1 ) );

		case CG_R_CHECKSKELETON:
			return re.CheckSkeleton( VMA( 1 ), args[ 2 ], args[ 3 ] );

		case CG_R_BUILDSKELETON:
			return re.BuildSkeleton( VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ], VMF( 5 ), args[ 6 ] );

		case CG_R_BLENDSKELETON:
			return re.BlendSkeleton( VMA( 1 ), VMA( 2 ), VMF( 3 ) );

		case CG_R_BONEINDEX:
			return re.BoneIndex( args[ 1 ], VMA( 2 ) );

		case CG_R_ANIMNUMFRAMES:
			return re.AnimNumFrames( args[ 1 ] );

		case CG_R_ANIMFRAMERATE:
			return re.AnimFrameRate( args[ 1 ] );
#endif

		case CG_REGISTER_BUTTON_COMMANDS:
			CL_RegisterButtonCommands( VMA( 1 ) );
			return 0;

		case CG_GETCLIPBOARDDATA:
			VM_CheckBlock( args[1], args[2], "GETCLIP" );

			if ( cl_allowPaste->integer )
			{
				CL_GetClipboardData( VMA(1), args[2], args[3] );
			}
			else
			{
				( (char *) VMA( 1 ) )[0] = '\0';
			}
			return 0;

		case CG_QUOTESTRING:
			Cmd_QuoteStringBuffer( VMA( 1 ), VMA( 2 ), args[ 3 ] );
			return 0;

		case CG_GETTEXT:
			strncpy( VMA(1), __(VMA(2)), args[3] );
			return 0;

		case CG_R_GLYPH:
			re.GlyphVM( args[1], VMA(2), VMA(3) );
			return 0;

		case CG_R_GLYPHCHAR:
			re.GlyphCharVM( args[1], args[2], VMA(3) );
			return 0;

		case CG_R_UREGISTERFONT:
			re.UnregisterFontVM( args[1] );
			return 0;

		default:
			Com_Error( ERR_DROP, "Bad cgame system trap: %ld", ( long int ) args[ 0 ] );
	}

	return 0;
}
Exemple #23
0
/*
====================
SV_ClipMoveToEntities

====================
*/
static void SV_ClipMoveToEntities( moveclip_t *clip ) {
	int			i, num;
	int			touchlist[MAX_GENTITIES];
	sharedEntity_t *touch;
	int			passOwnerNum;
	trace_t		trace;
	clipHandle_t	clipHandle;
	float		*origin, *angles;

	num = SV_AreaEntities( clip->boxmins, clip->boxmaxs, touchlist, MAX_GENTITIES);

	if ( clip->passEntityNum != ENTITYNUM_NONE ) {
		passOwnerNum = ( SV_GentityNum( clip->passEntityNum ) )->r.ownerNum;
		if ( passOwnerNum == ENTITYNUM_NONE ) {
			passOwnerNum = -1;
		}
	} else {
		passOwnerNum = -1;
	}

	for ( i=0 ; i<num ; i++ ) {
		if ( clip->trace.allsolid ) {
			return;
		}
		touch = SV_GentityNum( touchlist[i] );

		// see if we should ignore this entity
		if ( clip->passEntityNum != ENTITYNUM_NONE ) {
			if ( touchlist[i] == clip->passEntityNum ) {
				continue;	// don't clip against the pass entity
			}
			if ( !(touch->r.svFlags & SVF_OWNERNOTSHARED) && touch->r.ownerNum == clip->passEntityNum ) {
				continue;	// don't clip against own missiles
			}
			if ( !(touch->r.svFlags & SVF_OWNERNOTSHARED) && touch->r.ownerNum == passOwnerNum ) {
				continue;	// don't clip against other missiles from our owner
			}
		}

		// if it doesn't have any brushes of a type we
		// are looking for, ignore it
		if ( ! ( clip->contentmask & touch->r.contents ) ) {
			continue;
		}

		// might intersect, so do an exact clip
		clipHandle = SV_ClipHandleForEntity (touch);

		if ( clipHandle == 0 ) {
			continue;
		}

		origin = touch->r.currentOrigin;
		angles = touch->r.currentAngles;


		if ( !touch->r.bmodel ) {
			angles = vec3_origin;	// boxes don't rotate
		}

		CM_TransformedBoxTrace ( &trace, (float *)clip->start, (float *)clip->end,
			(float *)clip->mins, (float *)clip->maxs, clipHandle,  clip->contentmask,
			origin, angles, clip->capsule);

		if ( trace.allsolid ) {
			clip->trace.allsolid = qtrue;
			trace.entityNum = touch->s.number;
		} else if ( trace.startsolid ) {
			clip->trace.startsolid = qtrue;
			trace.entityNum = touch->s.number;
		}

		if ( trace.fraction < clip->trace.fraction ) {
			qboolean	oldStart;

			// make sure we keep a startsolid from a previous trace
			oldStart = clip->trace.startsolid;

			trace.entityNum = touch->s.number;
			clip->trace = trace;
			clip->trace.startsolid |= oldStart;
		}
	}
}
Exemple #24
0
intptr_t CL_CgameSystemCalls( intptr_t *args ) {
#ifndef __NO_JK2
	if( com_jk2 && com_jk2->integer )
	{
		args[0] = (intptr_t)CL_ConvertJK2SysCall((cgameJK2Import_t)args[0]);
	}
#endif
	switch( args[0] ) {
	case CG_PRINT:
		Com_Printf( "%s", VMA(1) );
		return 0;
	case CG_ERROR:
		Com_Error( ERR_DROP, S_COLOR_RED"%s", VMA(1) );
		return 0;
	case CG_MILLISECONDS:
		return Sys_Milliseconds();
	case CG_CVAR_REGISTER:
		Cvar_Register( (vmCvar_t *) VMA(1), (const char *) VMA(2), (const char *) VMA(3), args[4] );
		return 0;
	case CG_CVAR_UPDATE:
		Cvar_Update( (vmCvar_t *) VMA(1) );
		return 0;
	case CG_CVAR_SET:
		Cvar_Set( (const char *) VMA(1), (const char *) VMA(2) );
		return 0;
	case CG_ARGC:
		return Cmd_Argc();
	case CG_ARGV:
		Cmd_ArgvBuffer( args[1], (char *) VMA(2), args[3] );
		return 0;
	case CG_ARGS:
		Cmd_ArgsBuffer( (char *) VMA(1), args[2] );
		return 0;
	case CG_FS_FOPENFILE:
		return FS_FOpenFileByMode( (const char *) VMA(1), (int *) VMA(2), (fsMode_t) args[3] );
	case CG_FS_READ:
		FS_Read( VMA(1), args[2], args[3] );
		return 0;
	case CG_FS_WRITE:
		FS_Write( VMA(1), args[2], args[3] );
		return 0;
	case CG_FS_FCLOSEFILE:
		FS_FCloseFile( args[1] );
		return 0;
	case CG_SENDCONSOLECOMMAND:
		Cbuf_AddText( (const char *) VMA(1) );
		return 0;
	case CG_ADDCOMMAND:
		CL_AddCgameCommand( (const char *) VMA(1) );
		return 0;
	case CG_SENDCLIENTCOMMAND:
		CL_AddReliableCommand( (const char *) VMA(1) );
		return 0;
	case CG_UPDATESCREEN:
		// this is used during lengthy level loading, so pump message loop
		Com_EventLoop();	// FIXME: if a server restarts here, BAD THINGS HAPPEN!
		SCR_UpdateScreen();
		return 0;
	case CG_RMG_INIT:
		/*
		if (!com_sv_running->integer)
		{	// don't do this if we are connected locally
			if (!TheRandomMissionManager)
			{
				TheRandomMissionManager = new CRMManager;
			}
			TheRandomMissionManager->SetLandScape( cmg.landScapes[args[1]] );
			TheRandomMissionManager->LoadMission(qfalse);
			TheRandomMissionManager->SpawnMission(qfalse);
			cmg.landScapes[args[1]]->UpdatePatches();
		}
		*/ //this is SP.. I guess we're always the client and server.
//		cl.mRMGChecksum = cm.landScapes[args[1]]->get_rand_seed();
		RM_CreateRandomModels(args[1], (const char *)VMA(2));
		//cmg.landScapes[args[1]]->rand_seed(cl.mRMGChecksum);		// restore it, in case we do a vid restart
		cmg.landScape->rand_seed(cmg.landScape->get_rand_seed());
//		TheRandomMissionManager->CreateMap();
		return 0;
	case CG_CM_REGISTER_TERRAIN:
		return CM_RegisterTerrain((const char *)VMA(1), false)->GetTerrainId();

	case CG_RE_INIT_RENDERER_TERRAIN:
		re.InitRendererTerrain((const char *)VMA(1));
		return 0;

	case CG_CM_LOADMAP:
		CL_CM_LoadMap( (const char *) VMA(1), args[2] );
		return 0;
	case CG_CM_NUMINLINEMODELS:
		return CM_NumInlineModels();
	case CG_CM_INLINEMODEL:
		return CM_InlineModel( args[1] );
	case CG_CM_TEMPBOXMODEL:
		return CM_TempBoxModel( (const float *) VMA(1), (const float *) VMA(2) );//, (int) VMA(3) );
	case CG_CM_POINTCONTENTS:
		return CM_PointContents( (float *)VMA(1), args[2] );
	case CG_CM_TRANSFORMEDPOINTCONTENTS:
		return CM_TransformedPointContents( (const float *) VMA(1), args[2], (const float *) VMA(3), (const float *) VMA(4) );
	case CG_CM_BOXTRACE:
		CM_BoxTrace( (trace_t *) VMA(1), (const float *) VMA(2), (const float *) VMA(3), (const float *) VMA(4), (const float *) VMA(5), args[6], args[7] );
		return 0;
	case CG_CM_TRANSFORMEDBOXTRACE:
		CM_TransformedBoxTrace( (trace_t *) VMA(1), (const float *) VMA(2), (const float *) VMA(3), (const float *) VMA(4), (const float *) VMA(5), args[6], args[7], (const float *) VMA(8), (const float *) VMA(9) );
		return 0;
	case CG_CM_MARKFRAGMENTS:
		return re.MarkFragments( args[1], (float(*)[3]) VMA(2), (const float *) VMA(3), args[4], (float *) VMA(5), args[6], (markFragment_t *) VMA(7) );
	case CG_CM_SNAPPVS:
		CM_SnapPVS((float(*))VMA(1),(byte *) VMA(2));
		return 0;
	case CG_S_STOPSOUNDS:
		S_StopSounds( );
		return 0;

	case CG_S_STARTSOUND:
		// stops an ERR_DROP internally if called illegally from game side, but note that it also gets here 
		//	legally during level start where normally the internal s_soundStarted check would return. So ok to hit this.
		if (!cls.cgameStarted){
			return 0;	
		}
		S_StartSound( (float *) VMA(1), args[2], (soundChannel_t)args[3], args[4] );
		return 0;
	case CG_S_UPDATEAMBIENTSET:
		// stops an ERR_DROP internally if called illegally from game side, but note that it also gets here 
		//	legally during level start where normally the internal s_soundStarted check would return. So ok to hit this.
		if (!cls.cgameStarted){
			return 0;
		}
		S_UpdateAmbientSet( (const char *) VMA(1), (float *) VMA(2) );
		return 0;
	case CG_S_ADDLOCALSET:
		return S_AddLocalSet( (const char *) VMA(1), (float *) VMA(2), (float *) VMA(3), args[4], args[5] );
	case CG_AS_PARSESETS:
		AS_ParseSets();
		return 0;
	case CG_AS_ADDENTRY:
		AS_AddPrecacheEntry( (const char *) VMA(1) );
		return 0;
	case CG_AS_GETBMODELSOUND:
		return AS_GetBModelSound( (const char *) VMA(1), args[2] );	
	case CG_S_STARTLOCALSOUND:
		// stops an ERR_DROP internally if called illegally from game side, but note that it also gets here 
		//	legally during level start where normally the internal s_soundStarted check would return. So ok to hit this.
		if (!cls.cgameStarted){
			return 0;
		}
		S_StartLocalSound( args[1], args[2] );
		return 0;
	case CG_S_CLEARLOOPINGSOUNDS:
		S_ClearLoopingSounds();
		return 0;
	case CG_S_ADDLOOPINGSOUND:
		// stops an ERR_DROP internally if called illegally from game side, but note that it also gets here 
		//	legally during level start where normally the internal s_soundStarted check would return. So ok to hit this.
		if (!cls.cgameStarted){
			return 0;
		}
		S_AddLoopingSound( args[1], (const float *) VMA(2), (const float *) VMA(3), args[4], (soundChannel_t)args[5] );
		return 0;
	case CG_S_UPDATEENTITYPOSITION:
		S_UpdateEntityPosition( args[1], (const float *) VMA(2) );
		return 0;
	case CG_S_RESPATIALIZE:
		S_Respatialize( args[1], (const float *) VMA(2), (float(*)[3]) VMA(3), args[4] );
		return 0;
	case CG_S_REGISTERSOUND:
		return S_RegisterSound( (const char *) VMA(1) );
	case CG_S_STARTBACKGROUNDTRACK:
		S_StartBackgroundTrack( (const char *) VMA(1), (const char *) VMA(2), args[3]);
		return 0;
	case CG_S_GETSAMPLELENGTH:
		return S_GetSampleLengthInMilliSeconds(  args[1]);
	case CG_R_LOADWORLDMAP:
		re.LoadWorld( (const char *) VMA(1) );
		return 0; 
	case CG_R_REGISTERMODEL:
		return re.RegisterModel( (const char *) VMA(1) );
	case CG_R_REGISTERSKIN:
		return re.RegisterSkin( (const char *) VMA(1) );
	case CG_R_REGISTERSHADER:
		return re.RegisterShader( (const char *) VMA(1) );
	case CG_R_REGISTERSHADERNOMIP:
		return re.RegisterShaderNoMip( (const char *) VMA(1) );
	case CG_R_REGISTERFONT:
		return re.RegisterFont( (const char *) VMA(1) );
	case CG_R_FONTSTRLENPIXELS:
		return re.Font_StrLenPixels( (const char *) VMA(1), args[2], VMF(3) );
	case CG_R_FONTSTRLENCHARS:
		return re.Font_StrLenChars( (const char *) VMA(1) );
	case CG_R_FONTHEIGHTPIXELS:
		return re.Font_HeightPixels( args[1], VMF(2) );
	case CG_R_FONTDRAWSTRING:
		re.Font_DrawString(args[1],args[2], (const char *) VMA(3), (float*)args[4], args[5], args[6], VMF(7));
		return 0;
	case CG_LANGUAGE_ISASIAN:
		return re.Language_IsAsian();
	case CG_LANGUAGE_USESSPACES:
		return re.Language_UsesSpaces();
	case CG_ANYLANGUAGE_READFROMSTRING:
		return re.AnyLanguage_ReadCharFromString( (char *) VMA(1), (int *) VMA(2), (qboolean *) VMA(3) );
	case CG_ANYLANGUAGE_READFROMSTRING2:
		return re.AnyLanguage_ReadCharFromString2( (char **) VMA(1), (qboolean *) VMA(3) );
	case CG_R_SETREFRACTIONPROP:
		*(re.tr_distortionAlpha()) = VMF(1);
		*(re.tr_distortionStretch()) = VMF(2);
		*(re.tr_distortionPrePost()) = (qboolean)args[3];
		*(re.tr_distortionNegate()) = (qboolean)args[4];
		return 0;
	case CG_R_CLEARSCENE:
		re.ClearScene();
		return 0;
	case CG_R_ADDREFENTITYTOSCENE:
		re.AddRefEntityToScene( (const refEntity_t *) VMA(1) );
		return 0;

	case CG_R_INPVS:
		return re.R_inPVS((float *) VMA(1), (float *) VMA(2));

	case CG_R_GETLIGHTING:
		return re.GetLighting( (const float * ) VMA(1), (float *) VMA(2), (float *) VMA(3), (float *) VMA(4) );
	case CG_R_ADDPOLYTOSCENE:
		re.AddPolyToScene( args[1], args[2], (const polyVert_t *) VMA(3) );
		return 0;
	case CG_R_ADDLIGHTTOSCENE:
#ifdef VV_LIGHTING
		VVLightMan.RE_AddLightToScene ( (const float *) VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );
#else
		re.AddLightToScene( (const float *) VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );
#endif
		return 0;
	case CG_R_RENDERSCENE:
		re.RenderScene( (const refdef_t *) VMA(1) );
		return 0;
	case CG_R_SETCOLOR:
		re.SetColor( (const float *) VMA(1) );
		return 0;
	case CG_R_DRAWSTRETCHPIC:
		re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] );
		return 0;
		// The below was commented out for whatever reason... /me shrugs --eez
	case CG_R_DRAWSCREENSHOT:
		re.DrawStretchRaw( VMF(1), VMF(2), VMF(3), VMF(4), SG_SCR_WIDTH, SG_SCR_HEIGHT, SCR_GetScreenshot(0), 0, qtrue);
		return 0;
	case CG_R_MODELBOUNDS:
		re.ModelBounds( args[1], (float *) VMA(2), (float *) VMA(3) );
		return 0;
	case CG_R_LERPTAG:
		re.LerpTag( (orientation_t *) VMA(1), args[2], args[3], args[4], VMF(5), (const char *) VMA(6) );
		return 0;
	case CG_R_DRAWROTATEPIC:
		re.DrawRotatePic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), VMF(9), args[10] );
		return 0;
	case CG_R_DRAWROTATEPIC2:
		re.DrawRotatePic2( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), VMF(9), args[10] );
		return 0;
	case CG_R_SETRANGEFOG:
		// FIXME: Figure out if this is how it's done in MP :S --eez
		/*if (tr.rangedFog <= 0.0f)
		{
			g_oldRangedFog = tr.rangedFog;
		}
		tr.rangedFog = VMF(1);
		if (tr.rangedFog == 0.0f && g_oldRangedFog)
		{ //restore to previous state if applicable
			tr.rangedFog = g_oldRangedFog;
		}*/
		re.SetRangedFog( VMF( 1 ) );
		return 0;
	case CG_R_LA_GOGGLES:
		re.LAGoggles();
		return 0;
	case CG_R_SCISSOR:
		re.Scissor( VMF(1), VMF(2), VMF(3), VMF(4));
		return 0;
	case CG_GETGLCONFIG:
		CL_GetGlconfig( (glconfig_t *) VMA(1) );
		return 0;
	case CG_GETGAMESTATE:
		CL_GetGameState( (gameState_t *) VMA(1) );
		return 0;
	case CG_GETCURRENTSNAPSHOTNUMBER:
		CL_GetCurrentSnapshotNumber( (int *) VMA(1), (int *) VMA(2) );
		return 0;
	case CG_GETSNAPSHOT:
		return CL_GetSnapshot( args[1], (snapshot_t *) VMA(2) );

	case CG_GETDEFAULTSTATE:
		return CL_GetDefaultState(args[1], (entityState_t *)VMA(2));

	case CG_GETSERVERCOMMAND:
		return CL_GetServerCommand( args[1] );
	case CG_GETCURRENTCMDNUMBER:
		return CL_GetCurrentCmdNumber();
	case CG_GETUSERCMD:
		return CL_GetUserCmd( args[1], (usercmd_s *) VMA(2) );
	case CG_SETUSERCMDVALUE:
		CL_SetUserCmdValue( args[1], VMF(2), VMF(3), VMF(4) );
		return 0;
	case CG_SETUSERCMDANGLES:
		CL_SetUserCmdAngles( VMF(1), VMF(2), VMF(3) );
		return 0;
	case COM_SETORGANGLES:
		Com_SetOrgAngles((float *)VMA(1),(float *)VMA(2));
		return 0;
/*
Ghoul2 Insert Start
*/
		
	case CG_G2_LISTSURFACES:
		re.G2API_ListSurfaces( (CGhoul2Info *) VMA(1) );
		return 0;

	case CG_G2_LISTBONES:
		re.G2API_ListBones( (CGhoul2Info *) VMA(1), args[2]);
		return 0;

	case CG_G2_HAVEWEGHOULMODELS:
		return re.G2API_HaveWeGhoul2Models( *((CGhoul2Info_v *)VMA(1)) );

	case CG_G2_SETMODELS:
		re.G2API_SetGhoul2ModelIndexes( *((CGhoul2Info_v *)VMA(1)),(qhandle_t *)VMA(2),(qhandle_t *)VMA(3));
		return 0;

/*
Ghoul2 Insert End
*/

	case CG_R_GET_LIGHT_STYLE:
		re.GetLightStyle(args[1], (byte*) VMA(2) );
		return 0;
	case CG_R_SET_LIGHT_STYLE:
		re.SetLightStyle(args[1], args[2] );
		return 0;

	case CG_R_GET_BMODEL_VERTS:
		re.GetBModelVerts( args[1], (float (*)[3])VMA(2), (float *)VMA(3) );
		return 0;
	
	case CG_R_WORLD_EFFECT_COMMAND:
		re.WorldEffectCommand( (const char *) VMA(1) );
		return 0;

	case CG_CIN_PLAYCINEMATIC:
	  return CIN_PlayCinematic( (const char *) VMA(1), args[2], args[3], args[4], args[5], args[6], (const char *) VMA(7));

	case CG_CIN_STOPCINEMATIC:
	  return CIN_StopCinematic(args[1]);

	case CG_CIN_RUNCINEMATIC:
	  return CIN_RunCinematic(args[1]);

	case CG_CIN_DRAWCINEMATIC:
	  CIN_DrawCinematic(args[1]);
	  return 0;

	case CG_CIN_SETEXTENTS:
	  CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]);
	  return 0;

	case CG_Z_MALLOC:
		return (intptr_t)Z_Malloc(args[1], (memtag_t) args[2], qfalse);

	case CG_Z_FREE:
		Z_Free((void *) VMA(1));
		return 0;

	case CG_UI_SETACTIVE_MENU:
		UI_SetActiveMenu((const char *) VMA(1),NULL);
		return 0;

	case CG_UI_MENU_OPENBYNAME:
		Menus_OpenByName((const char *) VMA(1));
		return 0;

	case CG_UI_MENU_RESET:
		Menu_Reset();
		return 0;

	case CG_UI_MENU_NEW:
		Menu_New((char *) VMA(1));
		return 0;

	case CG_UI_PARSE_INT:
		PC_ParseInt((int *) VMA(1));
		return 0;

	case CG_UI_PARSE_STRING:
		PC_ParseString((const char **) VMA(1));
		return 0;

	case CG_UI_PARSE_FLOAT:
		PC_ParseFloat((float *) VMA(1));
		return 0;

	case CG_UI_STARTPARSESESSION:
		return(PC_StartParseSession((char *) VMA(1),(char **) VMA(2)));

	case CG_UI_ENDPARSESESSION:
		PC_EndParseSession((char *) VMA(1));
		return 0;

	case CG_UI_PARSEEXT:
		char **holdPtr;

		holdPtr = (char **) VMA(1);

		if(!holdPtr)
		{
			Com_Error(ERR_FATAL, "CG_UI_PARSEEXT: NULL holdPtr");
		}

		*holdPtr = PC_ParseExt();
		return 0;

	case CG_UI_MENUCLOSE_ALL:
		Menus_CloseAll();
		return 0;

	case CG_UI_MENUPAINT_ALL:
		Menu_PaintAll();
		return 0;

	case CG_OPENJK_MENU_PAINT:
		Menu_Paint( (menuDef_t *)VMA(1), (intptr_t)VMA(2) );
		return 0;

	case CG_OPENJK_GETMENU_BYNAME:
		return (intptr_t)Menus_FindByName( (const char *)VMA(1) );

	case CG_UI_STRING_INIT:
		String_Init();
		return 0;

	case CG_UI_GETMENUINFO:
		menuDef_t *menu;
		int		*xPos,*yPos,*w,*h,result;
#ifndef __NO_JK2
		if(com_jk2 && !com_jk2->integer)
		{
#endif

		menu = Menus_FindByName((char *) VMA(1));	// Get menu 
		if (menu)
		{
			xPos = (int *) VMA(2);
			*xPos = (int) menu->window.rect.x;
			yPos = (int *) VMA(3);
			*yPos = (int) menu->window.rect.y;
			w = (int *) VMA(4);
			*w = (int) menu->window.rect.w;
			h = (int *) VMA(5);
			*h = (int) menu->window.rect.h;
			result = qtrue;
		}
		else
		{
			result = qfalse;
		}

		return result;
#ifndef __NO_JK2
		}
		else
		{
			menu = Menus_FindByName((char *) VMA(1));	// Get menu 
			if (menu)
			{
				xPos = (int *) VMA(2);
				*xPos = (int) menu->window.rect.x;
				yPos = (int *) VMA(3);
				*yPos = (int) menu->window.rect.y;
				result = qtrue;
			}
			else
			{
				result = qfalse;
			}

			return result;
		}
#endif
		break;

	case CG_UI_GETITEMTEXT:
		itemDef_t *item;
		menu = Menus_FindByName((char *) VMA(1));	// Get menu 

		if (menu)
		{
			item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, (char *) VMA(2));
			if (item)
			{
				Q_strncpyz( (char *) VMA(3), item->text, 256 );
				result = qtrue;
			}
			else
			{
				result = qfalse;
			}
		}
		else
		{
			result = qfalse;
		}

		return result;

	case CG_UI_GETITEMINFO:
		menu = Menus_FindByName((char *) VMA(1));	// Get menu 

		if (menu)
		{
			qhandle_t *background;

			item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, (char *) VMA(2));
			if (item)
			{
				xPos = (int *) VMA(3);
				*xPos = (int) item->window.rect.x;
				yPos = (int *) VMA(4);
				*yPos = (int) item->window.rect.y;
				w = (int *) VMA(5);
				*w = (int) item->window.rect.w;
				h = (int *) VMA(6);
				*h = (int) item->window.rect.h;

				vec4_t *color;

				color = (vec4_t *) VMA(7);
				if (!color)
				{
					return qfalse;
				}

				(*color)[0] = (float) item->window.foreColor[0];
				(*color)[1] = (float) item->window.foreColor[1];
				(*color)[2] = (float) item->window.foreColor[2];
				(*color)[3] = (float) item->window.foreColor[3];
				background = (qhandle_t *) VMA(8);
				if (!background)
				{
					return qfalse;
				}
				*background = item->window.background;

				result = qtrue;
			}
			else
			{
				result = qfalse;
			}
		}
		else
		{
			result = qfalse;
		}

		return result;
		
	case CG_SP_GETSTRINGTEXTSTRING:
#ifndef __NO_JK2
	case CG_SP_GETSTRINGTEXT:
		if(com_jk2 && com_jk2->integer)
		{
			const char* text;

			assert(VMA(1));	
	//		assert(VMA(2));	// can now pass in NULL to just query the size

			if (args[0] == CG_SP_GETSTRINGTEXT)
			{
				text = JK2SP_GetStringText( args[1] );
			}
			else
			{
				text = JK2SP_GetStringTextString( (const char *) VMA(1) );
			}

			if (VMA(2))	// only if dest buffer supplied...
			{
				if ( text[0] )
				{
					Q_strncpyz( (char *) VMA(2), text, args[3] );				
				}
				else 
				{
					Q_strncpyz( (char *) VMA(2), "??", args[3] );			
				}
			}
			return strlen(text);
		}
		else
		{
#endif
		const char* text;

		assert(VMA(1));	
		text = SE_GetString( (const char *) VMA(1) );

		if (VMA(2))	// only if dest buffer supplied...
		{
			if ( text[0] )
			{
				Q_strncpyz( (char *) VMA(2), text, args[3] );				
			}
			else 
			{
				Com_sprintf( (char *) VMA(2), args[3], "??%s", VMA(1) );
			}
		}
		return strlen(text);
#ifndef __NO_JK2
		}
		//break;

	case CG_SP_REGISTER:
		return JK2SP_Register( (const char *) VMA(1), args[2]?(SP_REGISTER_MENU|SP_REGISTER_REQUIRED):SP_REGISTER_CLIENT );
#endif
	default:
		Com_Error( ERR_DROP, "Bad cgame system trap: %ld", (long int) args[0] );
	}
	return 0;
}
Exemple #25
0
static inline void CL_GameModule_CM_TransformedBoxTrace( trace_t *tr, vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs,
	struct cmodel_s *cmodel, int brushmask, vec3_t origin, vec3_t angles ) {
	CM_TransformedBoxTrace( cl.cms, tr, start, end, mins, maxs, cmodel, brushmask, origin, angles );
}
Exemple #26
0
/*
====================
CL_CgameSystemCalls

The cgame module is making a system call
====================
*/
intptr_t CL_CgameSystemCalls( intptr_t *args ) {
	switch ( args[0] ) {
	case CG_PRINT:
		Com_Printf( "%s", (const char*)VMA(1) );
		return 0;
	case CG_ERROR:
		Com_Error( ERR_DROP, "%s", (const char*)VMA(1) );
		return 0;
	case CG_MILLISECONDS:
		return Sys_Milliseconds();
	case CG_CVAR_REGISTER:
		Cvar_Register( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[4] );
		return 0;
	case CG_CVAR_UPDATE:
		Cvar_Update( VMA( 1 ) );
		return 0;
	case CG_CVAR_SET:
		Cvar_SetSafe( VMA(1), VMA(2) );
		return 0;
	case CG_CVAR_VARIABLESTRINGBUFFER:
		Cvar_VariableStringBuffer( VMA( 1 ), VMA( 2 ), args[3] );
		return 0;
	case CG_ARGC:
		return Cmd_Argc();
	case CG_ARGV:
		Cmd_ArgvBuffer( args[1], VMA( 2 ), args[3] );
		return 0;
	case CG_ARGS:
		Cmd_ArgsBuffer( VMA( 1 ), args[2] );
		return 0;
	case CG_FS_FOPENFILE:
		return FS_FOpenFileByMode( VMA( 1 ), VMA( 2 ), args[3] );
	case CG_FS_READ:
		FS_Read( VMA( 1 ), args[2], args[3] );
		return 0;
	case CG_FS_WRITE:
		return FS_Write( VMA( 1 ), args[2], args[3] );
	case CG_FS_FCLOSEFILE:
		FS_FCloseFile( args[1] );
		return 0;
	case CG_SENDCONSOLECOMMAND:
		Cbuf_AddText( VMA( 1 ) );
		return 0;
	case CG_ADDCOMMAND:
		CL_AddCgameCommand( VMA( 1 ) );
		return 0;
	case CG_REMOVECOMMAND:
		Cmd_RemoveCommandSafe( VMA(1) );
		return 0;
	case CG_SENDCLIENTCOMMAND:
		CL_AddReliableCommand(VMA(1), qfalse);
		return 0;
	case CG_UPDATESCREEN:
		// this is used during lengthy level loading, so pump message loop
//		Com_EventLoop();	// FIXME: if a server restarts here, BAD THINGS HAPPEN!
// We can't call Com_EventLoop here, a restart will crash and this _does_ happen
// if there is a map change while we are downloading at pk3.
// ZOID
		SCR_UpdateScreen();
		return 0;
	case CG_CM_LOADMAP:
		CL_CM_LoadMap( VMA( 1 ) );
		return 0;
	case CG_CM_NUMINLINEMODELS:
		return CM_NumInlineModels();
	case CG_CM_INLINEMODEL:
		return CM_InlineModel( args[1] );
	case CG_CM_TEMPBOXMODEL:
		return CM_TempBoxModel( VMA( 1 ), VMA( 2 ), qfalse );
	case CG_CM_TEMPCAPSULEMODEL:
		return CM_TempBoxModel( VMA( 1 ), VMA( 2 ), qtrue );
	case CG_CM_POINTCONTENTS:
		return CM_PointContents( VMA( 1 ), args[2] );
	case CG_CM_TRANSFORMEDPOINTCONTENTS:
		return CM_TransformedPointContents( VMA( 1 ), args[2], VMA( 3 ), VMA( 4 ) );
	case CG_CM_BOXTRACE:
		CM_BoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], /*int capsule*/ qfalse );
		return 0;
	case CG_CM_TRANSFORMEDBOXTRACE:
		CM_TransformedBoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], VMA( 8 ), VMA( 9 ), /*int capsule*/ qfalse );
		return 0;
	case CG_CM_CAPSULETRACE:
		CM_BoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], /*int capsule*/ qtrue );
		return 0;
	case CG_CM_TRANSFORMEDCAPSULETRACE:
		CM_TransformedBoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], VMA( 8 ), VMA( 9 ), /*int capsule*/ qtrue );
		return 0;
	case CG_CM_MARKFRAGMENTS:
		return re.MarkFragments( args[1], VMA( 2 ), VMA( 3 ), args[4], VMA( 5 ), args[6], VMA( 7 ) );
	case CG_S_STARTSOUND:
		S_StartSound( VMA( 1 ), args[2], args[3], args[4] );
		return 0;
//----(SA)	added
	case CG_S_STARTSOUNDEX:
		S_StartSoundEx( VMA( 1 ), args[2], args[3], args[4], args[5] );
		return 0;
//----(SA)	end
	case CG_S_STARTLOCALSOUND:
		S_StartLocalSound( args[1], args[2] );
		return 0;
	case CG_S_CLEARLOOPINGSOUNDS:
		S_ClearLoopingSounds( args[1] ); // (SA) modified so no_pvs sounds can function
		return 0;
	case CG_S_ADDLOOPINGSOUND:
		// FIXME MrE: handling of looping sounds changed
		S_AddLoopingSound( args[1], VMA( 2 ), VMA( 3 ), args[4], args[5], args[6] );
		return 0;
	case CG_S_ADDREALLOOPINGSOUND:
		S_AddLoopingSound( args[1], VMA( 2 ), VMA( 3 ), args[4], args[5], args[6] );
		//S_AddRealLoopingSound( args[1], VMA(2), VMA(3), args[4], args[5] );
		return 0;
	case CG_S_STOPLOOPINGSOUND:
		// RF, not functional anymore, since we reverted to old looping code
		//S_StopLoopingSound( args[1] );
		return 0;
	case CG_S_UPDATEENTITYPOSITION:
		S_UpdateEntityPosition( args[1], VMA( 2 ) );
		return 0;
// Ridah, talking animations
	case CG_S_GETVOICEAMPLITUDE:
		return S_GetVoiceAmplitude( args[1] );
// done.
	case CG_S_RESPATIALIZE:
		S_Respatialize( args[1], VMA( 2 ), VMA( 3 ), args[4] );
		return 0;
	case CG_S_REGISTERSOUND:
		return S_RegisterSound( VMA( 1 ), qfalse );
	case CG_S_STARTBACKGROUNDTRACK:
		S_StartBackgroundTrack( VMA( 1 ), VMA( 2 ) );
		return 0;
	case CG_S_STARTSTREAMINGSOUND:
		S_StartStreamingSound( VMA( 1 ), VMA( 2 ), args[3], args[4], args[5] );
		return 0;
	case CG_R_LOADWORLDMAP:
		re.LoadWorld( VMA( 1 ) );
		return 0;
	case CG_R_REGISTERMODEL:
		return re.RegisterModel( VMA( 1 ) );
	case CG_R_REGISTERSKIN:
		return re.RegisterSkin( VMA( 1 ) );

		//----(SA)	added
	case CG_R_GETSKINMODEL:
		return re.GetSkinModel( args[1], VMA( 2 ), VMA( 3 ) );
	case CG_R_GETMODELSHADER:
		return re.GetShaderFromModel( args[1], args[2], args[3] );
		//----(SA)	end

	case CG_R_REGISTERSHADER:
		return re.RegisterShader( VMA( 1 ) );
	case CG_R_REGISTERFONT:
		re.RegisterFont( VMA( 1 ), args[2], VMA( 3 ) );
		return 0;
	case CG_R_REGISTERSHADERNOMIP:
		return re.RegisterShaderNoMip( VMA( 1 ) );
	case CG_R_CLEARSCENE:
		re.ClearScene();
		return 0;
	case CG_R_ADDREFENTITYTOSCENE:
		re.AddRefEntityToScene( VMA( 1 ) );
		return 0;
	case CG_R_ADDPOLYTOSCENE:
		re.AddPolyToScene( args[1], args[2], VMA( 3 ) );
		return 0;
		// Ridah
	case CG_R_ADDPOLYSTOSCENE:
		re.AddPolysToScene( args[1], args[2], VMA( 3 ), args[4] );
		return 0;
		// done.
//	case CG_R_LIGHTFORPOINT:
//		return re.LightForPoint( VMA(1), VMA(2), VMA(3), VMA(4) );
	case CG_R_ADDLIGHTTOSCENE:
		re.AddLightToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), args[6] );
		return 0;
//	case CG_R_ADDADDITIVELIGHTTOSCENE:
//		re.AddAdditiveLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) );
//		return 0;
	case CG_R_ADDCORONATOSCENE:
		re.AddCoronaToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), args[6], args[7] );
		return 0;
	case CG_R_SETFOG:
		re.SetFog( args[1], args[2], args[3], VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ) );
		return 0;
	case CG_R_RENDERSCENE:
		re.RenderScene( VMA( 1 ) );
		return 0;
	case CG_R_SETCOLOR:
		re.SetColor( VMA( 1 ) );
		return 0;
	case CG_R_DRAWSTRETCHPIC:
		re.DrawStretchPic( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[9] );
		return 0;
	case CG_R_DRAWROTATEDPIC:
		re.DrawRotatedPic( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[9], VMF( 10 ) );
		return 0;
	case CG_R_DRAWSTRETCHPIC_GRADIENT:
		re.DrawStretchPicGradient( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[9], VMA( 10 ), args[11] );
		return 0;
	case CG_R_MODELBOUNDS:
		re.ModelBounds( args[1], VMA( 2 ), VMA( 3 ) );
		return 0;
	case CG_R_LERPTAG:
		return re.LerpTag( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[4] );
	case CG_GETGLCONFIG:
		CL_GetGlconfig( VMA( 1 ) );
		return 0;
	case CG_GETGAMESTATE:
		CL_GetGameState( VMA( 1 ) );
		return 0;
	case CG_GETCURRENTSNAPSHOTNUMBER:
		CL_GetCurrentSnapshotNumber( VMA( 1 ), VMA( 2 ) );
		return 0;
	case CG_GETSNAPSHOT:
		return CL_GetSnapshot( args[1], VMA( 2 ) );
	case CG_GETSERVERCOMMAND:
		return CL_GetServerCommand( args[1] );
	case CG_GETCURRENTCMDNUMBER:
		return CL_GetCurrentCmdNumber();
	case CG_GETUSERCMD:
		return CL_GetUserCmd( args[1], VMA( 2 ) );
	case CG_SETUSERCMDVALUE:
		CL_SetUserCmdValue( args[1], args[2], VMF( 3 ), args[4], args[5] );
		return 0;
	case CG_SETCLIENTLERPORIGIN:
		CL_SetClientLerpOrigin( VMF( 1 ), VMF( 2 ), VMF( 3 ) );
		return 0;
	case CG_MEMORY_REMAINING:
		return Hunk_MemoryRemaining();
	case CG_KEY_ISDOWN:
		return Key_IsDown( args[1] );
	case CG_KEY_GETCATCHER:
		return Key_GetCatcher();
	case CG_KEY_SETCATCHER:
		// Don't allow the cgame module to close the console
		Key_SetCatcher( args[1] | ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) );
		return 0;
	case CG_KEY_GETKEY:
		return Key_GetKey( VMA( 1 ) );



	case CG_MEMSET:
		Com_Memset( VMA(1), args[2], args[3] );
		return args[1];
	case CG_MEMCPY:
		Com_Memcpy( VMA(1), VMA(2), args[3] );
		return args[1];
	case CG_STRNCPY:
		strncpy( VMA(1), VMA(2), args[3] );
		return args[1];
	case CG_SIN:
		return FloatAsInt( sin( VMF( 1 ) ) );
	case CG_COS:
		return FloatAsInt( cos( VMF( 1 ) ) );
	case CG_ATAN2:
		return FloatAsInt( atan2( VMF( 1 ), VMF( 2 ) ) );
	case CG_SQRT:
		return FloatAsInt( sqrt( VMF( 1 ) ) );
	case CG_FLOOR:
		return FloatAsInt( floor( VMF( 1 ) ) );
	case CG_CEIL:
		return FloatAsInt( ceil( VMF( 1 ) ) );
	case CG_ACOS:
		return FloatAsInt( Q_acos( VMF( 1 ) ) );

	case CG_PC_ADD_GLOBAL_DEFINE:
		return botlib_export->PC_AddGlobalDefine( VMA( 1 ) );
	case CG_PC_LOAD_SOURCE:
		return botlib_export->PC_LoadSourceHandle( VMA( 1 ) );
	case CG_PC_FREE_SOURCE:
		return botlib_export->PC_FreeSourceHandle( args[1] );
	case CG_PC_READ_TOKEN:
		return botlib_export->PC_ReadTokenHandle( args[1], VMA( 2 ) );
	case CG_PC_SOURCE_FILE_AND_LINE:
		return botlib_export->PC_SourceFileAndLine( args[1], VMA( 2 ), VMA( 3 ) );

	case CG_S_STOPBACKGROUNDTRACK:
		S_StopBackgroundTrack();
		return 0;

	case CG_REAL_TIME:
		return Com_RealTime( VMA( 1 ) );
	case CG_SNAPVECTOR:
		Q_SnapVector(VMA(1));
		return 0;

	case CG_SENDMOVESPEEDSTOGAME:
		SV_SendMoveSpeedsToGame( args[1], VMA( 2 ) );
		return 0;

	case CG_CIN_PLAYCINEMATIC:
		return CIN_PlayCinematic( VMA( 1 ), args[2], args[3], args[4], args[5], args[6] );

	case CG_CIN_STOPCINEMATIC:
		return CIN_StopCinematic( args[1] );

	case CG_CIN_RUNCINEMATIC:
		return CIN_RunCinematic( args[1] );

	case CG_CIN_DRAWCINEMATIC:
		CIN_DrawCinematic( args[1] );
		return 0;

	case CG_CIN_SETEXTENTS:
		CIN_SetExtents( args[1], args[2], args[3], args[4], args[5] );
		return 0;

	case CG_R_REMAP_SHADER:
		re.RemapShader( VMA( 1 ), VMA( 2 ), VMA( 3 ) );
		return 0;

	case CG_TESTPRINTINT:
//		Com_Printf( "%s%i\n", (const char*)VMA( 1 ), args[2] );
		return 0;
	case CG_TESTPRINTFLOAT:
//		Com_Printf( "%s%f\n", (const char*)VMA( 1 ), VMF( 2 ) );
		return 0;

	case CG_LOADCAMERA:
		return loadCamera( args[1], VMA( 2 ) );

	case CG_STARTCAMERA:
		startCamera( args[1], args[2] );
		return 0;

	case CG_GETCAMERAINFO:
		return getCameraInfo( args[1], args[2], VMA( 3 ), VMA( 4 ), VMA( 5 ) );

	case CG_GET_ENTITY_TOKEN:
		return re.GetEntityToken( VMA( 1 ), args[2] );

	case CG_INGAME_POPUP:
		if ( clc.state == CA_ACTIVE && !clc.demoplaying ) {
			// NERVE - SMF
			if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "UIMENU_WM_PICKTEAM" ) ) {
				VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_WM_PICKTEAM );
			} else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "UIMENU_WM_PICKPLAYER" ) )    {
				VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_WM_PICKPLAYER );
			} else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "UIMENU_WM_QUICKMESSAGE" ) )    {
				VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_WM_QUICKMESSAGE );
			} else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "UIMENU_WM_QUICKMESSAGEALT" ) )    {
				VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_WM_QUICKMESSAGEALT );
			} else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "UIMENU_WM_LIMBO" ) )    {
				VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_WM_LIMBO );
			} else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "UIMENU_WM_AUTOUPDATE" ) )    {
				VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_WM_AUTOUPDATE );
			}
			// -NERVE - SMF
			else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "hbook1" ) ) {   //----(SA)
				VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_BOOK1 );
			} else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "hbook2" ) )    { //----(SA)
				VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_BOOK2 );
			} else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "hbook3" ) )    { //----(SA)
				VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_BOOK3 );
			} else {
				VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_CLIPBOARD );
			}
		}
		return 0;

		// NERVE - SMF
	case CG_INGAME_CLOSEPOPUP:
		// if popup menu is up, then close it
		if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "UIMENU_WM_LIMBO" ) ) {
			if ( VM_Call( uivm, UI_GET_ACTIVE_MENU ) == UIMENU_WM_LIMBO ) {
				VM_Call( uivm, UI_KEY_EVENT, K_ESCAPE, qtrue );
				VM_Call( uivm, UI_KEY_EVENT, K_ESCAPE, qtrue );
			}
		}
		return 0;

	case CG_LIMBOCHAT:
		if ( VMA( 1 ) ) {
			CL_AddToLimboChat( VMA( 1 ) );
		}
		return 0;

	case CG_KEY_GETBINDINGBUF:
		Key_GetBindingBuf( args[1], VMA( 2 ), args[3] );
		return 0;

	case CG_KEY_SETBINDING:
		Key_SetBinding( args[1], VMA( 2 ) );
		return 0;

	case CG_KEY_KEYNUMTOSTRINGBUF:
		Key_KeynumToStringBuf( args[1], VMA( 2 ), args[3] );
		return 0;

	case CG_TRANSLATE_STRING:
		CL_TranslateString( VMA( 1 ), VMA( 2 ) );
		return 0;
		// - NERVE - SMF
	default:
		Com_Error( ERR_DROP, "Bad cgame system trap: %ld", (long int) args[0] );
	}
	return 0;
}