示例#1
0
/*
 * ==============
 * 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
    }
}
示例#2
0
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;
}
示例#3
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;
}
示例#4
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", (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;
}
示例#5
0
文件: cl_ui.c 项目: MartijnB/ETGoldy
/*
====================
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;
}
示例#6
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;
}
示例#7
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);
        }
    }
}
示例#8
0
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 );
}
示例#9
0
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 );
}
示例#10
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_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;
}
示例#11
0
文件: cl_fx.c 项目: mattx86/aprq2
/*
==============
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
// ======================
	}
}
示例#12
0
/*
====================
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;
}
示例#13
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 ) );

		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;
}
示例#14
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
	
}
示例#15
0
 /* ========================================================================= */
 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" );
 }
示例#16
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", ( 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;
}
示例#17
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 );
}
示例#18
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_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;
}
示例#19
0
文件: cl_cgame.c 项目: wtfbbqhax/thz
/*
====================
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;
}
示例#20
0
文件: cl_fx.c 项目: kytulendu/Quake-2
/*
==============
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
// ======================
	}
}
示例#21
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", 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;
}
示例#22
0
文件: cl_fx.c 项目: kytulendu/Quake-2
/*
==============
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 ---

	}
}
示例#23
0
/*
================
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
}
示例#24
0
文件: parse.cpp 项目: janisl/jlquake
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();
}
示例#25
0
/**
 * @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;
}
示例#26
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++;
    }
}
示例#27
0
文件: cl_ui.cpp 项目: Delfin1/OpenJK
/*
====================
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;
}
示例#28
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;
}
示例#29
0
sfxHandle_t	trap_S_RegisterSound( const char *sample, qboolean compressed ) 
{
	return S_RegisterSound(sample);
}
示例#30
0
/*
=======================================================================================================================================
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;
}