Esempio n. 1
0
void JK2SP_Init(void)
{
	sp_language = Cvar_Get("sp_language", va("%d", SP_LANGUAGE_ENGLISH), CVAR_ARCHIVE | CVAR_NORESTART);
	sp_show_strip = Cvar_Get ("sp_show_strip", "0", 0);		// don't switch this on!!!!!!, test only (apparently)
	sp_leet = Cvar_Get ("sp_leet", "0", CVAR_ROM);		// do NOT leave this on in final product!!!!  (only works when == 42 anyway ;-)

//	Cvar_Set("sp_language", va("%d", SP_LANGUAGE_JAPANESE));	// stetest, do NOT leave in

	JK2SP_UpdateLanguage();
	sp_language->modified = false;

	JK2SP_Register("con_text", SP_REGISTER_REQUIRED);	//reference is CON_TEXT
}
Esempio n. 2
0
static void JK2SP_UpdateLanguage(void)
{
	std::map<unsigned char, cStringPackageSingle *>::iterator	it;
	std::list<cStringPackageID>									sps;
	std::list<cStringPackageID>::iterator						spit;

	// Grab all SP ids
	for(it = JK2SP_ListByID.begin(); it != JK2SP_ListByID.end(); ++it)
	{
		sps.push_back(cStringPackageID((*it).second->GetName(), (*it).second->GetRegistration()));
	}
	// Clear out all pointers
	JK2SP_Unload(SP_REGISTER_CLIENT | SP_REGISTER_SERVER | SP_REGISTER_MENU | SP_REGISTER_REQUIRED);

	// Reinitialise with new language
	for(spit = sps.begin(); spit != sps.end(); ++spit)
	{
		JK2SP_Register((*spit).GetName(), (*spit).GetReg());
	}
	sps.clear();
}
Esempio n. 3
0
/*
====================
CL_InitUI
====================
*/
void CL_InitUI( void ) {
#ifdef JK2_MODE
	JK2SP_Register("keynames", 0	/*SP_REGISTER_REQUIRED*/);		// reference is KEYNAMES
#endif

	uiimport_t	uii;

	memset( &uii, 0, sizeof( uii ) );

	uii.Printf = Com_Printf;
	uii.Error = Com_Error;

	uii.Cvar_Set				= Cvar_Set;
	uii.Cvar_VariableValue		= Cvar_VariableValue;
	uii.Cvar_VariableStringBuffer = Cvar_VariableStringBuffer;
	uii.Cvar_SetValue			= Cvar_SetValue;
	uii.Cvar_Reset				= Cvar_Reset;
	uii.Cvar_Create				= UI_Cvar_Create;
	uii.Cvar_InfoStringBuffer	= Cvar_InfoStringBuffer;

	uii.Draw_DataPad			= CL_DrawDatapad;

	uii.Argc					= Cmd_Argc;
	uii.Argv					= Cmd_ArgvBuffer;
	uii.Cmd_TokenizeString		= Cmd_TokenizeString;

	uii.Cmd_ExecuteText			= Cbuf_ExecuteText;

	uii.FS_FOpenFile			= FS_FOpenFileByMode;
	uii.FS_Read					= FS_Read;
	uii.FS_Write				= FS_Write;
	uii.FS_FCloseFile			= FS_FCloseFile;
	uii.FS_GetFileList			= FS_GetFileList;
	uii.FS_ReadFile				= FS_ReadFile;
	uii.FS_FreeFile				= FS_FreeFile;

	uii.R_RegisterModel			= re.RegisterModel;
	uii.R_RegisterSkin			= re.RegisterSkin;
	uii.R_RegisterShader		= re.RegisterShader;
	uii.R_RegisterShaderNoMip	= re.RegisterShaderNoMip;
	uii.R_RegisterFont			= re.RegisterFont;
	uii.R_Font_StrLenPixels		= re.Font_StrLenPixels;
	uii.R_Font_HeightPixels		= re.Font_HeightPixels;
	uii.R_Font_DrawString		= re.Font_DrawString;
	uii.R_Font_StrLenChars		= re.Font_StrLenChars;
	uii.Language_IsAsian		= re.Language_IsAsian;
	uii.Language_UsesSpaces		= re.Language_UsesSpaces;
	uii.AnyLanguage_ReadCharFromString = re.AnyLanguage_ReadCharFromString;

	//uii.SG_GetSaveImage			= SG_GetSaveImage;
	uii.SG_GetSaveGameComment	= SG_GetSaveGameComment;
	uii.SG_StoreSaveGameComment = SG_StoreSaveGameComment;
	uii.SG_GameAllowedToSaveHere= SG_GameAllowedToSaveHere;

	//uii.SCR_GetScreenshot		= SCR_GetScreenshot;

	//uii.DrawStretchRaw			= re.DrawStretchRaw;
	uii.R_ClearScene			= re.ClearScene;
	uii.R_AddRefEntityToScene	= re.AddRefEntityToScene;
	uii.R_AddPolyToScene		=  re.AddPolyToScene;
	uii.R_AddLightToScene		= re.AddLightToScene;
	uii.R_RenderScene			= re.RenderScene;

	uii.R_ModelBounds			= re.ModelBounds;

	uii.R_SetColor				= re.SetColor;
	uii.R_DrawStretchPic		= re.DrawStretchPic;
	uii.UpdateScreen			= SCR_UpdateScreen;

	uii.R_LerpTag				= re.LerpTag;

	uii.S_StartLocalLoopingSound= S_StartLocalLoopingSound;
	uii.S_StartLocalSound		= S_StartLocalSound;
	uii.S_RegisterSound			= S_RegisterSound;

	uii.Key_KeynumToStringBuf	= Key_KeynumToStringBuf;
	uii.Key_GetBindingBuf		= Key_GetBindingBuf;
	uii.Key_SetBinding			= Key_SetBinding;
	uii.Key_IsDown				= Key_IsDown;
	uii.Key_GetOverstrikeMode	= Key_GetOverstrikeMode;
	uii.Key_SetOverstrikeMode	= Key_SetOverstrikeMode;
	uii.Key_ClearStates			= Key_ClearStates;
	uii.Key_GetCatcher			= Key_GetCatcher;
	uii.Key_SetCatcher			= Key_SetCatcher;
#ifdef JK2_MODE
	uii.SP_Register				= JK2SP_Register;
	uii.SP_GetStringText		= JK2SP_GetStringText;
	uii.SP_GetStringTextString  = JK2SP_GetStringTextString;
#endif

	uii.GetClipboardData		= GetClipboardData;

	uii.GetClientState			= GetClientState;

	uii.GetGlconfig				= UI_GetGlconfig;

	uii.GetConfigString			= (void (*)(int, char *, int))GetConfigString;

	uii.Milliseconds			= Sys_Milliseconds;

	UI_Init(UI_API_VERSION, &uii, (cls.state > CA_DISCONNECTED && cls.state <= CA_ACTIVE));

//	uie->UI_Init( UI_API_VERSION, &uii );

}
Esempio n. 4
0
/*
====================
CL_Init
====================
*/
void CL_Init( void ) {
	Com_Printf( "----- Client Initialization -----\n" );

#ifndef __NO_JK2
	if(com_jk2 && com_jk2->integer)
	{
		JK2SP_Register("con_text", SP_REGISTER_REQUIRED);	//reference is CON_TEXT
		JK2SP_Register("keynames", SP_REGISTER_REQUIRED);	// reference is KEYNAMES
	}
#endif
	
	Con_Init ();

	CL_ClearState ();

	cls.state = CA_DISCONNECTED;	// no longer CA_UNINITIALIZED
	cls.keyCatchers = KEYCATCH_CONSOLE;
	cls.realtime = 0;
	cls.realtimeFraction=0.0f;	// fraction of a msec accumulated

	CL_InitInput ();
	RM_InitTerrain();

	//
	// register our variables
	//
	cl_noprint = Cvar_Get( "cl_noprint", "0", 0 );

	cl_timeout = Cvar_Get ("cl_timeout", "125", 0);

	cl_timeNudge = Cvar_Get ("cl_timeNudge", "0", CVAR_TEMP );
	cl_shownet = Cvar_Get ("cl_shownet", "0", CVAR_TEMP );
	cl_showTimeDelta = Cvar_Get ("cl_showTimeDelta", "0", CVAR_TEMP );
	cl_newClock = Cvar_Get ("cl_newClock", "1", 0);
	cl_activeAction = Cvar_Get( "activeAction", "", CVAR_TEMP );
	
	cl_avidemo = Cvar_Get ("cl_avidemo", "0", 0);
	cl_pano = Cvar_Get ("pano", "0", 0);
	cl_panoNumShots= Cvar_Get ("panoNumShots", "10", CVAR_ARCHIVE);
	cl_skippingcin = Cvar_Get ("skippingCinematic", "0", CVAR_ROM);
	cl_endcredits = Cvar_Get ("cg_endcredits", "0", 0);

	cl_yawspeed = Cvar_Get ("cl_yawspeed", "140", CVAR_ARCHIVE);
	cl_pitchspeed = Cvar_Get ("cl_pitchspeed", "140", CVAR_ARCHIVE);
	cl_anglespeedkey = Cvar_Get ("cl_anglespeedkey", "1.5", CVAR_ARCHIVE);

	cl_maxpackets = Cvar_Get ("cl_maxpackets", "30", CVAR_ARCHIVE );
	cl_packetdup = Cvar_Get ("cl_packetdup", "1", CVAR_ARCHIVE );

	cl_run = Cvar_Get ("cl_run", "1", CVAR_ARCHIVE);
	cl_sensitivity = Cvar_Get ("sensitivity", "5", CVAR_ARCHIVE);
	cl_mouseAccel = Cvar_Get ("cl_mouseAccel", "0", CVAR_ARCHIVE);
	cl_freelook = Cvar_Get( "cl_freelook", "1", CVAR_ARCHIVE );

	cl_showMouseRate = Cvar_Get ("cl_showmouserate", "0", 0);

	cl_inGameVideo = Cvar_Get ("cl_inGameVideo", "1", CVAR_ARCHIVE);
	cl_VideoQuality = Cvar_Get ("cl_VideoQuality", "0", CVAR_ARCHIVE);
	cl_VidFadeUp	= Cvar_Get ("cl_VidFadeUp", "1", CVAR_TEMP);
	cl_VidFadeDown	= Cvar_Get ("cl_VidFadeDown", "1", CVAR_TEMP);
	cl_framerate	= Cvar_Get ("cl_framerate", "0", CVAR_TEMP);

	cl_thumbStickMode = Cvar_Get ("ui_thumbStickMode", "0", CVAR_ARCHIVE);

	// init autoswitch so the ui will have it correctly even
	// if the cgame hasn't been started
	Cvar_Get ("cg_autoswitch", "1", CVAR_ARCHIVE);

	m_pitch = Cvar_Get ("m_pitch", "0.022", CVAR_ARCHIVE);
	m_yaw = Cvar_Get ("m_yaw", "0.022", CVAR_ARCHIVE);
	m_forward = Cvar_Get ("m_forward", "0.25", CVAR_ARCHIVE);
	m_side = Cvar_Get ("m_side", "0.25", CVAR_ARCHIVE);
	m_filter = Cvar_Get ("m_filter", "0", CVAR_ARCHIVE);
	
#ifndef _WIN32
	// ~ and `, as keys and characters
	cl_consoleKeys = Cvar_Get( "cl_consoleKeys", "~ ` 0x7e 0x60", CVAR_ARCHIVE);
#endif

	cl_updateInfoString = Cvar_Get( "cl_updateInfoString", "", CVAR_ROM );

	// userinfo
	Cvar_Get ("name", "Jaden", CVAR_USERINFO | CVAR_ARCHIVE );
	Cvar_Get ("snaps", "20", CVAR_USERINFO | CVAR_ARCHIVE );
	
	Cvar_Get ("sex", "f", CVAR_USERINFO | CVAR_ARCHIVE | CVAR_SAVEGAME | CVAR_NORESTART );
	Cvar_Get ("snd", "jaden_fmle", CVAR_USERINFO | CVAR_ARCHIVE | CVAR_SAVEGAME | CVAR_NORESTART );//UI_SetSexandSoundForModel changes to match sounds.cfg for model
	Cvar_Get ("handicap", "100", CVAR_USERINFO | CVAR_SAVEGAME | CVAR_NORESTART);

	//
	// register our commands
	//
	Cmd_AddCommand ("cmd", CL_ForwardToServer_f);
	Cmd_AddCommand ("configstrings", CL_Configstrings_f);
	Cmd_AddCommand ("clientinfo", CL_Clientinfo_f);
	Cmd_AddCommand ("snd_restart", CL_Snd_Restart_f);
	Cmd_AddCommand ("vid_restart", CL_Vid_Restart_f);
	Cmd_AddCommand ("disconnect", CL_Disconnect_f);
	Cmd_AddCommand ("cinematic", CL_PlayCinematic_f);
	Cmd_AddCommand ("ingamecinematic", CL_PlayInGameCinematic_f);
	Cmd_AddCommand ("uimenu", CL_GenericMenu_f);
	Cmd_AddCommand ("datapad", CL_DataPad_f);
	Cmd_AddCommand ("endscreendissolve", CL_EndScreenDissolve_f);

	CL_InitRef();

	CL_StartHunkUsers();

	SCR_Init ();

	Cbuf_Execute ();
	
	Cvar_Set( "cl_running", "1" );

	Com_Printf( "----- Client Initialization Complete -----\n" );
}
Esempio n. 5
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;
}