예제 #1
0
/**
 * @brief CG_InitPMGraphics
 */
void CG_InitPMGraphics(void)
{
	cgs.media.pmImages[PM_DYNAMITE]     = trap_R_RegisterShaderNoMip("gfx/limbo/pm_dynamite");
	cgs.media.pmImages[PM_CONSTRUCTION] = trap_R_RegisterShaderNoMip("sprites/voiceChat");
	cgs.media.pmImages[PM_MINES]        = trap_R_RegisterShaderNoMip("sprites/voiceChat");
	cgs.media.pmImages[PM_DEATH]        = trap_R_RegisterShaderNoMip("gfx/hud/pm_death");
	cgs.media.pmImages[PM_MESSAGE]      = trap_R_RegisterShaderNoMip("sprites/voiceChat");
	cgs.media.pmImages[PM_OBJECTIVE]    = trap_R_RegisterShaderNoMip("sprites/objective");
	cgs.media.pmImages[PM_DESTRUCTION]  = trap_R_RegisterShaderNoMip("sprites/voiceChat");
	cgs.media.pmImages[PM_TEAM]         = trap_R_RegisterShaderNoMip("sprites/voiceChat");
	cgs.media.pmImages[PM_AMMOPICKUP]   = trap_R_RegisterShaderNoMip("gfx/limbo/filter_healthammo");
	cgs.media.pmImages[PM_HEALTHPICKUP] = trap_R_RegisterShaderNoMip("gfx/limbo/filter_healthammo");

	cgs.media.pmImageAlliesConstruct = trap_R_RegisterShaderNoMip("gfx/hud/pm_constallied");
	cgs.media.pmImageAxisConstruct   = trap_R_RegisterShaderNoMip("gfx/hud/pm_constaxis");
	cgs.media.pmImageAlliesMine      = trap_R_RegisterShaderNoMip("gfx/hud/pm_mineallied");
	cgs.media.pmImageAxisMine        = trap_R_RegisterShaderNoMip("gfx/hud/pm_mineaxis");
	cgs.media.pmImageAlliesFlag      = trap_R_RegisterShaderNoMip("gfx/limbo/pm_flagallied");
	cgs.media.pmImageAxisFlag        = trap_R_RegisterShaderNoMip("gfx/limbo/pm_flagaxis");
	cgs.media.pmImageSpecFlag        = trap_R_RegisterShaderNoMip("sprites/voiceChat");
	cgs.media.hintKey                = trap_R_RegisterShaderNoMip("gfx/hud/keyboardkey_old");

	// extra obituaries
	cgs.media.pmImageSlime = trap_R_RegisterShader("gfx/hud/pm_slime");
	cgs.media.pmImageLava  = trap_R_RegisterShader("gfx/hud/pm_lava");
	cgs.media.pmImageCrush = trap_R_RegisterShader("gfx/hud/pm_crush");
	cgs.media.pmImageShove = trap_R_RegisterShader("gfx/hud/pm_shove");
}
예제 #2
0
/**
 * @brief CG_ClearParticles
 */
void CG_ClearParticles(void)
{
	int i;

	Com_Memset(particles, 0, sizeof(particles));

	free_particles   = &particles[0];
	active_particles = NULL;

	for (i = 0 ; i < MAX_PARTICLES ; i++)
	{
		particles[i].next = &particles[i + 1];
		particles[i].type = 0;
	}
	particles[MAX_PARTICLES - 1].next = NULL;

	oldtime = cg.time;

	// init the shaderAnims
	if (!initparticles) // CG_ClearParticles is also called on maprestart - we don't have to register twice ...
	{
		int j;

		for (i = 0; shaderAnimNames[i]; i++)
		{
			for (j = 0; j < shaderAnimCounts[i]; j++)
			{
				shaderAnims[i][j] = trap_R_RegisterShader(va("%s%i", shaderAnimNames[i], j + 1));
			}
		}
		//numShaderAnims = i;

		initparticles = qtrue;
	}
}
예제 #3
0
void FX_ConcAltShot( vec3_t start, vec3_t end )
{
	//"concussion/beam"
	trap_FX_AddLine( start, end, 0.1f, 10.0f, 0.0f, 
							1.0f, 0.0f, 0.0f,
							WHITE, WHITE, 0.0f,
							175, trap_R_RegisterShader( "gfx/effects/blueLine" ), 
							FX_SIZE_LINEAR | FX_ALPHA_LINEAR );

	// add some beef
	trap_FX_AddLine( start, end, 0.1f, 7.0f, 0.0f, 
						1.0f, 0.0f, 0.0f,
						BRIGHT, BRIGHT, 0.0f,
						150, trap_R_RegisterShader( "gfx/misc/whiteline2" ), 
						FX_SIZE_LINEAR | FX_ALPHA_LINEAR );
}
예제 #4
0
파일: cg_particles.c 프로젝트: Exosum/ETrun
/*
===============
CL_ClearParticles
===============
*/
void CG_ClearParticles(void) {
	int i;

	memset(particles, 0, sizeof (particles));

	free_particles   = &particles[0];
	active_particles = NULL;

	for (i = 0 ; i < cl_numparticles ; i++) {
		particles[i].next = &particles[i + 1];
		particles[i].type = 0;
	}
	particles[cl_numparticles - 1].next = NULL;

	oldtime = cg.time;

	// Ridah, init the shaderAnims
	for (i = 0; shaderAnimNames[i]; i++) {
		int j;

		for (j = 0; j < shaderAnimCounts[i]; j++) {
			shaderAnims[i][j] = trap_R_RegisterShader(va("%s%i", shaderAnimNames[i], j + 1));
		}
	}
	numShaderAnims = i;
	// done.

	initparticles = qtrue;
}
예제 #5
0
/*
=================
CG_RegisterUpgrade

The server says this item is used on this level
=================
*/
void CG_RegisterUpgrade( int upgradeNum )
{
  upgradeInfo_t   *upgradeInfo;
  char            *icon;

  upgradeInfo = &cg_upgrades[ upgradeNum ];

  if( upgradeNum == 0 )
    return;

  if( upgradeInfo->registered )
    return;

  memset( upgradeInfo, 0, sizeof( *upgradeInfo ) );
  upgradeInfo->registered = qtrue;

  if( !BG_FindNameForUpgrade( upgradeNum ) )
    CG_Error( "Couldn't find upgrade %i", upgradeNum );

  upgradeInfo->humanName = BG_FindHumanNameForUpgrade( upgradeNum );

  //la la la la la, i'm not listening!
  if( upgradeNum == UP_GRENADE )
    upgradeInfo->upgradeIcon = cg_weapons[ WP_GRENADE ].weaponIcon;
  else if( ( icon = BG_FindIconForUpgrade( upgradeNum ) ) )
    upgradeInfo->upgradeIcon = trap_R_RegisterShader( icon );
}
예제 #6
0
/*
=================
CG_RegisterUpgrade

The server says this item is used on this level
=================
*/
void CG_RegisterUpgrade( int upgradeNum )
{
  upgradeInfo_t   *upgradeInfo;
  char            *icon;

  if( upgradeNum <= UP_NONE || upgradeNum >= UP_NUM_UPGRADES )
  {
    CG_Error( "CG_RegisterUpgrade: out of range: %d", upgradeNum );
    return;
  }

  upgradeInfo = &cg_upgrades[ upgradeNum ];

  if( upgradeInfo->registered )
  {
    CG_Printf( "CG_RegisterUpgrade: already registered: (%d) %s\n", upgradeNum,
      BG_Upgrade( upgradeNum )->name );
    return;
  }

  upgradeInfo->registered = qtrue;

  if( !BG_Upgrade( upgradeNum )->name[ 0 ] )
    CG_Error( "Couldn't find upgrade %i", upgradeNum );

  upgradeInfo->humanName = BG_Upgrade( upgradeNum )->humanName;

  //la la la la la, i'm not listening!
  if( upgradeNum == UP_GRENADE )
    upgradeInfo->upgradeIcon = cg_weapons[ WP_GRENADE ].weaponIcon;
  else if( ( icon = BG_Upgrade( upgradeNum )->icon ) )
    upgradeInfo->upgradeIcon = trap_R_RegisterShader( icon );
}
예제 #7
0
static void CG_TestCGrade_f()
{
	qhandle_t shader = trap_R_RegisterShader(CG_Argv(1),
						 (RegisterShaderFlags_t) ( RSF_NOMIP | RSF_NOLIGHTSCALE ) );

	// override shader 0
	cgs.gameGradingTextures[ 0 ] = shader;
	cgs.gameGradingModels[ 0 ] = -1;
}
예제 #8
0
/*
================
CG_InitMinimap
================
*/
void CG_InitMinimap( void )
{
    minimap_t* m = &cg.minimap;

    m->defined = qtrue;

    if( !CG_ParseMinimap( m, va( "minimaps/%s.minimap", cgs.mapname ) ) )
    {
        m->defined = qfalse;
        CG_Printf( S_WARNING "could not parse the minimap, defaulting to no minimap.\n" );
    }
    else if( m->nZones == 0 )
    {
        m->defined = qfalse;
        CG_Printf( S_ERROR "the minimap did not define any zone.\n" );
    }

    m->gfx.playerArrow = trap_R_RegisterShader( "gfx/2d/player-arrow", RSF_DEFAULT );
    m->gfx.teamArrow = trap_R_RegisterShader( "gfx/2d/team-arrow", RSF_DEFAULT );

    CG_UpdateMinimapActive( m );
}
예제 #9
0
static JSBool sys_registershader(JSContext *cx, unsigned argc, jsval *vp)
{
    JSString *s;
    char *message;
    jsval rval;
    qhandle_t handle;
    if (!JS_ConvertArguments(cx, argc, JS_ARGV(cx, vp), "S", &s))
        return JS_FALSE;
    message = JS_EncodeString(cx, s);
    handle = trap_R_RegisterShader(message);
    JS_free(cx, message);
    JS_NewNumberValue(cx, handle, &rval);
    JS_SET_RVAL(cx, vp, rval);
    return JS_TRUE;
}
예제 #10
0
/*
===============
CG_RegisterTrailSystem

Load the media that a trail system needs
===============
*/
qhandle_t CG_RegisterTrailSystem( const char *name )
{
	int               i, j;
	baseTrailSystem_t *bts;
	baseTrailBeam_t   *btb;

	for ( i = 0; i < MAX_BASETRAIL_SYSTEMS; i++ )
	{
		bts = &baseTrailSystems[ i ];

		if ( !Q_stricmp( bts->name, name ) )
		{
			//already registered
			if ( bts->registered )
			{
				return i + 1;
			}

			for ( j = 0; j < bts->numBeams; j++ )
			{
				btb = bts->beams[ j ];

				btb->shader = trap_R_RegisterShader(btb->shaderName,
								    RSF_DEFAULT);
			}

			if ( cg_debugTrails.integer >= 1 )
			{
				Log::Debug( "Registered trail system %s", name );
			}

			bts->registered = true;

			//avoid returning 0
			return i + 1;
		}
	}

	Log::Warn( "failed to register trail system %s", name );
	return 0;
}
예제 #11
0
파일: cg_main.c 프로젝트: wombat23/omoh2
/*
=================
CG_RegisterGraphics

This function may execute for a couple of minutes with a slow disk.
=================
*/
static void CG_RegisterGraphics( void ) {
	int			i;
	char		items[MAX_ITEMS+1];

	// 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 );

	// precache status bar pics
	CG_LoadingString( "game media" );


	cgs.media.backTileShader = trap_R_RegisterShader( "gfx/2d/backtile" );

	memset( cg_items, 0, sizeof( cg_items ) );
	memset( cg_weapons, 0, sizeof( cg_weapons ) );
}
예제 #12
0
파일: cg_weapons.c 프로젝트: entdark/q3mme
/*
=================
CG_RegisterItemVisuals

The server says this item is used on this level
=================
*/
void CG_RegisterItemVisuals( int itemNum ) {
	itemInfo_t		*itemInfo;
	gitem_t			*item;

	if ( itemNum < 0 || itemNum >= bg_numItems ) {
		CG_Error( "CG_RegisterItemVisuals: itemNum %d out of range [0-%d]", itemNum, bg_numItems-1 );
	}

	itemInfo = &cg_items[ itemNum ];
	if ( itemInfo->registered ) {
		return;
	}

	item = &bg_itemlist[ itemNum ];

	memset( itemInfo, 0, sizeof( &itemInfo ) );
	itemInfo->registered = qtrue;

	itemInfo->models[0] = trap_R_RegisterModel( item->world_model[0] );

	itemInfo->icon = trap_R_RegisterShader( item->icon );

	if ( item->giType == IT_WEAPON ) {
		CG_RegisterWeapon( item->giTag );
	}

	//
	// powerups have an accompanying ring or sphere
	//
	if ( item->giType == IT_POWERUP || item->giType == IT_HEALTH || 
		item->giType == IT_ARMOR || item->giType == IT_HOLDABLE ) {
		if ( item->world_model[1] ) {
			itemInfo->models[1] = trap_R_RegisterModel( item->world_model[1] );
		}
	}
}
예제 #13
0
/*
===============
CG_RegisterTrailSystem

Load the media that a trail system needs
===============
*/
qhandle_t CG_RegisterTrailSystem( char *name )
{
  int               i, j;
  baseTrailSystem_t *bts;
  baseTrailBeam_t   *btb;

  for( i = 0; i < MAX_BASETRAIL_SYSTEMS; i++ )
  {
    bts = &baseTrailSystems[ i ];

    if( !Q_stricmp( bts->name, name ) )
    {
      //already registered
      if( bts->registered )
        return i + 1;

      for( j = 0; j < bts->numBeams; j++ )
      {
        btb = bts->beams[ j ];

        btb->shader = trap_R_RegisterShader( btb->shaderName );
      }

      if( cg_debugTrails.integer >= 1 )
        CG_Printf( "Registered trail system %s\n", name );

      bts->registered = true;

      //avoid returning 0
      return i + 1;
    }
  }

  CG_Printf( S_COLOR_RED "ERROR: failed to register trail system %s\n", name );
  return 0;
}
예제 #14
0
static void WM_DrawClientScore( int x, int y, score_t *score, float *color, float fade ) {
	int maxchars, offset;
	float tempx;
	vec4_t hcolor;
	clientInfo_t *ci;

	if ( y + SMALLCHAR_HEIGHT >= 470 ) {
		return;
	}

	ci = &cgs.clientinfo[score->client];

	if ( score->client == cg.snap->ps.clientNum ) {
		tempx = x;

		hcolor[3] = fade * 0.3;
		VectorSet( hcolor, 0.4452, 0.1172, 0.0782 );            // DARK-RED

		CG_FillRect( tempx, y + 1, INFO_PLAYER_WIDTH - INFO_BORDER, SMALLCHAR_HEIGHT - 1, hcolor );
		tempx += INFO_PLAYER_WIDTH;

		if ( ci->team == TEAM_SPECTATOR ) {
			int width;
			width = INFO_CLASS_WIDTH + INFO_SCORE_WIDTH + INFO_LATENCY_WIDTH;

			CG_FillRect( tempx, y + 1, width - INFO_BORDER, SMALLCHAR_HEIGHT - 1, hcolor );
			tempx += width;
		} else {
			CG_FillRect( tempx, y + 1, INFO_CLASS_WIDTH - INFO_BORDER, SMALLCHAR_HEIGHT - 1, hcolor );
			tempx += INFO_CLASS_WIDTH;

			CG_FillRect( tempx, y + 1, INFO_SCORE_WIDTH - INFO_BORDER, SMALLCHAR_HEIGHT - 1, hcolor );
			tempx += INFO_SCORE_WIDTH;

			CG_FillRect( tempx, y + 1, INFO_LATENCY_WIDTH - INFO_BORDER, SMALLCHAR_HEIGHT - 1, hcolor );
			tempx += INFO_LATENCY_WIDTH;
		}
	}

	tempx = x;

	// DHM - Nerve
	VectorSet( hcolor, 1, 1, 1 );
	hcolor[3] = fade;

	maxchars = 17;
	offset = 0;

	if ( ci->team != TEAM_SPECTATOR ) {
		if ( ci->powerups & ( ( 1 << PW_REDFLAG ) | ( 1 << PW_BLUEFLAG ) ) ) {
			CG_DrawPic( tempx - 4, y - 4, 24, 24, trap_R_RegisterShader( "models/multiplayer/treasure/treasure" ) );
			offset += 16;
			tempx += 16;
			maxchars -= 2;
		}

		// draw the skull icon if out of lives
		if ( score->respawnsLeft == -2 ) {
			CG_DrawPic( tempx, y, 18, 18, cgs.media.scoreEliminatedShader );
			offset += 18;
			tempx += 18;
			maxchars -= 2;
		}
	}

	// draw name
	CG_DrawStringExt( tempx, y, ci->name, hcolor, qfalse, qfalse, SMALLCHAR_WIDTH, SMALLCHAR_HEIGHT, maxchars );
	tempx += INFO_PLAYER_WIDTH - offset;
	// dhm - nerve

	if ( ci->team == TEAM_SPECTATOR ) {
		const char *s;
		int w, totalwidth;

		totalwidth = INFO_CLASS_WIDTH + INFO_SCORE_WIDTH + INFO_LATENCY_WIDTH - 8;

		s = CG_TranslateString( "^3SPECTATOR" );
		w = CG_DrawStrlen( s ) * SMALLCHAR_WIDTH;

		CG_DrawSmallString( tempx + totalwidth - w, y, s, fade );
		return;
	} else if ( cg.snap->ps.persistant[PERS_TEAM] == ci->team ) {
		int val = score->playerClass; // cg_entities[ ci->clientNum ].currentState.teamNum;
		const char *s;

		if ( val == 0 ) {
			s = "Soldr";
		} else if ( val == 1 ) {
			s = "Medic";
		} else if ( val == 2 ) {
			s = "Engr";
		} else if ( val == 3 ) {
			s = "Lieut";
		} else {
			s = "";
		}

		CG_DrawSmallString( tempx, y, CG_TranslateString( s ), fade );
	}
	tempx += INFO_CLASS_WIDTH;

	CG_DrawSmallString( tempx, y, va( "%4i", score->score ), fade );
	tempx += INFO_SCORE_WIDTH;

	CG_DrawSmallString( tempx, y, va( "%4i", score->ping ), fade );
	tempx += INFO_LATENCY_WIDTH;
}
예제 #15
0
void CG_VolumetricFog( vec3_t source, vec3_t dest ) {
	vec3_t forward, right;
	polyVert_t verts[4];
	vec3_t line;
	float len, begin, end;
	vec3_t start, finish;
	float width = 2.0;
	vec4_t rgba;

	if ( fogshader < 0 ) {
		fogshader = trap_R_RegisterShader( "nsq3_sfx/volumetricfog" );
	}

	rgba[0] = 1.0;
	rgba[1] = 1.0;
	rgba[2] = 1.0;
	rgba[3] = 1.0;

	VectorSubtract( dest, source, forward );
	len = VectorNormalize( forward );

	begin = 1;
	end = len;

	VectorMA( source, begin, forward, start );
	VectorMA( source, end, forward, finish );
	line[0] = DotProduct( forward, cg.refdef.viewaxis[1] );
	line[1] = DotProduct( forward, cg.refdef.viewaxis[2] );

	VectorScale( cg.refdef.viewaxis[1], line[1], right );
	VectorMA( right, -line[0], cg.refdef.viewaxis[2], right );
	VectorNormalize( right );

	VectorMA( finish, width, right, verts[0].xyz );
	verts[0].st[0] = 0;
	verts[0].st[1] = 1;
	verts[0].modulate[0] = 255 * rgba[0];
	verts[0].modulate[1] = 255 * rgba[1];
	verts[0].modulate[2] = 255 * rgba[2];
	verts[0].modulate[3] = 255 * rgba[3];

	VectorMA( finish, -width, right, verts[1].xyz );
	verts[1].st[0] = 1;
	verts[1].st[1] = 1;
	verts[1].modulate[0] = 255 * rgba[0];
	verts[1].modulate[1] = 255 * rgba[1];
	verts[1].modulate[2] = 255 * rgba[2];
	verts[1].modulate[3] = 255 * rgba[3];

	VectorMA( start, -width, right, verts[2].xyz );
	verts[2].st[0] = 1;
	verts[2].st[1] = 0;
	verts[2].modulate[0] = 255 * rgba[0];
	verts[2].modulate[1] = 255 * rgba[1];
	verts[2].modulate[2] = 255 * rgba[2];
	verts[2].modulate[3] = 255 * rgba[3];

	VectorMA( start, width, right, verts[3].xyz );
	verts[3].st[0] = 0;
	verts[3].st[1] = 0;
	verts[3].modulate[0] = 255 * rgba[0];
	verts[3].modulate[1] = 255 * rgba[1];
	verts[3].modulate[2] = 255 * rgba[2];
	verts[3].modulate[3] = 255 * rgba[3];

	trap_R_AddPolyToScene( fogshader, 4, verts );

}
예제 #16
0
/*
=================
CG_RegisterWeapon

The server says this item is used on this level
=================
*/
void CG_RegisterWeapon( int weaponNum) {
	weaponInfo_t	*weaponInfo;
	gitem_t			*item, *ammo;
	char			path[MAX_QPATH];
	vec3_t			mins, maxs;
	int				i;

	weaponInfo = &cg_weapons[weaponNum];

	if ( weaponNum == 0 ) {
		return;
	}

	if ( weaponInfo->registered ) {
		return;
	}

	memset( weaponInfo, 0, sizeof( *weaponInfo ) );
	weaponInfo->registered = qtrue;

	for ( item = bg_itemlist + 1 ; item->classname ; item++ ) {
		if ( item->giType == IT_WEAPON && item->giTag == weaponNum ) {
			weaponInfo->item = item;
			break;
		}
	}
	if ( !item->classname ) {
		CG_Error( "Couldn't find weapon %i", weaponNum );
	}
	CG_RegisterItemVisuals( item - bg_itemlist );

	// load cmodel before model so filecache works
	weaponInfo->weaponModel = trap_R_RegisterModel( item->world_model[0] );
	// load in-view model also
	weaponInfo->viewModel = trap_R_RegisterModel(item->view_model);

	// calc midpoint for rotation
	trap_R_ModelBounds( weaponInfo->weaponModel, mins, maxs );
	for ( i = 0 ; i < 3 ; i++ ) {
		weaponInfo->weaponMidpoint[i] = mins[i] + 0.5 * ( maxs[i] - mins[i] );
	}

	weaponInfo->weaponIcon = trap_R_RegisterShader( item->icon );
	weaponInfo->ammoIcon = trap_R_RegisterShader( item->icon );

	for ( ammo = bg_itemlist + 1 ; ammo->classname ; ammo++ ) {
		if ( ammo->giType == IT_AMMO && ammo->giTag == weaponNum ) {
			break;
		}
	}
	if ( ammo->classname && ammo->world_model[0] ) {
		weaponInfo->ammoModel = trap_R_RegisterModel( ammo->world_model[0] );
	}

//	strcpy( path, item->view_model );
//	COM_StripExtension( path, path );
//	strcat( path, "_flash.md3" );
	weaponInfo->flashModel = 0;//trap_R_RegisterModel( path );

	if (weaponNum == WP_DISRUPTOR ||
		weaponNum == WP_FLECHETTE ||
		weaponNum == WP_REPEATER ||
		weaponNum == WP_ROCKET_LAUNCHER)
	{
		strcpy( path, item->view_model );
		COM_StripExtension( path, path );
		strcat( path, "_barrel.md3" );
		weaponInfo->barrelModel = trap_R_RegisterModel( path );
	}
	else if (weaponNum == WP_STUN_BATON)
	{ //only weapon with more than 1 barrel..
		trap_R_RegisterModel("models/weapons2/stun_baton/baton_barrel.md3");
		trap_R_RegisterModel("models/weapons2/stun_baton/baton_barrel2.md3");
		trap_R_RegisterModel("models/weapons2/stun_baton/baton_barrel3.md3");
	}
	else
	{
		weaponInfo->barrelModel = 0;
	}

	if (weaponNum != WP_SABER)
	{
		strcpy( path, item->view_model );
		COM_StripExtension( path, path );
		strcat( path, "_hand.md3" );
		weaponInfo->handsModel = trap_R_RegisterModel( path );
	}
	else
	{
		weaponInfo->handsModel = 0;
	}

//	if ( !weaponInfo->handsModel ) {
//		weaponInfo->handsModel = trap_R_RegisterModel( "models/weapons2/shotgun/shotgun_hand.md3" );
//	}

	switch ( weaponNum ) {
	case WP_STUN_BATON:
	case WP_MELEE:
/*		MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
		weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/saber/saberhum.wav" );
//		weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav" );
*/
		//trap_R_RegisterShader( "gfx/effects/stunPass" );
		trap_FX_RegisterEffect( "stunBaton/flesh_impact" );

		if (weaponNum == WP_STUN_BATON)
		{
			trap_S_RegisterSound( "sound/weapons/baton/idle.wav" );
			weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/baton/fire.mp3" );
			weaponInfo->altFlashSound[0] = trap_S_RegisterSound( "sound/weapons/baton/fire.mp3" );
		}
		else
		{
			/*
			int j = 0;

			while (j < 4)
			{
				weaponInfo->flashSound[j] = trap_S_RegisterSound( va("sound/weapons/melee/swing%i", j+1) );
				weaponInfo->altFlashSound[j] = weaponInfo->flashSound[j];
				j++;
			}
			*/
			//No longer needed, animsound config plays them for us
		}
		break;
	case WP_SABER:
		MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
		weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/saber/saberhum1.wav" );
		weaponInfo->missileModel		= trap_R_RegisterModel( "models/weapons2/saber/saber_w.glm" );
		break;

	case WP_CONCUSSION:
		weaponInfo->selectSound			= trap_S_RegisterSound("sound/weapons/concussion/select.wav");

		weaponInfo->flashSound[0]		= NULL_SOUND;
		weaponInfo->firingSound			= NULL_SOUND;
		weaponInfo->chargeSound			= NULL_SOUND;
		weaponInfo->muzzleEffect		= trap_FX_RegisterEffect( "concussion/muzzle_flash" );
		weaponInfo->missileModel		= NULL_HANDLE;
		weaponInfo->missileSound		= NULL_SOUND;
		weaponInfo->missileDlight		= 0;
		//weaponInfo->missileDlightColor= {0,0,0};
		weaponInfo->missileHitSound		= NULL_SOUND;
		weaponInfo->missileTrailFunc	= FX_ConcussionProjectileThink;

		weaponInfo->altFlashSound[0]	= NULL_SOUND;
		weaponInfo->altFiringSound		= NULL_SOUND;
		weaponInfo->altChargeSound		= trap_S_RegisterSound( "sound/weapons/bryar/altcharge.wav");
		weaponInfo->altMuzzleEffect		= trap_FX_RegisterEffect( "concussion/altmuzzle_flash" );
		weaponInfo->altMissileModel		= NULL_HANDLE;
		weaponInfo->altMissileSound		= NULL_SOUND;
		weaponInfo->altMissileDlight	= 0;
		//weaponInfo->altMissileDlightColor= {0,0,0};
		weaponInfo->altMissileHitSound	= NULL_SOUND;
		weaponInfo->altMissileTrailFunc = FX_ConcussionProjectileThink;

		cgs.effects.disruptorAltMissEffect		= trap_FX_RegisterEffect( "disruptor/alt_miss" );

		cgs.effects.concussionShotEffect		= trap_FX_RegisterEffect( "concussion/shot" );
		cgs.effects.concussionImpactEffect		= trap_FX_RegisterEffect( "concussion/explosion" );
		trap_R_RegisterShader("gfx/effects/blueLine");
		trap_R_RegisterShader("gfx/misc/whiteline2");
		break;

	case WP_BRYAR_PISTOL:
	case WP_BRYAR_OLD:
		weaponInfo->selectSound			= trap_S_RegisterSound("sound/weapons/bryar/select.wav");

		weaponInfo->flashSound[0]		= trap_S_RegisterSound( "sound/weapons/bryar/fire.wav");
		weaponInfo->firingSound			= NULL_SOUND;
		weaponInfo->chargeSound			= NULL_SOUND;
		weaponInfo->muzzleEffect		= trap_FX_RegisterEffect( "bryar/muzzle_flash" );
		weaponInfo->missileModel		= NULL_HANDLE;
		weaponInfo->missileSound		= NULL_SOUND;
		weaponInfo->missileDlight		= 0;
		//weaponInfo->missileDlightColor= {0,0,0};
		weaponInfo->missileHitSound		= NULL_SOUND;
		weaponInfo->missileTrailFunc	= FX_BryarProjectileThink;

		weaponInfo->altFlashSound[0]	= trap_S_RegisterSound( "sound/weapons/bryar/alt_fire.wav");
		weaponInfo->altFiringSound		= NULL_SOUND;
		weaponInfo->altChargeSound		= trap_S_RegisterSound( "sound/weapons/bryar/altcharge.wav");
		weaponInfo->altMuzzleEffect		= trap_FX_RegisterEffect( "bryar/muzzle_flash" );
		weaponInfo->altMissileModel		= NULL_HANDLE;
		weaponInfo->altMissileSound		= NULL_SOUND;
		weaponInfo->altMissileDlight	= 0;
		//weaponInfo->altMissileDlightColor= {0,0,0};
		weaponInfo->altMissileHitSound	= NULL_SOUND;
		weaponInfo->altMissileTrailFunc = FX_BryarAltProjectileThink;

		cgs.effects.bryarShotEffect			= trap_FX_RegisterEffect( "bryar/shot" );
		cgs.effects.bryarPowerupShotEffect	= trap_FX_RegisterEffect( "bryar/crackleShot" );
		cgs.effects.bryarWallImpactEffect	= trap_FX_RegisterEffect( "bryar/wall_impact" );
		cgs.effects.bryarWallImpactEffect2	= trap_FX_RegisterEffect( "bryar/wall_impact2" );
		cgs.effects.bryarWallImpactEffect3	= trap_FX_RegisterEffect( "bryar/wall_impact3" );
		cgs.effects.bryarFleshImpactEffect	= trap_FX_RegisterEffect( "bryar/flesh_impact" );
		cgs.effects.bryarDroidImpactEffect	= trap_FX_RegisterEffect( "bryar/droid_impact" );

		cgs.media.bryarFrontFlash = trap_R_RegisterShader( "gfx/effects/bryarFrontFlash" );

		// Note these are temp shared effects
		trap_FX_RegisterEffect("blaster/wall_impact.efx");
		trap_FX_RegisterEffect("blaster/flesh_impact.efx");

		break;

	case WP_BLASTER:
	case WP_EMPLACED_GUN: //rww - just use the same as this for now..
		weaponInfo->selectSound			= trap_S_RegisterSound("sound/weapons/blaster/select.wav");

		weaponInfo->flashSound[0]		= trap_S_RegisterSound( "sound/weapons/blaster/fire.wav");
		weaponInfo->firingSound			= NULL_SOUND;
		weaponInfo->chargeSound			= NULL_SOUND;
		weaponInfo->muzzleEffect		= trap_FX_RegisterEffect( "blaster/muzzle_flash" );
		weaponInfo->missileModel		= NULL_HANDLE;
		weaponInfo->missileSound		= NULL_SOUND;
		weaponInfo->missileDlight		= 0;
//		weaponInfo->missileDlightColor	= {0,0,0};
		weaponInfo->missileHitSound		= NULL_SOUND;
		weaponInfo->missileTrailFunc	= FX_BlasterProjectileThink;

		weaponInfo->altFlashSound[0]	= trap_S_RegisterSound( "sound/weapons/blaster/alt_fire.wav");
		weaponInfo->altFiringSound		= NULL_SOUND;
		weaponInfo->altChargeSound		= NULL_SOUND;
		weaponInfo->altMuzzleEffect		= trap_FX_RegisterEffect( "blaster/muzzle_flash" );
		weaponInfo->altMissileModel		= NULL_HANDLE;
		weaponInfo->altMissileSound		= NULL_SOUND;
		weaponInfo->altMissileDlight	= 0;
//		weaponInfo->altMissileDlightColor= {0,0,0};
		weaponInfo->altMissileHitSound	= NULL_SOUND;
		weaponInfo->altMissileTrailFunc = FX_BlasterProjectileThink;

		trap_FX_RegisterEffect( "blaster/deflect" );
		cgs.effects.blasterShotEffect			= trap_FX_RegisterEffect( "blaster/shot" );
		cgs.effects.blasterWallImpactEffect		= trap_FX_RegisterEffect( "blaster/wall_impact" );
		cgs.effects.blasterFleshImpactEffect	= trap_FX_RegisterEffect( "blaster/flesh_impact" );
		cgs.effects.blasterDroidImpactEffect	= trap_FX_RegisterEffect( "blaster/droid_impact" );
		break;

	case WP_DISRUPTOR:
		weaponInfo->selectSound			= trap_S_RegisterSound("sound/weapons/disruptor/select.wav");

		weaponInfo->flashSound[0]		= trap_S_RegisterSound( "sound/weapons/disruptor/fire.wav");
		weaponInfo->firingSound			= NULL_SOUND;
		weaponInfo->chargeSound			= NULL_SOUND;
		weaponInfo->muzzleEffect		= trap_FX_RegisterEffect( "disruptor/muzzle_flash" );
		weaponInfo->missileModel		= NULL_HANDLE;
		weaponInfo->missileSound		= NULL_SOUND;
		weaponInfo->missileDlight		= 0;
//		weaponInfo->missileDlightColor	= {0,0,0};
		weaponInfo->missileHitSound		= NULL_SOUND;
		weaponInfo->missileTrailFunc	= 0;

		weaponInfo->altFlashSound[0]	= trap_S_RegisterSound( "sound/weapons/disruptor/alt_fire.wav");
		weaponInfo->altFiringSound		= NULL_SOUND;
		weaponInfo->altChargeSound		= trap_S_RegisterSound("sound/weapons/disruptor/altCharge.wav");
		weaponInfo->altMuzzleEffect		= trap_FX_RegisterEffect( "disruptor/muzzle_flash" );
		weaponInfo->altMissileModel		= NULL_HANDLE;
		weaponInfo->altMissileSound		= NULL_SOUND;
		weaponInfo->altMissileDlight	= 0;
//		weaponInfo->altMissileDlightColor= {0,0,0};
		weaponInfo->altMissileHitSound	= NULL_SOUND;
		weaponInfo->altMissileTrailFunc = 0;

		cgs.effects.disruptorRingsEffect		= trap_FX_RegisterEffect( "disruptor/rings" );
		cgs.effects.disruptorProjectileEffect	= trap_FX_RegisterEffect( "disruptor/shot" );
		cgs.effects.disruptorWallImpactEffect	= trap_FX_RegisterEffect( "disruptor/wall_impact" );
		cgs.effects.disruptorFleshImpactEffect	= trap_FX_RegisterEffect( "disruptor/flesh_impact" );
		cgs.effects.disruptorAltMissEffect		= trap_FX_RegisterEffect( "disruptor/alt_miss" );
		cgs.effects.disruptorAltHitEffect		= trap_FX_RegisterEffect( "disruptor/alt_hit" );

		trap_R_RegisterShader( "gfx/effects/redLine" );
		trap_R_RegisterShader( "gfx/misc/whiteline2" );
		trap_R_RegisterShader( "gfx/effects/smokeTrail" );

		trap_S_RegisterSound("sound/weapons/disruptor/zoomstart.wav");
		trap_S_RegisterSound("sound/weapons/disruptor/zoomend.wav");

		// Disruptor gun zoom interface
		cgs.media.disruptorMask			= trap_R_RegisterShader( "gfx/2d/cropCircle2");
		cgs.media.disruptorInsert		= trap_R_RegisterShader( "gfx/2d/cropCircle");
		cgs.media.disruptorLight		= trap_R_RegisterShader( "gfx/2d/cropCircleGlow" );
		cgs.media.disruptorInsertTick	= trap_R_RegisterShader( "gfx/2d/insertTick" );
		cgs.media.disruptorChargeShader	= trap_R_RegisterShaderNoMip("gfx/2d/crop_charge");

		cgs.media.disruptorZoomLoop		= trap_S_RegisterSound( "sound/weapons/disruptor/zoomloop.wav" );
		break;

	case WP_BOWCASTER:
		weaponInfo->selectSound			= trap_S_RegisterSound("sound/weapons/bowcaster/select.wav");

		weaponInfo->altFlashSound[0]		= trap_S_RegisterSound( "sound/weapons/bowcaster/fire.wav");
		weaponInfo->altFiringSound			= NULL_SOUND;
		weaponInfo->altChargeSound			= NULL_SOUND;
		weaponInfo->altMuzzleEffect		= trap_FX_RegisterEffect( "bowcaster/muzzle_flash" );
		weaponInfo->altMissileModel		= NULL_HANDLE;
		weaponInfo->altMissileSound		= NULL_SOUND;
		weaponInfo->altMissileDlight		= 0;
//		weaponInfo->altMissileDlightColor	= {0,0,0};
		weaponInfo->altMissileHitSound		= NULL_SOUND;
		weaponInfo->altMissileTrailFunc	= FX_BowcasterProjectileThink;

		weaponInfo->flashSound[0]	= trap_S_RegisterSound( "sound/weapons/bowcaster/fire.wav");
		weaponInfo->firingSound		= NULL_SOUND;
		weaponInfo->chargeSound		= trap_S_RegisterSound( "sound/weapons/bowcaster/altcharge.wav");
		weaponInfo->muzzleEffect		= trap_FX_RegisterEffect( "bowcaster/muzzle_flash" );
		weaponInfo->missileModel		= NULL_HANDLE;
		weaponInfo->missileSound		= NULL_SOUND;
		weaponInfo->missileDlight	= 0;
//		weaponInfo->missileDlightColor= {0,0,0};
		weaponInfo->missileHitSound	= NULL_SOUND;
		weaponInfo->missileTrailFunc = FX_BowcasterAltProjectileThink;

		cgs.effects.bowcasterShotEffect		= trap_FX_RegisterEffect( "bowcaster/shot" );
		cgs.effects.bowcasterImpactEffect	= trap_FX_RegisterEffect( "bowcaster/explosion" );

		trap_FX_RegisterEffect( "bowcaster/deflect" );

		cgs.media.greenFrontFlash = trap_R_RegisterShader( "gfx/effects/greenFrontFlash" );
		break;

	case WP_REPEATER:
		weaponInfo->selectSound			= trap_S_RegisterSound("sound/weapons/repeater/select.wav");

		weaponInfo->flashSound[0]		= trap_S_RegisterSound( "sound/weapons/repeater/fire.wav");
		weaponInfo->firingSound			= NULL_SOUND;
		weaponInfo->chargeSound			= NULL_SOUND;
		weaponInfo->muzzleEffect		= trap_FX_RegisterEffect( "repeater/muzzle_flash" );
		weaponInfo->missileModel		= NULL_HANDLE;
		weaponInfo->missileSound		= NULL_SOUND;
		weaponInfo->missileDlight		= 0;
//		weaponInfo->missileDlightColor	= {0,0,0};
		weaponInfo->missileHitSound		= NULL_SOUND;
		weaponInfo->missileTrailFunc	= FX_RepeaterProjectileThink;

		weaponInfo->altFlashSound[0]	= trap_S_RegisterSound( "sound/weapons/repeater/alt_fire.wav");
		weaponInfo->altFiringSound		= NULL_SOUND;
		weaponInfo->altChargeSound		= NULL_SOUND;
		weaponInfo->altMuzzleEffect		= trap_FX_RegisterEffect( "repeater/muzzle_flash" );
		weaponInfo->altMissileModel		= NULL_HANDLE;
		weaponInfo->altMissileSound		= NULL_SOUND;
		weaponInfo->altMissileDlight	= 0;
//		weaponInfo->altMissileDlightColor= {0,0,0};
		weaponInfo->altMissileHitSound	= NULL_SOUND;
		weaponInfo->altMissileTrailFunc = FX_RepeaterAltProjectileThink;

		cgs.effects.repeaterProjectileEffect	= trap_FX_RegisterEffect( "repeater/projectile" );
		cgs.effects.repeaterAltProjectileEffect	= trap_FX_RegisterEffect( "repeater/alt_projectile" );
		cgs.effects.repeaterWallImpactEffect	= trap_FX_RegisterEffect( "repeater/wall_impact" );
		cgs.effects.repeaterFleshImpactEffect	= trap_FX_RegisterEffect( "repeater/flesh_impact" );
		//cgs.effects.repeaterAltWallImpactEffect	= trap_FX_RegisterEffect( "repeater/alt_wall_impact" );
		cgs.effects.repeaterAltWallImpactEffect	= trap_FX_RegisterEffect( "repeater/concussion" );
		break;

	case WP_DEMP2:
		weaponInfo->selectSound			= trap_S_RegisterSound("sound/weapons/demp2/select.wav");

		weaponInfo->flashSound[0]		= trap_S_RegisterSound("sound/weapons/demp2/fire.wav");
		weaponInfo->firingSound			= NULL_SOUND;
		weaponInfo->chargeSound			= NULL_SOUND;
		weaponInfo->muzzleEffect		= trap_FX_RegisterEffect("demp2/muzzle_flash");
		weaponInfo->missileModel		= NULL_HANDLE;
		weaponInfo->missileSound		= NULL_SOUND;
		weaponInfo->missileDlight		= 0;
//		weaponInfo->missileDlightColor	= {0,0,0};
		weaponInfo->missileHitSound		= NULL_SOUND;
		weaponInfo->missileTrailFunc	= FX_DEMP2_ProjectileThink;

		weaponInfo->altFlashSound[0]	= trap_S_RegisterSound("sound/weapons/demp2/altfire.wav");
		weaponInfo->altFiringSound		= NULL_SOUND;
		weaponInfo->altChargeSound		= trap_S_RegisterSound("sound/weapons/demp2/altCharge.wav");
		weaponInfo->altMuzzleEffect		= trap_FX_RegisterEffect("demp2/muzzle_flash");
		weaponInfo->altMissileModel		= NULL_HANDLE;
		weaponInfo->altMissileSound		= NULL_SOUND;
		weaponInfo->altMissileDlight	= 0;
//		weaponInfo->altMissileDlightColor= {0,0,0};
		weaponInfo->altMissileHitSound	= NULL_SOUND;
		weaponInfo->altMissileTrailFunc = 0;

		cgs.effects.demp2ProjectileEffect		= trap_FX_RegisterEffect( "demp2/projectile" );
		cgs.effects.demp2WallImpactEffect		= trap_FX_RegisterEffect( "demp2/wall_impact" );
		cgs.effects.demp2FleshImpactEffect		= trap_FX_RegisterEffect( "demp2/flesh_impact" );

		cgs.media.demp2Shell = trap_R_RegisterModel( "models/items/sphere.md3" );
		cgs.media.demp2ShellShader = trap_R_RegisterShader( "gfx/effects/demp2shell" );

		cgs.media.lightningFlash = trap_R_RegisterShader("gfx/misc/lightningFlash");
		break;

	case WP_FLECHETTE:
		weaponInfo->selectSound			= trap_S_RegisterSound("sound/weapons/flechette/select.wav");

		weaponInfo->flashSound[0]		= trap_S_RegisterSound( "sound/weapons/flechette/fire.wav");
		weaponInfo->firingSound			= NULL_SOUND;
		weaponInfo->chargeSound			= NULL_SOUND;
		weaponInfo->muzzleEffect		= trap_FX_RegisterEffect( "flechette/muzzle_flash" );
		weaponInfo->missileModel		= trap_R_RegisterModel("models/weapons2/golan_arms/projectileMain.md3");
		weaponInfo->missileSound		= NULL_SOUND;
		weaponInfo->missileDlight		= 0;
//		weaponInfo->missileDlightColor	= {0,0,0};
		weaponInfo->missileHitSound		= NULL_SOUND;
		weaponInfo->missileTrailFunc	= FX_FlechetteProjectileThink;

		weaponInfo->altFlashSound[0]	= trap_S_RegisterSound( "sound/weapons/flechette/alt_fire.wav");
		weaponInfo->altFiringSound		= NULL_SOUND;
		weaponInfo->altChargeSound		= NULL_SOUND;
		weaponInfo->altMuzzleEffect		= trap_FX_RegisterEffect( "flechette/muzzle_flash" );
		weaponInfo->altMissileModel		= trap_R_RegisterModel( "models/weapons2/golan_arms/projectile.md3" );
		weaponInfo->altMissileSound		= NULL_SOUND;
		weaponInfo->altMissileDlight	= 0;
//		weaponInfo->altMissileDlightColor= {0,0,0};
		weaponInfo->altMissileHitSound	= NULL_SOUND;
		weaponInfo->altMissileTrailFunc = FX_FlechetteAltProjectileThink;

		cgs.effects.flechetteShotEffect			= trap_FX_RegisterEffect( "flechette/shot" );
		cgs.effects.flechetteAltShotEffect		= trap_FX_RegisterEffect( "flechette/alt_shot" );
		cgs.effects.flechetteWallImpactEffect	= trap_FX_RegisterEffect( "flechette/wall_impact" );
		cgs.effects.flechetteFleshImpactEffect	= trap_FX_RegisterEffect( "flechette/flesh_impact" );
		break;

	case WP_ROCKET_LAUNCHER:
		weaponInfo->selectSound			= trap_S_RegisterSound("sound/weapons/rocket/select.wav");

		weaponInfo->flashSound[0]		= trap_S_RegisterSound( "sound/weapons/rocket/fire.wav");
		weaponInfo->firingSound			= NULL_SOUND;
		weaponInfo->chargeSound			= NULL_SOUND;
		weaponInfo->muzzleEffect		= trap_FX_RegisterEffect( "rocket/muzzle_flash" ); //trap_FX_RegisterEffect( "rocket/muzzle_flash2" );
		//flash2 still looks crappy with the fx bolt stuff. Because the fx bolt stuff doesn't work entirely right.
		weaponInfo->missileModel		= trap_R_RegisterModel( "models/weapons2/merr_sonn/projectile.md3" );
		weaponInfo->missileSound		= trap_S_RegisterSound( "sound/weapons/rocket/missleloop.wav");
		weaponInfo->missileDlight		= 125;
		VectorSet(weaponInfo->missileDlightColor, 1.0, 1.0, 0.5);
		weaponInfo->missileHitSound		= NULL_SOUND;
		weaponInfo->missileTrailFunc	= FX_RocketProjectileThink;

		weaponInfo->altFlashSound[0]	= trap_S_RegisterSound( "sound/weapons/rocket/alt_fire.wav");
		weaponInfo->altFiringSound		= NULL_SOUND;
		weaponInfo->altChargeSound		= NULL_SOUND;
		weaponInfo->altMuzzleEffect		= trap_FX_RegisterEffect( "rocket/altmuzzle_flash" );
		weaponInfo->altMissileModel		= trap_R_RegisterModel( "models/weapons2/merr_sonn/projectile.md3" );
		weaponInfo->altMissileSound		= trap_S_RegisterSound( "sound/weapons/rocket/missleloop.wav");
		weaponInfo->altMissileDlight	= 125;
		VectorSet(weaponInfo->altMissileDlightColor, 1.0, 1.0, 0.5);
		weaponInfo->altMissileHitSound	= NULL_SOUND;
		weaponInfo->altMissileTrailFunc = FX_RocketAltProjectileThink;

		cgs.effects.rocketShotEffect			= trap_FX_RegisterEffect( "rocket/shot" );
		cgs.effects.rocketExplosionEffect		= trap_FX_RegisterEffect( "rocket/explosion" );
	
		trap_R_RegisterShaderNoMip( "gfx/2d/wedge" );
		trap_R_RegisterShaderNoMip( "gfx/2d/lock" );

		trap_S_RegisterSound( "sound/weapons/rocket/lock.wav" );
		trap_S_RegisterSound( "sound/weapons/rocket/tick.wav" );
		break;

	case WP_THERMAL:
		weaponInfo->selectSound			= trap_S_RegisterSound("sound/weapons/thermal/select.wav");

		weaponInfo->flashSound[0]		= trap_S_RegisterSound( "sound/weapons/thermal/fire.wav");
		weaponInfo->firingSound			= NULL_SOUND;
		weaponInfo->chargeSound			= trap_S_RegisterSound( "sound/weapons/thermal/charge.wav");
		weaponInfo->muzzleEffect		= NULL_FX;
		weaponInfo->missileModel		= trap_R_RegisterModel( "models/weapons2/thermal/thermal_proj.md3" );
		weaponInfo->missileSound		= NULL_SOUND;
		weaponInfo->missileDlight		= 0;
//		weaponInfo->missileDlightColor	= {0,0,0};
		weaponInfo->missileHitSound		= NULL_SOUND;
		weaponInfo->missileTrailFunc	= 0;

		weaponInfo->altFlashSound[0]	= trap_S_RegisterSound( "sound/weapons/thermal/fire.wav");
		weaponInfo->altFiringSound		= NULL_SOUND;
		weaponInfo->altChargeSound		= trap_S_RegisterSound( "sound/weapons/thermal/charge.wav");
		weaponInfo->altMuzzleEffect		= NULL_FX;
		weaponInfo->altMissileModel		= trap_R_RegisterModel( "models/weapons2/thermal/thermal_proj.md3" );
		weaponInfo->altMissileSound		= NULL_SOUND;
		weaponInfo->altMissileDlight	= 0;
//		weaponInfo->altMissileDlightColor= {0,0,0};
		weaponInfo->altMissileHitSound	= NULL_SOUND;
		weaponInfo->altMissileTrailFunc = 0;

		cgs.effects.thermalExplosionEffect		= trap_FX_RegisterEffect( "thermal/explosion" );
		cgs.effects.thermalShockwaveEffect		= trap_FX_RegisterEffect( "thermal/shockwave" );

		cgs.media.grenadeBounce1		= trap_S_RegisterSound( "sound/weapons/thermal/bounce1.wav" );
		cgs.media.grenadeBounce2		= trap_S_RegisterSound( "sound/weapons/thermal/bounce2.wav" );

		trap_S_RegisterSound( "sound/weapons/thermal/thermloop.wav" );
		trap_S_RegisterSound( "sound/weapons/thermal/warning.wav" );

		break;

	case WP_TRIP_MINE:
		weaponInfo->selectSound			= trap_S_RegisterSound("sound/weapons/detpack/select.wav");

		weaponInfo->flashSound[0]		= trap_S_RegisterSound( "sound/weapons/laser_trap/fire.wav");
		weaponInfo->firingSound			= NULL_SOUND;
		weaponInfo->chargeSound			= NULL_SOUND;
		weaponInfo->muzzleEffect		= NULL_FX;
		weaponInfo->missileModel		= 0;//trap_R_RegisterModel( "models/weapons2/laser_trap/laser_trap_w.md3" );
		weaponInfo->missileSound		= NULL_SOUND;
		weaponInfo->missileDlight		= 0;
//		weaponInfo->missileDlightColor	= {0,0,0};
		weaponInfo->missileHitSound		= NULL_SOUND;
		weaponInfo->missileTrailFunc	= 0;

		weaponInfo->altFlashSound[0]	= trap_S_RegisterSound( "sound/weapons/laser_trap/fire.wav");
		weaponInfo->altFiringSound		= NULL_SOUND;
		weaponInfo->altChargeSound		= NULL_SOUND;
		weaponInfo->altMuzzleEffect		= NULL_FX;
		weaponInfo->altMissileModel		= 0;//trap_R_RegisterModel( "models/weapons2/laser_trap/laser_trap_w.md3" );
		weaponInfo->altMissileSound		= NULL_SOUND;
		weaponInfo->altMissileDlight	= 0;
//		weaponInfo->altMissileDlightColor= {0,0,0};
		weaponInfo->altMissileHitSound	= NULL_SOUND;
		weaponInfo->altMissileTrailFunc = 0;

		cgs.effects.tripmineLaserFX = trap_FX_RegisterEffect("tripMine/laserMP.efx");
		cgs.effects.tripmineGlowFX = trap_FX_RegisterEffect("tripMine/glowbit.efx");

		trap_FX_RegisterEffect( "tripMine/explosion" );
		// NOTENOTE temp stuff
		trap_S_RegisterSound( "sound/weapons/laser_trap/stick.wav" );
		trap_S_RegisterSound( "sound/weapons/laser_trap/warning.wav" );
		break;

	case WP_DET_PACK:
		weaponInfo->selectSound			= trap_S_RegisterSound("sound/weapons/detpack/select.wav");

		weaponInfo->flashSound[0]		= trap_S_RegisterSound( "sound/weapons/detpack/fire.wav");
		weaponInfo->firingSound			= NULL_SOUND;
		weaponInfo->chargeSound			= NULL_SOUND;
		weaponInfo->muzzleEffect		= NULL_FX;
		weaponInfo->missileModel		= trap_R_RegisterModel( "models/weapons2/detpack/det_pack.md3" );
		weaponInfo->missileSound		= NULL_SOUND;
		weaponInfo->missileDlight		= 0;
//		weaponInfo->missileDlightColor	= {0,0,0};
		weaponInfo->missileHitSound		= NULL_SOUND;
		weaponInfo->missileTrailFunc	= 0;

		weaponInfo->altFlashSound[0]	= trap_S_RegisterSound( "sound/weapons/detpack/fire.wav");
		weaponInfo->altFiringSound		= NULL_SOUND;
		weaponInfo->altChargeSound		= NULL_SOUND;
		weaponInfo->altMuzzleEffect		= NULL_FX;
		weaponInfo->altMissileModel		= trap_R_RegisterModel( "models/weapons2/detpack/det_pack.md3" );
		weaponInfo->altMissileSound		= NULL_SOUND;
		weaponInfo->altMissileDlight	= 0;
//		weaponInfo->altMissileDlightColor= {0,0,0};
		weaponInfo->altMissileHitSound	= NULL_SOUND;
		weaponInfo->altMissileTrailFunc = 0;

		trap_R_RegisterModel( "models/weapons2/detpack/det_pack.md3" );
		trap_S_RegisterSound( "sound/weapons/detpack/stick.wav" );
		trap_S_RegisterSound( "sound/weapons/detpack/warning.wav" );
		trap_S_RegisterSound( "sound/weapons/explosions/explode5.wav" );
		break;
	case WP_TURRET:
		weaponInfo->flashSound[0]		= NULL_SOUND;
		weaponInfo->firingSound			= NULL_SOUND;
		weaponInfo->chargeSound			= NULL_SOUND;
		weaponInfo->muzzleEffect		= NULL_HANDLE;
		weaponInfo->missileModel		= NULL_HANDLE;
		weaponInfo->missileSound		= NULL_SOUND;
		weaponInfo->missileDlight		= 0;
		weaponInfo->missileHitSound		= NULL_SOUND;
		weaponInfo->missileTrailFunc	= FX_TurretProjectileThink;

		trap_FX_RegisterEffect("effects/blaster/wall_impact.efx");
		trap_FX_RegisterEffect("effects/blaster/flesh_impact.efx");
		break;

	 default:
		MAKERGB( weaponInfo->flashDlightColor, 1, 1, 1 );
		weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/rocket/rocklf1a.wav" );
		break;
	}
}
예제 #17
0
파일: cg_demos.c 프로젝트: entdark/q3mme
void CG_DemosDrawActiveFrame( int serverTime, stereoFrame_t stereoView ) {
	int deltaTime;
	qboolean hadSkip;
	qboolean captureFrame;
	float captureFPS;
	float frameSpeed;
	int blurTotal, blurIndex;
	float blurFraction;
	float stereoSep = CG_Cvar_Get( "r_stereoSeparation" );

	int inwater, entityNum;

	if (!demo.initDone) {
		if ( !cg.snap ) {
			demoProcessSnapShots( qtrue );
		}
		if ( !cg.snap ) {
			CG_Error( "No Initial demo snapshot found" );
		}
		demoPlaybackInit();
	}

	cg.demoPlayback = 2;
	
	// update cvars
	CG_UpdateCvars();

	// if we are only updating the screen as a loading
	// pacifier, don't even try to read snapshots
	if ( cg.loading ) {
		CG_DrawInformation();
		return;
	}

	captureFrame = demo.capture.active && !demo.play.paused;
	if ( captureFrame ) {
		trap_MME_BlurInfo( &blurTotal, &blurIndex );
		captureFPS = mov_captureFPS.value;
		if ( blurTotal > 0) {
			captureFPS *= blurTotal;
			blurFraction = blurIndex / (float)blurTotal;
		} else {
			blurFraction = 0;
		}
	} else {
	}

	/* Forward the demo */
	deltaTime = serverTime - demo.serverTime;
	if (deltaTime > 50)
		deltaTime = 50;
	demo.serverTime = serverTime;
	demo.serverDeltaTime = 0.001 * deltaTime;
	cg.oldTime = cg.time;
	cg.oldTimeFraction = cg.timeFraction;

	if (demo.play.time < 0) {
		demo.play.time = demo.play.fraction = 0;
	}

	demo.play.oldTime = demo.play.time;


	/* Handle the music */
	if ( demo.play.paused ) {
		if ( lastMusicStart >= 0)
			demoSynchMusic( -1, 0 ); 
	} else {
		int musicStart = (demo.play.time - mov_musicStart.value * 1000 );
		if ( musicStart <= 0 ) {
			if (lastMusicStart >= 0 )
				demoSynchMusic( -1, 0 );
		} else {
			if ( demo.play.time != demo.play.lastTime || lastMusicStart < 0)
				demoSynchMusic( musicStart, 0 );
		}
	}
	/* forward the time a bit till the moment of capture */
	if ( captureFrame && demo.capture.locked && demo.play.time < demo.capture.start ) {
		int left = demo.capture.start - demo.play.time;
		if ( left > 2000) {
			left -= 1000;
			captureFrame = qfalse;
		} else if (left > 5) {
			captureFrame = qfalse;
			left = 5;
		}
		demo.play.time += left;
	} else if ( captureFrame && demo.loop.total && blurTotal ) {
		float loopFraction = demo.loop.index / (float)demo.loop.total;
		demo.play.time = demo.loop.start;
		demo.play.fraction = demo.loop.range * loopFraction;
		demo.play.time += (int)demo.play.fraction;
		demo.play.fraction -= (int)demo.play.fraction;
	} else if (captureFrame) {
		float frameDelay = 1000.0f / captureFPS;
		demo.play.fraction += frameDelay * demo.play.speed;
		demo.play.time += (int)demo.play.fraction;
		demo.play.fraction -= (int)demo.play.fraction;
	} else if ( demo.find ) {
		demo.play.time = demo.play.oldTime + 20;
		demo.play.fraction = 0;
		if ( demo.play.paused )
			demo.find = findNone;
	} else if (!demo.play.paused) {
		float delta = demo.play.fraction + deltaTime * demo.play.speed;
		demo.play.time += (int)delta;
		demo.play.fraction = delta - (int)delta;
	}

	demo.play.lastTime = demo.play.time;

	if ( demo.loop.total && captureFrame && blurTotal ) {
		//Delay till we hit the right part at the start
		int time;
		float timeFraction;
		if ( demo.loop.lineDelay && !blurIndex ) {
			time = demo.loop.start - demo.loop.lineDelay;
			timeFraction = 0;
			if ( demo.loop.lineDelay > 8 )
				demo.loop.lineDelay -= 8;
			else
				demo.loop.lineDelay = 0;
			captureFrame = qfalse;
		} else {
			if ( blurIndex == blurTotal - 1 ) {
				//We'll restart back to the start again
				demo.loop.lineDelay = 2000;
				if ( ++demo.loop.index >= demo.loop.total ) {
					demo.loop.total = 0;
				}
			}
			time = demo.loop.start;
			timeFraction = demo.loop.range * blurFraction;
		}
		time += (int)timeFraction;
		timeFraction -= (int)timeFraction;
		lineAt( time, timeFraction, &demo.line.time, &cg.timeFraction, &frameSpeed );
	} else {
		lineAt( demo.play.time, demo.play.fraction, &demo.line.time, &cg.timeFraction, &frameSpeed );
	}
	/* Set the correct time */
	cg.time = trap_MME_SeekTime( demo.line.time );
	/* cg.time is shifted ahead a bit to correct some issues.. */
	frameSpeed *= demo.play.speed;

	cg.frametime = (cg.time - cg.oldTime) + (cg.timeFraction - cg.oldTimeFraction);
	if (cg.frametime < 0) {
		int i;
		cg.frametime = 0;
		hadSkip = qtrue;
		cg.oldTime = cg.time;
		cg.oldTimeFraction = cg.timeFraction;
		CG_InitLocalEntities();
		CG_InitMarkPolys();
		CG_ClearParticles ();
		trap_FX_Reset( );
		trap_R_DecalReset();

		cg.centerPrintTime = 0;
        cg.damageTime = 0;
		cg.powerupTime = 0;
		cg.rewardTime = 0;
		cg.scoreFadeTime = 0;
		cg.lastKillTime = 0;
		cg.attackerTime = 0;
		cg.soundTime = 0;
		cg.itemPickupTime = 0;
		cg.itemPickupBlendTime = 0;
		cg.weaponSelectTime = 0;
		cg.headEndTime = 0;
		cg.headStartTime = 0;
		cg.v_dmg_time = 0;

		cg.rewardCount[0] = 0;
		cg.rewardStack = 0;
		cg.rewardTime = 0;

		trap_S_ClearLoopingSounds(qtrue);
		
		for (i = 0; i < MAX_CHATBOX_ITEMS; i++)
			cg.chatItems[i].time = 0;
	} else if (cg.frametime > 100) {
		hadSkip = qtrue;
	} else {
		hadSkip = qfalse;
	}
	/* Make sure the random seed is the same each time we hit this frame */
	srand( (cg.time % 10000000) + cg.timeFraction * 1000);
	/* Prepare to render the screen */		
	trap_S_ClearLoopingSounds(qfalse);
	trap_R_ClearScene();
	/* Update demo related information */
	trap_SetUserCmdValue( cg.weaponSelect, 1 );
	demoProcessSnapShots( hadSkip );
	if ( !cg.snap ) {
		CG_DrawInformation();
		return;
	}
	CG_PreparePacketEntities( );
	CG_DemosUpdatePlayer( );
	chaseUpdate( demo.play.time, demo.play.fraction );
	cameraUpdate( demo.play.time, demo.play.fraction );
	dofUpdate( demo.play.time, demo.play.fraction );
	demoEffectUpdate( demo.play.time, demo.play.fraction );
	cg.clientFrame++;
	// update cg.predictedPlayerState
	CG_InterpolatePlayerState( qfalse );
	BG_PlayerStateToEntityState( &cg.predictedPlayerState, &cg.predictedPlayerEntity.currentState, qfalse );
	if ( cg.cpma.detected ) {
		if ( cg.predictedPlayerState.pm_type >= 4 )
			cg.predictedPlayerEntity.currentState.eType = ET_INVISIBLE;
	}
	cg.predictedPlayerEntity.currentValid = qtrue;
	VectorCopy( cg.predictedPlayerEntity.currentState.pos.trBase, cg.predictedPlayerEntity.lerpOrigin );
	VectorCopy( cg.predictedPlayerEntity.currentState.apos.trBase, cg.predictedPlayerEntity.lerpAngles );

	inwater = demoSetupView();

	CG_TileClear();
	trap_FX_Begin( cg.time, cg.timeFraction );

	scriptRun( hadSkip );
	CG_AddPacketEntities();
	CG_AddMarks();
	CG_AddParticles ();
	CG_AddLocalEntities();
	
	if ( cg.playerCent == &cg.predictedPlayerEntity ) {
		// warning sounds when powerup is wearing off
		CG_PowerupTimerSounds();
		CG_AddViewWeapon( &cg.predictedPlayerState  );
	} else if ( cg.playerCent && cg.playerCent->currentState.number < MAX_CLIENTS )  {
		CG_AddViewWeaponDirect( cg.playerCent );
	}
	trap_S_UpdateEntityPosition(ENTITYNUM_NONE, cg.refdef.vieworg);
	CG_PlayBufferedSounds();
	CG_PlayBufferedVoiceChats();
		
	cg.refdef.time = cg.time;
	memcpy( cg.refdef.areamask, cg.snap->areamask, sizeof( cg.refdef.areamask ) );
	/* Render some extra demo related stuff */
	if (!captureFrame) {
		switch (demo.editType) {
		case editCamera:
			cameraDraw( demo.play.time, demo.play.fraction );
			break;
		case editChase:
			chaseDraw( demo.play.time, demo.play.fraction );
			break;
		case editDof:
			dofDraw( demo.play.time, demo.play.fraction );
			break;
		case editEffect:
			demoEffectDraw( demo.play.time, demo.play.fraction );
			break;
		}
		/* Add bounding boxes for easy aiming */
		if ( demo.editType && ( demo.cmd.buttons & BUTTON_ATTACK) && ( demo.cmd.buttons & BUTTON_AFFIRMATIVE)  ) {
			int i;
			centity_t *targetCent;
			for (i = 0;i<MAX_GENTITIES;i++) {
	            targetCent = demoTargetEntity( i );
				if (targetCent) {
					vec3_t container, traceStart, traceImpact, forward;
					const float *color;

					demoCentityBoxSize( targetCent, container );
					VectorSubtract( demo.viewOrigin, targetCent->lerpOrigin, traceStart );
					AngleVectors( demo.viewAngles, forward, 0, 0 );
					if (BoxTraceImpact( traceStart, forward, container, traceImpact )) {
						color = colorRed;
					} else {
						color = colorYellow;
					}
					demoDrawBox( targetCent->lerpOrigin, container, color );
				}
			}

		}
		if ( mov_gridStep.value > 0 && mov_gridRange.value > 0) {
			vec4_t color;
			vec3_t offset;
			qhandle_t shader = trap_R_RegisterShader( "mme/gridline" );
			color[0] = color[1] = color[2] = 1;
			color[3] = 0;
			offset[0] = offset[1] = offset[2] = 0;
			Q_parseColor( mov_gridColor.string, ospColors, color );
			demoDrawGrid( demo.viewOrigin, color, offset, mov_gridWidth.value, mov_gridStep.value, mov_gridRange.value, shader );
		}
	}
	
	if (frameSpeed > 5)
		frameSpeed = 5;

	trap_S_UpdateScale( frameSpeed );
	if (cg.playerCent && cg.predictedPlayerState.pm_type == PM_INTERMISSION) {
		entityNum = cg.snap->ps.clientNum;
	} else if (cg.playerCent) {
		entityNum = cg.playerCent->currentState.number;
	} else {
		entityNum = ENTITYNUM_NONE;
	}
	trap_S_Respatialize( entityNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater);

	trap_FX_End();
	if (captureFrame && stereoSep > 0.0f)
		trap_Cvar_Set("r_stereoSeparation", va("%f", -stereoSep));
	trap_MME_TimeFraction(cg.timeFraction);
	trap_R_RenderScene( &cg.refdef );

	if ( demo.viewType == viewChase && cg.playerCent && ( cg.playerCent->currentState.number < MAX_CLIENTS ) )
		CG_Draw2D();
	
//	CG_DrawSmallString( 0, 0, va( "height %d", cg.playerCent->pe.viewHeight ), 1 );

	if (captureFrame) {
		char fileName[MAX_OSPATH];
		Com_sprintf( fileName, sizeof( fileName ), "capture/%s/%s", mme_demoFileName.string, mov_captureName.string );
		trap_MME_Capture( fileName, captureFPS, demo.viewFocus, demo.viewRadius );
		if ( mov_captureCamera.integer )
			demoAddViewPos( fileName, demo.viewOrigin, demo.viewAngles, demo.viewFov );
	} else {
		if (demo.editType && !cg.playerCent)
			demoDrawCrosshair();
		hudDraw();
		if (demo.editType) {
			demoDrawProgress(trap_MME_ProgressTime());
		}
	}
//checkCaptureEnd:
	if ( demo.capture.active && demo.capture.locked && demo.play.time > demo.capture.end  ) {
		Com_Printf( "Capturing ended\n" );
		if (demo.autoLoad) {
			trap_SendConsoleCommand( "disconnect\n" );
		} 
		demo.capture.active = qfalse;
	}
}
예제 #18
0
static void WM_DrawClientScore_Small( int x, int y, score_t *score, float *color, float fade ) {
	int maxchars, offset;
	float tempx;
	vec4_t hcolor;
	clientInfo_t *ci;

	if ( y + SMALLCHAR_HEIGHT >= 470 )
		return;

	ci = &cgs.clientinfo[score->client];

	if ( score->client == cg.snap->ps.clientNum ) {
		tempx = x;

		hcolor[3] = fade * 0.3;
		VectorSet( hcolor, .5f, .5f, .2f );			// DARK-RED

		CG_FillRect( tempx, y + 1, INFO_PLAYER_WIDTH - INFO_BORDER, MINICHAR_HEIGHT - 1, hcolor );
		tempx += INFO_PLAYER_WIDTH;

		if ( ci->team == TEAM_SPECTATOR ) {
			int width;
			width = INFO_CLASS_WIDTH + INFO_SCORE_WIDTH + INFO_LATENCY_WIDTH;

			CG_FillRect( tempx, y + 1, width - INFO_BORDER, MINICHAR_HEIGHT - 1, hcolor );
			tempx += width;
		} else {
			CG_FillRect( tempx, y + 1, INFO_CLASS_WIDTH - INFO_BORDER, MINICHAR_HEIGHT - 1, hcolor );
			tempx += INFO_CLASS_WIDTH;

			if( cg_gameType.integer == GT_WOLF_LMS ) {
				CG_FillRect( tempx, y + 1, INFO_SCORE_WIDTH - INFO_BORDER, MINICHAR_HEIGHT - 1, hcolor );
				tempx += INFO_SCORE_WIDTH;
			} else {
				CG_FillRect( tempx, y + 1, INFO_XP_WIDTH - INFO_BORDER, MINICHAR_HEIGHT - 1, hcolor );
				tempx += INFO_XP_WIDTH;				
			}

			CG_FillRect( tempx, y + 1, INFO_LATENCY_WIDTH - INFO_BORDER, MINICHAR_HEIGHT - 1, hcolor );
			tempx += INFO_LATENCY_WIDTH;

			if( cg_gameType.integer != GT_WOLF_LMS ) {
				CG_FillRect( tempx, y + 1, INFO_LIVES_WIDTH - INFO_BORDER, MINICHAR_HEIGHT - 1, hcolor );
				tempx += INFO_LIVES_WIDTH;
			}
		}
	}

	tempx = x;

	// DHM - Nerve
	VectorSet( hcolor, 1, 1, 1 );
	hcolor[3] = fade;

	maxchars = 17;
	offset = 0;

	if ( ci->team != TEAM_SPECTATOR ) {
		if ( ci->powerups & ( (1 << PW_REDFLAG) | (1 << PW_BLUEFLAG) ) ) {
			CG_DrawPic( tempx-2, y-4, 20, 20, trap_R_RegisterShader( "models/multiplayer/treasure/treasure" ) );
			offset += 14;
			tempx += 14;
			maxchars -= 2;
		}

		// draw the skull icon if out of lives
		if ( score->respawnsLeft == -2 || ( cgs.clientinfo[cg.clientNum].team != TEAM_SPECTATOR && ci->team == cgs.clientinfo[cg.clientNum].team && cgs.clientinfo[score->client].health == -1 ) ) {
			CG_DrawPic( tempx, y, 12, 12, cgs.media.scoreEliminatedShader );
			offset += 14;
			tempx += 14;
			maxchars -= 2;
		} else if( cgs.clientinfo[cg.clientNum].team != TEAM_SPECTATOR && ci->team == cgs.clientinfo[cg.clientNum].team && cgs.clientinfo[score->client].health == 0 ) {
			CG_DrawPic( tempx + 1, y + 1, 10, 10, cgs.media.medicIcon );
			offset += 14;
			tempx += 14;
			maxchars -= 2;
		}
	}

	// draw name
	CG_DrawStringExt( tempx, y, ci->name, hcolor, qfalse, qfalse, MINICHAR_WIDTH, MINICHAR_HEIGHT, maxchars );
	tempx += INFO_PLAYER_WIDTH - offset;
	// dhm - nerve

	if ( ci->team == TEAM_SPECTATOR ) {
		const char *s;
		int w, totalwidth;

		totalwidth = INFO_CLASS_WIDTH + INFO_SCORE_WIDTH + INFO_LATENCY_WIDTH - 8;

		s = CG_TranslateString( "^3SPECTATOR" );
		w = CG_DrawStrlen( s ) * MINICHAR_WIDTH;

		CG_DrawSmallString( tempx + totalwidth - w, y, s, fade );
		return;
	}
	else if ( cg.snap->ps.persistant[PERS_TEAM] == ci->team ) {
		CG_DrawStringExt(	tempx, y, CG_TranslateString( BG_ShortClassnameForNumber( score->playerClass ) ), hcolor, qfalse, qfalse, MINICHAR_WIDTH, MINICHAR_HEIGHT, 0 );
//		CG_DrawSmallString( tempx, y, CG_TranslateString( s ), fade );
	}
	tempx += INFO_CLASS_WIDTH;

	CG_DrawStringExt( tempx, y, va( "%3i", score->score ), hcolor, qfalse, qfalse, MINICHAR_WIDTH, MINICHAR_HEIGHT, 0 );
	if( cg_gameType.integer == GT_WOLF_LMS ) {
		tempx += INFO_SCORE_WIDTH;
	} else {
		tempx += INFO_XP_WIDTH;
	}

	CG_DrawStringExt( tempx, y, va( "%4i", score->ping ), hcolor, qfalse, qfalse, MINICHAR_WIDTH, MINICHAR_HEIGHT, 0 );
	tempx += INFO_LATENCY_WIDTH;

	if( cg_gameType.integer != GT_WOLF_LMS ) {
		if( score->respawnsLeft >= 0 ) {
			CG_DrawStringExt( tempx, y, va( "%2i", score->respawnsLeft ), hcolor, qfalse, qfalse, MINICHAR_WIDTH, MINICHAR_HEIGHT, 0 );
		} else {
			CG_DrawStringExt( tempx, y, va( " -", score->respawnsLeft ), hcolor, qfalse, qfalse, MINICHAR_WIDTH, MINICHAR_HEIGHT, 0 );
		}
		tempx += INFO_LIVES_WIDTH;
	}
}
예제 #19
0
/*
================
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();
	}
	else if ( num == CS_SERVERINFO )
	{
		CG_ParseServerinfo();
	}
	else if ( num == CS_WARMUP )
	{
		CG_ParseWarmup();
	}
	else if ( num == CS_ALIEN_STAGES )
	{
		stage_t oldAlienStage = cgs.alienStage;

		if ( str[ 0 ] )
		{
			sscanf( str, "%d %d %d", &cgs.alienStage, &cgs.alienCredits,
			        &cgs.alienNextStageThreshold );

			if ( cgs.alienStage != oldAlienStage )
			{
				CG_AnnounceAlienStageTransition( oldAlienStage, cgs.alienStage );
			}
		}
		else
		{
			cgs.alienStage = cgs.alienCredits = cgs.alienNextStageThreshold = 0;
		}
	}
	else if ( num == CS_HUMAN_STAGES )
	{
		stage_t oldHumanStage = cgs.humanStage;

		if ( str[ 0 ] )
		{
			sscanf( str, "%d %d %d", &cgs.humanStage, &cgs.humanCredits,
			        &cgs.humanNextStageThreshold );

			if ( cgs.humanStage != oldHumanStage )
			{
				CG_AnnounceHumanStageTransition( oldHumanStage, cgs.humanStage );
			}
		}
		else
		{
			cgs.humanStage = cgs.humanCredits = cgs.humanNextStageThreshold = 0;
		}
	}
	else if ( num == CS_LEVEL_START_TIME )
	{
		cgs.levelStartTime = atoi( str );
	}
	else if ( num >= CS_VOTE_TIME && num < CS_VOTE_TIME + NUM_TEAMS )
	{
		cgs.voteTime[ num - CS_VOTE_TIME ] = atoi( str );
		cgs.voteModified[ num - CS_VOTE_TIME ] = qtrue;

		if ( num - CS_VOTE_TIME == TEAM_NONE )
		{
			trap_Cvar_Set( "ui_voteActive", cgs.voteTime[ TEAM_NONE ] ? "1" : "0" );
		}
		else if ( num - CS_VOTE_TIME == TEAM_ALIENS )
		{
			trap_Cvar_Set( "ui_alienTeamVoteActive",
			               cgs.voteTime[ TEAM_ALIENS ] ? "1" : "0" );
		}
		else if ( num - CS_VOTE_TIME == TEAM_HUMANS )
		{
			trap_Cvar_Set( "ui_humanTeamVoteActive",
			               cgs.voteTime[ TEAM_HUMANS ] ? "1" : "0" );
		}
	}
	else if ( num >= CS_VOTE_YES && num < CS_VOTE_YES + NUM_TEAMS )
	{
		cgs.voteYes[ num - CS_VOTE_YES ] = atoi( str );
		cgs.voteModified[ num - CS_VOTE_YES ] = qtrue;
	}
	else if ( num >= CS_VOTE_NO && num < CS_VOTE_NO + NUM_TEAMS )
	{
		cgs.voteNo[ num - CS_VOTE_NO ] = atoi( str );
		cgs.voteModified[ num - CS_VOTE_NO ] = qtrue;
	}
	else if ( num >= CS_VOTE_STRING && num < CS_VOTE_STRING + NUM_TEAMS )
	{
		Q_strncpyz( cgs.voteString[ num - CS_VOTE_STRING ], str,
		            sizeof( cgs.voteString[ num - CS_VOTE_STRING ] ) );
	}
	else if ( num >= CS_VOTE_CALLER && num < CS_VOTE_CALLER + NUM_TEAMS )
	{
		Q_strncpyz( cgs.voteCaller[ num - CS_VOTE_CALLER ], str,
		            sizeof( cgs.voteCaller[ num - CS_VOTE_CALLER ] ) );
	}
	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 );
	}
	else if ( num >= CS_SHADERS && num < CS_SHADERS + MAX_GAME_SHADERS )
	{
		cgs.gameShaders[ num - CS_SHADERS ] = trap_R_RegisterShader( str );
	}
	else if ( num >= CS_PARTICLE_SYSTEMS && num < CS_PARTICLE_SYSTEMS + MAX_GAME_PARTICLE_SYSTEMS )
	{
		cgs.gameParticleSystems[ num - CS_PARTICLE_SYSTEMS ] = CG_RegisterParticleSystem( ( char * ) str );
	}
	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, qfalse );
		}
	}
	else if ( num >= CS_PLAYERS && num < CS_PLAYERS + MAX_CLIENTS )
	{
		CG_NewClientInfo( num - CS_PLAYERS );
		CG_BuildSpectatorString();
	}
	else if ( num == CS_WINNER )
	{
		trap_Cvar_Set( "ui_winner", str );
	}
	else if ( num == CS_SHADERSTATE )
	{
		CG_ShaderStateChanged();
	}
}
예제 #20
0
파일: cg_demos.c 프로젝트: entdark/q3mme
void demoPlaybackInit(void) {
	char projectFile[MAX_OSPATH];

	demo.length = trap_MME_DemoLength();
	demo.initDone = qtrue;
	demo.autoLoad = qfalse;
	demo.play.time = 0;
	demo.play.lastTime = 0;
	demo.play.fraction = 0;
	demo.play.speed = 1.0;
	demo.play.paused = 0;

	demo.move.acceleration = 8;
	demo.move.friction = 8;
	demo.move.speed = 400;
	
	demo.line.locked = qfalse;
	demo.line.offset = 0;
	demo.line.speed = 1.0f;
	demo.line.points = 0;

	demo.loop.total = 0;

	demo.editType = editCamera;
	demo.viewType = viewChase;

	demo.camera.flags = CAM_ORIGIN | CAM_ANGLES;

	VectorClear( demo.chase.origin );
	VectorClear( demo.chase.angles );
	VectorClear( demo.chase.velocity );
	
	demo.chase.distance = 0;
	demo.chase.locked = qfalse;
	demo.chase.target = -1;
	
	demo.dof.focus = 256.0f;
	demo.dof.radius = 5.0f;
	demo.dof.target = -1;

	demo.camera.target = -1;
	demo.camera.fov = 0;
	demo.camera.smoothPos = posBezier;
	demo.camera.smoothAngles = angleQuat;

	hudInitTables();
	demoSynchMusic( -1, 0 );

	demo.media.additiveWhiteShader = trap_R_RegisterShader( "mme_additiveWhite" );
	demo.media.mouseCursor = trap_R_RegisterShaderNoMip( "menu/art/3_cursor2" );
	demo.media.switchOn = trap_R_RegisterShaderNoMip( "menu/art/switch_on" );
	demo.media.switchOff = trap_R_RegisterShaderNoMip( "menu/art/switch_off" );

	trap_AddCommand("camera");
	trap_AddCommand("edit");
	trap_AddCommand("view");
	trap_AddCommand("chase");
	trap_AddCommand("dof");
	trap_AddCommand("speed");
	trap_AddCommand("pause");
	trap_AddCommand("seek");
	trap_AddCommand("demoSeek");
	trap_AddCommand("find");
	trap_AddCommand("capture");
	trap_AddCommand("hudInit");
	trap_AddCommand("hudToggle");
	trap_AddCommand("line");
	trap_AddCommand("save");
	trap_AddCommand("load");
	trap_AddCommand("effect");
	trap_AddCommand("+seek");
	trap_AddCommand("-seek");
	trap_AddCommand("-seek");
	trap_AddCommand("musicPlay");
	trap_AddCommand("cut");

	trap_SendConsoleCommand("exec mme.cfg\n");
	trap_SendConsoleCommand("exec mmedemos.cfg\n");
	trap_Cvar_Set( "mov_captureName", "" );
	trap_Cvar_VariableStringBuffer( "mme_demoStartProject", projectFile, sizeof( projectFile ));
	if (projectFile[0]) {
		trap_Cvar_Set( "mme_demoStartProject", "" );
		demo.autoLoad = demoProjectLoad( projectFile );
		if (demo.autoLoad) {
			if (!demo.capture.start && !demo.capture.end) {
				trap_Error( "Loaded project file with empty capture range\n");
			}
			/* Check if the project had a cvar for the name else use project */
			if (!mov_captureName.string[0]) {
				trap_Cvar_Set( "mov_captureName", projectFile );
				trap_Cvar_Update( &mov_captureName );
			}
			trap_SendConsoleCommand("exec mmelist.cfg\n");
			demo.play.time = demo.capture.start - 1000;
			demo.capture.locked = qtrue;
			demo.capture.active = qtrue;
		} else {
			trap_Error( va("Couldn't load project %s\n", projectFile ));
		}
	}
}
예제 #21
0
파일: cg_main.c 프로젝트: wombat23/omoh2
/*
=================
CG_Init

Called after every level change or subsystem restart
Will perform callbacks to make the loading info screen update.
=================
*/
void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ) {
	const char	*s;

	// clear everything
	memset( &cgs, 0, sizeof( cgs ) );
	memset( &cg, 0, sizeof( cg ) );
	memset( cg_entities, 0, sizeof(cg_entities) );
	memset( cg_weapons, 0, sizeof(cg_weapons) );
	memset( cg_items, 0, sizeof(cg_items) );

	cg.clientNum = clientNum;

	cgs.processedSnapshotNum = serverMessageNum;
	cgs.serverCommandSequence = serverCommandSequence;

	// load a few needed things before we do any screen updates
	cgs.media.charsetShader		= trap_R_RegisterShader( "gfx/2d/bigchars" );
	cgs.media.whiteShader		= trap_R_RegisterShader( "white" );
	cgs.media.charsetProp		= trap_R_RegisterShaderNoMip( "menu/art/font1_prop.tga" );
	cgs.media.charsetPropGlow	= trap_R_RegisterShaderNoMip( "menu/art/font1_prop_glo.tga" );
	cgs.media.charsetPropB		= trap_R_RegisterShaderNoMip( "menu/art/font2_prop.tga" );

	CG_RegisterCvars();

	CG_InitConsoleCommands();

	cg.weaponSelect = WP_MACHINEGUN;

	cgs.redflag = cgs.blueflag = -1; // For compatibily, default to unset for
	cgs.flagStatus = -1;
	// old servers

	// get the rendering configuration from the client system
	trap_GetGlconfig( &cgs.glconfig );
	cgs.screenXScale = cgs.glconfig.vidWidth / 640.0;
	cgs.screenYScale = cgs.glconfig.vidHeight / 480.0;

	// get the gamestate from the client system
	trap_GetGameState( &cgs.gameState );

	// check version
	s = CG_ConfigString( CS_GAME_VERSION );
	if ( strcmp( s, GAME_VERSION ) ) {
		CG_Error( "Client/Server game mismatch: %s/%s", GAME_VERSION, s );
	}

	s = CG_ConfigString( CS_LEVEL_START_TIME );
	cgs.levelStartTime = atoi( s );

	CG_ParseServerinfo();

	// load the new map
	CG_LoadingString( "collision map" );

	trap_CM_LoadMap( cgs.mapname );

	cg.loading = qtrue;		// force players to load instead of defer

	CG_LoadingString( "sounds" );

	CG_RegisterSounds();

	CG_LoadingString( "graphics" );

	CG_RegisterGraphics();

	CG_LoadingString( "clients" );

	CG_RegisterClients();		// if low on memory, some clients will be deferred

	cg.loading = qfalse;	// future players will be deferred

	CG_InitLocalEntities();

	CG_InitMarkPolys();

	// remove the last loading update
	cg.infoScreenText[0] = 0;

	// Make sure we have update values (scores)
	CG_SetConfigValues();

	CG_StartMusic();

	CG_LoadingString( "" );

	CG_ShaderStateChanged();

	trap_S_ClearLoopingSounds( qtrue );
}
예제 #22
0
/*
====================
CG_DrawInformation

Draw all the status / pacifier stuff during level loading
====================
*/
void CG_DrawInformation( void ) {
	const char	*s;
	const char	*info;
	const char	*sysInfo;
	int			y;
	int			value;
	qhandle_t	levelshot;
	qhandle_t	detail;
	char		buf[1024];

	info = CG_ConfigString( CS_SERVERINFO );
	sysInfo = CG_ConfigString( CS_SYSTEMINFO );

	s = Info_ValueForKey( info, "mapname" );
	levelshot = trap_R_RegisterShaderNoMip( va( "levelshots/%s", s ) );
	if ( !levelshot ) {
		levelshot = trap_R_RegisterShaderNoMip( "menu/art/unknownmap" );
	}
	trap_R_SetColor( NULL );
	trap_R_DrawStretchPic( 0, 0, cgs.glconfig.vidWidth, cgs.glconfig.vidHeight, 0, 0, 1, 1, levelshot );

	// blend a detail texture over it
	detail = trap_R_RegisterShader( "levelShotDetail" );
	trap_R_DrawStretchPic( 0, 0, cgs.glconfig.vidWidth, cgs.glconfig.vidHeight, 0, 0, 2.5, 2, detail );

	// draw the icons of things as they are loaded
	CG_DrawLoadingIcons();

	// the first 150 rows are reserved for the client connection
	// screen to write into
	if ( cg.infoScreenText[0] ) {
		UI_DrawProportionalString( 320, 128-32, va("Loading... %s", cg.infoScreenText),
			UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
	} else {
		UI_DrawProportionalString( 320, 128-32, "Awaiting snapshot...",
			UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
	}

	// draw info string information

	y = 180-32;

	// don't print server lines if playing a local game
	trap_Cvar_VariableStringBuffer( "sv_running", buf, sizeof( buf ) );
	if ( !atoi( buf ) ) {
		// server hostname
		Q_strncpyz(buf, Info_ValueForKey( info, "sv_hostname" ), 1024);
		Q_CleanStr(buf);
		UI_DrawProportionalString( 320, y, buf,
			UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
		y += PROP_HEIGHT;

		// pure server
		s = Info_ValueForKey( sysInfo, "sv_pure" );
		if ( s[0] == '1' ) {
			UI_DrawProportionalString( 320, y, "Pure Server",
				UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
			y += PROP_HEIGHT;
		}

		// server-specific message of the day
		s = CG_ConfigString( CS_MOTD );
		if ( s[0] ) {
			UI_DrawProportionalString( 320, y, s,
				UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
			y += PROP_HEIGHT;
		}

		// some extra space after hostname and motd
		y += 10;
	}

	// map-specific message (long map name)
	s = CG_ConfigString( CS_MESSAGE );
	if ( s[0] ) {
		UI_DrawProportionalString( 320, y, s,
			UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
		y += PROP_HEIGHT;
	}

	// cheats warning
	s = Info_ValueForKey( sysInfo, "sv_cheats" );
	if ( s[0] == '1' ) {
		UI_DrawProportionalString( 320, y, "CHEATS ARE ENABLED",
			UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
		y += PROP_HEIGHT;
	}

	// game type
	UI_DrawProportionalString( 320, y, cgs.gametypeName,
		UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
	y += PROP_HEIGHT;
		
	value = atoi( Info_ValueForKey( info, "timelimit" ) );
	if ( value ) {
		UI_DrawProportionalString( 320, y, va( "timelimit %i", value ),
			UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
		y += PROP_HEIGHT;
	}

	if (cgs.gametype < GT_CTF ) {
		value = atoi( Info_ValueForKey( info, "fraglimit" ) );
		if ( value ) {
			UI_DrawProportionalString( 320, y, va( "fraglimit %i", value ),
				UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
			y += PROP_HEIGHT;
		}
	}

	if (cgs.gametype >= GT_CTF) {
		value = atoi( Info_ValueForKey( info, "capturelimit" ) );
		if ( value ) {
			UI_DrawProportionalString( 320, y, va( "capturelimit %i", value ),
				UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite );
		}
	}
}
예제 #23
0
void Wolfcam_AddPlayerWeapon (const refEntity_t *parent, centity_t *cent, int team)
{
	refEntity_t	gun;
	refEntity_t	barrel;
	refEntity_t	flash;
	vec3_t		angles;
	weapon_t	weaponNum;
	const weaponInfo_t	*weapon;
	centity_t	*nonPredictedCent;
//	int	col
	clientInfo_t	*ci;
	float flashSize;
	float dlight[3];
	float f;
	qboolean revertColors = qfalse;
	vec3_t origColor1;
	vec3_t origColor2;

	if (!cent->inCurrentSnapshot) {
		// this can happen with /follow which can stay in victim position
		// (frag hover)
		return;
	}

	ci = &cgs.clientinfo[ cent->currentState.clientNum ];
	weaponNum = cent->currentState.weapon;

	if (weaponNum <= WP_NONE  ||  weaponNum >= WP_NUM_WEAPONS) {
		return;
	}

	CG_RegisterWeapon( weaponNum );
	weapon = &cg_weapons[weaponNum];

	// add the weapon
	memset( &gun, 0, sizeof( gun ) );
	VectorCopy( parent->lightingOrigin, gun.lightingOrigin );
	gun.shadowPlane = parent->shadowPlane;
	gun.renderfx = parent->renderfx;

	// set custom shading for railgun refire rate
	if (0) {  //( ps ) {
	} else {
		if (weaponNum == WP_RAILGUN) {
			qboolean teamRail;
			qboolean enemyRail;

			if (cg_railUseOwnColors.integer  &&  CG_IsUs(ci)) {
				VectorCopy(ci->color1, origColor1);
				VectorCopy(ci->color2, origColor2);
				VectorCopy(cg.color1, ci->color1);
				VectorCopy(cg.color2, ci->color2);
				revertColors = qtrue;
			}

			teamRail = CG_IsTeammate(ci);
			enemyRail = CG_IsEnemy(ci);
			if (cgs.gametype < GT_TEAM) {
				if (!CG_IsUs(ci)) {
					if (*cg_enemyRailItemColor.string) {
						SC_ByteVec3ColorFromCvar(gun.shaderRGBA, &cg_enemyRailItemColor);
						gun.shaderRGBA[3] = 255;
					} else {
						gun.shaderRGBA[0] = 255 * ci->color1[0];
						gun.shaderRGBA[1] = 255 * ci->color1[1];
						gun.shaderRGBA[2] = 255 * ci->color1[2];
						gun.shaderRGBA[3] = 255;
					}
				} else {
					gun.shaderRGBA[0] = 255 * ci->color1[0];
					gun.shaderRGBA[1] = 255 * ci->color1[1];
					gun.shaderRGBA[2] = 255 * ci->color1[2];
					gun.shaderRGBA[3] = 255;
				}
			} else {  // team game
				if (!CG_IsUs(ci)  &&  teamRail) {
					if (cg_teamRailItemColorTeam.integer) {
						if (ci->team == TEAM_RED) {
							SC_ByteVec3ColorFromCvar(gun.shaderRGBA, &cg_weaponRedTeamColor);
						} else {
							SC_ByteVec3ColorFromCvar(gun.shaderRGBA, &cg_weaponBlueTeamColor);
						}
						gun.shaderRGBA[3] = 255;
					} else if (*cg_teamRailItemColor.string) {
						SC_ByteVec3ColorFromCvar(gun.shaderRGBA, &cg_teamRailItemColor);
						gun.shaderRGBA[3] = 255;
					} else {
						gun.shaderRGBA[0] = 255 * ci->color1[0];
						gun.shaderRGBA[1] = 255 * ci->color1[1];
						gun.shaderRGBA[2] = 255 * ci->color1[2];
						gun.shaderRGBA[3] = 255;
					}
				} else if (!CG_IsUs(ci)  &&  enemyRail) {
					if (cg_enemyRailItemColorTeam.integer) {
						if (ci->team == TEAM_RED) {
							SC_ByteVec3ColorFromCvar(gun.shaderRGBA, &cg_weaponRedTeamColor);
						} else {
							SC_ByteVec3ColorFromCvar(gun.shaderRGBA, &cg_weaponBlueTeamColor);
						}
						gun.shaderRGBA[3] = 255;
					} else if (*cg_enemyRailItemColor.string) {
						SC_ByteVec3ColorFromCvar(gun.shaderRGBA, &cg_enemyRailItemColor);
						gun.shaderRGBA[3] = 255;
					} else {
						gun.shaderRGBA[0] = 255 * ci->color1[0];
						gun.shaderRGBA[1] = 255 * ci->color1[1];
						gun.shaderRGBA[2] = 255 * ci->color1[2];
						gun.shaderRGBA[3] = 255;
					}
				} else {  // us
					gun.shaderRGBA[0] = 255 * ci->color1[0];
					gun.shaderRGBA[1] = 255 * ci->color1[1];
					gun.shaderRGBA[2] = 255 * ci->color1[2];
					gun.shaderRGBA[3] = 255;
				}
			}

			// end weapon == WP_RAILGUN
			//cent->pe.muzzleFlashTime
			//Com_Printf("yes....\n");
			//f = cg.time - (cent->pe.muzzleFlashTime + 1500);
			f = cg.time - (cent->pe.muzzleFlashTime + 1460);  // hack
			//Com_Printf("f %f\n", f);
			if (f < 0) {
				f = 1.0 - (f / -1500);
				gun.shaderRGBA[0] *= 0.314 * f;
				gun.shaderRGBA[1] *= 0.314 * f;
				gun.shaderRGBA[2] *= 0.314 * f;
			}
		}
	}

	gun.hModel = weapon->weaponModel;
	if (!gun.hModel) {
		//Com_Printf("no gun model '%s'\n", weapNamesCasual[weaponNum]);
		//FIXME grapple returns here
		//FIXME fx
		//CG_PositionEntityOnTag(&gun, parent, parent->hModel, "tag_weapon");
		//CG_CheckFxWeaponFlash(cent, weaponNum, gun.origin);
		//return;
	}

	CG_PositionEntityOnTag( &gun, parent, parent->hModel, "tag_weapon");

    CG_ScaleModel(&gun, cg_gunSize.value);

	// custom weapon shaders
	{
		vmCvar_t *firstPersonShaders[MAX_WEAPONS] = { NULL, &cg_firstPersonShaderWeaponGauntlet, &cg_firstPersonShaderWeaponMachineGun, &cg_firstPersonShaderWeaponShotgun, &cg_firstPersonShaderWeaponGrenadeLauncher, &cg_firstPersonShaderWeaponRocketLauncher, &cg_firstPersonShaderWeaponLightningGun, &cg_firstPersonShaderWeaponRailGun, &cg_firstPersonShaderWeaponPlasmaGun, &cg_firstPersonShaderWeaponBFG, &cg_firstPersonShaderWeaponGrapplingHook, &cg_firstPersonShaderWeaponNailGun, &cg_firstPersonShaderWeaponProximityLauncher, &cg_firstPersonShaderWeaponChainGun, &cg_firstPersonShaderWeaponHeavyMachineGun };

		if (firstPersonShaders[weaponNum]  &&  *(firstPersonShaders[weaponNum]->string)) {
			gun.customShader = trap_R_RegisterShader(firstPersonShaders[weaponNum]->string);
		}
	}

	if (gun.hModel) {
		if (cg_drawGun.integer > 2) {
			gun.customShader = cgs.media.ghostWeaponShader;
			gun.shaderRGBA[0] = 255;
			gun.shaderRGBA[1] = 255;
			gun.shaderRGBA[2] = 255;
			gun.shaderRGBA[3] = 255;
		}

		CG_AddWeaponWithPowerups( &gun, cent->currentState.powerups );
	}

	// add the spinning barrel
	if ( weapon->barrelModel ) {
		memset( &barrel, 0, sizeof( barrel ) );
		VectorCopy( parent->lightingOrigin, barrel.lightingOrigin );
		barrel.shadowPlane = parent->shadowPlane;
		barrel.renderfx = parent->renderfx;

		barrel.hModel = weapon->barrelModel;
		angles[YAW] = 0;
		angles[PITCH] = 0;
		angles[ROLL] = CG_MachinegunSpinAngle( cent );
		AnglesToAxis( angles, barrel.axis );

		CG_PositionRotatedEntityOnTag( &barrel, &gun, weapon->weaponModel, "tag_barrel" );

        CG_ScaleModel(&barrel, cg_gunSize.value);

		if (cg_drawGun.integer > 2) {
			barrel.customShader = cgs.media.ghostWeaponShader;
			barrel.shaderRGBA[0] = 255;
			barrel.shaderRGBA[1] = 255;
			barrel.shaderRGBA[2] = 255;
			barrel.shaderRGBA[3] = 255;
		}

		CG_AddWeaponWithPowerups( &barrel, cent->currentState.powerups );
	}

	// make sure we aren't looking at cg.predictedPlayerEntity for LG
	nonPredictedCent = &cg_entities[cent->currentState.clientNum];

#if 0
	// if the index of the nonPredictedCent is not the same as the clientNum
	// then this is a fake player (like on teh single player podiums), so
	// go ahead and use the cent
	if( ( nonPredictedCent - cg_entities ) != cent->currentState.clientNum ) {
		nonPredictedCent = cent;
		//Com_Printf("fake player %d  ->  %d\n", nonPredictedCent - cg_entities, cent->currentState.clientNum);
	}
#endif


	// add the flash
	//if ( ( weaponNum == WP_LIGHTNING || weaponNum == WP_GAUNTLET || weaponNum == WP_GRAPPLING_HOOK )  &&  (cent->currentState.eFlags & EF_FIRING)) {
	if ( ( weaponNum == WP_LIGHTNING || weaponNum == WP_GAUNTLET || weaponNum == WP_GRAPPLING_HOOK )  &&  (nonPredictedCent->currentState.eFlags & EF_FIRING)) {
		// && ( nonPredictedCent->currentState.eFlags & EF_FIRING ) ) {
		// continuous flash
	} else {
		//int ftime;

		if (weaponNum == WP_LIGHTNING  &&  cent->currentState.eFlags & EF_FIRING) {
			//Com_Printf("%f wtf ps %p\n", cg.ftime, ps);
		}
		// impulse flash
		//if ( cg.time - cent->pe.muzzleFlashTime > MUZZLE_FLASH_TIME && !cent->pe.railgunFlash ) {
		if ( cg.time - nonPredictedCent->pe.muzzleFlashTime > MUZZLE_FLASH_TIME && !nonPredictedCent->pe.railgunFlash ) {
			//Com_Printf("returning for %d (%d)\n", cent - cg_entities, cent->currentState.number);
			//goto bolt;
			// not called, in case code changes
			if (revertColors) {
				VectorCopy(origColor1, ci->color1);
				VectorCopy(origColor2, ci->color2);
			}
			return;
		}
	}

	memset( &flash, 0, sizeof( flash ) );
	VectorCopy( parent->lightingOrigin, flash.lightingOrigin );
	flash.shadowPlane = parent->shadowPlane;
	flash.renderfx = parent->renderfx;

	flash.hModel = weapon->flashModel;
	/*
	if (weaponNum == WP_HEAVY_MACHINEGUN) {
		flash.hModel = cg_weapons[WP_MACHINEGUN].flashModel;
	}
	*/

	if (!flash.hModel) {
		//Com_Printf("no flash model '%s'\n", weapNamesCasual[weaponNum]);
		//FIXME fx
		//return;
	}
	angles[YAW] = 0;
	angles[PITCH] = 0;
	angles[ROLL] = crandom() * 10;
	AnglesToAxis( angles, flash.axis );

	// colorize the railgun blast
	if ( weaponNum == WP_RAILGUN ) {
		//clientInfo_t	*ci;

		//ci = &cgs.clientinfo[ cent->currentState.clientNum ];
		if (cg_railUseOwnColors.integer  &&  CG_IsUs(ci)) {
			flash.shaderRGBA[0] = 255 * cg.color1[0];
			flash.shaderRGBA[1] = 255 * cg.color1[1];
			flash.shaderRGBA[2] = 255 * cg.color1[2];
		} else {
			flash.shaderRGBA[0] = 255 * ci->color1[0];
			flash.shaderRGBA[1] = 255 * ci->color1[1];
			flash.shaderRGBA[2] = 255 * ci->color1[2];
		}
	}

	if (0) {  //(weapon->hasFlashScript) {
		//CG_RunQ3mmeFlashScript(weapon, dlight, flash.shaderRGBA, &flashSize);
		//VectorCopy(flash.origin, ScriptVars.origin);
		//CG_RunQ3mmeScript((char *)weapon->flashScript);
		//return;
	} else {
		dlight[0] = weapon->flashDlightColor[0];
		dlight[1] = weapon->flashDlightColor[1];
		dlight[2] = weapon->flashDlightColor[2];


		/*
		flash.shaderRGBA[0] = 255;
		flash.shaderRGBA[1] = 255;
		flash.shaderRGBA[2] = 255;
		flash.shaderRGBA[3] = 0;
		*/

		flashSize = 300 + (rand()&31);
	}

	CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->weaponModel, "tag_flash");
	//Com_Printf("ps:%d  %p\n", ps != NULL, cent);

	if (0) {  //(cent == &cg.predictedPlayerEntity  &&  !cg.renderingThirdPerson  &&  !ps) {
		// don't run flash script twice for first person view
	} else if (EffectScripts.weapons[weaponNum].hasFlashScript) {
		//CG_RunQ3mmeFlashScript(weapon, dlight, flash.shaderRGBA, &flashSize);
		//memset(&ScriptVars, 0, sizeof(ScriptVars));
		//CG_Printf("addplayerweapon()  flash script cent %d\n", cent - cg_entities);
		CG_ResetScriptVars();
		CG_CopyPlayerDataToScriptData(cent);
		VectorCopy(flash.origin, ScriptVars.origin);
		VectorCopy(flash.origin, ScriptVars.parentOrigin);

		VectorCopy(cent->lastFlashIntervalPosition, ScriptVars.lastIntervalPosition);
		ScriptVars.lastIntervalTime = cent->lastFlashIntervalTime;
		VectorCopy(cent->lastFlashDistancePosition, ScriptVars.lastDistancePosition);
		ScriptVars.lastDistanceTime = cent->lastFlashDistanceTime;

		CG_RunQ3mmeScript((char *)EffectScripts.weapons[weaponNum].flashScript, NULL);

		VectorCopy(ScriptVars.lastIntervalPosition, cent->lastFlashIntervalPosition);
		cent->lastFlashIntervalTime = ScriptVars.lastIntervalTime;
		VectorCopy(ScriptVars.lastDistancePosition, cent->lastFlashDistancePosition);
		cent->lastFlashDistanceTime = ScriptVars.lastDistanceTime;
		//return;
	}

	if (!cg_muzzleFlash.integer) {
		// pass
	} else {
		if (flash.hModel) {
			CG_AddRefEntity(&flash);
		}
	}

	// bolt:
	if (1) {
		// add lightning bolt
		if (1) {
			CG_LightningBolt( nonPredictedCent, flash.origin );

			//Com_Printf("adding bolt\n");
			// add rail trail
			CG_SpawnRailTrail( cent, flash.origin );

			//if ((dlight[0]  ||  dlight[1]  ||  dlight[2])  &&  !weapon->hasFlashScript) {
			if ((dlight[0]  ||  dlight[1]  ||  dlight[2])  &&  !EffectScripts.weapons[weaponNum].hasFlashScript) {
				trap_R_AddLightToScene(flash.origin, flashSize, dlight[0], dlight[1], dlight[2]);
			}
		}
	} else {
		//Com_Printf("%f no...\n", cg.ftime);
	}

	if (revertColors) {
		VectorCopy(origColor1, ci->color1);
		VectorCopy(origColor2, ci->color2);
	}
}
예제 #24
0
/*
=================
CG_RegisterGraphics

This function may execute for a couple of minutes with a slow disk.
=================
*/
static void CG_RegisterGraphics( void ) {
	gitem_t		*backpack;
	int			i;
	char		items[MAX_ITEMS+1];
	static char		*sb_nums[11] = {
		"gfx/2d/numbers/zero_32b",
		"gfx/2d/numbers/one_32b",
		"gfx/2d/numbers/two_32b",
		"gfx/2d/numbers/three_32b",
		"gfx/2d/numbers/four_32b",
		"gfx/2d/numbers/five_32b",
		"gfx/2d/numbers/six_32b",
		"gfx/2d/numbers/seven_32b",
		"gfx/2d/numbers/eight_32b",
		"gfx/2d/numbers/nine_32b",
		"gfx/2d/numbers/minus_32b",
	};

	// 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 );

	// precache status bar pics
	CG_LoadingString( "game media" );

	for ( i=0 ; i<11 ; i++) {
		cgs.media.numberShaders[i] = trap_R_RegisterShader( sb_nums[i] );
	}

	cgs.media.botSkillShaders[0] = trap_R_RegisterShader( "menu/art/skill1.tga" );
	cgs.media.botSkillShaders[1] = trap_R_RegisterShader( "menu/art/skill2.tga" );
	cgs.media.botSkillShaders[2] = trap_R_RegisterShader( "menu/art/skill3.tga" );
	cgs.media.botSkillShaders[3] = trap_R_RegisterShader( "menu/art/skill4.tga" );
	cgs.media.botSkillShaders[4] = trap_R_RegisterShader( "menu/art/skill5.tga" );

	cgs.media.viewBloodShader = trap_R_RegisterShader( "viewBloodBlend" );

	cgs.media.deferShader = trap_R_RegisterShaderNoMip( "gfx/2d/defer.tga" );

	cgs.media.scoreboardName = trap_R_RegisterShaderNoMip( "menu/tab/name.tga" );
	cgs.media.scoreboardPing = trap_R_RegisterShaderNoMip( "menu/tab/ping.tga" );
	cgs.media.scoreboardScore = trap_R_RegisterShaderNoMip( "menu/tab/score.tga" );
	cgs.media.scoreboardTime = trap_R_RegisterShaderNoMip( "menu/tab/time.tga" );

	cgs.media.objectivesOverlay = trap_R_RegisterShaderNoMip( CG_ConfigString(CS_OBJECTIVESOVERLAY) );
	cgs.media.objectivesUpdated = trap_R_RegisterShaderNoMip( "menu/objectives/updated.tga" );
	cgs.media.objectivesUpdatedSound = trap_S_RegisterSound( "sound/misc/objective_update_01.wav", qfalse );

	cgs.media.deathImage = trap_R_RegisterShaderNoMip( "menu/art/level_complete5" );

	cgs.media.scoreShow = trap_S_RegisterSound( "sound/weapons/rocket/rocklx1a.wav", qfalse );
	cgs.media.finalScoreShow = trap_S_RegisterSound( "sound/weapons/rocket/rocklx1a.wav", qfalse );

	cgs.media.smokePuffShader = trap_R_RegisterShader( "smokePuff" );
	cgs.media.smokePuffRageProShader = trap_R_RegisterShader( "smokePuffRagePro" );
	cgs.media.shotgunSmokePuffShader = trap_R_RegisterShader( "shotgunSmokePuff" );
	cgs.media.plasmaBallShader = trap_R_RegisterShader( "sprites/plasma1" );
	cgs.media.bloodTrailShader = trap_R_RegisterShader( "bloodTrail" );
	cgs.media.lagometerShader = trap_R_RegisterShader("lagometer" );
	cgs.media.connectionShader = trap_R_RegisterShader( "disconnected" );

	cgs.media.waterBubbleShader = trap_R_RegisterShader( "waterBubble" );

	cgs.media.tracerShader = trap_R_RegisterShader( "gfx/misc/tracer" );
	cgs.media.selectShader = trap_R_RegisterShader( "gfx/2d/select" );

	for ( i = 0 ; i < NUM_CROSSHAIRS ; i++ ) {
		cgs.media.crosshairShader[i] = trap_R_RegisterShader( va("gfx/2d/crosshair%c", 'a'+i) );
	}

	cgs.media.backTileShader = trap_R_RegisterShader( "gfx/2d/backtile" );
	cgs.media.noammoShader = trap_R_RegisterShader( "icons/noammo" );

	// powerup shaders
	cgs.media.quadShader = trap_R_RegisterShader("powerups/quad" );
	cgs.media.quadWeaponShader = trap_R_RegisterShader("powerups/quadWeapon" );
	cgs.media.battleSuitShader = trap_R_RegisterShader("powerups/battleSuit" );
	cgs.media.battleWeaponShader = trap_R_RegisterShader("powerups/battleWeapon" );
	cgs.media.invisShader = trap_R_RegisterShader("powerups/invisibility" );
	cgs.media.regenShader = trap_R_RegisterShader("powerups/regen" );
	cgs.media.hastePuffShader = trap_R_RegisterShader("hasteSmokePuff" );

	if ( cg_buildScript.integer ) {
		cgs.media.redCubeModel = trap_R_RegisterModel( "models/powerups/orb/r_orb.md3" );
		cgs.media.blueCubeModel = trap_R_RegisterModel( "models/powerups/orb/b_orb.md3" );
		cgs.media.redCubeIcon = trap_R_RegisterShader( "icons/skull_red" );
		cgs.media.blueCubeIcon = trap_R_RegisterShader( "icons/skull_blue" );
	}

	if ( cg_buildScript.integer ) {
		cgs.media.redFlagModel = trap_R_RegisterModel( "models/flags/r_flag.md3" );
		cgs.media.blueFlagModel = trap_R_RegisterModel( "models/flags/b_flag.md3" );
		cgs.media.redFlagShader[0] = trap_R_RegisterShaderNoMip( "icons/iconf_red1" );
		cgs.media.redFlagShader[1] = trap_R_RegisterShaderNoMip( "icons/iconf_red2" );
		cgs.media.redFlagShader[2] = trap_R_RegisterShaderNoMip( "icons/iconf_red3" );
		cgs.media.blueFlagShader[0] = trap_R_RegisterShaderNoMip( "icons/iconf_blu1" );
		cgs.media.blueFlagShader[1] = trap_R_RegisterShaderNoMip( "icons/iconf_blu2" );
		cgs.media.blueFlagShader[2] = trap_R_RegisterShaderNoMip( "icons/iconf_blu3" );

	}

	cgs.media.dustPuffShader = trap_R_RegisterShader("hasteSmokePuff" );

	if ( CG_IsTeamGame() || cg_buildScript.integer ) {
		cgs.media.friendShader = trap_R_RegisterShader( "sprites/foe" );
		cgs.media.redQuadShader = trap_R_RegisterShader("powerups/blueflag" );
		cgs.media.teamStatusBar = trap_R_RegisterShader( "gfx/2d/colorbar.tga" );
	}

	cgs.media.armorModel = trap_R_RegisterModel( "models/powerups/armor/armor_yel.md3" );
	cgs.media.armorIcon  = trap_R_RegisterShaderNoMip( "icons/iconr_yellow" );

	cgs.media.machinegunBrassModel = trap_R_RegisterModel( "models/weapons2/shells/m_shell.md3" );
	cgs.media.shotgunBrassModel = trap_R_RegisterModel( "models/weapons2/shells/s_shell.md3" );

	cgs.media.gibAbdomen = trap_R_RegisterModel( "models/gibs/abdomen.md3" );
	cgs.media.gibArm = trap_R_RegisterModel( "models/gibs/arm.md3" );
	cgs.media.gibChest = trap_R_RegisterModel( "models/gibs/chest.md3" );
	cgs.media.gibFist = trap_R_RegisterModel( "models/gibs/fist.md3" );
	cgs.media.gibFoot = trap_R_RegisterModel( "models/gibs/foot.md3" );
	cgs.media.gibForearm = trap_R_RegisterModel( "models/gibs/forearm.md3" );
	cgs.media.gibIntestine = trap_R_RegisterModel( "models/gibs/intestine.md3" );
	cgs.media.gibLeg = trap_R_RegisterModel( "models/gibs/leg.md3" );
	cgs.media.gibSkull = trap_R_RegisterModel( "models/gibs/skull.md3" );
	cgs.media.gibBrain = trap_R_RegisterModel( "models/gibs/brain.md3" );

	cgs.media.debrislight1 = trap_R_RegisterModel( "models/debris/concrete_b1.md3" );
	cgs.media.debrislight2 = trap_R_RegisterModel( "models/debris/concrete_b2.md3" );
	cgs.media.debrislight3 = trap_R_RegisterModel( "models/debris/concrete_b3.md3" );
	cgs.media.debrislight4 = trap_R_RegisterModel( "models/debris/concrete_b4.md3" );
	cgs.media.debrislight5 = trap_R_RegisterModel( "models/debris/concrete_b5.md3" );
	cgs.media.debrislight6 = trap_R_RegisterModel( "models/debris/concrete_b6.md3" );
	cgs.media.debrislight7 = trap_R_RegisterModel( "models/debris/concrete_b7.md3" );
	cgs.media.debrislight8 = trap_R_RegisterModel( "models/debris/concrete_b8.md3" );

	cgs.media.debrisdark1 = trap_R_RegisterModel( "models/debris/concrete_d1.md3" );
	cgs.media.debrisdark2 = trap_R_RegisterModel( "models/debris/concrete_d2.md3" );
	cgs.media.debrisdark3 = trap_R_RegisterModel( "models/debris/concrete_d3.md3" );
	cgs.media.debrisdark4 = trap_R_RegisterModel( "models/debris/concrete_d4.md3" );
	cgs.media.debrisdark5 = trap_R_RegisterModel( "models/debris/concrete_d5.md3" );
	cgs.media.debrisdark6 = trap_R_RegisterModel( "models/debris/concrete_d6.md3" );
	cgs.media.debrisdark7 = trap_R_RegisterModel( "models/debris/concrete_d7.md3" );
	cgs.media.debrisdark8 = trap_R_RegisterModel( "models/debris/concrete_d8.md3" );

	cgs.media.debrislightlarge1 = trap_R_RegisterModel( "models/debris/concrete_b1_large.md3" );
	cgs.media.debrislightlarge2 = trap_R_RegisterModel( "models/debris/concrete_b2_large.md3" );
	cgs.media.debrislightlarge3 = trap_R_RegisterModel( "models/debris/concrete_b3_large.md3" );

	cgs.media.debrisdarklarge1 = trap_R_RegisterModel( "models/debris/wood_b1.md3" );
	cgs.media.debrisdarklarge2 = trap_R_RegisterModel( "models/debris/wood_b1.md3" );
	cgs.media.debrisdarklarge3 = trap_R_RegisterModel( "models/debris/wood_b1.md3" );

	cgs.media.debriswood1 = trap_R_RegisterModel( "models/debris/wood_b1.md3" );
	cgs.media.debriswood2 = trap_R_RegisterModel( "models/debris/wood_b2.md3" );
	cgs.media.debriswood3 = trap_R_RegisterModel( "models/debris/wood_b3.md3" );
	cgs.media.debriswood4 = trap_R_RegisterModel( "models/debris/wood_b4.md3" );
	cgs.media.debriswood5 = trap_R_RegisterModel( "models/debris/wood_b5.md3" );

	cgs.media.debrisglass1 = trap_R_RegisterModel( "models/debris/glass_1.md3" );
	cgs.media.debrisglass2 = trap_R_RegisterModel( "models/debris/glass_2.md3" );
	cgs.media.debrisglass3 = trap_R_RegisterModel( "models/debris/glass_3.md3" );
	cgs.media.debrisglass4 = trap_R_RegisterModel( "models/debris/glass_4.md3" );
	cgs.media.debrisglass5 = trap_R_RegisterModel( "models/debris/glass_5.md3" );

	cgs.media.debrisglasslarge1 = trap_R_RegisterModel( "models/debris/glass_1_large.md3" );
	cgs.media.debrisglasslarge2 = trap_R_RegisterModel( "models/debris/glass_2_large.md3" );
	cgs.media.debrisglasslarge3 = trap_R_RegisterModel( "models/debris/glass_3_large.md3" );
	cgs.media.debrisglasslarge4 = trap_R_RegisterModel( "models/debris/glass_4_large.md3" );
	cgs.media.debrisglasslarge5 = trap_R_RegisterModel( "models/debris/glass_5_large.md3" );
	
	cgs.media.debrisstone1 = trap_R_RegisterModel( "models/debris/stone_1.md3" );
	cgs.media.debrisstone2 = trap_R_RegisterModel( "models/debris/stone_2.md3" );
	cgs.media.debrisstone3 = trap_R_RegisterModel( "models/debris/stone_3.md3" );
	cgs.media.debrisstone4 = trap_R_RegisterModel( "models/debris/stone_4.md3" );
	cgs.media.debrisstone5 = trap_R_RegisterModel( "models/debris/stone_5.md3" );

	cgs.media.sparkShader = trap_R_RegisterShaderNoMip("spark");
	
	cgs.media.smoke2 = trap_R_RegisterModel( "models/weapons2/shells/s_shell.md3" );

	cgs.media.balloonShader = trap_R_RegisterShader( "sprites/balloon3" );

	cgs.media.bloodExplosionShader = trap_R_RegisterShader( "bloodExplosion" );

	cgs.media.bulletFlashModel = trap_R_RegisterModel("models/weaphits/bullet.md3");
	cgs.media.ringFlashModel = trap_R_RegisterModel("models/weaphits/ring02.md3");
	cgs.media.dishFlashModel = trap_R_RegisterModel("models/weaphits/boom01.md3");
	cgs.media.teleportEffectModel = trap_R_RegisterModel( "models/misc/telep.md3" );
	cgs.media.teleportEffectShader = trap_R_RegisterShader( "teleportEffect" );

	cgs.media.invulnerabilityPowerupModel = trap_R_RegisterModel( "models/powerups/shield/shield.md3" );
	cgs.media.medalImpressive = trap_R_RegisterShaderNoMip( "medal_impressive" );
	cgs.media.medalExcellent = trap_R_RegisterShaderNoMip( "medal_excellent" );
	cgs.media.medalGauntlet = trap_R_RegisterShaderNoMip( "medal_gauntlet" );
	cgs.media.medalDefend = trap_R_RegisterShaderNoMip( "medal_defend" );
	cgs.media.medalAssist = trap_R_RegisterShaderNoMip( "medal_assist" );
	cgs.media.medalCapture = trap_R_RegisterShaderNoMip( "medal_capture" );


	memset( cg_items, 0, sizeof( cg_items ) );
	memset( cg_weapons, 0, sizeof( cg_weapons ) );

	// only register the items that the server says we need
	strcpy( items, CG_ConfigString( CS_ITEMS) );

	for ( i = 1 ; i < bg_numItems ; i++ ) {
		if ( items[ i ] == '1' || cg_buildScript.integer ) {
			CG_LoadingItem( i );
			CG_RegisterItemVisuals( i );
		}
	}

	// wall marks
	cgs.media.bulletMarkShader = trap_R_RegisterShader( "gfx/damage/bullet_mrk" );
	cgs.media.burnMarkShader = trap_R_RegisterShader( "gfx/damage/burn_med_mrk" );
	cgs.media.holeMarkShader = trap_R_RegisterShader( "gfx/damage/hole_lg_mrk" );
	cgs.media.energyMarkShader = trap_R_RegisterShader( "gfx/damage/plasma_mrk" );
	cgs.media.shadowMarkShader = trap_R_RegisterShader( "markShadow" );
	cgs.media.wakeMarkShader = trap_R_RegisterShader( "wake" );
	cgs.media.bloodMarkShader = trap_R_RegisterShader( "bloodMark" );

	// paintball mode marks
	cgs.media.bulletMarkPaintShader = trap_R_RegisterShader( "gfx/damage/bullet_mrk_paint" );
	cgs.media.burnMarkPaintShader = trap_R_RegisterShader( "gfx/damage/burn_med_mrk_paint" );
	cgs.media.holeMarkPaintShader = trap_R_RegisterShader( "gfx/damage/hole_lg_mrk_paint" );
	cgs.media.energyMarkPaintShader = trap_R_RegisterShader( "gfx/damage/plasma_mrk_paint" );

	// 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 );
		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 ();
/*
	for (i=1; i<MAX_PARTICLES_AREAS; i++)
	{
		{
			int rval;

			rval = CG_NewParticleArea ( CS_PARTICLES + i);
			if (!rval)
				break;
		}
	}
*/
}
예제 #25
0
파일: cg_main.c 프로젝트: asl97/ZEQ2-Lite-1
/*
=================
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 ();
}
예제 #26
0
파일: cg_weapons.c 프로젝트: entdark/q3mme
/*
=================
CG_RegisterWeapon

The server says this item is used on this level
=================
*/
void CG_RegisterWeapon( int weaponNum ) {
	weaponInfo_t	*weaponInfo;
	gitem_t			*item, *ammo;
	char			path[MAX_QPATH];
	vec3_t			mins, maxs;
	int				i;

	weaponInfo = &cg_weapons[weaponNum];

	if ( weaponNum == 0 ) {
		return;
	}

	if ( weaponInfo->registered ) {
		return;
	}

	memset( weaponInfo, 0, sizeof( *weaponInfo ) );
	weaponInfo->registered = qtrue;

	for ( item = bg_itemlist + 1 ; item->classname ; item++ ) {
		if ( item->giType == IT_WEAPON && item->giTag == weaponNum ) {
			weaponInfo->item = item;
			break;
		}
	}
	if ( !item->classname ) {
		CG_Error( "Couldn't find weapon %i", weaponNum );
	}
	CG_RegisterItemVisuals( item - bg_itemlist );

	// load cmodel before model so filecache works
	weaponInfo->weaponModel = trap_R_RegisterModel( item->world_model[0] );

	// calc midpoint for rotation
	trap_R_ModelBounds( weaponInfo->weaponModel, mins, maxs );
	for ( i = 0 ; i < 3 ; i++ ) {
		weaponInfo->weaponMidpoint[i] = mins[i] + 0.5 * ( maxs[i] - mins[i] );
	}

	weaponInfo->weaponIcon = trap_R_RegisterShader( item->icon );
	weaponInfo->ammoIcon = trap_R_RegisterShader( item->icon );

	for ( ammo = bg_itemlist + 1 ; ammo->classname ; ammo++ ) {
		if ( ammo->giType == IT_AMMO && ammo->giTag == weaponNum ) {
			break;
		}
	}
	if ( ammo->classname && ammo->world_model[0] ) {
		weaponInfo->ammoModel = trap_R_RegisterModel( ammo->world_model[0] );
	}

	strcpy( path, item->world_model[0] );
	COM_StripExtension( path, path );
	strcat( path, "_flash.md3" );
	weaponInfo->flashModel = trap_R_RegisterModel( path );

	strcpy( path, item->world_model[0] );
	COM_StripExtension( path, path );
	strcat( path, "_barrel.md3" );
	weaponInfo->barrelModel = trap_R_RegisterModel( path );

	strcpy( path, item->world_model[0] );
	COM_StripExtension( path, path );
	strcat( path, "_hand.md3" );
	weaponInfo->handsModel = trap_R_RegisterModel( path );

	if ( !weaponInfo->handsModel ) {
		weaponInfo->handsModel = trap_R_RegisterModel( "models/weapons2/shotgun/shotgun_hand.md3" );
	}

	weaponInfo->loopFireSound = qfalse;

	switch ( weaponNum ) {
	case WP_GAUNTLET:
		MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
		weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/melee/fstrun.wav", qfalse );
		weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/melee/fstatck.wav", qfalse );
		break;

	case WP_LIGHTNING:
		MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
		weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/melee/fsthum.wav", qfalse );
		weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/lightning/lg_hum.wav", qfalse );

		weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/lightning/lg_fire.wav", qfalse );
		cgs.media.lightningShader = trap_R_RegisterShader( "lightningBoltNew");
		cgs.media.lightningExplosionModel = trap_R_RegisterModel( "models/weaphits/crackle.md3" );
		cgs.media.sfx_lghit1 = trap_S_RegisterSound( "sound/weapons/lightning/lg_hit.wav", qfalse );
		cgs.media.sfx_lghit2 = trap_S_RegisterSound( "sound/weapons/lightning/lg_hit2.wav", qfalse );
		cgs.media.sfx_lghit3 = trap_S_RegisterSound( "sound/weapons/lightning/lg_hit3.wav", qfalse );

		break;

	case WP_GRAPPLING_HOOK:
		MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
		weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/rocket/rocket.md3" );
		weaponInfo->missileTrailFunc = CG_GrappleTrail;
		weaponInfo->missileDlight = 200;
		weaponInfo->wiTrailTime = 2000;
		weaponInfo->trailRadius = 64;
		MAKERGB( weaponInfo->missileDlightColor, 1, 0.75f, 0 );
		weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/melee/fsthum.wav", qfalse );
		weaponInfo->firingSound = trap_S_RegisterSound( "sound/weapons/melee/fstrun.wav", qfalse );
		break;

	case WP_MACHINEGUN:
		MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 );
		weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf1b.wav", qfalse );
		weaponInfo->flashSound[1] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf2b.wav", qfalse );
		weaponInfo->flashSound[2] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf3b.wav", qfalse );
		weaponInfo->flashSound[3] = trap_S_RegisterSound( "sound/weapons/machinegun/machgf4b.wav", qfalse );
		weaponInfo->ejectBrassFunc = CG_MachineGunEjectBrass;
		cgs.media.bulletExplosionShader = trap_R_RegisterShader( "bulletExplosion" );
		break;

	case WP_SHOTGUN:
		MAKERGB( weaponInfo->flashDlightColor, 1, 1, 0 );
		weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/shotgun/sshotf1b.wav", qfalse );
		weaponInfo->ejectBrassFunc = CG_ShotgunEjectBrass;
		break;

	case WP_ROCKET_LAUNCHER:
		weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/rocket/rocket.md3" );
		weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/rocket/rockfly.wav", qfalse );
		weaponInfo->missileTrailFunc = CG_RocketTrail;
		weaponInfo->missileDlight = 200;
		weaponInfo->wiTrailTime = 2000;
		weaponInfo->trailRadius = 64;
		MAKERGB( weaponInfo->missileDlightColor, 1, 0.75f, 0 );
		MAKERGB( weaponInfo->flashDlightColor, 1, 0.75f, 0 );
		weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/rocket/rocklf1a.wav", qfalse );
		cgs.media.rocketExplosionShader = trap_R_RegisterShader( "rocketExplosion" );
		break;

	case WP_GRENADE_LAUNCHER:
		weaponInfo->missileModel = trap_R_RegisterModel( "models/ammo/grenade1.md3" );
		MAKERGB( weaponInfo->flashDlightColor, 1, 0.70f, 0 );
		weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/grenade/grenlf1a.wav", qfalse );
		cgs.media.grenadeExplosionShader = trap_R_RegisterShader( "grenadeExplosion" );
		break;

	case WP_PLASMAGUN:
		weaponInfo->missileTrailFunc = CG_PlasmaTrail;
		weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/plasma/lasfly.wav", qfalse );
		MAKERGB( weaponInfo->flashDlightColor, 0.6f, 0.6f, 1.0f );
		weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/plasma/hyprbf1a.wav", qfalse );
		cgs.media.plasmaExplosionShader = trap_R_RegisterShader( "plasmaExplosion" );
		cgs.media.railRingsShader = trap_R_RegisterShader( "railDisc" );
		break;

	case WP_RAILGUN:
		weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/railgun/rg_hum.wav", qfalse );
		MAKERGB( weaponInfo->flashDlightColor, 1, 0.5f, 0 );
		weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/railgun/railgf1a.wav", qfalse );
		cgs.media.railExplosionShader = trap_R_RegisterShader( "railExplosion" );
		cgs.media.railRingsShader = trap_R_RegisterShader( "railDisc" );
		cgs.media.railCoreShader = trap_R_RegisterShader( "railCore" );
		break;

	case WP_BFG:
		weaponInfo->readySound = trap_S_RegisterSound( "sound/weapons/bfg/bfg_hum.wav", qfalse );
		MAKERGB( weaponInfo->flashDlightColor, 1, 0.7f, 1 );
		weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/bfg/bfg_fire.wav", qfalse );
		cgs.media.bfgExplosionShader = trap_R_RegisterShader( "bfgExplosion" );
		weaponInfo->missileModel = trap_R_RegisterModel( "models/weaphits/bfg.md3" );
		weaponInfo->missileSound = trap_S_RegisterSound( "sound/weapons/rocket/rockfly.wav", qfalse );
		break;

	 default:
		MAKERGB( weaponInfo->flashDlightColor, 1, 1, 1 );
		weaponInfo->flashSound[0] = trap_S_RegisterSound( "sound/weapons/rocket/rocklf1a.wav", qfalse );
		break;
	}
}
예제 #27
0
파일: cg_main.c 프로젝트: asl97/ZEQ2-Lite-1
/*
=================
CG_Init

Called after every level change or subsystem restart
Will perform callbacks to make the loading info screen update.
=================
*/
void CG_Init( int serverMessageNum, int serverCommandSequence, int clientNum ) {
	const char	*s;

	// clear everything
	memset( &cgs, 0, sizeof( cgs ) );
	memset( &cg, 0, sizeof( cg ) );
	memset( cg_entities, 0, sizeof(cg_entities) );
	memset( cg_weapons, 0, sizeof(cg_weapons) );

	cg.clientNum = clientNum;

	cgs.processedSnapshotNum = serverMessageNum;
	cgs.serverCommandSequence = serverCommandSequence;

	// load a few needed things before we do any screen updates
	cgs.media.charsetShader		= trap_R_RegisterShader( "interface/fonts/font0.png" );
	cgs.media.whiteShader		= trap_R_RegisterShader( "white" );
	cgs.media.clearShader		= trap_R_RegisterShader( "clear" );
	cgs.media.charsetProp		= trap_R_RegisterShaderNoMip( "interface/fonts/font1.png" );
	cgs.media.charsetPropGlow	= trap_R_RegisterShaderNoMip( "interface/fonts/font1Glow.png" );
	cgs.media.charsetPropB		= trap_R_RegisterShaderNoMip( "interface/fonts/font2.png" );

	CG_RegisterCvars();

	CG_InitConsoleCommands();

	cg.weaponSelect = 1;

	// get the rendering configuration from the client system
	trap_GetGlconfig( &cgs.glconfig );
	cgs.screenXScale = cgs.glconfig.vidWidth / 640.0;
	cgs.screenYScale = cgs.glconfig.vidHeight / 480.0;

	// get the gamestate from the client system
	trap_GetGameState( &cgs.gameState );

	// check version
	s = CG_ConfigString( CS_PRODUCT_VERSION );
	if ( strcmp( s, PRODUCT_VERSION ) ) {
		CG_Error( "Client/Server game mismatch: %s/%s", PRODUCT_VERSION, s );
	}

	s = CG_ConfigString( CS_LEVEL_START_TIME );
	cgs.levelStartTime = atoi( s );

	CG_ParseServerinfo();

	// load the new map
	CG_LoadingString( "collision map" );

	trap_CM_LoadMap( cgs.mapname );
	cg.loading = qtrue;		// force players to load instead of defer

	CG_LoadingString( "sounds" );

	CG_RegisterSounds();

	CG_LoadingString( "graphics" );

	CG_RegisterGraphics();

	CG_LoadingString( "clients" );

	CG_RegisterClients();		// if low on memory, some clients will be deferred


	cg.loading = qfalse;	// future players will be deferred
	CG_InitLocalEntities();

	// ADDING FOR ZEQ2
	CG_FrameHist_Init();
	CG_InitTrails();
	CG_InitParticleSystems();
	CG_InitBeamTables();
	CG_InitRadarBlips();
	// END ADDING

	CG_InitMarkPolys();

	// remove the last loading update
	cg.infoScreenText[0] = 0;

	// Make sure we have update values (scores)
	CG_SetConfigValues();

	CG_LoadingString( "" );
	CG_ShaderStateChanged();

	trap_S_ClearLoopingSounds( qtrue );
}
예제 #28
0
void CG_EffectParse(const char *effectstr)
{
	// Split the string into it's component parts.

	float bmin, bmax, cmin, cmax, gmin, gmax, bdrop, gdrop, wsplash, lsplash;
	int count;
	char *startptr, *eqptr, *endptr, *type;
	char workbuff[128];

	if (CG_AtmosphericKludge())
		return;

	// Set up some default values
	cg_atmFx.baseVec[0] = cg_atmFx.baseVec[1] = 0;
	cg_atmFx.gustVec[0] = cg_atmFx.gustVec[1] = 100;
	bmin = 5;
	bmax = 10;
	cmin = 1;
	cmax = 1;
	gmin = 0;
	gmax = 2;
	bdrop = gdrop = 300;
	cg_atmFx.baseWeight = 0.7f;
	cg_atmFx.gustWeight = 1.5f;
	wsplash = 1;
	lsplash = 1;
	type = NULL;

	// Parse the parameter string
	Q_strncpyz(workbuff, effectstr, sizeof(workbuff));
	for (startptr = workbuff; *startptr;) {
		for (eqptr = startptr; *eqptr && *eqptr != '=' && *eqptr != ','; eqptr++);
		if (!*eqptr)
			break;	// No more string
		if (*eqptr == ',') {
			startptr = eqptr + 1;	// Bad argument, continue
			continue;
		}
		*eqptr++ = 0;
		for (endptr = eqptr; *endptr && *endptr != ','; endptr++);
		if (*endptr)
			*endptr++ = 0;

		if (!type) {
			if (Q_stricmp(startptr, "T")) {
				cg_atmFx.numDrops = 0;
				CG_Printf("Atmospheric effect must start with a type.\n");
				return;
			}
			if (!Q_stricmp(eqptr, "RAIN")) {
				type = "rain";
				cg_atmFx.ParticleCheckVisible = &CG_RainParticleCheckVisible;
				cg_atmFx.ParticleGenerate = &CG_RainParticleGenerate;
				cg_atmFx.ParticleRender = &CG_RainParticleRender;

				cg_atmFx.baseVec[2] = cg_atmFx.gustVec[2] = -ATMOSPHERIC_RAIN_SPEED;
			} else if (!Q_stricmp(eqptr, "SNOW")) {
				type = "snow";
				cg_atmFx.ParticleCheckVisible = &CG_RainParticleCheckVisible;
				cg_atmFx.ParticleGenerate = &CG_SnowParticleGenerate;
				cg_atmFx.ParticleRender = &CG_SnowParticleRender;

				cg_atmFx.baseVec[2] = cg_atmFx.gustVec[2] = -ATMOSPHERIC_SNOW_SPEED;
			} else {
				cg_atmFx.numDrops = 0;
				CG_Printf("Only effect type 'rain' and 'snow' are supported.\n");
				return;
			}
		} else {
			if (!Q_stricmp(startptr, "B"))
				CG_EP_ParseFloats(eqptr, &bmin, &bmax);
			else if (!Q_stricmp(startptr, "C"))
				CG_EP_ParseFloats(eqptr, &cmin, &cmax);
			else if (!Q_stricmp(startptr, "G"))
				CG_EP_ParseFloats(eqptr, &gmin, &gmax);
			else if (!Q_stricmp(startptr, "BV"))
				CG_EP_ParseFloats(eqptr, &cg_atmFx.baseVec[0], &cg_atmFx.baseVec[1]);
			else if (!Q_stricmp(startptr, "GV"))
				CG_EP_ParseFloats(eqptr, &cg_atmFx.gustVec[0], &cg_atmFx.gustVec[1]);
			else if (!Q_stricmp(startptr, "W"))
				CG_EP_ParseFloats(eqptr, &cg_atmFx.baseWeight, &cg_atmFx.gustWeight);
			else if (!Q_stricmp(startptr, "S"))
				CG_EP_ParseFloats(eqptr, &wsplash, &lsplash);
			else if (!Q_stricmp(startptr, "D"))
				CG_EP_ParseFloats(eqptr, &bdrop, &gdrop);
			else
				CG_Printf("Unknown effect key '%s'.\n", startptr);
		}
		startptr = endptr;
	}

	if (!type) {
		// No effects

		cg_atmFx.numDrops = -1;
		return;
	}

	cg_atmFx.baseMinTime = 1000 * bmin;
	cg_atmFx.baseMaxTime = 1000 * bmax;
	cg_atmFx.changeMinTime = 1000 * cmin;
	cg_atmFx.changeMaxTime = 1000 * cmax;
	cg_atmFx.gustMinTime = 1000 * gmin;
	cg_atmFx.gustMaxTime = 1000 * gmax;
	cg_atmFx.baseDrops = bdrop;
	cg_atmFx.gustDrops = gdrop;
	cg_atmFx.waterSplash = wsplash;
	cg_atmFx.landSplash = lsplash;

	cg_atmFx.numDrops = (cg_atmFx.baseDrops > cg_atmFx.gustDrops) ? cg_atmFx.baseDrops : cg_atmFx.gustDrops;
	if (cg_atmFx.numDrops > MAX_ATMOSPHERIC_PARTICLES)
		cg_atmFx.numDrops = MAX_ATMOSPHERIC_PARTICLES;

	// Load graphics

	// Rain
	if (!Q_stricmp(type, "rain")) {
		cg_atmFx.numEffectShaders = 1;
		if (!(cg_atmFx.effectshaders[0] = trap_R_RegisterShader("gfx/atmosphere/raindrop")))
			cg_atmFx.effectshaders[0] = -1;
		if (cg_atmFx.waterSplash)
			cg_atmFx.effectwatershader = trap_R_RegisterShader("gfx/atmosphere/raindropwater");
		if (cg_atmFx.landSplash)
			cg_atmFx.effectlandshader = trap_R_RegisterShader("gfx/atmosphere/raindropsolid");

		// Snow
	} else if (!Q_stricmp(type, "snow")) {
		for (cg_atmFx.numEffectShaders = 0; cg_atmFx.numEffectShaders < 6; cg_atmFx.numEffectShaders++) {
			if (!
			    (cg_atmFx.effectshaders[cg_atmFx.numEffectShaders] =
			     trap_R_RegisterShader(va("gfx/atmosphere/snowflake0%i", cg_atmFx.numEffectShaders))))
				cg_atmFx.effectshaders[cg_atmFx.numEffectShaders] = -1;	// we had some kind of a problem
		}
		cg_atmFx.waterSplash = 0;
		cg_atmFx.landSplash = 0;

		// This really should never happen
	} else
		cg_atmFx.numEffectShaders = 0;

	// Initialise atmospheric effect to prevent all particles falling at the start
	for (count = 0; count < cg_atmFx.numDrops; count++)
		cg_atmFx.particles[count].nextDropTime = ATMOSPHERIC_DROPDELAY + (rand() % ATMOSPHERIC_DROPDELAY);

	CG_EffectGust();
}
예제 #29
0
void CG_BuildableStatusParse( const char *filename, buildStat_t *bs )
{
  pc_token_t token;
  int        handle;
  const char *s;
  int        i;
  float      f;
  vec4_t     c;

  handle = trap_Parse_LoadSource( filename );
  if( !handle )
    return;
  while( 1 )
  {
    if( !trap_Parse_ReadToken( handle, &token ) )
      break;
    if( !Q_stricmp( token.string, "frameShader" ) )
    {
      if( PC_String_Parse( handle, &s ) )
        bs->frameShader = trap_R_RegisterShader( s );
      continue;
    }
    else if( !Q_stricmp( token.string, "overlayShader" ) )
    {
      if( PC_String_Parse( handle, &s ) )
        bs->overlayShader = trap_R_RegisterShader( s );
      continue;
    }
    else if( !Q_stricmp( token.string, "noPowerShader" ) )
    {
      if( PC_String_Parse( handle, &s ) )
        bs->noPowerShader = trap_R_RegisterShader( s );
      continue;
    }
    else if( !Q_stricmp( token.string, "markedShader" ) )
    {
      if( PC_String_Parse( handle, &s ) )
        bs->markedShader = trap_R_RegisterShader( s );
      continue;
    }
    else if( !Q_stricmp( token.string, "healthSevereColor" ) )
    {
      if( PC_Color_Parse( handle, &c ) )
        Vector4Copy( c, bs->healthSevereColor );
      continue;
    }
    else if( !Q_stricmp( token.string, "healthHighColor" ) )
    {
      if( PC_Color_Parse( handle, &c ) )
        Vector4Copy( c, bs->healthHighColor );
      continue;
    }
    else if( !Q_stricmp( token.string, "healthElevatedColor" ) )
    {
      if( PC_Color_Parse( handle, &c ) )
        Vector4Copy( c, bs->healthElevatedColor );
      continue;
    }
    else if( !Q_stricmp( token.string, "healthGuardedColor" ) )
    {
      if( PC_Color_Parse( handle, &c ) )
        Vector4Copy( c, bs->healthGuardedColor );
      continue;
    }
    else if( !Q_stricmp( token.string, "healthLowColor" ) )
    {
      if( PC_Color_Parse( handle, &c ) )
        Vector4Copy( c, bs->healthLowColor );
      continue;
    }
    else if( !Q_stricmp( token.string, "foreColor" ) )
    {
      if( PC_Color_Parse( handle, &c ) )
        Vector4Copy( c, bs->foreColor );
      continue;
    }
    else if( !Q_stricmp( token.string, "backColor" ) )
    {
      if( PC_Color_Parse( handle, &c ) )
        Vector4Copy( c, bs->backColor );
      continue;
    }
    else if( !Q_stricmp( token.string, "frameHeight" ) )
    {
      if( PC_Int_Parse( handle, &i ) )
        bs->frameHeight = i;
      continue;
    }
    else if( !Q_stricmp( token.string, "frameWidth" ) )
    {
      if( PC_Int_Parse( handle, &i ) )
        bs->frameWidth = i;
      continue;
    }
    else if( !Q_stricmp( token.string, "healthPadding" ) )
    {
      if( PC_Int_Parse( handle, &i ) )
        bs->healthPadding = i;
      continue;
    }
    else if( !Q_stricmp( token.string, "overlayHeight" ) )
    {
      if( PC_Int_Parse( handle, &i ) )
        bs->overlayHeight = i;
      continue;
    }
    else if( !Q_stricmp( token.string, "overlayWidth" ) )
    {
      if( PC_Int_Parse( handle, &i ) )
        bs->overlayWidth = i;
      continue;
    }
    else if( !Q_stricmp( token.string, "verticalMargin" ) )
    {
      if( PC_Float_Parse( handle, &f ) )
        bs->verticalMargin = f;
      continue;
    }
    else if( !Q_stricmp( token.string, "horizontalMargin" ) )
    {
      if( PC_Float_Parse( handle, &f ) )
        bs->horizontalMargin = f;
      continue;
    }
    else
    {
      Com_Printf("CG_BuildableStatusParse: unknown token %s in %s\n",
        token.string, filename );
      bs->loaded = qfalse;
      return;
    }
  }
  bs->loaded = qtrue;
}
예제 #30
0
/*
====================
CG_DrawInformation

Draw all the status / pacifier stuff during level loading
====================
*/
void CG_DrawInformation(void)
{
	const char	*s;
	const char	*info;
	const char	*sysInfo;
	int			y;
	int			value;
	qhandle_t	levelshot;
	qhandle_t	detail;
	char		buf[1024];

	info = CG_ConfigString(CS_SERVERINFO);
	sysInfo = CG_ConfigString(CS_SYSTEMINFO);

	s = Info_ValueForKey(info, "mapname");
	levelshot = trap_R_RegisterShaderNoMip(va("levelshots/%s.tga", s));
	if (!levelshot)
	{
		levelshot = trap_R_RegisterShaderNoMip("menu/art/unknownmap");
	}
	trap_R_SetColor(NULL);
	CG_DrawPic(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, levelshot);

	// blend a detail texture over it
	detail = trap_R_RegisterShader("levelShotDetail");
	trap_R_DrawStretchPic(0, 0, cgs.glconfig.vidWidth, cgs.glconfig.vidHeight, 0, 0, 2.5, 2, detail);

	// draw the icons of things as they are loaded
	CG_DrawLoadingIcons();

	// the first 150 rows are reserved for the client connection
	// screen to write into
	if (cg.infoScreenText[0])
	{
		UI_DrawProportionalString(320, 128-32, va("Loading... %s", cg.infoScreenText),
			UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite);
	}
	else
	{
		UI_DrawProportionalString(320, 128-32, "Awaiting snapshot...",
			UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite);
	}

	// draw info string information

	y = 180-32;

	// don't print server lines if playing a local game
	trap_Cvar_VariableStringBuffer("sv_running", buf, sizeof(buf));
	if (!atoi(buf))
	{
		// server hostname
		Q_strncpyz(buf, Info_ValueForKey(info, "sv_hostname"), 1024);
		Q_CleanStr(buf);
		UI_DrawProportionalString(320, y, buf,
			UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite);
		y += PROP_HEIGHT;

		// pure server
		s = Info_ValueForKey(sysInfo, "sv_pure");
		if (s[0] == '1')
		{
			UI_DrawProportionalString(320, y, "Pure Server",
				UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite);
			y += PROP_HEIGHT;
		}

		// server-specific message of the day
		s = CG_ConfigString(CS_MOTD);
		if (s[0])
		{
			UI_DrawProportionalString(320, y, s,
				UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite);
			y += PROP_HEIGHT;
		}

		// some extra space after hostname and motd
		y += 10;
	}

	// map-specific message (long map name)
	s = CG_ConfigString(CS_MESSAGE);
	if (s[0])
	{
		UI_DrawProportionalString(320, y, s,
			UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite);
		y += PROP_HEIGHT;
	}

	// cheats warning
	s = Info_ValueForKey(sysInfo, "sv_cheats");
	if (s[0] == '1')
	{
		UI_DrawProportionalString(320, y, "CHEATS ARE ENABLED",
			UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite);
		y += PROP_HEIGHT;
	}

	// game type
	switch (cgs.gametype)
	{
	case GT_FFA:
		s = "Free For All";
		break;
	case GT_SINGLE_PLAYER:
		s = "Single Player";
		break;
	case GT_TOURNAMENT:
		s = "Tournament";
		break;
	case GT_TEAM:
		s = "Team Deathmatch";
		break;
	case GT_CTF:
		s = "Capture The Flag";
		break;
	case GT_DESTROY:
		s = "Invasion b"INVASION_VERSION" - Destroy All Eggs";
		break;
	case GT_INVASION:
		s = "Invasion b"INVASION_VERSION" - Teleport The Egg";
		break;
/*#ifdef MISSIONPACK
	case GT_1FCTF:
		s = "One Flag CTF";
		break;
	case GT_OBELISK:
		s = "Overload";
		break;
	case GT_HARVESTER:
		s = "Harvester";
		break;
#endif*/
	default:
		s = "Unknown Gametype";
		break;
	}
	UI_DrawProportionalString(320, y, s,
		UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite);
	y += PROP_HEIGHT;

	value = atoi(Info_ValueForKey(info, "timelimit"));
	if (value)
	{
		UI_DrawProportionalString(320, y, va("timelimit %i", value),
			UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite);
		y += PROP_HEIGHT;
	}

	if (cgs.gametype < GT_CTF)
	{
		value = atoi(Info_ValueForKey(info, "fraglimit"));
		if (value)
		{
			UI_DrawProportionalString(320, y, va("fraglimit %i", value),
				UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite);
			y += PROP_HEIGHT;
		}
	}

	if (cgs.gametype >= GT_CTF)
	{
		char *StrType[] = { "capturelimit", "winlimit" };

		value = atoi(Info_ValueForKey(info, StrType[0]));
		if (value)
		{
			char *s = NULL;

			if (cgs.gametype == GT_INVASION || cgs.gametype == GT_DESTROY)
				s = StrType[1];
			else
				s = StrType[0];

			UI_DrawProportionalString(320, y, va("%s %i", s, value),
				UI_CENTER|UI_SMALLFONT|UI_DROPSHADOW, colorWhite);
			y += PROP_HEIGHT;
		}
	}
}