示例#1
0
文件: cg_newdraw.c 项目: Razish/QtZ
void CG_DrawPickupItem( void ) {
	linkedList_t *node = NULL;
	float x = ICON_SIZE*0.25f, y = SCREEN_HEIGHT-ICON_SIZE*0.25f;
	int count = 0;

	trap->R_SetColor( NULL );

	//First pass to remove expired items
	for ( node=cg.q3p.itemPickupRoot; node; node=LinkedList_Traverse( node ) )
	{
		itemPickup_t *item = (itemPickup_t*)node->data;
		if ( item->pickupTime < cg.time - cg_itemPickupTime->integer )
		{//Free this object
			free( item );
			LinkedList_RemoveObject( &cg.q3p.itemPickupRoot, node );
			node = cg.q3p.itemPickupRoot;//HACK: Return to start of list
			continue;
		}
		count++;
	}

	y -= ICON_SIZE*count;
	for ( node=cg.q3p.itemPickupRoot; node; node=LinkedList_Traverse( node ) )
	{
		itemPickup_t *item = (itemPickup_t*)node->data;
		CG_RegisterItemVisuals( item->itemNum );
		CG_DrawPic( x, y, ICON_SIZE, ICON_SIZE, cg_items[item->itemNum].icon );
		y += ICON_SIZE;
	}
}
示例#2
0
void NPC_PrecacheWeapons( team_t playerTeam, int spawnflags, char *NPCtype )
{
	int weapons = NPC_WeaponsForTeam( playerTeam, spawnflags, NPCtype );
	gitem_t	*item;
	for ( int curWeap = WP_SABER; curWeap < WP_NUM_WEAPONS; curWeap++ )
	{
		if ( (weapons & ( 1 << curWeap )) )
		{
			item = FindItemForWeapon( ((weapon_t)(curWeap)) );	//precache the weapon
			CG_RegisterItemSounds( (item-bg_itemlist) );
			CG_RegisterItemVisuals( (item-bg_itemlist) );
			//precache the in-hand/in-world ghoul2 weapon model

			char weaponModel[64];
			
			strcpy (weaponModel, weaponData[curWeap].weaponMdl);	
			if (char *spot = strstr(weaponModel, ".md3") ) {
				*spot = 0;
				spot = strstr(weaponModel, "_w");//i'm using the in view weapon array instead of scanning the item list, so put the _w back on
				if (!spot) {
					strcat (weaponModel, "_w");
				}
				strcat (weaponModel, ".glm");	//and change to ghoul2
			}
			gi.G2API_PrecacheGhoul2Model( weaponModel ); // correct way is item->world_model
		}
	}
}
示例#3
0
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
	cgi_GetGameState( &cgs.gameState );

	// look up the individual string that was modified
	str = CG_ConfigString( num );

	// do something with it if necessary
	if ( num == CS_ITEMS ) {
		int i;
		for ( i = 1 ; i < bg_numItems ; i++ ) {
			if ( str[ i ] == '1' ) 
			{
				if (bg_itemlist[i].classname)
				{
					CG_RegisterItemSounds( i );
					CG_RegisterItemVisuals( i );
				}
			}
		}
	}
	else if ( num == CS_MUSIC ) {
		CG_StartMusic( qtrue );
	} else if ( num == CS_SERVERINFO ) {
		CG_ParseServerinfo();
	} else if ( num >= CS_MODELS && num < CS_MODELS+MAX_MODELS ) {
		cgs.model_draw[ num-CS_MODELS ] = cgi_R_RegisterModel( str );
//		OutputDebugString(va("### CG_ConfigStringModified(): cgs.model_draw[%d] = \"%s\"\n",num-CS_MODELS,str));
// GHOUL2 Insert start
	} else if ( num >= CS_CHARSKINS && num < CS_CHARSKINS+MAX_CHARSKINS ) {
		cgs.skins[ num-CS_CHARSKINS ] = cgi_R_RegisterSkin( str );
// Ghoul2 Insert end
	} else if ( num >= CS_SOUNDS && num < CS_SOUNDS+MAX_SOUNDS ) {
		if ( str[0] != '*' ) {
			cgs.sound_precache[ num-CS_SOUNDS] = cgi_S_RegisterSound( str );
		}
	} 
	else if ( num >= CS_EFFECTS && num < CS_EFFECTS + MAX_FX ) 
	{
		theFxScheduler.RegisterEffect( str );
	} 
	else if ( num >= CS_PLAYERS && num < CS_PLAYERS+MAX_CLIENTS ) {
		CG_NewClientinfo( num - CS_PLAYERS );
		CG_RegisterClientModels( num - CS_PLAYERS );
	}
	else if ( num >= CS_LIGHT_STYLES && num < CS_LIGHT_STYLES + (MAX_LIGHT_STYLES*3))
	{
		CG_SetLightstyle(num - CS_LIGHT_STYLES);
	}
	else if ( num >= CS_WORLD_FX && num < CS_WORLD_FX + MAX_WORLD_FX )
	{
		cgi_R_WorldEffectCommand( str );
	}
}
示例#4
0
文件: cg_newdraw.c 项目: Razish/QtZ
static void CG_DrawFlagsPowerUp(rectDef_t *rect) {
	int		value;

	if (cgs.gametype < GT_FLAGS) {
		return;
	}
	value = cg.snap->ps.stats[STAT_PERSISTENT_POWERUP];
	if ( value ) {
		CG_RegisterItemVisuals( value );
		CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cg_items[ value ].icon );
	}
}
示例#5
0
文件: cg_newdraw.c 项目: Razish/QtZ
static void CG_DrawPlayerItem( rectDef_t *rect, float scale, qboolean draw2D) {
	int		value;
	vector3 origin, angles;

	value = cg.snap->ps.stats[STAT_HOLDABLE_ITEM];
	if ( value ) {
		CG_RegisterItemVisuals( value );

		if (qtrue) {
			CG_RegisterItemVisuals( value );
			CG_DrawPic( rect->x, rect->y, rect->w, rect->h, cg_items[ value ].icon );
		} else {
			VectorClear( &angles );
			origin.x = 90;
			origin.y = 0;
			origin.z = -10;
			angles.yaw = ( cg.time & 2047 ) * 360 / 2048.0f;
			CG_Draw3DModel(rect->x, rect->y, rect->w, rect->h, cg_items[ value ].models[0], 0, &origin, &angles );
		}
	}

}
示例#6
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;
	}

	if ( cgs.wDisable & (1<<weaponNum) )
		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 ) {
		trap->Error( ERR_DROP, "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 ||
		weaponNum == WP_CONCUSSION)
	{
		strcpy( path, item->view_model );
		COM_StripExtension( path, path, sizeof( 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, sizeof( 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/projectile" );
		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;
	}
}
示例#7
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] );

	// 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;
	}
}
示例#8
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;
		}
	}
*/
}
/*
=================
CG_RegisterWeapon

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

	if ( weaponNum == 0 ) {
		return;
	}
	
	weaponInfo = CG_WeaponInfoUnsafe (weaponNum, variation);
	if ( weaponInfo )
	{
	    // Non-null means the weapon exists.
	    return;
	}

    weaponInfo = CG_NextFreeWeaponInfo();
	if ( weaponInfo == NULL ) {
	    trap->Error( ERR_DROP, "Max weapon info slots exceeded.\n" );
		return;
	}
	
	#ifdef _DEBUG
	//trap->Print ("Registering weapon %d variation %d\n", weaponNum, variation);
	#endif

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

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

	// load cmodel before model so filecache works
	if (weaponData->visuals.world_model[0] != '\0') { // Don't spam the console.
		weaponInfo->weaponModel = trap->R_RegisterModel(weaponData->visuals.world_model);
	}
	// load in-view model also
	weaponInfo->viewModel = NULL_HANDLE;
	if ( weaponInfo->g2ViewModel )
	{
	    trap->G2API_CleanGhoul2Models (&weaponInfo->g2ViewModel);
	    weaponInfo->g2ViewModel = NULL;
	}
		
	if ( CG_IsGhoul2Model (weaponData->visuals.view_model) )
	{
	    CG_LoadViewWeapon (weaponInfo, weaponData->visuals.view_model);
	}
	else if (weaponData->visuals.view_model[0] != '\0')
	{
		weaponInfo->viewModel = trap->R_RegisterModel(weaponData->visuals.view_model);
	}

	// calc midpoint for rotation
	if (weaponInfo->weaponModel != NULL_HANDLE) {
		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->hudIcon = trap->R_RegisterShaderNoMip (weaponData->visuals.icon);
	weaponInfo->hudNAIcon = trap->R_RegisterShaderNoMip (weaponData->visuals.icon_na);

	if (weaponNum != WP_SABER)
	{
		strcpy( path, weaponData->visuals.view_model );
		COM_StripExtension( path, path, sizeof( path ) );
		strcat( path, "_hand.md3" );
		weaponInfo->handsModel = trap->R_RegisterModel( path );
	}
	else
	{
		weaponInfo->handsModel = 0;
	}

	for(i = 0; i < weaponData->numFiringModes; i++)
	{
		// this only deals with them one at a time from now on --eez
		JKG_SetWeaponEventsHandler (weaponInfo, weaponData->visuals.visualFireModes[i].type, i);
	}
    JKG_LoadWeaponAssets (weaponInfo, weaponData);

	switch ( weaponNum ) {
	case WP_STUN_BATON:
	case WP_MELEE:
		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" );
		}
		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_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;
	}
}