/* * ============== * CL_EntityEvent * * An entity has just been parsed that has an event value * * the female events are there for backwards compatability * ============== */ void CL_EntityEvent(entity_state_t *ent) { switch (ent->event) { case EV_ITEM_RESPAWN: S_StartSound(NULL, ent->number, CHAN_WEAPON, S_RegisterSound("items/respawn1.wav"), 1, ATTN_IDLE, 0); CL_ItemRespawnParticles(ent->origin); break; case EV_PLAYER_TELEPORT: S_StartSound(NULL, ent->number, CHAN_WEAPON, S_RegisterSound("misc/tele1.wav"), 1, ATTN_IDLE, 0); CL_TeleportParticles(ent->origin); break; case EV_FOOTSTEP: if (cl_footsteps->value) { //Knightmare- Lazarus footsteps //S_StartSound (NULL, ent->number, CHAN_BODY, clMedia.sfx_footsteps[rand()&3], 1, ATTN_NORM, 0); CL_FootSteps(ent, false); } break; case EV_LOUDSTEP: if (cl_footsteps->value) { CL_FootSteps(ent, true); } break; //end Knightmare case EV_FALLSHORT: S_StartSound(NULL, ent->number, CHAN_AUTO, S_RegisterSound("player/land1.wav"), 1, ATTN_NORM, 0); break; case EV_FALL: S_StartSound(NULL, ent->number, CHAN_AUTO, S_RegisterSound("*fall2.wav"), 1, ATTN_NORM, 0); break; case EV_FALLFAR: S_StartSound(NULL, ent->number, CHAN_AUTO, S_RegisterSound("*fall1.wav"), 1, ATTN_NORM, 0); break; //Knightmare- more Lazarus sounds case EV_SLOSH: S_StartSound(NULL, ent->number, CHAN_BODY, clMedia.sfx_slosh[rand() & 3], 0.5, ATTN_NORM, 0); break; case EV_WADE: S_StartSound(NULL, ent->number, CHAN_BODY, clMedia.sfx_wade[rand() & 3], 0.5, ATTN_NORM, 0); break; case EV_WADE_MUD: S_StartSound(NULL, ent->number, CHAN_BODY, clMedia.sfx_mud_wade[rand() & 1], 0.5, ATTN_NORM, 0); break; case EV_CLIMB_LADDER: S_StartSound(NULL, ent->number, CHAN_BODY, clMedia.sfx_ladder[rand() & 3], 0.5, ATTN_NORM, 0); break; //end Knightmare } }
intptr_t CL_UISystemCalls( intptr_t *args ) { switch ( args[0] ) { //rww - alright, DO NOT EVER add a GAME/CGAME/UI generic call without adding a trap to match, and //all of these traps must be shared and have cases in sv_game, cl_cgame, and cl_ui. They must also //all be in the same order, and start at 100. case TRAP_MEMSET: Com_Memset( VMA(1), args[2], args[3] ); return 0; case TRAP_MEMCPY: Com_Memcpy( VMA(1), VMA(2), args[3] ); return 0; case TRAP_STRNCPY: strncpy( (char *)VMA(1), (const char *)VMA(2), args[3] ); return args[1]; case TRAP_SIN: return FloatAsInt( sin( VMF(1) ) ); case TRAP_COS: return FloatAsInt( cos( VMF(1) ) ); case TRAP_ATAN2: return FloatAsInt( atan2( VMF(1), VMF(2) ) ); case TRAP_SQRT: return FloatAsInt( sqrt( VMF(1) ) ); case TRAP_MATRIXMULTIPLY: MatrixMultiply( (vec3_t *)VMA(1), (vec3_t *)VMA(2), (vec3_t *)VMA(3) ); return 0; case TRAP_ANGLEVECTORS: AngleVectors( (const float *)VMA(1), (float *)VMA(2), (float *)VMA(3), (float *)VMA(4) ); return 0; case TRAP_PERPENDICULARVECTOR: PerpendicularVector( (float *)VMA(1), (const float *)VMA(2) ); return 0; case TRAP_FLOOR: return FloatAsInt( floor( VMF(1) ) ); case TRAP_CEIL: return FloatAsInt( ceil( VMF(1) ) ); case TRAP_TESTPRINTINT: return 0; case TRAP_TESTPRINTFLOAT: return 0; case TRAP_ACOS: return FloatAsInt( Q_acos( VMF(1) ) ); case TRAP_ASIN: return FloatAsInt( Q_asin( VMF(1) ) ); case UI_ERROR: Com_Error( ERR_DROP, "%s", VMA(1) ); return 0; case UI_PRINT: Com_Printf( "%s", VMA(1) ); return 0; case UI_MILLISECONDS: return Sys_Milliseconds(); case UI_CVAR_REGISTER: Cvar_Register( (vmCvar_t *)VMA(1), (const char *)VMA(2), (const char *)VMA(3), args[4] ); return 0; case UI_CVAR_UPDATE: Cvar_Update( (vmCvar_t *)VMA(1) ); return 0; case UI_CVAR_SET: Cvar_Set( (const char *)VMA(1), (const char *)VMA(2) ); return 0; case UI_CVAR_VARIABLEVALUE: return FloatAsInt( Cvar_VariableValue( (const char *)VMA(1) ) ); case UI_CVAR_VARIABLESTRINGBUFFER: Cvar_VariableStringBuffer( (const char *)VMA(1), (char *)VMA(2), args[3] ); return 0; case UI_CVAR_SETVALUE: Cvar_SetValue( (const char *)VMA(1), VMF(2) ); return 0; case UI_CVAR_RESET: Cvar_Reset( (const char *)VMA(1) ); return 0; case UI_CVAR_CREATE: Cvar_Get( (const char *)VMA(1), (const char *)VMA(2), args[3] ); return 0; case UI_CVAR_INFOSTRINGBUFFER: Cvar_InfoStringBuffer( args[1], (char *)VMA(2), args[3] ); return 0; case UI_ARGC: return Cmd_Argc(); case UI_ARGV: Cmd_ArgvBuffer( args[1], (char *)VMA(2), args[3] ); return 0; case UI_CMD_EXECUTETEXT: Cbuf_ExecuteText( args[1], (const char *)VMA(2) ); return 0; case UI_FS_FOPENFILE: return FS_FOpenFileByMode( (const char *)VMA(1), (int *)VMA(2), (fsMode_t)args[3] ); case UI_FS_READ: FS_Read2( VMA(1), args[2], args[3] ); return 0; case UI_FS_WRITE: FS_Write( VMA(1), args[2], args[3] ); return 0; case UI_FS_FCLOSEFILE: FS_FCloseFile( args[1] ); return 0; case UI_FS_GETFILELIST: return FS_GetFileList( (const char *)VMA(1), (const char *)VMA(2), (char *)VMA(3), args[4] ); case UI_R_REGISTERMODEL: return re->RegisterModel( (const char *)VMA(1) ); case UI_R_REGISTERSKIN: return re->RegisterSkin( (const char *)VMA(1) ); case UI_R_REGISTERSHADERNOMIP: return re->RegisterShaderNoMip( (const char *)VMA(1) ); case UI_R_SHADERNAMEFROMINDEX: CL_R_ShaderNameFromIndex( (char *)VMA(1), args[2] ); return 0; case UI_R_CLEARSCENE: re->ClearScene(); return 0; case UI_R_ADDREFENTITYTOSCENE: re->AddRefEntityToScene( (const refEntity_t *)VMA(1) ); return 0; case UI_R_ADDPOLYTOSCENE: re->AddPolyToScene( args[1], args[2], (const polyVert_t *)VMA(3), 1 ); return 0; case UI_R_ADDLIGHTTOSCENE: #ifdef VV_LIGHTING VVLightMan.RE_AddLightToScene( (const float *)VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); #else re->AddLightToScene( (const float *)VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); #endif return 0; case UI_R_RENDERSCENE: re->RenderScene( (const refdef_t *)VMA(1) ); return 0; case UI_R_SETCOLOR: re->SetColor( (const float *)VMA(1) ); return 0; case UI_R_DRAWSTRETCHPIC: re->DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] ); return 0; case UI_R_MODELBOUNDS: re->ModelBounds( args[1], (float *)VMA(2), (float *)VMA(3) ); return 0; case UI_UPDATESCREEN: SCR_UpdateScreen(); return 0; case UI_CM_LERPTAG: re->LerpTag( (orientation_t *)VMA(1), args[2], args[3], args[4], VMF(5), (const char *)VMA(6) ); return 0; case UI_S_REGISTERSOUND: return S_RegisterSound( (const char *)VMA(1) ); case UI_S_STARTLOCALSOUND: S_StartLocalSound( args[1], args[2] ); return 0; case UI_KEY_KEYNUMTOSTRINGBUF: Key_KeynumToStringBuf( args[1], (char *)VMA(2), args[3] ); return 0; case UI_KEY_GETBINDINGBUF: Key_GetBindingBuf( args[1], (char *)VMA(2), args[3] ); return 0; case UI_KEY_SETBINDING: Key_SetBinding( args[1], (const char *)VMA(2) ); return 0; case UI_KEY_ISDOWN: return Key_IsDown( args[1] ); case UI_KEY_GETOVERSTRIKEMODE: return Key_GetOverstrikeMode(); case UI_KEY_SETOVERSTRIKEMODE: Key_SetOverstrikeMode( (qboolean)args[1] ); return 0; case UI_KEY_CLEARSTATES: Key_ClearStates(); return 0; case UI_KEY_GETCATCHER: return Key_GetCatcher(); case UI_KEY_SETCATCHER: Key_SetCatcher( args[1] ); return 0; case UI_GETCLIPBOARDDATA: GetClipboardData( (char *)VMA(1), args[2] ); return 0; case UI_GETCLIENTSTATE: CL_GetClientState( (uiClientState_t *)VMA(1) ); return 0; case UI_GETGLCONFIG: CL_GetGlconfig( (glconfig_t *)VMA(1) ); return 0; case UI_GETCONFIGSTRING: return GetConfigString( args[1], (char *)VMA(2), args[3] ); case UI_LAN_LOADCACHEDSERVERS: LAN_LoadCachedServers(); return 0; case UI_LAN_SAVECACHEDSERVERS: LAN_SaveServersToCache(); return 0; case UI_LAN_ADDSERVER: return LAN_AddServer(args[1], (const char *)VMA(2), (const char *)VMA(3)); case UI_LAN_REMOVESERVER: LAN_RemoveServer(args[1], (const char *)VMA(2)); return 0; case UI_LAN_GETPINGQUEUECOUNT: return LAN_GetPingQueueCount(); case UI_LAN_CLEARPING: LAN_ClearPing( args[1] ); return 0; case UI_LAN_GETPING: LAN_GetPing( args[1], (char *)VMA(2), args[3], (int *)VMA(4) ); return 0; case UI_LAN_GETPINGINFO: LAN_GetPingInfo( args[1], (char *)VMA(2), args[3] ); return 0; case UI_LAN_GETSERVERCOUNT: return LAN_GetServerCount(args[1]); case UI_LAN_GETSERVERADDRESSSTRING: LAN_GetServerAddressString( args[1], args[2], (char *)VMA(3), args[4] ); return 0; case UI_LAN_GETSERVERINFO: LAN_GetServerInfo( args[1], args[2], (char *)VMA(3), args[4] ); return 0; case UI_LAN_GETSERVERPING: return LAN_GetServerPing( args[1], args[2] ); case UI_LAN_MARKSERVERVISIBLE: LAN_MarkServerVisible( args[1], args[2], (qboolean)args[3] ); return 0; case UI_LAN_SERVERISVISIBLE: return LAN_ServerIsVisible( args[1], args[2] ); case UI_LAN_UPDATEVISIBLEPINGS: return LAN_UpdateVisiblePings( args[1] ); case UI_LAN_RESETPINGS: LAN_ResetPings( args[1] ); return 0; case UI_LAN_SERVERSTATUS: return LAN_GetServerStatus( (char *)VMA(1), (char *)VMA(2), args[3] ); case UI_LAN_COMPARESERVERS: return LAN_CompareServers( args[1], args[2], args[3], args[4], args[5] ); case UI_MEMORY_REMAINING: return Hunk_MemoryRemaining(); case UI_R_REGISTERFONT: return re->RegisterFont( (const char *)VMA(1) ); case UI_R_FONT_STRLENPIXELS: return re->Font_StrLenPixels( (const char *)VMA(1), args[2], VMF(3) ); case UI_R_FONT_STRLENCHARS: return re->Font_StrLenChars( (const char *)VMA(1) ); case UI_R_FONT_STRHEIGHTPIXELS: return re->Font_HeightPixels( args[1], VMF(2) ); case UI_R_FONT_DRAWSTRING: re->Font_DrawString( args[1], args[2], (const char *)VMA(3), (const float *) VMA(4), args[5], args[6], VMF(7) ); return 0; case UI_LANGUAGE_ISASIAN: return re->Language_IsAsian(); case UI_LANGUAGE_USESSPACES: return re->Language_UsesSpaces(); case UI_ANYLANGUAGE_READCHARFROMSTRING: return re->AnyLanguage_ReadCharFromString( (const char *)VMA(1), (int *) VMA(2), (qboolean *) VMA(3) ); case UI_PC_ADD_GLOBAL_DEFINE: return botlib_export->PC_AddGlobalDefine( (char *)VMA(1) ); case UI_PC_LOAD_SOURCE: return botlib_export->PC_LoadSourceHandle( (const char *)VMA(1) ); case UI_PC_FREE_SOURCE: return botlib_export->PC_FreeSourceHandle( args[1] ); case UI_PC_READ_TOKEN: return botlib_export->PC_ReadTokenHandle( args[1], (struct pc_token_s *)VMA(2) ); case UI_PC_SOURCE_FILE_AND_LINE: return botlib_export->PC_SourceFileAndLine( args[1], (char *)VMA(2), (int *)VMA(3) ); case UI_PC_LOAD_GLOBAL_DEFINES: return botlib_export->PC_LoadGlobalDefines ( (char *)VMA(1) ); case UI_PC_REMOVE_ALL_GLOBAL_DEFINES: botlib_export->PC_RemoveAllGlobalDefines ( ); return 0; case UI_S_STOPBACKGROUNDTRACK: S_StopBackgroundTrack(); return 0; case UI_S_STARTBACKGROUNDTRACK: S_StartBackgroundTrack( (const char *)VMA(1), (const char *)VMA(2), qfalse ); return 0; case UI_REAL_TIME: return Com_RealTime( (struct qtime_s *)VMA(1) ); case UI_CIN_PLAYCINEMATIC: Com_DPrintf("UI_CIN_PlayCinematic\n"); return CIN_PlayCinematic((const char *)VMA(1), args[2], args[3], args[4], args[5], args[6]); case UI_CIN_STOPCINEMATIC: return CIN_StopCinematic(args[1]); case UI_CIN_RUNCINEMATIC: return CIN_RunCinematic(args[1]); case UI_CIN_DRAWCINEMATIC: CIN_DrawCinematic(args[1]); return 0; case UI_CIN_SETEXTENTS: CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]); return 0; case UI_R_REMAP_SHADER: re->RemapShader( (const char *)VMA(1), (const char *)VMA(2), (const char *)VMA(3) ); return 0; case UI_SP_GETNUMLANGUAGES: return SE_GetNumLanguages(); case UI_SP_GETLANGUAGENAME: CL_SE_GetLanguageName( args[1], (char *)VMA(2) ); return 0; case UI_SP_GETSTRINGTEXTSTRING: return CL_SE_GetStringTextString( (const char *)VMA(1), (char *)VMA(2), args[3] ); case UI_G2_LISTSURFACES: re->G2API_ListSurfaces( (CGhoul2Info *) args[1] ); return 0; case UI_G2_LISTBONES: re->G2API_ListBones( (CGhoul2Info *) args[1], args[2]); return 0; case UI_G2_HAVEWEGHOULMODELS: return re->G2API_HaveWeGhoul2Models( *((CGhoul2Info_v *)args[1]) ); case UI_G2_SETMODELS: re->G2API_SetGhoul2ModelIndexes( *((CGhoul2Info_v *)args[1]),(qhandle_t *)VMA(2),(qhandle_t *)VMA(3)); return 0; case UI_G2_GETBOLT: return re->G2API_GetBoltMatrix(*((CGhoul2Info_v *)args[1]), args[2], args[3], (mdxaBone_t *)VMA(4), (const float *)VMA(5),(const float *)VMA(6), args[7], (qhandle_t *)VMA(8), (float *)VMA(9)); case UI_G2_GETBOLT_NOREC: re->G2API_BoltMatrixReconstruction( qfalse );//gG2_GBMNoReconstruct = qtrue; return re->G2API_GetBoltMatrix(*((CGhoul2Info_v *)args[1]), args[2], args[3], (mdxaBone_t *)VMA(4), (const float *)VMA(5),(const float *)VMA(6), args[7], (qhandle_t *)VMA(8), (float *)VMA(9)); case UI_G2_GETBOLT_NOREC_NOROT: //RAZFIXME: cgame reconstructs bolt matrix, why is this different? re->G2API_BoltMatrixReconstruction( qfalse );//gG2_GBMNoReconstruct = qtrue; re->G2API_BoltMatrixSPMethod( qtrue );//gG2_GBMUseSPMethod = qtrue; return re->G2API_GetBoltMatrix(*((CGhoul2Info_v *)args[1]), args[2], args[3], (mdxaBone_t *)VMA(4), (const float *)VMA(5),(const float *)VMA(6), args[7], (qhandle_t *)VMA(8), (float *)VMA(9)); case UI_G2_INITGHOUL2MODEL: #ifdef _FULL_G2_LEAK_CHECKING g_G2AllocServer = 0; #endif return re->G2API_InitGhoul2Model((CGhoul2Info_v **)VMA(1), (const char *)VMA(2), args[3], (qhandle_t) args[4], (qhandle_t) args[5], args[6], args[7]); case UI_G2_COLLISIONDETECT: case UI_G2_COLLISIONDETECTCACHE: return 0; //not supported for ui case UI_G2_ANGLEOVERRIDE: return re->G2API_SetBoneAngles(*((CGhoul2Info_v *)args[1]), args[2], (const char *)VMA(3), (float *)VMA(4), args[5], (const Eorientations) args[6], (const Eorientations) args[7], (const Eorientations) args[8], (qhandle_t *)VMA(9), args[10], args[11] ); case UI_G2_CLEANMODELS: #ifdef _FULL_G2_LEAK_CHECKING g_G2AllocServer = 0; #endif re->G2API_CleanGhoul2Models((CGhoul2Info_v **)VMA(1)); // re->G2API_CleanGhoul2Models((CGhoul2Info_v **)args[1]); return 0; case UI_G2_PLAYANIM: return re->G2API_SetBoneAnim(*((CGhoul2Info_v *)args[1]), args[2], (const char *)VMA(3), args[4], args[5], args[6], VMF(7), args[8], VMF(9), args[10]); case UI_G2_GETBONEANIM: { CGhoul2Info_v &g2 = *((CGhoul2Info_v *)args[1]); int modelIndex = args[10]; return re->G2API_GetBoneAnim(&g2[modelIndex], (const char*)VMA(2), args[3], (float *)VMA(4), (int *)VMA(5), (int *)VMA(6), (int *)VMA(7), (float *)VMA(8), (int *)VMA(9)); } case UI_G2_GETBONEFRAME: { //rwwFIXMEFIXME: Just make a G2API_GetBoneFrame func too. This is dirty. CGhoul2Info_v &g2 = *((CGhoul2Info_v *)args[1]); int modelIndex = args[6]; int iDontCare1 = 0, iDontCare2 = 0, iDontCare3 = 0; float fDontCare1 = 0; return re->G2API_GetBoneAnim(&g2[modelIndex], (const char*)VMA(2), args[3], (float *)VMA(4), &iDontCare1, &iDontCare2, &iDontCare3, &fDontCare1, (int *)VMA(5)); } case UI_G2_GETGLANAME: // return (int)G2API_GetGLAName(*((CGhoul2Info_v *)VMA(1)), args[2]); { char *point = ((char *)VMA(3)); char *local; local = re->G2API_GetGLAName(*((CGhoul2Info_v *)args[1]), args[2]); if (local) { strcpy(point, local); } } return 0; case UI_G2_COPYGHOUL2INSTANCE: return (int)re->G2API_CopyGhoul2Instance(*((CGhoul2Info_v *)args[1]), *((CGhoul2Info_v *)args[2]), args[3]); case UI_G2_COPYSPECIFICGHOUL2MODEL: re->G2API_CopySpecificG2Model(*((CGhoul2Info_v *)args[1]), args[2], *((CGhoul2Info_v *)args[3]), args[4]); return 0; case UI_G2_DUPLICATEGHOUL2INSTANCE: #ifdef _FULL_G2_LEAK_CHECKING g_G2AllocServer = 0; #endif re->G2API_DuplicateGhoul2Instance(*((CGhoul2Info_v *)args[1]), (CGhoul2Info_v **)VMA(2)); return 0; case UI_G2_HASGHOUL2MODELONINDEX: return (int)re->G2API_HasGhoul2ModelOnIndex((CGhoul2Info_v **)VMA(1), args[2]); //return (int)G2API_HasGhoul2ModelOnIndex((CGhoul2Info_v **)args[1], args[2]); case UI_G2_REMOVEGHOUL2MODEL: #ifdef _FULL_G2_LEAK_CHECKING g_G2AllocServer = 0; #endif return (int)re->G2API_RemoveGhoul2Model((CGhoul2Info_v **)VMA(1), args[2]); //return (int)G2API_RemoveGhoul2Model((CGhoul2Info_v **)args[1], args[2]); case UI_G2_ADDBOLT: return re->G2API_AddBolt(*((CGhoul2Info_v *)args[1]), args[2], (const char *)VMA(3)); case UI_G2_SETBOLTON: re->G2API_SetBoltInfo(*((CGhoul2Info_v *)args[1]), args[2], args[3]); return 0; case UI_G2_SETROOTSURFACE: return re->G2API_SetRootSurface(*((CGhoul2Info_v *)args[1]), args[2], (const char *)VMA(3)); case UI_G2_SETSURFACEONOFF: return re->G2API_SetSurfaceOnOff(*((CGhoul2Info_v *)args[1]), (const char *)VMA(2), /*(const int)VMA(3)*/args[3]); case UI_G2_SETNEWORIGIN: return re->G2API_SetNewOrigin(*((CGhoul2Info_v *)args[1]), /*(const int)VMA(2)*/args[2]); case UI_G2_GETTIME: return re->G2API_GetTime(0); case UI_G2_SETTIME: re->G2API_SetTime(args[1], args[2]); return 0; case UI_G2_SETRAGDOLL: return 0; //not supported for ui break; case UI_G2_ANIMATEG2MODELS: return 0; //not supported for ui break; case UI_G2_SETBONEIKSTATE: return re->G2API_SetBoneIKState(*((CGhoul2Info_v *)args[1]), args[2], (const char *)VMA(3), args[4], (sharedSetBoneIKStateParams_t *)VMA(5)); case UI_G2_IKMOVE: return re->G2API_IKMove(*((CGhoul2Info_v *)args[1]), args[2], (sharedIKMoveParams_t *)VMA(3)); case UI_G2_GETSURFACENAME: { //Since returning a pointer in such a way to a VM seems to cause MASSIVE FAILURE<tm>, we will shove data into the pointer the vm passes instead char *point = ((char *)VMA(4)); char *local; int modelindex = args[3]; CGhoul2Info_v &g2 = *((CGhoul2Info_v *)args[1]); local = re->G2API_GetSurfaceName(&g2[modelindex], args[2]); if (local) { strcpy(point, local); } } return 0; case UI_G2_SETSKIN: { CGhoul2Info_v &g2 = *((CGhoul2Info_v *)args[1]); int modelIndex = args[2]; return re->G2API_SetSkin(&g2[modelIndex], args[3], args[4]); } case UI_G2_ATTACHG2MODEL: { CGhoul2Info_v *g2From = ((CGhoul2Info_v *)args[1]); CGhoul2Info_v *g2To = ((CGhoul2Info_v *)args[3]); return re->G2API_AttachG2Model(*g2From, args[2], *g2To, args[4], args[5]); } default: Com_Error( ERR_DROP, "Bad UI system trap: %ld", (long int) args[0] ); } return 0; }
/* ================= CL_PrepVideo Call before entering a new level, or after changing dlls ================= */ void CL_PrepVideo( void ) { string name, mapname; int i, mdlcount, step; int map_checksum; // dummy if( !cl.model_precache[1][0] ) return; // no map loaded Cvar_SetFloat( "scr_loading", 0.0f ); // reset progress bar MsgDev( D_NOTE, "CL_PrepVideo: %s\n", clgame.mapname ); // let the render dll load the map Q_strncpy( mapname, cl.model_precache[1], MAX_STRING ); Mod_LoadWorld( mapname, &map_checksum, false ); cl.worldmodel = Mod_Handle( 1 ); // get world pointer Cvar_SetFloat( "scr_loading", 25.0f ); SCR_UpdateScreen(); // make sure what map is valid if( !cls.demoplayback && map_checksum != cl.checksum ) Host_Error( "Local map version differs from server: %i != '%i'\n", map_checksum, cl.checksum ); for( i = 0, mdlcount = 0; i < MAX_MODELS && cl.model_precache[i+1][0]; i++ ) mdlcount++; // total num models step = mdlcount/10; for( i = 0; i < MAX_MODELS && cl.model_precache[i+1][0]; i++ ) { Q_strncpy( name, cl.model_precache[i+1], MAX_STRING ); Mod_RegisterModel( name, i+1 ); Cvar_SetFloat( "scr_loading", scr_loading->value + 75.0f / mdlcount ); if( step && !( i % step ) && ( cl_allow_levelshots->integer || cl.background ) ) SCR_UpdateScreen(); } // update right muzzleflash indexes CL_RegisterMuzzleFlashes (); // invalidate all decal indexes Q_memset( cl.decal_index, 0, sizeof( cl.decal_index )); CL_ClearWorld (); R_NewMap(); // tell the render about new map V_SetupOverviewState(); // set overview bounds // must be called after lightmap loading! clgame.dllFuncs.pfnVidInit(); // release unused SpriteTextures for( i = 1; i < MAX_IMAGES; i++ ) { if( !clgame.sprites[i].name[0] ) continue; // free slot if( clgame.sprites[i].needload != clgame.load_sequence ) Mod_UnloadSpriteModel( &clgame.sprites[i] ); } Mod_FreeUnused (); Cvar_SetFloat( "scr_loading", 100.0f ); // all done if( host.decalList ) { // need to reapply all decals after restarting for( i = 0; i < host.numdecals; i++ ) { decallist_t *entry = &host.decalList[i]; cl_entity_t *pEdict = CL_GetEntityByIndex( entry->entityIndex ); int decalIndex = CL_DecalIndex( CL_DecalIndexFromName( entry->name )); int modelIndex = 0; if( pEdict ) modelIndex = pEdict->curstate.modelindex; CL_DecalShoot( decalIndex, entry->entityIndex, modelIndex, entry->position, entry->flags ); } Z_Free( host.decalList ); } host.decalList = NULL; host.numdecals = 0; if( host.soundList ) { // need to reapply all ambient sounds after restarting for( i = 0; i < host.numsounds; i++ ) { soundlist_t *entry = &host.soundList[i]; if( entry->looping && entry->entnum != -1 ) { MsgDev( D_NOTE, "Restarting sound %s...\n", entry->name ); S_AmbientSound( entry->origin, entry->entnum, S_RegisterSound( entry->name ), entry->volume, entry->attenuation, entry->pitch, 0 ); } } } host.soundList = NULL; host.numsounds = 0; if( host.developer <= 2 ) Con_ClearNotify(); // clear any lines of console text SCR_UpdateScreen (); cl.video_prepped = true; cl.force_refdef = true; }
/* ==================== CL_UISystemCalls The ui module is making a system call ==================== */ intptr_t CL_UISystemCalls( intptr_t *args ) { switch( args[0] ) { case UI_ERROR: Com_Error( ERR_DROP, "%s", (const char*)VMA(1) ); return 0; case UI_PRINT: Com_Printf( "%s", (const char*)VMA(1) ); return 0; case UI_MILLISECONDS: return Sys_Milliseconds(); case UI_CVAR_REGISTER: Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); return 0; case UI_CVAR_UPDATE: Cvar_Update( VMA(1) ); return 0; case UI_CVAR_SET: Cvar_Set( VMA(1), VMA(2) ); return 0; case UI_CVAR_VARIABLEVALUE: return FloatAsInt( Cvar_VariableValue( VMA(1) ) ); case UI_CVAR_VARIABLESTRINGBUFFER: Cvar_VariableStringBuffer( VMA(1), VMA(2), args[3] ); return 0; case UI_CVAR_SETVALUE: Cvar_SetValue( VMA(1), VMF(2) ); return 0; case UI_CVAR_RESET: Cvar_Reset( VMA(1) ); return 0; case UI_CVAR_CREATE: Cvar_Get( VMA(1), VMA(2), args[3] ); return 0; case UI_CVAR_INFOSTRINGBUFFER: Cvar_InfoStringBuffer( args[1], VMA(2), args[3] ); return 0; case UI_ARGC: return Cmd_Argc(); case UI_ARGV: Cmd_ArgvBuffer( args[1], VMA(2), args[3] ); return 0; case UI_CMD_EXECUTETEXT: if(args[1] == 0 && (!strncmp(VMA(2), "snd_restart", 11) || !strncmp(VMA(2), "vid_restart", 11) || !strncmp(VMA(2), "quit", 5))) { Com_Printf (S_COLOR_YELLOW "turning EXEC_NOW '%.11s' into EXEC_INSERT\n", (const char*)VMA(2)); args[1] = EXEC_INSERT; } Cbuf_ExecuteText( args[1], VMA(2) ); return 0; case UI_FS_FOPENFILE: return FS_FOpenFileByMode( VMA(1), VMA(2), args[3] ); case UI_FS_READ: FS_Read2( VMA(1), args[2], args[3] ); return 0; case UI_FS_WRITE: FS_Write( VMA(1), args[2], args[3] ); return 0; case UI_FS_FCLOSEFILE: FS_FCloseFile( args[1] ); return 0; case UI_FS_GETFILELIST: return FS_GetFileList( VMA(1), VMA(2), VMA(3), args[4] ); case UI_FS_SEEK: return FS_Seek( args[1], args[2], args[3] ); case UI_R_REGISTERMODEL: return re.RegisterModel( VMA(1) ); case UI_R_REGISTERSKIN: return re.RegisterSkin( VMA(1) ); case UI_R_REGISTERSHADERNOMIP: return re.RegisterShaderNoMip( VMA(1) ); case UI_R_CLEARSCENE: re.ClearScene(); return 0; case UI_R_ADDREFENTITYTOSCENE: re.AddRefEntityToScene( VMA(1) ); return 0; case UI_R_ADDPOLYTOSCENE: re.AddPolyToScene( args[1], args[2], VMA(3), 1 ); return 0; case UI_R_ADDLIGHTTOSCENE: re.AddLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); return 0; case UI_R_RENDERSCENE: re.RenderScene( VMA(1) ); return 0; case UI_R_SETCOLOR: re.SetColor( VMA(1) ); return 0; case UI_R_DRAWSTRETCHPIC: re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] ); return 0; case UI_R_MODELBOUNDS: re.ModelBounds( args[1], VMA(2), VMA(3) ); return 0; case UI_UPDATESCREEN: SCR_UpdateScreen(); return 0; case UI_CM_LERPTAG: re.LerpTag( VMA(1), args[2], args[3], args[4], VMF(5), VMA(6) ); return 0; case UI_S_REGISTERSOUND: return S_RegisterSound( VMA(1), args[2] ); case UI_S_STARTLOCALSOUND: S_StartLocalSound( args[1], args[2] ); return 0; case UI_KEY_KEYNUMTOSTRINGBUF: Key_KeynumToStringBuf( args[1], VMA(2), args[3] ); return 0; case UI_KEY_GETBINDINGBUF: Key_GetBindingBuf( args[1], VMA(2), args[3] ); return 0; case UI_KEY_SETBINDING: Key_SetBinding( args[1], VMA(2) ); return 0; case UI_KEY_ISDOWN: return Key_IsDown( args[1] ); case UI_KEY_GETOVERSTRIKEMODE: return Key_GetOverstrikeMode(); case UI_KEY_SETOVERSTRIKEMODE: Key_SetOverstrikeMode( args[1] ); return 0; case UI_KEY_CLEARSTATES: Key_ClearStates(); return 0; case UI_KEY_GETCATCHER: return Key_GetCatcher(); case UI_KEY_SETCATCHER: // Don't allow the ui module to close the console Key_SetCatcher( args[1] | ( Key_GetCatcher( ) & KEYCATCH_CONSOLE ) ); return 0; case UI_GETCLIPBOARDDATA: CL_GetClipboardData( VMA(1), args[2] ); return 0; case UI_GETCLIENTSTATE: GetClientState( VMA(1) ); return 0; case UI_GETGLCONFIG: CL_GetGlconfig( VMA(1) ); return 0; case UI_GETCONFIGSTRING: return GetConfigString( args[1], VMA(2), args[3] ); case UI_LAN_LOADCACHEDSERVERS: LAN_LoadCachedServers(); return 0; case UI_LAN_SAVECACHEDSERVERS: LAN_SaveServersToCache(); return 0; case UI_LAN_ADDSERVER: return LAN_AddServer(args[1], VMA(2), VMA(3)); case UI_LAN_REMOVESERVER: LAN_RemoveServer(args[1], VMA(2)); return 0; case UI_LAN_GETPINGQUEUECOUNT: return LAN_GetPingQueueCount(); case UI_LAN_CLEARPING: LAN_ClearPing( args[1] ); return 0; case UI_LAN_GETPING: LAN_GetPing( args[1], VMA(2), args[3], VMA(4) ); return 0; case UI_LAN_GETPINGINFO: LAN_GetPingInfo( args[1], VMA(2), args[3] ); return 0; case UI_LAN_GETSERVERCOUNT: return LAN_GetServerCount(args[1]); case UI_LAN_GETSERVERADDRESSSTRING: LAN_GetServerAddressString( args[1], args[2], VMA(3), args[4] ); return 0; case UI_LAN_GETSERVERINFO: LAN_GetServerInfo( args[1], args[2], VMA(3), args[4] ); return 0; case UI_LAN_GETSERVERPING: return LAN_GetServerPing( args[1], args[2] ); case UI_LAN_MARKSERVERVISIBLE: LAN_MarkServerVisible( args[1], args[2], args[3] ); return 0; case UI_LAN_SERVERISVISIBLE: return LAN_ServerIsVisible( args[1], args[2] ); case UI_LAN_UPDATEVISIBLEPINGS: return LAN_UpdateVisiblePings( args[1] ); case UI_LAN_RESETPINGS: LAN_ResetPings( args[1] ); return 0; case UI_LAN_SERVERSTATUS: return LAN_GetServerStatus( VMA(1), VMA(2), args[3] ); case UI_LAN_COMPARESERVERS: return LAN_CompareServers( args[1], args[2], args[3], args[4], args[5] ); case UI_MEMORY_REMAINING: return Hunk_MemoryRemaining(); case UI_SET_PBCLSTATUS: return 0; case UI_R_REGISTERFONT: re.RegisterFont( VMA(1), args[2], VMA(3)); return 0; case UI_MEMSET: Com_Memset( VMA(1), args[2], args[3] ); return 0; case UI_MEMCPY: Com_Memcpy( VMA(1), VMA(2), args[3] ); return 0; case UI_STRNCPY: strncpy( VMA(1), VMA(2), args[3] ); return args[1]; case UI_SIN: return FloatAsInt( sin( VMF(1) ) ); case UI_COS: return FloatAsInt( cos( VMF(1) ) ); case UI_ATAN2: return FloatAsInt( atan2( VMF(1), VMF(2) ) ); case UI_SQRT: return FloatAsInt( sqrt( VMF(1) ) ); case UI_FLOOR: return FloatAsInt( floor( VMF(1) ) ); case UI_CEIL: return FloatAsInt( ceil( VMF(1) ) ); case UI_PARSE_ADD_GLOBAL_DEFINE: return Parse_AddGlobalDefine( VMA(1) ); case UI_PARSE_LOAD_SOURCE: return Parse_LoadSourceHandle( VMA(1) ); case UI_PARSE_FREE_SOURCE: return Parse_FreeSourceHandle( args[1] ); case UI_PARSE_READ_TOKEN: return Parse_ReadTokenHandle( args[1], VMA(2) ); case UI_PARSE_SOURCE_FILE_AND_LINE: return Parse_SourceFileAndLine( args[1], VMA(2), VMA(3) ); case UI_S_STOPBACKGROUNDTRACK: S_StopBackgroundTrack(); return 0; case UI_S_STARTBACKGROUNDTRACK: S_StartBackgroundTrack( VMA(1), VMA(2)); return 0; case UI_REAL_TIME: return Com_RealTime( VMA(1) ); case UI_CIN_PLAYCINEMATIC: Com_DPrintf("UI_CIN_PlayCinematic\n"); return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]); case UI_CIN_STOPCINEMATIC: return CIN_StopCinematic(args[1]); case UI_CIN_RUNCINEMATIC: return CIN_RunCinematic(args[1]); case UI_CIN_DRAWCINEMATIC: CIN_DrawCinematic(args[1]); return 0; case UI_CIN_SETEXTENTS: CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]); return 0; case UI_R_REMAP_SHADER: re.RemapShader( VMA(1), VMA(2), VMA(3) ); return 0; default: Com_Error( ERR_DROP, "Bad UI system trap: %ld", (long int) args[0] ); } return 0; }
/* ==================== CL_UISystemCalls The ui module is making a system call ==================== */ intptr_t CL_UISystemCalls(intptr_t *args) { switch (args[0]) { case UI_ERROR: Com_Error(ERR_DROP, "%s", (char *)VMA(1)); return 0; case UI_PRINT: Com_Printf("%s", (char *)VMA(1)); return 0; case UI_MILLISECONDS: return Sys_Milliseconds(); case UI_CVAR_REGISTER: Cvar_Register(VMA(1), VMA(2), VMA(3), args[4]); return 0; case UI_CVAR_UPDATE: Cvar_Update(VMA(1)); return 0; case UI_CVAR_SET: Cvar_SetSafe(VMA(1), VMA(2)); return 0; case UI_CVAR_VARIABLEVALUE: return FloatAsInt(Cvar_VariableValue(VMA(1))); case UI_CVAR_VARIABLESTRINGBUFFER: Cvar_VariableStringBuffer(VMA(1), VMA(2), args[3]); return 0; case UI_CVAR_LATCHEDVARIABLESTRINGBUFFER: Cvar_LatchedVariableStringBuffer(VMA(1), VMA(2), args[3]); return 0; case UI_CVAR_SETVALUE: Cvar_SetValueSafe(VMA(1), VMF(2)); return 0; case UI_CVAR_RESET: Cvar_Reset(VMA(1)); return 0; case UI_CVAR_CREATE: Cvar_Register(NULL, VMA(1), VMA(2), args[3]); return 0; case UI_CVAR_INFOSTRINGBUFFER: Cvar_InfoStringBuffer(args[1], VMA(2), args[3]); return 0; case UI_ARGC: return Cmd_Argc(); case UI_ARGV: Cmd_ArgvBuffer(args[1], VMA(2), args[3]); return 0; case UI_CMD_EXECUTETEXT: if (args[1] == EXEC_NOW && (!strncmp(VMA(2), "snd_restart", 11) || !strncmp(VMA(2), "vid_restart", 11) || !strncmp(VMA(2), "quit", 5))) { Com_Printf(S_COLOR_YELLOW "turning EXEC_NOW '%.11s' into EXEC_INSERT\n", (const char *)VMA(2)); args[1] = EXEC_INSERT; } Cbuf_ExecuteText(args[1], VMA(2)); return 0; case UI_ADDCOMMAND: Cmd_AddCommand(VMA(1), NULL); return 0; case UI_FS_FOPENFILE: return FS_FOpenFileByMode(VMA(1), VMA(2), args[3]); case UI_FS_READ: FS_Read(VMA(1), args[2], args[3]); return 0; case UI_FS_WRITE: FS_Write(VMA(1), args[2], args[3]); return 0; case UI_FS_FCLOSEFILE: FS_FCloseFile(args[1]); return 0; case UI_FS_DELETEFILE: return FS_Delete(VMA(1)); case UI_FS_GETFILELIST: return FS_GetFileList(VMA(1), VMA(2), VMA(3), args[4]); case UI_R_REGISTERMODEL: return re.RegisterModel(VMA(1)); case UI_R_REGISTERSKIN: return re.RegisterSkin(VMA(1)); case UI_R_REGISTERSHADERNOMIP: return re.RegisterShaderNoMip(VMA(1)); case UI_R_CLEARSCENE: re.ClearScene(); return 0; case UI_R_ADDREFENTITYTOSCENE: re.AddRefEntityToScene(VMA(1)); return 0; case UI_R_ADDPOLYTOSCENE: re.AddPolyToScene(args[1], args[2], VMA(3)); return 0; case UI_R_ADDPOLYSTOSCENE: re.AddPolysToScene(args[1], args[2], VMA(3), args[4]); return 0; case UI_R_ADDLIGHTTOSCENE: // new dlight code re.AddLightToScene(VMA(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), args[7], args[8]); return 0; case UI_R_ADDCORONATOSCENE: re.AddCoronaToScene(VMA(1), VMF(2), VMF(3), VMF(4), VMF(5), args[6], args[7]); return 0; case UI_R_RENDERSCENE: re.RenderScene(VMA(1)); return 0; case UI_R_SETCOLOR: re.SetColor(VMA(1)); return 0; case UI_R_DRAW2DPOLYS: re.Add2dPolys(VMA(1), args[2], args[3]); return 0; case UI_R_DRAWSTRETCHPIC: re.DrawStretchPic(VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9]); return 0; case UI_R_DRAWROTATEDPIC: re.DrawRotatedPic(VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9], VMF(10)); return 0; case UI_R_MODELBOUNDS: re.ModelBounds(args[1], VMA(2), VMA(3)); return 0; case UI_UPDATESCREEN: SCR_UpdateScreen(); return 0; case UI_CM_LERPTAG: return re.LerpTag(VMA(1), VMA(2), VMA(3), args[4]); case UI_S_REGISTERSOUND: return S_RegisterSound(VMA(1), args[2]); case UI_S_STARTLOCALSOUND: S_StartLocalSound(args[1], args[2], args[3]); return 0; case UI_S_FADESTREAMINGSOUND: S_FadeStreamingSound(VMF(1), args[2], args[3]); return 0; case UI_S_FADEALLSOUNDS: S_FadeAllSounds(VMF(1), args[2], args[3]); return 0; case UI_KEY_KEYNUMTOSTRINGBUF: Key_KeynumToStringBuf(args[1], VMA(2), args[3]); return 0; case UI_KEY_GETBINDINGBUF: Key_GetBindingBuf(args[1], VMA(2), args[3]); return 0; case UI_KEY_SETBINDING: Key_SetBinding(args[1], VMA(2)); return 0; case UI_KEY_BINDINGTOKEYS: Key_GetBindingByString(VMA(1), VMA(2), VMA(3)); return 0; case UI_KEY_ISDOWN: return Key_IsDown(args[1]); case UI_KEY_GETOVERSTRIKEMODE: return Key_GetOverstrikeMode(); case UI_KEY_SETOVERSTRIKEMODE: Key_SetOverstrikeMode(args[1]); return 0; case UI_KEY_CLEARSTATES: Key_ClearStates(); return 0; case UI_KEY_GETCATCHER: return Key_GetCatcher(); case UI_KEY_SETCATCHER: // Don't allow the ui module to close the console Key_SetCatcher(args[1] | (Key_GetCatcher() & KEYCATCH_CONSOLE)); return 0; case UI_GETCLIPBOARDDATA: GetClipboardData(VMA(1), args[2]); return 0; case UI_GETCLIENTSTATE: GetClientState(VMA(1)); return 0; case UI_GETGLCONFIG: CL_GetGlconfig(VMA(1)); return 0; case UI_GETCONFIGSTRING: return GetConfigString(args[1], VMA(2), args[3]); case UI_LAN_LOADCACHEDSERVERS: LAN_LoadCachedServers(); return 0; case UI_LAN_SAVECACHEDSERVERS: //LAN_SaveServersToFile(); // now done on add/remove fav server so we no longer save LAN favs on shutdown & restart return 0; case UI_LAN_ADDSERVER: return LAN_AddServer(args[1], VMA(2), VMA(3)); case UI_LAN_REMOVESERVER: LAN_RemoveServer(args[1], VMA(2)); return 0; case UI_LAN_GETPINGQUEUECOUNT: return LAN_GetPingQueueCount(); case UI_LAN_CLEARPING: LAN_ClearPing(args[1]); return 0; case UI_LAN_GETPING: LAN_GetPing(args[1], VMA(2), args[3], VMA(4)); return 0; case UI_LAN_GETPINGINFO: LAN_GetPingInfo(args[1], VMA(2), args[3]); return 0; case UI_LAN_GETSERVERCOUNT: return LAN_GetServerCount(args[1]); case UI_LAN_GETSERVERADDRESSSTRING: LAN_GetServerAddressString(args[1], args[2], VMA(3), args[4]); return 0; case UI_LAN_GETSERVERINFO: LAN_GetServerInfo(args[1], args[2], VMA(3), args[4]); return 0; case UI_LAN_GETSERVERPING: return LAN_GetServerPing(args[1], args[2]); case UI_LAN_MARKSERVERVISIBLE: LAN_MarkServerVisible(args[1], args[2], args[3]); return 0; case UI_LAN_SERVERISVISIBLE: return LAN_ServerIsVisible(args[1], args[2]); case UI_LAN_UPDATEVISIBLEPINGS: return LAN_UpdateVisiblePings(args[1]); case UI_LAN_RESETPINGS: LAN_ResetPings(args[1]); return 0; case UI_LAN_SERVERSTATUS: return LAN_GetServerStatus(VMA(1), VMA(2), args[3]); case UI_LAN_SERVERISINFAVORITELIST: return LAN_ServerIsInFavoriteList(args[1], args[2]); case UI_LAN_COMPARESERVERS: return LAN_CompareServers(args[1], args[2], args[3], args[4], args[5]); case UI_MEMORY_REMAINING: return Hunk_MemoryRemaining(); case UI_R_REGISTERFONT: re.RegisterFont(VMA(1), args[2], VMA(3)); return 0; case UI_MEMSET: return (intptr_t)memset(VMA(1), args[2], args[3]); case UI_MEMCPY: return (intptr_t)memcpy(VMA(1), VMA(2), args[3]); case UI_STRNCPY: return (intptr_t)strncpy(VMA(1), VMA(2), args[3]); case UI_SIN: return FloatAsInt(sin(VMF(1))); case UI_COS: return FloatAsInt(cos(VMF(1))); case UI_ATAN2: return FloatAsInt(atan2(VMF(1), VMF(2))); case UI_SQRT: return FloatAsInt(sqrt(VMF(1))); case UI_FLOOR: return FloatAsInt(floor(VMF(1))); case UI_CEIL: return FloatAsInt(ceil(VMF(1))); case UI_PC_ADD_GLOBAL_DEFINE: return botlib_export->PC_AddGlobalDefine(VMA(1)); case UI_PC_REMOVE_ALL_GLOBAL_DEFINES: botlib_export->PC_RemoveAllGlobalDefines(); return 0; case UI_PC_LOAD_SOURCE: return botlib_export->PC_LoadSourceHandle(VMA(1)); case UI_PC_FREE_SOURCE: return botlib_export->PC_FreeSourceHandle(args[1]); case UI_PC_READ_TOKEN: return botlib_export->PC_ReadTokenHandle(args[1], VMA(2)); case UI_PC_SOURCE_FILE_AND_LINE: return botlib_export->PC_SourceFileAndLine(args[1], VMA(2), VMA(3)); case UI_PC_UNREAD_TOKEN: botlib_export->PC_UnreadLastTokenHandle(args[1]); return 0; case UI_S_STOPBACKGROUNDTRACK: S_StopBackgroundTrack(); return 0; case UI_S_STARTBACKGROUNDTRACK: S_StartBackgroundTrack(VMA(1), VMA(2), args[3]); // added fadeup time return 0; case UI_REAL_TIME: return Com_RealTime(VMA(1)); case UI_CIN_PLAYCINEMATIC: Com_DPrintf("UI_CIN_PlayCinematic\n"); return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]); case UI_CIN_STOPCINEMATIC: return CIN_StopCinematic(args[1]); case UI_CIN_RUNCINEMATIC: return CIN_RunCinematic(args[1]); case UI_CIN_DRAWCINEMATIC: CIN_DrawCinematic(args[1]); return 0; case UI_CIN_SETEXTENTS: CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]); return 0; case UI_R_REMAP_SHADER: re.RemapShader(VMA(1), VMA(2), VMA(3)); return 0; case UI_CL_GETLIMBOSTRING: return CL_GetLimboString(args[1], VMA(2)); case UI_CL_TRANSLATE_STRING: CL_TranslateString(VMA(1), VMA(2)); return 0; case UI_CHECKAUTOUPDATE: CL_RequestMotd(); CL_CheckAutoUpdate(); return 0; case UI_GET_AUTOUPDATE: #ifdef FEATURE_AUTOUPDATE CL_GetAutoUpdate(); #endif /* FEATURE_AUTOUPDATE */ return 0; case UI_OPENURL: CL_OpenURL((const char *)VMA(1)); return 0; case UI_GETHUNKDATA: Com_GetHunkInfo(VMA(1), VMA(2)); return 0; // obsolete case UI_SET_PBCLSTATUS: case UI_SET_PBSVSTATUS: return 0; default: Com_Error(ERR_DROP, "Bad UI system trap: %ld", (long int) args[0]); break; } return 0; }
intptr_t CL_CgameSystemCalls( intptr_t *args ) { if( cls.cgInterface == 2 && args[0] >= CG_R_SETCLIPREGION && args[0] < CG_MEMSET ) { if( args[0] < CG_S_STOPBACKGROUNDTRACK - 1 ) args[0] += 1; else if( args[0] < CG_S_STOPBACKGROUNDTRACK + 4 ) args[0] += CG_PARSE_ADD_GLOBAL_DEFINE - CG_S_STOPBACKGROUNDTRACK + 1; else if( args[0] < CG_PARSE_ADD_GLOBAL_DEFINE + 4 ) args[0] -= 4; else if( args[0] >= CG_PARSE_SOURCE_FILE_AND_LINE && args[0] <= CG_S_SOUNDDURATION ) args[0] = CG_PARSE_SOURCE_FILE_AND_LINE - 1337 - args[0] ; } switch( args[0] ) { case CG_PRINT: Com_Printf( "%s", (const char*)VMA(1) ); return 0; case CG_ERROR: if( probingCG ) { cls.cgInterface = 2; // this is a 1.1.0 cgame return 0; } Com_Error( ERR_DROP, "%s", (const char*)VMA(1) ); return 0; case CG_MILLISECONDS: return Sys_Milliseconds(); case CG_CVAR_REGISTER: Cvar_Register( (vmCvar_t*)VMA(1), (const char*)VMA(2), (const char*)VMA(3), args[4] ); return 0; case CG_CVAR_UPDATE: Cvar_Update( (vmCvar_t*)VMA(1) ); return 0; case CG_CVAR_SET: Cvar_SetSafe( (const char*)VMA(1), (const char*)VMA(2) ); return 0; case CG_CVAR_VARIABLESTRINGBUFFER: Cvar_VariableStringBuffer( (const char*)VMA(1), (char*)VMA(2), args[3] ); return 0; case CG_ARGC: return Cmd_Argc(); case CG_ARGV: Cmd_ArgvBuffer( args[1], (char*)VMA(2), args[3] ); return 0; case CG_ARGS: Cmd_ArgsBuffer( (char*)VMA(1), args[2] ); return 0; case CG_LITERAL_ARGS: Cmd_LiteralArgsBuffer( (char*)VMA(1), args[2] ); return 0; case CG_FS_FOPENFILE: return FS_FOpenFileByMode( (const char*)VMA(1), (fileHandle_t*)VMA(2), (FS_Mode)args[3] ); case CG_FS_READ: FS_Read( VMA(1), args[2], args[3] ); return 0; case CG_FS_WRITE: FS_Write( VMA(1), args[2], args[3] ); return 0; case CG_FS_FCLOSEFILE: FS_FCloseFile( args[1] ); return 0; case CG_FS_SEEK: return FS_Seek( (fileHandle_t)args[1], args[2], (FS_Origin)args[3] ); case CG_FS_GETFILELIST: return FS_GetFileList( (const char*)VMA(1), (const char*)VMA(2), (char*)VMA(3), args[4] ); case CG_SENDCONSOLECOMMAND: Cbuf_AddText( (const char*)VMA(1) ); return 0; case CG_ADDCOMMAND: Cmd_AddCommand( (const char*)VMA(1), NULL ); return 0; case CG_REMOVECOMMAND: Cmd_RemoveCommandSafe( (const char*)VMA(1) ); return 0; case CG_SENDCLIENTCOMMAND: CL_AddReliableCommand((const char*)VMA(1), false); return 0; case CG_UPDATESCREEN: // this is used during lengthy level loading, so pump message loop // Com_EventLoop(); // FIXME: if a server restarts here, BAD THINGS HAPPEN! // We can't call Com_EventLoop here, a restart will crash and this _does_ happen // if there is a map change while we are downloading at pk3. // ZOID SCR_UpdateScreen(); return 0; case CG_CM_LOADMAP: CL_CM_LoadMap( (const char*)VMA(1) ); return 0; case CG_CM_NUMINLINEMODELS: return CM_NumInlineModels(); case CG_CM_INLINEMODEL: return CM_InlineModel( args[1] ); case CG_CM_TEMPBOXMODEL: return CM_TempBoxModel( (const float*)VMA(1), (const float*)VMA(2), false ); case CG_CM_TEMPCAPSULEMODEL: return CM_TempBoxModel( (const float*)VMA(1), (const float*)VMA(2), true ); case CG_CM_POINTCONTENTS: return CM_PointContents( (const float*)VMA(1), args[2] ); case CG_CM_TRANSFORMEDPOINTCONTENTS: return CM_TransformedPointContents( (const float*)VMA(1), (clipHandle_t)args[2], (const float*)VMA(3), (const float*)VMA(4) ); case CG_CM_BOXTRACE: CM_BoxTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3), (float*)VMA(4), (float*)VMA(5), (clipHandle_t)args[6], args[7], TT_AABB ); return 0; case CG_CM_CAPSULETRACE: CM_BoxTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3), (float*)VMA(4), (float*)VMA(5), (clipHandle_t)args[6], args[7], TT_CAPSULE ); return 0; case CG_CM_TRANSFORMEDBOXTRACE: CM_TransformedBoxTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3), (float*)VMA(4), (float*)VMA(5), (clipHandle_t)args[6], args[7], (const float*)VMA(8), (const float*)VMA(9), TT_AABB ); return 0; case CG_CM_TRANSFORMEDCAPSULETRACE: CM_TransformedBoxTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3), (float*)VMA(4), (float*)VMA(5), (clipHandle_t)args[6], args[7], (const float*)VMA(8), (const float*)VMA(9), TT_CAPSULE ); return 0; case CG_CM_BISPHERETRACE: CM_BiSphereTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3), VMF(4), VMF(5), (clipHandle_t)args[6], args[7] ); return 0; case CG_CM_TRANSFORMEDBISPHERETRACE: CM_TransformedBiSphereTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3), VMF(4), VMF(5), (clipHandle_t)args[6], args[7], (const float*)VMA(8) ); return 0; case CG_CM_MARKFRAGMENTS: { float (&arg2)[3][3] = *reinterpret_cast<float (*)[3][3]>(VMA(2)); return re.MarkFragments( args[1], arg2, (const float*)VMA(3), args[4], (float*)VMA(5), args[6], (markFragment_t*)VMA(7) ); } case CG_S_STARTSOUND: S_StartSound( (float*)VMA(1), args[2], args[3], (sfxHandle_t)args[4] ); return 0; case CG_S_STARTLOCALSOUND: S_StartLocalSound( (sfxHandle_t)args[1], args[2] ); return 0; case CG_S_CLEARLOOPINGSOUNDS: S_ClearLoopingSounds( (bool)args[1] ); return 0; case CG_S_ADDLOOPINGSOUND: S_AddLoopingSound( args[1], (const float*)VMA(2), (const float*)VMA(3), (sfxHandle_t)args[4] ); return 0; case CG_S_ADDREALLOOPINGSOUND: S_AddRealLoopingSound( args[1], (const float*)VMA(2), (const float*)VMA(3), (sfxHandle_t)args[4] ); return 0; case CG_S_STOPLOOPINGSOUND: S_StopLoopingSound( args[1] ); return 0; case CG_S_UPDATEENTITYPOSITION: S_UpdateEntityPosition( args[1], (const float*)VMA(2) ); return 0; case CG_S_RESPATIALIZE: { float (&arg3)[3][3] = *reinterpret_cast<float (*)[3][3]>(VMA(3)); S_Respatialize( args[1], (const float*)VMA(2), arg3, args[4] ); return 0; } case CG_S_REGISTERSOUND: return S_RegisterSound( (const char*)VMA(1), (bool)args[2] ); case CG_S_SOUNDDURATION: return S_SoundDuration( args[1] ); case CG_S_STARTBACKGROUNDTRACK: S_StartBackgroundTrack( (const char*)VMA(1), (const char*)VMA(2) ); return 0; case CG_R_LOADWORLDMAP: re.LoadWorld( (const char*)VMA(1) ); return 0; case CG_R_REGISTERMODEL: return re.RegisterModel( (const char*)VMA(1) ); case CG_R_REGISTERSKIN: return re.RegisterSkin( (const char*)VMA(1) ); case CG_R_REGISTERSHADER: return re.RegisterShader( (const char*)VMA(1) ); case CG_R_REGISTERSHADERNOMIP: return re.RegisterShaderNoMip( (const char*)VMA(1) ); case CG_R_REGISTERFONT: re.RegisterFont( (const char*)VMA(1), args[2], (fontInfo_t*)VMA(3)); return 0; case CG_R_CLEARSCENE: re.ClearScene(); return 0; case CG_R_ADDREFENTITYTOSCENE: re.AddRefEntityToScene( (const refEntity_t*)VMA(1) ); return 0; case CG_R_ADDPOLYTOSCENE: re.AddPolyToScene( (qhandle_t)args[1], args[2], (const polyVert_t*)VMA(3), 1 ); return 0; case CG_R_ADDPOLYSTOSCENE: re.AddPolyToScene( (qhandle_t)args[1], args[2], (const polyVert_t*)VMA(3), args[4] ); return 0; case CG_R_LIGHTFORPOINT: return re.LightForPoint( (float*)VMA(1), (float*)VMA(2), (float*)VMA(3), (float*)VMA(4) ); case CG_R_ADDLIGHTTOSCENE: re.AddLightToScene( (const float*)VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); return 0; case CG_R_ADDADDITIVELIGHTTOSCENE: re.AddAdditiveLightToScene( (const float*)VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); return 0; case CG_R_RENDERSCENE: re.RenderScene( (const refdef_t*)VMA(1) ); return 0; case CG_R_SETCOLOR: re.SetColor( (const float*)VMA(1) ); return 0; case CG_R_SETCLIPREGION: re.SetClipRegion( (const float*)VMA(1) ); return 0; case CG_R_DRAWSTRETCHPIC: re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), (qhandle_t)args[9] ); return 0; case CG_R_MODELBOUNDS: re.ModelBounds( (qhandle_t)args[1], (float*)VMA(2), (float*)VMA(3) ); return 0; case CG_R_LERPTAG: return re.LerpTag( (orientation_t*)VMA(1), args[2], args[3], args[4], VMF(5), (const char*)VMA(6) ); case CG_GETGLCONFIG: CL_GetGlconfig( (glconfig_t*)VMA(1) ); return 0; case CG_GETGAMESTATE: CL_GetGameState( (gameState_t*)VMA(1) ); return 0; case CG_GETCURRENTSNAPSHOTNUMBER: CL_GetCurrentSnapshotNumber( (int*)VMA(1), (int*)VMA(2) ); return 0; case CG_GETSNAPSHOT: return CL_GetSnapshot( args[1], (snapshot_t*)VMA(2) ); case CG_GETSERVERCOMMAND: return CL_GetServerCommand( args[1] ); case CG_GETCURRENTCMDNUMBER: return CL_GetCurrentCmdNumber(); case CG_GETUSERCMD: return CL_GetUserCmd( args[1], (usercmd_t*)VMA(2) ); case CG_SETUSERCMDVALUE: CL_SetUserCmdValue( args[1], VMF(2) ); return 0; case CG_MEMORY_REMAINING: return Hunk_MemoryRemaining(); case CG_KEY_ISDOWN: return Key_IsDown( args[1] ); case CG_KEY_GETCATCHER: return Key_GetCatcher(); case CG_KEY_SETCATCHER: // don't allow the cgame module to toggle the console Key_SetCatcher( ( args[1] & ~KEYCATCH_CONSOLE ) | ( Key_GetCatcher() & KEYCATCH_CONSOLE ) ); return 0; case CG_KEY_GETKEY: return Key_GetKey( (const char*)VMA(1) ); case CG_GETDEMOSTATE: return CL_DemoState( ); case CG_GETDEMOPOS: return CL_DemoPos( ); case CG_GETDEMONAME: CL_DemoName( (char*)VMA(1), args[2] ); return 0; case CG_KEY_KEYNUMTOSTRINGBUF: Key_KeynumToStringBuf( args[1], (char*)VMA(2), args[3] ); return 0; case CG_KEY_GETBINDINGBUF: Key_GetBindingBuf( args[1], (char*)VMA(2), args[3] ); return 0; case CG_KEY_SETBINDING: Key_SetBinding( args[1], (const char*)VMA(2) ); return 0; case CG_PARSE_ADD_GLOBAL_DEFINE: return Parse_AddGlobalDefine( (char*)VMA(1) ); case CG_PARSE_LOAD_SOURCE: return Parse_LoadSourceHandle( (const char*)VMA(1) ); case CG_PARSE_FREE_SOURCE: return Parse_FreeSourceHandle( args[1] ); case CG_PARSE_READ_TOKEN: return Parse_ReadTokenHandle( args[1], (pc_token_t*)VMA(2) ); case CG_PARSE_SOURCE_FILE_AND_LINE: return Parse_SourceFileAndLine( args[1], (char*)VMA(2), (int*)VMA(3) ); case CG_KEY_SETOVERSTRIKEMODE: Key_SetOverstrikeMode( (bool)args[1] ); return 0; case CG_KEY_GETOVERSTRIKEMODE: return Key_GetOverstrikeMode( ); case CG_FIELD_COMPLETELIST: Field_CompleteList( (char*)VMA(1) ); return 0; case CG_MEMSET: ::memset( VMA(1), args[2], args[3] ); return 0; case CG_MEMCPY: ::memcpy( VMA(1), VMA(2), args[3] ); return 0; case CG_STRNCPY: safe_strncpy( (char*)VMA(1), (const char*)VMA(2), args[3] ); return args[1]; case CG_SIN: return FloatAsInt( sin( VMF(1) ) ); case CG_COS: return FloatAsInt( cos( VMF(1) ) ); case CG_ATAN2: return FloatAsInt( atan2( VMF(1), VMF(2) ) ); case CG_SQRT: return FloatAsInt( sqrt( VMF(1) ) ); case CG_FLOOR: return FloatAsInt( floor( VMF(1) ) ); case CG_CEIL: return FloatAsInt( ceil( VMF(1) ) ); case CG_ACOS: return FloatAsInt( Q_acos( VMF(1) ) ); case CG_S_STOPBACKGROUNDTRACK: S_StopBackgroundTrack(); return 0; case CG_REAL_TIME: return Com_RealTime( (qtime_t*)VMA(1) ); case CG_SNAPVECTOR: Q_SnapVector((float*)VMA(1)); return 0; case CG_CIN_PLAYCINEMATIC: return CIN_PlayCinematic((const char*)VMA(1), args[2], args[3], args[4], args[5], args[6]); case CG_CIN_STOPCINEMATIC: return CIN_StopCinematic(args[1]); case CG_CIN_RUNCINEMATIC: return CIN_RunCinematic(args[1]); case CG_CIN_DRAWCINEMATIC: CIN_DrawCinematic(args[1]); return 0; case CG_CIN_SETEXTENTS: CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]); return 0; case CG_R_REMAP_SHADER: re.RemapShader( (const char*)VMA(1), (const char*)VMA(2), (const char*)VMA(3) ); return 0; case CG_GET_ENTITY_TOKEN: return re.GetEntityToken( (char*)VMA(1), args[2] ); case CG_R_INPVS: return re.inPVS( (const float*)VMA(1), (const float*)VMA(2) ); default: assert(0); Com_Error( ERR_DROP, "Bad cgame system trap: %ld", (long int) args[0] ); } return 0; }
void CL_ParseConfigString(void) { int i, length; char *s; char olds[MAX_QPATH]; i = MSG_ReadShort(&net_message); if ((i < 0) || (i >= MAX_CONFIGSTRINGS)) { Com_Error(ERR_DROP, "configstring > MAX_CONFIGSTRINGS"); } s = MSG_ReadString(&net_message); Q_strlcpy(olds, cl.configstrings[i], sizeof(olds)); length = strlen(s); if (length > sizeof(cl.configstrings) - sizeof(cl.configstrings[0])*i - 1) { Com_Error(ERR_DROP, "CL_ParseConfigString: oversize configstring"); } strcpy(cl.configstrings[i], s); /* do something apropriate */ if ((i >= CS_LIGHTS) && (i < CS_LIGHTS + MAX_LIGHTSTYLES)) { CL_SetLightstyle(i - CS_LIGHTS); } else if (i == CS_CDTRACK) { if (cl.refresh_prepped) { #ifdef CDA CDAudio_Play((int)strtol(cl.configstrings[CS_CDTRACK], (char **)NULL, 10), true); #endif #ifdef OGG /* OGG/Vorbis */ if ((int)strtol(cl.configstrings[CS_CDTRACK], (char **)NULL, 10) < 10) { char tmp[3] = "0"; OGG_ParseCmd(strcat(tmp, cl.configstrings[CS_CDTRACK])); } else { OGG_ParseCmd(cl.configstrings[CS_CDTRACK]); } #endif } } else if ((i >= CS_MODELS) && (i < CS_MODELS + MAX_MODELS)) { if (cl.refresh_prepped) { cl.model_draw[i - CS_MODELS] = R_RegisterModel(cl.configstrings[i]); if (cl.configstrings[i][0] == '*') { cl.model_clip[i - CS_MODELS] = CM_InlineModel(cl.configstrings[i]); } else { cl.model_clip[i - CS_MODELS] = NULL; } } } else if ((i >= CS_SOUNDS) && (i < CS_SOUNDS + MAX_MODELS)) { if (cl.refresh_prepped) { cl.sound_precache[i - CS_SOUNDS] = S_RegisterSound(cl.configstrings[i]); } } else if ((i >= CS_IMAGES) && (i < CS_IMAGES + MAX_MODELS)) { if (cl.refresh_prepped) { cl.image_precache[i - CS_IMAGES] = Draw_FindPic(cl.configstrings[i]); } } else if ((i >= CS_PLAYERSKINS) && (i < CS_PLAYERSKINS + MAX_CLIENTS)) { if (cl.refresh_prepped && strcmp(olds, s)) { CL_ParseClientinfo(i - CS_PLAYERSKINS); } } }
void CLQ2_ParseMuzzleFlash( QMsg& message ) { int i = message.ReadShort(); if ( i < 1 || i >= MAX_EDICTS_Q2 ) { common->Error( "CLQ2_ParseMuzzleFlash: bad entity" ); } int weapon = message.ReadByte(); int silenced = weapon & Q2MZ_SILENCED; weapon &= ~Q2MZ_SILENCED; q2centity_t* pl = &clq2_entities[ i ]; float radius = ( silenced ? 100 : 200 ) + ( rand() & 31 ); float volume = silenced ? 0.2 : 1; int delay = 0; vec3_t color; char soundname[ 64 ]; switch ( weapon ) { case Q2MZ_BLASTER: color[ 0 ] = 1; color[ 1 ] = 1; color[ 2 ] = 0; S_StartSound( NULL, i, Q2CHAN_WEAPON, S_RegisterSound( "weapons/blastf1a.wav" ), volume, ATTN_NORM, 0 ); break; case Q2MZ_BLUEHYPERBLASTER: color[ 0 ] = 0; color[ 1 ] = 0; color[ 2 ] = 1; S_StartSound( NULL, i, Q2CHAN_WEAPON, S_RegisterSound( "weapons/hyprbf1a.wav" ), volume, ATTN_NORM, 0 ); break; case Q2MZ_HYPERBLASTER: color[ 0 ] = 1; color[ 1 ] = 1; color[ 2 ] = 0; S_StartSound( NULL, i, Q2CHAN_WEAPON, S_RegisterSound( "weapons/hyprbf1a.wav" ), volume, ATTN_NORM, 0 ); break; case Q2MZ_MACHINEGUN: color[ 0 ] = 1; color[ 1 ] = 1; color[ 2 ] = 0; String::Sprintf( soundname, sizeof ( soundname ), "weapons/machgf%ib.wav", ( rand() % 5 ) + 1 ); S_StartSound( NULL, i, Q2CHAN_WEAPON, S_RegisterSound( soundname ), volume, ATTN_NORM, 0 ); break; case Q2MZ_SHOTGUN: color[ 0 ] = 1; color[ 1 ] = 1; color[ 2 ] = 0; S_StartSound( NULL, i, Q2CHAN_WEAPON, S_RegisterSound( "weapons/shotgf1b.wav" ), volume, ATTN_NORM, 0 ); S_StartSound( NULL, i, Q2CHAN_AUTO, S_RegisterSound( "weapons/shotgr1b.wav" ), volume, ATTN_NORM, 0.1 ); break; case Q2MZ_SSHOTGUN: color[ 0 ] = 1; color[ 1 ] = 1; color[ 2 ] = 0; S_StartSound( NULL, i, Q2CHAN_WEAPON, S_RegisterSound( "weapons/sshotf1b.wav" ), volume, ATTN_NORM, 0 ); break; case Q2MZ_CHAINGUN1: radius = 200 + ( rand() & 31 ); color[ 0 ] = 1; color[ 1 ] = 0.25; color[ 2 ] = 0; String::Sprintf( soundname, sizeof ( soundname ), "weapons/machgf%ib.wav", ( rand() % 5 ) + 1 ); S_StartSound( NULL, i, Q2CHAN_WEAPON, S_RegisterSound( soundname ), volume, ATTN_NORM, 0 ); break; case Q2MZ_CHAINGUN2: radius = 225 + ( rand() & 31 ); color[ 0 ] = 1; color[ 1 ] = 0.5; color[ 2 ] = 0; delay = 0.1; // long delay String::Sprintf( soundname, sizeof ( soundname ), "weapons/machgf%ib.wav", ( rand() % 5 ) + 1 ); S_StartSound( NULL, i, Q2CHAN_WEAPON, S_RegisterSound( soundname ), volume, ATTN_NORM, 0 ); String::Sprintf( soundname, sizeof ( soundname ), "weapons/machgf%ib.wav", ( rand() % 5 ) + 1 ); S_StartSound( NULL, i, Q2CHAN_WEAPON, S_RegisterSound( soundname ), volume, ATTN_NORM, 0.05 ); break; case Q2MZ_CHAINGUN3: radius = 250 + ( rand() & 31 ); color[ 0 ] = 1; color[ 1 ] = 1; color[ 2 ] = 0; delay = 0.1; // long delay String::Sprintf( soundname, sizeof ( soundname ), "weapons/machgf%ib.wav", ( rand() % 5 ) + 1 ); S_StartSound( NULL, i, Q2CHAN_WEAPON, S_RegisterSound( soundname ), volume, ATTN_NORM, 0 ); String::Sprintf( soundname, sizeof ( soundname ), "weapons/machgf%ib.wav", ( rand() % 5 ) + 1 ); S_StartSound( NULL, i, Q2CHAN_WEAPON, S_RegisterSound( soundname ), volume, ATTN_NORM, 0.033 ); String::Sprintf( soundname, sizeof ( soundname ), "weapons/machgf%ib.wav", ( rand() % 5 ) + 1 ); S_StartSound( NULL, i, Q2CHAN_WEAPON, S_RegisterSound( soundname ), volume, ATTN_NORM, 0.066 ); break; case Q2MZ_RAILGUN: color[ 0 ] = 0.5; color[ 1 ] = 0.5; color[ 2 ] = 1.0; S_StartSound( NULL, i, Q2CHAN_WEAPON, S_RegisterSound( "weapons/railgf1a.wav" ), volume, ATTN_NORM, 0 ); break; case Q2MZ_ROCKET: color[ 0 ] = 1; color[ 1 ] = 0.5; color[ 2 ] = 0.2; S_StartSound( NULL, i, Q2CHAN_WEAPON, S_RegisterSound( "weapons/rocklf1a.wav" ), volume, ATTN_NORM, 0 ); S_StartSound( NULL, i, Q2CHAN_AUTO, S_RegisterSound( "weapons/rocklr1b.wav" ), volume, ATTN_NORM, 0.1 ); break; case Q2MZ_GRENADE: color[ 0 ] = 1; color[ 1 ] = 0.5; color[ 2 ] = 0; S_StartSound( NULL, i, Q2CHAN_WEAPON, S_RegisterSound( "weapons/grenlf1a.wav" ), volume, ATTN_NORM, 0 ); S_StartSound( NULL, i, Q2CHAN_AUTO, S_RegisterSound( "weapons/grenlr1b.wav" ), volume, ATTN_NORM, 0.1 ); break; case Q2MZ_BFG: color[ 0 ] = 0; color[ 1 ] = 1; color[ 2 ] = 0; S_StartSound( NULL, i, Q2CHAN_WEAPON, S_RegisterSound( "weapons/bfg__f1y.wav" ), volume, ATTN_NORM, 0 ); break; case Q2MZ_LOGIN: color[ 0 ] = 0; color[ 1 ] = 1; color[ 2 ] = 0; delay = 1.0; S_StartSound( NULL, i, Q2CHAN_WEAPON, S_RegisterSound( "weapons/grenlf1a.wav" ), 1, ATTN_NORM, 0 ); CLQ2_LogoutEffect( pl->current.origin, weapon ); break; case Q2MZ_LOGOUT: color[ 0 ] = 1; color[ 1 ] = 0; color[ 2 ] = 0; delay = 1.0; S_StartSound( NULL, i, Q2CHAN_WEAPON, S_RegisterSound( "weapons/grenlf1a.wav" ), 1, ATTN_NORM, 0 ); CLQ2_LogoutEffect( pl->current.origin, weapon ); break; case Q2MZ_RESPAWN: color[ 0 ] = 1; color[ 1 ] = 1; color[ 2 ] = 0; delay = 1.0; S_StartSound( NULL, i, Q2CHAN_WEAPON, S_RegisterSound( "weapons/grenlf1a.wav" ), 1, ATTN_NORM, 0 ); CLQ2_LogoutEffect( pl->current.origin, weapon ); break; // RAFAEL case Q2MZ_PHALANX: color[ 0 ] = 1; color[ 1 ] = 0.5; color[ 2 ] = 0.5; S_StartSound( NULL, i, Q2CHAN_WEAPON, S_RegisterSound( "weapons/plasshot.wav" ), volume, ATTN_NORM, 0 ); break; // RAFAEL case Q2MZ_IONRIPPER: color[ 0 ] = 1; color[ 1 ] = 0.5; color[ 2 ] = 0.5; S_StartSound( NULL, i, Q2CHAN_WEAPON, S_RegisterSound( "weapons/rippfire.wav" ), volume, ATTN_NORM, 0 ); break; // ====================== // PGM case Q2MZ_ETF_RIFLE: color[ 0 ] = 0.9; color[ 1 ] = 0.7; color[ 2 ] = 0; S_StartSound( NULL, i, Q2CHAN_WEAPON, S_RegisterSound( "weapons/nail1.wav" ), volume, ATTN_NORM, 0 ); break; case Q2MZ_SHOTGUN2: color[ 0 ] = 1; color[ 1 ] = 1; color[ 2 ] = 0; S_StartSound( NULL, i, Q2CHAN_WEAPON, S_RegisterSound( "weapons/shotg2.wav" ), volume, ATTN_NORM, 0 ); break; case Q2MZ_HEATBEAM: color[ 0 ] = 1; color[ 1 ] = 1; color[ 2 ] = 0; delay = 100; break; case Q2MZ_BLASTER2: color[ 0 ] = 0; color[ 1 ] = 1; color[ 2 ] = 0; // FIXME - different sound for blaster2 ?? S_StartSound( NULL, i, Q2CHAN_WEAPON, S_RegisterSound( "weapons/blastf1a.wav" ), volume, ATTN_NORM, 0 ); break; case Q2MZ_TRACKER: // negative flashes handled the same in gl/soft until CL_AddDLights color[ 0 ] = -1; color[ 1 ] = -1; color[ 2 ] = -1; S_StartSound( NULL, i, Q2CHAN_WEAPON, S_RegisterSound( "weapons/disint2.wav" ), volume, ATTN_NORM, 0 ); break; case Q2MZ_NUKE1: color[ 0 ] = 1; color[ 1 ] = 0; color[ 2 ] = 0; delay = 100; break; case Q2MZ_NUKE2: color[ 0 ] = 1; color[ 1 ] = 1; color[ 2 ] = 0; delay = 100; break; case Q2MZ_NUKE4: color[ 0 ] = 0; color[ 1 ] = 0; color[ 2 ] = 1; delay = 100; break; case Q2MZ_NUKE8: color[ 0 ] = 0; color[ 1 ] = 1; color[ 2 ] = 1; delay = 100; break; // PGM // ====================== default: return; } CLQ2_MuzzleFlashLight( i, pl->current.origin, pl->current.angles, radius, delay, color ); }
void CLQ2_ParseMuzzleFlash2( QMsg& message ) { int ent = message.ReadShort(); if ( ent < 1 || ent >= MAX_EDICTS_Q2 ) { common->Error( "CLQ2_ParseMuzzleFlash2: bad entity" ); } int flash_number = message.ReadByte(); // locate the origin vec3_t forward, right; AngleVectors( clq2_entities[ ent ].current.angles, forward, right, NULL ); vec3_t origin; origin[ 0 ] = clq2_entities[ ent ].current.origin[ 0 ] + forward[ 0 ] * monster_flash_offset[ flash_number ][ 0 ] + right[ 0 ] * monster_flash_offset[ flash_number ][ 1 ]; origin[ 1 ] = clq2_entities[ ent ].current.origin[ 1 ] + forward[ 1 ] * monster_flash_offset[ flash_number ][ 0 ] + right[ 1 ] * monster_flash_offset[ flash_number ][ 1 ]; origin[ 2 ] = clq2_entities[ ent ].current.origin[ 2 ] + forward[ 2 ] * monster_flash_offset[ flash_number ][ 0 ] + right[ 2 ] * monster_flash_offset[ flash_number ][ 1 ] + monster_flash_offset[ flash_number ][ 2 ]; float radius = 200 + ( rand() & 31 ); int delay = 0; vec3_t color; char soundname[ 64 ]; switch ( flash_number ) { case Q2MZ2_INFANTRY_MACHINEGUN_1: case Q2MZ2_INFANTRY_MACHINEGUN_2: case Q2MZ2_INFANTRY_MACHINEGUN_3: case Q2MZ2_INFANTRY_MACHINEGUN_4: case Q2MZ2_INFANTRY_MACHINEGUN_5: case Q2MZ2_INFANTRY_MACHINEGUN_6: case Q2MZ2_INFANTRY_MACHINEGUN_7: case Q2MZ2_INFANTRY_MACHINEGUN_8: case Q2MZ2_INFANTRY_MACHINEGUN_9: case Q2MZ2_INFANTRY_MACHINEGUN_10: case Q2MZ2_INFANTRY_MACHINEGUN_11: case Q2MZ2_INFANTRY_MACHINEGUN_12: case Q2MZ2_INFANTRY_MACHINEGUN_13: color[ 0 ] = 1; color[ 1 ] = 1; color[ 2 ] = 0; CLQ2_ParticleEffect( origin, oldvec3_origin, 0, 40 ); CLQ2_SmokeAndFlash( origin ); S_StartSound( NULL, ent, Q2CHAN_WEAPON, S_RegisterSound( "infantry/infatck1.wav" ), 1, ATTN_NORM, 0 ); break; case Q2MZ2_SOLDIER_MACHINEGUN_1: case Q2MZ2_SOLDIER_MACHINEGUN_2: case Q2MZ2_SOLDIER_MACHINEGUN_3: case Q2MZ2_SOLDIER_MACHINEGUN_4: case Q2MZ2_SOLDIER_MACHINEGUN_5: case Q2MZ2_SOLDIER_MACHINEGUN_6: case Q2MZ2_SOLDIER_MACHINEGUN_7: case Q2MZ2_SOLDIER_MACHINEGUN_8: color[ 0 ] = 1; color[ 1 ] = 1; color[ 2 ] = 0; CLQ2_ParticleEffect( origin, oldvec3_origin, 0, 40 ); CLQ2_SmokeAndFlash( origin ); S_StartSound( NULL, ent, Q2CHAN_WEAPON, S_RegisterSound( "soldier/solatck3.wav" ), 1, ATTN_NORM, 0 ); break; case Q2MZ2_GUNNER_MACHINEGUN_1: case Q2MZ2_GUNNER_MACHINEGUN_2: case Q2MZ2_GUNNER_MACHINEGUN_3: case Q2MZ2_GUNNER_MACHINEGUN_4: case Q2MZ2_GUNNER_MACHINEGUN_5: case Q2MZ2_GUNNER_MACHINEGUN_6: case Q2MZ2_GUNNER_MACHINEGUN_7: case Q2MZ2_GUNNER_MACHINEGUN_8: color[ 0 ] = 1; color[ 1 ] = 1; color[ 2 ] = 0; CLQ2_ParticleEffect( origin, oldvec3_origin, 0, 40 ); CLQ2_SmokeAndFlash( origin ); S_StartSound( NULL, ent, Q2CHAN_WEAPON, S_RegisterSound( "gunner/gunatck2.wav" ), 1, ATTN_NORM, 0 ); break; case Q2MZ2_ACTOR_MACHINEGUN_1: case Q2MZ2_SUPERTANK_MACHINEGUN_1: case Q2MZ2_SUPERTANK_MACHINEGUN_2: case Q2MZ2_SUPERTANK_MACHINEGUN_3: case Q2MZ2_SUPERTANK_MACHINEGUN_4: case Q2MZ2_SUPERTANK_MACHINEGUN_5: case Q2MZ2_SUPERTANK_MACHINEGUN_6: case Q2MZ2_TURRET_MACHINEGUN: // PGM color[ 0 ] = 1; color[ 1 ] = 1; color[ 2 ] = 0; CLQ2_ParticleEffect( origin, oldvec3_origin, 0, 40 ); CLQ2_SmokeAndFlash( origin ); S_StartSound( NULL, ent, Q2CHAN_WEAPON, S_RegisterSound( "infantry/infatck1.wav" ), 1, ATTN_NORM, 0 ); break; case Q2MZ2_BOSS2_MACHINEGUN_L1: case Q2MZ2_BOSS2_MACHINEGUN_L2: case Q2MZ2_BOSS2_MACHINEGUN_L3: case Q2MZ2_BOSS2_MACHINEGUN_L4: case Q2MZ2_BOSS2_MACHINEGUN_L5: case Q2MZ2_CARRIER_MACHINEGUN_L1: // PMM case Q2MZ2_CARRIER_MACHINEGUN_L2: // PMM color[ 0 ] = 1; color[ 1 ] = 1; color[ 2 ] = 0; CLQ2_ParticleEffect( origin, oldvec3_origin, 0, 40 ); CLQ2_SmokeAndFlash( origin ); S_StartSound( NULL, ent, Q2CHAN_WEAPON, S_RegisterSound( "infantry/infatck1.wav" ), 1, ATTN_NONE, 0 ); break; case Q2MZ2_SOLDIER_BLASTER_1: case Q2MZ2_SOLDIER_BLASTER_2: case Q2MZ2_SOLDIER_BLASTER_3: case Q2MZ2_SOLDIER_BLASTER_4: case Q2MZ2_SOLDIER_BLASTER_5: case Q2MZ2_SOLDIER_BLASTER_6: case Q2MZ2_SOLDIER_BLASTER_7: case Q2MZ2_SOLDIER_BLASTER_8: case Q2MZ2_TURRET_BLASTER: // PGM color[ 0 ] = 1; color[ 1 ] = 1; color[ 2 ] = 0; S_StartSound( NULL, ent, Q2CHAN_WEAPON, S_RegisterSound( "soldier/solatck2.wav" ), 1, ATTN_NORM, 0 ); break; case Q2MZ2_FLYER_BLASTER_1: case Q2MZ2_FLYER_BLASTER_2: color[ 0 ] = 1; color[ 1 ] = 1; color[ 2 ] = 0; S_StartSound( NULL, ent, Q2CHAN_WEAPON, S_RegisterSound( "flyer/flyatck3.wav" ), 1, ATTN_NORM, 0 ); break; case Q2MZ2_MEDIC_BLASTER_1: color[ 0 ] = 1; color[ 1 ] = 1; color[ 2 ] = 0; S_StartSound( NULL, ent, Q2CHAN_WEAPON, S_RegisterSound( "medic/medatck1.wav" ), 1, ATTN_NORM, 0 ); break; case Q2MZ2_HOVER_BLASTER_1: color[ 0 ] = 1; color[ 1 ] = 1; color[ 2 ] = 0; S_StartSound( NULL, ent, Q2CHAN_WEAPON, S_RegisterSound( "hover/hovatck1.wav" ), 1, ATTN_NORM, 0 ); break; case Q2MZ2_FLOAT_BLASTER_1: color[ 0 ] = 1; color[ 1 ] = 1; color[ 2 ] = 0; S_StartSound( NULL, ent, Q2CHAN_WEAPON, S_RegisterSound( "floater/fltatck1.wav" ), 1, ATTN_NORM, 0 ); break; case Q2MZ2_SOLDIER_SHOTGUN_1: case Q2MZ2_SOLDIER_SHOTGUN_2: case Q2MZ2_SOLDIER_SHOTGUN_3: case Q2MZ2_SOLDIER_SHOTGUN_4: case Q2MZ2_SOLDIER_SHOTGUN_5: case Q2MZ2_SOLDIER_SHOTGUN_6: case Q2MZ2_SOLDIER_SHOTGUN_7: case Q2MZ2_SOLDIER_SHOTGUN_8: color[ 0 ] = 1; color[ 1 ] = 1; color[ 2 ] = 0; CLQ2_SmokeAndFlash( origin ); S_StartSound( NULL, ent, Q2CHAN_WEAPON, S_RegisterSound( "soldier/solatck1.wav" ), 1, ATTN_NORM, 0 ); break; case Q2MZ2_TANK_BLASTER_1: case Q2MZ2_TANK_BLASTER_2: case Q2MZ2_TANK_BLASTER_3: color[ 0 ] = 1; color[ 1 ] = 1; color[ 2 ] = 0; S_StartSound( NULL, ent, Q2CHAN_WEAPON, S_RegisterSound( "tank/tnkatck3.wav" ), 1, ATTN_NORM, 0 ); break; case Q2MZ2_TANK_MACHINEGUN_1: case Q2MZ2_TANK_MACHINEGUN_2: case Q2MZ2_TANK_MACHINEGUN_3: case Q2MZ2_TANK_MACHINEGUN_4: case Q2MZ2_TANK_MACHINEGUN_5: case Q2MZ2_TANK_MACHINEGUN_6: case Q2MZ2_TANK_MACHINEGUN_7: case Q2MZ2_TANK_MACHINEGUN_8: case Q2MZ2_TANK_MACHINEGUN_9: case Q2MZ2_TANK_MACHINEGUN_10: case Q2MZ2_TANK_MACHINEGUN_11: case Q2MZ2_TANK_MACHINEGUN_12: case Q2MZ2_TANK_MACHINEGUN_13: case Q2MZ2_TANK_MACHINEGUN_14: case Q2MZ2_TANK_MACHINEGUN_15: case Q2MZ2_TANK_MACHINEGUN_16: case Q2MZ2_TANK_MACHINEGUN_17: case Q2MZ2_TANK_MACHINEGUN_18: case Q2MZ2_TANK_MACHINEGUN_19: color[ 0 ] = 1; color[ 1 ] = 1; color[ 2 ] = 0; CLQ2_ParticleEffect( origin, oldvec3_origin, 0, 40 ); CLQ2_SmokeAndFlash( origin ); String::Sprintf( soundname, sizeof ( soundname ), "tank/tnkatk2%c.wav", 'a' + rand() % 5 ); S_StartSound( NULL, ent, Q2CHAN_WEAPON, S_RegisterSound( soundname ), 1, ATTN_NORM, 0 ); break; case Q2MZ2_CHICK_ROCKET_1: case Q2MZ2_TURRET_ROCKET: // PGM color[ 0 ] = 1; color[ 1 ] = 0.5; color[ 2 ] = 0.2; S_StartSound( NULL, ent, Q2CHAN_WEAPON, S_RegisterSound( "chick/chkatck2.wav" ), 1, ATTN_NORM, 0 ); break; case Q2MZ2_TANK_ROCKET_1: case Q2MZ2_TANK_ROCKET_2: case Q2MZ2_TANK_ROCKET_3: color[ 0 ] = 1; color[ 1 ] = 0.5; color[ 2 ] = 0.2; S_StartSound( NULL, ent, Q2CHAN_WEAPON, S_RegisterSound( "tank/tnkatck1.wav" ), 1, ATTN_NORM, 0 ); break; case Q2MZ2_SUPERTANK_ROCKET_1: case Q2MZ2_SUPERTANK_ROCKET_2: case Q2MZ2_SUPERTANK_ROCKET_3: case Q2MZ2_BOSS2_ROCKET_1: case Q2MZ2_BOSS2_ROCKET_2: case Q2MZ2_BOSS2_ROCKET_3: case Q2MZ2_BOSS2_ROCKET_4: case Q2MZ2_CARRIER_ROCKET_1: // case Q2MZ2_CARRIER_ROCKET_2: // case Q2MZ2_CARRIER_ROCKET_3: // case Q2MZ2_CARRIER_ROCKET_4: color[ 0 ] = 1; color[ 1 ] = 0.5; color[ 2 ] = 0.2; S_StartSound( NULL, ent, Q2CHAN_WEAPON, S_RegisterSound( "tank/rocket.wav" ), 1, ATTN_NORM, 0 ); break; case Q2MZ2_GUNNER_GRENADE_1: case Q2MZ2_GUNNER_GRENADE_2: case Q2MZ2_GUNNER_GRENADE_3: case Q2MZ2_GUNNER_GRENADE_4: color[ 0 ] = 1; color[ 1 ] = 0.5; color[ 2 ] = 0; S_StartSound( NULL, ent, Q2CHAN_WEAPON, S_RegisterSound( "gunner/gunatck3.wav" ), 1, ATTN_NORM, 0 ); break; case Q2MZ2_GLADIATOR_RAILGUN_1: // PMM case Q2MZ2_CARRIER_RAILGUN: case Q2MZ2_WIDOW_RAIL: // pmm color[ 0 ] = 0.5; color[ 1 ] = 0.5; color[ 2 ] = 1.0; break; // --- Xian's shit starts --- case Q2MZ2_MAKRON_BFG: color[ 0 ] = 0.5; color[ 1 ] = 1; color[ 2 ] = 0.5; //S_StartSound(NULL, ent, Q2CHAN_WEAPON, S_RegisterSound("makron/bfg_fire.wav"), 1, ATTN_NORM, 0); break; case Q2MZ2_MAKRON_BLASTER_1: case Q2MZ2_MAKRON_BLASTER_2: case Q2MZ2_MAKRON_BLASTER_3: case Q2MZ2_MAKRON_BLASTER_4: case Q2MZ2_MAKRON_BLASTER_5: case Q2MZ2_MAKRON_BLASTER_6: case Q2MZ2_MAKRON_BLASTER_7: case Q2MZ2_MAKRON_BLASTER_8: case Q2MZ2_MAKRON_BLASTER_9: case Q2MZ2_MAKRON_BLASTER_10: case Q2MZ2_MAKRON_BLASTER_11: case Q2MZ2_MAKRON_BLASTER_12: case Q2MZ2_MAKRON_BLASTER_13: case Q2MZ2_MAKRON_BLASTER_14: case Q2MZ2_MAKRON_BLASTER_15: case Q2MZ2_MAKRON_BLASTER_16: case Q2MZ2_MAKRON_BLASTER_17: color[ 0 ] = 1; color[ 1 ] = 1; color[ 2 ] = 0; S_StartSound( NULL, ent, Q2CHAN_WEAPON, S_RegisterSound( "makron/blaster.wav" ), 1, ATTN_NORM, 0 ); break; case Q2MZ2_JORG_MACHINEGUN_L1: case Q2MZ2_JORG_MACHINEGUN_L2: case Q2MZ2_JORG_MACHINEGUN_L3: case Q2MZ2_JORG_MACHINEGUN_L4: case Q2MZ2_JORG_MACHINEGUN_L5: case Q2MZ2_JORG_MACHINEGUN_L6: color[ 0 ] = 1; color[ 1 ] = 1; color[ 2 ] = 0; CLQ2_ParticleEffect( origin, oldvec3_origin, 0, 40 ); CLQ2_SmokeAndFlash( origin ); S_StartSound( NULL, ent, Q2CHAN_WEAPON, S_RegisterSound( "boss3/xfire.wav" ), 1, ATTN_NORM, 0 ); break; case Q2MZ2_JORG_MACHINEGUN_R1: case Q2MZ2_JORG_MACHINEGUN_R2: case Q2MZ2_JORG_MACHINEGUN_R3: case Q2MZ2_JORG_MACHINEGUN_R4: case Q2MZ2_JORG_MACHINEGUN_R5: case Q2MZ2_JORG_MACHINEGUN_R6: color[ 0 ] = 1; color[ 1 ] = 1; color[ 2 ] = 0; CLQ2_ParticleEffect( origin, oldvec3_origin, 0, 40 ); CLQ2_SmokeAndFlash( origin ); break; case Q2MZ2_JORG_BFG_1: color[ 0 ] = 0.5; color[ 1 ] = 1; color[ 2 ] = 0.5; break; case Q2MZ2_BOSS2_MACHINEGUN_R1: case Q2MZ2_BOSS2_MACHINEGUN_R2: case Q2MZ2_BOSS2_MACHINEGUN_R3: case Q2MZ2_BOSS2_MACHINEGUN_R4: case Q2MZ2_BOSS2_MACHINEGUN_R5: case Q2MZ2_CARRIER_MACHINEGUN_R1: // PMM case Q2MZ2_CARRIER_MACHINEGUN_R2: // PMM color[ 0 ] = 1; color[ 1 ] = 1; color[ 2 ] = 0; CLQ2_ParticleEffect( origin, oldvec3_origin, 0, 40 ); CLQ2_SmokeAndFlash( origin ); break; // ====== // ROGUE case Q2MZ2_STALKER_BLASTER: case Q2MZ2_DAEDALUS_BLASTER: case Q2MZ2_MEDIC_BLASTER_2: case Q2MZ2_WIDOW_BLASTER: case Q2MZ2_WIDOW_BLASTER_SWEEP1: case Q2MZ2_WIDOW_BLASTER_SWEEP2: case Q2MZ2_WIDOW_BLASTER_SWEEP3: case Q2MZ2_WIDOW_BLASTER_SWEEP4: case Q2MZ2_WIDOW_BLASTER_SWEEP5: case Q2MZ2_WIDOW_BLASTER_SWEEP6: case Q2MZ2_WIDOW_BLASTER_SWEEP7: case Q2MZ2_WIDOW_BLASTER_SWEEP8: case Q2MZ2_WIDOW_BLASTER_SWEEP9: case Q2MZ2_WIDOW_BLASTER_100: case Q2MZ2_WIDOW_BLASTER_90: case Q2MZ2_WIDOW_BLASTER_80: case Q2MZ2_WIDOW_BLASTER_70: case Q2MZ2_WIDOW_BLASTER_60: case Q2MZ2_WIDOW_BLASTER_50: case Q2MZ2_WIDOW_BLASTER_40: case Q2MZ2_WIDOW_BLASTER_30: case Q2MZ2_WIDOW_BLASTER_20: case Q2MZ2_WIDOW_BLASTER_10: case Q2MZ2_WIDOW_BLASTER_0: case Q2MZ2_WIDOW_BLASTER_10L: case Q2MZ2_WIDOW_BLASTER_20L: case Q2MZ2_WIDOW_BLASTER_30L: case Q2MZ2_WIDOW_BLASTER_40L: case Q2MZ2_WIDOW_BLASTER_50L: case Q2MZ2_WIDOW_BLASTER_60L: case Q2MZ2_WIDOW_BLASTER_70L: case Q2MZ2_WIDOW_RUN_1: case Q2MZ2_WIDOW_RUN_2: case Q2MZ2_WIDOW_RUN_3: case Q2MZ2_WIDOW_RUN_4: case Q2MZ2_WIDOW_RUN_5: case Q2MZ2_WIDOW_RUN_6: case Q2MZ2_WIDOW_RUN_7: case Q2MZ2_WIDOW_RUN_8: color[ 0 ] = 0; color[ 1 ] = 1; color[ 2 ] = 0; S_StartSound( NULL, ent, Q2CHAN_WEAPON, S_RegisterSound( "tank/tnkatck3.wav" ), 1, ATTN_NORM, 0 ); break; case Q2MZ2_WIDOW_DISRUPTOR: color[ 0 ] = -1; color[ 1 ] = -1; color[ 2 ] = -1; S_StartSound( NULL, ent, Q2CHAN_WEAPON, S_RegisterSound( "weapons/disint2.wav" ), 1, ATTN_NORM, 0 ); break; case Q2MZ2_WIDOW_PLASMABEAM: case Q2MZ2_WIDOW2_BEAMER_1: case Q2MZ2_WIDOW2_BEAMER_2: case Q2MZ2_WIDOW2_BEAMER_3: case Q2MZ2_WIDOW2_BEAMER_4: case Q2MZ2_WIDOW2_BEAMER_5: case Q2MZ2_WIDOW2_BEAM_SWEEP_1: case Q2MZ2_WIDOW2_BEAM_SWEEP_2: case Q2MZ2_WIDOW2_BEAM_SWEEP_3: case Q2MZ2_WIDOW2_BEAM_SWEEP_4: case Q2MZ2_WIDOW2_BEAM_SWEEP_5: case Q2MZ2_WIDOW2_BEAM_SWEEP_6: case Q2MZ2_WIDOW2_BEAM_SWEEP_7: case Q2MZ2_WIDOW2_BEAM_SWEEP_8: case Q2MZ2_WIDOW2_BEAM_SWEEP_9: case Q2MZ2_WIDOW2_BEAM_SWEEP_10: case Q2MZ2_WIDOW2_BEAM_SWEEP_11: radius = 300 + ( rand() & 100 ); color[ 0 ] = 1; color[ 1 ] = 1; color[ 2 ] = 0; delay = 200; break; // ROGUE // ====== // --- Xian's shit ends --- default: return; } CLQ2_MuzzleFlash2Light( ent, origin, radius, delay, color ); }
/* ==================== CL_CgameSystemCalls The cgame module is making a system call ==================== */ intptr_t CL_CgameSystemCalls( intptr_t *args ) { switch( args[0] ) { case CG_PRINT: Com_Printf( "%s", VMA(1) ); return 0; case CG_FATAL_ERROR: Com_Error( ERR_DROP, "%s", VMA(1) ); return 0; case CG_MILLISECONDS: return Sys_Milliseconds(); case CG_CVAR_REGISTER: Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); return 0; case CG_CVAR_UPDATE: Cvar_Update( VMA(1) ); return 0; case CG_CVAR_SET: Cvar_Set( VMA(1), VMA(2) ); return 0; case CG_CVAR_VARIABLESTRINGBUFFER: Cvar_VariableStringBuffer( VMA(1), VMA(2), args[3] ); return 0; case CG_ARGC: return Cmd_Argc(); case CG_ARGV: Cmd_ArgvBuffer( args[1], VMA(2), args[3] ); return 0; case CG_ARGVI: return atoi( Cmd_Argv( args[1] ) ); case CG_ARGS: Cmd_ArgsBuffer( VMA(1), args[2] ); return 0; case CG_CMD_EXECUTETEXT: Cbuf_ExecuteText( args[1], VMA(2) ); return 0; case CG_FS_FOPENFILE: return FS_FOpenFileByMode( VMA(1), VMA(2), args[3] ); case CG_FS_READ: FS_Read( VMA(1), args[2], args[3] ); return 0; case CG_FS_WRITE: FS_Write( VMA(1), args[2], args[3] ); return 0; case CG_FS_FCLOSEFILE: FS_FCloseFile( args[1] ); return 0; case CG_SENDCONSOLECOMMAND: Cbuf_AddText( VMA(1) ); return 0; case CG_FORWARDCOMMAND: VM_Call( uivm, UI_CONSOLE_COMMAND, cls.realtime ); return 0; case CG_ADDCOMMAND: CL_AddCgameCommand( VMA(1) ); return 0; case CG_REMOVECOMMAND: Cmd_RemoveCommand( VMA(1) ); return 0; case CG_SENDCLIENTCOMMAND: CL_AddReliableCommand( VMA(1) ); return 0; case CG_UPDATESCREEN: // this is used during lengthy level loading, so pump message loop // Com_EventLoop(); // FIXME: if a server restarts here, BAD THINGS HAPPEN! // We can't call Com_EventLoop here, a restart will crash and this _does_ happen // if there is a map change while we are downloading at pk3. // ZOID SCR_UpdateScreen(); return 0; case CG_CM_LOADMAP: CL_CM_LoadMap( VMA(1) ); return 0; case CG_CM_NUMINLINEMODELS: return CM_NumInlineModels(); case CG_CM_INLINEMODEL: return CM_InlineModel( args[1] ); case CG_CM_TEMPBOXMODEL: return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qfalse ); case CG_CM_TEMPCAPSULEMODEL: return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qtrue ); case CG_CM_POINTCONTENTS: return CM_PointContents( VMA(1), args[2] ); case CG_CM_TRANSFORMEDPOINTCONTENTS: return CM_TransformedPointContents( VMA(1), args[2], VMA(3), VMA(4) ); case CG_CM_BOXTRACE: CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse ); return 0; case CG_CM_CAPSULETRACE: CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue ); return 0; case CG_CM_TRANSFORMEDBOXTRACE: CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qfalse ); return 0; case CG_CM_TRANSFORMEDCAPSULETRACE: CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qtrue ); return 0; case CG_CM_MARKFRAGMENTS: return re.MarkFragments( args[1], VMA(2), VMA(3), args[4], VMA(5), args[6], VMA(7) ); case CG_S_STARTSOUND: S_StartSound( VMA(1), args[2], args[3], args[4] ); return 0; case CG_S_STARTLOCALSOUND: S_StartLocalSound( args[1], args[2] ); return 0; case CG_S_CLEARLOOPINGSOUNDS: S_ClearLoopingSounds(args[1]); return 0; case CG_S_ADDLOOPINGSOUND: S_AddLoopingSound( args[1], VMA(2), VMA(3), args[4] ); return 0; case CG_S_ADDREALLOOPINGSOUND: S_AddRealLoopingSound( args[1], VMA(2), VMA(3), args[4] ); return 0; case CG_S_STOPLOOPINGSOUND: S_StopLoopingSound( args[1] ); return 0; case CG_S_UPDATEENTITYPOSITION: S_UpdateEntityPosition( args[1], VMA(2) ); return 0; case CG_S_RESPATIALIZE: S_Respatialize( args[1], VMA(2), VMA(3), args[4] ); return 0; case CG_S_REGISTERSOUND: return S_RegisterSound( VMA(1), args[2] ); case CG_S_STARTBACKGROUNDTRACK: S_StartBackgroundTrack( VMA(1), VMA(2) ); return 0; case CG_R_LOADWORLDMAP: CL_R_LoadWorld( VMA( 1 ) ); return 0; case CG_R_REGISTERMODEL: return re.RegisterModel( VMA(1) ); case CG_R_REGISTERSKIN: return re.RegisterSkin( VMA(1) ); case CG_R_REGISTERSHADER: return re.RegisterShader( VMA(1) ); case CG_R_REGISTERSHADERNOMIP: return re.RegisterShaderNoMip( VMA(1) ); case CG_R_REGISTERFONT: return re.RegisterFont( VMA(1) ); case CG_R_CLEARSCENE: re.ClearScene(); return 0; case CG_R_BUILDPOSE: { animGroupTransition_t trans; trans.animGroup = 0; trans.interp = 0; return re.BuildPose( args[1], VMA( 2 ), args[3], VMA( 4 ), args[5], NULL, 0, NULL, 0, &trans, 1 ); } case CG_R_BUILDPOSE2: return re.BuildPose( args[1], VMA( 2 ), 2, VMA( 3 ), 2, VMA( 4 ), 2, VMA( 5 ), 2, VMA( 6 ), 2 ); case CG_R_BUILDPOSE3: return re.BuildPose( args[1], VMA( 2 ), 1, 0, 0, VMA( 3 ), 1, 0, 0, VMA( 4 ), 1 ); case CG_R_LERPTAGFROMPOSE: return re.LerpTagFromPose( VMA( 1 ), args[2], args[3], VMA( 4 ) ); case CG_R_ADDREFENTITYTOSCENE: re.AddRefEntityToScene( VMA(1) ); return 0; case CG_R_ADDPOLYTOSCENE: re.AddPolyToScene( args[1], args[2], VMA(3), 1 ); return 0; case CG_R_ADDPOLYSTOSCENE: re.AddPolyToScene( args[1], args[2], VMA(3), args[4] ); return 0; case CG_R_MENUBEGINSURF: re.MenuBeginSurf( args[1] ); return 0; case CG_R_MENUENDSURF: re.MenuEndSurf(); return 0; case CG_R_LIGHTFORPOINT: return re.LightForPoint( VMA(1), VMA(2), VMA(3), VMA(4) ); case CG_R_ADDLIGHTTOSCENE: re.AddLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); return 0; case CG_R_ADDADDITIVELIGHTTOSCENE: re.AddAdditiveLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); return 0; case CG_R_RENDERSCENE: re.RenderScene( VMA(1) ); return 0; case CG_R_SETCOLOR: re.SetColor( VMA(1) ); return 0; case CG_R_DRAWSTRETCHPIC: re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), NULL, VMF(5), VMF(6), VMF(7), VMF(8), args[9] ); return 0; case CG_R_SHAPECREATE: { curve_t * c = VMA(1); int n = args[3]; int i; for ( i=0; i<n; i++ ) { c->pts = (vec2_t*)VM_ArgPtr((intptr_t)c->pts); c->uvs = (vec2_t*)VM_ArgPtr((intptr_t)c->uvs); c->colors = (vec4_t*)VM_ArgPtr((intptr_t)c->colors); c->indices = (short*)VM_ArgPtr((intptr_t)c->indices ); } return re.ShapeCreate( c, VMA( 2 ), n ); } case CG_R_SHAPEDRAW: re.ShapeDraw( args[1], args[2], VMA( 3 ) ); return 0; case CG_R_RENDERTEXT: CL_RenderText( VMA(1), VMF(2), VMA(3), VMA(4), args[5], (args[6])>>16, args[6]&0xFFFF, args[7], args[8], 0, args[9], VMA(10) ); return 0; case CG_R_GETFONT: memcpy( VMA(3), re.GetFontFromFontSet( args[1], VMF(2) ), sizeof(fontInfo_t) ); return 0; case CG_R_ROUNDRECT: SCR_FillRect( VMF(1), VMF(2), VMF(3), VMF(4), VMA(5), args[6] ); return 0; case CG_R_MODELBOUNDS: re.ModelBounds( args[1], VMA(2), VMA(3) ); return 0; case CG_R_LERPTAG: return re.LerpTag( VMA(1), args[2], args[3], args[4], VMF(5), VMA(6) ); case CG_GETGLCONFIG: CL_GetGlconfig( VMA(1) ); return 0; case CG_GETGAMESTATE: CL_GetGameState( VMA(1) ); return 0; case CG_GETCURRENTSNAPSHOTNUMBER: CL_GetCurrentSnapshotNumber( VMA(1), VMA(2) ); return 0; case CG_GETSNAPSHOT: return CL_GetSnapshot( args[1], VMA(2) ); case CG_GETSERVERCOMMAND: return CL_GetServerCommand( args[1] ); case CG_GETCURRENTCMDNUMBER: return CL_GetCurrentCmdNumber(); case CG_GETUSERCMD: return CL_GetUserCmd( args[1], VMA(2) ); case CG_SETUSERCMDVALUE: CL_SetUserCmdValue( args[1], VMF(2) ); return 0; case CG_MEMORY_REMAINING: return Hunk_MemoryRemaining(); case CG_KEY_ISDOWN: return Key_IsDown( args[1] ); case CG_KEY_GETCATCHER: return Key_GetCatcher(); case CG_KEY_SETCATCHER: Key_SetCatcher( args[1] ); return 0; case CG_KEY_GETKEY: return Key_GetKey( VMA(1) ); case CG_MEMSET: Com_Memset( VMA(1), args[2], args[3] ); return 0; case CG_MEMCPY: Com_Memcpy( VMA(1), VMA(2), args[3] ); return 0; case CG_STRNCPY: strncpy( VMA(1), VMA(2), args[3] ); return args[1]; case CG_SIN: return FloatAsInt( sin( VMF(1) ) ); case CG_COS: return FloatAsInt( cos( VMF(1) ) ); case CG_ATAN2: return FloatAsInt( atan2( VMF(1), VMF(2) ) ); case CG_SQRT: return FloatAsInt( sqrt( VMF(1) ) ); case CG_FLOOR: return FloatAsInt( floor( VMF(1) ) ); case CG_CEIL: return FloatAsInt( ceil( VMF(1) ) ); case CG_ACOS: return FloatAsInt( Q_acos( VMF(1) ) ); case CG_FMOD: return FloatAsInt( fmod( VMF(1),VMF(2) ) ); case CG_POW: return FloatAsInt( pow( VMF(1),VMF(2) ) ); case CG_ATAN: return FloatAsInt( atan( VMF(1) ) ); case CG_TAN: return FloatAsInt( tan( VMF(1)) ); case CG_PC_ADD_GLOBAL_DEFINE: return botlib_export->PC_AddGlobalDefine( VMA(1) ); case CG_PC_LOAD_SOURCE: return botlib_export->PC_LoadSourceHandle( VMA(1) ); case CG_PC_FREE_SOURCE: return botlib_export->PC_FreeSourceHandle( args[1] ); case CG_PC_READ_TOKEN: return botlib_export->PC_ReadTokenHandle( args[1], VMA(2) ); case CG_PC_SOURCE_FILE_AND_LINE: return botlib_export->PC_SourceFileAndLine( args[1], VMA(2), VMA(3) ); case CG_S_STOPBACKGROUNDTRACK: S_StopBackgroundTrack(); return 0; case CG_REAL_TIME: return Com_RealTime( VMA(1) ); case CG_SNAPVECTOR: Sys_SnapVector( VMA(1) ); return 0; case CG_UPDATEGAMESTATE: return CL_UpdateGameState( VMA(1) ); case CG_CIN_PLAYCINEMATIC: return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]); case CG_CIN_STOPCINEMATIC: return CIN_StopCinematic(args[1]); case CG_CIN_RUNCINEMATIC: return CIN_RunCinematic(args[1]); case CG_CIN_DRAWCINEMATIC: CIN_DrawCinematic(args[1]); return 0; case CG_CIN_SETEXTENTS: CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]); return 0; case CG_R_REMAP_SHADER: //ToDo: remove this trap return 0; /* case CG_LOADCAMERA: return loadCamera(VMA(1)); case CG_STARTCAMERA: startCamera(args[1]); return 0; case CG_GETCAMERAINFO: return getCameraInfo(args[1], VMA(2), VMA(3)); */ case CG_GET_ENTITY_TOKEN: return re.GetEntityToken( VMA(1), args[2] ); case CG_R_INPVS: return re.inPVS( VMA(1), VMA(2) ); case CG_Q_rand: return Rand_NextUInt32( &cl.db.rand ); case CG_SQL_LOADDB: { char * buffer; int length; length = FS_ReadFile( VMA(1), &buffer ); if ( length > 0 ) { sql_exec( &cl.db, buffer ); FS_FreeFile(buffer); } return 0; } break; case CG_SQL_EXEC: return sql_exec( &cl.db, VMA(1) ); case CG_SQL_PREPARE: return sql_prepare( &cl.db, VMA(1) ) != 0; case CG_SQL_BIND: return sql_bind( &cl.db, args ); case CG_SQL_BINDTEXT: return sql_bindtext( &cl.db, args[1], VMA(2) ); case CG_SQL_BINDINT: return sql_bindint( &cl.db, args[1], args[2] ); case CG_SQL_BINDARGS: { int i,n = Cmd_Argc(); for ( i=1; i<n; i++ ) { if ( !sql_bindtext( &cl.db, i, Cmd_Argv( i ) ) ) return 0; } } return 1; case CG_SQL_STEP: return sql_step( &cl.db ); case CG_SQL_COLUMNCOUNT: return sql_columncount( &cl.db ); case CG_SQL_COLUMNASTEXT: Q_strncpyz( VMA(1), sql_columnastext( &cl.db, args[3] ), args[2] ); break; case CG_SQL_COLUMNASINT: return sql_columnasint( &cl.db, args[1] ); case CG_SQL_COLUMNNAME: Q_strncpyz( VMA(1), sql_columnname( &cl.db, args[3] ), args[2] ); break; case CG_SQL_DONE: return sql_done( &cl.db ); case CG_SQL_COMPILE: return sql_compile( &cl.db, VMA(1) ); case CG_SQL_RUN: { char * buffer = VMA(1); int size = args[2]; int id = args[3]; int i; formatInfo_t * stmt = (formatInfo_t*)cl.db.stmts_byindex[ id ]; if ( stmt ) { sqlData_t params[ 3 ]; const char * r; for ( i=0; i<3; i++ ) { params[ i ].format = INTEGER; params[ i ].payload.integer = args[ 4+i ]; } r = sql_eval( &cl.db, stmt->print, 0, 0, 0, 0, params, 0 ).string; Q_strncpyz( buffer, r, size ); } else { buffer[ 0 ] = '\0'; } } break; default: assert(0); // bk010102 Com_Error( ERR_DROP, "Bad cgame system trap: %i", args[0] ); } return 0; }
/* ============== CL_ParseMuzzleFlash ============== */ void CL_ParseMuzzleFlash (sizebuf_t *msg) { vec3_t fv, rv; cdlight_t *dl; int i, weapon, silenced; centity_t *pl; float volume; char soundname[64]; i = MSG_ReadShort (msg); if (i < 1 || i >= MAX_EDICTS) Com_Error (ERR_DROP, "CL_ParseMuzzleFlash: bad entity"); weapon = MSG_ReadByte (msg); silenced = weapon & MZ_SILENCED; weapon &= ~MZ_SILENCED; pl = &cl_entities[i]; dl = CL_AllocDlight (i); VectorCopy (pl->current.origin, dl->origin); AngleVectors (pl->current.angles, fv, rv, NULL); VectorMA (dl->origin, 18, fv, dl->origin); VectorMA (dl->origin, 16, rv, dl->origin); if (silenced) dl->radius = 100 + (rand()&31); else dl->radius = 200 + (rand()&31); //dl->minlight = 32; dl->die = cl.time + 250; VectorClear(dl->color); //dl->decay = 0; if (silenced) volume = 0.2f; else volume = 1; switch (weapon) { case MZ_BLASTER: VectorSet(dl->color, 1, 0.5, 0); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0); break; case MZ_BLUEHYPERBLASTER: VectorSet(dl->color, 0, 0, 1); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0); break; case MZ_HYPERBLASTER: VectorSet(dl->color, 1, 0.5, 0); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0); break; case MZ_MACHINEGUN: VectorSet(dl->color, 1, 0.5, 0); Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0); break; case MZ_SHOTGUN: VectorSet(dl->color, 1, 0.5, 0); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/shotgf1b.wav"), volume, ATTN_NORM, 0); S_StartSound (NULL, i, CHAN_AUTO, S_RegisterSound("weapons/shotgr1b.wav"), volume, ATTN_NORM, 0.1f); break; case MZ_SSHOTGUN: VectorSet(dl->color, 1, 0.5, 0); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/sshotf1b.wav"), volume, ATTN_NORM, 0); break; case MZ_CHAINGUN1: dl->radius = 200 + (rand()&31); VectorSet(dl->color, 1, 0.5, 0); Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0); break; case MZ_CHAINGUN2: dl->radius = 225 + (rand()&31); VectorSet(dl->color, 1, 0.5, 0); Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0); Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.05f); break; case MZ_CHAINGUN3: dl->radius = 250 + (rand()&31); VectorSet(dl->color, 1, 0.5, 0); Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0); Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.033f); Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.066f); break; case MZ_RAILGUN: VectorSet(dl->color, 0.3f, 0.5f, 1.0f); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/railgf1a.wav"), volume, ATTN_NORM, 0); break; case MZ_ROCKET: VectorSet(dl->color, 1, 0.5f, 0.2f); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/rocklf1a.wav"), volume, ATTN_NORM, 0); S_StartSound (NULL, i, CHAN_AUTO, S_RegisterSound("weapons/rocklr1b.wav"), volume, ATTN_NORM, 0.1f); break; case MZ_GRENADE: VectorSet(dl->color, 0.7, 0.5f, 0.3); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), volume, ATTN_NORM, 0); S_StartSound (NULL, i, CHAN_AUTO, S_RegisterSound("weapons/grenlr1b.wav"), volume, ATTN_NORM, 0.1f); break; case MZ_BFG: //VectorSet(dl->color, 0, 1, 0); dl->radius = 0; // muzzleflash happens long before effect shows up S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/bfg__f1y.wav"), volume, ATTN_NORM, 0); break; case MZ_LOGIN: VectorSet(dl->color, 0, 1, 0); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0); CL_LogoutEffect (pl->current.origin, weapon); break; case MZ_LOGOUT: VectorSet(dl->color, 1, 0, 0); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0); CL_LogoutEffect (pl->current.origin, weapon); break; case MZ_RESPAWN: VectorSet(dl->color, 1, 1, 0); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0); CL_LogoutEffect (pl->current.origin, weapon); break; // RAFAEL case MZ_PHALANX: VectorSet(dl->color, 1, 0.5f, 0.5f); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/plasshot.wav"), volume, ATTN_NORM, 0); break; // RAFAEL case MZ_IONRIPPER: VectorSet(dl->color, 1, 0.5f, 0.5f); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/rippfire.wav"), volume, ATTN_NORM, 0); break; // ====================== // PGM case MZ_ETF_RIFLE: VectorSet(dl->color, 0.9f, 0.7f, 0); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/nail1.wav"), volume, ATTN_NORM, 0); break; case MZ_SHOTGUN2: VectorSet(dl->color, 1, 1, 0); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/shotg2.wav"), volume, ATTN_NORM, 0); break; case MZ_HEATBEAM: VectorSet(dl->color, 1, 1, 0); // S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/bfg__l1a.wav"), volume, ATTN_NORM, 0); break; case MZ_BLASTER2: VectorSet(dl->color, 0, 1, 0); // FIXME - different sound for blaster2 ?? S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0); break; case MZ_TRACKER: // negative flashes handled the same in gl/soft until CL_AddDLights VectorSet(dl->color, -1, -1, -1); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/disint2.wav"), volume, ATTN_NORM, 0); break; case MZ_NUKE1: VectorSet(dl->color, 1, 0, 0); break; case MZ_NUKE2: VectorSet(dl->color, 1, 1, 0); break; case MZ_NUKE4: VectorSet(dl->color, 0, 0, 1); break; case MZ_NUKE8: VectorSet(dl->color, 0, 1, 1); break; // PGM // ====================== } }
/* ==================== SV_GameSystemCalls The module is making a system call ==================== */ intptr_t SV_GameSystemCalls(intptr_t * args) { switch (args[0]) { case G_PRINT: Com_Printf("%s", (char *)VMA(1)); return 0; case G_ERROR: Com_Error(ERR_DROP, "%s", (char *)VMA(1)); return 0; case G_MILLISECONDS: return Sys_Milliseconds(); case G_CVAR_REGISTER: Cvar_Register((vmCvar_t*)VMA(1), (char*)VMA(2), (char*)VMA(3), args[4]); return 0; case G_CVAR_UPDATE: Cvar_Update((vmCvar_t*)VMA(1)); return 0; case G_CVAR_SET: Cvar_Set((const char *)VMA(1), (const char *)VMA(2)); return 0; case G_CVAR_VARIABLE_INTEGER_VALUE: return Cvar_VariableIntegerValue((const char *)VMA(1)); case G_CVAR_VARIABLE_STRING_BUFFER: Cvar_VariableStringBuffer((char *)VMA(1), (char*)VMA(2), args[3]); return 0; case G_CVAR_LATCHEDVARIABLESTRINGBUFFER: Cvar_LatchedVariableStringBuffer((char *)VMA(1), (char*)VMA(2), args[3]); return 0; case G_ARGC: return Cmd_Argc(); case G_ARGV: Cmd_ArgvBuffer(args[1], (char*)VMA(2), args[3]); return 0; case G_SEND_CONSOLE_COMMAND: Cbuf_ExecuteText(args[1], (char *)VMA(2)); return 0; case G_FS_FOPEN_FILE: return FS_FOpenFileByMode((char *)VMA(1), (fileHandle_t*)VMA(2), (fsMode_t)args[3]); case G_FS_READ: FS_Read2(VMA(1), args[2], args[3]); return 0; case G_FS_WRITE: return FS_Write(VMA(1), args[2], args[3]); case G_FS_RENAME: FS_Rename((char *)VMA(1), (char *)VMA(2)); return 0; case G_FS_FCLOSE_FILE: FS_FCloseFile(args[1]); return 0; case G_FS_GETFILELIST: return FS_GetFileList((char *)VMA(1), (char *)VMA(2), (char*)VMA(3), args[4]); case G_LOCATE_GAME_DATA: SV_LocateGameData((sharedEntity_t*)VMA(1), args[2], args[3], (playerState_t*)VMA(4), args[5]); return 0; case G_DROP_CLIENT: SV_GameDropClient(args[1], (char*)VMA(2), args[3]); return 0; case G_SEND_SERVER_COMMAND: SV_GameSendServerCommand(args[1], (char*)VMA(2)); return 0; case G_LINKENTITY: SV_LinkEntity((sharedEntity_t*)VMA(1)); return 0; case G_UNLINKENTITY: SV_UnlinkEntity((sharedEntity_t*)VMA(1)); return 0; case G_ENTITIES_IN_BOX: return SV_AreaEntities((float*)VMA(1), (float*)VMA(2), (int*)VMA(3), args[4]); case G_ENTITY_CONTACT: return SV_EntityContact((float*)VMA(1), (float*)VMA(2), (sharedEntity_t*)VMA(3), TT_AABB); case G_ENTITY_CONTACTCAPSULE: return SV_EntityContact((float*)VMA(1), (float*)VMA(2), (sharedEntity_t*)VMA(3), TT_CAPSULE); case G_TRACE: SV_Trace((trace_t*)VMA(1), (float*)VMA(2), (float*)VMA(3), (float*)VMA(4), (float*)VMA(5), args[6], args[7], TT_AABB); return 0; case G_TRACECAPSULE: SV_Trace((trace_t*)VMA(1), (float*)VMA(2), (float*)VMA(3), (float*)VMA(4), (float*)VMA(5), args[6], args[7], TT_CAPSULE); return 0; case G_POINT_CONTENTS: return SV_PointContents((float*)VMA(1), args[2]); case G_SET_BRUSH_MODEL: SV_SetBrushModel((sharedEntity_t*)VMA(1), (char*)VMA(2)); return 0; case G_IN_PVS: return SV_inPVS((float*)VMA(1), (float*)VMA(2)); case G_IN_PVS_IGNORE_PORTALS: return SV_inPVSIgnorePortals((float*)VMA(1), (float*)VMA(2)); case G_SET_CONFIGSTRING: SV_SetConfigstring(args[1], (char*)VMA(2)); return 0; case G_GET_CONFIGSTRING: SV_GetConfigstring(args[1], (char*)VMA(2), args[3]); return 0; case G_SET_CONFIGSTRING_RESTRICTIONS: SV_SetConfigstringRestrictions( args[1], (clientList_t*)VMA(2) ); return 0; case G_SET_USERINFO: SV_SetUserinfo(args[1], (char*)VMA(2)); return 0; case G_GET_USERINFO: SV_GetUserinfo(args[1], (char*)VMA(2), args[3]); return 0; case G_GET_SERVERINFO: SV_GetServerinfo((char*)VMA(1), args[2]); return 0; case G_ADJUST_AREA_PORTAL_STATE: SV_AdjustAreaPortalState((sharedEntity_t*)VMA(1),(qboolean)args[2]); return 0; case G_AREAS_CONNECTED: return CM_AreasConnected(args[1], args[2]); case G_UPDATE_SHARED_CONFIG: SV_UpdateSharedConfig( args[1], (char*)VMA(2) ); return 0; case G_BOT_ALLOCATE_CLIENT: return SV_BotAllocateClient(args[1]); case G_BOT_FREE_CLIENT: SV_BotFreeClient(args[1]); return 0; case G_GET_USERCMD: SV_GetUsercmd(args[1], (usercmd_t*)VMA(2)); return 0; case G_GET_ENTITY_TOKEN: { const char *s; s = COM_Parse(&sv.entityParsePoint); Q_strncpyz((char*)VMA(1), s, args[2]); if(!sv.entityParsePoint && !s[0]) { return qfalse; } else { return qtrue; } } case G_DEBUG_POLYGON_CREATE: return BotImport_DebugPolygonCreate(args[1], args[2], (vec3_t*)VMA(3)); case G_DEBUG_POLYGON_DELETE: BotImport_DebugPolygonDelete(args[1]); return 0; case G_REAL_TIME: return Com_RealTime((qtime_t*)VMA(1)); case G_SNAPVECTOR: Q_SnapVector((float*)VMA(1)); return 0; case G_SEND_GAMESTAT: SV_MasterGameStat( (char*)VMA(1) ); return 0; case G_ADDCOMMAND: Cmd_AddCommand( (char*)VMA(1), NULL, (char*)VMA(3) ); return 0; case G_REMOVECOMMAND: Cmd_RemoveCommand( (char*)VMA(1) ); return 0; case G_GETTAG: return SV_GetTag(args[1], args[2], (char*)VMA(3), (orientation_t*)VMA(4)); case G_REGISTERTAG: return SV_LoadTag((char*)VMA(1)); case G_REGISTERSOUND: return S_RegisterSound((char*)VMA(1), (qboolean)args[2]); case G_GET_SOUND_LENGTH: return S_GetSoundLength(args[1]); case G_PARSE_ADD_GLOBAL_DEFINE: return Parse_AddGlobalDefine( (char*)VMA(1) ); case G_PARSE_LOAD_SOURCE: return Parse_LoadSourceHandle( (char*)VMA(1) ); case G_PARSE_FREE_SOURCE: return Parse_FreeSourceHandle( args[1] ); case G_PARSE_READ_TOKEN: return Parse_ReadTokenHandle( args[1], (pc_token_t*)VMA(2) ); case G_PARSE_SOURCE_FILE_AND_LINE: return Parse_SourceFileAndLine( args[1], (char*)VMA(2), (int*)VMA(3) ); case BOTLIB_SETUP: return SV_BotLibSetup(); case BOTLIB_SHUTDOWN: return SV_BotLibShutdown(); case BOTLIB_LIBVAR_SET: return botlib_export->BotLibVarSet((char*)VMA(1), (char*)VMA(2)); case BOTLIB_LIBVAR_GET: return botlib_export->BotLibVarGet((char*)VMA(1), (char*)VMA(2), args[3]); case BOTLIB_PC_ADD_GLOBAL_DEFINE: return Parse_AddGlobalDefine( (char*)VMA(1) ); case BOTLIB_PC_LOAD_SOURCE: return Parse_LoadSourceHandle((char*)VMA(1)); case BOTLIB_PC_FREE_SOURCE: return Parse_FreeSourceHandle(args[1]); case BOTLIB_PC_READ_TOKEN: return Parse_ReadTokenHandle(args[1], (pc_token_t*)VMA(2)); case BOTLIB_PC_SOURCE_FILE_AND_LINE: return Parse_SourceFileAndLine(args[1], (char*)VMA(2), (int*)VMA(3)); case BOTLIB_PC_UNREAD_TOKEN: Parse_UnreadLastTokenHandle(args[1]); return 0; case BOTLIB_START_FRAME: return botlib_export->BotLibStartFrame(VMF(1)); case BOTLIB_LOAD_MAP: return botlib_export->BotLibLoadMap((char*)VMA(1)); case BOTLIB_UPDATENTITY: return botlib_export->BotLibUpdateEntity(args[1], (bot_entitystate_t*)VMA(2)); case BOTLIB_TEST: return botlib_export->Test( args[1], (char*)VMA(2), (float*)VMA(3), (float*)VMA(4) ); case BOTLIB_GET_SNAPSHOT_ENTITY: return SV_BotGetSnapshotEntity(args[1], args[2]); case BOTLIB_GET_CONSOLE_MESSAGE: return SV_BotGetConsoleMessage(args[1], (char*)VMA(2), args[3]); case BOTLIB_USER_COMMAND: SV_ClientThink(&svs.clients[args[1]], (usercmd_t*)VMA(2)); return 0; case BOTLIB_AAS_ENTITY_INFO: botlib_export->aas.AAS_EntityInfo(args[1], (aas_entityinfo_s*)VMA(2)); return 0; case BOTLIB_AAS_INITIALIZED: return botlib_export->aas.AAS_Initialized(); case BOTLIB_AAS_PRESENCE_TYPE_BOUNDING_BOX: botlib_export->aas.AAS_PresenceTypeBoundingBox( args[1], (float*)VMA(2), (float*)VMA(3) ); return 0; case BOTLIB_AAS_TIME: return FloatAsInt(botlib_export->aas.AAS_Time()); case BOTLIB_AAS_SETCURRENTWORLD: botlib_export->aas.AAS_SetCurrentWorld(args[1]); return 0; case BOTLIB_AAS_POINT_AREA_NUM: return botlib_export->aas.AAS_PointAreaNum( (float*)VMA(1) ); case BOTLIB_AAS_TRACE_AREAS: return botlib_export->aas.AAS_TraceAreas( (float*)VMA(1), (float*)VMA(2), (int*)VMA(3), (vec3_t*)VMA(4), args[5] ); case BOTLIB_AAS_BBOX_AREAS: return botlib_export->aas.AAS_BBoxAreas( (float*)VMA(1), (float*)VMA(2), (int*)VMA(3), args[4] ); case BOTLIB_AAS_AREA_CENTER: botlib_export->aas.AAS_AreaCenter(args[1], (float*)VMA(2)); return 0; case BOTLIB_AAS_AREA_WAYPOINT: return botlib_export->aas.AAS_AreaWaypoint(args[1], (float*)VMA(2)); case BOTLIB_AAS_POINT_CONTENTS: return botlib_export->aas.AAS_PointContents((float*)VMA(1)); case BOTLIB_AAS_NEXT_BSP_ENTITY: return botlib_export->aas.AAS_NextBSPEntity(args[1]); case BOTLIB_AAS_VALUE_FOR_BSP_EPAIR_KEY: return botlib_export->aas.AAS_ValueForBSPEpairKey(args[1], (char*)VMA(2), (char*)VMA(3), args[4]); case BOTLIB_AAS_VECTOR_FOR_BSP_EPAIR_KEY: return botlib_export->aas.AAS_VectorForBSPEpairKey(args[1], (char*)VMA(2), (float*)VMA(3)); case BOTLIB_AAS_FLOAT_FOR_BSP_EPAIR_KEY: return botlib_export->aas.AAS_FloatForBSPEpairKey(args[1], (char*)VMA(2), (float*)VMA(3)); case BOTLIB_AAS_INT_FOR_BSP_EPAIR_KEY: return botlib_export->aas.AAS_IntForBSPEpairKey(args[1], (char*)VMA(2), (int*)VMA(3)); case BOTLIB_AAS_AREA_REACHABILITY: return botlib_export->aas.AAS_AreaReachability(args[1]); case BOTLIB_AAS_AREA_LADDER: return botlib_export->aas.AAS_AreaLadder(args[1]); case BOTLIB_AAS_AREA_TRAVEL_TIME_TO_GOAL_AREA: return botlib_export->aas.AAS_AreaTravelTimeToGoalArea(args[1], (float*)VMA(2), args[3], args[4]); case BOTLIB_AAS_SWIMMING: return botlib_export->aas.AAS_Swimming((float*)VMA(1)); case BOTLIB_AAS_PREDICT_CLIENT_MOVEMENT: return botlib_export->aas.AAS_PredictClientMovement((aas_clientmove_s*)VMA(1), args[2], (float*)VMA(3), args[4], args[5], (float*)VMA(6), (float*)VMA(7), args[8], args[9], VMF(10), args[11], args[12], args[13]); case BOTLIB_AAS_RT_SHOWROUTE: botlib_export->aas.AAS_RT_ShowRoute((float*)VMA(1), args[2], args[3]); return 0; case BOTLIB_AAS_NEARESTHIDEAREA: return botlib_export->aas.AAS_NearestHideArea(args[1], (float*)VMA(2), args[3], args[4], (float*)VMA(5), args[6], args[7], VMF(8), (float*)VMA(9)); case BOTLIB_AAS_LISTAREASINRANGE: return botlib_export->aas.AAS_ListAreasInRange((float*)VMA(1), args[2], VMF(3), args[4], (vec3_t*)VMA(5), args[6]); case BOTLIB_AAS_AVOIDDANGERAREA: return botlib_export->aas.AAS_AvoidDangerArea((float*)VMA(1), args[2], (float*)VMA(3), args[4], VMF(5), args[6]); case BOTLIB_AAS_RETREAT: return botlib_export->aas.AAS_Retreat((int*)VMA(1), args[2], (float*)VMA(3), args[4], (float*)VMA(5), args[6], VMF(7), VMF(8), args[9]); case BOTLIB_AAS_ALTROUTEGOALS: return botlib_export->aas.AAS_AlternativeRouteGoals((float*)VMA(1), (float*)VMA(2), args[3], (aas_altroutegoal_t*)VMA(4), args[5], args[6]); case BOTLIB_AAS_SETAASBLOCKINGENTITY: botlib_export->aas.AAS_SetAASBlockingEntity((float*)VMA(1), (float*)VMA(2), args[3]); return 0; case BOTLIB_AAS_RECORDTEAMDEATHAREA: botlib_export->aas.AAS_RecordTeamDeathArea((float*)VMA(1), args[2], args[3], args[4], args[5]); return 0; case BOTLIB_EA_SAY: botlib_export->ea.EA_Say(args[1], (char*)VMA(2)); return 0; case BOTLIB_EA_SAY_TEAM: botlib_export->ea.EA_SayTeam(args[1], (char*)VMA(2)); return 0; case BOTLIB_EA_USE_ITEM: botlib_export->ea.EA_UseItem(args[1], (char*)VMA(2)); return 0; case BOTLIB_EA_DROP_ITEM: botlib_export->ea.EA_DropItem(args[1], (char*)VMA(2)); return 0; case BOTLIB_EA_USE_INV: botlib_export->ea.EA_UseInv(args[1], (char*)VMA(2)); return 0; case BOTLIB_EA_DROP_INV: botlib_export->ea.EA_DropInv(args[1], (char*)VMA(2)); return 0; case BOTLIB_EA_GESTURE: botlib_export->ea.EA_Gesture(args[1]); return 0; case BOTLIB_EA_COMMAND: botlib_export->ea.EA_Command(args[1], (char*)VMA(2)); return 0; case BOTLIB_EA_SELECT_WEAPON: botlib_export->ea.EA_SelectWeapon(args[1], args[2]); return 0; case BOTLIB_EA_TALK: botlib_export->ea.EA_Talk(args[1]); return 0; case BOTLIB_EA_ATTACK: botlib_export->ea.EA_Attack(args[1]); return 0; case BOTLIB_EA_RELOAD: botlib_export->ea.EA_Reload(args[1]); return 0; case BOTLIB_EA_USE: botlib_export->ea.EA_Use(args[1]); return 0; case BOTLIB_EA_RESPAWN: botlib_export->ea.EA_Respawn(args[1]); return 0; case BOTLIB_EA_JUMP: botlib_export->ea.EA_Jump(args[1]); return 0; case BOTLIB_EA_DELAYED_JUMP: botlib_export->ea.EA_DelayedJump(args[1]); return 0; case BOTLIB_EA_CROUCH: botlib_export->ea.EA_Crouch(args[1]); return 0; case BOTLIB_EA_WALK: botlib_export->ea.EA_Walk(args[1]); return 0; case BOTLIB_EA_MOVE_UP: botlib_export->ea.EA_MoveUp(args[1]); return 0; case BOTLIB_EA_MOVE_DOWN: botlib_export->ea.EA_MoveDown(args[1]); return 0; case BOTLIB_EA_MOVE_FORWARD: botlib_export->ea.EA_MoveForward(args[1]); return 0; case BOTLIB_EA_MOVE_BACK: botlib_export->ea.EA_MoveBack(args[1]); return 0; case BOTLIB_EA_MOVE_LEFT: botlib_export->ea.EA_MoveLeft(args[1]); return 0; case BOTLIB_EA_MOVE_RIGHT: botlib_export->ea.EA_MoveRight(args[1]); return 0; case BOTLIB_EA_MOVE: botlib_export->ea.EA_Move(args[1], (float*)VMA(2), VMF(3)); return 0; case BOTLIB_EA_VIEW: botlib_export->ea.EA_View(args[1], (float*)VMA(2)); return 0; case BOTLIB_EA_PRONE: botlib_export->ea.EA_Prone(args[1]); return 0; case BOTLIB_EA_END_REGULAR: botlib_export->ea.EA_EndRegular(args[1], VMF(2)); return 0; case BOTLIB_EA_GET_INPUT: botlib_export->ea.EA_GetInput(args[1], VMF(2), (bot_input_t*)VMA(3)); return 0; case BOTLIB_EA_RESET_INPUT: botlib_export->ea.EA_ResetInput(args[1], (bot_input_t*)VMA(2)); return 0; case BOTLIB_AI_LOAD_CHARACTER: return botlib_export->ai.BotLoadCharacter((char*)VMA(1), args[2]); case BOTLIB_AI_FREE_CHARACTER: botlib_export->ai.BotFreeCharacter(args[1]); return 0; case BOTLIB_AI_CHARACTERISTIC_FLOAT: return FloatAsInt(botlib_export->ai.Characteristic_Float(args[1], args[2])); case BOTLIB_AI_CHARACTERISTIC_BFLOAT: return FloatAsInt(botlib_export->ai.Characteristic_BFloat(args[1], args[2], VMF(3), VMF(4))); case BOTLIB_AI_CHARACTERISTIC_INTEGER: return botlib_export->ai.Characteristic_Integer(args[1], args[2]); case BOTLIB_AI_CHARACTERISTIC_BINTEGER: return botlib_export->ai.Characteristic_BInteger(args[1], args[2], args[3], args[4]); case BOTLIB_AI_CHARACTERISTIC_STRING: botlib_export->ai.Characteristic_String(args[1], args[2], (char*)VMA(3), args[4]); return 0; case BOTLIB_AI_ALLOC_CHAT_STATE: return botlib_export->ai.BotAllocChatState(); case BOTLIB_AI_FREE_CHAT_STATE: botlib_export->ai.BotFreeChatState(args[1]); return 0; case BOTLIB_AI_QUEUE_CONSOLE_MESSAGE: botlib_export->ai.BotQueueConsoleMessage(args[1], args[2], (char*)VMA(3)); return 0; case BOTLIB_AI_REMOVE_CONSOLE_MESSAGE: botlib_export->ai.BotRemoveConsoleMessage(args[1], args[2]); return 0; case BOTLIB_AI_NEXT_CONSOLE_MESSAGE: return botlib_export->ai.BotNextConsoleMessage(args[1], (bot_consolemessage_s*)VMA(2)); case BOTLIB_AI_NUM_CONSOLE_MESSAGE: return botlib_export->ai.BotNumConsoleMessages(args[1]); case BOTLIB_AI_INITIAL_CHAT: botlib_export->ai.BotInitialChat(args[1], (char*)VMA(2), args[3], (char*)VMA(4), (char*)VMA(5), (char*)VMA(6), (char*)VMA(7), (char*)VMA(8), (char*)VMA(9), (char*)VMA(10), (char*)VMA(11)); return 0; case BOTLIB_AI_NUM_INITIAL_CHATS: return botlib_export->ai.BotNumInitialChats(args[1], (char*)VMA(2)); case BOTLIB_AI_REPLY_CHAT: return botlib_export->ai.BotReplyChat(args[1], (char*)VMA(2), args[3], args[4], (char*)VMA(5), (char*)VMA(6), (char*)VMA(7), (char*)VMA(8), (char*)VMA(9), (char*)VMA(10), (char*)VMA(11), (char*)VMA(12)); case BOTLIB_AI_CHAT_LENGTH: return botlib_export->ai.BotChatLength(args[1]); case BOTLIB_AI_ENTER_CHAT: botlib_export->ai.BotEnterChat(args[1], args[2], args[3]); return 0; case BOTLIB_AI_GET_CHAT_MESSAGE: botlib_export->ai.BotGetChatMessage(args[1], (char*)VMA(2), args[3]); return 0; case BOTLIB_AI_STRING_CONTAINS: return botlib_export->ai.StringContains((char*)VMA(1), (char*)VMA(2), args[3]); case BOTLIB_AI_FIND_MATCH: return botlib_export->ai.BotFindMatch((char*)VMA(1), (bot_match_s*)VMA(2), args[3]); case BOTLIB_AI_MATCH_VARIABLE: botlib_export->ai.BotMatchVariable((bot_match_s*)VMA(1), args[2], (char*)VMA(3), args[4]); return 0; case BOTLIB_AI_UNIFY_WHITE_SPACES: botlib_export->ai.UnifyWhiteSpaces((char*)VMA(1)); return 0; case BOTLIB_AI_REPLACE_SYNONYMS: botlib_export->ai.BotReplaceSynonyms((char*)VMA(1), args[2]); return 0; case BOTLIB_AI_LOAD_CHAT_FILE: return botlib_export->ai.BotLoadChatFile(args[1], (char*)VMA(2), (char*)VMA(3)); case BOTLIB_AI_SET_CHAT_GENDER: botlib_export->ai.BotSetChatGender(args[1], args[2]); return 0; case BOTLIB_AI_SET_CHAT_NAME: botlib_export->ai.BotSetChatName(args[1], (char*)VMA(2)); return 0; case BOTLIB_AI_RESET_GOAL_STATE: botlib_export->ai.BotResetGoalState(args[1]); return 0; case BOTLIB_AI_RESET_AVOID_GOALS: botlib_export->ai.BotResetAvoidGoals(args[1]); return 0; case BOTLIB_AI_REMOVE_FROM_AVOID_GOALS: botlib_export->ai.BotRemoveFromAvoidGoals(args[1], args[2]); return 0; case BOTLIB_AI_PUSH_GOAL: botlib_export->ai.BotPushGoal(args[1], (bot_goal_s*)VMA(2)); return 0; case BOTLIB_AI_POP_GOAL: botlib_export->ai.BotPopGoal(args[1]); return 0; case BOTLIB_AI_EMPTY_GOAL_STACK: botlib_export->ai.BotEmptyGoalStack(args[1]); return 0; case BOTLIB_AI_DUMP_AVOID_GOALS: botlib_export->ai.BotDumpAvoidGoals(args[1]); return 0; case BOTLIB_AI_DUMP_GOAL_STACK: botlib_export->ai.BotDumpGoalStack(args[1]); return 0; case BOTLIB_AI_GOAL_NAME: botlib_export->ai.BotGoalName(args[1], (char*)VMA(2), args[3]); return 0; case BOTLIB_AI_GET_TOP_GOAL: return botlib_export->ai.BotGetTopGoal(args[1], (bot_goal_s*)VMA(2)); case BOTLIB_AI_GET_SECOND_GOAL: return botlib_export->ai.BotGetSecondGoal(args[1], (bot_goal_s*)VMA(2)); case BOTLIB_AI_CHOOSE_LTG_ITEM: return botlib_export->ai.BotChooseLTGItem(args[1], (float*)VMA(2), (int*)VMA(3), args[4]); case BOTLIB_AI_CHOOSE_NBG_ITEM: return botlib_export->ai.BotChooseNBGItem(args[1], (float*)VMA(2), (int*)VMA(3), args[4], (bot_goal_s*)VMA(5), VMF(6)); case BOTLIB_AI_TOUCHING_GOAL: return botlib_export->ai.BotTouchingGoal((float*)VMA(1), (bot_goal_s*)VMA(2)); case BOTLIB_AI_ITEM_GOAL_IN_VIS_BUT_NOT_VISIBLE: return botlib_export->ai.BotItemGoalInVisButNotVisible(args[1], (float*)VMA(2), (float*)VMA(3), (bot_goal_s*)VMA(4)); case BOTLIB_AI_GET_LEVEL_ITEM_GOAL: return botlib_export->ai.BotGetLevelItemGoal(args[1], (char*)VMA(2), (bot_goal_s*)VMA(3)); case BOTLIB_AI_GET_NEXT_CAMP_SPOT_GOAL: return botlib_export->ai.BotGetNextCampSpotGoal(args[1], (bot_goal_s*)VMA(2)); case BOTLIB_AI_GET_MAP_LOCATION_GOAL: return botlib_export->ai.BotGetMapLocationGoal((char*)VMA(1), (bot_goal_s*)VMA(2)); case BOTLIB_AI_AVOID_GOAL_TIME: return FloatAsInt(botlib_export->ai.BotAvoidGoalTime(args[1], args[2])); case BOTLIB_AI_INIT_LEVEL_ITEMS: botlib_export->ai.BotInitLevelItems(); return 0; case BOTLIB_AI_UPDATE_ENTITY_ITEMS: botlib_export->ai.BotUpdateEntityItems(); return 0; case BOTLIB_AI_LOAD_ITEM_WEIGHTS: return botlib_export->ai.BotLoadItemWeights(args[1], (char*)VMA(2)); case BOTLIB_AI_FREE_ITEM_WEIGHTS: botlib_export->ai.BotFreeItemWeights(args[1]); return 0; case BOTLIB_AI_INTERBREED_GOAL_FUZZY_LOGIC: botlib_export->ai.BotInterbreedGoalFuzzyLogic(args[1], args[2], args[3]); return 0; case BOTLIB_AI_SAVE_GOAL_FUZZY_LOGIC: botlib_export->ai.BotSaveGoalFuzzyLogic(args[1], (char*)VMA(2)); return 0; case BOTLIB_AI_MUTATE_GOAL_FUZZY_LOGIC: botlib_export->ai.BotMutateGoalFuzzyLogic(args[1], VMF(2)); return 0; case BOTLIB_AI_ALLOC_GOAL_STATE: return botlib_export->ai.BotAllocGoalState(args[1]); case BOTLIB_AI_FREE_GOAL_STATE: botlib_export->ai.BotFreeGoalState(args[1]); return 0; case BOTLIB_AI_RESET_MOVE_STATE: botlib_export->ai.BotResetMoveState(args[1]); return 0; case BOTLIB_AI_MOVE_TO_GOAL: botlib_export->ai.BotMoveToGoal((bot_moveresult_s*)VMA(1), args[2], (bot_goal_s*)VMA(3), args[4]); return 0; case BOTLIB_AI_MOVE_IN_DIRECTION: return botlib_export->ai.BotMoveInDirection(args[1], (float*)VMA(2), VMF(3), args[4]); case BOTLIB_AI_RESET_AVOID_REACH: botlib_export->ai.BotResetAvoidReach(args[1]); return 0; case BOTLIB_AI_RESET_LAST_AVOID_REACH: botlib_export->ai.BotResetLastAvoidReach(args[1]); return 0; case BOTLIB_AI_REACHABILITY_AREA: return botlib_export->ai.BotReachabilityArea((float*)VMA(1), args[2]); case BOTLIB_AI_MOVEMENT_VIEW_TARGET: return botlib_export->ai.BotMovementViewTarget(args[1], (bot_goal_s*)VMA(2), args[3], VMF(4), (float*)VMA(5)); case BOTLIB_AI_PREDICT_VISIBLE_POSITION: return botlib_export->ai.BotPredictVisiblePosition((float*)VMA(1), args[2], (bot_goal_s*)VMA(3), args[4], (vec_t*)VMA(5)); case BOTLIB_AI_ALLOC_MOVE_STATE: return botlib_export->ai.BotAllocMoveState(); case BOTLIB_AI_FREE_MOVE_STATE: botlib_export->ai.BotFreeMoveState(args[1]); return 0; case BOTLIB_AI_INIT_MOVE_STATE: botlib_export->ai.BotInitMoveState(args[1], (bot_initmove_s*)VMA(2)); return 0; case BOTLIB_AI_INIT_AVOID_REACH: botlib_export->ai.BotInitAvoidReach(args[1]); return 0; case BOTLIB_AI_CHOOSE_BEST_FIGHT_WEAPON: return botlib_export->ai.BotChooseBestFightWeapon(args[1], (int*)VMA(2)); case BOTLIB_AI_GET_WEAPON_INFO: botlib_export->ai.BotGetWeaponInfo(args[1], args[2], (weaponinfo_s*)VMA(3)); return 0; case BOTLIB_AI_LOAD_WEAPON_WEIGHTS: return botlib_export->ai.BotLoadWeaponWeights(args[1], (char*)VMA(2)); case BOTLIB_AI_ALLOC_WEAPON_STATE: return botlib_export->ai.BotAllocWeaponState(); case BOTLIB_AI_FREE_WEAPON_STATE: botlib_export->ai.BotFreeWeaponState(args[1]); return 0; case BOTLIB_AI_RESET_WEAPON_STATE: botlib_export->ai.BotResetWeaponState(args[1]); return 0; case BOTLIB_AI_GENETIC_PARENTS_AND_CHILD_SELECTION: return botlib_export->ai.GeneticParentsAndChildSelection(args[1], (float*)VMA(2), (int*)VMA(3), (int*)VMA(4), (int*)VMA(5)); case G_ADD_PHYSICS_ENTITY: #ifdef USE_PHYSICS CMod_PhysicsAddEntity((sharedEntity_t*)VMA(1)); #endif return 0; case G_ADD_PHYSICS_STATIC: #ifdef USE_PHYSICS CMod_PhysicsAddStatic((sharedEntity_t*)VMA(1)); #endif return 0; case TRAP_MEMSET: memset(VMA(1), args[2], args[3]); return 0; case TRAP_MEMCPY: memcpy(VMA(1), VMA(2), args[3]); return 0; case TRAP_STRNCPY: return (intptr_t)strncpy( (char*)VMA( 1 ), (char*)VMA( 2 ), args[3] ); case TRAP_SIN: return FloatAsInt(sin(VMF(1))); case TRAP_COS: return FloatAsInt(cos(VMF(1))); case TRAP_ATAN2: return FloatAsInt(atan2(VMF(1), VMF(2))); case TRAP_SQRT: return FloatAsInt(sqrt(VMF(1))); case TRAP_MATRIXMULTIPLY: AxisMultiply((vec3_t*)VMA(1), (vec3_t*)VMA(2), (vec3_t*)VMA(3)); return 0; case TRAP_ANGLEVECTORS: AngleVectors((vec_t*)VMA(1), (vec_t*)VMA(2), (vec_t*)VMA(3), (vec_t*)VMA(4)); return 0; case TRAP_PERPENDICULARVECTOR: PerpendicularVector((vec_t*)VMA(1), (vec_t*)VMA(2)); return 0; case TRAP_FLOOR: return FloatAsInt(floor(VMF(1))); case TRAP_CEIL: return FloatAsInt(ceil(VMF(1))); case G_SENDMESSAGE: SV_SendBinaryMessage(args[1], (char*)VMA(2), args[3]); return 0; case G_MESSAGESTATUS: return SV_BinaryMessageStatus(args[1]); #if defined(ET_MYSQL) case G_SQL_RUNQUERY: return OW_RunQuery( (char*)VMA(1) ); case G_SQL_FINISHQUERY: OW_FinishQuery( args[1] ); return 0; case G_SQL_NEXTROW: return OW_NextRow( args[1] ); case G_SQL_ROWCOUNT: return OW_RowCount( args[1] ); case G_SQL_GETFIELDBYID: OW_GetFieldByID( args[1], args[2], (char*)VMA(3), args[4] ); return 0; case G_SQL_GETFIELDBYNAME: OW_GetFieldByName( args[1], (char*)VMA(2), (char*)VMA(3), args[4] ); return 0; case G_SQL_GETFIELDBYID_INT: return OW_GetFieldByID_int( args[1], args[2] ); case G_SQL_GETFIELDBYNAME_INT: return OW_GetFieldByName_int( args[1], (char*)VMA(2) ); case G_SQL_FIELDCOUNT: return OW_FieldCount( args[1] ); case G_SQL_CLEANSTRING: OW_CleanString( (char*)VMA(1), (char*)VMA(2), args[3] ); return 0; #endif case G_RSA_GENMSG: return SV_RSAGenMsg( (char*)VMA(1), (char*)VMA(2), (char*)VMA(3) ); default: Com_Error( ERR_DROP, "Bad game system trap: %ld", (long int) args[0] ); } return -1; }
/* ==================== CL_UISystemCalls The ui module is making a system call ==================== */ intptr_t CL_UISystemCalls( intptr_t *args ) { switch ( args[ 0 ] ) { case UI_ERROR: Com_Error( ERR_DROP, "%s", ( char * ) VMA( 1 ) ); case UI_PRINT: Com_Printf( "%s", ( char * ) VMA( 1 ) ); return 0; case UI_MILLISECONDS: return Sys_Milliseconds(); case UI_CVAR_REGISTER: Cvar_Register( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[ 4 ] ); return 0; case UI_CVAR_UPDATE: Cvar_Update( VMA( 1 ) ); return 0; case UI_CVAR_SET: Cvar_Set( VMA( 1 ), VMA( 2 ) ); return 0; case UI_CVAR_VARIABLEVALUE: return FloatAsInt( Cvar_VariableValue( VMA( 1 ) ) ); case UI_CVAR_VARIABLESTRINGBUFFER: VM_CheckBlock( args[2], args[3], "CVARVSB" ); Cvar_VariableStringBuffer( VMA( 1 ), VMA( 2 ), args[ 3 ] ); return 0; case UI_CVAR_LATCHEDVARIABLESTRINGBUFFER: VM_CheckBlock( args[2], args[3], "CVARLVSB" ); Cvar_LatchedVariableStringBuffer( VMA( 1 ), VMA( 2 ), args[ 3 ] ); return 0; case UI_CVAR_SETVALUE: Cvar_SetValue( VMA( 1 ), VMF( 2 ) ); return 0; case UI_CVAR_RESET: Cvar_Reset( VMA( 1 ) ); return 0; case UI_CVAR_CREATE: Cvar_Get( VMA( 1 ), VMA( 2 ), args[ 3 ] ); return 0; case UI_CVAR_INFOSTRINGBUFFER: VM_CheckBlock( args[2], args[3], "CVARISB" ); Cvar_InfoStringBuffer( args[ 1 ], VMA( 2 ), args[ 3 ] ); return 0; case UI_ARGC: return Cmd_Argc(); case UI_ARGV: VM_CheckBlock( args[2], args[3], "ARGV" ); Cmd_ArgvBuffer( args[ 1 ], VMA( 2 ), args[ 3 ] ); return 0; case UI_CMD_EXECUTETEXT: Cbuf_ExecuteText( args[ 1 ], VMA( 2 ) ); return 0; case UI_ADDCOMMAND: Cmd_AddCommand( VMA( 1 ), NULL ); return 0; case UI_FS_FOPENFILE: return FS_FOpenFileByMode( VMA( 1 ), VMA( 2 ), args[ 3 ] ); case UI_FS_READ: VM_CheckBlock( args[1], args[2], "FSREAD" ); FS_Read2( VMA( 1 ), args[ 2 ], args[ 3 ] ); return 0; case UI_FS_WRITE: VM_CheckBlock( args[1], args[2], "FSWRITE" ); FS_Write( VMA( 1 ), args[ 2 ], args[ 3 ] ); return 0; case UI_FS_FCLOSEFILE: FS_FCloseFile( args[ 1 ] ); return 0; case UI_FS_DELETEFILE: return FS_Delete( VMA( 1 ) ); case UI_FS_GETFILELIST: VM_CheckBlock( args[3], args[4], "FSGFL" ); return FS_GetFileList( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[ 4 ] ); case UI_FS_SEEK: return FS_Seek( args[ 1 ], args[ 2 ], args[ 3 ] ); case UI_R_REGISTERMODEL: return re.RegisterModel( VMA( 1 ) ); case UI_R_REGISTERSKIN: return re.RegisterSkin( VMA( 1 ) ); case UI_R_REGISTERSHADERNOMIP: return re.RegisterShaderNoMip( VMA( 1 ) ); case UI_R_CLEARSCENE: re.ClearScene(); return 0; case UI_R_ADDREFENTITYTOSCENE: re.AddRefEntityToScene( VMA( 1 ) ); return 0; case UI_R_ADDPOLYTOSCENE: re.AddPolyToScene( args[ 1 ], args[ 2 ], VMA( 3 ) ); return 0; // Ridah case UI_R_ADDPOLYSTOSCENE: re.AddPolysToScene( args[ 1 ], args[ 2 ], VMA( 3 ), args[ 4 ] ); return 0; // done. case UI_R_ADDLIGHTTOSCENE: // ydnar: new dlight code //% re.AddLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5), args[6] ); re.AddLightToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), args[ 7 ], args[ 8 ] ); return 0; case UI_R_ADDCORONATOSCENE: re.AddCoronaToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), args[ 6 ], args[ 7 ] ); return 0; case UI_R_RENDERSCENE: re.RenderScene( VMA( 1 ) ); return 0; case UI_R_SETCOLOR: re.SetColor( VMA( 1 ) ); return 0; // Tremulous case UI_R_SETCLIPREGION: re.SetClipRegion( VMA( 1 ) ); return 0; case UI_R_DRAW2DPOLYS: re.Add2dPolys( VMA( 1 ), args[ 2 ], args[ 3 ] ); return 0; case UI_R_DRAWSTRETCHPIC: re.DrawStretchPic( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[ 9 ] ); return 0; case UI_R_DRAWROTATEDPIC: re.DrawRotatedPic( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[ 9 ], VMF( 10 ) ); return 0; case UI_R_MODELBOUNDS: re.ModelBounds( args[ 1 ], VMA( 2 ), VMA( 3 ) ); return 0; case UI_UPDATESCREEN: SCR_UpdateScreen(); return 0; case UI_CM_LERPTAG: return re.LerpTag( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[ 4 ] ); case UI_S_REGISTERSOUND: #ifdef DOOMSOUND ///// (SA) DOOMSOUND return S_RegisterSound( VMA( 1 ) ); #else return S_RegisterSound( VMA( 1 ), args[ 2 ] ); #endif ///// (SA) DOOMSOUND case UI_S_STARTLOCALSOUND: //S_StartLocalSound(args[1], args[2], args[3]); S_StartLocalSound( args[ 1 ], args[ 2 ] ); return 0; case UI_S_FADESTREAMINGSOUND: // FIXME //S_FadeStreamingSound(VMF(1), args[2], args[3]); return 0; case UI_S_FADEALLSOUNDS: // FIXME //S_FadeAllSounds(VMF(1), args[2], args[3]); return 0; case UI_KEY_KEYNUMTOSTRINGBUF: VM_CheckBlock( args[2], args[3], "KEYNTSB" ); Key_KeynumToStringBuf( args[ 1 ], VMA( 2 ), args[ 3 ] ); return 0; case UI_KEY_GETBINDINGBUF: VM_CheckBlock( args[2], args[3], "KEYGBB" ); Key_GetBindingBuf( args[ 1 ], VMA( 2 ), args[ 3 ] ); return 0; case UI_KEY_SETBINDING: Key_SetBinding( args[ 1 ], VMA( 2 ) ); return 0; case UI_KEY_BINDINGTOKEYS: Key_GetBindingByString( VMA( 1 ), VMA( 2 ), VMA( 3 ) ); return 0; case UI_KEY_ISDOWN: return Key_IsDown( args[ 1 ] ); case UI_KEY_GETOVERSTRIKEMODE: return Key_GetOverstrikeMode(); case UI_KEY_SETOVERSTRIKEMODE: Key_SetOverstrikeMode( args[ 1 ] ); return 0; case UI_KEY_CLEARSTATES: Key_ClearStates(); return 0; case UI_KEY_GETCATCHER: return Key_GetCatcher(); case UI_KEY_SETCATCHER: Key_SetCatcher( args[ 1 ] ); return 0; case UI_GETCLIPBOARDDATA: VM_CheckBlock( args[1], args[2], "UIGCD" ); if ( cl_allowPaste->integer ) { CL_GetClipboardData( VMA( 1 ), args[ 2 ], args[ 3 ] ); } else { ( (char *) VMA( 1 ) )[0] = '\0'; } return 0; case UI_GETCLIENTSTATE: GetClientState( VMA( 1 ) ); return 0; case UI_GETGLCONFIG: CL_GetGlconfig( VMA( 1 ) ); return 0; case UI_GETCONFIGSTRING: VM_CheckBlock( args[2], args[3], "UIGCS" ); return GetConfigString( args[ 1 ], VMA( 2 ), args[ 3 ] ); case UI_LAN_LOADCACHEDSERVERS: LAN_LoadCachedServers(); return 0; case UI_LAN_SAVECACHEDSERVERS: LAN_SaveServersToCache(); return 0; case UI_LAN_ADDSERVER: return LAN_AddServer( args[ 1 ], VMA( 2 ), VMA( 3 ) ); case UI_LAN_REMOVESERVER: LAN_RemoveServer( args[ 1 ], VMA( 2 ) ); return 0; case UI_LAN_GETPINGQUEUECOUNT: return LAN_GetPingQueueCount(); case UI_LAN_CLEARPING: LAN_ClearPing( args[ 1 ] ); return 0; case UI_LAN_GETPING: VM_CheckBlock( args[2], args[3], "UILANGP" ); LAN_GetPing( args[ 1 ], VMA( 2 ), args[ 3 ], VMA( 4 ) ); return 0; case UI_LAN_GETPINGINFO: VM_CheckBlock( args[2], args[3], "UILANGPI" ); LAN_GetPingInfo( args[ 1 ], VMA( 2 ), args[ 3 ] ); return 0; case UI_LAN_GETSERVERCOUNT: return LAN_GetServerCount( args[ 1 ] ); case UI_LAN_GETSERVERADDRESSSTRING: VM_CheckBlock( args[3], args[4], "UILANGSAS" ); LAN_GetServerAddressString( args[ 1 ], args[ 2 ], VMA( 3 ), args[ 4 ] ); return 0; case UI_LAN_GETSERVERINFO: VM_CheckBlock( args[3], args[4], "UILANGSI" ); LAN_GetServerInfo( args[ 1 ], args[ 2 ], VMA( 3 ), args[ 4 ] ); return 0; case UI_LAN_GETSERVERPING: return LAN_GetServerPing( args[ 1 ], args[ 2 ] ); case UI_LAN_MARKSERVERVISIBLE: LAN_MarkServerVisible( args[ 1 ], args[ 2 ], args[ 3 ] ); return 0; case UI_LAN_SERVERISVISIBLE: return LAN_ServerIsVisible( args[ 1 ], args[ 2 ] ); case UI_LAN_UPDATEVISIBLEPINGS: return LAN_UpdateVisiblePings( args[ 1 ] ); case UI_LAN_RESETPINGS: LAN_ResetPings( args[ 1 ] ); return 0; case UI_LAN_SERVERSTATUS: VM_CheckBlock( args[2], args[3], "UILANGSS" ); return LAN_GetServerStatus( VMA( 1 ), VMA( 2 ), args[ 3 ] ); case UI_LAN_SERVERISINFAVORITELIST: return LAN_ServerIsInFavoriteList( args[ 1 ], args[ 2 ] ); case UI_GETNEWS: return GetNews( args[ 1 ] ); case UI_LAN_COMPARESERVERS: return LAN_CompareServers( args[ 1 ], args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ] ); case UI_MEMORY_REMAINING: return Hunk_MemoryRemaining(); case UI_R_REGISTERFONT: re.RegisterFontVM( VMA( 1 ), VMA( 2 ), args[ 3 ], VMA( 4 ) ); return 0; case UI_PARSE_ADD_GLOBAL_DEFINE: return Parse_AddGlobalDefine( VMA( 1 ) ); case UI_PARSE_LOAD_SOURCE: return Parse_LoadSourceHandle( VMA( 1 ) ); case UI_PARSE_FREE_SOURCE: return Parse_FreeSourceHandle( args[ 1 ] ); case UI_PARSE_READ_TOKEN: return Parse_ReadTokenHandle( args[ 1 ], VMA( 2 ) ); case UI_PARSE_SOURCE_FILE_AND_LINE: return Parse_SourceFileAndLine( args[ 1 ], VMA( 2 ), VMA( 3 ) ); case UI_S_STOPBACKGROUNDTRACK: S_StopBackgroundTrack(); return 0; case UI_S_STARTBACKGROUNDTRACK: //S_StartBackgroundTrack(VMA(1), VMA(2), args[3]); //----(SA) added fadeup time S_StartBackgroundTrack( VMA( 1 ), VMA( 2 ) ); return 0; case UI_REAL_TIME: return Com_RealTime( VMA( 1 ) ); case UI_CIN_PLAYCINEMATIC: Com_DPrintf( "UI_CIN_PlayCinematic\n" ); return CIN_PlayCinematic( VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ], args[ 6 ] ); case UI_CIN_STOPCINEMATIC: return CIN_StopCinematic( args[ 1 ] ); case UI_CIN_RUNCINEMATIC: return CIN_RunCinematic( args[ 1 ] ); case UI_CIN_DRAWCINEMATIC: CIN_DrawCinematic( args[ 1 ] ); return 0; case UI_CIN_SETEXTENTS: CIN_SetExtents( args[ 1 ], args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ] ); return 0; case UI_R_REMAP_SHADER: re.RemapShader( VMA( 1 ), VMA( 2 ), VMA( 3 ) ); return 0; case UI_GETHUNKDATA: Com_GetHunkInfo( VMA( 1 ), VMA( 2 ) ); return 0; case UI_QUOTESTRING: Cmd_QuoteStringBuffer( VMA( 1 ), VMA( 2 ), args[ 3 ] ); return 0; #if defined( USE_REFENTITY_ANIMATIONSYSTEM ) case UI_R_REGISTERANIMATION: return re.RegisterAnimation( VMA( 1 ) ); case UI_R_BUILDSKELETON: return re.BuildSkeleton( VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ], VMF( 5 ), args[ 6 ] ); case UI_R_BLENDSKELETON: return re.BlendSkeleton( VMA( 1 ), VMA( 2 ), VMF( 3 ) ); case UI_R_BONEINDEX: return re.BoneIndex( args[ 1 ], VMA( 2 ) ); case UI_R_ANIMNUMFRAMES: return re.AnimNumFrames( args[ 1 ] ); case UI_R_ANIMFRAMERATE: return re.AnimFrameRate( args[ 1 ] ); #endif case UI_GETTEXT: VM_CheckBlock( args[1], args[3], "UIGETTEXT" ); Q_strncpyz( VMA(1), __(VMA(2)), args[3] ); return 0; case UI_R_GLYPH: re.GlyphVM( args[1], VMA(2), VMA(3) ); return 0; case UI_R_GLYPHCHAR: re.GlyphCharVM( args[1], args[2], VMA(3) ); return 0; case UI_R_UREGISTERFONT: re.UnregisterFontVM( args[1] ); return 0; case UI_PGETTEXT: VM_CheckBlock( args[ 1 ], args[ 4 ], "UIPGETTEXT" ); Q_strncpyz( VMA( 1 ), C__( VMA( 2 ), VMA( 3 ) ), args[ 4 ] ); return 0; default: Com_Error( ERR_DROP, "Bad UI system trap: %ld", ( long int ) args[ 0 ] ); } return 0; }
void IN_CommonJoyPress(int controller, fakeAscii_t button, bool pressed) { #ifdef XBOX_DEMO // Reset the demo timer so that we don't auto-reboot to CDX extern void Demo_TimerKeypress( void ); Demo_TimerKeypress(); #endif lastControllerUsed = controller; // Cheat system hooks. The right thumbstick button has to be held for a cheat: if (button == A_JOY3) { if (pressed) { // Just pressed the right thumstick in. Reset cheat detector enteringCheat = true; cheatLength = 0; } else { enteringCheat = false; if (cheatLength == 6) { for( int i = 0; i < numCheats; ++i) { if( memcmp( &cheats[i].buttons[0], &curCheat[0], sizeof(curCheat) ) == 0 ) { if(cheats[i].function()) S_StartLocalSound( S_RegisterSound( "sound/vehicles/x-wing/s-foil" ), CHAN_AUTO ); } } } } } else if (enteringCheat && pressed) { // Handle all other buttons while entering a cheat if (cheatLength == 6 || (button != A_JOY5 && button != A_JOY6 && button != A_JOY7 && button != A_JOY8)) { // If we press too many buttons, or anything but the D-pad, cancel entry: enteringCheat = false; cheatLength = 0; } else { // We pressed a d-pad button, we're entering a cheat, and there's still room curCheat[cheatLength++] = button; } } // Check for special cases for map hack #ifndef FINAL_BUILD if (Cvar_VariableIntegerValue("cl_maphack")) { if (_UIRunning && button == A_JOY11 && pressed) { // Left trigger -> F1 Sys_QueEvent( 0, SE_KEY, A_F1, pressed, 0, NULL ); return; } else if (_UIRunning && button == A_JOY12 && pressed) { // Right trigger -> F2 Sys_QueEvent( 0, SE_KEY, A_F2, pressed, 0, NULL ); return; } else if (_UIRunning && button == A_JOY4 && pressed) { // Start button -> F3 //IN_SetMainController(controller); Sys_QueEvent( 0, SE_KEY, A_F3, pressed, 0, NULL ); return; } } #endif if(inSplashMenu->integer) { // START always works, A only works if the popup isn't shown: if(button == A_JOY4 || (button == A_JOY15 && controllerOut->integer < 0)) { Sys_QueEvent( 0, SE_KEY, _UIRunning ? UIJoy2Key(button) : button, pressed, 0, NULL ); } return; } int controllerout = controllerOut->integer; if(controllerout != -1) { if(controllerout == controller && (button == A_JOY4))// || button == A_JOY15)) Sys_QueEvent( 0, SE_KEY, _UIRunning ? UIJoy2Key(button) : button, pressed, 0, NULL ); return; } if(IN_GetMainController() == controller ) { // Always map start button to ESCAPE if (!_UIRunning && button == A_JOY4 && cls.state != CA_CINEMATIC) Sys_QueEvent( 0, SE_KEY, A_ESCAPE, pressed, 0, NULL ); #ifdef DEBUG_CONTROLLER if (controller != 3) #endif Sys_QueEvent( 0, SE_KEY, _UIRunning ? UIJoy2Key(button) : button, pressed, 0, NULL ); } #ifdef DEBUG_CONTROLLER if (controller == 3 && pressed) { HandleDebugJoystickPress(button); return; } #endif //JLF }
/* ========================================================================= */ void CL_RegisterTEntSounds ( void ) { q_int32_t i; char name[MAX_QPATH]; cl_sfx_ric1 = S_RegisterSound ( "world/ric1.wav" ); cl_sfx_ric2 = S_RegisterSound ( "world/ric2.wav" ); cl_sfx_ric3 = S_RegisterSound ( "world/ric3.wav" ); cl_sfx_lashit = S_RegisterSound ( "weapons/lashit.wav" ); cl_sfx_spark5 = S_RegisterSound ( "world/spark5.wav" ); cl_sfx_spark6 = S_RegisterSound ( "world/spark6.wav" ); cl_sfx_spark7 = S_RegisterSound ( "world/spark7.wav" ); cl_sfx_railg = S_RegisterSound ( "weapons/railgf1a.wav" ); cl_sfx_rockexp = S_RegisterSound ( "weapons/rocklx1a.wav" ); cl_sfx_grenexp = S_RegisterSound ( "weapons/grenlx1a.wav" ); cl_sfx_watrexp = S_RegisterSound ( "weapons/xpld_wat.wav" ); S_RegisterSound ( "player/land1.wav" ); S_RegisterSound ( "player/fall2.wav" ); S_RegisterSound ( "player/fall1.wav" ); for ( i = 0; i < 4; i++ ) { Com_sprintf ( name, sizeof ( name ), "player/step%i.wav", i + 1 ); cl_sfx_footsteps[i] = S_RegisterSound ( name ); } cl_sfx_lightning = S_RegisterSound ( "weapons/tesla.wav" ); cl_sfx_disrexp = S_RegisterSound ( "weapons/disrupthit.wav" ); }
/* ==================== CL_CgameSystemCalls The cgame module is making a system call ==================== */ intptr_t CL_CgameSystemCalls( intptr_t *args ) { switch ( args[ 0 ] ) { case CG_PRINT: Com_Printf( "%s", ( char * ) VMA( 1 ) ); return 0; case CG_ERROR: Com_Error( ERR_DROP, "%s", ( char * ) VMA( 1 ) ); case CG_MILLISECONDS: return Sys_Milliseconds(); case CG_CVAR_REGISTER: Cvar_Register( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[ 4 ] ); return 0; case CG_CVAR_UPDATE: Cvar_Update( VMA( 1 ) ); return 0; case CG_CVAR_SET: Cvar_Set( VMA( 1 ), VMA( 2 ) ); return 0; case CG_CVAR_VARIABLESTRINGBUFFER: VM_CheckBlock( args[2], args[3], "CVARVSB" ); Cvar_VariableStringBuffer( VMA( 1 ), VMA( 2 ), args[ 3 ] ); return 0; case CG_CVAR_LATCHEDVARIABLESTRINGBUFFER: VM_CheckBlock( args[2], args[3], "CVARLVSB" ); Cvar_LatchedVariableStringBuffer( VMA( 1 ), VMA( 2 ), args[ 3 ] ); return 0; case CG_CVAR_VARIABLEINTEGERVALUE: return Cvar_VariableIntegerValue( VMA( 1 ) ); case CG_ARGC: return Cmd_Argc(); case CG_ARGV: VM_CheckBlock( args[2], args[3], "ARGV" ); Cmd_ArgvBuffer( args[ 1 ], VMA( 2 ), args[ 3 ] ); return 0; case CG_ARGS: VM_CheckBlock( args[1], args[2], "ARGS" ); Cmd_ArgsBuffer( VMA( 1 ), args[ 2 ] ); return 0; case CG_LITERAL_ARGS: // FIXME VM_CheckBlock( args[1], args[2], "LARGS" ); Cmd_LiteralArgsBuffer( VMA( 1 ), args[ 2 ] ); // Cmd_ArgsBuffer(VMA(1), args[2]); return 0; case CG_GETDEMOSTATE: return CL_DemoState(); case CG_GETDEMOPOS: return CL_DemoPos(); case CG_FS_FOPENFILE: return FS_FOpenFileByMode( VMA( 1 ), VMA( 2 ), args[ 3 ] ); case CG_FS_READ: VM_CheckBlock( args[1], args[2], "FSREAD" ); FS_Read2( VMA( 1 ), args[ 2 ], args[ 3 ] ); return 0; case CG_FS_WRITE: VM_CheckBlock( args[1], args[2], "FSWRITE" ); return FS_Write( VMA( 1 ), args[ 2 ], args[ 3 ] ); case CG_FS_FCLOSEFILE: FS_FCloseFile( args[ 1 ] ); return 0; case CG_FS_GETFILELIST: VM_CheckBlock( args[3], args[4], "FSGFL" ); return FS_GetFileList( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[ 4 ] ); case CG_FS_DELETEFILE: return FS_Delete( VMA( 1 ) ); case CG_SENDCONSOLECOMMAND: Cbuf_AddText( VMA( 1 ) ); return 0; case CG_ADDCOMMAND: CL_AddCgameCommand( VMA( 1 ) ); return 0; case CG_REMOVECOMMAND: Cmd_RemoveCommand( VMA( 1 ) ); return 0; case CG_COMPLETE_CALLBACK: if ( completer ) { completer( VMA( 1 ) ); } return 0; case CG_SENDCLIENTCOMMAND: CL_AddReliableCommand( VMA( 1 ) ); return 0; case CG_UPDATESCREEN: SCR_UpdateScreen(); return 0; case CG_CM_LOADMAP: CL_CM_LoadMap( VMA( 1 ) ); return 0; case CG_CM_NUMINLINEMODELS: return CM_NumInlineModels(); case CG_CM_INLINEMODEL: return CM_InlineModel( args[ 1 ] ); case CG_CM_TEMPBOXMODEL: return CM_TempBoxModel( VMA( 1 ), VMA( 2 ), qfalse ); case CG_CM_TEMPCAPSULEMODEL: return CM_TempBoxModel( VMA( 1 ), VMA( 2 ), qtrue ); case CG_CM_POINTCONTENTS: return CM_PointContents( VMA( 1 ), args[ 2 ] ); case CG_CM_TRANSFORMEDPOINTCONTENTS: return CM_TransformedPointContents( VMA( 1 ), args[ 2 ], VMA( 3 ), VMA( 4 ) ); case CG_CM_BOXTRACE: CM_BoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[ 6 ], args[ 7 ], TT_AABB ); return 0; case CG_CM_TRANSFORMEDBOXTRACE: CM_TransformedBoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[ 6 ], args[ 7 ], VMA( 8 ), VMA( 9 ), TT_AABB ); return 0; case CG_CM_CAPSULETRACE: CM_BoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[ 6 ], args[ 7 ], TT_CAPSULE ); return 0; case CG_CM_TRANSFORMEDCAPSULETRACE: CM_TransformedBoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[ 6 ], args[ 7 ], VMA( 8 ), VMA( 9 ), TT_CAPSULE ); return 0; case CG_CM_BISPHERETRACE: CM_BiSphereTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMF( 4 ), VMF( 5 ), args[ 6 ], args[ 7 ] ); return 0; case CG_CM_TRANSFORMEDBISPHERETRACE: CM_TransformedBiSphereTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMF( 4 ), VMF( 5 ), args[ 6 ], args[ 7 ], VMA( 8 ) ); return 0; case CG_CM_MARKFRAGMENTS: return re.MarkFragments( args[ 1 ], VMA( 2 ), VMA( 3 ), args[ 4 ], VMA( 5 ), args[ 6 ], VMA( 7 ) ); case CG_R_PROJECTDECAL: re.ProjectDecal( args[ 1 ], args[ 2 ], VMA( 3 ), VMA( 4 ), VMA( 5 ), args[ 6 ], args[ 7 ] ); return 0; case CG_R_CLEARDECALS: re.ClearDecals(); return 0; case CG_S_STARTSOUND: S_StartSound( VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ] ); return 0; case CG_S_STARTSOUNDEX: S_StartSoundEx( VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ] ); return 0; case CG_S_STARTLOCALSOUND: S_StartLocalSound( args[ 1 ], args[ 2 ] ); return 0; case CG_S_CLEARLOOPINGSOUNDS: S_ClearLoopingSounds( args[ 1 ] ); return 0; case CG_S_CLEARSOUNDS: /*if(args[1] == 0) { S_ClearSounds(qtrue, qfalse); } else if(args[1] == 1) { S_ClearSounds(qtrue, qtrue); }*/ return 0; case CG_S_ADDLOOPINGSOUND: S_AddLoopingSound( args[ 1 ], VMA( 2 ), VMA( 3 ), args[ 4 ] ); return 0; case CG_S_ADDREALLOOPINGSOUND: S_AddRealLoopingSound( args[ 1 ], VMA( 2 ), VMA( 3 ), args[ 4 ] ); return 0; case CG_S_STOPLOOPINGSOUND: S_StopLoopingSound( args[ 1 ] ); return 0; case CG_S_STOPSTREAMINGSOUND: // FIXME //S_StopEntStreamingSound(args[1]); return 0; case CG_S_UPDATEENTITYPOSITION: S_UpdateEntityPosition( args[ 1 ], VMA( 2 ) ); return 0; case CG_S_GETVOICEAMPLITUDE: return S_GetVoiceAmplitude( args[ 1 ] ); case CG_S_GETSOUNDLENGTH: return S_GetSoundLength( args[ 1 ] ); // ydnar: for looped sound starts case CG_S_GETCURRENTSOUNDTIME: return S_GetCurrentSoundTime(); case CG_S_RESPATIALIZE: S_Respatialize( args[ 1 ], VMA( 2 ), VMA( 3 ), args[ 4 ] ); return 0; case CG_S_REGISTERSOUND: #ifdef DOOMSOUND ///// (SA) DOOMSOUND return S_RegisterSound( VMA( 1 ) ); #else return S_RegisterSound( VMA( 1 ), args[ 2 ] ); #endif ///// (SA) DOOMSOUND case CG_S_STARTBACKGROUNDTRACK: //S_StartBackgroundTrack(VMA(1), VMA(2), args[3]); //----(SA) added fadeup time S_StartBackgroundTrack( VMA( 1 ), VMA( 2 ) ); return 0; case CG_S_FADESTREAMINGSOUND: // FIXME //S_FadeStreamingSound(VMF(1), args[2], args[3]); //----(SA) added music/all-streaming options return 0; case CG_S_STARTSTREAMINGSOUND: // FIXME //return S_StartStreamingSound(VMA(1), VMA(2), args[3], args[4], args[5]); return 0; case CG_R_LOADWORLDMAP: re.SetWorldVisData( CM_ClusterPVS( -1 ) ); re.LoadWorld( VMA( 1 ) ); return 0; case CG_R_REGISTERMODEL: return re.RegisterModel( VMA( 1 ) ); case CG_R_REGISTERSKIN: return re.RegisterSkin( VMA( 1 ) ); //----(SA) added case CG_R_GETSKINMODEL: return re.GetSkinModel( args[ 1 ], VMA( 2 ), VMA( 3 ) ); case CG_R_GETMODELSHADER: return re.GetShaderFromModel( args[ 1 ], args[ 2 ], args[ 3 ] ); //----(SA) end case CG_R_REGISTERSHADER: return re.RegisterShader( VMA( 1 ) ); case CG_R_REGISTERFONT: re.RegisterFontVM( VMA( 1 ), VMA( 2 ), args[ 3 ], VMA( 4 ) ); return 0; case CG_R_REGISTERSHADERNOMIP: return re.RegisterShaderNoMip( VMA( 1 ) ); #if defined( USE_REFLIGHT ) case CG_R_REGISTERSHADERLIGHTATTENUATION: return re.RegisterShaderLightAttenuation( VMA( 1 ) ); #endif case CG_R_CLEARSCENE: re.ClearScene(); return 0; case CG_R_ADDREFENTITYTOSCENE: re.AddRefEntityToScene( VMA( 1 ) ); return 0; #if defined( USE_REFLIGHT ) case CG_R_ADDREFLIGHTSTOSCENE: re.AddRefLightToScene( VMA( 1 ) ); return 0; #endif case CG_R_ADDPOLYTOSCENE: re.AddPolyToScene( args[ 1 ], args[ 2 ], VMA( 3 ) ); return 0; case CG_R_ADDPOLYSTOSCENE: re.AddPolysToScene( args[ 1 ], args[ 2 ], VMA( 3 ), args[ 4 ] ); return 0; case CG_R_ADDPOLYBUFFERTOSCENE: re.AddPolyBufferToScene( VMA( 1 ) ); return 0; case CG_R_ADDLIGHTTOSCENE: re.AddLightToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), args[ 7 ], args[ 8 ] ); return 0; case CG_R_ADDADDITIVELIGHTTOSCENE: re.AddAdditiveLightToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ) ); return 0; case CG_FS_SEEK: return FS_Seek( args[ 1 ], args[ 2 ], args[ 3 ] ); case CG_R_ADDCORONATOSCENE: re.AddCoronaToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), args[ 6 ], args[ 7 ] ); return 0; case CG_R_SETFOG: re.SetFog( args[ 1 ], args[ 2 ], args[ 3 ], VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ) ); return 0; case CG_R_SETGLOBALFOG: re.SetGlobalFog( args[ 1 ], args[ 2 ], VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ) ); return 0; case CG_R_RENDERSCENE: re.RenderScene( VMA( 1 ) ); return 0; case CG_R_SAVEVIEWPARMS: re.SaveViewParms(); return 0; case CG_R_RESTOREVIEWPARMS: re.RestoreViewParms(); return 0; case CG_R_SETCOLOR: re.SetColor( VMA( 1 ) ); return 0; // Tremulous case CG_R_SETCLIPREGION: re.SetClipRegion( VMA( 1 ) ); return 0; case CG_R_DRAWSTRETCHPIC: re.DrawStretchPic( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[ 9 ] ); return 0; case CG_R_DRAWROTATEDPIC: re.DrawRotatedPic( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[ 9 ], VMF( 10 ) ); return 0; case CG_R_DRAWSTRETCHPIC_GRADIENT: re.DrawStretchPicGradient( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[ 9 ], VMA( 10 ), args[ 11 ] ); return 0; case CG_R_DRAW2DPOLYS: re.Add2dPolys( VMA( 1 ), args[ 2 ], args[ 3 ] ); return 0; case CG_R_MODELBOUNDS: re.ModelBounds( args[ 1 ], VMA( 2 ), VMA( 3 ) ); return 0; case CG_R_LERPTAG: return re.LerpTag( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[ 4 ] ); case CG_GETGLCONFIG: CL_GetGlconfig( VMA( 1 ) ); return 0; case CG_GETGAMESTATE: CL_GetGameState( VMA( 1 ) ); return 0; case CG_GETCURRENTSNAPSHOTNUMBER: CL_GetCurrentSnapshotNumber( VMA( 1 ), VMA( 2 ) ); return 0; case CG_GETSNAPSHOT: return CL_GetSnapshot( args[ 1 ], VMA( 2 ) ); case CG_GETSERVERCOMMAND: return CL_GetServerCommand( args[ 1 ] ); case CG_GETCURRENTCMDNUMBER: return CL_GetCurrentCmdNumber(); case CG_GETUSERCMD: return CL_GetUserCmd( args[ 1 ], VMA( 2 ) ); case CG_SETUSERCMDVALUE: CL_SetUserCmdValue( args[ 1 ], args[ 2 ], VMF( 3 ), args[ 4 ] ); return 0; case CG_SETCLIENTLERPORIGIN: CL_SetClientLerpOrigin( VMF( 1 ), VMF( 2 ), VMF( 3 ) ); return 0; case CG_MEMORY_REMAINING: return Hunk_MemoryRemaining(); case CG_KEY_ISDOWN: return Key_IsDown( args[ 1 ] ); case CG_KEY_GETCATCHER: return Key_GetCatcher(); case CG_KEY_SETCATCHER: Key_SetCatcher( args[ 1 ] ); return 0; case CG_KEY_GETKEY: return Key_GetKey( VMA( 1 ) ); case CG_KEY_GETOVERSTRIKEMODE: return Key_GetOverstrikeMode(); case CG_KEY_SETOVERSTRIKEMODE: Key_SetOverstrikeMode( args[ 1 ] ); return 0; case CG_S_STOPBACKGROUNDTRACK: S_StopBackgroundTrack(); return 0; case CG_REAL_TIME: return Com_RealTime( VMA( 1 ) ); case CG_SNAPVECTOR: Q_SnapVector( VMA( 1 ) ); return 0; case CG_CIN_PLAYCINEMATIC: return CIN_PlayCinematic( VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ], args[ 6 ] ); case CG_CIN_STOPCINEMATIC: return CIN_StopCinematic( args[ 1 ] ); case CG_CIN_RUNCINEMATIC: return CIN_RunCinematic( args[ 1 ] ); case CG_CIN_DRAWCINEMATIC: CIN_DrawCinematic( args[ 1 ] ); return 0; case CG_CIN_SETEXTENTS: CIN_SetExtents( args[ 1 ], args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ] ); return 0; case CG_R_REMAP_SHADER: re.RemapShader( VMA( 1 ), VMA( 2 ), VMA( 3 ) ); return 0; case CG_GET_ENTITY_TOKEN: VM_CheckBlock( args[1], args[2], "GETET" ); return re.GetEntityToken( VMA( 1 ), args[ 2 ] ); case CG_INGAME_POPUP: if ( cls.state == CA_ACTIVE && !clc.demoplaying ) { if ( uivm ) { // Gordon: can be called as the system is shutting down VM_Call( uivm, UI_SET_ACTIVE_MENU, args[ 1 ] ); } } return 0; case CG_INGAME_CLOSEPOPUP: return 0; case CG_KEY_GETBINDINGBUF: VM_CheckBlock( args[2], args[3], "KEYGBB" ); Key_GetBindingBuf( args[ 1 ], VMA( 2 ), args[ 3 ] ); return 0; case CG_KEY_SETBINDING: Key_SetBinding( args[ 1 ], VMA( 2 ) ); return 0; case CG_PARSE_ADD_GLOBAL_DEFINE: return Parse_AddGlobalDefine( VMA( 1 ) ); case CG_PARSE_LOAD_SOURCE: return Parse_LoadSourceHandle( VMA( 1 ) ); case CG_PARSE_FREE_SOURCE: return Parse_FreeSourceHandle( args[ 1 ] ); case CG_PARSE_READ_TOKEN: return Parse_ReadTokenHandle( args[ 1 ], VMA( 2 ) ); case CG_PARSE_SOURCE_FILE_AND_LINE: return Parse_SourceFileAndLine( args[ 1 ], VMA( 2 ), VMA( 3 ) ); case CG_KEY_KEYNUMTOSTRINGBUF: VM_CheckBlock( args[2], args[3], "KEYNTSB" ); Key_KeynumToStringBuf( args[ 1 ], VMA( 2 ), args[ 3 ] ); return 0; case CG_KEY_BINDINGTOKEYS: Key_GetBindingByString( VMA( 1 ), VMA( 2 ), VMA( 3 ) ); return 0; case CG_S_FADEALLSOUNDS: // FIXME //S_FadeAllSounds(VMF(1), args[2], args[3]); return 0; case CG_R_INPVS: return re.inPVS( VMA( 1 ), VMA( 2 ) ); case CG_GETHUNKDATA: Com_GetHunkInfo( VMA( 1 ), VMA( 2 ) ); return 0; //bani - dynamic shaders case CG_R_LOADDYNAMICSHADER: return re.LoadDynamicShader( VMA( 1 ), VMA( 2 ) ); // fretn - render to texture case CG_R_RENDERTOTEXTURE: re.RenderToTexture( args[ 1 ], args[ 2 ], args[ 3 ], args[ 4 ], args[ 5 ] ); return 0; //bani case CG_R_GETTEXTUREID: return re.GetTextureId( VMA( 1 ) ); //bani - flush gl rendering buffers case CG_R_FINISH: re.Finish(); return 0; case CG_GETDEMONAME: VM_CheckBlock( args[1], args[2], "GETDM" ); CL_DemoName( VMA( 1 ), args[ 2 ] ); return 0; case CG_R_LIGHTFORPOINT: return re.LightForPoint( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ) ); case CG_S_SOUNDDURATION: return S_SoundDuration( args[ 1 ] ); #if defined( USE_REFENTITY_ANIMATIONSYSTEM ) case CG_R_REGISTERANIMATION: return re.RegisterAnimation( VMA( 1 ) ); case CG_R_CHECKSKELETON: return re.CheckSkeleton( VMA( 1 ), args[ 2 ], args[ 3 ] ); case CG_R_BUILDSKELETON: return re.BuildSkeleton( VMA( 1 ), args[ 2 ], args[ 3 ], args[ 4 ], VMF( 5 ), args[ 6 ] ); case CG_R_BLENDSKELETON: return re.BlendSkeleton( VMA( 1 ), VMA( 2 ), VMF( 3 ) ); case CG_R_BONEINDEX: return re.BoneIndex( args[ 1 ], VMA( 2 ) ); case CG_R_ANIMNUMFRAMES: return re.AnimNumFrames( args[ 1 ] ); case CG_R_ANIMFRAMERATE: return re.AnimFrameRate( args[ 1 ] ); #endif case CG_REGISTER_BUTTON_COMMANDS: CL_RegisterButtonCommands( VMA( 1 ) ); return 0; case CG_GETCLIPBOARDDATA: VM_CheckBlock( args[1], args[2], "GETCLIP" ); if ( cl_allowPaste->integer ) { CL_GetClipboardData( VMA(1), args[2], args[3] ); } else { ( (char *) VMA( 1 ) )[0] = '\0'; } return 0; case CG_QUOTESTRING: Cmd_QuoteStringBuffer( VMA( 1 ), VMA( 2 ), args[ 3 ] ); return 0; case CG_GETTEXT: strncpy( VMA(1), __(VMA(2)), args[3] ); return 0; case CG_PGETTEXT: strncpy( VMA( 1 ), C__( VMA( 2 ), VMA( 3 ) ), args[ 4 ] ); return 0; case CG_R_GLYPH: re.GlyphVM( args[1], VMA(2), VMA(3) ); return 0; case CG_R_GLYPHCHAR: re.GlyphCharVM( args[1], args[2], VMA(3) ); return 0; case CG_R_UREGISTERFONT: re.UnregisterFontVM( args[1] ); return 0; default: Com_Error( ERR_DROP, "Bad cgame system trap: %ld", ( long int ) args[ 0 ] ); } return 0; }
static void pfnPlaySound( int channel, const char *sample, float volume, float attenuation, int fFlags, int pitch ) { sound_t snd = S_RegisterSound( sample ); S_StartSound( NULL, clgame.pmove->player_index + 1, channel, snd, volume, attenuation, pitch, fFlags ); }
/* ==================== CL_CgameSystemCalls The cgame module is making a system call ==================== */ intptr_t CL_CgameSystemCalls( intptr_t *args ) { switch ( args[0] ) { case CG_PRINT: Com_Printf( "%s", VMA( 1 ) ); return 0; case CG_ERROR: Com_Error( ERR_DROP, "%s", VMA( 1 ) ); return 0; case CG_MILLISECONDS: return Sys_Milliseconds(); case CG_CVAR_REGISTER: Cvar_Register( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[4] ); return 0; case CG_CVAR_UPDATE: Cvar_Update( VMA( 1 ) ); return 0; case CG_CVAR_SET: Cvar_Set( VMA( 1 ), VMA( 2 ) ); return 0; case CG_CVAR_VARIABLESTRINGBUFFER: Cvar_VariableStringBuffer( VMA( 1 ), VMA( 2 ), args[3] ); return 0; case CG_ARGC: return Cmd_Argc(); case CG_ARGV: Cmd_ArgvBuffer( args[1], VMA( 2 ), args[3] ); return 0; case CG_ARGS: Cmd_ArgsBuffer( VMA( 1 ), args[2] ); return 0; case CG_FS_FOPENFILE: return FS_FOpenFileByMode( VMA( 1 ), VMA( 2 ), args[3] ); case CG_FS_READ: FS_Read( VMA( 1 ), args[2], args[3] ); return 0; case CG_FS_WRITE: return FS_Write( VMA( 1 ), args[2], args[3] ); case CG_FS_FCLOSEFILE: FS_FCloseFile( args[1] ); return 0; case CG_SENDCONSOLECOMMAND: Cbuf_AddText( VMA( 1 ) ); return 0; case CG_ADDCOMMAND: CL_AddCgameCommand( VMA( 1 ) ); return 0; case CG_REMOVECOMMAND: Cmd_RemoveCommand( VMA( 1 ) ); return 0; case CG_SENDCLIENTCOMMAND: CL_AddReliableCommand( VMA( 1 ) ); return 0; case CG_UPDATESCREEN: // this is used during lengthy level loading, so pump message loop // Com_EventLoop(); // FIXME: if a server restarts here, BAD THINGS HAPPEN! // We can't call Com_EventLoop here, a restart will crash and this _does_ happen // if there is a map change while we are downloading at pk3. // ZOID SCR_UpdateScreen(); return 0; case CG_CM_LOADMAP: CL_CM_LoadMap( VMA( 1 ) ); return 0; case CG_CM_NUMINLINEMODELS: return CM_NumInlineModels(); case CG_CM_INLINEMODEL: return CM_InlineModel( args[1] ); case CG_CM_TEMPBOXMODEL: return CM_TempBoxModel( VMA( 1 ), VMA( 2 ), qfalse ); case CG_CM_TEMPCAPSULEMODEL: return CM_TempBoxModel( VMA( 1 ), VMA( 2 ), qtrue ); case CG_CM_POINTCONTENTS: return CM_PointContents( VMA( 1 ), args[2] ); case CG_CM_TRANSFORMEDPOINTCONTENTS: return CM_TransformedPointContents( VMA( 1 ), args[2], VMA( 3 ), VMA( 4 ) ); case CG_CM_BOXTRACE: CM_BoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], /*int capsule*/ qfalse ); return 0; case CG_CM_TRANSFORMEDBOXTRACE: CM_TransformedBoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], VMA( 8 ), VMA( 9 ), /*int capsule*/ qfalse ); return 0; case CG_CM_CAPSULETRACE: CM_BoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], /*int capsule*/ qtrue ); return 0; case CG_CM_TRANSFORMEDCAPSULETRACE: CM_TransformedBoxTrace( VMA( 1 ), VMA( 2 ), VMA( 3 ), VMA( 4 ), VMA( 5 ), args[6], args[7], VMA( 8 ), VMA( 9 ), /*int capsule*/ qtrue ); return 0; case CG_CM_MARKFRAGMENTS: return re.MarkFragments( args[1], VMA( 2 ), VMA( 3 ), args[4], VMA( 5 ), args[6], VMA( 7 ) ); case CG_S_STARTSOUND: S_StartSound( VMA( 1 ), args[2], args[3], args[4] ); return 0; //----(SA) added case CG_S_STARTSOUNDEX: S_StartSoundEx( VMA( 1 ), args[2], args[3], args[4], args[5] ); return 0; //----(SA) end case CG_S_STARTLOCALSOUND: S_StartLocalSound( args[1], args[2] ); return 0; case CG_S_CLEARLOOPINGSOUNDS: S_ClearLoopingSounds(); // (SA) modified so no_pvs sounds can function // RF, if killall, then stop all sounds if ( args[1] == 1 ) { S_ClearSounds( qtrue, qfalse ); } else if ( args[1] == 2 ) { S_ClearSounds( qtrue, qtrue ); } return 0; case CG_S_ADDLOOPINGSOUND: // FIXME MrE: handling of looping sounds changed S_AddLoopingSound( args[1], VMA( 2 ), VMA( 3 ), args[4], args[5], args[6] ); return 0; // not in use // case CG_S_ADDREALLOOPINGSOUND: // S_AddLoopingSound( args[1], VMA(2), VMA(3), args[4], args[5], args[6] ); // //S_AddRealLoopingSound( args[1], VMA(2), VMA(3), args[4], args[5] ); // return 0; //----(SA) added case CG_S_STOPSTREAMINGSOUND: S_StopEntStreamingSound( args[1] ); return 0; //----(SA) end case CG_S_STOPLOOPINGSOUND: // RF, not functional anymore, since we reverted to old looping code //S_StopLoopingSound( args[1] ); return 0; case CG_S_UPDATEENTITYPOSITION: S_UpdateEntityPosition( args[1], VMA( 2 ) ); return 0; // Ridah, talking animations case CG_S_GETVOICEAMPLITUDE: return S_GetVoiceAmplitude( args[1] ); // done. case CG_S_RESPATIALIZE: S_Respatialize( args[1], VMA( 2 ), VMA( 3 ), args[4] ); return 0; case CG_S_REGISTERSOUND: #ifdef DOOMSOUND ///// (SA) DOOMSOUND return S_RegisterSound( VMA( 1 ) ); #else return S_RegisterSound( VMA( 1 ), qfalse ); #endif ///// (SA) DOOMSOUND case CG_S_STARTBACKGROUNDTRACK: S_StartBackgroundTrack( VMA( 1 ), VMA( 2 ), args[3] ); //----(SA) added fadeup time return 0; case CG_S_FADESTREAMINGSOUND: S_FadeStreamingSound( VMF( 1 ), args[2], args[3] ); //----(SA) added music/all-streaming options return 0; case CG_S_STARTSTREAMINGSOUND: S_StartStreamingSound( VMA( 1 ), VMA( 2 ), args[3], args[4], args[5] ); return 0; case CG_S_FADEALLSOUNDS: S_FadeAllSounds( VMF( 1 ), args[2] ); //----(SA) added return 0; case CG_R_LOADWORLDMAP: re.LoadWorld( VMA( 1 ) ); return 0; case CG_R_REGISTERMODEL: return re.RegisterModel( VMA( 1 ) ); case CG_R_REGISTERSKIN: return re.RegisterSkin( VMA( 1 ) ); //----(SA) added case CG_R_GETSKINMODEL: return re.GetSkinModel( args[1], VMA( 2 ), VMA( 3 ) ); case CG_R_GETMODELSHADER: return re.GetShaderFromModel( args[1], args[2], args[3] ); //----(SA) end case CG_R_REGISTERSHADER: return re.RegisterShader( VMA( 1 ) ); case CG_R_REGISTERFONT: re.RegisterFont( VMA( 1 ), args[2], VMA( 3 ) ); case CG_R_REGISTERSHADERNOMIP: return re.RegisterShaderNoMip( VMA( 1 ) ); case CG_R_CLEARSCENE: re.ClearScene(); return 0; case CG_R_ADDREFENTITYTOSCENE: re.AddRefEntityToScene( VMA( 1 ) ); return 0; case CG_R_ADDPOLYTOSCENE: re.AddPolyToScene( args[1], args[2], VMA( 3 ) ); return 0; // Ridah case CG_R_ADDPOLYSTOSCENE: re.AddPolysToScene( args[1], args[2], VMA( 3 ), args[4] ); return 0; case CG_RB_ZOMBIEFXADDNEWHIT: re.ZombieFXAddNewHit( args[1], VMA( 2 ), VMA( 3 ) ); return 0; // done. // case CG_R_LIGHTFORPOINT: // return re.LightForPoint( VMA(1), VMA(2), VMA(3), VMA(4) ); case CG_R_ADDLIGHTTOSCENE: re.AddLightToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), args[6] ); return 0; // case CG_R_ADDADDITIVELIGHTTOSCENE: // re.AddAdditiveLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); // return 0; case CG_R_ADDCORONATOSCENE: re.AddCoronaToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), args[6], args[7] ); return 0; case CG_R_SETFOG: re.SetFog( args[1], args[2], args[3], VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ) ); return 0; case CG_R_RENDERSCENE: re.RenderScene( VMA( 1 ) ); return 0; case CG_R_SETCOLOR: re.SetColor( VMA( 1 ) ); return 0; case CG_R_DRAWSTRETCHPIC: re.DrawStretchPic( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[9] ); return 0; case CG_R_DRAWSTRETCHPIC_GRADIENT: re.DrawStretchPicGradient( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[9], VMA( 10 ), args[11] ); return 0; case CG_R_MODELBOUNDS: re.ModelBounds( args[1], VMA( 2 ), VMA( 3 ) ); return 0; case CG_R_LERPTAG: return re.LerpTag( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[4] ); case CG_GETGLCONFIG: CL_GetGlconfig( VMA( 1 ) ); return 0; case CG_GETGAMESTATE: CL_GetGameState( VMA( 1 ) ); return 0; case CG_GETCURRENTSNAPSHOTNUMBER: CL_GetCurrentSnapshotNumber( VMA( 1 ), VMA( 2 ) ); return 0; case CG_GETSNAPSHOT: return CL_GetSnapshot( args[1], VMA( 2 ) ); case CG_GETSERVERCOMMAND: return CL_GetServerCommand( args[1] ); case CG_GETCURRENTCMDNUMBER: return CL_GetCurrentCmdNumber(); case CG_GETUSERCMD: return CL_GetUserCmd( args[1], VMA( 2 ) ); case CG_SETUSERCMDVALUE: CL_SetUserCmdValue( args[1], args[2], VMF( 3 ), args[4] ); //----(SA) modified // NERVE - SMF - added fourth arg [cld] return 0; case CG_MEMORY_REMAINING: return Hunk_MemoryRemaining(); case CG_KEY_ISDOWN: return Key_IsDown( args[1] ); case CG_KEY_GETCATCHER: return Key_GetCatcher(); case CG_KEY_SETCATCHER: Key_SetCatcher( args[1] ); return 0; case CG_KEY_GETKEY: return Key_GetKey( VMA( 1 ) ); case CG_MEMSET: return (intptr_t)memset( VMA( 1 ), args[2], args[3] ); case CG_MEMCPY: return (intptr_t)memcpy( VMA( 1 ), VMA( 2 ), args[3] ); case CG_STRNCPY: return (intptr_t)strncpy( VMA( 1 ), VMA( 2 ), args[3] ); case CG_SIN: return FloatAsInt( sin( VMF( 1 ) ) ); case CG_COS: return FloatAsInt( cos( VMF( 1 ) ) ); case CG_ATAN2: return FloatAsInt( atan2( VMF( 1 ), VMF( 2 ) ) ); case CG_SQRT: return FloatAsInt( sqrt( VMF( 1 ) ) ); case CG_FLOOR: return FloatAsInt( floor( VMF( 1 ) ) ); case CG_CEIL: return FloatAsInt( ceil( VMF( 1 ) ) ); case CG_ACOS: return FloatAsInt( Q_acos( VMF( 1 ) ) ); case CG_PC_ADD_GLOBAL_DEFINE: return botlib_export->PC_AddGlobalDefine( VMA( 1 ) ); case CG_PC_LOAD_SOURCE: return botlib_export->PC_LoadSourceHandle( VMA( 1 ) ); case CG_PC_FREE_SOURCE: return botlib_export->PC_FreeSourceHandle( args[1] ); case CG_PC_READ_TOKEN: return botlib_export->PC_ReadTokenHandle( args[1], VMA( 2 ) ); case CG_PC_SOURCE_FILE_AND_LINE: return botlib_export->PC_SourceFileAndLine( args[1], VMA( 2 ), VMA( 3 ) ); case CG_S_STOPBACKGROUNDTRACK: S_StopBackgroundTrack(); return 0; case CG_REAL_TIME: return Com_RealTime( VMA( 1 ) ); case CG_SNAPVECTOR: Sys_SnapVector( VMA( 1 ) ); return 0; case CG_SENDMOVESPEEDSTOGAME: SV_SendMoveSpeedsToGame( args[1], VMA( 2 ) ); return 0; case CG_CIN_PLAYCINEMATIC: return CIN_PlayCinematic( VMA( 1 ), args[2], args[3], args[4], args[5], args[6] ); case CG_CIN_STOPCINEMATIC: return CIN_StopCinematic( args[1] ); case CG_CIN_RUNCINEMATIC: return CIN_RunCinematic( args[1] ); case CG_CIN_DRAWCINEMATIC: CIN_DrawCinematic( args[1] ); return 0; case CG_CIN_SETEXTENTS: CIN_SetExtents( args[1], args[2], args[3], args[4], args[5] ); return 0; case CG_R_REMAP_SHADER: re.RemapShader( VMA( 1 ), VMA( 2 ), VMA( 3 ) ); return 0; case CG_TESTPRINTINT: Com_Printf( "%s%i\n", VMA( 1 ), args[2] ); return 0; case CG_TESTPRINTFLOAT: Com_Printf( "%s%f\n", VMA( 1 ), VMF( 2 ) ); return 0; case CG_LOADCAMERA: return loadCamera( args[1], VMA( 2 ) ); case CG_STARTCAMERA: if ( args[1] == 0 ) { // CAM_PRIMARY cl.cameraMode = qtrue; //----(SA) added } startCamera( args[1], args[2] ); return 0; //----(SA) added case CG_STOPCAMERA: if ( args[1] == 0 ) { // CAM_PRIMARY cl.cameraMode = qfalse; } // stopCamera(args[1]); return 0; //----(SA) end case CG_GETCAMERAINFO: return getCameraInfo( args[1], args[2], VMA( 3 ), VMA( 4 ), VMA( 5 ) ); case CG_GET_ENTITY_TOKEN: return re.GetEntityToken( VMA( 1 ), args[2] ); case CG_INGAME_POPUP: if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "briefing" ) ) { //----(SA) added VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_BRIEFING ); return 0; } if ( cls.state == CA_ACTIVE && !clc.demoplaying ) { // NERVE - SMF if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "UIMENU_WM_PICKTEAM" ) ) { VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_WM_PICKTEAM ); } else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "UIMENU_WM_PICKPLAYER" ) ) { VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_WM_PICKPLAYER ); } else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "UIMENU_WM_QUICKMESSAGE" ) ) { VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_WM_QUICKMESSAGE ); } else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "UIMENU_WM_LIMBO" ) ) { VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_WM_LIMBO ); } // -NERVE - SMF else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "hbook1" ) ) { //----(SA) VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_BOOK1 ); } else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "hbook2" ) ) { //----(SA) VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_BOOK2 ); } else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "hbook3" ) ) { //----(SA) VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_BOOK3 ); } else if ( VMA( 1 ) && !Q_stricmp( VMA( 1 ), "pregame" ) ) { //----(SA) added VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_PREGAME ); } else { VM_Call( uivm, UI_SET_ACTIVE_MENU, UIMENU_CLIPBOARD ); } } return 0; // NERVE - SMF case CG_INGAME_CLOSEPOPUP: VM_Call( uivm, UI_KEY_EVENT, K_ESCAPE, qtrue ); return 0; case CG_LIMBOCHAT: if ( VMA( 1 ) ) { CL_AddToLimboChat( VMA( 1 ) ); } return 0; // - NERVE - SMF case CG_GETMODELINFO: return SV_GetModelInfo( args[1], VMA( 2 ), VMA( 3 ) ); default: Com_Error( ERR_DROP, "Bad cgame system trap: %i", args[0] ); } return 0; }
/* ==================== CL_CgameSystemCalls The cgame module is making a system call ==================== */ intptr_t CL_CgameSystemCalls( intptr_t *args ) { switch( args[0] ) { case CG_PRINT: Com_Printf( "%s", VMA(1) ); return 0; case CG_ERROR: Com_Error( ERR_DROP, "%s", VMA(1) ); return 0; case CG_MILLISECONDS: return Sys_Milliseconds(); case CG_CVAR_REGISTER: Cvar_Register( VMA(1), VMA(2), VMA(3), args[4] ); return 0; case CG_CVAR_UPDATE: Cvar_Update( VMA(1) ); return 0; case CG_CVAR_SET: Cvar_Set( VMA(1), VMA(2) ); return 0; case CG_CVAR_VARIABLESTRINGBUFFER: Cvar_VariableStringBuffer( VMA(1), VMA(2), args[3] ); return 0; case CG_ARGC: return Cmd_Argc(); case CG_ARGV: Cmd_ArgvBuffer( args[1], VMA(2), args[3] ); return 0; case CG_ARGS: Cmd_ArgsBuffer( VMA(1), args[2] ); return 0; case CG_LITERAL_ARGS: Cmd_LiteralArgsBuffer( VMA(1), args[2] ); return 0; case CG_FS_FOPENFILE: return FS_FOpenFileByMode( VMA(1), VMA(2), args[3] ); case CG_FS_READ: FS_Read2( VMA(1), args[2], args[3] ); return 0; case CG_FS_WRITE: FS_Write( VMA(1), args[2], args[3] ); return 0; case CG_FS_FCLOSEFILE: FS_FCloseFile( args[1] ); return 0; case CG_FS_SEEK: return FS_Seek( args[1], args[2], args[3] ); case CG_FS_GETFILELIST: return FS_GetFileList( VMA(1), VMA(2), VMA(3), args[4] ); case CG_SENDCONSOLECOMMAND: Cbuf_AddText( VMA(1) ); return 0; case CG_ADDCOMMAND: CL_AddCgameCommand( VMA(1) ); return 0; case CG_REMOVECOMMAND: Cmd_RemoveCommand( VMA(1) ); return 0; case CG_SENDCLIENTCOMMAND: CL_AddReliableCommand( VMA(1) ); return 0; case CG_UPDATESCREEN: // this is used during lengthy level loading, so pump message loop // Com_EventLoop(); // FIXME: if a server restarts here, BAD THINGS HAPPEN! // We can't call Com_EventLoop here, a restart will crash and this _does_ happen // if there is a map change while we are downloading at pk3. // ZOID SCR_UpdateScreen(); return 0; case CG_CM_LOADMAP: CL_CM_LoadMap( VMA(1) ); return 0; case CG_CM_NUMINLINEMODELS: return CM_NumInlineModels(); case CG_CM_INLINEMODEL: return CM_InlineModel( args[1] ); case CG_CM_TEMPBOXMODEL: return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qfalse ); case CG_CM_TEMPCAPSULEMODEL: return CM_TempBoxModel( VMA(1), VMA(2), /*int capsule*/ qtrue ); case CG_CM_POINTCONTENTS: return CM_PointContents( VMA(1), args[2] ); case CG_CM_TRANSFORMEDPOINTCONTENTS: return CM_TransformedPointContents( VMA(1), args[2], VMA(3), VMA(4) ); case CG_CM_BOXTRACE: CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], TT_AABB ); return 0; case CG_CM_CAPSULETRACE: CM_BoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], TT_CAPSULE ); return 0; case CG_CM_TRANSFORMEDBOXTRACE: CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), TT_AABB ); return 0; case CG_CM_TRANSFORMEDCAPSULETRACE: CM_TransformedBoxTrace( VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), TT_CAPSULE ); return 0; case CG_CM_BISPHERETRACE: CM_BiSphereTrace( VMA(1), VMA(2), VMA(3), VMF(4), VMF(5), args[6], args[7] ); return 0; case CG_CM_TRANSFORMEDBISPHERETRACE: CM_TransformedBiSphereTrace( VMA(1), VMA(2), VMA(3), VMF(4), VMF(5), args[6], args[7], VMA(8) ); return 0; case CG_CM_MARKFRAGMENTS: return re.MarkFragments( args[1], VMA(2), VMA(3), args[4], VMA(5), args[6], VMA(7) ); case CG_S_STARTSOUND: S_StartSound( VMA(1), args[2], args[3], args[4] ); return 0; case CG_S_STARTLOCALSOUND: S_StartLocalSound( args[1], args[2] ); return 0; case CG_S_CLEARLOOPINGSOUNDS: S_ClearLoopingSounds(args[1]); return 0; case CG_S_ADDLOOPINGSOUND: S_AddLoopingSound( args[1], VMA(2), VMA(3), args[4] ); return 0; case CG_S_ADDREALLOOPINGSOUND: S_AddRealLoopingSound( args[1], VMA(2), VMA(3), args[4] ); return 0; case CG_S_STOPLOOPINGSOUND: S_StopLoopingSound( args[1] ); return 0; case CG_S_UPDATEENTITYPOSITION: S_UpdateEntityPosition( args[1], VMA(2) ); return 0; case CG_S_RESPATIALIZE: S_Respatialize( args[1], VMA(2), VMA(3), args[4] ); return 0; case CG_S_REGISTERSOUND: return S_RegisterSound( VMA(1), args[2] ); case CG_S_STARTBACKGROUNDTRACK: S_StartBackgroundTrack( VMA(1), VMA(2) ); return 0; case CG_R_LOADWORLDMAP: re.LoadWorld( VMA(1) ); return 0; case CG_R_REGISTERMODEL: return re.RegisterModel( VMA(1) ); case CG_R_REGISTERSKIN: return re.RegisterSkin( VMA(1) ); case CG_R_REGISTERSHADER: return re.RegisterShader( VMA(1) ); case CG_R_REGISTERSHADERNOMIP: return re.RegisterShaderNoMip( VMA(1) ); case CG_R_REGISTERFONT: re.RegisterFont( VMA(1), args[2], VMA(3)); case CG_R_CLEARSCENE: re.ClearScene(); return 0; case CG_R_ADDREFENTITYTOSCENE: re.AddRefEntityToScene( VMA(1) ); return 0; case CG_R_ADDPOLYTOSCENE: re.AddPolyToScene( args[1], args[2], VMA(3), 1 ); return 0; case CG_R_ADDPOLYSTOSCENE: re.AddPolyToScene( args[1], args[2], VMA(3), args[4] ); return 0; case CG_R_LIGHTFORPOINT: return re.LightForPoint( VMA(1), VMA(2), VMA(3), VMA(4) ); case CG_R_ADDLIGHTTOSCENE: re.AddLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); return 0; case CG_R_ADDADDITIVELIGHTTOSCENE: re.AddAdditiveLightToScene( VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); return 0; case CG_R_RENDERSCENE: re.RenderScene( VMA(1) ); return 0; case CG_R_SETCOLOR: re.SetColor( VMA(1) ); return 0; case CG_R_DRAWSTRETCHPIC: re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] ); return 0; case CG_R_MODELBOUNDS: re.ModelBounds( args[1], VMA(2), VMA(3) ); return 0; case CG_R_LERPTAG: return re.LerpTag( VMA(1), args[2], args[3], args[4], VMF(5), VMA(6) ); case CG_GETGLCONFIG: CL_GetGlconfig( VMA(1) ); return 0; case CG_GETGAMESTATE: CL_GetGameState( VMA(1) ); return 0; case CG_GETCURRENTSNAPSHOTNUMBER: CL_GetCurrentSnapshotNumber( VMA(1), VMA(2) ); return 0; case CG_GETSNAPSHOT: return CL_GetSnapshot( args[1], VMA(2) ); case CG_GETSERVERCOMMAND: return CL_GetServerCommand( args[1] ); case CG_GETCURRENTCMDNUMBER: return CL_GetCurrentCmdNumber(); case CG_GETUSERCMD: return CL_GetUserCmd( args[1], VMA(2) ); case CG_SETUSERCMDVALUE: CL_SetUserCmdValue( args[1], VMF(2) ); return 0; case CG_MEMORY_REMAINING: return Hunk_MemoryRemaining(); case CG_KEY_ISDOWN: return Key_IsDown( args[1] ); case CG_KEY_GETCATCHER: return Key_GetCatcher(); case CG_KEY_SETCATCHER: Key_SetCatcher( args[1] ); return 0; case CG_KEY_GETKEY: return Key_GetKey( VMA(1) ); case CG_GETDEMOSTATE: return CL_DemoState( ); case CG_GETDEMOPOS: return CL_DemoPos( ); case CG_GETDEMONAME: CL_DemoName( VMA(1), args[2] ); return 0; case CG_KEY_KEYNUMTOSTRINGBUF: Key_KeynumToStringBuf( args[1], VMA(2), args[3] ); return 0; case CG_KEY_GETBINDINGBUF: Key_GetBindingBuf( args[1], VMA(2), args[3] ); return 0; case CG_KEY_SETBINDING: Key_SetBinding( args[1], VMA(2) ); return 0; case CG_MEMSET: Com_Memset( VMA(1), args[2], args[3] ); return 0; case CG_MEMCPY: Com_Memcpy( VMA(1), VMA(2), args[3] ); return 0; case CG_STRNCPY: strncpy( VMA(1), VMA(2), args[3] ); return args[1]; case CG_SIN: return FloatAsInt( sin( VMF(1) ) ); case CG_COS: return FloatAsInt( cos( VMF(1) ) ); case CG_ATAN2: return FloatAsInt( atan2( VMF(1), VMF(2) ) ); case CG_SQRT: return FloatAsInt( sqrt( VMF(1) ) ); case CG_FLOOR: return FloatAsInt( floor( VMF(1) ) ); case CG_CEIL: return FloatAsInt( ceil( VMF(1) ) ); case CG_ACOS: return FloatAsInt( Q_acos( VMF(1) ) ); case CG_PC_ADD_GLOBAL_DEFINE: return botlib_export->PC_AddGlobalDefine( VMA(1) ); case CG_PC_LOAD_SOURCE: return botlib_export->PC_LoadSourceHandle( VMA(1) ); case CG_PC_FREE_SOURCE: return botlib_export->PC_FreeSourceHandle( args[1] ); case CG_PC_READ_TOKEN: return botlib_export->PC_ReadTokenHandle( args[1], VMA(2) ); case CG_PC_SOURCE_FILE_AND_LINE: return botlib_export->PC_SourceFileAndLine( args[1], VMA(2), VMA(3) ); case CG_S_STOPBACKGROUNDTRACK: S_StopBackgroundTrack(); return 0; case CG_REAL_TIME: return Com_RealTime( VMA(1) ); case CG_SNAPVECTOR: Sys_SnapVector( VMA(1) ); return 0; case CG_CIN_PLAYCINEMATIC: return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]); case CG_CIN_STOPCINEMATIC: return CIN_StopCinematic(args[1]); case CG_CIN_RUNCINEMATIC: return CIN_RunCinematic(args[1]); case CG_CIN_DRAWCINEMATIC: CIN_DrawCinematic(args[1]); return 0; case CG_CIN_SETEXTENTS: CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]); return 0; case CG_R_REMAP_SHADER: re.RemapShader( VMA(1), VMA(2), VMA(3) ); return 0; /* case CG_LOADCAMERA: return loadCamera(VMA(1)); case CG_STARTCAMERA: startCamera(args[1]); return 0; case CG_GETCAMERAINFO: return getCameraInfo(args[1], VMA(2), VMA(3)); */ case CG_GET_ENTITY_TOKEN: return re.GetEntityToken( VMA(1), args[2] ); case CG_R_INPVS: return re.inPVS( VMA(1), VMA(2) ); case CG_UPDATE_YAW: CL_UpdateYaw( VMA(1) ); return 0; case CG_UPDATE_PITCH: CL_UpdatePitch( VMA(1) ); return 0; default: assert(0); // bk010102 Com_Error( ERR_DROP, "Bad cgame system trap: %i", args[0] ); } return 0; }
/* ============== CL_ParseMuzzleFlash ============== */ void CL_ParseMuzzleFlash (void) { vec3_t fv, rv; cdlight_t *dl; int i, weapon; centity_t *pl; int silenced; float volume; char soundname[64]; i = MSG_ReadShort (&net_message); if (i < 1 || i >= MAX_EDICTS) Com_Error (ERR_DROP, "CL_ParseMuzzleFlash: bad entity"); weapon = MSG_ReadByte (&net_message); silenced = weapon & MZ_SILENCED; weapon &= ~MZ_SILENCED; pl = &cl_entities[i]; dl = CL_AllocDlight (i); VectorCopy (pl->current.origin, dl->origin); AngleVectors (pl->current.angles, fv, rv, NULL); VectorMA (dl->origin, 18, fv, dl->origin); VectorMA (dl->origin, 16, rv, dl->origin); if (silenced) dl->radius = 100 + (rand()&31); else dl->radius = 200 + (rand()&31); dl->minlight = 32; dl->die = cl.time; // + 0.1; if (silenced) volume = 0.2; else volume = 1; switch (weapon) { case MZ_BLASTER: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0); break; case MZ_BLUEHYPERBLASTER: dl->color[0] = 0;dl->color[1] = 0;dl->color[2] = 1; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0); break; case MZ_HYPERBLASTER: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/hyprbf1a.wav"), volume, ATTN_NORM, 0); break; case MZ_MACHINEGUN: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0); break; case MZ_SHOTGUN: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/shotgf1b.wav"), volume, ATTN_NORM, 0); S_StartSound (NULL, i, CHAN_AUTO, S_RegisterSound("weapons/shotgr1b.wav"), volume, ATTN_NORM, 0.1); break; case MZ_SSHOTGUN: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/sshotf1b.wav"), volume, ATTN_NORM, 0); break; case MZ_CHAINGUN1: dl->radius = 200 + (rand()&31); dl->color[0] = 1;dl->color[1] = 0.25;dl->color[2] = 0; Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0); break; case MZ_CHAINGUN2: dl->radius = 225 + (rand()&31); dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0; dl->die = cl.time + 0.1; // long delay Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0); Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.05); break; case MZ_CHAINGUN3: dl->radius = 250 + (rand()&31); dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; dl->die = cl.time + 0.1; // long delay Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0); Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.033); Com_sprintf(soundname, sizeof(soundname), "weapons/machgf%ib.wav", (rand() % 5) + 1); S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound(soundname), volume, ATTN_NORM, 0.066); break; case MZ_RAILGUN: dl->color[0] = 0.5;dl->color[1] = 0.5;dl->color[2] = 1.0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/railgf1a.wav"), volume, ATTN_NORM, 0); break; case MZ_ROCKET: dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/rocklf1a.wav"), volume, ATTN_NORM, 0); S_StartSound (NULL, i, CHAN_AUTO, S_RegisterSound("weapons/rocklr1b.wav"), volume, ATTN_NORM, 0.1); break; case MZ_GRENADE: dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), volume, ATTN_NORM, 0); S_StartSound (NULL, i, CHAN_AUTO, S_RegisterSound("weapons/grenlr1b.wav"), volume, ATTN_NORM, 0.1); break; case MZ_BFG: dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/bfg__f1y.wav"), volume, ATTN_NORM, 0); break; case MZ_LOGIN: dl->color[0] = 0;dl->color[1] = 1; dl->color[2] = 0; dl->die = cl.time + 1.0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0); CL_LogoutEffect (pl->current.origin, weapon); break; case MZ_LOGOUT: dl->color[0] = 1;dl->color[1] = 0; dl->color[2] = 0; dl->die = cl.time + 1.0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0); CL_LogoutEffect (pl->current.origin, weapon); break; case MZ_RESPAWN: dl->color[0] = 1;dl->color[1] = 1; dl->color[2] = 0; dl->die = cl.time + 1.0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/grenlf1a.wav"), 1, ATTN_NORM, 0); CL_LogoutEffect (pl->current.origin, weapon); break; // RAFAEL case MZ_PHALANX: dl->color[0] = 1;dl->color[1] = 0.5; dl->color[2] = 0.5; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/plasshot.wav"), volume, ATTN_NORM, 0); break; // RAFAEL case MZ_IONRIPPER: dl->color[0] = 1;dl->color[1] = 0.5; dl->color[2] = 0.5; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/rippfire.wav"), volume, ATTN_NORM, 0); break; // ====================== // PGM case MZ_ETF_RIFLE: dl->color[0] = 0.9;dl->color[1] = 0.7;dl->color[2] = 0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/nail1.wav"), volume, ATTN_NORM, 0); break; case MZ_SHOTGUN2: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/shotg2.wav"), volume, ATTN_NORM, 0); break; case MZ_HEATBEAM: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; dl->die = cl.time + 100; // S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/bfg__l1a.wav"), volume, ATTN_NORM, 0); break; case MZ_BLASTER2: dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0; // FIXME - different sound for blaster2 ?? S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/blastf1a.wav"), volume, ATTN_NORM, 0); break; case MZ_TRACKER: // negative flashes handled the same in gl/soft until CL_AddDLights dl->color[0] = -1;dl->color[1] = -1;dl->color[2] = -1; S_StartSound (NULL, i, CHAN_WEAPON, S_RegisterSound("weapons/disint2.wav"), volume, ATTN_NORM, 0); break; case MZ_NUKE1: dl->color[0] = 1;dl->color[1] = 0;dl->color[2] = 0; dl->die = cl.time + 100; break; case MZ_NUKE2: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; dl->die = cl.time + 100; break; case MZ_NUKE4: dl->color[0] = 0;dl->color[1] = 0;dl->color[2] = 1; dl->die = cl.time + 100; break; case MZ_NUKE8: dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 1; dl->die = cl.time + 100; break; // PGM // ====================== } }
/* ==================== CL_UISystemCalls The ui module is making a system call ==================== */ intptr_t CL_UISystemCalls( intptr_t *args ) { switch ( args[0] ) { case UI_ERROR: Com_Error( ERR_DROP, "%s", VMA( 1 ) ); return 0; case UI_PRINT: Com_Printf( "%s", VMA( 1 ) ); return 0; case UI_MILLISECONDS: return Sys_Milliseconds(); case UI_CVAR_REGISTER: Cvar_Register( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[4] ); return 0; case UI_CVAR_UPDATE: Cvar_Update( VMA( 1 ) ); return 0; case UI_CVAR_SET: Cvar_Set( VMA( 1 ), VMA( 2 ) ); return 0; case UI_CVAR_VARIABLEVALUE: return FloatAsInt( Cvar_VariableValue( VMA( 1 ) ) ); case UI_CVAR_VARIABLESTRINGBUFFER: Cvar_VariableStringBuffer( VMA( 1 ), VMA( 2 ), args[3] ); return 0; case UI_CVAR_SETVALUE: Cvar_SetValue( VMA( 1 ), VMF( 2 ) ); return 0; case UI_CVAR_RESET: Cvar_Reset( VMA( 1 ) ); return 0; case UI_CVAR_CREATE: Cvar_Get( VMA( 1 ), VMA( 2 ), args[3] ); return 0; case UI_CVAR_INFOSTRINGBUFFER: Cvar_InfoStringBuffer( args[1], VMA( 2 ), args[3] ); return 0; case UI_ARGC: return Cmd_Argc(); case UI_ARGV: Cmd_ArgvBuffer( args[1], VMA( 2 ), args[3] ); return 0; case UI_CMD_EXECUTETEXT: Cbuf_ExecuteText( args[1], VMA( 2 ) ); return 0; case UI_FS_FOPENFILE: return FS_FOpenFileByMode( VMA( 1 ), VMA( 2 ), args[3] ); case UI_FS_READ: FS_Read( VMA( 1 ), args[2], args[3] ); return 0; case UI_FS_WRITE: FS_Write( VMA( 1 ), args[2], args[3] ); return 0; case UI_FS_FCLOSEFILE: FS_FCloseFile( args[1] ); return 0; case UI_FS_DELETEFILE: return FS_Delete( VMA( 1 ) ); case UI_FS_GETFILELIST: return FS_GetFileList( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[4] ); case UI_R_REGISTERMODEL: return re.RegisterModel( VMA( 1 ) ); case UI_R_REGISTERSKIN: return re.RegisterSkin( VMA( 1 ) ); case UI_R_REGISTERSHADERNOMIP: return re.RegisterShaderNoMip( VMA( 1 ) ); case UI_R_CLEARSCENE: re.ClearScene(); return 0; case UI_R_ADDREFENTITYTOSCENE: re.AddRefEntityToScene( VMA( 1 ) ); return 0; case UI_R_ADDPOLYTOSCENE: re.AddPolyToScene( args[1], args[2], VMA( 3 ) ); return 0; // Ridah case UI_R_ADDPOLYSTOSCENE: re.AddPolysToScene( args[1], args[2], VMA( 3 ), args[4] ); return 0; // done. case UI_R_ADDLIGHTTOSCENE: re.AddLightToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), args[6] ); return 0; case UI_R_ADDCORONATOSCENE: re.AddCoronaToScene( VMA( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), args[6], args[7] ); return 0; case UI_R_RENDERSCENE: re.RenderScene( VMA( 1 ) ); return 0; case UI_R_SETCOLOR: re.SetColor( VMA( 1 ) ); return 0; case UI_R_DRAWSTRETCHPIC: re.DrawStretchPic( VMF( 1 ), VMF( 2 ), VMF( 3 ), VMF( 4 ), VMF( 5 ), VMF( 6 ), VMF( 7 ), VMF( 8 ), args[9] ); return 0; case UI_R_MODELBOUNDS: re.ModelBounds( args[1], VMA( 2 ), VMA( 3 ) ); return 0; case UI_UPDATESCREEN: SCR_UpdateScreen(); return 0; case UI_CM_LERPTAG: return re.LerpTag( VMA( 1 ), VMA( 2 ), VMA( 3 ), args[4] ); case UI_S_REGISTERSOUND: #ifdef DOOMSOUND ///// (SA) DOOMSOUND return S_RegisterSound( VMA( 1 ) ); #else return S_RegisterSound( VMA( 1 ), qfalse ); #endif ///// (SA) DOOMSOUND case UI_S_STARTLOCALSOUND: S_StartLocalSound( args[1], args[2] ); return 0; case UI_KEY_KEYNUMTOSTRINGBUF: Key_KeynumToStringBuf( args[1], VMA( 2 ), args[3] ); return 0; case UI_KEY_GETBINDINGBUF: Key_GetBindingBuf( args[1], VMA( 2 ), args[3] ); return 0; case UI_KEY_SETBINDING: Key_SetBinding( args[1], VMA( 2 ) ); return 0; case UI_KEY_ISDOWN: return Key_IsDown( args[1] ); case UI_KEY_GETOVERSTRIKEMODE: return Key_GetOverstrikeMode(); case UI_KEY_SETOVERSTRIKEMODE: Key_SetOverstrikeMode( args[1] ); return 0; case UI_KEY_CLEARSTATES: Key_ClearStates(); return 0; case UI_KEY_GETCATCHER: return Key_GetCatcher(); case UI_KEY_SETCATCHER: Key_SetCatcher( args[1] ); return 0; case UI_GETCLIPBOARDDATA: GetClipboardData( VMA( 1 ), args[2] ); return 0; case UI_GETCLIENTSTATE: GetClientState( VMA( 1 ) ); return 0; case UI_GETGLCONFIG: CL_GetGlconfig( VMA( 1 ) ); return 0; case UI_GETCONFIGSTRING: return GetConfigString( args[1], VMA( 2 ), args[3] ); case UI_LAN_LOADCACHEDSERVERS: LAN_LoadCachedServers(); return 0; case UI_LAN_SAVECACHEDSERVERS: LAN_SaveServersToCache(); return 0; case UI_LAN_ADDSERVER: return LAN_AddServer( args[1], VMA( 2 ), VMA( 3 ) ); case UI_LAN_REMOVESERVER: LAN_RemoveServer( args[1], VMA( 2 ) ); return 0; case UI_LAN_GETPINGQUEUECOUNT: return LAN_GetPingQueueCount(); case UI_LAN_CLEARPING: LAN_ClearPing( args[1] ); return 0; case UI_LAN_GETPING: LAN_GetPing( args[1], VMA( 2 ), args[3], VMA( 4 ) ); return 0; case UI_LAN_GETPINGINFO: LAN_GetPingInfo( args[1], VMA( 2 ), args[3] ); return 0; case UI_LAN_GETSERVERCOUNT: return LAN_GetServerCount( args[1] ); case UI_LAN_GETSERVERADDRESSSTRING: LAN_GetServerAddressString( args[1], args[2], VMA( 3 ), args[4] ); return 0; case UI_LAN_GETSERVERINFO: LAN_GetServerInfo( args[1], args[2], VMA( 3 ), args[4] ); return 0; case UI_LAN_GETSERVERPING: return LAN_GetServerPing( args[1], args[2] ); case UI_LAN_MARKSERVERVISIBLE: LAN_MarkServerVisible( args[1], args[2], args[3] ); return 0; case UI_LAN_SERVERISVISIBLE: return LAN_ServerIsVisible( args[1], args[2] ); case UI_LAN_UPDATEVISIBLEPINGS: return LAN_UpdateVisiblePings( args[1] ); case UI_LAN_RESETPINGS: LAN_ResetPings( args[1] ); return 0; case UI_LAN_SERVERSTATUS: return LAN_GetServerStatus( VMA( 1 ), VMA( 2 ), args[3] ); case UI_SET_PBCLSTATUS: return 0; case UI_SET_PBSVSTATUS: return 0; case UI_LAN_COMPARESERVERS: return LAN_CompareServers( args[1], args[2], args[3], args[4], args[5] ); case UI_MEMORY_REMAINING: return Hunk_MemoryRemaining(); case UI_GET_CDKEY: CLUI_GetCDKey( VMA( 1 ), args[2] ); return 0; case UI_SET_CDKEY: CLUI_SetCDKey( VMA( 1 ) ); return 0; case UI_R_REGISTERFONT: re.RegisterFont( VMA( 1 ), args[2], VMA( 3 ) ); return 0; case UI_MEMSET: return (intptr_t)memset( VMA( 1 ), args[2], args[3] ); case UI_MEMCPY: return (intptr_t)memcpy( VMA( 1 ), VMA( 2 ), args[3] ); case UI_STRNCPY: return (intptr_t)strncpy( VMA( 1 ), VMA( 2 ), args[3] ); case UI_SIN: return FloatAsInt( sin( VMF( 1 ) ) ); case UI_COS: return FloatAsInt( cos( VMF( 1 ) ) ); case UI_ATAN2: return FloatAsInt( atan2( VMF( 1 ), VMF( 2 ) ) ); case UI_SQRT: return FloatAsInt( sqrt( VMF( 1 ) ) ); case UI_FLOOR: return FloatAsInt( floor( VMF( 1 ) ) ); case UI_CEIL: return FloatAsInt( ceil( VMF( 1 ) ) ); case UI_PC_ADD_GLOBAL_DEFINE: return botlib_export->PC_AddGlobalDefine( VMA( 1 ) ); case UI_PC_LOAD_SOURCE: return botlib_export->PC_LoadSourceHandle( VMA( 1 ) ); case UI_PC_FREE_SOURCE: return botlib_export->PC_FreeSourceHandle( args[1] ); case UI_PC_READ_TOKEN: return botlib_export->PC_ReadTokenHandle( args[1], VMA( 2 ) ); case UI_PC_SOURCE_FILE_AND_LINE: return botlib_export->PC_SourceFileAndLine( args[1], VMA( 2 ), VMA( 3 ) ); case UI_S_STOPBACKGROUNDTRACK: S_StopBackgroundTrack(); return 0; case UI_S_STARTBACKGROUNDTRACK: S_StartBackgroundTrack( VMA( 1 ), VMA( 2 ) ); return 0; case UI_REAL_TIME: return Com_RealTime( VMA( 1 ) ); case UI_CIN_PLAYCINEMATIC: Com_DPrintf( "UI_CIN_PlayCinematic\n" ); return CIN_PlayCinematic( VMA( 1 ), args[2], args[3], args[4], args[5], args[6] ); case UI_CIN_STOPCINEMATIC: return CIN_StopCinematic( args[1] ); case UI_CIN_RUNCINEMATIC: return CIN_RunCinematic( args[1] ); case UI_CIN_DRAWCINEMATIC: CIN_DrawCinematic( args[1] ); return 0; case UI_CIN_SETEXTENTS: CIN_SetExtents( args[1], args[2], args[3], args[4], args[5] ); return 0; case UI_R_REMAP_SHADER: re.RemapShader( VMA( 1 ), VMA( 2 ), VMA( 3 ) ); return 0; case UI_VERIFY_CDKEY: return CL_CDKeyValidate( VMA( 1 ), VMA( 2 ) ); // NERVE - SMF case UI_CL_GETLIMBOSTRING: return CL_GetLimboString( args[1], VMA( 2 ) ); case UI_CL_TRANSLATE_STRING: CL_TranslateString( VMA( 1 ), VMA( 2 ) ); return 0; // -NERVE - SMF // DHM - Nerve case UI_CHECKAUTOUPDATE: CL_CheckAutoUpdate(); return 0; case UI_GET_AUTOUPDATE: CL_GetAutoUpdate(); return 0; // DHM - Nerve case UI_OPENURL: CL_OpenURL( (const char *)VMA( 1 ) ); return 0; default: Com_Error( ERR_DROP, "Bad UI system trap: %i", args[0] ); } return 0; }
/* ============== CL_ParseMuzzleFlash2 ============== */ void CL_ParseMuzzleFlash2 (void) { int ent; vec3_t origin; int flash_number; cdlight_t *dl; vec3_t forward, right; char soundname[64]; ent = MSG_ReadShort (&net_message); if (ent < 1 || ent >= MAX_EDICTS) Com_Error (ERR_DROP, "CL_ParseMuzzleFlash2: bad entity"); flash_number = MSG_ReadByte (&net_message); // locate the origin AngleVectors (cl_entities[ent].current.angles, forward, right, NULL); origin[0] = cl_entities[ent].current.origin[0] + forward[0] * monster_flash_offset[flash_number][0] + right[0] * monster_flash_offset[flash_number][1]; origin[1] = cl_entities[ent].current.origin[1] + forward[1] * monster_flash_offset[flash_number][0] + right[1] * monster_flash_offset[flash_number][1]; origin[2] = cl_entities[ent].current.origin[2] + forward[2] * monster_flash_offset[flash_number][0] + right[2] * monster_flash_offset[flash_number][1] + monster_flash_offset[flash_number][2]; dl = CL_AllocDlight (ent); VectorCopy (origin, dl->origin); dl->radius = 200 + (rand()&31); dl->minlight = 32; dl->die = cl.time; // + 0.1; switch (flash_number) { case MZ2_INFANTRY_MACHINEGUN_1: case MZ2_INFANTRY_MACHINEGUN_2: case MZ2_INFANTRY_MACHINEGUN_3: case MZ2_INFANTRY_MACHINEGUN_4: case MZ2_INFANTRY_MACHINEGUN_5: case MZ2_INFANTRY_MACHINEGUN_6: case MZ2_INFANTRY_MACHINEGUN_7: case MZ2_INFANTRY_MACHINEGUN_8: case MZ2_INFANTRY_MACHINEGUN_9: case MZ2_INFANTRY_MACHINEGUN_10: case MZ2_INFANTRY_MACHINEGUN_11: case MZ2_INFANTRY_MACHINEGUN_12: case MZ2_INFANTRY_MACHINEGUN_13: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_SOLDIER_MACHINEGUN_1: case MZ2_SOLDIER_MACHINEGUN_2: case MZ2_SOLDIER_MACHINEGUN_3: case MZ2_SOLDIER_MACHINEGUN_4: case MZ2_SOLDIER_MACHINEGUN_5: case MZ2_SOLDIER_MACHINEGUN_6: case MZ2_SOLDIER_MACHINEGUN_7: case MZ2_SOLDIER_MACHINEGUN_8: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("soldier/solatck3.wav"), 1, ATTN_NORM, 0); break; case MZ2_GUNNER_MACHINEGUN_1: case MZ2_GUNNER_MACHINEGUN_2: case MZ2_GUNNER_MACHINEGUN_3: case MZ2_GUNNER_MACHINEGUN_4: case MZ2_GUNNER_MACHINEGUN_5: case MZ2_GUNNER_MACHINEGUN_6: case MZ2_GUNNER_MACHINEGUN_7: case MZ2_GUNNER_MACHINEGUN_8: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("gunner/gunatck2.wav"), 1, ATTN_NORM, 0); break; case MZ2_ACTOR_MACHINEGUN_1: case MZ2_SUPERTANK_MACHINEGUN_1: case MZ2_SUPERTANK_MACHINEGUN_2: case MZ2_SUPERTANK_MACHINEGUN_3: case MZ2_SUPERTANK_MACHINEGUN_4: case MZ2_SUPERTANK_MACHINEGUN_5: case MZ2_SUPERTANK_MACHINEGUN_6: case MZ2_TURRET_MACHINEGUN: // PGM dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_BOSS2_MACHINEGUN_L1: case MZ2_BOSS2_MACHINEGUN_L2: case MZ2_BOSS2_MACHINEGUN_L3: case MZ2_BOSS2_MACHINEGUN_L4: case MZ2_BOSS2_MACHINEGUN_L5: case MZ2_CARRIER_MACHINEGUN_L1: // PMM case MZ2_CARRIER_MACHINEGUN_L2: // PMM dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("infantry/infatck1.wav"), 1, ATTN_NONE, 0); break; case MZ2_SOLDIER_BLASTER_1: case MZ2_SOLDIER_BLASTER_2: case MZ2_SOLDIER_BLASTER_3: case MZ2_SOLDIER_BLASTER_4: case MZ2_SOLDIER_BLASTER_5: case MZ2_SOLDIER_BLASTER_6: case MZ2_SOLDIER_BLASTER_7: case MZ2_SOLDIER_BLASTER_8: case MZ2_TURRET_BLASTER: // PGM dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("soldier/solatck2.wav"), 1, ATTN_NORM, 0); break; case MZ2_FLYER_BLASTER_1: case MZ2_FLYER_BLASTER_2: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("flyer/flyatck3.wav"), 1, ATTN_NORM, 0); break; case MZ2_MEDIC_BLASTER_1: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("medic/medatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_HOVER_BLASTER_1: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("hover/hovatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_FLOAT_BLASTER_1: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("floater/fltatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_SOLDIER_SHOTGUN_1: case MZ2_SOLDIER_SHOTGUN_2: case MZ2_SOLDIER_SHOTGUN_3: case MZ2_SOLDIER_SHOTGUN_4: case MZ2_SOLDIER_SHOTGUN_5: case MZ2_SOLDIER_SHOTGUN_6: case MZ2_SOLDIER_SHOTGUN_7: case MZ2_SOLDIER_SHOTGUN_8: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; CL_SmokeAndFlash(origin); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("soldier/solatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_TANK_BLASTER_1: case MZ2_TANK_BLASTER_2: case MZ2_TANK_BLASTER_3: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0); break; case MZ2_TANK_MACHINEGUN_1: case MZ2_TANK_MACHINEGUN_2: case MZ2_TANK_MACHINEGUN_3: case MZ2_TANK_MACHINEGUN_4: case MZ2_TANK_MACHINEGUN_5: case MZ2_TANK_MACHINEGUN_6: case MZ2_TANK_MACHINEGUN_7: case MZ2_TANK_MACHINEGUN_8: case MZ2_TANK_MACHINEGUN_9: case MZ2_TANK_MACHINEGUN_10: case MZ2_TANK_MACHINEGUN_11: case MZ2_TANK_MACHINEGUN_12: case MZ2_TANK_MACHINEGUN_13: case MZ2_TANK_MACHINEGUN_14: case MZ2_TANK_MACHINEGUN_15: case MZ2_TANK_MACHINEGUN_16: case MZ2_TANK_MACHINEGUN_17: case MZ2_TANK_MACHINEGUN_18: case MZ2_TANK_MACHINEGUN_19: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); Com_sprintf(soundname, sizeof(soundname), "tank/tnkatk2%c.wav", 'a' + rand() % 5); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound(soundname), 1, ATTN_NORM, 0); break; case MZ2_CHICK_ROCKET_1: case MZ2_TURRET_ROCKET: // PGM dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("chick/chkatck2.wav"), 1, ATTN_NORM, 0); break; case MZ2_TANK_ROCKET_1: case MZ2_TANK_ROCKET_2: case MZ2_TANK_ROCKET_3: dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/tnkatck1.wav"), 1, ATTN_NORM, 0); break; case MZ2_SUPERTANK_ROCKET_1: case MZ2_SUPERTANK_ROCKET_2: case MZ2_SUPERTANK_ROCKET_3: case MZ2_BOSS2_ROCKET_1: case MZ2_BOSS2_ROCKET_2: case MZ2_BOSS2_ROCKET_3: case MZ2_BOSS2_ROCKET_4: case MZ2_CARRIER_ROCKET_1: // case MZ2_CARRIER_ROCKET_2: // case MZ2_CARRIER_ROCKET_3: // case MZ2_CARRIER_ROCKET_4: dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0.2; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/rocket.wav"), 1, ATTN_NORM, 0); break; case MZ2_GUNNER_GRENADE_1: case MZ2_GUNNER_GRENADE_2: case MZ2_GUNNER_GRENADE_3: case MZ2_GUNNER_GRENADE_4: dl->color[0] = 1;dl->color[1] = 0.5;dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("gunner/gunatck3.wav"), 1, ATTN_NORM, 0); break; case MZ2_GLADIATOR_RAILGUN_1: // PMM case MZ2_CARRIER_RAILGUN: case MZ2_WIDOW_RAIL: // pmm dl->color[0] = 0.5;dl->color[1] = 0.5;dl->color[2] = 1.0; break; // --- Xian's shit starts --- case MZ2_MAKRON_BFG: dl->color[0] = 0.5;dl->color[1] = 1 ;dl->color[2] = 0.5; //S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("makron/bfg_fire.wav"), 1, ATTN_NORM, 0); break; case MZ2_MAKRON_BLASTER_1: case MZ2_MAKRON_BLASTER_2: case MZ2_MAKRON_BLASTER_3: case MZ2_MAKRON_BLASTER_4: case MZ2_MAKRON_BLASTER_5: case MZ2_MAKRON_BLASTER_6: case MZ2_MAKRON_BLASTER_7: case MZ2_MAKRON_BLASTER_8: case MZ2_MAKRON_BLASTER_9: case MZ2_MAKRON_BLASTER_10: case MZ2_MAKRON_BLASTER_11: case MZ2_MAKRON_BLASTER_12: case MZ2_MAKRON_BLASTER_13: case MZ2_MAKRON_BLASTER_14: case MZ2_MAKRON_BLASTER_15: case MZ2_MAKRON_BLASTER_16: case MZ2_MAKRON_BLASTER_17: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("makron/blaster.wav"), 1, ATTN_NORM, 0); break; case MZ2_JORG_MACHINEGUN_L1: case MZ2_JORG_MACHINEGUN_L2: case MZ2_JORG_MACHINEGUN_L3: case MZ2_JORG_MACHINEGUN_L4: case MZ2_JORG_MACHINEGUN_L5: case MZ2_JORG_MACHINEGUN_L6: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("boss3/xfire.wav"), 1, ATTN_NORM, 0); break; case MZ2_JORG_MACHINEGUN_R1: case MZ2_JORG_MACHINEGUN_R2: case MZ2_JORG_MACHINEGUN_R3: case MZ2_JORG_MACHINEGUN_R4: case MZ2_JORG_MACHINEGUN_R5: case MZ2_JORG_MACHINEGUN_R6: dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); break; case MZ2_JORG_BFG_1: dl->color[0] = 0.5;dl->color[1] = 1 ;dl->color[2] = 0.5; break; case MZ2_BOSS2_MACHINEGUN_R1: case MZ2_BOSS2_MACHINEGUN_R2: case MZ2_BOSS2_MACHINEGUN_R3: case MZ2_BOSS2_MACHINEGUN_R4: case MZ2_BOSS2_MACHINEGUN_R5: case MZ2_CARRIER_MACHINEGUN_R1: // PMM case MZ2_CARRIER_MACHINEGUN_R2: // PMM dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; CL_ParticleEffect (origin, vec3_origin, 0, 40); CL_SmokeAndFlash(origin); break; // ====== // ROGUE case MZ2_STALKER_BLASTER: case MZ2_DAEDALUS_BLASTER: case MZ2_MEDIC_BLASTER_2: case MZ2_WIDOW_BLASTER: case MZ2_WIDOW_BLASTER_SWEEP1: case MZ2_WIDOW_BLASTER_SWEEP2: case MZ2_WIDOW_BLASTER_SWEEP3: case MZ2_WIDOW_BLASTER_SWEEP4: case MZ2_WIDOW_BLASTER_SWEEP5: case MZ2_WIDOW_BLASTER_SWEEP6: case MZ2_WIDOW_BLASTER_SWEEP7: case MZ2_WIDOW_BLASTER_SWEEP8: case MZ2_WIDOW_BLASTER_SWEEP9: case MZ2_WIDOW_BLASTER_100: case MZ2_WIDOW_BLASTER_90: case MZ2_WIDOW_BLASTER_80: case MZ2_WIDOW_BLASTER_70: case MZ2_WIDOW_BLASTER_60: case MZ2_WIDOW_BLASTER_50: case MZ2_WIDOW_BLASTER_40: case MZ2_WIDOW_BLASTER_30: case MZ2_WIDOW_BLASTER_20: case MZ2_WIDOW_BLASTER_10: case MZ2_WIDOW_BLASTER_0: case MZ2_WIDOW_BLASTER_10L: case MZ2_WIDOW_BLASTER_20L: case MZ2_WIDOW_BLASTER_30L: case MZ2_WIDOW_BLASTER_40L: case MZ2_WIDOW_BLASTER_50L: case MZ2_WIDOW_BLASTER_60L: case MZ2_WIDOW_BLASTER_70L: case MZ2_WIDOW_RUN_1: case MZ2_WIDOW_RUN_2: case MZ2_WIDOW_RUN_3: case MZ2_WIDOW_RUN_4: case MZ2_WIDOW_RUN_5: case MZ2_WIDOW_RUN_6: case MZ2_WIDOW_RUN_7: case MZ2_WIDOW_RUN_8: dl->color[0] = 0;dl->color[1] = 1;dl->color[2] = 0; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("tank/tnkatck3.wav"), 1, ATTN_NORM, 0); break; case MZ2_WIDOW_DISRUPTOR: dl->color[0] = -1;dl->color[1] = -1;dl->color[2] = -1; S_StartSound (NULL, ent, CHAN_WEAPON, S_RegisterSound("weapons/disint2.wav"), 1, ATTN_NORM, 0); break; case MZ2_WIDOW_PLASMABEAM: case MZ2_WIDOW2_BEAMER_1: case MZ2_WIDOW2_BEAMER_2: case MZ2_WIDOW2_BEAMER_3: case MZ2_WIDOW2_BEAMER_4: case MZ2_WIDOW2_BEAMER_5: case MZ2_WIDOW2_BEAM_SWEEP_1: case MZ2_WIDOW2_BEAM_SWEEP_2: case MZ2_WIDOW2_BEAM_SWEEP_3: case MZ2_WIDOW2_BEAM_SWEEP_4: case MZ2_WIDOW2_BEAM_SWEEP_5: case MZ2_WIDOW2_BEAM_SWEEP_6: case MZ2_WIDOW2_BEAM_SWEEP_7: case MZ2_WIDOW2_BEAM_SWEEP_8: case MZ2_WIDOW2_BEAM_SWEEP_9: case MZ2_WIDOW2_BEAM_SWEEP_10: case MZ2_WIDOW2_BEAM_SWEEP_11: dl->radius = 300 + (rand()&100); dl->color[0] = 1;dl->color[1] = 1;dl->color[2] = 0; dl->die = cl.time + 200; break; // ROGUE // ====== // --- Xian's shit ends --- } }
/* ================ CL_ParseConfigString ================ */ void CL_ParseConfigString (void) { int i; char *s; char olds[MAX_QPATH]; i = MSG_ReadShort (&net_message); if (i < 0 || i >= MAX_CONFIGSTRINGS) Com_Error (ERR_DROP, "configstring > MAX_CONFIGSTRINGS"); s = MSG_ReadString(&net_message); strncpy (olds, cl.configstrings[i], sizeof(olds)); olds[sizeof(olds) - 1] = 0; strcpy (cl.configstrings[i], s); // do something apropriate // Knightmare- 1/2/2002- BIG UGLY HACK for old demos or // connected to server using old protocol // Changed config strings require different parsing if ( LegacyProtocol()) { if (i >= OLD_CS_LIGHTS && i < OLD_CS_LIGHTS+MAX_LIGHTSTYLES) CL_SetLightstyle (i - OLD_CS_LIGHTS); else if (i == CS_CDTRACK) { if (cl.refresh_prepped) CL_PlayBackgroundTrack (); } else if (i >= CS_MODELS && i < CS_MODELS+OLD_MAX_MODELS) { if (cl.refresh_prepped) { cl.model_draw[i-CS_MODELS] = R_RegisterModel (cl.configstrings[i]); if (cl.configstrings[i][0] == '*') cl.model_clip[i-CS_MODELS] = CM_InlineModel (cl.configstrings[i]); else cl.model_clip[i-CS_MODELS] = NULL; } } else if (i >= OLD_CS_SOUNDS && i < OLD_CS_SOUNDS+OLD_MAX_SOUNDS) { if (cl.refresh_prepped) cl.sound_precache[i-OLD_CS_SOUNDS] = S_RegisterSound (cl.configstrings[i]); } else if (i >= OLD_CS_IMAGES && i < OLD_CS_IMAGES+OLD_MAX_IMAGES) { if (cl.refresh_prepped) cl.image_precache[i-OLD_CS_IMAGES] = R_DrawFindPic (cl.configstrings[i]); } else if (i >= OLD_CS_PLAYERSKINS && i < OLD_CS_PLAYERSKINS+MAX_CLIENTS) { if (cl.refresh_prepped && strcmp(olds, s)) CL_ParseClientinfo (i-OLD_CS_PLAYERSKINS); } } else // new configstring offsets { if (i >= CS_LIGHTS && i < CS_LIGHTS+MAX_LIGHTSTYLES) CL_SetLightstyle (i - CS_LIGHTS); else if (i == CS_CDTRACK) { if (cl.refresh_prepped) CL_PlayBackgroundTrack (); } else if (i >= CS_MODELS && i < CS_MODELS+MAX_MODELS) { if (cl.refresh_prepped) { cl.model_draw[i-CS_MODELS] = R_RegisterModel (cl.configstrings[i]); if (cl.configstrings[i][0] == '*') cl.model_clip[i-CS_MODELS] = CM_InlineModel (cl.configstrings[i]); else cl.model_clip[i-CS_MODELS] = NULL; } } else if (i >= CS_SOUNDS && i < CS_SOUNDS+MAX_SOUNDS) //Knightmare- was MAX_MODELS { if (cl.refresh_prepped) cl.sound_precache[i-CS_SOUNDS] = S_RegisterSound (cl.configstrings[i]); } else if (i >= CS_IMAGES && i < CS_IMAGES+MAX_IMAGES) //Knightmare- was MAX_MODELS { if (cl.refresh_prepped) cl.image_precache[i-CS_IMAGES] = R_DrawFindPic (cl.configstrings[i]); } else if (i >= CS_PLAYERSKINS && i < CS_PLAYERSKINS+MAX_CLIENTS) { if (cl.refresh_prepped && strcmp(olds, s)) CL_ParseClientinfo (i-CS_PLAYERSKINS); } } //end Knightmare }
static void CLQ1_ParseServerInfo( QMsg& message ) { common->DPrintf( "Serverinfo packet received.\n" ); R_Shutdown( false ); CL_InitRenderer(); clc.qh_signon = 0; // // wipe the clientActive_t struct // CL_ClearState(); SCR_ClearCenterString(); // parse protocol version number int i = message.ReadLong(); if ( i != Q1PROTOCOL_VERSION ) { common->Printf( "Server returned version %i, not %i", i, Q1PROTOCOL_VERSION ); return; } // parse maxclients cl.qh_maxclients = message.ReadByte(); if ( cl.qh_maxclients < 1 || cl.qh_maxclients > MAX_CLIENTS_QH ) { common->Printf( "Bad maxclients (%u) from server\n", cl.qh_maxclients ); return; } // parse gametype cl.qh_gametype = message.ReadByte(); // parse signon message const char* str = message.ReadString2(); String::NCpy( cl.qh_levelname, str, sizeof ( cl.qh_levelname ) - 1 ); // seperate the printfs so the server message can have a color common->Printf( "\n\n\35\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\36\37\n\n" ); common->Printf( S_COLOR_ORANGE "%s" S_COLOR_WHITE "\n", str ); // precache models Com_Memset( cl.model_draw, 0, sizeof ( cl.model_draw ) ); char model_precache[ MAX_MODELS_Q1 ][ MAX_QPATH ]; int nummodels; for ( nummodels = 1;; nummodels++ ) { str = message.ReadString2(); if ( !str[ 0 ] ) { break; } if ( nummodels == MAX_MODELS_Q1 ) { common->Printf( "Server sent too many model precaches\n" ); return; } String::Cpy( model_precache[ nummodels ], str ); } // precache sounds Com_Memset( cl.sound_precache, 0, sizeof ( cl.sound_precache ) ); char sound_precache[ MAX_SOUNDS_Q1 ][ MAX_QPATH ]; int numsounds; for ( numsounds = 1;; numsounds++ ) { str = message.ReadString2(); if ( !str[ 0 ] ) { break; } if ( numsounds == MAX_SOUNDS_Q1 ) { common->Printf( "Server sent too many sound precaches\n" ); return; } String::Cpy( sound_precache[ numsounds ], str ); } // // now we try to load everything else until a cache allocation fails // CM_LoadMap( model_precache[ 1 ], true, NULL ); R_LoadWorld( model_precache[ 1 ] ); CLQH_KeepaliveMessage(); for ( i = 2; i < nummodels; i++ ) { cl.model_draw[ i ] = CLQ1_RegisterModel( model_precache[ i ] ); if ( cl.model_draw[ i ] == 0 ) { common->Printf( "Model %s not found\n", model_precache[ i ] ); return; } CLQH_KeepaliveMessage(); } S_BeginRegistration(); CLQ1_InitTEnts(); for ( i = 1; i < numsounds; i++ ) { cl.sound_precache[ i ] = S_RegisterSound( sound_precache[ i ] ); CLQH_KeepaliveMessage(); } S_EndRegistration(); // local state R_EndRegistration(); }
/** * @brief The cgame module is making a system call * @param[in] args * @return */ intptr_t CL_CgameSystemCalls(intptr_t *args) { switch (args[0]) { case CG_PRINT: Com_Printf("%s", (char *)VMA(1)); return 0; case CG_ERROR: Com_Error(ERR_DROP, "%s", (char *)VMA(1)); case CG_MILLISECONDS: return Sys_Milliseconds(); case CG_CVAR_REGISTER: Cvar_Register(VMA(1), VMA(2), VMA(3), args[4]); return 0; case CG_CVAR_UPDATE: Cvar_Update(VMA(1)); return 0; case CG_CVAR_SET: Cvar_SetSafe(VMA(1), VMA(2)); return 0; case CG_CVAR_VARIABLESTRINGBUFFER: Cvar_VariableStringBuffer(VMA(1), VMA(2), args[3]); return 0; case CG_CVAR_LATCHEDVARIABLESTRINGBUFFER: Cvar_LatchedVariableStringBuffer(VMA(1), VMA(2), args[3]); return 0; case CG_ARGC: return Cmd_Argc(); case CG_ARGV: Cmd_ArgvBuffer(args[1], VMA(2), args[3]); return 0; case CG_ARGS: Cmd_ArgsBuffer(VMA(1), args[2]); return 0; case CG_FS_FOPENFILE: return FS_FOpenFileByMode(VMA(1), VMA(2), args[3]); case CG_FS_READ: FS_Read(VMA(1), args[2], args[3]); return 0; case CG_FS_WRITE: return FS_Write(VMA(1), args[2], args[3]); case CG_FS_FCLOSEFILE: FS_FCloseFile(args[1]); return 0; case CG_FS_GETFILELIST: return FS_GetFileList(VMA(1), VMA(2), VMA(3), args[4]); case CG_FS_DELETEFILE: return FS_Delete(VMA(1)); case CG_SENDCONSOLECOMMAND: Cbuf_AddText(VMA(1)); return 0; case CG_ADDCOMMAND: Cmd_AddCommand(VMA(1)); return 0; case CG_REMOVECOMMAND: Cmd_RemoveCommandSafe(VMA(1)); return 0; case CG_SENDCLIENTCOMMAND: CL_AddReliableCommand(VMA(1)); return 0; case CG_UPDATESCREEN: SCR_UpdateScreen(); return 0; case CG_CM_LOADMAP: CL_CM_LoadMap(VMA(1)); return 0; case CG_CM_NUMINLINEMODELS: return CM_NumInlineModels(); case CG_CM_INLINEMODEL: return CM_InlineModel(args[1]); case CG_CM_TEMPBOXMODEL: return CM_TempBoxModel(VMA(1), VMA(2), qfalse); case CG_CM_TEMPCAPSULEMODEL: return CM_TempBoxModel(VMA(1), VMA(2), qtrue); case CG_CM_POINTCONTENTS: return CM_PointContents(VMA(1), args[2]); case CG_CM_TRANSFORMEDPOINTCONTENTS: return CM_TransformedPointContents(VMA(1), args[2], VMA(3), VMA(4)); case CG_CM_BOXTRACE: CM_BoxTrace(VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse); return 0; case CG_CM_CAPSULETRACE: CM_BoxTrace(VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue); return 0; case CG_CM_TRANSFORMEDBOXTRACE: CM_TransformedBoxTrace(VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qfalse); return 0; case CG_CM_TRANSFORMEDCAPSULETRACE: CM_TransformedBoxTrace(VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qtrue); return 0; case CG_CM_MARKFRAGMENTS: return re.MarkFragments(args[1], VMA(2), VMA(3), args[4], VMA(5), args[6], VMA(7)); case CG_R_PROJECTDECAL: re.ProjectDecal(args[1], args[2], VMA(3), VMA(4), VMA(5), args[6], args[7]); return 0; case CG_R_CLEARDECALS: re.ClearDecals(); return 0; case CG_S_STARTSOUND: S_StartSound(VMA(1), args[2], args[3], args[4], args[5]); return 0; case CG_S_STARTSOUNDEX: S_StartSoundEx(VMA(1), args[2], args[3], args[4], args[5], args[6]); return 0; case CG_S_STARTLOCALSOUND: S_StartLocalSound(args[1], args[2], args[3]); return 0; case CG_S_CLEARLOOPINGSOUNDS: S_ClearLoopingSounds(); return 0; case CG_S_CLEARSOUNDS: if (args[1] == 0) { S_ClearSounds(qtrue, qfalse); } else if (args[1] == 1) { S_ClearSounds(qtrue, qtrue); } return 0; case CG_S_ADDLOOPINGSOUND: // FIXME handling of looping sounds changed S_AddLoopingSound(VMA(1), VMA(2), args[3], args[4], args[5], args[6]); return 0; case CG_S_ADDREALLOOPINGSOUND: S_AddRealLoopingSound(VMA(1), VMA(2), args[3], args[4], args[5], args[6]); return 0; case CG_S_STOPSTREAMINGSOUND: S_StopEntStreamingSound(args[1]); return 0; case CG_S_UPDATEENTITYPOSITION: S_UpdateEntityPosition(args[1], VMA(2)); return 0; // talking animations case CG_S_GETVOICEAMPLITUDE: return S_GetVoiceAmplitude(args[1]); case CG_S_GETSOUNDLENGTH: return S_GetSoundLength(args[1]); // for looped sound starts case CG_S_GETCURRENTSOUNDTIME: return S_GetCurrentSoundTime(); case CG_S_RESPATIALIZE: S_Respatialize(args[1], VMA(2), VMA(3), args[4]); return 0; case CG_S_REGISTERSOUND: return S_RegisterSound(VMA(1), args[2]); case CG_S_STARTBACKGROUNDTRACK: S_StartBackgroundTrack(VMA(1), VMA(2), args[3]); // added fadeup time return 0; case CG_S_FADESTREAMINGSOUND: S_FadeStreamingSound(VMF(1), args[2], args[3]); // added music/all-streaming options return 0; case CG_S_STARTSTREAMINGSOUND: return S_StartStreamingSound(VMA(1), VMA(2), args[3], args[4], args[5]); case CG_R_LOADWORLDMAP: re.LoadWorld(VMA(1)); return 0; case CG_R_REGISTERMODEL: return re.RegisterModel(VMA(1)); case CG_R_REGISTERSKIN: return re.RegisterSkin(VMA(1)); case CG_R_GETSKINMODEL: return re.GetSkinModel(args[1], VMA(2), VMA(3)); case CG_R_GETMODELSHADER: return re.GetShaderFromModel(args[1], args[2], args[3]); case CG_R_REGISTERSHADER: return re.RegisterShader(VMA(1)); case CG_R_REGISTERSHADERNOMIP: return re.RegisterShaderNoMip(VMA(1)); case CG_R_REGISTERFONT: re.RegisterFont(VMA(1), args[2], VMA(3), (args[4] == qtrue)); return 0; case CG_R_CLEARSCENE: re.ClearScene(); return 0; case CG_R_ADDREFENTITYTOSCENE: re.AddRefEntityToScene(VMA(1)); return 0; case CG_R_ADDPOLYTOSCENE: re.AddPolyToScene(args[1], args[2], VMA(3)); return 0; case CG_R_ADDPOLYSTOSCENE: re.AddPolysToScene(args[1], args[2], VMA(3), args[4]); return 0; case CG_R_ADDPOLYBUFFERTOSCENE: re.AddPolyBufferToScene(VMA(1)); return 0; case CG_R_ADDLIGHTTOSCENE: re.AddLightToScene(VMA(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), args[7], args[8]); return 0; case CG_R_ADDCORONATOSCENE: re.AddCoronaToScene(VMA(1), VMF(2), VMF(3), VMF(4), VMF(5), args[6], args[7]); return 0; case CG_R_SETFOG: re.SetFog(args[1], args[2], args[3], VMF(4), VMF(5), VMF(6), VMF(7)); return 0; case CG_R_SETGLOBALFOG: re.SetGlobalFog(args[1], args[2], VMF(3), VMF(4), VMF(5), VMF(6)); return 0; case CG_R_RENDERSCENE: re.RenderScene(VMA(1)); return 0; case CG_R_SAVEVIEWPARMS: return 0; case CG_R_RESTOREVIEWPARMS: return 0; case CG_R_SETCOLOR: re.SetColor(VMA(1)); return 0; case CG_R_DRAWSTRETCHPIC: re.DrawStretchPic(VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9]); return 0; case CG_R_DRAWROTATEDPIC: re.DrawRotatedPic(VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9], VMF(10)); return 0; case CG_R_DRAWSTRETCHPIC_GRADIENT: re.DrawStretchPicGradient(VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9], VMA(10), args[11]); return 0; case CG_R_DRAW2DPOLYS: re.Add2dPolys(VMA(1), args[2], args[3]); return 0; case CG_R_MODELBOUNDS: re.ModelBounds(args[1], VMA(2), VMA(3)); return 0; case CG_R_LERPTAG: return re.LerpTag(VMA(1), VMA(2), VMA(3), args[4]); case CG_GETGLCONFIG: CL_GetGlconfig(VMA(1)); return 0; case CG_GETGAMESTATE: CL_GetGameState(VMA(1)); return 0; case CG_GETCURRENTSNAPSHOTNUMBER: CL_GetCurrentSnapshotNumber(VMA(1), VMA(2)); return 0; case CG_GETSNAPSHOT: return CL_GetSnapshot(args[1], VMA(2)); case CG_GETSERVERCOMMAND: return CL_GetServerCommand(args[1]); case CG_GETCURRENTCMDNUMBER: return CL_GetCurrentCmdNumber(); case CG_GETUSERCMD: return CL_GetUserCmd(args[1], VMA(2)); case CG_SETUSERCMDVALUE: CL_SetUserCmdValue(args[1], args[2], VMF(3), args[4]); return 0; case CG_SETCLIENTLERPORIGIN: CL_SetClientLerpOrigin(VMF(1), VMF(2), VMF(3)); return 0; case CG_MEMORY_REMAINING: return Hunk_MemoryRemaining(); case CG_KEY_ISDOWN: return Key_IsDown(args[1]); case CG_KEY_GETCATCHER: return Key_GetCatcher(); case CG_KEY_SETCATCHER: // Don't allow the cgame module to close the console Key_SetCatcher(args[1] | (Key_GetCatcher() & KEYCATCH_CONSOLE)); return 0; case CG_KEY_GETKEY: return Key_GetKey(VMA(1)); case CG_KEY_GETOVERSTRIKEMODE: return Key_GetOverstrikeMode(); case CG_KEY_SETOVERSTRIKEMODE: Key_SetOverstrikeMode(args[1]); return 0; case CG_MEMSET: return (intptr_t)Com_Memset(VMA(1), args[2], args[3]); case CG_MEMCPY: return (intptr_t)Com_Memcpy(VMA(1), VMA(2), args[3]); case CG_STRNCPY: return (intptr_t)strncpy(VMA(1), VMA(2), args[3]); case CG_SIN: return FloatAsInt(sin(VMF(1))); case CG_COS: return FloatAsInt(cos(VMF(1))); case CG_ATAN2: return FloatAsInt(atan2(VMF(1), VMF(2))); case CG_SQRT: return FloatAsInt(sqrt(VMF(1))); case CG_FLOOR: return FloatAsInt(floor(VMF(1))); case CG_CEIL: return FloatAsInt(ceil(VMF(1))); case CG_ACOS: return FloatAsInt(Q_acos(VMF(1))); case CG_PC_ADD_GLOBAL_DEFINE: return botlib_export->PC_AddGlobalDefine(VMA(1)); case CG_PC_LOAD_SOURCE: return botlib_export->PC_LoadSourceHandle(VMA(1)); case CG_PC_FREE_SOURCE: return botlib_export->PC_FreeSourceHandle(args[1]); case CG_PC_READ_TOKEN: return botlib_export->PC_ReadTokenHandle(args[1], VMA(2)); case CG_PC_SOURCE_FILE_AND_LINE: return botlib_export->PC_SourceFileAndLine(args[1], VMA(2), VMA(3)); case CG_PC_UNREAD_TOKEN: botlib_export->PC_UnreadLastTokenHandle(args[1]); return 0; case CG_S_STOPBACKGROUNDTRACK: S_StopBackgroundTrack(); return 0; case CG_REAL_TIME: return Com_RealTime(VMA(1)); case CG_SNAPVECTOR: Sys_SnapVector(VMA(1)); return 0; case CG_CIN_PLAYCINEMATIC: return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]); case CG_CIN_STOPCINEMATIC: return CIN_StopCinematic(args[1]); case CG_CIN_RUNCINEMATIC: return CIN_RunCinematic(args[1]); case CG_CIN_DRAWCINEMATIC: CIN_DrawCinematic(args[1]); return 0; case CG_CIN_SETEXTENTS: CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]); return 0; case CG_R_REMAP_SHADER: re.RemapShader(VMA(1), VMA(2), VMA(3)); return 0; case CG_TESTPRINTINT: Com_Printf("%s%li\n", (char *)VMA(1), (long)args[2]); return 0; case CG_TESTPRINTFLOAT: Com_Printf("%s%f\n", (char *)VMA(1), VMF(2)); return 0; case CG_GET_ENTITY_TOKEN: return re.GetEntityToken(VMA(1), args[2]); case CG_INGAME_POPUP: if (cls.state == CA_ACTIVE && !clc.demoplaying) { if (uivm) // can be called as the system is shutting down { VM_Call(uivm, UI_SET_ACTIVE_MENU, args[1]); } } return 0; case CG_KEY_GETBINDINGBUF: Key_GetBindingBuf(args[1], VMA(2), args[3]); return 0; case CG_KEY_SETBINDING: Key_SetBinding(args[1], VMA(2)); return 0; case CG_KEY_KEYNUMTOSTRINGBUF: Key_KeynumToStringBuf(args[1], VMA(2), args[3]); return 0; case CG_KEY_BINDINGTOKEYS: Key_GetBindingByString(VMA(1), VMA(2), VMA(3)); return 0; case CG_TRANSLATE_STRING: CL_TranslateStringMod(VMA(1), VMA(2)); return 0; case CG_S_FADEALLSOUNDS: S_FadeAllSounds(VMF(1), args[2], args[3]); return 0; case CG_R_INPVS: return re.inPVS(VMA(1), VMA(2)); case CG_GETHUNKDATA: Com_GetHunkInfo(VMA(1), VMA(2)); return 0; // binary channel case CG_SENDMESSAGE: return CL_SendBinaryMessage(VMA(1), args[2]); case CG_MESSAGESTATUS: return CL_BinaryMessageStatus(); case CG_R_LOADDYNAMICSHADER: return re.LoadDynamicShader(VMA(1), VMA(2)); case CG_R_RENDERTOTEXTURE: re.RenderToTexture(args[1], args[2], args[3], args[4], args[5]); return 0; case CG_R_GETTEXTUREID: return re.GetTextureId(VMA(1)); // flush gl rendering buffers case CG_R_FINISH: re.Finish(); return 0; case CG_LOADCAMERA: case CG_STARTCAMERA: case CG_STOPCAMERA: case CG_GETCAMERAINFO: case CG_PUMPEVENTLOOP: case CG_INGAME_CLOSEPOPUP: case CG_R_LIGHTFORPOINT: // re-added to avoid a crash when called - still in enum of cgameImport_t // This shows (developer 1) when the vanilla mod code is loaded or mods using obsolete system calls - see cases. Com_DPrintf("Obsolete cgame system trap: %ld\n", (long int) args[0]); return 0; default: Com_Error(ERR_DROP, "Bad cgame system trap: %ld", (long int) args[0]); break; } return 0; }
/* ================= UI_SPPostgameMenu_f ================= */ void UI_SPPostgameMenu_f( void ) { int playerGameRank; int playerClientNum; int n; int oldFrags, newFrags; const char *arena; int awardValues[6]; char map[MAX_QPATH]; char info[MAX_INFO_STRING]; memset( &postgameMenuInfo, 0, sizeof(postgameMenuInfo) ); GetConfigString( CS_SYSTEMINFO, info, sizeof(info) ); postgameMenuInfo.serverId = atoi( Info_ValueForKey( info, "sv_serverid" ) ); GetConfigString( CS_SERVERINFO, info, sizeof(info) ); Q_strncpyz( map, Info_ValueForKey( info, "mapname" ), sizeof(map) ); arena = UI_GetArenaInfoByMap( map ); if ( !arena ) { return; } Q_strncpyz( arenainfo, arena, sizeof(arenainfo) ); postgameMenuInfo.level = atoi( Info_ValueForKey( arenainfo, "num" ) ); postgameMenuInfo.numClients = atoi( UI_Argv( 1 ) ); playerClientNum = atoi( UI_Argv( 2 ) ); playerGameRank = 8; // in case they ended game as a spectator if( postgameMenuInfo.numClients > MAX_SCOREBOARD_CLIENTS ) { postgameMenuInfo.numClients = MAX_SCOREBOARD_CLIENTS; } for( n = 0; n < postgameMenuInfo.numClients; n++ ) { postgameMenuInfo.clientNums[n] = atoi( UI_Argv( 8 + n * 3 + 1 ) ); postgameMenuInfo.ranks[n] = atoi( UI_Argv( 8 + n * 3 + 2 ) ); postgameMenuInfo.scores[n] = atoi( UI_Argv( 8 + n * 3 + 3 ) ); if( postgameMenuInfo.clientNums[n] == playerClientNum ) { playerGameRank = (postgameMenuInfo.ranks[n] & ~RANK_TIED_FLAG) + 1; } } UI_SetBestScore( postgameMenuInfo.level, playerGameRank ); // process award stats and prepare presentation data awardValues[AWARD_ACCURACY] = atoi( UI_Argv( 3 ) ); awardValues[AWARD_IMPRESSIVE] = atoi( UI_Argv( 4 ) ); awardValues[AWARD_EXCELLENT] = atoi( UI_Argv( 5 ) ); awardValues[AWARD_GAUNTLET] = atoi( UI_Argv( 6 ) ); awardValues[AWARD_FRAGS] = atoi( UI_Argv( 7 ) ); awardValues[AWARD_PERFECT] = atoi( UI_Argv( 8 ) ); postgameMenuInfo.numAwards = 0; if( awardValues[AWARD_ACCURACY] >= 50 ) { UI_LogAwardData( AWARD_ACCURACY, 1 ); postgameMenuInfo.awardsEarned[postgameMenuInfo.numAwards] = AWARD_ACCURACY; postgameMenuInfo.awardsLevels[postgameMenuInfo.numAwards] = awardValues[AWARD_ACCURACY]; postgameMenuInfo.numAwards++; } if( awardValues[AWARD_IMPRESSIVE] ) { UI_LogAwardData( AWARD_IMPRESSIVE, awardValues[AWARD_IMPRESSIVE] ); postgameMenuInfo.awardsEarned[postgameMenuInfo.numAwards] = AWARD_IMPRESSIVE; postgameMenuInfo.awardsLevels[postgameMenuInfo.numAwards] = awardValues[AWARD_IMPRESSIVE]; postgameMenuInfo.numAwards++; } if( awardValues[AWARD_EXCELLENT] ) { UI_LogAwardData( AWARD_EXCELLENT, awardValues[AWARD_EXCELLENT] ); postgameMenuInfo.awardsEarned[postgameMenuInfo.numAwards] = AWARD_EXCELLENT; postgameMenuInfo.awardsLevels[postgameMenuInfo.numAwards] = awardValues[AWARD_EXCELLENT]; postgameMenuInfo.numAwards++; } if( awardValues[AWARD_GAUNTLET] ) { UI_LogAwardData( AWARD_GAUNTLET, awardValues[AWARD_GAUNTLET] ); postgameMenuInfo.awardsEarned[postgameMenuInfo.numAwards] = AWARD_GAUNTLET; postgameMenuInfo.awardsLevels[postgameMenuInfo.numAwards] = awardValues[AWARD_GAUNTLET]; postgameMenuInfo.numAwards++; } oldFrags = UI_GetAwardLevel( AWARD_FRAGS ) / 100; UI_LogAwardData( AWARD_FRAGS, awardValues[AWARD_FRAGS] ); newFrags = UI_GetAwardLevel( AWARD_FRAGS ) / 100; if( newFrags > oldFrags ) { postgameMenuInfo.awardsEarned[postgameMenuInfo.numAwards] = AWARD_FRAGS; postgameMenuInfo.awardsLevels[postgameMenuInfo.numAwards] = newFrags * 100; postgameMenuInfo.numAwards++; } if( awardValues[AWARD_PERFECT] ) { UI_LogAwardData( AWARD_PERFECT, 1 ); postgameMenuInfo.awardsEarned[postgameMenuInfo.numAwards] = AWARD_PERFECT; postgameMenuInfo.awardsLevels[postgameMenuInfo.numAwards] = 1; postgameMenuInfo.numAwards++; } if ( playerGameRank == 1 ) { postgameMenuInfo.won = UI_TierCompleted( postgameMenuInfo.level ); } else { postgameMenuInfo.won = -1; } postgameMenuInfo.starttime = uis.realtime; postgameMenuInfo.scoreboardtime = uis.realtime; Key_SetCatcher( KEYCATCH_UI ); uis.menusp = 0; UI_SPPostgameMenu_Init(); UI_PushMenu( &postgameMenuInfo.menu ); if ( playerGameRank == 1 ) { Menu_SetCursorToItem( &postgameMenuInfo.menu, &postgameMenuInfo.item_next ); } else { Menu_SetCursorToItem( &postgameMenuInfo.menu, &postgameMenuInfo.item_again ); } Prepname( 0 ); Prepname( 1 ); Prepname( 2 ); if ( playerGameRank != 1 ) { postgameMenuInfo.winnerSound = S_RegisterSound( va( "sound/player/announce/%s_wins.wav", postgameMenuInfo.placeNames[0] ), qfalse ); Cbuf_ExecuteText( EXEC_APPEND, "music music/loss\n" ); } else { postgameMenuInfo.winnerSound = S_RegisterSound( "sound/player/announce/youwin.wav", qfalse ); Cbuf_ExecuteText( EXEC_APPEND, "music music/win\n" ); } postgameMenuInfo.phase = 1; postgameMenuInfo.lastTier = UI_GetNumSPTiers(); if ( UI_GetSpecialArenaInfo( "final" ) ) { postgameMenuInfo.lastTier++; } }
/* ==================== CL_UISystemCalls The ui module is making a system call ==================== */ intptr_t CL_UISystemCalls( intptr_t *args ) { switch( args[0] ) { case UI_ERROR: Com_Error( ERR_DROP, "%s", VMA(1) ); return 0; case UI_CVAR_REGISTER: Cvar_Register( (vmCvar_t *)VMA(1),(const char *) VMA(2),(const char *) VMA(3), args[4] ); return 0; case UI_CVAR_SET: Cvar_Set( (const char *) VMA(1), (const char *) VMA(2) ); return 0; case UI_CVAR_SETVALUE: Cvar_SetValue( (const char *) VMA(1), VMF(2) ); return 0; case UI_CVAR_UPDATE: Cvar_Update( (vmCvar_t *) VMA(1) ); return 0; case UI_R_REGISTERMODEL: return re.RegisterModel((const char *) VMA(1) ); case UI_R_REGISTERSHADERNOMIP: return re.RegisterShaderNoMip((const char *) VMA(1) ); case UI_GETGLCONFIG: CL_GetGlconfig( ( glconfig_t *) VMA(1) ); return 0; case UI_CMD_EXECUTETEXT: Cbuf_ExecuteText( args[1], (const char *) VMA(2) ); return 0; case UI_CVAR_VARIABLEVALUE: return FloatAsInt( Cvar_VariableValue( (const char *) VMA(1) ) ); case UI_FS_GETFILELIST: return FS_GetFileList( (const char *) VMA(1), (const char *) VMA(2), (char *) VMA(3), args[4] ); case UI_KEY_SETCATCHER: Key_SetCatcher( args[1] ); return 0; case UI_KEY_CLEARSTATES: Key_ClearStates(); return 0; case UI_R_SETCOLOR: re.SetColor( (const float *) VMA(1) ); return 0; case UI_R_DRAWSTRETCHPIC: re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] ); return 0; case UI_CVAR_VARIABLESTRINGBUFFER: Cvar_VariableStringBuffer( (const char *) VMA(1), (char *) VMA(2), args[3] ); return 0; case UI_R_MODELBOUNDS: re.ModelBounds( args[1], (float *) VMA(2),(float *) VMA(3) ); return 0; case UI_R_CLEARSCENE: re.ClearScene(); return 0; // case UI_KEY_GETOVERSTRIKEMODE: // return Key_GetOverstrikeMode(); // return 0; // case UI_PC_READ_TOKEN: // return PC_ReadTokenHandle( args[1], VMA(2) ); // case UI_PC_SOURCE_FILE_AND_LINE: // return PC_SourceFileAndLine( args[1], VMA(2), VMA(3) ); case UI_KEY_GETCATCHER: return Key_GetCatcher(); case UI_MILLISECONDS: return Sys_Milliseconds(); case UI_S_REGISTERSOUND: return S_RegisterSound((const char *) VMA(1)); case UI_S_STARTLOCALSOUND: S_StartLocalSound( args[1], args[2] ); return 0; // case UI_R_REGISTERFONT: // re.RegisterFont( VMA(1), args[2], VMA(3)); // return 0; case UI_CIN_PLAYCINEMATIC: Com_DPrintf("UI_CIN_PlayCinematic\n"); return CIN_PlayCinematic((const char *)VMA(1), args[2], args[3], args[4], args[5], args[6], (const char *)VMA(7)); case UI_CIN_STOPCINEMATIC: return CIN_StopCinematic(args[1]); case UI_CIN_RUNCINEMATIC: return CIN_RunCinematic(args[1]); case UI_CIN_DRAWCINEMATIC: CIN_DrawCinematic(args[1]); return 0; case UI_KEY_SETBINDING: Key_SetBinding( args[1], (const char *) VMA(2) ); return 0; case UI_KEY_KEYNUMTOSTRINGBUF: Key_KeynumToStringBuf( args[1],(char *) VMA(2), args[3] ); return 0; case UI_CIN_SETEXTENTS: CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]); return 0; case UI_KEY_GETBINDINGBUF: Key_GetBindingBuf( args[1], (char *) VMA(2), args[3] ); return 0; default: Com_Error( ERR_DROP, "Bad UI system trap: %i", args[0] ); } return 0; }
intptr_t CL_CgameSystemCalls( intptr_t *args ) { #ifndef __NO_JK2 if( com_jk2 && com_jk2->integer ) { args[0] = (intptr_t)CL_ConvertJK2SysCall((cgameJK2Import_t)args[0]); } #endif switch( args[0] ) { case CG_PRINT: Com_Printf( "%s", VMA(1) ); return 0; case CG_ERROR: Com_Error( ERR_DROP, S_COLOR_RED"%s", VMA(1) ); return 0; case CG_MILLISECONDS: return Sys_Milliseconds(); case CG_CVAR_REGISTER: Cvar_Register( (vmCvar_t *) VMA(1), (const char *) VMA(2), (const char *) VMA(3), args[4] ); return 0; case CG_CVAR_UPDATE: Cvar_Update( (vmCvar_t *) VMA(1) ); return 0; case CG_CVAR_SET: Cvar_Set( (const char *) VMA(1), (const char *) VMA(2) ); return 0; case CG_ARGC: return Cmd_Argc(); case CG_ARGV: Cmd_ArgvBuffer( args[1], (char *) VMA(2), args[3] ); return 0; case CG_ARGS: Cmd_ArgsBuffer( (char *) VMA(1), args[2] ); return 0; case CG_FS_FOPENFILE: return FS_FOpenFileByMode( (const char *) VMA(1), (int *) VMA(2), (fsMode_t) args[3] ); case CG_FS_READ: FS_Read( VMA(1), args[2], args[3] ); return 0; case CG_FS_WRITE: FS_Write( VMA(1), args[2], args[3] ); return 0; case CG_FS_FCLOSEFILE: FS_FCloseFile( args[1] ); return 0; case CG_SENDCONSOLECOMMAND: Cbuf_AddText( (const char *) VMA(1) ); return 0; case CG_ADDCOMMAND: CL_AddCgameCommand( (const char *) VMA(1) ); return 0; case CG_SENDCLIENTCOMMAND: CL_AddReliableCommand( (const char *) VMA(1) ); return 0; case CG_UPDATESCREEN: // this is used during lengthy level loading, so pump message loop Com_EventLoop(); // FIXME: if a server restarts here, BAD THINGS HAPPEN! SCR_UpdateScreen(); return 0; case CG_RMG_INIT: /* if (!com_sv_running->integer) { // don't do this if we are connected locally if (!TheRandomMissionManager) { TheRandomMissionManager = new CRMManager; } TheRandomMissionManager->SetLandScape( cmg.landScapes[args[1]] ); TheRandomMissionManager->LoadMission(qfalse); TheRandomMissionManager->SpawnMission(qfalse); cmg.landScapes[args[1]]->UpdatePatches(); } */ //this is SP.. I guess we're always the client and server. // cl.mRMGChecksum = cm.landScapes[args[1]]->get_rand_seed(); RM_CreateRandomModels(args[1], (const char *)VMA(2)); //cmg.landScapes[args[1]]->rand_seed(cl.mRMGChecksum); // restore it, in case we do a vid restart cmg.landScape->rand_seed(cmg.landScape->get_rand_seed()); // TheRandomMissionManager->CreateMap(); return 0; case CG_CM_REGISTER_TERRAIN: return CM_RegisterTerrain((const char *)VMA(1), false)->GetTerrainId(); case CG_RE_INIT_RENDERER_TERRAIN: re.InitRendererTerrain((const char *)VMA(1)); return 0; case CG_CM_LOADMAP: CL_CM_LoadMap( (const char *) VMA(1), args[2] ); return 0; case CG_CM_NUMINLINEMODELS: return CM_NumInlineModels(); case CG_CM_INLINEMODEL: return CM_InlineModel( args[1] ); case CG_CM_TEMPBOXMODEL: return CM_TempBoxModel( (const float *) VMA(1), (const float *) VMA(2) );//, (int) VMA(3) ); case CG_CM_POINTCONTENTS: return CM_PointContents( (float *)VMA(1), args[2] ); case CG_CM_TRANSFORMEDPOINTCONTENTS: return CM_TransformedPointContents( (const float *) VMA(1), args[2], (const float *) VMA(3), (const float *) VMA(4) ); case CG_CM_BOXTRACE: CM_BoxTrace( (trace_t *) VMA(1), (const float *) VMA(2), (const float *) VMA(3), (const float *) VMA(4), (const float *) VMA(5), args[6], args[7] ); return 0; case CG_CM_TRANSFORMEDBOXTRACE: CM_TransformedBoxTrace( (trace_t *) VMA(1), (const float *) VMA(2), (const float *) VMA(3), (const float *) VMA(4), (const float *) VMA(5), args[6], args[7], (const float *) VMA(8), (const float *) VMA(9) ); return 0; case CG_CM_MARKFRAGMENTS: return re.MarkFragments( args[1], (float(*)[3]) VMA(2), (const float *) VMA(3), args[4], (float *) VMA(5), args[6], (markFragment_t *) VMA(7) ); case CG_CM_SNAPPVS: CM_SnapPVS((float(*))VMA(1),(byte *) VMA(2)); return 0; case CG_S_STOPSOUNDS: S_StopSounds( ); return 0; case CG_S_STARTSOUND: // stops an ERR_DROP internally if called illegally from game side, but note that it also gets here // legally during level start where normally the internal s_soundStarted check would return. So ok to hit this. if (!cls.cgameStarted){ return 0; } S_StartSound( (float *) VMA(1), args[2], (soundChannel_t)args[3], args[4] ); return 0; case CG_S_UPDATEAMBIENTSET: // stops an ERR_DROP internally if called illegally from game side, but note that it also gets here // legally during level start where normally the internal s_soundStarted check would return. So ok to hit this. if (!cls.cgameStarted){ return 0; } S_UpdateAmbientSet( (const char *) VMA(1), (float *) VMA(2) ); return 0; case CG_S_ADDLOCALSET: return S_AddLocalSet( (const char *) VMA(1), (float *) VMA(2), (float *) VMA(3), args[4], args[5] ); case CG_AS_PARSESETS: AS_ParseSets(); return 0; case CG_AS_ADDENTRY: AS_AddPrecacheEntry( (const char *) VMA(1) ); return 0; case CG_AS_GETBMODELSOUND: return AS_GetBModelSound( (const char *) VMA(1), args[2] ); case CG_S_STARTLOCALSOUND: // stops an ERR_DROP internally if called illegally from game side, but note that it also gets here // legally during level start where normally the internal s_soundStarted check would return. So ok to hit this. if (!cls.cgameStarted){ return 0; } S_StartLocalSound( args[1], args[2] ); return 0; case CG_S_CLEARLOOPINGSOUNDS: S_ClearLoopingSounds(); return 0; case CG_S_ADDLOOPINGSOUND: // stops an ERR_DROP internally if called illegally from game side, but note that it also gets here // legally during level start where normally the internal s_soundStarted check would return. So ok to hit this. if (!cls.cgameStarted){ return 0; } S_AddLoopingSound( args[1], (const float *) VMA(2), (const float *) VMA(3), args[4], (soundChannel_t)args[5] ); return 0; case CG_S_UPDATEENTITYPOSITION: S_UpdateEntityPosition( args[1], (const float *) VMA(2) ); return 0; case CG_S_RESPATIALIZE: S_Respatialize( args[1], (const float *) VMA(2), (float(*)[3]) VMA(3), args[4] ); return 0; case CG_S_REGISTERSOUND: return S_RegisterSound( (const char *) VMA(1) ); case CG_S_STARTBACKGROUNDTRACK: S_StartBackgroundTrack( (const char *) VMA(1), (const char *) VMA(2), args[3]); return 0; case CG_S_GETSAMPLELENGTH: return S_GetSampleLengthInMilliSeconds( args[1]); case CG_R_LOADWORLDMAP: re.LoadWorld( (const char *) VMA(1) ); return 0; case CG_R_REGISTERMODEL: return re.RegisterModel( (const char *) VMA(1) ); case CG_R_REGISTERSKIN: return re.RegisterSkin( (const char *) VMA(1) ); case CG_R_REGISTERSHADER: return re.RegisterShader( (const char *) VMA(1) ); case CG_R_REGISTERSHADERNOMIP: return re.RegisterShaderNoMip( (const char *) VMA(1) ); case CG_R_REGISTERFONT: return re.RegisterFont( (const char *) VMA(1) ); case CG_R_FONTSTRLENPIXELS: return re.Font_StrLenPixels( (const char *) VMA(1), args[2], VMF(3) ); case CG_R_FONTSTRLENCHARS: return re.Font_StrLenChars( (const char *) VMA(1) ); case CG_R_FONTHEIGHTPIXELS: return re.Font_HeightPixels( args[1], VMF(2) ); case CG_R_FONTDRAWSTRING: re.Font_DrawString(args[1],args[2], (const char *) VMA(3), (float*)args[4], args[5], args[6], VMF(7)); return 0; case CG_LANGUAGE_ISASIAN: return re.Language_IsAsian(); case CG_LANGUAGE_USESSPACES: return re.Language_UsesSpaces(); case CG_ANYLANGUAGE_READFROMSTRING: return re.AnyLanguage_ReadCharFromString( (char *) VMA(1), (int *) VMA(2), (qboolean *) VMA(3) ); case CG_ANYLANGUAGE_READFROMSTRING2: return re.AnyLanguage_ReadCharFromString2( (char **) VMA(1), (qboolean *) VMA(3) ); case CG_R_SETREFRACTIONPROP: *(re.tr_distortionAlpha()) = VMF(1); *(re.tr_distortionStretch()) = VMF(2); *(re.tr_distortionPrePost()) = (qboolean)args[3]; *(re.tr_distortionNegate()) = (qboolean)args[4]; return 0; case CG_R_CLEARSCENE: re.ClearScene(); return 0; case CG_R_ADDREFENTITYTOSCENE: re.AddRefEntityToScene( (const refEntity_t *) VMA(1) ); return 0; case CG_R_INPVS: return re.R_inPVS((float *) VMA(1), (float *) VMA(2)); case CG_R_GETLIGHTING: return re.GetLighting( (const float * ) VMA(1), (float *) VMA(2), (float *) VMA(3), (float *) VMA(4) ); case CG_R_ADDPOLYTOSCENE: re.AddPolyToScene( args[1], args[2], (const polyVert_t *) VMA(3) ); return 0; case CG_R_ADDLIGHTTOSCENE: #ifdef VV_LIGHTING VVLightMan.RE_AddLightToScene ( (const float *) VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); #else re.AddLightToScene( (const float *) VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); #endif return 0; case CG_R_RENDERSCENE: re.RenderScene( (const refdef_t *) VMA(1) ); return 0; case CG_R_SETCOLOR: re.SetColor( (const float *) VMA(1) ); return 0; case CG_R_DRAWSTRETCHPIC: re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9] ); return 0; // The below was commented out for whatever reason... /me shrugs --eez case CG_R_DRAWSCREENSHOT: re.DrawStretchRaw( VMF(1), VMF(2), VMF(3), VMF(4), SG_SCR_WIDTH, SG_SCR_HEIGHT, SCR_GetScreenshot(0), 0, qtrue); return 0; case CG_R_MODELBOUNDS: re.ModelBounds( args[1], (float *) VMA(2), (float *) VMA(3) ); return 0; case CG_R_LERPTAG: re.LerpTag( (orientation_t *) VMA(1), args[2], args[3], args[4], VMF(5), (const char *) VMA(6) ); return 0; case CG_R_DRAWROTATEPIC: re.DrawRotatePic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), VMF(9), args[10] ); return 0; case CG_R_DRAWROTATEPIC2: re.DrawRotatePic2( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), VMF(9), args[10] ); return 0; case CG_R_SETRANGEFOG: // FIXME: Figure out if this is how it's done in MP :S --eez /*if (tr.rangedFog <= 0.0f) { g_oldRangedFog = tr.rangedFog; } tr.rangedFog = VMF(1); if (tr.rangedFog == 0.0f && g_oldRangedFog) { //restore to previous state if applicable tr.rangedFog = g_oldRangedFog; }*/ re.SetRangedFog( VMF( 1 ) ); return 0; case CG_R_LA_GOGGLES: re.LAGoggles(); return 0; case CG_R_SCISSOR: re.Scissor( VMF(1), VMF(2), VMF(3), VMF(4)); return 0; case CG_GETGLCONFIG: CL_GetGlconfig( (glconfig_t *) VMA(1) ); return 0; case CG_GETGAMESTATE: CL_GetGameState( (gameState_t *) VMA(1) ); return 0; case CG_GETCURRENTSNAPSHOTNUMBER: CL_GetCurrentSnapshotNumber( (int *) VMA(1), (int *) VMA(2) ); return 0; case CG_GETSNAPSHOT: return CL_GetSnapshot( args[1], (snapshot_t *) VMA(2) ); case CG_GETDEFAULTSTATE: return CL_GetDefaultState(args[1], (entityState_t *)VMA(2)); case CG_GETSERVERCOMMAND: return CL_GetServerCommand( args[1] ); case CG_GETCURRENTCMDNUMBER: return CL_GetCurrentCmdNumber(); case CG_GETUSERCMD: return CL_GetUserCmd( args[1], (usercmd_s *) VMA(2) ); case CG_SETUSERCMDVALUE: CL_SetUserCmdValue( args[1], VMF(2), VMF(3), VMF(4) ); return 0; case CG_SETUSERCMDANGLES: CL_SetUserCmdAngles( VMF(1), VMF(2), VMF(3) ); return 0; case COM_SETORGANGLES: Com_SetOrgAngles((float *)VMA(1),(float *)VMA(2)); return 0; /* Ghoul2 Insert Start */ case CG_G2_LISTSURFACES: re.G2API_ListSurfaces( (CGhoul2Info *) VMA(1) ); return 0; case CG_G2_LISTBONES: re.G2API_ListBones( (CGhoul2Info *) VMA(1), args[2]); return 0; case CG_G2_HAVEWEGHOULMODELS: return re.G2API_HaveWeGhoul2Models( *((CGhoul2Info_v *)VMA(1)) ); case CG_G2_SETMODELS: re.G2API_SetGhoul2ModelIndexes( *((CGhoul2Info_v *)VMA(1)),(qhandle_t *)VMA(2),(qhandle_t *)VMA(3)); return 0; /* Ghoul2 Insert End */ case CG_R_GET_LIGHT_STYLE: re.GetLightStyle(args[1], (byte*) VMA(2) ); return 0; case CG_R_SET_LIGHT_STYLE: re.SetLightStyle(args[1], args[2] ); return 0; case CG_R_GET_BMODEL_VERTS: re.GetBModelVerts( args[1], (float (*)[3])VMA(2), (float *)VMA(3) ); return 0; case CG_R_WORLD_EFFECT_COMMAND: re.WorldEffectCommand( (const char *) VMA(1) ); return 0; case CG_CIN_PLAYCINEMATIC: return CIN_PlayCinematic( (const char *) VMA(1), args[2], args[3], args[4], args[5], args[6], (const char *) VMA(7)); case CG_CIN_STOPCINEMATIC: return CIN_StopCinematic(args[1]); case CG_CIN_RUNCINEMATIC: return CIN_RunCinematic(args[1]); case CG_CIN_DRAWCINEMATIC: CIN_DrawCinematic(args[1]); return 0; case CG_CIN_SETEXTENTS: CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]); return 0; case CG_Z_MALLOC: return (intptr_t)Z_Malloc(args[1], (memtag_t) args[2], qfalse); case CG_Z_FREE: Z_Free((void *) VMA(1)); return 0; case CG_UI_SETACTIVE_MENU: UI_SetActiveMenu((const char *) VMA(1),NULL); return 0; case CG_UI_MENU_OPENBYNAME: Menus_OpenByName((const char *) VMA(1)); return 0; case CG_UI_MENU_RESET: Menu_Reset(); return 0; case CG_UI_MENU_NEW: Menu_New((char *) VMA(1)); return 0; case CG_UI_PARSE_INT: PC_ParseInt((int *) VMA(1)); return 0; case CG_UI_PARSE_STRING: PC_ParseString((const char **) VMA(1)); return 0; case CG_UI_PARSE_FLOAT: PC_ParseFloat((float *) VMA(1)); return 0; case CG_UI_STARTPARSESESSION: return(PC_StartParseSession((char *) VMA(1),(char **) VMA(2))); case CG_UI_ENDPARSESESSION: PC_EndParseSession((char *) VMA(1)); return 0; case CG_UI_PARSEEXT: char **holdPtr; holdPtr = (char **) VMA(1); if(!holdPtr) { Com_Error(ERR_FATAL, "CG_UI_PARSEEXT: NULL holdPtr"); } *holdPtr = PC_ParseExt(); return 0; case CG_UI_MENUCLOSE_ALL: Menus_CloseAll(); return 0; case CG_UI_MENUPAINT_ALL: Menu_PaintAll(); return 0; case CG_OPENJK_MENU_PAINT: Menu_Paint( (menuDef_t *)VMA(1), (intptr_t)VMA(2) ); return 0; case CG_OPENJK_GETMENU_BYNAME: return (intptr_t)Menus_FindByName( (const char *)VMA(1) ); case CG_UI_STRING_INIT: String_Init(); return 0; case CG_UI_GETMENUINFO: menuDef_t *menu; int *xPos,*yPos,*w,*h,result; #ifndef __NO_JK2 if(com_jk2 && !com_jk2->integer) { #endif menu = Menus_FindByName((char *) VMA(1)); // Get menu if (menu) { xPos = (int *) VMA(2); *xPos = (int) menu->window.rect.x; yPos = (int *) VMA(3); *yPos = (int) menu->window.rect.y; w = (int *) VMA(4); *w = (int) menu->window.rect.w; h = (int *) VMA(5); *h = (int) menu->window.rect.h; result = qtrue; } else { result = qfalse; } return result; #ifndef __NO_JK2 } else { menu = Menus_FindByName((char *) VMA(1)); // Get menu if (menu) { xPos = (int *) VMA(2); *xPos = (int) menu->window.rect.x; yPos = (int *) VMA(3); *yPos = (int) menu->window.rect.y; result = qtrue; } else { result = qfalse; } return result; } #endif break; case CG_UI_GETITEMTEXT: itemDef_t *item; menu = Menus_FindByName((char *) VMA(1)); // Get menu if (menu) { item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, (char *) VMA(2)); if (item) { Q_strncpyz( (char *) VMA(3), item->text, 256 ); result = qtrue; } else { result = qfalse; } } else { result = qfalse; } return result; case CG_UI_GETITEMINFO: menu = Menus_FindByName((char *) VMA(1)); // Get menu if (menu) { qhandle_t *background; item = (itemDef_s *) Menu_FindItemByName((menuDef_t *) menu, (char *) VMA(2)); if (item) { xPos = (int *) VMA(3); *xPos = (int) item->window.rect.x; yPos = (int *) VMA(4); *yPos = (int) item->window.rect.y; w = (int *) VMA(5); *w = (int) item->window.rect.w; h = (int *) VMA(6); *h = (int) item->window.rect.h; vec4_t *color; color = (vec4_t *) VMA(7); if (!color) { return qfalse; } (*color)[0] = (float) item->window.foreColor[0]; (*color)[1] = (float) item->window.foreColor[1]; (*color)[2] = (float) item->window.foreColor[2]; (*color)[3] = (float) item->window.foreColor[3]; background = (qhandle_t *) VMA(8); if (!background) { return qfalse; } *background = item->window.background; result = qtrue; } else { result = qfalse; } } else { result = qfalse; } return result; case CG_SP_GETSTRINGTEXTSTRING: #ifndef __NO_JK2 case CG_SP_GETSTRINGTEXT: if(com_jk2 && com_jk2->integer) { const char* text; assert(VMA(1)); // assert(VMA(2)); // can now pass in NULL to just query the size if (args[0] == CG_SP_GETSTRINGTEXT) { text = JK2SP_GetStringText( args[1] ); } else { text = JK2SP_GetStringTextString( (const char *) VMA(1) ); } if (VMA(2)) // only if dest buffer supplied... { if ( text[0] ) { Q_strncpyz( (char *) VMA(2), text, args[3] ); } else { Q_strncpyz( (char *) VMA(2), "??", args[3] ); } } return strlen(text); } else { #endif const char* text; assert(VMA(1)); text = SE_GetString( (const char *) VMA(1) ); if (VMA(2)) // only if dest buffer supplied... { if ( text[0] ) { Q_strncpyz( (char *) VMA(2), text, args[3] ); } else { Com_sprintf( (char *) VMA(2), args[3], "??%s", VMA(1) ); } } return strlen(text); #ifndef __NO_JK2 } //break; case CG_SP_REGISTER: return JK2SP_Register( (const char *) VMA(1), args[2]?(SP_REGISTER_MENU|SP_REGISTER_REQUIRED):SP_REGISTER_CLIENT ); #endif default: Com_Error( ERR_DROP, "Bad cgame system trap: %ld", (long int) args[0] ); } return 0; }
sfxHandle_t trap_S_RegisterSound( const char *sample, qboolean compressed ) { return S_RegisterSound(sample); }
/* ======================================================================================================================================= CL_CgameSystemCalls The cgame module is making a system call. ======================================================================================================================================= */ intptr_t CL_CgameSystemCalls(intptr_t *args) { switch (args[0]) { case TRAP_MEMSET: Com_Memset(VMA(1), args[2], args[3]); return 0; case TRAP_MEMCPY: Com_Memcpy(VMA(1), VMA(2), args[3]); return 0; case TRAP_STRNCPY: strncpy(VMA(1), VMA(2), args[3]); return args[1]; case TRAP_SIN: return FloatAsInt(sin(VMF(1))); case TRAP_COS: return FloatAsInt(cos(VMF(1))); case TRAP_ATAN2: return FloatAsInt(atan2(VMF(1), VMF(2))); case TRAP_SQRT: return FloatAsInt(sqrt(VMF(1))); case TRAP_FLOOR: return FloatAsInt(floor(VMF(1))); case TRAP_CEIL: return FloatAsInt(ceil(VMF(1))); case TRAP_ACOS: return FloatAsInt(Q_acos(VMF(1))); case CG_PRINT: Com_Printf("%s", (const char *)VMA(1)); return 0; case CG_ERROR: Com_Error(ERR_DROP, "%s", (const char *)VMA(1)); return 0; case CG_MILLISECONDS: return Sys_Milliseconds(); case CG_REAL_TIME: return Com_RealTime(VMA(1)); case CG_SNAPVECTOR: Q_SnapVector(VMA(1)); return 0; case CG_ARGC: return Cmd_Argc(); case CG_ARGV: Cmd_ArgvBuffer(args[1], VMA(2), args[3]); return 0; case CG_ARGS: Cmd_ArgsBuffer(VMA(1), args[2]); return 0; case CG_ADDCOMMAND: CL_AddCgameCommand(VMA(1)); return 0; case CG_REMOVECOMMAND: Cmd_RemoveCommandSafe(VMA(1)); return 0; case CG_CMD_EXECUTETEXT: Cbuf_ExecuteTextSafe(args[1], VMA(2)); return 0; case CG_CVAR_REGISTER: Cvar_Register(VMA(1), VMA(2), VMA(3), args[4]); return 0; case CG_CVAR_UPDATE: Cvar_Update(VMA(1)); return 0; case CG_CVAR_SET: Cvar_SetSafe(VMA(1), VMA(2)); return 0; case CG_CVAR_SET_VALUE: Cvar_SetValueSafe(VMA(1), VMF(2)); return 0; case CG_CVAR_VARIABLE_VALUE: return FloatAsInt(Cvar_VariableValue(VMA(1))); case CG_CVAR_VARIABLE_INTEGER_VALUE: return Cvar_VariableIntegerValue(VMA(1)); case CG_CVAR_VARIABLE_STRING_BUFFER: Cvar_VariableStringBuffer(VMA(1), VMA(2), args[3]); return 0; case CG_FS_FOPENFILE: return FS_FOpenFileByMode(VMA(1), VMA(2), args[3]); case CG_FS_READ: FS_Read(VMA(1), args[2], args[3]); return 0; case CG_FS_WRITE: FS_Write(VMA(1), args[2], args[3]); return 0; case CG_FS_SEEK: return FS_Seek(args[1], args[2], args[3]); case CG_FS_FCLOSEFILE: FS_FCloseFile(args[1]); return 0; case CG_FS_GETFILELIST: return FS_GetFileList(VMA(1), VMA(2), VMA(3), args[4]); case CG_PC_ADD_GLOBAL_DEFINE: return botlib_export->PC_AddGlobalDefine(VMA(1)); case CG_PC_LOAD_SOURCE: return botlib_export->PC_LoadSourceHandle(VMA(1)); case CG_PC_FREE_SOURCE: return botlib_export->PC_FreeSourceHandle(args[1]); case CG_PC_READ_TOKEN: return botlib_export->PC_ReadTokenHandle(args[1], VMA(2)); case CG_PC_SOURCE_FILE_AND_LINE: return botlib_export->PC_SourceFileAndLine(args[1], VMA(2), VMA(3)); case CG_GETGLCONFIG: CL_GetGlconfig(VMA(1)); return 0; case CG_MEMORY_REMAINING: return Hunk_MemoryRemaining(); case CG_UPDATESCREEN: // this is used during lengthy level loading, so pump message loop //Com_EventLoop(); // FIXME: if a server restarts here, BAD THINGS HAPPEN! // we can't call Com_EventLoop here, a restart will crash and this _does_ happen if there is a map change while we are downloading at pk3. SCR_UpdateScreen(); return 0; case CG_GETGAMESTATE: CL_GetGameState(VMA(1)); return 0; case CG_GETCURRENTSNAPSHOTNUMBER: CL_GetCurrentSnapshotNumber(VMA(1), VMA(2)); return 0; case CG_GETSNAPSHOT: return CL_GetSnapshot(args[1], VMA(2)); case CG_GETSERVERCOMMAND: return CL_GetServerCommand(args[1]); case CG_GETCURRENTCMDNUMBER: return CL_GetCurrentCmdNumber(); case CG_GETUSERCMD: return CL_GetUserCmd(args[1], VMA(2)); case CG_SETUSERCMDVALUE: CL_SetUserCmdValue(args[1], VMF(2)); return 0; case CG_SENDCLIENTCOMMAND: CL_AddReliableCommand(VMA(1), qfalse); return 0; case CG_CM_LOADMAP: CL_CM_LoadMap(VMA(1)); return 0; case CG_CM_NUMINLINEMODELS: return CM_NumInlineModels(); case CG_CM_INLINEMODEL: return CM_InlineModel(args[1]); case CG_CM_MARKFRAGMENTS: return re.MarkFragments(args[1], VMA(2), VMA(3), args[4], VMA(5), args[6], VMA(7)); case CG_CM_POINTCONTENTS: return CM_PointContents(VMA(1), args[2]); case CG_CM_TRANSFORMEDPOINTCONTENTS: return CM_TransformedPointContents(VMA(1), args[2], VMA(3), VMA(4)); case CG_CM_TEMPBOXMODEL: return CM_TempBoxModel(VMA(1), VMA(2), /*int capsule*/ qfalse); case CG_CM_BOXTRACE: CM_BoxTrace(VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qfalse); return 0; case CG_CM_TRANSFORMEDBOXTRACE: CM_TransformedBoxTrace(VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qfalse); return 0; case CG_CM_TEMPCAPSULEMODEL: return CM_TempBoxModel(VMA(1), VMA(2), /*int capsule*/ qtrue); case CG_CM_CAPSULETRACE: CM_BoxTrace(VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], /*int capsule*/ qtrue); return 0; case CG_CM_TRANSFORMEDCAPSULETRACE: CM_TransformedBoxTrace(VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), args[6], args[7], VMA(8), VMA(9), /*int capsule*/ qtrue); return 0; case CG_R_REGISTERMODEL: return re.RegisterModel(VMA(1)); case CG_R_REGISTERSHADEREX: return re.RegisterShaderEx(VMA(1), args[2], args[3]); case CG_R_REGISTERSHADER: return re.RegisterShader(VMA(1)); case CG_R_REGISTERSHADERNOMIP: return re.RegisterShaderNoMip(VMA(1)); case CG_R_REGISTERFONT: re.RegisterFont(VMA(1), args[2], VMF(3), args[4], VMA(5)); return 0; case CG_R_RENDERSCENE: re.RenderScene(VMA(1)); return 0; case CG_R_CLEARSCENE: re.ClearScene(); return 0; case CG_R_SETCOLOR: re.SetColor(VMA(1)); return 0; case CG_R_LOADWORLDMAP: re.LoadWorld(VMA(1)); return 0; case CG_R_INPVS: return re.inPVS(VMA(1), VMA(2)); case CG_GET_ENTITY_TOKEN: return re.GetEntityToken(VMA(1), args[2]); case CG_R_ADDREFENTITYTOSCENE: re.AddRefEntityToScene(VMA(1)); return 0; case CG_R_ADDPOLYREFENTITYTOSCENE: re.AddRefEntityToScene(VMA(1)); return 0; case CG_R_ADDPOLYTOSCENE: re.AddPolyToScene(args[1], args[2], VMA(3), 1, args[4], args[5]); return 0; case CG_R_ADDPOLYSTOSCENE: re.AddPolyToScene(args[1], args[2], VMA(3), args[4], args[5], args[6]); return 0; case CG_R_ADDPOLYBUFFERTOSCENE: re.AddPolyBufferToScene(VMA(1)); return 0; case CG_R_LIGHTFORPOINT: return re.LightForPoint(VMA(1), VMA(2), VMA(3), VMA(4)); case CG_R_ADDLIGHTTOSCENE: re.AddLightToScene(VMA(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), args[7]); return 0; case CG_R_ADDADDITIVELIGHTTOSCENE: re.AddAdditiveLightToScene(VMA(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6)); return 0; case CG_R_ADDVERTEXLIGHTTOSCENE: re.AddVertexLightToScene(VMA(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6)); return 0; case CG_R_ADDJUNIORLIGHTTOSCENE: re.AddJuniorLightToScene(VMA(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6)); return 0; case CG_R_ADDDIRECTEDLIGHTTOSCENE: re.AddDirectedLightToScene(VMA(1), VMF(2), VMF(3), VMF(4), VMF(5)); return 0; case CG_R_ADDCORONATOSCENE: re.AddCoronaToScene(VMA(1), VMF(2), VMF(3), VMF(4), VMF(5), args[6], args[7], args[8]); return 0; case CG_R_GET_GLOBAL_FOG: re.GetGlobalFog(VMA(1), VMA(2), VMA(3), VMA(4), VMA(5)); return 0; case CG_R_GET_VIEW_FOG: re.GetViewFog(VMA(1), VMA(2), VMA(3), VMA(4), VMA(5), VMA(6), args[7]); return 0; case CG_R_MODELBOUNDS: return re.ModelBounds(args[1], VMA(2), VMA(3), args[4], args[5], VMF(6)); case CG_R_LERPTAG: return re.LerpTag(VMA(1), args[2], 0, args[3], 0, args[4], VMF(5), VMA(6), NULL, NULL, 0, 0, 0, 0, 0); case CG_R_LERPTAG_FRAMEMODEL: return re.LerpTag(VMA(1), args[2], args[3], args[4], args[5], args[6], VMF(7), VMA(8), VMA(9), NULL, 0, 0, 0, 0, 0); case CG_R_LERPTAG_TORSO: return re.LerpTag(VMA(1), args[2], args[3], args[4], args[5], args[6], VMF(7), VMA(8), VMA(9), VMA(10), args[11], args[12], args[13], args[14], VMF(15)); case CG_R_ALLOCSKINSURFACE: return re.AllocSkinSurface(VMA(1), args[2]); case CG_R_ADDSKINTOFRAME: return re.AddSkinToFrame(args[1], VMA(2)); case CG_R_SETCLIPREGION: re.SetClipRegion(VMA(1)); return 0; case CG_R_DRAWSTRETCHPIC: re.DrawStretchPic(VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9]); return 0; case CG_R_DRAWSTRETCHPIC_GRADIENT: re.DrawStretchPicGradient(VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9], VMA(10)); return 0; case CG_R_DRAWROTATEDPIC: // Tobias FIXME (activate): re.DrawRotatedPic(VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), args[9], VMF(10)); return 0; case CG_R_DRAW2DPOLYS: // Tobias FIXME (activate): re.Add2dPolys(VMA(1), args[2], args[3]); return 0; case CG_R_REMAP_SHADER: re.RemapShader(VMA(1), VMA(2), VMA(3)); return 0; case CG_S_REGISTERSOUND: return S_RegisterSound(VMA(1), args[2]); case CG_S_STARTLOCALSOUND: S_StartLocalSound(args[1], args[2]); return 0; case CG_S_STARTBACKGROUNDTRACK: S_StartBackgroundTrack(VMA(1), VMA(2)); return 0; case CG_S_STOPBACKGROUNDTRACK: S_StopBackgroundTrack(); return 0; case CG_S_STARTSOUND: S_StartSound(VMA(1), args[2], args[3], args[4], args[5]); return 0; case CG_S_CLEARLOOPINGSOUNDS: S_ClearLoopingSounds(args[1]); return 0; case CG_S_ADDLOOPINGSOUND: S_AddLoopingSound(args[1], VMA(2), VMA(3), args[4], args[5]); return 0; case CG_S_ADDREALLOOPINGSOUND: S_AddRealLoopingSound(args[1], VMA(2), VMA(3), args[4], args[5]); return 0; case CG_S_STOPLOOPINGSOUND: S_StopLoopingSound(args[1]); return 0; case CG_S_UPDATEENTITYPOSITION: S_UpdateEntityPosition(args[1], VMA(2)); return 0; case CG_S_RESPATIALIZE: S_Respatialize(args[1], VMA(2), VMA(3), args[4]); return 0; case CG_KEY_GETCATCHER: return Key_GetCatcher(); case CG_KEY_SETCATCHER: // don't allow the cgame module to close the console Key_SetCatcher(args[1]|(Key_GetCatcher() & KEYCATCH_CONSOLE)); return 0; case CG_KEY_ISDOWN: return Key_IsDown(args[1]); case CG_KEY_GETKEY: return Key_GetKey(VMA(1)); case CG_CIN_PLAYCINEMATIC: return CIN_PlayCinematic(VMA(1), args[2], args[3], args[4], args[5], args[6]); case CG_CIN_STOPCINEMATIC: return CIN_StopCinematic(args[1]); case CG_CIN_RUNCINEMATIC: return CIN_RunCinematic(args[1]); case CG_CIN_DRAWCINEMATIC: CIN_DrawCinematic(args[1]); return 0; case CG_CIN_SETEXTENTS: CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]); return 0; /* case CG_LOADCAMERA: return loadCamera(VMA(1)); case CG_STARTCAMERA: startCamera(args[1]); return 0; case CG_GETCAMERAINFO: return getCameraInfo(args[1], VMA(2), VMA(3)); */ default: assert(0); Com_Error(ERR_DROP, "Bad cgame system trap: %ld", (long int)args[0]); } return 0; }