/
cg_main.cpp
1402 lines (1127 loc) · 53.3 KB
/
cg_main.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
/*
===========================================================================
Unvanquished GPL Source Code
Copyright (C) 1999-2005 Id Software, Inc.
Copyright (C) 2000-2009 Darklegion Development
This file is part of the Unvanquished GPL Source Code (Unvanquished Source Code).
Unvanquished is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Unvanquished is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Unvanquished; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// cg_main.c -- initialization for cgame
#include "cg_local.h"
#include "cg_key_name.h"
#include "shared/parse.h"
#include "shared/navgen/navgen.h"
#include "shared/parse.h"
cg_t cg;
cgs_t cgs;
centity_t cg_entities[ MAX_GENTITIES ];
weaponInfo_t cg_weapons[ 32 ];
upgradeInfo_t cg_upgrades[ 32 ];
classInfo_t cg_classes[ PCL_NUM_CLASSES ];
buildableInfo_t cg_buildables[ BA_NUM_BUILDABLES ];
Cvar::Cvar<int> cg_teslaTrailTime("cg_teslaTrailTime", "time (ms) to show reactor zap", Cvar::NONE, 250);
Cvar::Cvar<float> cg_runpitch("cg_runpitch", "pitch angle change magnitude when running", Cvar::NONE, 0.002);
Cvar::Cvar<float> cg_runroll("cg_runroll", "roll angle magnitude change when running", Cvar::NONE, 0.005);
Cvar::Cvar<float> cg_swingSpeed("cg_swingSpeed", "something about view angles", Cvar::CHEAT, 0.3);
shadowingMode_t cg_shadows;
Cvar::Cvar<bool> cg_playerShadows("cg_playerShadows", "draw shadows of players", Cvar::NONE, true);
Cvar::Cvar<bool> cg_buildableShadows("cg_buildableShadows", "draw shadows of buildables", Cvar::NONE, false);
Cvar::Cvar<bool> cg_drawTimer("cg_drawTimer", "show game time", Cvar::NONE, true);
Cvar::Range<Cvar::Cvar<int>> cg_drawClock("cg_drawClock", "draw clock (1 = 12-hour 2 = 24-hour)", Cvar::NONE, 0, 0, 2);
Cvar::Cvar<bool> cg_drawFPS("cg_drawFPS", "show client's frames per second", Cvar::NONE, true);
Cvar::Range<Cvar::Cvar<int>> cg_drawCrosshair("cg_drawCrosshair", "draw crosshair (1 = ranged weapons, 2 = always)", Cvar::NONE, 2, 0, 2);
Cvar::Cvar<bool> cg_drawCrosshairHit("cg_drawCrosshairHit", "show damage indicator", Cvar::NONE, true);
Cvar::Range<Cvar::Cvar<int>> cg_crosshairStyle( "cg_crosshairStyle", "crosshair colour style (0 = image colour, 1 = custom colour)", Cvar::NONE, 0, 0, 1 );
Cvar::Cvar<float> cg_crosshairColorRed( "cg_crosshairColorRed", "crosshair colour red", Cvar::NONE, 1.0 );
Cvar::Cvar<float> cg_crosshairColorGreen( "cg_crosshairColorGreen", "crosshair colour green", Cvar::NONE, 1.0 );
Cvar::Cvar<float> cg_crosshairColorBlue( "cg_crosshairColorBlue", "crosshair colour blue", Cvar::NONE, 1.0 );
Cvar::Cvar<float> cg_crosshairColorAlpha( "cg_crosshairColorAlpha", "crosshair colour alpha", Cvar::NONE, 1.0 );
Cvar::Range<Cvar::Cvar<int>> cg_crosshairOutlineStyle( "cg_crosshairOutlineStyle", "crosshair outline style (0 = none, 1 = auto colour, 2 = custom colour)", Cvar::NONE, 0, 0, 2 );
Cvar::Cvar<float> cg_crosshairOutlineScale( "cg_crosshairOutlineScale", "crosshair outline scale", Cvar::NONE, 1.05 );
Cvar::Cvar<float> cg_crosshairOutlineOffset( "cg_crosshairOutlineOffset", "crosshair outline offset", Cvar::NONE, 2.0 );
Cvar::Cvar<float> cg_crosshairOutlineColorRed( "cg_crosshairOutlineColorRed", "crosshair colour green", Cvar::NONE, 0.5 );
Cvar::Cvar<float> cg_crosshairOutlineColorGreen( "cg_crosshairOutlineColorGreen", "crosshair colour green", Cvar::NONE, 0.5 );
Cvar::Cvar<float> cg_crosshairOutlineColorBlue( "cg_crosshairOutlineColorBlue", "crosshair colour blue", Cvar::NONE, 0.5 );
Cvar::Cvar<float> cg_crosshairOutlineColorAlpha( "cg_crosshairOutlineColorAlpha", "crosshair colour alpha", Cvar::NONE, 1.0 );
Cvar::Range<Cvar::Cvar<int>> cg_drawCrosshairFriendFoe("cg_drawCrosshairFriendFoe", "change crosshair color over players (1 = ranged weapons 2 = all)", Cvar::NONE, 0, 0, 2);
Cvar::Range<Cvar::Cvar<int>> cg_drawCrosshairNames("cg_drawCrosshairNames", "draw name of player under crosshair (2 = also client num)", Cvar::NONE, 1, 0, 2);
Cvar::Cvar<bool> cg_drawBuildableHealth("cg_drawBuildableHealth", "show buildable health bar when builder", Cvar::NONE, true);
Cvar::Cvar<bool> cg_drawMinimap("cg_drawMinimap", "show minimap", Cvar::NONE, true);
Cvar::Cvar<int> cg_minimapActive("cg_minimapActive", "FOR INTERNAL USE", Cvar::NONE, 0);
Cvar::Cvar<float> cg_crosshairSize("cg_crosshairSize", "crosshair scale factor", Cvar::NONE, 1);
Cvar::Cvar<bool> cg_draw2D("cg_draw2D", "show HUD", Cvar::NONE, true);
Cvar::Cvar<bool> cg_debugAnim("cg_debuganim", "show animation debug logs", Cvar::CHEAT, false);
Cvar::Cvar<bool> cg_debugEvents("cg_debugevents", "log received events", Cvar::CHEAT, false);
Cvar::Cvar<float> cg_errorDecay("cg_errordecay", "recovery time after prediction error", Cvar::NONE, 100);
Cvar::Cvar<bool> cg_nopredict("cg_nopredict", "disable client-side prediction", Cvar::NONE, false);
Cvar::Cvar<int> cg_debugMove("cg_debugMove", "cgame pmove debug level", Cvar::NONE, 0);
Cvar::Cvar<bool> cg_noPlayerAnims("cg_noplayeranims", "disable player animations", Cvar::CHEAT, false);
Cvar::Cvar<bool> cg_footsteps("cg_footsteps", "make footstep sounds", Cvar::CHEAT, true);
Cvar::Cvar<bool> cg_addMarks("cg_marks", "enable marks (e.g. bullet holes)", Cvar::NONE, true);
Cvar::Cvar<int> cg_viewsize("cg_viewsize", "size of rectangle the world is drawn in", Cvar::NONE, 100);
Cvar::Range<Cvar::Cvar<int>> cg_drawGun("cg_drawGun", "draw 1st-person weapon (1 = guns, 2 = guns & claws, 3 = translucent guns, 4 = translucent guns and claws)", Cvar::NONE, 1, 0, 4);
Cvar::Cvar<float> cg_gun_x("cg_gunX", "model debugging: gun x offset", Cvar::CHEAT, 0);
Cvar::Cvar<float> cg_gun_y("cg_gunY", "model debugging: gun y offset", Cvar::CHEAT, 0);
Cvar::Cvar<float> cg_gun_z("cg_gunZ", "model debugging: gun z offset", Cvar::CHEAT, 0);
Cvar::Cvar<bool> cg_mirrorgun("cg_mirrorgun", "use left-handed gun", Cvar::NONE, false);
Cvar::Range<Cvar::Cvar<float>> cg_tracerChance("cg_tracerchance", "probability to draw line on bullet trajectory", Cvar::CHEAT, 1.0f, 0.0f, 1.0f);
Cvar::Cvar<float> cg_tracerWidth("cg_tracerwidth", "width of line on bullet trajectory", Cvar::CHEAT, 3);
Cvar::Cvar<float> cg_tracerLength("cg_tracerlength", "length of line drawn on bullet trajectory", Cvar::CHEAT, 200);
Cvar::Cvar<bool> cg_thirdPerson("cg_thirdPerson", "show own player from 3rd-person perspective", Cvar::CHEAT, false);
Cvar::Cvar<float> cg_thirdPersonAngle("cg_thirdPersonAngle", "yaw angle for 3rd-person view", Cvar::CHEAT, 0);
Cvar::Range<Cvar::Cvar<int>> cg_thirdPersonShoulderViewMode("cg_thirdPersonShoulderViewMode", "alternative chase cam position", Cvar::NONE, 1, 1, 2);
Cvar::Cvar<bool> cg_staticDeathCam("cg_staticDeathCam", "don't follow attacker movements after death", Cvar::NONE, false);
Cvar::Cvar<bool> cg_thirdPersonPitchFollow("cg_thirdPersonPitchFollow", "do follow the view pitch of the player you follow (disabled by default for comfort)", Cvar::NONE, false);
Cvar::Cvar<float> cg_thirdPersonRange("cg_thirdPersonRange", "camera distance from 3rd-person player", Cvar::NONE, 75);
Cvar::Cvar<bool> cg_lagometer("cg_lagometer", "show network latency meter", Cvar::NONE, false);
Cvar::Range<Cvar::Cvar<int>> cg_drawSpeed("cg_drawSpeed", "show speed. bitflags: 0x1 number, 0x2 graph, 0x4 ignore z-component ", Cvar::NONE, 0, 0, 7);
Cvar::Cvar<int> cg_maxSpeedTimeWindow("cg_maxSpeedTimeWindow", "cg_showSpeed's max speed is over last x milliseconds", Cvar::NONE, 2000);
Cvar::Cvar<bool> cg_blood("com_blood", "draw blood effects", Cvar::NONE, true);
Cvar::Cvar<bool> cg_teamChatsOnly("cg_teamChatsOnly", "don't show chats to all players on screen", Cvar::NONE, false);
Cvar::Range<Cvar::Cvar<int>> cg_teamOverlayUserinfo("teamoverlay", "request team overlay data from server", Cvar::USERINFO, 1, 0, 1);
Cvar::Cvar<bool> cg_noVoiceChats("cg_noVoiceChats", "don't play vsays", Cvar::NONE, false);
Cvar::Cvar<bool> cg_noVoiceText("cg_noVoiceText", "don't show text for vsays", Cvar::NONE, false);
Cvar::Cvar<bool> cg_smoothClients("cg_smoothClients", "extrapolate entity positions", Cvar::NONE, false);
Cvar::Cvar<bool> cg_noTaunt("cg_noTaunt", "disable taunt sounds", Cvar::NONE, false);
Cvar::Cvar<bool> cg_drawSurfNormal("cg_drawSurfNormal", "visualize normal vector of facing surface", Cvar::CHEAT, false);
Cvar::Range<Cvar::Cvar<int>> cg_drawBBOX("cg_drawBBOX", "show entity bounding boxes (2 = solid)", Cvar::CHEAT, 0, 0, 2);
Cvar::Cvar<bool> cg_drawEntityInfo("cg_drawEntityInfo", "show number and type of facing entity", Cvar::CHEAT, false);
Cvar::Cvar<int> cg_wwSmoothTime("cg_wwSmoothTime", "time (ms) to rotate view while wallwalking", Cvar::NONE, 150);
Cvar::Cvar<bool> cg_bounceParticles("cg_bounceParticles", "particles may bounce off surfaces, rather than destruct", Cvar::NONE, true);
Cvar::Cvar<int> cg_consoleLatency("cg_consoleLatency", "how long chat messages appear (milliseconds)", Cvar::NONE, 3000);
Cvar::Range<Cvar::Cvar<int>> cg_lightFlare("cg_lightFlare", "style of 'light flares'", Cvar::NONE, 3, 0, 3);
Cvar::Range<Cvar::Cvar<int>> cg_debugParticles("cg_debugParticles", "log level for particles", Cvar::CHEAT, 0, 0, 2);
Cvar::Cvar<bool> cg_debugPVS("cg_debugPVS", "log entities in Potentially Visible Set", Cvar::CHEAT, false);
Cvar::Range<Cvar::Cvar<int>> cg_disableWarningDialogs("cg_disableWarningDialogs", "gameplay warning style: 0 = center print, 1 = log, 2 = none", Cvar::NONE, 0, 0, 2);
Cvar::Cvar<bool> cg_tutorial("cg_tutorial", "show tutorial text", Cvar::NONE, true);
Cvar::Cvar<bool> cg_rangeMarkerDrawSurface("cg_rangeMarkerDrawSurface", "shade buildable range surfaces", Cvar::NONE, true);
Cvar::Cvar<bool> cg_rangeMarkerDrawIntersection("cg_rangeMarkerDrawIntersection", "outline insersections between buildable range surfaces", Cvar::NONE, false);
Cvar::Cvar<bool> cg_rangeMarkerDrawFrontline("cg_rangeMarkerDrawFrontline", "outline edges of buildable range surfaces", Cvar::NONE, false);
Cvar::Range<Cvar::Cvar<float>> cg_rangeMarkerSurfaceOpacity("cg_rangeMarkerSurfaceOpacity", "opacity of buildable range surfaces", Cvar::NONE, 0.08, 0, 1);
Cvar::Range<Cvar::Cvar<float>> cg_rangeMarkerLineOpacity("cg_rangeMarkerLineOpacity", "opacity of buildable range outlines", Cvar::NONE, 0.4, 0, 1);
Cvar::Cvar<float> cg_rangeMarkerLineThickness("cg_rangeMarkerLineThickness", "thickness of buildable range surface outlines", Cvar::NONE, 4.0);
Cvar::Cvar<bool> cg_rangeMarkerForBlueprint("cg_rangeMarkerForBlueprint", "show range marker when placing buildable", Cvar::NONE, true);
Cvar::Modified<Cvar::Cvar<std::string>> cg_rangeMarkerBuildableTypes("cg_rangeMarkerBuildableTypes", "list of buildables or buildable types to show range marker for", Cvar::NONE, "support");
Cvar::Cvar<bool> cg_rangeMarkerWhenSpectating("cg_rangeMarkerWhenSpectating", "show buildable rangers while spectating", Cvar::NONE, false);
int cg_buildableRangeMarkerMask;
Cvar::Range<Cvar::Cvar<float>> cg_binaryShaderScreenScale("cg_binaryShaderScreenScale", "I don't know", Cvar::NONE, 1.0, 0, 1);
Cvar::Cvar<float> cg_painBlendUpRate("cg_painBlendUpRate", "how fast the pain indicator will appear", Cvar::NONE, 10.0);
Cvar::Cvar<float> cg_painBlendDownRate("cg_painBlendDownRate", "how fast the pain indicator will disappear", Cvar::NONE, 0.5);
Cvar::Cvar<float> cg_painBlendMax("cg_painBlendMax", "upper bound on how opaque the pain indicator will be", Cvar::NONE, 0.7);
Cvar::Cvar<float> cg_painBlendScale("cg_painBlendScale", "how amplified the damage will be for the blood indicator (1->damage is barely visible, 20->damage reaches cg_painBlendMax almost instantly", Cvar::NONE, 7.0);
Cvar::Cvar<float> cg_painBlendZoom("cg_painBlendZoom", "size scale factor for the the pain indicator", Cvar::NONE, 0.65);
Cvar::Range<Cvar::Cvar<int>> cg_stickySpec("cg_stickySpec", "if 0, cycle followed player upon death", Cvar::USERINFO, 1, 0, 1);
Cvar::Range<Cvar::Cvar<int>> cg_sprintToggle("cg_sprintToggle", "toggle instead of hold to sprint", Cvar::USERINFO, 0, 0, 1);
Cvar::Range<Cvar::Cvar<int>> cg_unlagged("cg_unlagged", "lag-compensate your player (if server allows)", Cvar::USERINFO, 1, 0, 1);
Cvar::Cvar<std::string> cg_cmdGrenadeThrown("cg_cmdGrenadeThrown", "command executed upon throwing grenade", Cvar::NONE, "vsay_local grenade");
Cvar::Cvar<bool> cg_debugVoices("cg_debugVoices", "print cgame's list of vsays on startup", Cvar::NONE, false);
Cvar::Cvar<bool> cg_optimizePrediction("cg_optimizePrediction", "client-side prediction is done incrementally", Cvar::NONE, true);
Cvar::Cvar<bool> cg_projectileNudge("cg_projectileNudge", "enable client-side prediction for missiles", Cvar::NONE, true);
Cvar::Cvar<bool> cg_emoticonsInMessages("cg_emoticonsInMessages", "render emoticons in chat", Cvar::NONE, false);
Cvar::Cvar<bool> cg_chatTeamPrefix("cg_chatTeamPrefix", "show [H] or [A] before names in chat", Cvar::NONE, true);
Cvar::Cvar<bool> cg_animSpeed("cg_animspeed", "run animations? (for debugging)", Cvar::CHEAT, true);
Cvar::Cvar<float> cg_animBlend("cg_animblend", "I don't know", Cvar::NONE, 5.0);
Cvar::Cvar<float> cg_motionblur("cg_motionblur", "strength of motion blur", Cvar::NONE, 0.05);
Cvar::Cvar<float> cg_motionblurMinSpeed("cg_motionblurMinSpeed", "minimum speed to trigger motion blur", Cvar::NONE, 600);
Cvar::Cvar<bool> cg_spawnEffects("cg_spawnEffects", "desaturate world view when dead or spawning", Cvar::NONE, true);
static Cvar::Cvar<bool> cg_navgenOnLoad("cg_navgenOnLoad", "generate navmeshes when starting a local game", Cvar::NONE, true);
// hardware_concurrency() miraculously works in NaCl.
static Cvar::Cvar<int> cg_navgenMaxThreads(
"cg_navgenMaxThreads", "Maximum number of threads to use when generating navmeshes",
Cvar::NONE, std::max(1, int(std::thread::hardware_concurrency()) - 1));
// search 'fovCvar' to find usage of these (names come from config files)
// 0 means use global FOV setting
static Cvar::Cvar<float> cg_fov_builder("cg_fov_builder", "field of view (degrees) for Granger", Cvar::NONE, 0);
static Cvar::Cvar<float> cg_fov_level0("cg_fov_level0", "field of view (degrees) for Dretch", Cvar::NONE, 0);
static Cvar::Cvar<float> cg_fov_level1("cg_fov_level1", "field of view (degrees) for Mantis", Cvar::NONE, 0);
static Cvar::Cvar<float> cg_fov_level2("cg_fov_level2", "field of view (degrees) for Marauder", Cvar::NONE, 0);
static Cvar::Cvar<float> cg_fov_level3("cg_fov_level3", "field of view (degrees) for Dragoon", Cvar::NONE, 0);
static Cvar::Cvar<float> cg_fov_level4("cg_fov_level4", "field of view (degrees) for Tyrant", Cvar::NONE, 0);
static Cvar::Cvar<float> cg_fov_human("cg_fov_human", "field of view (degrees) for humans", Cvar::NONE, 0);
Cvar::Cvar<bool> ui_chatPromptColors("ui_chatPromptColors", "chat prompts (e.g. 'Say:') are color-coded", Cvar::NONE, true);
Cvar::Cvar<std::string> cg_sayCommand("cg_sayCommand", "instead of talking, chat field does this command?", Cvar::NONE, "");
// CHEAT because it could be abused to join the game faster and e.g. get on your preferred team
// It's intended to aid developers who are frequently restarting the game.
// In normal play, it would be undesirable as it causes lag when someone first uses a class.
// TODO: only works for player models. Buildings and weapons are also relevant
Cvar::Cvar<bool> cg_lazyLoadModels("cg_lazyLoadModels", "load models only when needed", Cvar::CHEAT, false);
// USERINFO cvars - transmitted to the server
static Cvar::Range<Cvar::Cvar<int>> cg_disableBlueprintErrors("cg_disableBlueprintErrors", "allow placement of some currently non-buildable structures", Cvar::USERINFO, 0, 0, 1);
static Cvar::Cvar<int> cg_flySpeed("cg_flySpeed", "spectator movement speed", Cvar::USERINFO, 800);
static Cvar::Cvar<std::string> cg_voice("voice", "track selection for user's own vsays", Cvar::USERINFO, "default");
static Cvar::Range<Cvar::Cvar<int>> cg_wwFollow("cg_wwFollow", "rotate pitch angle when wallwalk normal changes", Cvar::USERINFO, 1, 0, 1);
static Cvar::Range<Cvar::Cvar<int>> cg_wwToggle("cg_wwToggle", "wallwalk key is press-and-hold (0) or toggles (1)", Cvar::USERINFO, 1, 0, 1);
/*
===============
CG_SetPVars
Set some player cvars usable in scripts
these should refer only to playerstates that belong to the client, not the followed player, ui cvars will do that already
===============
*/
static void CG_SetPVars()
{
playerState_t *ps;
if ( !cg.snap )
{
return;
}
ps = &cg.snap->ps;
/* if we follow someone, the stats won't be about us, but the followed player instead */
if ( ( ps->pm_flags & PMF_FOLLOW ) )
{
return;
}
trap_Cvar_Set( "p_teamname", BG_TeamName( ps->persistant[ PERS_TEAM ] ) );
switch ( ps->persistant[ PERS_TEAM ] )
{
case TEAM_ALIENS:
case TEAM_HUMANS:
break;
default:
case TEAM_NONE:
trap_Cvar_Set( "p_classname", "Spectator" );
trap_Cvar_Set( "p_weaponname", "Nothing" );
trap_Cvar_Set( "p_class" , "0" );
trap_Cvar_Set( "p_weapon", "0" );
return;
}
trap_Cvar_Set( "p_class", va( "%d", ps->stats[ STAT_CLASS ] ) );
trap_Cvar_Set( "p_classname", BG_Class( ps->stats[ STAT_CLASS ] )->name );
trap_Cvar_Set( "p_weapon", va( "%d", ps->stats[ STAT_WEAPON ] ) );
trap_Cvar_Set( "p_weaponname", BG_Weapon( ps->stats[ STAT_WEAPON ] )->humanName );
}
/*
================
CG_UpdateBuildableRangeMarkerMask
================
*/
void CG_UpdateBuildableRangeMarkerMask()
{
constexpr int buildables_alien =
( 1 << BA_A_OVERMIND ) | ( 1 << BA_A_SPAWN ) |
( 1 << BA_A_ACIDTUBE ) | ( 1 << BA_A_TRAPPER ) |
( 1 << BA_A_HIVE ) | ( 1 << BA_A_LEECH ) |
( 1 << BA_A_BOOSTER ); // TODO: add spiker
constexpr int buildables_human =
( 1 << BA_H_REACTOR ) | ( 1 << BA_H_MGTURRET ) |
( 1 << BA_H_ROCKETPOD ) | ( 1 << BA_H_DRILL );
constexpr int buildables_support =
( 1 << BA_A_OVERMIND ) | ( 1 << BA_A_SPAWN ) |
( 1 << BA_A_LEECH ) | ( 1 << BA_A_BOOSTER ) |
( 1 << BA_H_REACTOR ) | ( 1 << BA_H_DRILL );
constexpr int buildables_offensive =
( 1 << BA_A_ACIDTUBE ) | ( 1 << BA_A_TRAPPER ) |
( 1 << BA_A_HIVE ) | ( 1 << BA_H_MGTURRET ) |
( 1 << BA_H_ROCKETPOD ); // TODO: add spiker
static_assert( (buildables_alien | buildables_human) == (buildables_support | buildables_offensive), "you probably forgot to add a buildable in either list" );
static_assert( (buildables_alien & buildables_human) == 0, "buildable can't be both human and alien" );
static_assert( (buildables_support & buildables_offensive) == 0, "buildables are likely not supposed to be both offensive and defensive" ); // optional
constexpr struct { const char *key; int buildableMask; } mappings[] = {
{ "all", buildables_alien | buildables_human },
{ "alien", buildables_alien },
{ "human", buildables_human },
{ "support", buildables_support },
{ "aliensupport", buildables_alien & buildables_support },
{ "humansupport", buildables_human & buildables_support },
{ "offensive", buildables_offensive },
{ "alienoffensive", buildables_alien & buildables_offensive },
{ "humanoffensive", buildables_human & buildables_offensive },
{ "none", 0 },
};
if ( Util::optional<std::string> structureList = cg_rangeMarkerBuildableTypes.GetModifiedValue() )
{
int brmMask = 0;
for (Parse_WordListSplitter marker(*std::move(structureList)); *marker; ++marker)
{
buildable_t buildable = BG_BuildableByName( *marker )->number;
if ( buildable != BA_NONE )
{
// add it to list
brmMask |= 1 << buildable;
}
else
{
for (auto map : mappings) {
if ( Q_stricmp(map.key, *marker) == 0 ) {
brmMask |= map.buildableMask;
}
}
}
}
cg_buildableRangeMarkerMask = brmMask;
}
}
void CG_NotifyHooks()
{
playerState_t *ps;
char config[ MAX_CVAR_VALUE_STRING ];
static int lastTeam = INT_MIN; //to make sure we run the hook initially as well
if ( !cg.snap )
{
return;
}
ps = &cg.snap->ps;
if ( !( ps->pm_flags & PMF_FOLLOW ) )
{
if( lastTeam != ps->persistant[ PERS_TEAM ] )
{
trap_notify_onTeamChange( ps->persistant[ PERS_TEAM ] );
CG_SetBindTeam( static_cast<team_t>( ps->persistant[ PERS_TEAM ] ) );
/* execute team-specific config files */
trap_Cvar_VariableStringBuffer( va( "cg_%sConfig", BG_TeamName( ps->persistant[ PERS_TEAM ] ) ), config, sizeof( config ) );
if ( config[ 0 ] )
{
trap_SendConsoleCommand( ( "exec " + Cmd::Escape( config ) ).c_str() );
}
lastTeam = ps->persistant[ PERS_TEAM ];
}
}
}
/*
=================
CG_UpdateCvars
=================
*/
void CG_UpdateCvars()
{
CG_SetPVars();
CG_UpdateBuildableRangeMarkerMask();
}
/*
================
CG_Argv
================
*/
const char *CG_Argv( int arg )
{
static char buffer[ MAX_STRING_CHARS ];
trap_Argv( arg, buffer, sizeof( buffer ) );
return buffer;
}
/*
================
CG_Args
================
*/
const char *CG_Args()
{
static char buffer[ MAX_STRING_CHARS ];
trap_LiteralArgs( buffer, sizeof( buffer ) );
return buffer;
}
//========================================================================
static const char *choose( const char *first, ... )
{
va_list ap;
int count = 1;
const char *ret;
va_start( ap, first );
while ( va_arg( ap, const char * ) )
{
++count;
}
va_end( ap );
if ( count < 2 )
{
return first;
}
count = rand() % count;
ret = first;
va_start( ap, first );
while ( count-- )
{
ret = va_arg( ap, const char * );
}
va_end( ap );
return ret;
}
static void CG_UpdateMediaFraction( float fraction )
{
cg.mediaLoadingFraction = fraction;
trap_UpdateScreen();
}
enum cgLoadingStep_t {
LOAD_START = 0,
LOAD_TRAILS,
LOAD_PARTICLES,
LOAD_CONFIGS,
LOAD_SOUNDS,
LOAD_GEOMETRY,
LOAD_ASSETS,
LOAD_WEAPONS,
LOAD_UPGRADES,
LOAD_CLASSES,
LOAD_BUILDINGS,
LOAD_CLIENTS,
LOAD_HUDS,
LOAD_CHECK_NAVMESH, // only checking for existence, not generation
LOAD_GLSL,
LOAD_DONE
};
/*
======================
CG_UpdateLoadingProgress
======================
*/
static void CG_UpdateLoadingProgress( int step, const char *label, const char* loadingText )
{
cg.loadingFraction = ( 1.0f * step ) / LOAD_DONE;
cg.loadingText = loadingText;
Log::Debug( "CG_Init: %d%% %s.", static_cast<int>( 100 * cg.loadingFraction ), label );
if( cg.loading )
{
trap_UpdateScreen();
}
}
static void CG_UpdateLoadingStep( cgLoadingStep_t step )
{
switch (step) {
case LOAD_START:
/* Note: this is too early to do screen updates,
so set cg.loading to true after printing the log. */
CG_UpdateLoadingProgress( step, "Start", choose(_("Calling home…"), _("Sending to the front…"), nullptr) );
cg.loading = true;
break;
case LOAD_TRAILS:
CG_UpdateLoadingProgress( step, "Trails", choose(_("Tracking your movements…"), _("Letting out the magic smoke…"), nullptr) );
break;
case LOAD_PARTICLES:
CG_UpdateLoadingProgress( step, "Particles", choose(_("Collecting bees for the hives…"), _("Initialising fireworks…"), _("Causing electrical faults…"), nullptr) );
break;
case LOAD_CONFIGS:
CG_UpdateLoadingProgress( step, "Configurations", choose(_("Reading the manual…"), _("Looking at blueprints…"), nullptr) );
break;
case LOAD_SOUNDS:
CG_UpdateLoadingProgress( step, "Sounds", choose(_("Generating annoying noises…"), _("Recording granger purring…"), nullptr) );
break;
case LOAD_GEOMETRY:
CG_UpdateLoadingProgress( step, "Geometry", choose(_("Hello World!"), _("Making a scene…"), nullptr) );
break;
case LOAD_ASSETS:
CG_UpdateLoadingProgress( step, "Assets", choose(_("Taking pictures of the world…"), _("Drawing smiley faces…"), nullptr) );
break;
case LOAD_WEAPONS:
CG_UpdateLoadingProgress( step, "Weapons", choose(_("Sharpening the aliens' claws…"), _("Overloading lucifer cannons…"), nullptr) );
break;
case LOAD_UPGRADES:
CG_UpdateLoadingProgress( step, "Upgrades", choose(_("Unwrapping jetpacks…"), _("Spinning silk for reticles…"), nullptr) );
break;
case LOAD_BUILDINGS:
CG_UpdateLoadingProgress( step, "Buildings", choose(_("Adding turret spam…"), _("Awakening the overmind…"), nullptr) );
break;
case LOAD_CLIENTS:
CG_UpdateLoadingProgress( step, "Clients", choose(_("Teleporting soldiers…"), _("Replicating alien DNA…"), nullptr) );
break;
case LOAD_HUDS:
CG_UpdateLoadingProgress( step, "Huds", choose(_("Customizing helmets…"), nullptr) );
break;
case LOAD_GLSL:
CG_UpdateLoadingProgress( step, "GLSL shaders", choose(_("Compiling GLSL shaders (please be patient)…"), nullptr) );
break;
case LOAD_CHECK_NAVMESH:
CG_UpdateLoadingProgress( step, "Navmesh existence", choose(_("Surveying the map…"), nullptr) );
break;
case LOAD_DONE:
CG_UpdateLoadingProgress( step, "Done", _("Done!") );
cg.loading = false;
break;
default:
break;
}
}
/*
=================
CG_RegisterSounds
called during a precache command
=================
*/
static void CG_RegisterSounds()
{
int i;
char name[ MAX_QPATH ];
const char *soundName;
cgs.media.weHaveEvolved = trap_S_RegisterSound( "sound/announcements/overmindevolved", true );
cgs.media.reinforcement = trap_S_RegisterSound( "sound/announcements/reinforcement", true );
cgs.media.alienOvermindAttack = trap_S_RegisterSound( "sound/announcements/overmindattack", true );
cgs.media.alienOvermindDying = trap_S_RegisterSound( "sound/announcements/overminddying", true );
cgs.media.alienOvermindSpawns = trap_S_RegisterSound( "sound/announcements/overmindspawns", true );
cgs.media.alienL4ChargePrepare = trap_S_RegisterSound( "sound/player/level4/charge_prepare", true );
cgs.media.alienL4ChargeStart = trap_S_RegisterSound( "sound/player/level4/charge_start", true );
cgs.media.selectSound = trap_S_RegisterSound( "sound/weapons/change", false );
cgs.media.turretSpinupSound = trap_S_RegisterSound( "sound/buildables/mgturret/spinup", false );
cgs.media.weaponEmptyClick = trap_S_RegisterSound( "sound/weapons/click", false );
cgs.media.talkSound = trap_S_RegisterSound( "sound/feedback/talk", false );
cgs.media.alienTalkSound = trap_S_RegisterSound( "sound/feedback/alien_talk", false );
cgs.media.humanTalkSound = trap_S_RegisterSound( "sound/feedback/human_talk", false );
cgs.media.landSound = trap_S_RegisterSound( "sound/player/land1", false );
cgs.media.watrInSound = trap_S_RegisterSound( "sound/player/watr_in", false );
cgs.media.watrOutSound = trap_S_RegisterSound( "sound/player/watr_out", false );
cgs.media.watrUnSound = trap_S_RegisterSound( "sound/player/watr_un", false );
cgs.media.disconnectSound = trap_S_RegisterSound( "sound/feedback/disconnect", false );
for ( i = 0; i < 4; i++ )
{
Com_sprintf( name, sizeof( name ), "sound/player/footsteps/step%i", i + 1 );
cgs.media.footsteps[ FOOTSTEP_GENERAL ][ i ] = trap_S_RegisterSound( name, false );
Com_sprintf( name, sizeof( name ), "sound/player/footsteps/flesh%i", i + 1 );
cgs.media.footsteps[ FOOTSTEP_FLESH ][ i ] = trap_S_RegisterSound( name, false );
Com_sprintf( name, sizeof( name ), "sound/player/footsteps/splash%i", i + 1 );
cgs.media.footsteps[ FOOTSTEP_SPLASH ][ i ] = trap_S_RegisterSound( name, false );
Com_sprintf( name, sizeof( name ), "sound/player/footsteps/clank%i", i + 1 );
cgs.media.footsteps[ FOOTSTEP_METAL ][ i ] = trap_S_RegisterSound( name, false );
}
for ( i = 1; i < MAX_SOUNDS; i++ )
{
soundName = CG_ConfigString( CS_SOUNDS + i );
if ( !soundName[ 0 ] )
{
break;
}
if ( soundName[ 0 ] == '*' )
{
continue; // custom sound
}
cgs.gameSounds[ i ] = trap_S_RegisterSound( soundName, false );
}
cgs.media.jetpackThrustLoopSound = trap_S_RegisterSound( "sound/upgrades/jetpack/hi", false );
cgs.media.medkitUseSound = trap_S_RegisterSound( "sound/upgrades/medkit/medkit", false );
cgs.media.alienEvolveSound = trap_S_RegisterSound( "sound/player/alienevolve", false );
cgs.media.alienBuildableDying1 = trap_S_RegisterSound( "sound/buildables/alien/construct1", false );
cgs.media.alienBuildableDying2 = trap_S_RegisterSound( "sound/buildables/alien/construct2", false );
cgs.media.alienBuildableExplosion = trap_S_RegisterSound( "sound/buildables/alien/explosion", false );
cgs.media.alienBuildablePrebuild = trap_S_RegisterSound( "sound/buildables/alien/prebuild", false );
cgs.media.humanBuildableDyingLarge = trap_S_RegisterSound( "sound/buildables/human/dying", false );
cgs.media.humanBuildableDying = trap_S_RegisterSound( "sound/buildables/human/destroyed", false );
cgs.media.humanBuildableExplosion = trap_S_RegisterSound( "sound/buildables/human/explosion", false );
cgs.media.humanBuildablePrebuild = trap_S_RegisterSound( "sound/buildables/human/prebuild", false );
for ( i = 0; i < 4; i++ )
{
cgs.media.humanBuildableDamage[ i ] = trap_S_RegisterSound(
va( "sound/buildables/human/damage%d", i ), false );
}
cgs.media.grenadeBounceSound0 = trap_S_RegisterSound( "models/weapons/grenade/bounce0", false );
cgs.media.grenadeBounceSound1 = trap_S_RegisterSound( "models/weapons/grenade/bounce1", false );
// TODO: Rename this sound.
cgs.media.itemFillSound = trap_S_RegisterSound( "sound/buildables/repeater/use", false );
cgs.media.buildableRepairSound = trap_S_RegisterSound( "sound/buildables/human/repair", false );
cgs.media.buildableRepairedSound = trap_S_RegisterSound( "sound/buildables/human/repaired", false );
cgs.media.lCannonWarningSound = trap_S_RegisterSound( "models/weapons/lcannon/warning", false );
cgs.media.lCannonWarningSound2 = trap_S_RegisterSound( "models/weapons/lcannon/warning2", false );
cgs.media.rocketpodLockonSound = trap_S_RegisterSound( "sound/buildables/rocketpod/lockon", false );
cgs.media.timerBeaconExpiredSound = trap_S_RegisterSound( "sound/feedback/beacons/timer-expired", false );
cgs.media.killSound = trap_S_RegisterSound( "sound/feedback/damage/bell", false );
}
//===================================================================================
/*
=================
CG_RegisterGrading
=================
*/
void CG_RegisterGrading( int slot, const char *str )
{
int model;
float dist;
char texture[MAX_QPATH];
if( !str || !*str ) {
cgs.gameGradingTextures[ slot ] = 0;
cgs.gameGradingModels[ slot ] = 0;
cgs.gameGradingDistances[ slot ] = 0.0f;
return;
}
sscanf(str, "%d %f %63s", &model, &dist, texture);
cgs.gameGradingTextures[ slot ] =
trap_R_RegisterShader(texture, (RegisterShaderFlags_t) ( RSF_NOMIP | RSF_NOLIGHTSCALE ) );
cgs.gameGradingModels[ slot ] = model;
cgs.gameGradingDistances[ slot ] = dist;
}
/*
=================
CG_RegisterReverb
=================
*/
static void CG_RegisterReverb( int slot, const char *str )
{
int model;
float dist, intensity;
char name[MAX_NAME_LENGTH];
if( !str || !*str ) {
Q_strncpyz(cgs.gameReverbEffects[ slot ], "none", MAX_NAME_LENGTH);
cgs.gameReverbModels[ slot ] = 0;
cgs.gameReverbDistances[ slot ] = 0.0f;
cgs.gameReverbIntensities[ slot ] = 0.0f;
return;
}
sscanf(str, "%d %f %127s %f", &model, &dist, name, &intensity);
Q_strncpyz(cgs.gameReverbEffects[ slot ], name, MAX_NAME_LENGTH);
cgs.gameReverbModels[ slot ] = model;
cgs.gameReverbDistances[ slot ] = dist;
cgs.gameReverbIntensities[ slot ] = intensity;
}
/*
=================
CG_RegisterGraphics
=================
*/
static void CG_RegisterGraphics()
{
int i;
static const char *const sb_nums[ 11 ] =
{
"ui/assets/numbers/zero_32b",
"ui/assets/numbers/one_32b",
"ui/assets/numbers/two_32b",
"ui/assets/numbers/three_32b",
"ui/assets/numbers/four_32b",
"ui/assets/numbers/five_32b",
"ui/assets/numbers/six_32b",
"ui/assets/numbers/seven_32b",
"ui/assets/numbers/eight_32b",
"ui/assets/numbers/nine_32b",
"ui/assets/numbers/minus_32b",
};
static const char *const buildWeaponTimerPieShaders[ 8 ] =
{
"ui/assets/neutral/1_5pie",
"ui/assets/neutral/3_0pie",
"ui/assets/neutral/4_5pie",
"ui/assets/neutral/6_0pie",
"ui/assets/neutral/7_5pie",
"ui/assets/neutral/9_0pie",
"ui/assets/neutral/10_5pie",
"ui/assets/neutral/12_0pie",
};
// clear any references to old media
memset( &cg.refdef, 0, sizeof( cg.refdef ) );
trap_R_ClearScene();
CG_UpdateLoadingStep( LOAD_GEOMETRY );
trap_R_LoadWorldMap( va( "maps/%s.bsp", cgs.mapname ) );
CG_UpdateLoadingStep( LOAD_ASSETS );
for ( i = 0; i < 11; i++ )
{
cgs.media.numberShaders[ i ] = trap_R_RegisterShader(sb_nums[i], (RegisterShaderFlags_t) ( RSF_NOMIP ) );
}
cgs.media.viewBloodShader = trap_R_RegisterShader("gfx/feedback/painblend", (RegisterShaderFlags_t) ( RSF_NOMIP ) );
cgs.media.connectionShader = trap_R_RegisterShader("gfx/feedback/net", (RegisterShaderFlags_t) ( RSF_NOMIP ) );
cgs.media.creepShader = trap_R_RegisterShader("gfx/buildables/creep/creep", RSF_DEFAULT );
cgs.media.scannerBlipShader = trap_R_RegisterShader("gfx/feedback/scanner/blip", (RegisterShaderFlags_t) ( RSF_NOMIP ) );
cgs.media.scannerBlipBldgShader = trap_R_RegisterShader("gfx/feedback/scanner/blip_bldg", (RegisterShaderFlags_t) ( RSF_NOMIP ) );
cgs.media.scannerLineShader = trap_R_RegisterShader("gfx/feedback/scanner/stalk", (RegisterShaderFlags_t) ( RSF_NOMIP ) );
cgs.media.tracerShader = trap_R_RegisterShader("gfx/weapons/tracer/tracer", RSF_NOMIP);
cgs.media.backTileShader = trap_R_RegisterShader("gfx/colors/backtile", (RegisterShaderFlags_t) ( RSF_NOMIP ) );
// building shaders
cgs.media.greenBuildShader = trap_R_RegisterShader("gfx/buildables/common/greenbuild", RSF_DEFAULT );
cgs.media.yellowBuildShader = trap_R_RegisterShader("gfx/buildables/common/yellowbuild", RSF_DEFAULT );
cgs.media.redBuildShader = trap_R_RegisterShader("gfx/buildables/common/redbuild", RSF_DEFAULT );
cgs.media.humanSpawningShader = trap_R_RegisterShader("gfx/buildables/human_base/spawning", RSF_DEFAULT );
for ( i = 0; i < 8; i++ )
{
cgs.media.buildWeaponTimerPie[ i ] = trap_R_RegisterShader(buildWeaponTimerPieShaders[i], RSF_NOMIP);
}
// player health cross shaders
cgs.media.healthCross = trap_R_RegisterShader("ui/assets/neutral/cross", RSF_NOMIP);
cgs.media.healthCross2X = trap_R_RegisterShader("ui/assets/neutral/cross2", RSF_NOMIP);
cgs.media.healthCross3X = trap_R_RegisterShader("ui/assets/neutral/cross3", RSF_NOMIP);
cgs.media.healthCross4X = trap_R_RegisterShader("ui/assets/neutral/cross4", RSF_NOMIP);
cgs.media.healthCrossMedkit = trap_R_RegisterShader("ui/assets/neutral/cross_medkit", RSF_NOMIP);
cgs.media.healthCrossPoisoned = trap_R_RegisterShader("ui/assets/neutral/cross_poison", RSF_NOMIP);
cgs.media.desaturatedCgrade = trap_R_RegisterShader("gfx/cgrading/desaturated", (RegisterShaderFlags_t) ( RSF_NOMIP | RSF_NOLIGHTSCALE ) );
cgs.media.neutralCgrade = trap_R_RegisterShader("gfx/cgrading/neutral", (RegisterShaderFlags_t) ( RSF_NOMIP | RSF_NOLIGHTSCALE ) );
cgs.media.redCgrade = trap_R_RegisterShader("gfx/cgrading/red-only", (RegisterShaderFlags_t) ( RSF_NOMIP | RSF_NOLIGHTSCALE ) );
cgs.media.tealCgrade = trap_R_RegisterShader("gfx/cgrading/teal-only", (RegisterShaderFlags_t) ( RSF_NOMIP | RSF_NOLIGHTSCALE ) );
cgs.media.balloonShader = trap_R_RegisterShader("gfx/feedback/chatballoon", (RegisterShaderFlags_t) ( RSF_NOMIP ) );
cgs.media.disconnectPS = CG_RegisterParticleSystem( "particles/feedback/disconnect" );
cgs.media.sniperScopeShader =
trap_R_RegisterShader( "gfx/weapons/scope", (RegisterShaderFlags_t)( RSF_NOMIP ) );
cgs.media.lgunScopeShader =
trap_R_RegisterShader( "gfx/weapons/scope", (RegisterShaderFlags_t)( RSF_NOMIP ) );
CG_UpdateMediaFraction( 0.2f );
memset( cg_weapons, 0, sizeof( cg_weapons ) );
memset( cg_upgrades, 0, sizeof( cg_upgrades ) );
cgs.media.shadowMarkShader = trap_R_RegisterShader("gfx/players/common/shadow", RSF_DEFAULT);
cgs.media.wakeMarkShader = trap_R_RegisterShader("gfx/players/common/wake", RSF_DEFAULT);
cgs.media.alienEvolvePS = CG_RegisterParticleSystem( "particles/players/alien_base/evolve" );
cgs.media.alienAcidTubePS = CG_RegisterParticleSystem( "particles/buildables/acide_tube/spore" );
cgs.media.alienBoosterPS = CG_RegisterParticleSystem( "particles/buildables/booster/spore" );
cgs.media.jetPackThrustPS = CG_RegisterParticleSystem( "particles/players/human_base/jetpack_ascend" );
cgs.media.humanBuildableDamagedPS = CG_RegisterParticleSystem( "particles/buildables/human_base/damaged" );
cgs.media.alienBuildableDamagedPS = CG_RegisterParticleSystem( "particles/buildables/alien_base/damaged" );
cgs.media.humanBuildableDestroyedPS = CG_RegisterParticleSystem( "particles/buildables/human_base/destroyed" );
cgs.media.humanBuildableNovaPS = CG_RegisterParticleSystem( "particles/buildables/human_base/nova" );
cgs.media.alienBuildableDestroyedPS = CG_RegisterParticleSystem( "particles/buildables/alien_base/destroyed" );
cgs.media.humanBuildableBleedPS = CG_RegisterParticleSystem( "particles/buildables/human_base/bleed" );
cgs.media.alienBuildableBleedPS = CG_RegisterParticleSystem( "particles/buildables/alien_base/bleed" );
cgs.media.alienBuildableBurnPS = CG_RegisterParticleSystem( "particles/buildables/alien_base/burn" );
cgs.media.floorFirePS = CG_RegisterParticleSystem( "particles/weapons/flamer/floorfire" );
cgs.media.alienBleedPS = CG_RegisterParticleSystem( "particles/players/alien_base/bleed" );
cgs.media.humanBleedPS = CG_RegisterParticleSystem( "particles/players/human_base/bleed" );
cgs.media.sphereModel = trap_R_RegisterModel( "models/generic/sphere.md3" );
cgs.media.sphericalCone64Model = trap_R_RegisterModel( "models/generic/sphericalCone64.md3" );
cgs.media.sphericalCone240Model = trap_R_RegisterModel( "models/generic/sphericalCone240.md3" );
cgs.media.plainColorShader = trap_R_RegisterShader("gfx/colors/plain", RSF_DEFAULT);
cgs.media.binaryAlpha1Shader = trap_R_RegisterShader("gfx/binary/alpha1", RSF_DEFAULT);
for ( i = 0; i < NUM_BINARY_SHADERS; ++i )
{
cgs.media.binaryShaders[ i ].f1 = trap_R_RegisterShader(va("gfx/binary/%03i_F1", i), RSF_DEFAULT);
cgs.media.binaryShaders[ i ].f2 = trap_R_RegisterShader(va("gfx/binary/%03i_F2", i), RSF_DEFAULT);
cgs.media.binaryShaders[ i ].f3 = trap_R_RegisterShader(va("gfx/binary/%03i_F3", i), RSF_DEFAULT);
cgs.media.binaryShaders[ i ].b1 = trap_R_RegisterShader(va("gfx/binary/%03i_B1", i), RSF_DEFAULT);
cgs.media.binaryShaders[ i ].b2 = trap_R_RegisterShader(va("gfx/binary/%03i_B2", i), RSF_DEFAULT);
cgs.media.binaryShaders[ i ].b3 = trap_R_RegisterShader(va("gfx/binary/%03i_B3", i), RSF_DEFAULT);
}
CG_BuildableStatusParse( "ui/assets/human/buildstat.cfg", &cgs.humanBuildStat );
CG_BuildableStatusParse( "ui/assets/alien/buildstat.cfg", &cgs.alienBuildStat );
cgs.media.beaconIconArrow = trap_R_RegisterShader( "gfx/feedback/beacons/arrow", (RegisterShaderFlags_t) ( RSF_NOMIP ) );
cgs.media.beaconNoTarget = trap_R_RegisterShader( "gfx/feedback/beacons/no-target", (RegisterShaderFlags_t) ( RSF_NOMIP ) );
cgs.media.beaconTagScore = trap_R_RegisterShader( "gfx/feedback/beacons/tagscore", (RegisterShaderFlags_t) ( RSF_NOMIP ) );
cgs.media.damageIndicatorFont = trap_R_RegisterShader( "gfx/feedback/damage/font", (RegisterShaderFlags_t) ( RSF_NOMIP ) );
// register the inline models
cgs.numInlineModels = CM_NumInlineModels();
if ( cgs.numInlineModels > MAX_SUBMODELS )
{
Sys::Drop( "MAX_SUBMODELS (%d) exceeded by %d", MAX_SUBMODELS, cgs.numInlineModels - MAX_SUBMODELS );
}
for ( i = 1; i < cgs.numInlineModels; i++ )
{
char name[ 10 ];
vec3_t mins, maxs;
int j;
Com_sprintf( name, sizeof( name ), "*%i", i );
cgs.inlineDrawModel[ i ] = trap_R_RegisterModel( name );
trap_R_ModelBounds( cgs.inlineDrawModel[ i ], mins, maxs );
for ( j = 0; j < 3; j++ )
{
cgs.inlineModelMidpoints[ i ][ j ] = mins[ j ] + 0.5 * ( maxs[ j ] - mins[ j ] );
}
}
// register all the server specified models
for ( i = 1; i < MAX_MODELS; i++ )
{
const char *modelName;
modelName = CG_ConfigString( CS_MODELS + i );
if ( !modelName[ 0 ] )
{
break;
}
cgs.gameModels[ i ] = trap_R_RegisterModel( modelName );
}
CG_UpdateMediaFraction( 0.4f );
// register all the server specified shaders
for ( i = 1; i < MAX_GAME_SHADERS; i++ )
{
const char *shaderName;
shaderName = CG_ConfigString( CS_SHADERS + i );
if ( !shaderName[ 0 ] )
{
break;
}
cgs.gameShaders[ i ] = trap_R_RegisterShader(shaderName, RSF_DEFAULT);
}
CG_UpdateMediaFraction( 0.6f );
// register all the server specified grading textures
// starting with the world wide one
for ( i = 0; i < MAX_GRADING_TEXTURES; i++ )
{
CG_RegisterGrading( i, CG_ConfigString( CS_GRADING_TEXTURES + i ) );
}
// register all the server specified reverb effects
// starting with the world wide one
for ( i = 0; i < MAX_REVERB_EFFECTS; i++ )
{
CG_RegisterReverb( i, CG_ConfigString( CS_REVERB_EFFECTS + i ) );
}
CG_UpdateMediaFraction( 0.8f );
// register all the server specified particle systems
for ( i = 1; i < MAX_GAME_PARTICLE_SYSTEMS; i++ )
{
const char *psName;
psName = CG_ConfigString( CS_PARTICLE_SYSTEMS + i );
if ( !psName[ 0 ] )
{
break;
}
cgs.gameParticleSystems[ i ] = CG_RegisterParticleSystem( ( char * ) psName );
}
CG_UpdateMediaFraction( 1.0f );
}
/*
=======================
CG_BuildSpectatorString
=======================
*/
void CG_BuildSpectatorString()
{
int i;
cg.spectatorList[ 0 ] = 0;
for ( i = 0; i < MAX_CLIENTS; i++ )
{
if ( cgs.clientinfo[ i ].infoValid && cgs.clientinfo[ i ].team == TEAM_NONE )
{
Q_strcat( cg.spectatorList, sizeof( cg.spectatorList ),
va( "^*%s ", cgs.clientinfo[ i ].name ) );
}
}
}
/*
===================
CG_RegisterClients
===================
*/
static void CG_RegisterClients()
{
int i;
//precache all the models/sounds/etc
if ( !cg_lazyLoadModels.Get() )
{
for ( i = PCL_NONE + 1; i < PCL_NUM_CLASSES; i++ )
{
CG_PrecacheClientInfo( (class_t) i, BG_ClassModelConfig( i )->modelName,
BG_ClassModelConfig( i )->skinName );
cg.characterLoadingFraction = ( float ) i / ( float ) PCL_NUM_CLASSES;
trap_UpdateScreen();
}
}
// Borrow these variables for MD5 models so we don't have to create new ones.
cgs.media.larmourHeadSkin = trap_R_RegisterSkin( "models/players/human_base/body_helmet.skin" );
cgs.media.larmourLegsSkin = trap_R_RegisterSkin( "models/players/human_base/body_larmour.skin" );
cgs.media.larmourTorsoSkin = trap_R_RegisterSkin( "models/players/human_base/body_helmetlarmour.skin" );
cgs.media.jetpackModel = trap_R_RegisterModel( "models/players/human_base/jetpack.iqm" );
cgs.media.radarModel = trap_R_RegisterModel( "models/players/human_base/battpack.md3" ); // HACK: Use old battpack
CG_RegisterWeaponAnimation(
&cgs.media.jetpackAnims[ JANIM_NONE ],
"models/players/human_base/jetpack.iqm:idle",
false, false, false );
CG_RegisterWeaponAnimation(
&cgs.media.jetpackAnims[ JANIM_SLIDEOUT ],