예제 #1
0
파일: AI_Mark1.cpp 프로젝트: AlexXT/OpenJK
/*
-------------------------
NPC_Mark1_Precache
-------------------------
*/
void NPC_Mark1_Precache(void)
{
	G_SoundIndex( "sound/chars/mark1/misc/mark1_wakeup");
	G_SoundIndex( "sound/chars/mark1/misc/shutdown");
	G_SoundIndex( "sound/chars/mark1/misc/walk");
	G_SoundIndex( "sound/chars/mark1/misc/run");
	G_SoundIndex( "sound/chars/mark1/misc/death1");
	G_SoundIndex( "sound/chars/mark1/misc/death2");
	G_SoundIndex( "sound/chars/mark1/misc/anger");
	G_SoundIndex( "sound/chars/mark1/misc/mark1_fire");
	G_SoundIndex( "sound/chars/mark1/misc/mark1_pain");
	G_SoundIndex( "sound/chars/mark1/misc/mark1_explo");

//	G_EffectIndex( "small_chunks");
	G_EffectIndex( "env/med_explode2");
	G_EffectIndex( "explosions/probeexplosion1");
	G_EffectIndex( "blaster/smoke_bolton");
	G_EffectIndex( "bryar/muzzle_flash");
	G_EffectIndex( "explosions/droidexplosion1" );

	RegisterItem( FindItemForAmmo( 	AMMO_METAL_BOLTS));
	RegisterItem( FindItemForAmmo( AMMO_BLASTER ));
	RegisterItem( FindItemForWeapon( WP_BOWCASTER ));
	RegisterItem( FindItemForWeapon( WP_BRYAR_PISTOL ));
}
예제 #2
0
/*
==============
ClearRegisteredItems
==============
*/
void ClearRegisteredItems( void ) {
	memset( itemRegistered, '0', bg_numItems );
	itemRegistered[ bg_numItems ] = 0;

	RegisterItem( FindItemForWeapon( WP_BRYAR_PISTOL ) );	//these are given in g_client, ClientSpawn(), but MUST be registered HERE, BEFORE cgame starts.
	RegisterItem( FindItemForWeapon( WP_STUN_BATON ) );			//these are given in g_client, ClientSpawn(), but MUST be registered HERE, BEFORE cgame starts.
	RegisterItem( FindItemForInventory( INV_ELECTROBINOCULARS ));
	// saber or baton is cached in SP_info_player_deathmatch now.

extern void Player_CacheFromPrevLevel(void);//g_client.cpp
	Player_CacheFromPrevLevel();	//reads from transition carry-over;
}
예제 #3
0
//---------------------------------------------
void SP_misc_model_ammo_rack( gentity_t *ent )
{
// If BLASTER is checked...or nothing is checked then we'll do blasters
	if (( ent->spawnflags & RACK_BLASTER ) || !(ent->spawnflags & ( RACK_BLASTER | RACK_METAL_BOLTS | RACK_ROCKETS | RACK_PWR_CELL )))
	{
		if ( ent->spawnflags & RACK_WEAPONS )
		{
			RegisterItem( FindItemForWeapon( WP_BLASTER ));
		}
		RegisterItem( FindItemForAmmo( AMMO_BLASTER ));
	}

	if (( ent->spawnflags & RACK_METAL_BOLTS ))
	{
		if ( ent->spawnflags & RACK_WEAPONS )
		{
			RegisterItem( FindItemForWeapon( WP_REPEATER ));
		}
		RegisterItem( FindItemForAmmo( AMMO_METAL_BOLTS ));
	}

	if (( ent->spawnflags & RACK_ROCKETS ))
	{
		if ( ent->spawnflags & RACK_WEAPONS )
		{
			RegisterItem( FindItemForWeapon( WP_ROCKET_LAUNCHER ));
		}
		RegisterItem( FindItemForAmmo( AMMO_ROCKETS ));
	}

	if (( ent->spawnflags & RACK_PWR_CELL ))
	{
		RegisterItem( FindItemForAmmo( AMMO_POWERCELL ));
	}

	if (( ent->spawnflags & RACK_HEALTH ))
	{
		RegisterItem( FindItem( "item_medpak_instant" ));
	}

	ent->e_ThinkFunc = thinkF_spawn_rack_goods;
	ent->nextthink = level.time + 100;

	G_SetOrigin( ent, ent->s.origin );
	G_SetAngles( ent, ent->s.angles );

	ent->contents = CONTENTS_SHOTCLIP|CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP|CONTENTS_BOTCLIP;//CONTENTS_SOLID;//so use traces can go through them

	gi.linkentity( ent );
}
예제 #4
0
/*
-------------------------
NPC_ATST_Precache
-------------------------
*/
void NPC_ATST_Precache(void)
{
    G_SoundIndex( "sound/chars/atst/atst_damaged1" );
    G_SoundIndex( "sound/chars/atst/atst_damaged2" );

    RegisterItem( FindItemForWeapon( WP_ATST_MAIN ));	//precache the weapon
    RegisterItem( FindItemForWeapon( WP_BOWCASTER ));	//precache the weapon
    RegisterItem( FindItemForWeapon( WP_ROCKET_LAUNCHER ));	//precache the weapon

    G_EffectIndex( "env/med_explode2" );
//	G_EffectIndex( "smaller_chunks" );
    G_EffectIndex( "blaster/smoke_bolton" );
    G_EffectIndex( "explosions/droidexplosion1" );
}
예제 #5
0
void NPC_PrecacheWeapons( team_t playerTeam, int spawnflags, char *NPCtype )
{
	int weapons = NPC_WeaponsForTeam( playerTeam, spawnflags, NPCtype );
	gitem_t	*item;
	for ( int curWeap = WP_SABER; curWeap < WP_NUM_WEAPONS; curWeap++ )
	{
		if ( (weapons & ( 1 << curWeap )) )
		{
			item = FindItemForWeapon( ((weapon_t)(curWeap)) );	//precache the weapon
			CG_RegisterItemSounds( (item-bg_itemlist) );
			CG_RegisterItemVisuals( (item-bg_itemlist) );
			//precache the in-hand/in-world ghoul2 weapon model

			char weaponModel[64];
			
			strcpy (weaponModel, weaponData[curWeap].weaponMdl);	
			if (char *spot = strstr(weaponModel, ".md3") ) {
				*spot = 0;
				spot = strstr(weaponModel, "_w");//i'm using the in view weapon array instead of scanning the item list, so put the _w back on
				if (!spot) {
					strcat (weaponModel, "_w");
				}
				strcat (weaponModel, ".glm");	//and change to ghoul2
			}
			gi.G2API_PrecacheGhoul2Model( weaponModel ); // correct way is item->world_model
		}
	}
}
예제 #6
0
void NPC_Mark2_Precache( void )
{
	G_SoundIndex( "sound/chars/mark2/misc/mark2_explo" );// blows up on death
	G_SoundIndex( "sound/chars/mark2/misc/mark2_pain" );
	G_SoundIndex( "sound/chars/mark2/misc/mark2_fire" );
	G_SoundIndex( "sound/chars/mark2/misc/mark2_move_lp" );

	G_EffectIndex( "droidexplosion1" );
	G_EffectIndex( "env/med_explode2" );
	G_EffectIndex( "blaster/smoke_bolton" );
	G_EffectIndex( "bryar/muzzle_flash" );

	RegisterItem( FindItemForWeapon( WP_BRYAR_PISTOL ));
	RegisterItem( FindItemForAmmo( 	AMMO_METAL_BOLTS));
	RegisterItem( FindItemForAmmo( AMMO_POWERCELL ));
	RegisterItem( FindItemForAmmo( AMMO_BLASTER ));
}
예제 #7
0
void NPC_Probe_Precache(void)
{
	for ( int i = 1; i < 4; i++)
	{
		G_SoundIndex( va( "sound/chars/probe/misc/probetalk%d", i ) );
	}
	G_SoundIndex( "sound/chars/probe/misc/probedroidloop" );
	G_SoundIndex("sound/chars/probe/misc/anger1");
	G_SoundIndex("sound/chars/probe/misc/fire");

	G_EffectIndex( "chunks/probehead" );
	G_EffectIndex( "env/med_explode2" );
	G_EffectIndex( "explosions/probeexplosion1");
	G_EffectIndex( "bryar/muzzle_flash" );

	RegisterItem( FindItemForAmmo( AMMO_BLASTER ));
	RegisterItem( FindItemForWeapon( WP_BRYAR_PISTOL ) );
}
예제 #8
0
gentity_t *G_DropSaberItem( const char *saberType, saber_colors_t saberColor, vec3_t saberPos, vec3_t saberVel, vec3_t saberAngles, gentity_t *copySaber )
{//turn it into a pick-uppable item!
	gentity_t *newItem = NULL;
	if ( saberType
		&& saberType[0] )
	{//have a valid string to use for saberType
		newItem = G_Spawn();
		if ( newItem )
		{
			newItem->classname = G_NewString( "weapon_saber" );
			VectorCopy( saberPos, newItem->s.origin );
			G_SetOrigin( newItem, newItem->s.origin );
			VectorCopy( saberAngles, newItem->s.angles );
			G_SetAngles( newItem, newItem->s.angles );
			newItem->spawnflags = 128;/*ITMSF_USEPICKUP*/
			newItem->spawnflags |= 64;/*ITMSF_NOGLOW*/
			newItem->NPC_type = G_NewString( saberType );//saberType
			//FIXME: transfer per-blade color somehow?
			newItem->NPC_targetname = (char *)saberColorStringForColor[saberColor];
			newItem->count = 1;
			newItem->flags = FL_DROPPED_ITEM;
			G_SpawnItem( newItem, FindItemForWeapon( WP_SABER ) );
			newItem->s.pos.trType = TR_GRAVITY;
			newItem->s.pos.trTime = level.time;
			VectorCopy( saberVel, newItem->s.pos.trDelta );
			//newItem->s.eFlags |= EF_BOUNCE_HALF;
			//copy some values from another saber, if provided:
			G_CopySaberItemValues( copySaber, newItem );
			//don't *think* about calling FinishSpawningItem, just do it!
			newItem->e_ThinkFunc = thinkF_NULL;
			newItem->nextthink = -1;
			FinishSpawningItem( newItem );
			newItem->delay = level.time + 500;//so you can't pick it back up right away
		}
	}
	return newItem;
}
예제 #9
0
// AMMO RACK!!
void spawn_rack_goods( gentity_t *ent )
{
	float		v_off = 0;
	gitem_t		*blaster = NULL, *metal_bolts = NULL, *rockets = NULL, *it = NULL;
	gitem_t		*am_blaster = NULL, *am_metal_bolts = NULL, *am_rockets = NULL, *am_pwr_cell = NULL;
	gitem_t		*health = NULL;
	int			pos = 0, ct = 0;
	gitem_t		*itemList[4]; // allocating 4, but we only use 3.  done so I don't have to validate that the array isn't full before I add another

	gi.unlinkentity( ent );

	// If BLASTER is checked...or nothing is checked then we'll do blasters
	if (( ent->spawnflags & RACK_BLASTER ) || !(ent->spawnflags & ( RACK_BLASTER | RACK_METAL_BOLTS | RACK_ROCKETS | RACK_PWR_CELL )))
	{
		if ( ent->spawnflags & RACK_WEAPONS )
		{
			blaster	= FindItemForWeapon( WP_BLASTER );
		}
		am_blaster	= FindItemForAmmo( AMMO_BLASTER );
	}

	if (( ent->spawnflags & RACK_METAL_BOLTS ))
	{
		if ( ent->spawnflags & RACK_WEAPONS )
		{
			metal_bolts = FindItemForWeapon( WP_REPEATER );
		}
		am_metal_bolts = FindItemForAmmo( AMMO_METAL_BOLTS );
	}

	if (( ent->spawnflags & RACK_ROCKETS ))
	{
		if ( ent->spawnflags & RACK_WEAPONS )
		{
			rockets = FindItemForWeapon( WP_ROCKET_LAUNCHER );
		}
		am_rockets = FindItemForAmmo( AMMO_ROCKETS );
	}

	if (( ent->spawnflags & RACK_PWR_CELL ))
	{
		am_pwr_cell = FindItemForAmmo( AMMO_POWERCELL );
	}

	if (( ent->spawnflags & RACK_HEALTH ))
	{
		health = FindItem( "item_medpak_instant" );
		RegisterItem( health );
	}

	//---------Ammo types
	if ( am_blaster )
	{
		itemList[ct++] = am_blaster;
	}

	if ( am_metal_bolts )
	{
		itemList[ct++] = am_metal_bolts;
	}

	if ( am_pwr_cell )
	{
		itemList[ct++] = am_pwr_cell;
	}

	if ( am_rockets )
	{
		itemList[ct++] = am_rockets;
	}

	if ( !(ent->spawnflags & RACK_NO_FILL) && ct ) //double negative..should always have at least one item on there, but just being safe
	{
		for ( ; ct < 3 ; ct++ )
		{
			itemList[ct] = itemList[0]; // first item ALWAYS propagates to fill up the shelf
		}
	}

	// now actually add the items to the shelf...validate that we have a list to add
	if ( ct )
	{
		for ( int i = 0; i < ct; i++ )
		{
			GunRackAddItem( itemList[i], ent->s.origin, ent->s.angles, crandom() * 0.5f, (i-1)* 8, 7.0f );
		}
	}

	// -----Weapon option
	if ( ent->spawnflags & RACK_WEAPONS )
	{
		if ( !(ent->spawnflags & ( RACK_BLASTER | RACK_METAL_BOLTS | RACK_ROCKETS | RACK_PWR_CELL )))
		{
			// nothing was selected, so we assume blaster pack
			it = blaster;
		}
		else
		{
			// if weapon is checked...and so are one or more ammo types, then pick a random weapon to display..always give weaker weapons first
			if ( blaster )
			{
				it = blaster;
				v_off = 25.5f;
			}
			else if ( metal_bolts )
			{
				it = metal_bolts;
				v_off = 27.0f;
			}
			else if ( rockets )
			{
				it = rockets;
				v_off = 28.0f;
			}
		}

		if ( it )
		{
			// since we may have to put up a health pack on the shelf, we should know where we randomly put
			//	the gun so we don't put the pack on the same spot..so pick either the left or right side
			pos = ( random() > .5 ) ? -1 : 1;

			GunRackAddItem( it, ent->s.origin, ent->s.angles, crandom() * 2, ( random() * 6 + 4 ) * pos, v_off );
		}
	}

	// ------Medpack
	if (( ent->spawnflags & RACK_HEALTH ) && health )
	{
		if ( !pos )
		{
			// we haven't picked a side already...
			pos = ( random() > .5 ) ? -1 : 1;
		}
		else
		{
			// switch to the opposite side
			pos *= -1;
		}

		GunRackAddItem( health, ent->s.origin, ent->s.angles, crandom() * 0.5f, ( random() * 4 + 4 ) * pos, 24 );
	}

	ent->s.modelindex = G_ModelIndex( "models/map_objects/kejim/weaponsrung.md3" );

	G_SetOrigin( ent, ent->s.origin );
	G_SetAngles( ent, ent->s.angles );

	gi.linkentity( ent );
}
예제 #10
0
//---------------------------------------------
void SP_misc_model_gun_rack( gentity_t *ent )
{
	gitem_t		*blaster = NULL, *repeater = NULL, *rocket = NULL;
	int			ct = 0;
	float		ofz[3];
	gitem_t		*itemList[3];

	// If BLASTER is checked...or nothing is checked then we'll do blasters
	if (( ent->spawnflags & RACK_BLASTER ) || !(ent->spawnflags & ( RACK_BLASTER | RACK_REPEATER | RACK_ROCKET )))
	{
		blaster	= FindItemForWeapon( WP_BLASTER );
	}

	if (( ent->spawnflags & RACK_REPEATER ))
	{
		repeater = FindItemForWeapon( WP_REPEATER );
	}

	if (( ent->spawnflags & RACK_ROCKET ))
	{
		rocket = FindItemForWeapon( WP_ROCKET_LAUNCHER );
	}

	//---------weapon types
	if ( blaster )
	{
		ofz[ct] = 23.0f;
		itemList[ct++] = blaster;
	}

	if ( repeater )
	{
		ofz[ct] = 24.5f;
		itemList[ct++] = repeater;
	}

	if ( rocket )
	{
		ofz[ct] = 25.5f;
		itemList[ct++] = rocket;
	}

	if ( ct ) //..should always have at least one item on their, but just being safe
	{
		for ( ; ct < 3 ; ct++ )
		{
			ofz[ct] = ofz[0];
			itemList[ct] = itemList[0]; // first weapon ALWAYS propagates to fill up the shelf
		}
	}

	// now actually add the items to the shelf...validate that we have a list to add
	if ( ct )
	{
		for ( int i = 0; i < ct; i++ )
		{
			GunRackAddItem( itemList[i], ent->s.origin, ent->s.angles, crandom() * 2, ( i - 1 ) * 9 + crandom() * 2, ofz[i] );
		}
	}

	ent->s.modelindex = G_ModelIndex( "models/map_objects/kejim/weaponsrack.md3" );

	G_SetOrigin( ent, ent->s.origin );
	G_SetAngles( ent, ent->s.angles );

	ent->contents = CONTENTS_SOLID;

	gi.linkentity( ent );
}
예제 #11
0
//----------------------------------------------------------
void SP_emplaced_gun( gentity_t *ent )
{
	char name[] = "models/map_objects/imp_mine/turret_chair.glm";

	ent->svFlags |= SVF_PLAYER_USABLE;
	ent->contents = CONTENTS_BODY;//CONTENTS_SHOTCLIP|CONTENTS_PLAYERCLIP|CONTENTS_MONSTERCLIP;//CONTENTS_SOLID;

	if ( ent->spawnflags & EMPLACED_INACTIVE )
	{
		ent->svFlags |= SVF_INACTIVE;
	}

	VectorSet( ent->mins, -30, -30, -5 );
	VectorSet( ent->maxs, 30, 30, 60 );

	ent->takedamage = qtrue;

	if ( !( ent->spawnflags & EMPLACED_VULNERABLE ))
	{
		ent->flags |= FL_GODMODE;
	}

	ent->s.radius = 110;
	ent->spawnflags |= 4; // deadsolid

	//ent->e_ThinkFunc = thinkF_NULL;
	ent->e_PainFunc = painF_emplaced_gun_pain;
	ent->e_DieFunc  = dieF_emplaced_gun_die;

	G_EffectIndex( "emplaced/explode" );
	G_EffectIndex( "emplaced/dead_smoke" );

	G_SoundIndex( "sound/weapons/emplaced/emplaced_mount.mp3" );
	G_SoundIndex( "sound/weapons/emplaced/emplaced_dismount.mp3" );
	G_SoundIndex( "sound/weapons/emplaced/emplaced_move_lp.wav" );

	// Set up our defaults and override with custom amounts as necessary
	G_SpawnInt( "count", "999", &ent->count );
	G_SpawnInt( "health", "250", &ent->health );
	G_SpawnInt( "splashDamage", "80", &ent->splashDamage );
	G_SpawnInt( "splashRadius", "128", &ent->splashRadius );
	G_SpawnFloat( "delay", "200", &ent->random ); // NOTE: spawning into a different field!!
	G_SpawnFloat( "wait", "800", &ent->wait );

	ent->max_health = ent->health;
	ent->dflags |= DAMAGE_CUSTOM_HUD; // dumb, but we draw a custom hud

	ent->s.modelindex = G_ModelIndex( name );
	ent->playerModel = gi.G2API_InitGhoul2Model( ent->ghoul2, name, ent->s.modelindex, NULL, NULL, 0, 0 );

	// Activate our tags and bones
	ent->headBolt = gi.G2API_AddBolt( &ent->ghoul2[ent->playerModel], "*seat" );
	ent->handLBolt = gi.G2API_AddBolt( &ent->ghoul2[ent->playerModel], "*flash01" );
	ent->handRBolt = gi.G2API_AddBolt( &ent->ghoul2[ent->playerModel], "*flash02" );
	ent->rootBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "base_bone", qtrue );
	ent->lowerLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "swivel_bone", qtrue );
	gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->lowerLumbarBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL, 0, 0); 

	RegisterItem( FindItemForWeapon( WP_EMPLACED_GUN ));
	ent->s.weapon = WP_EMPLACED_GUN;

	G_SetOrigin( ent, ent->s.origin );
	G_SetAngles( ent, ent->s.angles );
	VectorCopy( ent->s.angles, ent->lastAngles );

	// store base angles for later
	VectorCopy( ent->s.angles, ent->pos1 );

	ent->e_UseFunc = useF_emplaced_gun_use;
	ent->bounceCount = 0;//to distinguish it from the eweb

	gi.linkentity (ent);
}
예제 #12
0
//----------------------------------------------------------
void SP_emplaced_eweb( gentity_t *ent )
{
	char name[] = "models/map_objects/hoth/eweb_model.glm";

	ent->svFlags |= SVF_PLAYER_USABLE;
	ent->contents = CONTENTS_BODY;

	if ( ent->spawnflags & EMPLACED_INACTIVE )
	{
		ent->svFlags |= SVF_INACTIVE;
	}

	VectorSet( ent->mins, -12, -12, -24 );
	VectorSet( ent->maxs, 12, 12, 24 );

	ent->takedamage = qtrue;

	if ( ( ent->spawnflags & EWEB_INVULNERABLE ))
	{
		ent->flags |= FL_GODMODE;
	}

	ent->s.radius = 80;
	ent->spawnflags |= 4; // deadsolid

	//ent->e_ThinkFunc = thinkF_NULL;
	ent->e_PainFunc = painF_eweb_pain;
	ent->e_DieFunc  = dieF_eweb_die;

	G_EffectIndex( "emplaced/explode" );
	G_EffectIndex( "emplaced/dead_smoke" );

	G_SoundIndex( "sound/weapons/eweb/eweb_aim.wav" );
	G_SoundIndex( "sound/weapons/eweb/eweb_dismount.mp3" );
	//G_SoundIndex( "sound/weapons/eweb/eweb_empty.wav" );
	G_SoundIndex( "sound/weapons/eweb/eweb_fire.wav" );
	G_SoundIndex( "sound/weapons/eweb/eweb_hitplayer.wav" );
	G_SoundIndex( "sound/weapons/eweb/eweb_hitsurface.wav" );
	//G_SoundIndex( "sound/weapons/eweb/eweb_load.wav" );
	G_SoundIndex( "sound/weapons/eweb/eweb_mount.mp3" );

	// Set up our defaults and override with custom amounts as necessary
	G_SpawnInt( "count", "999", &ent->count );
	G_SpawnInt( "health", "250", &ent->health );
	G_SpawnInt( "splashDamage", "40", &ent->splashDamage );
	G_SpawnInt( "splashRadius", "100", &ent->splashRadius );
	G_SpawnFloat( "delay", "200", &ent->random ); // NOTE: spawning into a different field!!
	G_SpawnFloat( "wait", "800", &ent->wait );

	ent->max_health = ent->health;
	ent->dflags |= DAMAGE_CUSTOM_HUD; // dumb, but we draw a custom hud

	ent->s.modelindex = G_ModelIndex( name );
	ent->playerModel = gi.G2API_InitGhoul2Model( ent->ghoul2, name, ent->s.modelindex, NULL, NULL, 0, 0 );

	// Activate our tags and bones
	ent->handLBolt = gi.G2API_AddBolt( &ent->ghoul2[ent->playerModel], "*cannonflash" ); //muzzle bolt
	ent->headBolt = gi.G2API_AddBolt( &ent->ghoul2[ent->playerModel], "cannon_Xrot" ); //for placing the owner relative to rotation
	ent->rootBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "model_root", qtrue );
	ent->lowerLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cannon_Yrot", qtrue );
	ent->upperLumbarBone = gi.G2API_GetBoneIndex( &ent->ghoul2[ent->playerModel], "cannon_Xrot", qtrue );
	gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->lowerLumbarBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_X, NEGATIVE_Y, NULL, 0, 0); 
	gi.G2API_SetBoneAnglesIndex( &ent->ghoul2[ent->playerModel], ent->upperLumbarBone, vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Z, NEGATIVE_X, NEGATIVE_Y, NULL, 0, 0); 
	//gi.G2API_SetBoneAngles( &ent->ghoul2[0], "cannon_Yrot", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL); 
	//set the constraints for this guy as an emplaced weapon, and his constraint angles
	//ent->s.origin2[0] = 60.0f; //60 degrees in either direction

	RegisterItem( FindItemForWeapon( WP_EMPLACED_GUN ));
	ent->s.weapon = WP_EMPLACED_GUN;

	G_SetOrigin( ent, ent->s.origin );
	G_SetAngles( ent, ent->s.angles );
	VectorCopy( ent->s.angles, ent->lastAngles );

	// store base angles for later
	VectorClear( ent->pos1 );

	ent->e_UseFunc = useF_eweb_use;
	ent->bounceCount = 1;//to distinguish it from the emplaced gun

	gi.linkentity (ent);
}
예제 #13
0
void set_mission_stats_cvars( void )
{
	char text[1024]={0};

	//we'll assume that the activator is the player
	gclient_t* const client = &level.clients[0];

	if (!client)
	{
		return;
	}
	cg_entities[0].gent->client->sess.missionStats.enemiesKilled;

	gi.cvar_set("ui_stats_enemieskilled", va("%d",client->sess.missionStats.enemiesKilled));	//pass this on to the menu

	if (cg_entities[0].gent->client->sess.missionStats.totalSecrets)
	{
		cgi_SP_GetStringTextString( "SP_INGAME_SECRETAREAS_OF", text, sizeof(text) );
		gi.cvar_set("ui_stats_secretsfound", va("%d %s %d",
			cg_entities[0].gent->client->sess.missionStats.secretsFound,
			text,
			cg_entities[0].gent->client->sess.missionStats.totalSecrets));
	}
	else	// Setting ui_stats_secretsfound to 0 will hide the text on screen 
	{
		gi.cvar_set("ui_stats_secretsfound", "0");
	}

	// Find the favorite weapon
	int wpn=0,i;
	int max_wpn = cg_entities[0].gent->client->sess.missionStats.weaponUsed[0];
	for (i = 1; i<WP_NUM_WEAPONS; i++)
	{
		if (cg_entities[0].gent->client->sess.missionStats.weaponUsed[i] > max_wpn)
		{
			max_wpn = cg_entities[0].gent->client->sess.missionStats.weaponUsed[i];
			wpn = i;
		}
	}

	if ( wpn )
	{
		gitem_t	*wItem= FindItemForWeapon( (weapon_t)wpn);
		cgi_SP_GetStringTextString( va("SP_INGAME_%s",wItem->classname ), text, sizeof( text ));
		gi.cvar_set("ui_stats_fave", va("%s",text));	//pass this on to the menu
	}

	gi.cvar_set("ui_stats_shots", va("%d",client->sess.missionStats.shotsFired));				//pass this on to the menu

	gi.cvar_set("ui_stats_hits", va("%d",client->sess.missionStats.hits));						//pass this on to the menu

	const float percent = cg_entities[0].gent->client->sess.missionStats.shotsFired? 100.0f * (float)cg_entities[0].gent->client->sess.missionStats.hits / cg_entities[0].gent->client->sess.missionStats.shotsFired : 0;
	gi.cvar_set("ui_stats_accuracy", va("%.2f%%",percent));						//pass this on to the menu

	gi.cvar_set("ui_stats_thrown", va("%d",client->sess.missionStats.saberThrownCnt));						//pass this on to the menu

	gi.cvar_set("ui_stats_blocks", va("%d",client->sess.missionStats.saberBlocksCnt));
	gi.cvar_set("ui_stats_legattacks", va("%d",client->sess.missionStats.legAttacksCnt));
	gi.cvar_set("ui_stats_armattacks", va("%d",client->sess.missionStats.armAttacksCnt));
	gi.cvar_set("ui_stats_bodyattacks", va("%d",client->sess.missionStats.torsoAttacksCnt));

	gi.cvar_set("ui_stats_absorb", va("%d",client->sess.missionStats.forceUsed[FP_ABSORB]));
	gi.cvar_set("ui_stats_heal", va("%d",client->sess.missionStats.forceUsed[FP_HEAL]));
	gi.cvar_set("ui_stats_mindtrick", va("%d",client->sess.missionStats.forceUsed[FP_TELEPATHY]));
	gi.cvar_set("ui_stats_protect", va("%d",client->sess.missionStats.forceUsed[FP_PROTECT]));

	gi.cvar_set("ui_stats_jump", va("%d",client->sess.missionStats.forceUsed[FP_LEVITATION]));
	gi.cvar_set("ui_stats_pull", va("%d",client->sess.missionStats.forceUsed[FP_PULL]));
	gi.cvar_set("ui_stats_push", va("%d",client->sess.missionStats.forceUsed[FP_PUSH]));
	gi.cvar_set("ui_stats_sense", va("%d",client->sess.missionStats.forceUsed[FP_SEE]));
	gi.cvar_set("ui_stats_speed", va("%d",client->sess.missionStats.forceUsed[FP_SPEED]));
	gi.cvar_set("ui_stats_defense", va("%d",client->sess.missionStats.forceUsed[FP_SABER_DEFENSE]));
	gi.cvar_set("ui_stats_offense", va("%d",client->sess.missionStats.forceUsed[FP_SABER_OFFENSE]));
	gi.cvar_set("ui_stats_throw", va("%d",client->sess.missionStats.forceUsed[FP_SABERTHROW]));

	gi.cvar_set("ui_stats_drain", va("%d",client->sess.missionStats.forceUsed[FP_DRAIN]));
	gi.cvar_set("ui_stats_grip", va("%d",client->sess.missionStats.forceUsed[FP_GRIP]));
	gi.cvar_set("ui_stats_lightning", va("%d",client->sess.missionStats.forceUsed[FP_LIGHTNING]));
	gi.cvar_set("ui_stats_rage", va("%d",client->sess.missionStats.forceUsed[FP_RAGE]));

}
예제 #14
0
/*
=================
CG_MissionCompletion
=================
*/
void CG_MissionCompletion(void)
{
	char text[1024]={0};
	int w,x,y;
	const int pad = 18;

	cgi_SP_GetStringTextString( "INGAME_MISSIONCOMPLETION", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontMedium, 1.2f);	
	cgi_R_Font_DrawString(320 - w/2, 53, text, colorTable[CT_LTGOLD1], cgs.media.qhFontMedium, -1, 1.2f);

	x = 75;
	y =86;
	cgi_SP_GetStringTextString( "INGAME_SECRETAREAS", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x,    y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_SP_GetStringTextString( "INGAME_SECRETAREAS_OF", text, sizeof(text) );
	cgi_R_Font_DrawString(x+w,  y, va("%d %s %d", 
										cg_entities[0].gent->client->sess.missionStats.secretsFound, 
										text,
										cg_entities[0].gent->client->sess.missionStats.totalSecrets
										),
							colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_ENEMIESKILLED", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x, y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w,y, va("%d",cg_entities[0].gent->client->sess.missionStats.enemiesKilled), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);
	/*
	cgi_SP_GetStringTextString( "INGAME_SECRETAREAS_OF", text, sizeof(text) );
	cgi_R_Font_DrawString(x+w,y, va("%d %s %d",
										cg_entities[0].gent->client->sess.missionStats.enemiesKilled,
										text,
										cg_entities[0].gent->client->sess.missionStats.enemiesSpawned
										), 
							colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);
	*/

	y +=pad;
	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_FAVORITEWEAPON", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x, y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	
	int wpn=0,i;
	int max_wpn = cg_entities[0].gent->client->sess.missionStats.weaponUsed[0];
	for (i = 1; i<WP_NUM_WEAPONS; i++)
	{
		if (cg_entities[0].gent->client->sess.missionStats.weaponUsed[i] > max_wpn)
		{
			max_wpn = cg_entities[0].gent->client->sess.missionStats.weaponUsed[i];
			wpn = i;
		}
	}

	if ( wpn )
	{
		gitem_t	*wItem= FindItemForWeapon( (weapon_t)wpn);
		cgi_SP_GetStringTextString( va("INGAME_%s",wItem->classname ), text, sizeof( text ));
	//	cgi_R_Font_DrawString(x+w, y, va("%d",wpn), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);
		cgi_R_Font_DrawString(x+w, y, text, colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);
	}

	x = 334+70;
	y = 86;
	cgi_SP_GetStringTextString( "INGAME_SHOTSFIRED", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x, y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w, y, va("%d",cg_entities[0].gent->client->sess.missionStats.shotsFired), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);


	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_HITS", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x, y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w, y, va("%d",cg_entities[0].gent->client->sess.missionStats.hits), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);


	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_ACCURACY", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x, y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	const float percent = cg_entities[0].gent->client->sess.missionStats.shotsFired? 100.0f * (float)cg_entities[0].gent->client->sess.missionStats.hits / cg_entities[0].gent->client->sess.missionStats.shotsFired : 0;
	cgi_R_Font_DrawString(x+w, y, va("%.2f%%",percent), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

	if ( cg_entities[0].gent->client->sess.missionStats.weaponUsed[WP_SABER] <= 0 )
	{
		return; //don't have saber yet, so don't print any stats
	}
//first column, FORCE POWERS
	y =180;
	cgi_SP_GetStringTextString( "INGAME_FORCEUSE", text, sizeof(text) );
	cgi_R_Font_DrawString(x, y, text, colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_HEAL", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x,   y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w, y, va("%d",cg_entities[0].gent->client->sess.missionStats.forceUsed[FP_HEAL]), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_SPEED", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x,   y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w, y, va("%d",cg_entities[0].gent->client->sess.missionStats.forceUsed[FP_SPEED]), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_PULL", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x,   y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w, y, va("%d",cg_entities[0].gent->client->sess.missionStats.forceUsed[FP_PULL]), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_PUSH", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x,   y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w, y, va("%d",cg_entities[0].gent->client->sess.missionStats.forceUsed[FP_PUSH]), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

	y +=pad;
	cgi_SP_GetStringTextString("INGAME_MINDTRICK", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x,   y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w, y, va("%d",cg_entities[0].gent->client->sess.missionStats.forceUsed[FP_TELEPATHY]), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_GRIP", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x,   y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w, y, va("%d",cg_entities[0].gent->client->sess.missionStats.forceUsed[FP_GRIP]), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_LIGHTNING", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x,   y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w, y, va("%d",cg_entities[0].gent->client->sess.missionStats.forceUsed[FP_LIGHTNING]), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

//second column, LIGHT SABER
	y = 180;
	x = 140;
	cgi_SP_GetStringTextString( "INGAME_LIGHTSABERUSE", text, sizeof(text) );
	cgi_R_Font_DrawString(x, y, text, colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_THROWN", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x,   y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w, y, va("%d",cg_entities[0].gent->client->sess.missionStats.saberThrownCnt), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_BLOCKS", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x,   y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w, y, va("%d",cg_entities[0].gent->client->sess.missionStats.saberBlocksCnt), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_LEGATTACKS", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x,   y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w, y, va("%d",cg_entities[0].gent->client->sess.missionStats.legAttacksCnt), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_ARMATTACKS", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x,   y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w, y, va("%d",cg_entities[0].gent->client->sess.missionStats.armAttacksCnt), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_BODYATTACKS", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x,   y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w, y, va("%d",cg_entities[0].gent->client->sess.missionStats.torsoAttacksCnt), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);

	y +=pad;
	cgi_SP_GetStringTextString( "INGAME_OTHERATTACKS", text, sizeof(text) );
w = cgi_R_Font_StrLenPixels(text, cgs.media.qhFontSmall, 0.8f);	
	cgi_R_Font_DrawString(x,   y, text, colorTable[CT_LTGOLD1], cgs.media.qhFontSmall, -1, 0.8f);
	cgi_R_Font_DrawString(x+w, y, va("%d",cg_entities[0].gent->client->sess.missionStats.otherAttacksCnt), colorTable[CT_WHITE], cgs.media.qhFontSmall, -1, 0.8f);
}
예제 #15
0
/*QUAKED misc_model_breakable (1 0 0) (-16 -16 -16) (16 16 16) SOLID AUTOANIMATE DEADSOLID NO_DMODEL NO_SMOKE USE_MODEL USE_NOT_BREAK PLAYER_USE NO_EXPLOSION START_OFF
SOLID - Movement is blocked by it, if not set, can still be broken by explosions and shots if it has health
AUTOANIMATE - Will cycle it's anim
DEADSOLID - Stay solid even when destroyed (in case damage model is rather large).
NO_DMODEL - Makes it NOT display a damage model when destroyed, even if one exists
USE_MODEL - When used, will toggle to it's usemodel (model + "_u1.md3")... this obviously does nothing if USE_NOT_BREAK is not checked
USE_NOT_BREAK - Using it, doesn't make it break, still can be destroyed by damage
PLAYER_USE - Player can use it with the use button
NO_EXPLOSION - By default, will explode when it dies...this is your override.
START_OFF - Will start off and will not appear until used.

"model"		arbitrary .md3 file to display
"modelscale"	"x" uniform scale
"modelscale_vec" "x y z" scale model in each axis - height, width and length - bbox will scale with it
"health"	how much health to have - default is zero (not breakable)  If you don't set the SOLID flag, but give it health, it can be shot but will not block NPCs or players from moving
"targetname" when used, dies and displays damagemodel (model + "_d1.md3"), if any (if not, removes itself)
"target" What to use when it dies
"target2" What to use when it's repaired
"target3" What to use when it's used while it's broken
"paintarget" target to fire when hit (but not destroyed)
"count"  the amount of armor/health/ammo given (default 50)
"radius"  Chunk code tries to pick a good volume of chunks, but you can alter this to scale the number of spawned chunks. (default 1)  (.5) is half as many chunks, (2) is twice as many chunks
"NPC_targetname" - Only the NPC with this name can damage this
"forcevisible" - When you turn on force sight (any level), you can see these draw through the entire level...
"redCrosshair" - crosshair turns red when you look at this

"gravity"	if set to 1, this will be affected by gravity
"throwtarget" if set (along with gravity), this thing, when used, will throw itself at the entity whose targetname matches this string
"mass"		if gravity is on, this determines how much damage this thing does when it hits someone.  Default is the size of the object from one corner to the other, that works very well.  Only override if this is an object whose mass should be very high or low for it's size (density)

Damage: default is none
"splashDamage" - damage to do (will make it explode on death)
"splashRadius" - radius for above damage

"team" - This cannot take damage from members of this team:
	"player"
	"neutral"
	"enemy"

"material" - default is "8 - MAT_NONE" - choose from this list:
0 = MAT_METAL		(grey metal)
1 = MAT_GLASS		
2 = MAT_ELECTRICAL	(sparks only)
3 = MAT_ELEC_METAL	(METAL chunks and sparks)
4 =	MAT_DRK_STONE	(brown stone chunks)
5 =	MAT_LT_STONE	(tan stone chunks)
6 =	MAT_GLASS_METAL (glass and METAL chunks)
7 = MAT_METAL2		(blue/grey metal)
8 = MAT_NONE		(no chunks-DEFAULT)
9 = MAT_GREY_STONE	(grey colored stone)
10 = MAT_METAL3		(METAL and METAL2 chunk combo)
11 = MAT_CRATE1		(yellow multi-colored crate chunks)
12 = MAT_GRATE1		(grate chunks--looks horrible right now)
13 = MAT_ROPE		(for yavin_trial, no chunks, just wispy bits )
14 = MAT_CRATE2		(red multi-colored crate chunks)
15 = MAT_WHITE_METAL (white angular chunks for Stu, NS_hideout )
*/
void SP_misc_model_breakable( gentity_t *ent ) 
{
	char	damageModel[MAX_QPATH];
	char	chunkModel[MAX_QPATH];
	char	useModel[MAX_QPATH];
	int		len;
	
	// Chris F. requested default for misc_model_breakable to be NONE...so don't arbitrarily change this.
	G_SpawnInt( "material", "8", (int*)&ent->material );
	G_SpawnFloat( "radius", "1", &ent->radius ); // used to scale chunk code if desired by a designer
	qboolean bHasScale = G_SpawnVector("modelscale_vec", "0 0 0", ent->s.modelScale);
	if (!bHasScale)
	{
		float temp;
		G_SpawnFloat( "modelscale", "0", &temp);
		if (temp != 0.0f)
		{
			ent->s.modelScale[ 0 ] = ent->s.modelScale[ 1 ] = ent->s.modelScale[ 2 ] = temp;
			bHasScale = qtrue;
		}
	}

	CacheChunkEffects( ent->material );
	misc_model_breakable_init( ent );

	len = strlen( ent->model ) - 4;
	assert(ent->model[len]=='.');//we're expecting ".md3"
	strncpy( damageModel, ent->model, sizeof(damageModel) );
	damageModel[len] = 0;	//chop extension
	strncpy( chunkModel, damageModel, sizeof(chunkModel));
	strncpy( useModel, damageModel, sizeof(useModel));
	
	if (ent->takedamage) {
		//Dead/damaged model
		if( !(ent->spawnflags & 8) ) {	//no dmodel
			strcat( damageModel, "_d1.md3" );
			ent->s.modelindex2 = G_ModelIndex( damageModel );
		}
		
		//Chunk model
		strcat( chunkModel, "_c1.md3" );
		ent->s.modelindex3 = G_ModelIndex( chunkModel );
	}

	//Use model
	if( ent->spawnflags & 32 ) {	//has umodel
		strcat( useModel, "_u1.md3" );
		ent->sound1to2 = G_ModelIndex( useModel );
	}
	if ( !ent->mins[0] && !ent->mins[1] && !ent->mins[2] )
	{
		VectorSet (ent->mins, -16, -16, -16);
	}
	if ( !ent->maxs[0] && !ent->maxs[1] && !ent->maxs[2] )
	{
		VectorSet (ent->maxs, 16, 16, 16);
	}

	// Scale up the tie-bomber bbox a little.
	if ( ent->model && Q_stricmp( "models/map_objects/ships/tie_bomber.md3", ent->model ) == 0 )
	{
		VectorSet (ent->mins, -80, -80, -80);
		VectorSet (ent->maxs, 80, 80, 80); 

		//ent->s.modelScale[ 0 ] = ent->s.modelScale[ 1 ] = ent->s.modelScale[ 2 ] *= 2.0f;
		//bHasScale = qtrue;
	}

	if (bHasScale)
	{
		//scale the x axis of the bbox up.
		ent->maxs[0] *= ent->s.modelScale[0];//*scaleFactor;
		ent->mins[0] *= ent->s.modelScale[0];//*scaleFactor;
		
		//scale the y axis of the bbox up.
		ent->maxs[1] *= ent->s.modelScale[1];//*scaleFactor;
		ent->mins[1] *= ent->s.modelScale[1];//*scaleFactor;
		
		//scale the z axis of the bbox up and adjust origin accordingly
		ent->maxs[2] *= ent->s.modelScale[2];
		float oldMins2 = ent->mins[2];
		ent->mins[2] *= ent->s.modelScale[2];
		ent->s.origin[2] += (oldMins2-ent->mins[2]);
	}

	if ( ent->spawnflags & 2 )
	{
		ent->s.eFlags |= EF_ANIM_ALLFAST;
	}

	G_SetOrigin( ent, ent->s.origin );
	G_SetAngles( ent, ent->s.angles );
	gi.linkentity (ent);

	if ( ent->spawnflags & 128 )
	{//Can be used by the player's BUTTON_USE
		ent->svFlags |= SVF_PLAYER_USABLE;
	}

	if ( ent->team && ent->team[0] )
	{
		ent->noDamageTeam = (team_t)GetIDForString( TeamTable, ent->team );
		if ( ent->noDamageTeam == TEAM_FREE )
		{
			G_Error("team name %s not recognized\n", ent->team);
		}
	}
	
	ent->team = NULL;

	//HACK
	if ( ent->model && Q_stricmp( "models/map_objects/ships/x_wing_nogear.md3", ent->model ) == 0 )
	{
		if( ent->splashDamage > 0 && ent->splashRadius > 0 )
		{
			ent->s.loopSound = G_SoundIndex( "sound/vehicles/x-wing/loop.wav" );
			ent->s.eFlags |= EF_LESS_ATTEN;
		}
	}
	else if ( ent->model && Q_stricmp( "models/map_objects/ships/tie_fighter.md3", ent->model ) == 0 )
	{//run a think
		G_EffectIndex( "explosions/fighter_explosion2" );
		G_SoundIndex( "sound/weapons/tie_fighter/tiepass1.wav" );
/*		G_SoundIndex( "sound/weapons/tie_fighter/tiepass2.wav" );
		G_SoundIndex( "sound/weapons/tie_fighter/tiepass3.wav" );
		G_SoundIndex( "sound/weapons/tie_fighter/tiepass4.wav" );
		G_SoundIndex( "sound/weapons/tie_fighter/tiepass5.wav" );*/
		G_SoundIndex( "sound/weapons/tie_fighter/tie_fire.wav" );
/*		G_SoundIndex( "sound/weapons/tie_fighter/tie_fire2.wav" );
		G_SoundIndex( "sound/weapons/tie_fighter/tie_fire3.wav" );*/
		G_SoundIndex( "sound/weapons/tie_fighter/TIEexplode.wav" );
		RegisterItem( FindItemForWeapon( WP_TIE_FIGHTER ));

		ent->s.eFlags |= EF_LESS_ATTEN;

		if( ent->splashDamage > 0 && ent->splashRadius > 0 )
		{
			ent->s.loopSound = G_SoundIndex( "sound/vehicles/tie-bomber/loop.wav" );
			//ent->e_ThinkFunc = thinkF_TieFighterThink;
			//ent->e_UseFunc = thinkF_TieFighterThink;
			//ent->nextthink = level.time + FRAMETIME;
			ent->e_UseFunc = useF_TieFighterUse;

			// Yeah, I could have just made this value changable from the editor, but I
			// need it immediately!
			float		light;
			vec3_t		color;
			qboolean	lightSet, colorSet;

			// if the "color" or "light" keys are set, setup constantLight
			lightSet = qtrue;//G_SpawnFloat( "light", "100", &light );
			light = 255;
			//colorSet = "1 1 1"//G_SpawnVector( "color", "1 1 1", color );
			colorSet = qtrue;
			color[0] = 1;	color[1] = 1;	color[2] = 1;
			if ( lightSet || colorSet ) 
			{
				int		r, g, b, i;

				r = color[0] * 255;
				if ( r > 255 ) {
					r = 255;
				}
				g = color[1] * 255;
				if ( g > 255 ) {
					g = 255;
				}
				b = color[2] * 255;
				if ( b > 255 ) {
					b = 255;
				}
				i = light / 4;
				if ( i > 255 ) {
					i = 255;
				}
				ent->s.constantLight = r | ( g << 8 ) | ( b << 16 ) | ( i << 24 );
			}
		}
	}
	else if ( ent->model && Q_stricmp( "models/map_objects/ships/tie_bomber.md3", ent->model ) == 0 )
	{
		G_EffectIndex( "ships/tiebomber_bomb_falling" );
		G_EffectIndex( "ships/tiebomber_explosion2" );
		G_EffectIndex( "explosions/fighter_explosion2" );
		G_SoundIndex( "sound/weapons/tie_fighter/TIEexplode.wav" );
		ent->e_ThinkFunc = thinkF_TieBomberThink;
		ent->nextthink = level.time + FRAMETIME;
		ent->attackDebounceTime = level.time + 1000;
		// We only take damage from a heavy weapon class missiles.
		ent->flags |= FL_DMG_BY_HEAVY_WEAP_ONLY;
		ent->s.loopSound = G_SoundIndex( "sound/vehicles/tie-bomber/loop.wav" );
		ent->s.eFlags |= EF_LESS_ATTEN;
	}

	float grav = 0;
	G_SpawnFloat( "gravity", "0", &grav );
	if ( grav )
	{//affected by gravity
		G_SetAngles( ent, ent->s.angles );
		G_SetOrigin( ent, ent->currentOrigin );
		G_SpawnString( "throwtarget", NULL, &ent->target4 ); // used to throw itself at something
		misc_model_breakable_gravity_init( ent, qtrue );
	}

	// Start off.
	if ( ent->spawnflags & 4096 )
	{
		ent->spawnContents = ent->contents;	// It Navs can temporarly turn it "on"
		ent->s.solid = 0;
		ent->contents = 0;
		ent->clipmask = 0;
		ent->svFlags |= SVF_NOCLIENT;
		ent->s.eFlags |= EF_NODRAW;
		ent->count = 0;
	}

	int forceVisible = 0;
	G_SpawnInt( "forcevisible", "0", &forceVisible );
	if ( forceVisible )
	{//can see these through walls with force sight, so must be broadcast
		//ent->svFlags |= SVF_BROADCAST;
		ent->s.eFlags |= EF_FORCE_VISIBLE;
	}

	int redCrosshair = 0;
	G_SpawnInt( "redCrosshair", "0", &redCrosshair );
	if ( redCrosshair )
	{//can see these through walls with force sight, so must be broadcast
		ent->flags |= FL_RED_CROSSHAIR;
	}
}