/* ================= 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; }
/* ================= 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); }
/* ================= 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 ); }
/* ================= 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 ); }
/* ================= 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); }
/* * 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; }