/* * UI_RegisterClientSkin */ static qbool UI_RegisterClientSkin(Playerinfo *pi, const char *modelName, const char *skinName) { char filename[MAX_QPATH]; Q_sprintf(filename, sizeof(filename), Pplayermodels "/%s/lower_%s.skin", modelName, skinName); pi->legsSkin = trap_R_RegisterSkin(filename); Q_sprintf(filename, sizeof(filename), Pplayermodels "/%s/upper_%s.skin", modelName, skinName); pi->torsoSkin = trap_R_RegisterSkin(filename); Q_sprintf(filename, sizeof(filename), Pplayermodels "/%s/head_%s.skin", modelName, skinName); pi->headSkin = trap_R_RegisterSkin(filename); if(!pi->legsSkin || !pi->torsoSkin || !pi->headSkin) return qfalse; return qtrue; }
/* ========================== UI_RegisterClientSkin ========================== */ static qboolean UI_RegisterClientSkin(playerInfo_t *pi, const char *modelName, const char *skinName, const char *headModelName, const char *headSkinName , const char *teamName) { char filename[MAX_QPATH]; if (teamName && *teamName) { Com_sprintf(filename, sizeof(filename), "models/players/%s/%s/lower_%s.skin", modelName, teamName, skinName); } else { Com_sprintf(filename, sizeof(filename), "models/players/%s/lower_%s.skin", modelName, skinName); } pi->legsSkin = trap_R_RegisterSkin(filename); if (teamName && *teamName) { Com_sprintf(filename, sizeof(filename), "models/players/%s/%s/upper_%s.skin", modelName, teamName, skinName); } else { Com_sprintf(filename, sizeof(filename), "models/players/%s/upper_%s.skin", modelName, skinName); } pi->torsoSkin = trap_R_RegisterSkin(filename); if (headModelName[0] == '*') { Com_sprintf(filename, sizeof(filename), "models/players/heads/%s/head_%s.skin", &headModelName[1], headSkinName); } else { if (teamName && *teamName) { Com_sprintf(filename, sizeof(filename), "models/players/%s/%s/head_%s.skin", headModelName, teamName, headSkinName); } else { Com_sprintf(filename, sizeof(filename), "models/players/%s/head_%s.skin", headModelName, headSkinName); } } pi->headSkin = trap_R_RegisterSkin(filename); if (!pi->headSkin && headModelName[0] != '*') { Com_sprintf(filename, sizeof(filename), "models/players/heads/%s/head_%s.skin", headModelName, headSkinName); pi->headSkin = trap_R_RegisterSkin(filename); } if (!pi->legsSkin || !pi->torsoSkin || !pi->headSkin) { return qfalse; } return qtrue; }
static qbool UI_RegisterClientSkin( playerInfo_t *pi, const char *modelName, const char *skinName) { char filename[MAX_QPATH]; Com_sprintf( filename, sizeof( filename ), "models/wq3_players/%s/lower_%s.skin", modelName, skinName ); pi->legsSkin = trap_R_RegisterSkin( filename ); Com_sprintf( filename, sizeof( filename ), "models/wq3_players/%s/upper_%s.skin", modelName, skinName ); pi->torsoSkin = trap_R_RegisterSkin( filename ); Com_sprintf( filename, sizeof( filename ), "models/wq3_players/%s/head_%s.skin", modelName, skinName ); pi->headSkin = trap_R_RegisterSkin( filename ); if ( !pi->legsSkin || !pi->torsoSkin || !pi->headSkin ) { return qfalse; } return qtrue; }
void UI_SaberAttachToChar( itemDef_t *item ) { int numSabers = 1; int saberNum = 0; if ( trap_G2API_HasGhoul2ModelOnIndex(&(item->ghoul2),2) ) {//remove any extra models trap_G2API_RemoveGhoul2Model(&(item->ghoul2), 2); } if ( trap_G2API_HasGhoul2ModelOnIndex(&(item->ghoul2),1) ) {//remove any extra models trap_G2API_RemoveGhoul2Model(&(item->ghoul2), 1); } if ( uiInfo.movesTitleIndex == 4 /*MD_DUAL_SABERS*/ ) { numSabers = 2; } for ( saberNum = 0; saberNum < numSabers; saberNum++ ) { //bolt sabers char modelPath[MAX_QPATH]; char skinPath[MAX_QPATH]; char saber[MAX_QPATH]; UI_GetSaberForMenu( saber, saberNum ); if ( UI_SaberModelForSaber( saber, modelPath ) ) {//successfully found a model int g2Saber = trap_G2API_InitGhoul2Model( &(item->ghoul2), modelPath, 0, 0, 0, 0, 0 ); //add the model if ( g2Saber ) { int boltNum; //get the customSkin, if any if ( UI_SaberSkinForSaber( saber, skinPath ) ) { int g2skin = trap_R_RegisterSkin(skinPath); trap_G2API_SetSkin( item->ghoul2, g2Saber, 0, g2skin );//this is going to set the surfs on/off matching the skin file } else { trap_G2API_SetSkin( item->ghoul2, g2Saber, 0, 0 );//turn off custom skin } if ( saberNum == 0 ) { boltNum = trap_G2API_AddBolt( item->ghoul2, 0, "*r_hand"); } else { boltNum = trap_G2API_AddBolt( item->ghoul2, 0, "*l_hand"); } trap_G2API_AttachG2Model( item->ghoul2, g2Saber, item->ghoul2, boltNum, 0); } } } }
/* ========================== UI_RegisterClientSkin ========================== */ static qboolean UI_RegisterClientSkin( playerInfo_t *pi, const char *modelName, const char *skinName, const char *headModelName, const char *headSkinName , const char *teamName) { char filename[MAX_QPATH*2]; if (teamName && *teamName) { Com_sprintf( filename, sizeof( filename ), "models/players/%s/%s/lower_%s.skin", modelName, teamName, skinName ); } else { Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower_%s.skin", modelName, skinName ); } pi->legsSkin = trap_R_RegisterSkin( filename ); if (!pi->legsSkin) { if (teamName && *teamName) { Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/%s/lower_%s.skin", modelName, teamName, skinName ); } else { Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/lower_%s.skin", modelName, skinName ); } pi->legsSkin = trap_R_RegisterSkin( filename ); } if (teamName && *teamName) { Com_sprintf( filename, sizeof( filename ), "models/players/%s/%s/upper_%s.skin", modelName, teamName, skinName ); } else { Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper_%s.skin", modelName, skinName ); } pi->torsoSkin = trap_R_RegisterSkin( filename ); if (!pi->torsoSkin) { if (teamName && *teamName) { Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/%s/upper_%s.skin", modelName, teamName, skinName ); } else { Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/upper_%s.skin", modelName, skinName ); } pi->torsoSkin = trap_R_RegisterSkin( filename ); } if ( UI_FindClientHeadFile( filename, sizeof(filename), teamName, headModelName, headSkinName, "head", "skin" ) ) { pi->headSkin = trap_R_RegisterSkin( filename ); } if ( !pi->legsSkin || !pi->torsoSkin || !pi->headSkin ) { return qfalse; } return qtrue; }
/* ========================== UI_RegisterClientSkin ========================== */ static qboolean UI_RegisterClientSkin( playerInfo_t *pi, const char *modelName, const char *skinName ) { char filename[MAX_QPATH]; // Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower_%s.skin", modelName, skinName ); Com_sprintf( filename, sizeof( filename ), "models/players/%s/body_%s.skin", modelName, skinName ); // NERVE - SMF - make this work with wolf pi->legsSkin = trap_R_RegisterSkin( filename ); // Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper_%s.skin", modelName, skinName ); Com_sprintf( filename, sizeof( filename ), "models/players/%s/body_%s.skin", modelName, skinName ); // NERVE - SMF - make this work with wolf pi->torsoSkin = trap_R_RegisterSkin( filename ); Com_sprintf( filename, sizeof( filename ), "models/players/%s/head_%s.skin", modelName, skinName ); pi->headSkin = trap_R_RegisterSkin( filename ); if ( !pi->legsSkin || !pi->torsoSkin || !pi->headSkin ) { return qfalse; } return qtrue; }
void CG_PrecachePlayersForSiegeTeam(int team) { siegeTeam_t *stm; int i = 0; stm = BG_SiegeFindThemeForTeam(team); if (!stm) { //invalid team/no theme for team? return; } while (i < stm->numClasses) { siegeClass_t *scl = stm->classes[i]; if (scl->forcedModel[0]) { clientInfo_t fake; memset(&fake, 0, sizeof(fake)); strcpy(fake.modelName, scl->forcedModel); trap_R_RegisterModel(va("models/players/%s/model.glm", scl->forcedModel)); if (scl->forcedSkin[0]) { trap_R_RegisterSkin(va("models/players/%s/model_%s.skin", scl->forcedModel, scl->forcedSkin)); strcpy(fake.skinName, scl->forcedSkin); } else { strcpy(fake.skinName, "default"); } //precache the sounds for the model... CG_LoadCISounds(&fake, qtrue); } i++; } }
void CG_InitSiegeMode(void) { char levelname[MAX_QPATH]; char btime[1024]; char teams[2048]; char teamInfo[MAX_SIEGE_INFO_SIZE]; int len = 0; int i = 0; int j = 0; siegeClass_t *cl; siegeTeam_t *sTeam; fileHandle_t f; char teamIcon[128]; if (cgs.gametype != GT_SIEGE) { goto failure; } Com_sprintf(levelname, sizeof(levelname), "%s\0", cgs.mapname); i = strlen(levelname)-1; while (i > 0 && levelname[i] && levelname[i] != '.') { i--; } if (!i) { goto failure; } levelname[i] = '\0'; //kill the ".bsp" Com_sprintf(levelname, sizeof(levelname), "%s.siege\0", levelname); if (!levelname || !levelname[0]) { goto failure; } len = trap_FS_FOpenFile(levelname, &f, FS_READ); if (!f || len >= MAX_SIEGE_INFO_SIZE) { goto failure; } trap_FS_Read(siege_info, len, f); trap_FS_FCloseFile(f); siege_valid = 1; if (BG_SiegeGetValueGroup(siege_info, "Teams", teams)) { char buf[1024]; //[SIEGECVARFIX] siege_Cvar_VariableStringBuffer("cg_siegeTeam1", buf, 1024); //trap_Cvar_VariableStringBuffer("cg_siegeTeam1", buf, 1024); //[SIEGECVARFIX] if (buf[0] && Q_stricmp(buf, "none")) { strcpy(team1, buf); } else { BG_SiegeGetPairedValue(teams, "team1", team1); } if (team1[0] == '@') { //it's a damn stringed reference. char b[256]; trap_SP_GetStringTextString(team1+1, b, 256); trap_Cvar_Set("cg_siegeTeam1Name", b); } else { trap_Cvar_Set("cg_siegeTeam1Name", team1); } //[SIEGECVARFIX] siege_Cvar_VariableStringBuffer("cg_siegeTeam2", buf, 1024); //trap_Cvar_VariableStringBuffer("cg_siegeTeam2", buf, 1024); //[/SIEGECVARFIX] if (buf[0] && Q_stricmp(buf, "none")) { strcpy(team2, buf); } else { BG_SiegeGetPairedValue(teams, "team2", team2); } if (team2[0] == '@') { //it's a damn stringed reference. char b[256]; trap_SP_GetStringTextString(team2+1, b, 256); trap_Cvar_Set("cg_siegeTeam2Name", b); } else { trap_Cvar_Set("cg_siegeTeam2Name", team2); } } else { CG_Error("Siege teams not defined"); } if (BG_SiegeGetValueGroup(siege_info, team1, teamInfo)) { if (BG_SiegeGetPairedValue(teamInfo, "TeamIcon", teamIcon)) { trap_Cvar_Set( "team1_icon", teamIcon); } if (BG_SiegeGetPairedValue(teamInfo, "Timed", btime)) { team1Timed = atoi(btime)*1000; CG_SetSiegeTimerCvar ( team1Timed ); } else { team1Timed = 0; } } else { CG_Error("No team entry for '%s'\n", team1); } if (BG_SiegeGetPairedValue(siege_info, "mapgraphic", teamInfo)) { trap_Cvar_Set("siege_mapgraphic", teamInfo); } else { trap_Cvar_Set("siege_mapgraphic", "gfx/mplevels/siege1_hoth"); } if (BG_SiegeGetPairedValue(siege_info, "missionname", teamInfo)) { trap_Cvar_Set("siege_missionname", teamInfo); } else { trap_Cvar_Set("siege_missionname", " "); } if (BG_SiegeGetValueGroup(siege_info, team2, teamInfo)) { if (BG_SiegeGetPairedValue(teamInfo, "TeamIcon", teamIcon)) { trap_Cvar_Set( "team2_icon", teamIcon); } if (BG_SiegeGetPairedValue(teamInfo, "Timed", btime)) { team2Timed = atoi(btime)*1000; CG_SetSiegeTimerCvar ( team2Timed ); } else { team2Timed = 0; } } else { CG_Error("No team entry for '%s'\n", team2); } //Load the player class types BG_SiegeLoadClasses(NULL); if (!bgNumSiegeClasses) { //We didn't find any?! CG_Error("Couldn't find any player classes for Siege"); } //Now load the teams since we have class data. BG_SiegeLoadTeams(); if (!bgNumSiegeTeams) { //React same as with classes. CG_Error("Couldn't find any player teams for Siege"); } //Get and set the team themes for each team. This will control which classes can be //used on each team. if (BG_SiegeGetValueGroup(siege_info, team1, teamInfo)) { if (BG_SiegeGetPairedValue(teamInfo, "UseTeam", btime)) { BG_SiegeSetTeamTheme(SIEGETEAM_TEAM1, btime); } if (BG_SiegeGetPairedValue(teamInfo, "FriendlyShader", btime)) { cgSiegeTeam1PlShader = trap_R_RegisterShaderNoMip(btime); } else { cgSiegeTeam1PlShader = 0; } } if (BG_SiegeGetValueGroup(siege_info, team2, teamInfo)) { if (BG_SiegeGetPairedValue(teamInfo, "UseTeam", btime)) { BG_SiegeSetTeamTheme(SIEGETEAM_TEAM2, btime); } if (BG_SiegeGetPairedValue(teamInfo, "FriendlyShader", btime)) { cgSiegeTeam2PlShader = trap_R_RegisterShaderNoMip(btime); } else { cgSiegeTeam2PlShader = 0; } } //Now go through the classes used by the loaded teams and try to precache //any forced models or forced skins. i = SIEGETEAM_TEAM1; while (i <= SIEGETEAM_TEAM2) { j = 0; sTeam = BG_SiegeFindThemeForTeam(i); if (!sTeam) { i++; continue; } //Get custom team shaders while we're at it. if (i == SIEGETEAM_TEAM1) { cgSiegeTeam1PlShader = sTeam->friendlyShader; } else if (i == SIEGETEAM_TEAM2) { cgSiegeTeam2PlShader = sTeam->friendlyShader; } while (j < sTeam->numClasses) { cl = sTeam->classes[j]; if (cl->forcedModel[0]) { //This class has a forced model, so precache it. trap_R_RegisterModel(va("models/players/%s/model.glm", cl->forcedModel)); if (cl->forcedSkin[0]) { //also has a forced skin, precache it. char *useSkinName; if (strchr(cl->forcedSkin, '|')) {//three part skin useSkinName = va("models/players/%s/|%s", cl->forcedModel, cl->forcedSkin); } else { useSkinName = va("models/players/%s/model_%s.skin", cl->forcedModel, cl->forcedSkin); } trap_R_RegisterSkin(useSkinName); } } j++; } i++; } //precache saber data for classes that use sabers on both teams BG_PrecacheSabersForSiegeTeam(SIEGETEAM_TEAM1); BG_PrecacheSabersForSiegeTeam(SIEGETEAM_TEAM2); CG_PrecachePlayersForSiegeTeam(SIEGETEAM_TEAM1); CG_PrecachePlayersForSiegeTeam(SIEGETEAM_TEAM2); CG_PrecachePlayersForSiegeTeam(SIEGETEAM_TEAM1); CG_PrecachePlayersForSiegeTeam(SIEGETEAM_TEAM2); CG_PrecacheSiegeObjectiveAssetsForTeam(SIEGETEAM_TEAM1); CG_PrecacheSiegeObjectiveAssetsForTeam(SIEGETEAM_TEAM2); return; failure: siege_valid = 0; }
/* ================= CG_RegisterGraphics This function may execute for a couple of minutes with a slow disk. ================= */ static void CG_RegisterGraphics( void ) { int i; static char *sb_nums[11] = { "interface/fonts/numbers/0", "interface/fonts/numbers/1", "interface/fonts/numbers/2", "interface/fonts/numbers/3", "interface/fonts/numbers/4", "interface/fonts/numbers/5", "interface/fonts/numbers/6", "interface/fonts/numbers/7", "interface/fonts/numbers/8", "interface/fonts/numbers/9", "interface/fonts/numbers/-", }; // clear any references to old media memset( &cg.refdef, 0, sizeof( cg.refdef ) ); trap_R_ClearScene(); CG_LoadingString( cgs.mapname ); trap_R_LoadWorldMap( cgs.mapname ); CG_LoadingString( "game media" ); for ( i=0 ; i<11 ; i++) { cgs.media.numberShaders[i] = trap_R_RegisterShader( sb_nums[i] ); } cgs.media.waterBubbleLargeShader = trap_R_RegisterShader( "waterBubbleLarge" ); cgs.media.waterBubbleMediumShader = trap_R_RegisterShader( "waterBubbleMedium" ); cgs.media.waterBubbleSmallShader = trap_R_RegisterShader( "waterBubbleSmall" ); cgs.media.waterBubbleTinyShader = trap_R_RegisterShader( "waterBubbleTiny" ); cgs.media.selectShader = trap_R_RegisterShader( "interface/hud/select.png" ); cgs.media.chatBubble = trap_R_RegisterShader( "chatBubble"); for ( i = 0 ; i < NUM_CROSSHAIRS ; i++ ) { cgs.media.crosshairShader[i] = trap_R_RegisterShader( va("crosshair%c", 'a'+i) ); } cgs.media.speedLineShader = trap_R_RegisterShaderNoMip("speedLines"); cgs.media.speedLineSpinShader = trap_R_RegisterShaderNoMip("speedLinesSpin"); cgs.media.globalCelLighting = trap_R_RegisterShader("GlobalCelLighting"); cgs.media.waterSplashSkin = trap_R_RegisterSkin( "effects/water/waterSplash.skin" ); cgs.media.waterSplashModel = trap_R_RegisterModel( "effects/water/waterSplash.md3" ); cgs.media.waterRippleSkin = trap_R_RegisterSkin( "effects/water/waterRipple.skin" ); cgs.media.waterRippleModel = trap_R_RegisterModel( "effects/water/waterRipple.md3" ); cgs.media.waterRippleSingleSkin = trap_R_RegisterSkin( "effects/water/waterRippleSingle.skin" ); cgs.media.waterRippleSingleModel = trap_R_RegisterModel( "effects/water/waterRippleSingle.md3" ); cgs.media.meleeSpeedEffectShader = trap_R_RegisterShader( "skills/energyBlast" ); cgs.media.meleePowerEffectShader = trap_R_RegisterShader( "shockwave" ); cgs.media.teleportEffectShader = trap_R_RegisterShader( "teleportEffect" ); cgs.media.boltEffectShader = trap_R_RegisterShader( "boltEffect" ); cgs.media.auraLightningSparks1 = trap_R_RegisterShader( "AuraLightningSparks1" ); cgs.media.auraLightningSparks2 = trap_R_RegisterShader( "AuraLightningSparks2" ); cgs.media.powerStruggleRaysEffectShader = trap_R_RegisterShader( "PowerStruggleRays" ); cgs.media.powerStruggleShockwaveEffectShader = trap_R_RegisterShader( "PowerStruggleShockwave" ); cgs.media.bfgLFGlare = trap_R_RegisterShader("bfgLFGlare"); cgs.media.bfgLFDisc = trap_R_RegisterShader("bfgLFDisc"); cgs.media.bfgLFRing = trap_R_RegisterShader("bfgLFRing"); cgs.media.bfgLFStar = trap_R_RegisterShader("bfgLFStar"); cgs.media.bfgLFLine = trap_R_RegisterShader("bfgLFLine"); memset( cg_weapons, 0, sizeof( cg_weapons ) ); cgs.media.wakeMarkShader = trap_R_RegisterShader( "wake" ); cgs.media.dirtPushShader = trap_R_RegisterShader( "DirtPush" ); cgs.media.dirtPushSkin = trap_R_RegisterSkin( "effects/shockwave/dirtPush.skin" ); cgs.media.dirtPushModel = trap_R_RegisterModel( "effects/shockwave/dirtPush.md3" ); cgs.media.hudShader = trap_R_RegisterShaderNoMip( "interface/hud/main.png" ); cgs.media.chatBackgroundShader = trap_R_RegisterShaderNoMip("chatBox"); cgs.media.markerAscendShader = trap_R_RegisterShaderNoMip( "interface/hud/markerAscend.png" ); cgs.media.markerDescendShader = trap_R_RegisterShaderNoMip( "interface/hud/markerDescend.png" ); cgs.media.breakLimitShader = trap_R_RegisterShaderNoMip( "breakLimit" ); cgs.media.RadarBlipShader = trap_R_RegisterShaderNoMip( "interface/sense/blip.png" ); cgs.media.RadarBlipTeamShader = trap_R_RegisterShaderNoMip( "interface/sense/blipteam.png" ); cgs.media.RadarBurstShader = trap_R_RegisterShaderNoMip( "interface/sense/burst.png" ); cgs.media.RadarWarningShader = trap_R_RegisterShaderNoMip( "interface/sense/warning.png" ); cgs.media.RadarMidpointShader = trap_R_RegisterShaderNoMip( "interface/sense/midpoint.png" ); // END ADDING // register the inline models cgs.numInlineModels = trap_CM_NumInlineModels(); for ( i = 1 ; i < cgs.numInlineModels ; i++ ) { char name[10]; vec3_t mins, maxs; int j; Com_sprintf( name, sizeof(name), "*%i", i ); cgs.inlineDrawModel[i] = trap_R_RegisterModel( name ); trap_R_ModelBounds( cgs.inlineDrawModel[i], mins, maxs, 0 ); for ( j = 0 ; j < 3 ; j++ ) { cgs.inlineModelMidpoints[i][j] = mins[j] + 0.5 * ( maxs[j] - mins[j] ); } } // register all the server specified models for (i=1 ; i<MAX_MODELS ; i++) { const char *modelName; modelName = CG_ConfigString( CS_MODELS+i ); if ( !modelName[0] ) { break; } cgs.gameModels[i] = trap_R_RegisterModel( modelName ); } CG_ClearParticles (); }
void SP_worldspawn( void ) { char *text, temp[32]; int i; int lengthRed, lengthBlue, lengthGreen; //I want to "cull" entities out of net sends to clients to reduce //net traffic on our larger open maps -rww G_SpawnFloat("distanceCull", "6000.0", &g_cullDistance); trap_SetServerCull(g_cullDistance); G_SpawnString( "classname", "", &text ); if ( Q_stricmp( text, "worldspawn" ) ) { G_Error( "SP_worldspawn: The first entity isn't 'worldspawn'" ); } for ( i = 0 ; i < level.numSpawnVars ; i++ ) { if ( Q_stricmp( "spawnscript", level.spawnVars[i][0] ) == 0 ) {//ONly let them set spawnscript, we don't want them setting an angle or something on the world. G_ParseField( level.spawnVars[i][0], level.spawnVars[i][1], &g_entities[ENTITYNUM_WORLD] ); } } //The server will precache the standard model and animations, so that there is no hit //when the first client connnects. if (!BGPAFtextLoaded) { BG_ParseAnimationFile("models/players/_humanoid/animation.cfg", bgHumanoidAnimations, qtrue); } if (!precachedKyle) { int defSkin; trap_G2API_InitGhoul2Model(&precachedKyle, "models/players/kyle/model.glm", 0, 0, -20, 0, 0); if (precachedKyle) { defSkin = trap_R_RegisterSkin("models/players/kyle/model_default.skin"); trap_G2API_SetSkin(precachedKyle, 0, defSkin, defSkin); } } if (!g2SaberInstance) { trap_G2API_InitGhoul2Model(&g2SaberInstance, "models/weapons2/saber/saber_w.glm", 0, 0, -20, 0, 0); if (g2SaberInstance) { // indicate we will be bolted to model 0 (ie the player) on bolt 0 (always the right hand) when we get copied trap_G2API_SetBoltInfo(g2SaberInstance, 0, 0); // now set up the gun bolt on it trap_G2API_AddBolt(g2SaberInstance, 0, "*blade1"); } } if (g_gametype.integer == GT_SIEGE) { //a tad bit of a hack, but.. EWebPrecache(); } // make some data visible to connecting client trap_SetConfigstring( CS_GAME_VERSION, GAME_VERSION ); trap_SetConfigstring( CS_LEVEL_START_TIME, va("%i", level.startTime ) ); G_SpawnString( "music", "", &text ); trap_SetConfigstring( CS_MUSIC, text ); G_SpawnString( "message", "", &text ); trap_SetConfigstring( CS_MESSAGE, text ); // map specific message trap_SetConfigstring( CS_MOTD, g_motd.string ); // message of the day G_SpawnString( "gravity", "800", &text ); trap_Cvar_Set( "g_gravity", text ); G_SpawnString( "enableBreath", "0", &text ); trap_Cvar_Set( "g_enableBreath", text ); G_SpawnString( "soundSet", "default", &text ); trap_SetConfigstring( CS_GLOBAL_AMBIENT_SET, text ); g_entities[ENTITYNUM_WORLD].s.number = ENTITYNUM_WORLD; g_entities[ENTITYNUM_WORLD].classname = "worldspawn"; // see if we want a warmup time trap_SetConfigstring( CS_WARMUP, "" ); if ( g_restarted.integer ) { trap_Cvar_Set( "g_restarted", "0" ); level.warmupTime = 0; } //Raz: Fix warmup #if 0 /* else if ( g_doWarmup.integer && g_gametype.integer != GT_DUEL && g_gametype.integer != GT_POWERDUEL ) { // Turn it on else if ( g_doWarmup.integer && level.gametype != GT_DUEL && level.gametype != GT_POWERDUEL ) { // Turn it on level.warmupTime = -1; trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) ); G_LogPrintf( "Warmup:\n" ); } */ #else else if ( g_doWarmup.integer && g_gametype.integer != GT_DUEL && g_gametype.integer != GT_POWERDUEL && g_gametype.integer != GT_SIEGE ) { // Turn it on level.warmupTime = -1; trap_SetConfigstring( CS_WARMUP, va("%i", level.warmupTime) ); G_LogPrintf( "Warmup:\n" ); } #endif trap_SetConfigstring(CS_LIGHT_STYLES+(LS_STYLES_START*3)+0, defaultStyles[0][0]); trap_SetConfigstring(CS_LIGHT_STYLES+(LS_STYLES_START*3)+1, defaultStyles[0][1]); trap_SetConfigstring(CS_LIGHT_STYLES+(LS_STYLES_START*3)+2, defaultStyles[0][2]); for(i=1;i<LS_NUM_STYLES;i++) { Com_sprintf(temp, sizeof(temp), "ls_%dr", i); G_SpawnString(temp, defaultStyles[i][0], &text); lengthRed = strlen(text); trap_SetConfigstring(CS_LIGHT_STYLES+((i+LS_STYLES_START)*3)+0, text); Com_sprintf(temp, sizeof(temp), "ls_%dg", i); G_SpawnString(temp, defaultStyles[i][1], &text); lengthGreen = strlen(text); trap_SetConfigstring(CS_LIGHT_STYLES+((i+LS_STYLES_START)*3)+1, text); Com_sprintf(temp, sizeof(temp), "ls_%db", i); G_SpawnString(temp, defaultStyles[i][2], &text); lengthBlue = strlen(text); trap_SetConfigstring(CS_LIGHT_STYLES+((i+LS_STYLES_START)*3)+2, text); if (lengthRed != lengthGreen || lengthGreen != lengthBlue) { Com_Error(ERR_DROP, "Style %d has inconsistent lengths: R %d, G %d, B %d", i, lengthRed, lengthGreen, lengthBlue); } } }
/* ================ CG_ConfigStringModified ================ */ static void CG_ConfigStringModified( void ) { const char *str; int num; num = atoi( CG_Argv( 1 ) ); // get the gamestate from the client system, which will have the // new configstring already integrated trap_GetGameState( &cgs.gameState ); // look up the individual string that was modified str = CG_ConfigString( num ); // do something with it if necessary if ( num == CS_MUSIC ) { CG_StartMusic( qtrue ); } else if ( num == CS_SERVERINFO ) { CG_ParseServerinfo(); } else if ( num == CS_WARMUP ) { CG_ParseWarmup(); } else if ( num == CS_SCORES1 ) { cgs.scores1 = atoi( str ); } else if ( num == CS_SCORES2 ) { cgs.scores2 = atoi( str ); } else if ( num == CS_CLIENT_JEDIMASTER ) { cgs.jediMaster = atoi ( str ); } else if ( num == CS_CLIENT_DUELWINNER ) { cgs.duelWinner = atoi ( str ); } else if ( num == CS_CLIENT_DUELISTS ) { char buf[64]; int c = 0; int i = 0; while (str[i] && str[i] != '|') { buf[c] = str[i]; c++; i++; } buf[c] = 0; cgs.duelist1 = atoi ( buf ); c = 0; i++; while (str[i]) { buf[c] = str[i]; c++; i++; } buf[c] = 0; cgs.duelist2 = atoi ( buf ); } else if ( num == CS_LEVEL_START_TIME ) { cgs.levelStartTime = atoi( str ); } else if ( num == CS_VOTE_TIME ) { cgs.voteTime = atoi( str ); cgs.voteModified = qtrue; } else if ( num == CS_VOTE_YES ) { cgs.voteYes = atoi( str ); cgs.voteModified = qtrue; } else if ( num == CS_VOTE_NO ) { cgs.voteNo = atoi( str ); cgs.voteModified = qtrue; } else if ( num == CS_VOTE_STRING ) { Q_strncpyz( cgs.voteString, str, sizeof( cgs.voteString ) ); } else if ( num >= CS_TEAMVOTE_TIME && num <= CS_TEAMVOTE_TIME + 1) { cgs.teamVoteTime[num-CS_TEAMVOTE_TIME] = atoi( str ); cgs.teamVoteModified[num-CS_TEAMVOTE_TIME] = qtrue; } else if ( num >= CS_TEAMVOTE_YES && num <= CS_TEAMVOTE_YES + 1) { cgs.teamVoteYes[num-CS_TEAMVOTE_YES] = atoi( str ); cgs.teamVoteModified[num-CS_TEAMVOTE_YES] = qtrue; } else if ( num >= CS_TEAMVOTE_NO && num <= CS_TEAMVOTE_NO + 1) { cgs.teamVoteNo[num-CS_TEAMVOTE_NO] = atoi( str ); cgs.teamVoteModified[num-CS_TEAMVOTE_NO] = qtrue; } else if ( num >= CS_TEAMVOTE_STRING && num <= CS_TEAMVOTE_STRING + 1) { Q_strncpyz( cgs.teamVoteString[num-CS_TEAMVOTE_STRING], str, sizeof( cgs.teamVoteString ) ); } else if ( num == CS_INTERMISSION ) { cg.intermissionStarted = atoi( str ); } else if ( num >= CS_MODELS && num < CS_MODELS+MAX_MODELS ) { cgs.gameModels[ num-CS_MODELS ] = trap_R_RegisterModel( str ); // GHOUL2 Insert start } else if ( num >= CS_CHARSKINS && num < CS_CHARSKINS+MAX_CHARSKINS ) { cgs.skins[ num-CS_CHARSKINS ] = trap_R_RegisterSkin( str ); // Ghoul2 Insert end } else if ( num >= CS_SOUNDS && num < CS_SOUNDS+MAX_SOUNDS ) { if ( str[0] != '*' ) { // player specific sounds don't register here cgs.gameSounds[ num-CS_SOUNDS] = trap_S_RegisterSound( str ); } } else if ( num >= CS_EFFECTS && num < CS_SOUNDS+MAX_SOUNDS ) { if ( str[0] != '*' ) { // player specific sounds don't register here cgs.gameEffects[ num-CS_EFFECTS] = trap_FX_RegisterEffect( str ); } } else if ( num >= CS_PLAYERS && num < CS_PLAYERS+MAX_CLIENTS ) { CG_NewClientInfo( num - CS_PLAYERS, qtrue); CG_BuildSpectatorString(); } else if ( num == CS_FLAGSTATUS ) { if( cgs.gametype == GT_CTF || cgs.gametype == GT_CTY ) { // format is rb where its red/blue, 0 is at base, 1 is taken, 2 is dropped cgs.redflag = str[0] - '0'; cgs.blueflag = str[1] - '0'; } } else if ( num == CS_SHADERSTATE ) { CG_ShaderStateChanged(); } else if ( num >= CS_LIGHT_STYLES && num < CS_LIGHT_STYLES + (MAX_LIGHT_STYLES * 3)) { CG_SetLightstyle(num - CS_LIGHT_STYLES); } }
qboolean WP_SaberParseParms( const char *SaberName, saberInfo_t *saber ) { const char *token; const char *value; const char *p; char useSaber[1024]; float f; int n; qboolean triedDefault = qfalse; if ( !saber ) { return qfalse; } //Set defaults so that, if it fails, there's at least something there WP_SaberSetDefaults( saber ); if ( !SaberName || !SaberName[0] ) { strcpy(useSaber, DEFAULT_SABER); //default triedDefault = qtrue; } else { strcpy(useSaber, SaberName); } //try to parse it out p = SaberParms; COM_BeginParseSession("saberinfo"); // look for the right saber while ( p ) { token = COM_ParseExt( &p, qtrue ); if ( token[0] == 0 ) { if (!triedDefault) { //fall back to default and restart, should always be there p = SaberParms; COM_BeginParseSession("saberinfo"); strcpy(useSaber, DEFAULT_SABER); triedDefault = qtrue; } else { return qfalse; } } if ( !Q_stricmp( token, useSaber ) ) { break; } SkipBracedSection( &p ); } if ( !p ) { //even the default saber isn't found? return qfalse; } //got the name we're using for sure strcpy(saber->name, useSaber); if ( BG_ParseLiteral( &p, "{" ) ) { return qfalse; } // parse the saber info block while ( 1 ) { token = COM_ParseExt( &p, qtrue ); if ( !token[0] ) { Com_Printf( S_COLOR_RED"ERROR: unexpected EOF while parsing '%s'\n", useSaber ); return qfalse; } if ( !Q_stricmp( token, "}" ) ) { break; } //saber fullName if ( !Q_stricmp( token, "name" ) ) { if ( COM_ParseString( &p, &value ) ) { continue; } strcpy(saber->fullName, value); continue; } //saber type if ( !Q_stricmp( token, "saberType" ) ) { int saberType; if ( COM_ParseString( &p, &value ) ) { continue; } saberType = GetIDForString( SaberTable, value ); if ( saberType >= SABER_SINGLE && saberType <= NUM_SABERS ) { saber->type = (saberType_t)saberType; } continue; } //saber hilt if ( !Q_stricmp( token, "saberModel" ) ) { if ( COM_ParseString( &p, &value ) ) { continue; } strcpy(saber->model, value); continue; } if ( !Q_stricmp( token, "customSkin" ) ) { if ( COM_ParseString( &p, &value ) ) { continue; } saber->skin = trap_R_RegisterSkin(value); continue; } //on sound if ( !Q_stricmp( token, "soundOn" ) ) { if ( COM_ParseString( &p, &value ) ) { continue; } saber->soundOn = BG_SoundIndex( (char *)value ); continue; } //loop sound if ( !Q_stricmp( token, "soundLoop" ) ) { if ( COM_ParseString( &p, &value ) ) { continue; } saber->soundLoop = BG_SoundIndex( (char *)value ); continue; } //off sound if ( !Q_stricmp( token, "soundOff" ) ) { if ( COM_ParseString( &p, &value ) ) { continue; } saber->soundOff = BG_SoundIndex( (char *)value ); continue; } if ( !Q_stricmp( token, "numBlades" ) ) { if ( COM_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } if ( n < 1 || n >= MAX_BLADES ) { Com_Error(ERR_DROP, "WP_SaberParseParms: saber %s has illegal number of blades (%d) max: %d", useSaber, n, MAX_BLADES ); continue; } saber->numBlades = n; continue; } // saberColor if ( !Q_stricmpn( token, "saberColor", 10 ) ) { if (strlen(token)==10) { n = -1; } else if (strlen(token)==11) { n = atoi(&token[10])-1; if (n > 7 || n < 1 ) { #ifndef FINAL_BUILD Com_Printf( S_COLOR_YELLOW"WARNING: bad saberColor '%s' in %s\n", token, useSaber ); #endif continue; } } else { #ifndef FINAL_BUILD Com_Printf( S_COLOR_YELLOW"WARNING: bad saberColor '%s' in %s\n", token, useSaber ); #endif continue; } if ( COM_ParseString( &p, &value ) ) //read the color { continue; } if (n==-1) {//NOTE: this fills in the rest of the blades with the same color by default saber_colors_t color = TranslateSaberColor( value ); for ( n = 0; n < MAX_BLADES; n++ ) { saber->blade[n].color = color; } } else { saber->blade[n].color = TranslateSaberColor( value ); } continue; } //saber length if ( !Q_stricmpn( token, "saberLength", 11 ) ) { if (strlen(token)==11) { n = -1; } else if (strlen(token)==12) { n = atoi(&token[11])-1; if (n > 7 || n < 1 ) { #ifndef FINAL_BUILD Com_Printf( S_COLOR_YELLOW"WARNING: bad saberLength '%s' in %s\n", token, useSaber ); #endif continue; } } else { #ifndef FINAL_BUILD Com_Printf( S_COLOR_YELLOW"WARNING: bad saberLength '%s' in %s\n", token, useSaber ); #endif continue; } if ( COM_ParseFloat( &p, &f ) ) { SkipRestOfLine( &p ); continue; } //cap if ( f < 4.0f ) { f = 4.0f; } if (n==-1) {//NOTE: this fills in the rest of the blades with the same length by default for ( n = 0; n < MAX_BLADES; n++ ) { saber->blade[n].lengthMax = f; } } else { saber->blade[n].lengthMax = f; } continue; } //blade radius if ( !Q_stricmpn( token, "saberRadius", 11 ) ) { if (strlen(token)==11) { n = -1; } else if (strlen(token)==12) { n = atoi(&token[11])-1; if (n > 7 || n < 1 ) { #ifndef FINAL_BUILD Com_Printf( S_COLOR_YELLOW"WARNING: bad saberRadius '%s' in %s\n", token, useSaber ); #endif continue; } } else { #ifndef FINAL_BUILD Com_Printf( S_COLOR_YELLOW"WARNING: bad saberRadius '%s' in %s\n", token, useSaber ); #endif continue; } if ( COM_ParseFloat( &p, &f ) ) { SkipRestOfLine( &p ); continue; } //cap if ( f < 0.25f ) { f = 0.25f; } if (n==-1) {//NOTE: this fills in the rest of the blades with the same length by default for ( n = 0; n < MAX_BLADES; n++ ) { saber->blade[n].radius = f; } } else { saber->blade[n].radius = f; } continue; } //locked saber style if ( !Q_stricmp( token, "saberStyle" ) ) { if ( COM_ParseString( &p, &value ) ) { continue; } saber->style = TranslateSaberStyle( value ); continue; } //maxChain if ( !Q_stricmp( token, "maxChain" ) ) { if ( COM_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } saber->maxChain = n; continue; } //lockable if ( !Q_stricmp( token, "lockable" ) ) { if ( COM_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } saber->lockable = ((qboolean)(n!=0)); continue; } //throwable if ( !Q_stricmp( token, "throwable" ) ) { if ( COM_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } saber->throwable = ((qboolean)(n!=0)); continue; } //disarmable if ( !Q_stricmp( token, "disarmable" ) ) { if ( COM_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } saber->disarmable = ((qboolean)(n!=0)); continue; } //active blocking if ( !Q_stricmp( token, "blocking" ) ) { if ( COM_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } saber->activeBlocking = ((qboolean)(n!=0)); continue; } //twoHanded if ( !Q_stricmp( token, "twoHanded" ) ) { if ( COM_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } saber->twoHanded = ((qboolean)(n!=0)); continue; } //force power restrictions if ( !Q_stricmp( token, "forceRestrict" ) ) { int fp; if ( COM_ParseString( &p, &value ) ) { continue; } fp = GetIDForString( FPTable, value ); if ( fp >= FP_FIRST && fp < NUM_FORCE_POWERS ) { saber->forceRestrictions |= (1<<fp); } continue; } //lockBonus if ( !Q_stricmp( token, "lockBonus" ) ) { if ( COM_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } saber->lockBonus = n; continue; } //parryBonus if ( !Q_stricmp( token, "parryBonus" ) ) { if ( COM_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } saber->parryBonus = n; continue; } //breakParryBonus if ( !Q_stricmp( token, "breakParryBonus" ) ) { if ( COM_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } saber->breakParryBonus = n; continue; } //disarmBonus if ( !Q_stricmp( token, "disarmBonus" ) ) { if ( COM_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } saber->disarmBonus = n; continue; } //single blade saber style if ( !Q_stricmp( token, "singleBladeStyle" ) ) { if ( COM_ParseString( &p, &value ) ) { continue; } saber->singleBladeStyle = TranslateSaberStyle( value ); continue; } //single blade throwable if ( !Q_stricmp( token, "singleBladeThrowable" ) ) { if ( COM_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } saber->singleBladeThrowable = ((qboolean)(n!=0)); continue; } //broken replacement saber1 (right hand) if ( !Q_stricmp( token, "brokenSaber1" ) ) { if ( COM_ParseString( &p, &value ) ) { continue; } //saber->brokenSaber1 = G_NewString( value ); continue; } //broken replacement saber2 (left hand) if ( !Q_stricmp( token, "brokenSaber2" ) ) { if ( COM_ParseString( &p, &value ) ) { continue; } //saber->brokenSaber2 = G_NewString( value ); continue; } //spins and does damage on return from saberthrow if ( !Q_stricmp( token, "returnDamage" ) ) { if ( COM_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } saber->returnDamage = ((qboolean)(n!=0)); continue; } //stops the saber from drawing marks on the world (good for real-sword type mods) if ( !Q_stricmp( token, "noWallMarks" ) ) { if ( COM_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } saber->noWallMarks = ((qboolean)(n!=0)); continue; } //stops the saber from drawing a dynamic light (good for real-sword type mods) if ( !Q_stricmp( token, "noDlight" ) ) { if ( COM_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } saber->noDlight = ((qboolean)(n!=0)); continue; } //stops the saber from drawing a blade (good for real-sword type mods) if ( !Q_stricmp( token, "noBlade" ) ) { if ( COM_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } saber->noBlade = ((qboolean)(n!=0)); continue; } //default (0) is normal, 1 is a motion blur and 2 is no trail at all (good for real-sword type mods) if ( !Q_stricmp( token, "trailStyle" ) ) { if ( COM_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } saber->trailStyle = n; continue; } //if set, the game will use this shader for marks on enemies instead of the default "gfx/damage/saberglowmark" if ( !Q_stricmp( token, "g2MarksShader" ) ) { if ( COM_ParseString( &p, &value ) ) { SkipRestOfLine( &p ); continue; } #ifdef QAGAME//cgame-only cares about this #elif defined CGAME saber->g2MarksShader = trap_R_RegisterShader( value ); #endif continue; } //if non-zero, uses damage done to calculate an appropriate amount of knockback if ( !Q_stricmp( token, "knockbackScale" ) ) { if ( COM_ParseFloat( &p, &f ) ) { SkipRestOfLine( &p ); continue; } saber->knockbackScale = f; continue; } //scale up or down the damage done by the saber if ( !Q_stricmp( token, "damageScale" ) ) { if ( COM_ParseFloat( &p, &f ) ) { SkipRestOfLine( &p ); continue; } saber->damageScale = f; continue; } //if non-zero, the saber never does dismemberment (good for pointed/blunt melee weapons) if ( !Q_stricmp( token, "noDismemberment" ) ) { if ( COM_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } saber->noDismemberment = ((qboolean)(n!=0)); continue; } //if non-zero, the saber will not do damage or any effects when it is idle (not in an attack anim). (good for real-sword type mods) if ( !Q_stricmp( token, "noIdleEffect" ) ) { if ( COM_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } saber->noIdleEffect = ((qboolean)(n!=0)); continue; } //spin sound (when thrown) if ( !Q_stricmp( token, "spinSound" ) ) { if ( COM_ParseString( &p, &value ) ) { continue; } saber->spinSound = BG_SoundIndex( (char *)value ); continue; } //swing sound - NOTE: must provide all 3!!! if ( !Q_stricmp( token, "swingSound1" ) ) { if ( COM_ParseString( &p, &value ) ) { continue; } saber->swingSound[0] = BG_SoundIndex( (char *)value ); continue; } //swing sound - NOTE: must provide all 3!!! if ( !Q_stricmp( token, "swingSound2" ) ) { if ( COM_ParseString( &p, &value ) ) { continue; } saber->swingSound[1] = BG_SoundIndex( (char *)value ); continue; } //swing sound - NOTE: must provide all 3!!! if ( !Q_stricmp( token, "swingSound3" ) ) { if ( COM_ParseString( &p, &value ) ) { continue; } saber->swingSound[2] = BG_SoundIndex( (char *)value ); continue; } //hit sound - NOTE: must provide all 3!!! if ( !Q_stricmp( token, "hitSound1" ) ) { if ( COM_ParseString( &p, &value ) ) { continue; } saber->hitSound[0] = BG_SoundIndex( (char *)value ); continue; } //hit sound - NOTE: must provide all 3!!! if ( !Q_stricmp( token, "hitSound2" ) ) { if ( COM_ParseString( &p, &value ) ) { continue; } saber->hitSound[1] = BG_SoundIndex( (char *)value ); continue; } //hit sound - NOTE: must provide all 3!!! if ( !Q_stricmp( token, "hitSound3" ) ) { if ( COM_ParseString( &p, &value ) ) { continue; } saber->hitSound[2] = BG_SoundIndex( (char *)value ); continue; } //block sound - NOTE: must provide all 3!!! if ( !Q_stricmp( token, "blockSound1" ) ) { if ( COM_ParseString( &p, &value ) ) { continue; } saber->blockSound[0] = BG_SoundIndex( (char *)value ); continue; } //block sound - NOTE: must provide all 3!!! if ( !Q_stricmp( token, "blockSound2" ) ) { if ( COM_ParseString( &p, &value ) ) { continue; } saber->blockSound[1] = BG_SoundIndex( (char *)value ); continue; } //block sound - NOTE: must provide all 3!!! if ( !Q_stricmp( token, "blockSound3" ) ) { if ( COM_ParseString( &p, &value ) ) { continue; } saber->blockSound[2] = BG_SoundIndex( (char *)value ); continue; } //block effect - when saber/sword hits another saber/sword if ( !Q_stricmp( token, "blockEffect" ) ) { if ( COM_ParseString( &p, &value ) ) { continue; } #ifdef QAGAME//cgame-only cares about this #elif defined CGAME saber->blockEffect = trap_FX_RegisterEffect( (char *)value ); #endif continue; } //hit person effect - when saber/sword hits a person if ( !Q_stricmp( token, "hitPersonEffect" ) ) { if ( COM_ParseString( &p, &value ) ) { continue; } #ifdef QAGAME//cgame-only cares about this #elif defined CGAME saber->hitPersonEffect = trap_FX_RegisterEffect( (char *)value ); #endif continue; } //hit other effect - when saber/sword hits sopmething else damagable if ( !Q_stricmp( token, "hitOtherEffect" ) ) { if ( COM_ParseString( &p, &value ) ) { continue; } #ifdef QAGAME//cgame-only cares about this #elif defined CGAME saber->hitOtherEffect = trap_FX_RegisterEffect( (char *)value ); #endif continue; } //if non-zero, the saber will not do the big, white clash flare with other sabers if ( !Q_stricmp( token, "noClashFlare" ) ) { if ( COM_ParseInt( &p, &n ) ) { SkipRestOfLine( &p ); continue; } saber->noClashFlare = ((qboolean)(n!=0)); continue; } if ( !Q_stricmp( token, "notInMP" ) ) {//ignore this SkipRestOfLine( &p ); continue; } //FIXME: saber sounds (on, off, loop) #ifdef _DEBUG Com_Printf( "WARNING: unknown keyword '%s' while parsing '%s'\n", token, useSaber ); #endif SkipRestOfLine( &p ); } //FIXME: precache the saberModel(s)? return qtrue; }