/
cl_cgame.cpp
1557 lines (1309 loc) · 42 KB
/
cl_cgame.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
// cl_cgame.c -- client system interaction with client game
#include "client.h"
#include "../game/botlib.h"
#if !defined(FX_EXPORT_H_INC)
#include "FXExport.h"
#endif
#include "FxUtil.h"
#if !defined(CROFFSYSTEM_H_INC)
#include "../qcommon/RoffSystem.h"
#endif
#ifdef _DONETPROFILE_
#include "../qcommon/INetProfile.h"
#endif
/*
Ghoul2 Insert Start
*/
#if !defined(G2_H_INC)
#include "../ghoul2/G2_local.h"
#endif
#include "../qcommon/strip.h"
#ifdef G2_COLLISION_ENABLED
extern CMiniHeap *G2VertSpaceClient;
#endif
/*
Ghoul2 Insert End
*/
extern botlib_export_t *botlib_export;
extern qboolean loadCamera(const char *name);
extern void startCamera(int time);
extern qboolean getCameraInfo(int time, vec3_t *origin, vec3_t *angles);
extern void demoGetSnapshotNumber( int *snapNumber, int *serverTime );
extern qboolean demoGetSnapshot( int snapNumber, snapshot_t *snap );
extern qboolean demoGetServerCommand( int cmdNumber );
extern void demoRenderFrame( stereoFrame_t stereo );
extern int demoSeek( int seekTime );
void FX_FeedTrail(effectTrailArgStruct_t *a);
/*
====================
CL_GetGameState
====================
*/
void CL_GetGameState( gameState_t *gs ) {
*gs = cl.gameState;
}
/*
====================
CL_GetGlconfig
====================
*/
void CL_GetGlconfig( glconfig_t *glconfig ) {
*glconfig = cls.glconfig;
}
/*
====================
CL_GetUserCmd
====================
*/
qboolean CL_GetUserCmd( int cmdNumber, usercmd_t *ucmd ) {
// cmds[cmdNumber] is the last properly generated command
// can't return anything that we haven't created yet
if ( cmdNumber > cl.cmdNumber ) {
Com_Error( ERR_DROP, "CL_GetUserCmd: %i >= %i", cmdNumber, cl.cmdNumber );
}
// the usercmd has been overwritten in the wrapping
// buffer because it is too far out of date
if ( cmdNumber <= cl.cmdNumber - CMD_BACKUP ) {
return qfalse;
}
*ucmd = cl.cmds[ cmdNumber & CMD_MASK ];
return qtrue;
}
int CL_GetCurrentCmdNumber( void ) {
return cl.cmdNumber;
}
/*
====================
CL_GetParseEntityState
====================
*/
qboolean CL_GetParseEntityState( int parseEntityNumber, entityState_t *state ) {
// can't return anything that hasn't been parsed yet
if ( parseEntityNumber >= cl.parseEntitiesNum ) {
Com_Error( ERR_DROP, "CL_GetParseEntityState: %i >= %i",
parseEntityNumber, cl.parseEntitiesNum );
}
// can't return anything that has been overwritten in the circular buffer
if ( parseEntityNumber <= cl.parseEntitiesNum - MAX_PARSE_ENTITIES ) {
return qfalse;
}
*state = cl.parseEntities[ parseEntityNumber & ( MAX_PARSE_ENTITIES - 1 ) ];
return qtrue;
}
/*
====================
CL_GetCurrentSnapshotNumber
====================
*/
void CL_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime ) {
*snapshotNumber = cl.snap.messageNum;
*serverTime = cl.snap.serverTime;
}
/*
====================
CL_GetSnapshot
====================
*/
qboolean CL_GetSnapshot( int snapshotNumber, snapshot_t *snapshot ) {
clSnapshot_t *clSnap;
int i, count;
if ( snapshotNumber > cl.snap.messageNum ) {
Com_Error( ERR_DROP, "CL_GetSnapshot: snapshotNumber > cl.snapshot.messageNum" );
}
// if the frame has fallen out of the circular buffer, we can't return it
if ( cl.snap.messageNum - snapshotNumber >= PACKET_BACKUP ) {
return qfalse;
}
// if the frame is not valid, we can't return it
clSnap = &cl.snapshots[snapshotNumber & PACKET_MASK];
if ( !clSnap->valid ) {
return qfalse;
}
// if the entities in the frame have fallen out of their
// circular buffer, we can't return it
if ( cl.parseEntitiesNum - clSnap->parseEntitiesNum >= MAX_PARSE_ENTITIES ) {
return qfalse;
}
// write the snapshot
snapshot->snapFlags = clSnap->snapFlags;
snapshot->serverCommandSequence = clSnap->serverCommandNum;
snapshot->ping = clSnap->ping;
snapshot->serverTime = clSnap->serverTime;
Com_Memcpy( snapshot->areamask, clSnap->areamask, sizeof( snapshot->areamask ) );
snapshot->ps = clSnap->ps;
count = clSnap->numEntities;
if ( count > MAX_ENTITIES_IN_SNAPSHOT ) {
Com_DPrintf( "CL_GetSnapshot: truncated %i entities to %i\n", count, MAX_ENTITIES_IN_SNAPSHOT );
count = MAX_ENTITIES_IN_SNAPSHOT;
}
snapshot->numEntities = count;
for ( i = 0 ; i < count ; i++ ) {
int entNum = ( clSnap->parseEntitiesNum + i ) & (MAX_PARSE_ENTITIES-1) ;
// copy everything but the ghoul2 pointer
memcpy(&snapshot->entities[i], &cl.parseEntities[ entNum ], sizeof(entityState_t));
}
// FIXME: configstring changes and server commands!!!
return qtrue;
}
/*
=====================
CL_SetUserCmdValue
=====================
*/
void CL_SetUserCmdValue( int userCmdValue, float sensitivityScale, int fpSel, int invenSel ) {
cl.cgameUserCmdValue = userCmdValue;
cl.cgameSensitivity = sensitivityScale;
cl.cgameForceSelection = fpSel;
cl.cgameInvenSelection = invenSel;
}
/*
=====================
CL_SetClientForceAngle
=====================
*/
void CL_SetClientForceAngle(int time, vec3_t angle)
{
cl.cgameViewAngleForceTime = time;
VectorCopy(angle, cl.cgameViewAngleForce);
}
void CL_SetTurnExtents(float turnAdd, float turnSub, int turnTime)
{
cl.cgameTurnExtentAdd = turnAdd;
cl.cgameTurnExtentSub = turnSub;
cl.cgameTurnExtentTime = turnTime;
}
/*
=====================
CL_AddCgameCommand
=====================
*/
void CL_AddCgameCommand( const char *cmdName ) {
Cmd_AddCommand( cmdName, NULL );
}
/*
=====================
CL_CgameError
=====================
*/
void CL_CgameError( const char *string ) {
Com_Error( ERR_DROP, "%s", string );
}
int gCLTotalClientNum = 0;
//keep track of the total number of clients
extern cvar_t *cl_autolodscale;
//if we want to do autolodscaling
void CL_DoAutoLODScale(void)
{
float finalLODScaleFactor = 0;
if ( gCLTotalClientNum >= 8 )
{
finalLODScaleFactor = (gCLTotalClientNum/-8.0f);
}
Cvar_Set( "r_autolodscalevalue", va("%f", finalLODScaleFactor) );
}
/*
=====================
CL_ConfigstringModified
=====================
*/
void CL_ConfigstringModified( void ) {
char *old, *s;
int i, index;
char *dup;
gameState_t oldGs;
int len;
index = atoi( Cmd_Argv(1) );
if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
Com_Error( ERR_DROP, "configstring > MAX_CONFIGSTRINGS" );
}
// get everything after "cs <num>"
s = Cmd_ArgsFrom(2);
old = cl.gameState.stringData + cl.gameState.stringOffsets[ index ];
if ( !strcmp( old, s ) ) {
return; // unchanged
}
// build the new gameState_t
oldGs = cl.gameState;
Com_Memset( &cl.gameState, 0, sizeof( cl.gameState ) );
// leave the first 0 for uninitialized strings
cl.gameState.dataCount = 1;
for ( i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) {
if ( i == index ) {
dup = s;
} else {
dup = oldGs.stringData + oldGs.stringOffsets[ i ];
}
if ( !dup[0] ) {
continue; // leave with the default empty string
}
len = strlen( dup );
if ( len + 1 + cl.gameState.dataCount > MAX_GAMESTATE_CHARS ) {
Com_Error( ERR_DROP, "MAX_GAMESTATE_CHARS exceeded" );
}
// append it to the gameState string buffer
cl.gameState.stringOffsets[ i ] = cl.gameState.dataCount;
Com_Memcpy( cl.gameState.stringData + cl.gameState.dataCount, dup, len + 1 );
cl.gameState.dataCount += len + 1;
}
if (cl_autolodscale && cl_autolodscale->integer)
{
if (index >= CS_PLAYERS &&
index < CS_CHARSKINS)
{ //this means that a client was updated in some way. Go through and count the clients.
int clientCount = 0;
i = CS_PLAYERS;
while (i < CS_CHARSKINS)
{
s = cl.gameState.stringData + cl.gameState.stringOffsets[ i ];
if (s && s[0])
{
clientCount++;
}
i++;
}
gCLTotalClientNum = clientCount;
#ifdef _DEBUG
Com_DPrintf("%i clients\n", gCLTotalClientNum);
#endif
CL_DoAutoLODScale();
}
}
if ( index == CS_SYSTEMINFO ) {
// parse serverId and other cvars
CL_SystemInfoChanged();
}
}
/*
===================
CL_GetServerCommand
Set up argc/argv for the given command
===================
*/
qboolean CL_GetServerCommand( int serverCommandNumber ) {
char *s;
char *cmd;
static char bigConfigString[BIG_INFO_STRING];
// if we have irretrievably lost a reliable command, drop the connection
if ( serverCommandNumber <= clc.serverCommandSequence - MAX_RELIABLE_COMMANDS ) {
// when a demo record was started after the client got a whole bunch of
// reliable commands then the client never got those first reliable commands
if ( clc.demoplaying )
return qfalse;
Com_Error( ERR_DROP, "CL_GetServerCommand: a reliable command was cycled out" );
return qfalse;
}
if ( serverCommandNumber > clc.serverCommandSequence ) {
Com_Error( ERR_DROP, "CL_GetServerCommand: requested a command not received" );
return qfalse;
}
s = clc.serverCommands[ serverCommandNumber & ( MAX_RELIABLE_COMMANDS - 1 ) ];
clc.lastExecutedServerCommand = serverCommandNumber;
Com_DPrintf( "serverCommand: %i : %s\n", serverCommandNumber, s );
rescan:
Cmd_TokenizeString( s );
cmd = Cmd_Argv(0);
if ( !strcmp( cmd, "disconnect" ) ) {
Com_Error (ERR_SERVERDISCONNECT, SP_GetStringTextString("SVINGAME_SERVER_DISCONNECTED"));//"Server disconnected\n");
}
if ( !strcmp( cmd, "bcs0" ) ) {
Com_sprintf( bigConfigString, BIG_INFO_STRING, "cs %s \"%s", Cmd_Argv(1), Cmd_Argv(2) );
return qfalse;
}
if ( !strcmp( cmd, "bcs1" ) ) {
s = Cmd_Argv(2);
if( strlen(bigConfigString) + strlen(s) >= BIG_INFO_STRING ) {
Com_Error( ERR_DROP, "bcs exceeded BIG_INFO_STRING" );
}
strcat( bigConfigString, s );
return qfalse;
}
if ( !strcmp( cmd, "bcs2" ) ) {
s = Cmd_Argv(2);
if( strlen(bigConfigString) + strlen(s) + 1 >= BIG_INFO_STRING ) {
Com_Error( ERR_DROP, "bcs exceeded BIG_INFO_STRING" );
}
strcat( bigConfigString, s );
strcat( bigConfigString, "\"" );
s = bigConfigString;
goto rescan;
}
if ( !strcmp( cmd, "cs" ) ) {
CL_ConfigstringModified();
// reparse the string, because CL_ConfigstringModified may have done another Cmd_TokenizeString()
Cmd_TokenizeString( s );
return qtrue;
}
if ( !strcmp( cmd, "map_restart" ) ) {
// clear notify lines and outgoing commands before passing
// the restart to the cgame
Con_ClearNotify();
Com_Memset( cl.cmds, 0, sizeof( cl.cmds ) );
return qtrue;
}
// the clientLevelShot command is used during development
// to generate 128*128 screenshots from the intermission
// point of levels for the menu system to use
// we pass it along to the cgame to make apropriate adjustments,
// but we also clear the console and notify lines here
if ( !strcmp( cmd, "clientLevelShot" ) ) {
// don't do it if we aren't running the server locally,
// otherwise malicious remote servers could overwrite
// the existing thumbnails
if ( !com_sv_running->integer ) {
return qfalse;
}
// close the console
Con_Close();
// take a special screenshot next frame
Cbuf_AddText( "wait ; wait ; wait ; wait ; screenshot levelshot\n" );
return qtrue;
}
// we may want to put a "connect to other server" command here
// cgame can now act on the command
return qtrue;
}
/*
====================
CL_CM_LoadMap
Just adds default parameters that cgame doesn't need to know about
====================
*/
void CL_CM_LoadMap( const char *mapname ) {
int checksum;
CM_LoadMap( mapname, qtrue, &checksum );
}
/*
====================
CL_ShutdonwCGame
====================
*/
void CL_ShutdownCGame( void ) {
cls.keyCatchers &= ~KEYCATCH_CGAME;
cls.cgameStarted = qfalse;
if ( !cgvm ) {
return;
}
VM_Call( cgvm, CG_SHUTDOWN );
VM_Free( cgvm );
cgvm = NULL;
#ifdef _DONETPROFILE_
ClReadProf().ShowTotals();
#endif
}
static int FloatAsInt( float f ) {
int temp;
*(float *)&temp = f;
return temp;
}
/*
====================
CL_CgameSystemCalls
The cgame module is making a system call
====================
*/
#define VMA(x) VM_ArgPtr(args[x])
#define VMF(x) ((float *)args)[x]
extern bool RicksCrazyOnServer;
int CL_CgameSystemCalls( int *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( (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_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_FS_FOPENFILE:
return FS_FOpenFileByMode( (const char *)VMA(1), (int *)VMA(2), (fsMode_t)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_SENDCONSOLECOMMAND:
Cbuf_AddText( (const char *)VMA(1) );
return 0;
case CG_ADDCOMMAND:
CL_AddCgameCommand( (const char *)VMA(1) );
return 0;
case CG_REMOVECOMMAND:
Cmd_RemoveCommand( (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!
// 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), /*int capsule*/ qfalse );
case CG_CM_TEMPCAPSULEMODEL:
return CM_TempBoxModel( (const float *)VMA(1), (const float *)VMA(2), /*int capsule*/ qtrue );
case CG_CM_POINTCONTENTS:
return CM_PointContents( (const 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], /*int capsule*/ qfalse );
return 0;
case CG_CM_CAPSULETRACE:
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], /*int capsule*/ qtrue );
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), /*int capsule*/ qfalse );
return 0;
case CG_CM_TRANSFORMEDCAPSULETRACE:
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), /*int capsule*/ qtrue );
return 0;
case CG_CM_MARKFRAGMENTS:
return re.MarkFragments( args[1], (const vec3_t *)VMA(2), (const float *)VMA(3), args[4], (float *)VMA(5), args[6], (markFragment_t *)VMA(7) );
case CG_S_MUTESOUND:
S_MuteSound( args[1], args[2] );
return 0;
case CG_S_STARTSOUND:
S_StartSound( (float *)VMA(1), args[2], args[3], args[4] );
return 0;
case CG_S_STOPSOUND:
S_StopSound(args[1], args[2], args[3] );
return 0;
case CG_S_STARTLOCALSOUND:
S_StartLocalSound( args[1], args[2] );
return 0;
case CG_S_CLEARLOOPINGSOUNDS:
S_ClearLoopingSounds((qboolean)args[1]);
return 0;
case CG_S_ADDLOOPINGSOUND:
S_AddLoopingSound( ((char *)cl.entityBaselines) + args[1], args[1], (const float *)VMA(2), (const float *)VMA(3), args[4], 127 );
return 0;
case CG_S_ADDREALLOOPINGSOUND:
S_AddLoopingSound( ((char *)cl.entityBaselines) + args[1], args[1], (const float *)VMA(2), (const float *)VMA(3), args[4], 90 );
return 0;
case CG_S_STOPLOOPINGSOUND:
S_StopLoopingSound( ((char *)cl.entityBaselines) + args[1] );
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), (vec3_t *)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]?qtrue:qfalse );
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:
return re.RegisterFont( (const char *)VMA(1) );
case CG_R_FONT_STRLENPIXELS:
return re.Font_StrLenPixels( (const char *)VMA(1), args[2], VMF(3) );
case CG_R_FONT_STRLENCHARS:
return re.Font_StrLenChars( (const char *)VMA(1) );
case CG_R_FONT_STRHEIGHTPIXELS:
return re.Font_HeightPixels( args[1], VMF(2) );
case CG_R_FONT_DRAWSTRING:
re.Font_DrawString( VMF(1), VMF(2), (const char *)VMA(3), (const float *) VMA(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_READCHARFROMSTRING:
return re.AnyLanguage_ReadCharFromString( (const char *) VMA(1), (int *) VMA(2), (qboolean *) VMA(3) );
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( args[1], args[2], (const polyVert_t *)VMA(3), 1 );
return 0;
case CG_R_ADDPOLYSTOSCENE:
re.AddPolyToScene( 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_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], (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_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_GETGLCONFIG:
CL_GetGlconfig( (glconfig_t *)VMA(1) );
return 0;
case CG_GETGAMESTATE:
CL_GetGameState( (gameState_t *)VMA(1) );
return 0;
case CG_GETCURRENTSNAPSHOTNUMBER:
if (clc.newDemoPlayer)
demoGetSnapshotNumber( (int *)VMA(1), (int *)VMA(2) );
else
CL_GetCurrentSnapshotNumber( (int *)VMA(1), (int *)VMA(2) );
return 0;
case CG_GETSNAPSHOT:
if (clc.newDemoPlayer)
return demoGetSnapshot( args[1], (snapshot_t *)VMA(2) );
else
return CL_GetSnapshot( args[1], (snapshot_t *)VMA(2) );
case CG_GETSERVERCOMMAND:
if (clc.newDemoPlayer)
return demoGetServerCommand( args[1] );
else
return CL_GetServerCommand( args[1] );
case CG_GETCURRENTCMDNUMBER:
return CL_GetCurrentCmdNumber();
case CG_GETUSERCMD:
return CL_GetUserCmd( args[1], (struct usercmd_s *)VMA(2) );
case CG_SETUSERCMDVALUE:
CL_SetUserCmdValue( args[1], VMF(2), args[3], args[4] );
return 0;
case CG_SETCLIENTFORCEANGLE:
CL_SetClientForceAngle(args[1], (float *)VMA(2));
return 0;
case CG_SETCLIENTTURNEXTENT:
CL_SetTurnExtents(VMF(1), VMF(2), args[3]);
return 0;
case CG_OPENUIMENU:
VM_Call( uivm, UI_SET_ACTIVE_MENU, args[1] );
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( (const char *)VMA(1) );
case CGAME_MEMSET:
Com_Memset( VMA(1), args[2], args[3] );
return 0;
case CGAME_MEMCPY:
Com_Memcpy( VMA(1), VMA(2), args[3] );
return 0;
case CGAME_STRNCPY:
return (int)strncpy( (char *)VMA(1), (const char *)VMA(2), args[3] );
case CGAME_SIN:
return FloatAsInt( sin( VMF(1) ) );
case CGAME_COS:
return FloatAsInt( cos( VMF(1) ) );
case CGAME_ATAN2:
return FloatAsInt( atan2( VMF(1), VMF(2) ) );
case CGAME_SQRT:
return FloatAsInt( sqrt( VMF(1) ) );
case CGAME_FLOOR:
return FloatAsInt( floor( VMF(1) ) );
case CGAME_CEIL:
return FloatAsInt( ceil( VMF(1) ) );
case CGAME_ACOS:
return FloatAsInt( Q_acos( VMF(1) ) );
case CG_PC_ADD_GLOBAL_DEFINE:
return botlib_export->PC_AddGlobalDefine( (char *)VMA(1) );
case CG_PC_LOAD_SOURCE:
return botlib_export->PC_LoadSourceHandle( (const char *)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], (struct pc_token_s *)VMA(2) );
case CG_PC_SOURCE_FILE_AND_LINE:
return botlib_export->PC_SourceFileAndLine( args[1], (char *)VMA(2), (int *)VMA(3) );
case CG_PC_LOAD_GLOBAL_DEFINES:
return botlib_export->PC_LoadGlobalDefines ( (char *)VMA(1) );
case CG_PC_REMOVE_ALL_GLOBAL_DEFINES:
botlib_export->PC_RemoveAllGlobalDefines ( );
return 0;
case CG_S_STOPBACKGROUNDTRACK:
S_StopBackgroundTrack();
return 0;
case CG_REAL_TIME:
return Com_RealTime( (struct qtime_s *)VMA(1) );
case CG_SNAPVECTOR:
Sys_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_R_GET_LIGHT_STYLE:
re.GetLightStyle(args[1], (unsigned char *)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_FX_ADDLINE:
FX_AddLine(NULL, (float *)VMA(1), (float *)VMA(2), VMF(3), VMF(4), VMF(5),
VMF(6), VMF(7), VMF(8),
(float *)VMA(9), (float *)VMA(10), VMF(11),
args[12], args[13], args[14]);
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( (char *)VMA(1), args[2] );
case CG_R_INPVS:
return re.inPVS( (const float *)VMA(1), (const float *)VMA(2) );
#ifndef DEBUG_DISABLEFXCALLS
case CG_FX_REGISTER_EFFECT:
return FX_RegisterEffect((const char *)VMA(1));
case CG_FX_PLAY_SIMPLE_EFFECT:
FX_PlaySimpleEffect((const char *)VMA(1), (float *)VMA(2));
return 0;
case CG_FX_PLAY_EFFECT:
FX_PlayEffect((const char *)VMA(1), (float *)VMA(2), (float *)VMA(3));
return 0;
case CG_FX_PLAY_ENTITY_EFFECT:
FX_PlayEntityEffect((const char *)VMA(1), (float *)VMA(2), (vec3_t *)VMA(3), args[4], args[5]);
return 0;
case CG_FX_PLAY_SIMPLE_EFFECT_ID:
FX_PlaySimpleEffectID(args[1], (float *)VMA(2));
return 0;
case CG_FX_PLAY_EFFECT_ID:
FX_PlayEffectID(args[1], (float *)VMA(2), (float *)VMA(3));
return 0;
case CG_FX_PLAY_ENTITY_EFFECT_ID:
FX_PlayEntityEffectID(args[1], (float *)VMA(2), (vec3_t *)VMA(3), args[4], args[5]);
return 0;
case CG_FX_PLAY_BOLTED_EFFECT_ID:
FX_PlayBoltedEffectID(args[1], (sharedBoltInterface_t *)VMA(2));
return 0;
case CG_FX_ADD_SCHEDULED_EFFECTS:
FX_AddScheduledEffects();
return 0;
case CG_FX_INIT_SYSTEM:
return FX_InitSystem();
case CG_FX_FREE_SYSTEM:
return FX_FreeSystem();
case CG_FX_ADJUST_TIME:
FX_AdjustTime_Pos(args[1], VMF(2), VMF(3),(float *)VMA(4),(vec3_t *)VMA(5));
return 0;
case CG_FX_ADDPOLY:
addpolyArgStruct_t *p;
p = (addpolyArgStruct_t *)VMA(1);//args[1];
if (p)
{
FX_AddPoly(NULL, p->p, p->ev, p->numVerts, p->vel, p->accel, p->alpha1, p->alpha2,
p->alphaParm, p->rgb1, p->rgb2, p->rgbParm, p->rotationDelta, p->bounce, p->motionDelay,
p->killTime, p->shader, p->flags);
}
return 0;
case CG_FX_ADDBEZIER:
addbezierArgStruct_t *b;
b = (addbezierArgStruct_t *)VMA(1);//args[1];
if (b)
{
FX_AddBezier(b->start, b->end, b->control1, b->control1Vel, b->control2, b->control2Vel,
b->size1, b->size2, b->sizeParm, b->alpha1, b->alpha2, b->alphaParm, b->sRGB,
b->eRGB, b->rgbParm, b->killTime, b->shader, b->flags);
}
return 0;
case CG_FX_ADDPRIMITIVE:
effectTrailArgStruct_t *a;
a = (effectTrailArgStruct_t *)VMA(1);//args[1];
if (a)
{
FX_FeedTrail(a);
}
return 0;
case CG_FX_ADDSPRITE:
addspriteArgStruct_t *s;
s = (addspriteArgStruct_t *)VMA(1);//args[1];
if (s)
{
vec3_t rgb;
rgb[0] = 1;
rgb[1] = 1;
rgb[2] = 1;
//FX_AddSprite(NULL, s->origin, s->vel, s->accel, s->scale, s->dscale, s->sAlpha, s->eAlpha,
// s->rotation, s->bounce, s->life, s->shader, s->flags);
FX_AddParticle(NULL, s->origin, s->vel, s->accel, s->scale, s->dscale, 0, s->sAlpha, s->eAlpha, 0,
rgb, rgb, 0, s->rotation, 0, vec3_origin, vec3_origin, s->bounce, 0, 0, s->life,
s->shader, s->flags);
}
return 0;
#else
case CG_FX_REGISTER_EFFECT:
case CG_FX_PLAY_SIMPLE_EFFECT:
case CG_FX_PLAY_EFFECT:
case CG_FX_PLAY_ENTITY_EFFECT:
case CG_FX_PLAY_SIMPLE_EFFECT_ID:
case CG_FX_PLAY_EFFECT_ID:
case CG_FX_PLAY_ENTITY_EFFECT_ID:
case CG_FX_PLAY_BOLTED_EFFECT_ID:
case CG_FX_ADD_SCHEDULED_EFFECTS:
case CG_FX_INIT_SYSTEM:
case CG_FX_FREE_SYSTEM:
case CG_FX_ADJUST_TIME:
case CG_FX_ADDPOLY:
case CG_FX_ADDBEZIER:
case CG_FX_ADDPRIMITIVE:
case CG_FX_ADDSPRITE:
return 0;
#endif
case CG_SP_PRINT:
CL_SP_Print(args[1], (byte *)VMA(2));
return 0;
case CG_ROFF_CLEAN:
return theROFFSystem.Clean(qtrue);
case CG_ROFF_UPDATE_ENTITIES:
theROFFSystem.UpdateEntities(qtrue);
return 0;
case CG_ROFF_CACHE:
return theROFFSystem.Cache( (char *)VMA(1), qtrue );
case CG_ROFF_PLAY:
return theROFFSystem.Play(args[1], args[2], (qboolean)args[3], qtrue );
case CG_ROFF_PURGE_ENT:
return theROFFSystem.PurgeEnt( args[1], qtrue );
/*
Ghoul2 Insert Start
*/