Exemple #1
0
/*
=================
PlayerSettings_SetMenuItems
=================
*/
static void PlayerSettings_SetMenuItems(void) {
    vec3_t  viewangles;
    int     c;
    int     h;

    // name
    Q_strncpyz(s_playersettings.name.field.buffer, UI_Cvar_VariableString("name"), sizeof(s_playersettings.name.field.buffer));

    // effects color
    c = trap_Cvar_VariableValue("color1") - 1;
    if (c < 0 || c > 6) {
        c = 6;
    }
    s_playersettings.effects.curvalue = gamecodetoui[c];

    // model/skin
    memset(&s_playersettings.playerinfo, 0, sizeof(playerInfo_t));

    viewangles[YAW]   = 180 - 30;
    viewangles[PITCH] = 0;
    viewangles[ROLL]  = 0;

    UI_PlayerInfo_SetModel(&s_playersettings.playerinfo, UI_Cvar_VariableString("model"));
    UI_PlayerInfo_SetInfo(&s_playersettings.playerinfo, LEGS_IDLE, TORSO_STAND, viewangles, vec3_origin, WP_MACHINEGUN, qfalse);

    // handicap
    h = Com_Clamp(5, 100, trap_Cvar_VariableValue("handicap"));
    s_playersettings.handicap.curvalue = 20 - h / 5;
}
Exemple #2
0
/*
=================
Controls_InitModel
=================
*/
static void Controls_InitModel(void)
{
	memset(&s_controls.playerinfo, 0, sizeof(playerInfo_t));

	UI_PlayerInfo_SetModel(&s_controls.playerinfo, UI_Cvar_VariableString("model"));

	Controls_UpdateModel(ANIM_IDLE);
}
Exemple #3
0
/*
=================
PlayerModel_UpdateModel
=================
*/
static void PlayerModel_UpdateModel(void) {
	vec3_t	viewangles;
	vec3_t	moveangles;

	memset(&s_playermodel.playerinfo, 0, sizeof(playerInfo_t));

	viewangles[YAW] = 180 - 30;
	viewangles[PITCH] = 0;
	viewangles[ROLL] = 0;
	VectorClear(moveangles);

	UI_PlayerInfo_SetModel(&s_playermodel.playerinfo, s_playermodel.modelskin);
	UI_PlayerInfo_SetInfo(&s_playermodel.playerinfo, LEGS_IDLE, TORSO_STAND, viewangles, moveangles, WP_MACHINEGUN, qfalse);
}
/*
=================
Controls_DrawPlayer
=================
*/
static void Controls_DrawPlayer( void *self ) {
	menubitmap_s	*b;
	char			buf[MAX_QPATH];

	trap_Cvar_VariableStringBuffer( "model", buf, sizeof( buf ) );
	if ( strcmp( buf, s_controls.playerModel ) != 0 ) {
		UI_PlayerInfo_SetModel( &s_controls.playerinfo, buf );
		strcpy( s_controls.playerModel, buf );
		Controls_UpdateModel( ANIM_IDLE );
	}

	b = (menubitmap_s*) self;
	UI_DrawPlayer( b->generic.x, b->generic.y, b->width, b->height, &s_controls.playerinfo, uis.realtime/2 );
}
Exemple #5
0
/*
=================
PlayerModel_UpdateModel
=================
*/
static void PlayerModel_UpdateModel( void )
{
	vec3_t	viewangles;
	vec3_t	moveangles;

	memset( &s_playermodel.playerinfo, 0, sizeof(playerInfo_t) );
	
	viewangles[YAW]   = 180 - 30;
	viewangles[PITCH] = 0;
	viewangles[ROLL]  = 0;
	VectorClear( moveangles );

	UI_PlayerInfo_SetModel( &s_playermodel.playerinfo, s_playermodel.modelskin );
	UI_PlayerInfo_SetInfo( &s_playermodel.playerinfo, ANIM_FLY_IDLE, ANIM_FLY_IDLE, viewangles, moveangles, WP_NONE, qfalse );
}
Exemple #6
0
/*
=================
PlayerSettings_DrawPlayer
=================
*/
static void PlayerSettings_DrawPlayer(void* self) {
    menubitmap_s*    b;
    vec3_t          viewangles;
    char            buf[MAX_QPATH];

    trap_Cvar_VariableStringBuffer("model", buf, sizeof(buf));
    if (strcmp(buf, s_playersettings.playerModel) != 0) {
        UI_PlayerInfo_SetModel(&s_playersettings.playerinfo, buf);
        strcpy(s_playersettings.playerModel, buf);

        viewangles[YAW]   = 180 - 30;
        viewangles[PITCH] = 0;
        viewangles[ROLL]  = 0;
        UI_PlayerInfo_SetInfo(&s_playersettings.playerinfo, LEGS_IDLE, TORSO_STAND, viewangles, vec3_origin, WP_MACHINEGUN, qfalse);
    }

    b = (menubitmap_s*) self;
    UI_DrawPlayer(b->generic.x, b->generic.y, b->width, b->height, &s_playersettings.playerinfo, uis.realtime / 2);
}
Exemple #7
0
/*
 * PlayerModel_UpdateModel
 */
static void
PlayerModel_UpdateModel(void)
{
	Vec3	viewangles;
	Vec3	moveangles;

	memset(&s_playermodel.playerinfo, 0, sizeof(Playerinfo));

	viewangles[YAW] = 180 - 30;
	viewangles[PITCH] = 0;
	viewangles[ROLL] = 0;
	clearv3(moveangles);

	UI_PlayerInfo_SetModel(&s_playermodel.playerinfo,
		s_playermodel.modelskin);
	UI_PlayerInfo_SetInfo(&s_playermodel.playerinfo, LEGS_IDLE, TORSO_STAND,
		viewangles, moveangles, Wmachinegun,
		qfalse);
}
/*
=================
PlayerSettings_SetMenuItems
=================
*/
static void PlayerSettings_SetMenuItems( void ) {
	vec3_t	viewangles;
	int		c1, c2, c3;
	int		h;
	char	temp[6];

	// name
	Q_strncpyz( s_playersettings.name.field.buffer, UI_Cvar_VariableString("name"), sizeof(s_playersettings.name.field.buffer) );

	// effects color
	trap_Cvar_VariableStringBuffer( "color1", temp, sizeof(temp) );

	c1 = atoi( va( "%c", temp[0] ) ) - 1;
	c2 = atoi( va( "%c", temp[2] ) ) - 1;
	c3 = atoi( va( "%c", temp[4] ) ) - 1;

	if ( c1 > 6 || c1 < 0 ) c1 = 6;
	if ( c2 > 6 || c2 < 0 ) c2 = 6;
	if ( c3 > 6 || c3 < 0 ) c3 = 6;

	s_playersettings.effects.curvalue = gamecodetoui[c1];
	s_playersettings.effects2.curvalue = gamecodetoui[c2];
	s_playersettings.effects3.curvalue = gamecodetoui[c3];


	// model/skin
	memset( &s_playersettings.playerinfo, 0, sizeof(playerInfo_t) );

	viewangles[YAW]   = 180 - 30;
	viewangles[PITCH] = 0;
	viewangles[ROLL]  = 0;

	UI_PlayerInfo_SetModel( &s_playersettings.playerinfo, UI_Cvar_VariableString( "model" ) );
	UI_PlayerInfo_SetInfo( &s_playersettings.playerinfo, LEGS_IDLE, TORSO_STAND, viewangles, vec3_origin, WP_RAILGUN, qfalse );

	// handicap
	h = Com_Clamp( 5, 100, trap_Cvar_VariableValue("handicap") );
	s_playersettings.handicap.curvalue = 20 - h / 5;
}