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- // Copyright (C) 1999-2000 Id Software, Inc.
- //
- // cg_main.c -- initialization and primary entry point for cgame
- #include "cg_local.h"
-
- void CG_Init( int serverMessageNum, int serverCommandSequence );
- void CG_Shutdown( void );
-
- /*
- ================
- vmMain
-
- This is the only way control passes into the module.
- This must be the very first function compiled into the .q3vm file
- ================
- */
- int vmMain( int command, int arg0, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6 ) {
- switch ( command ) {
- case CG_INIT:
- CG_Init( arg0, arg1 );
- return 0;
- case CG_SHUTDOWN:
- CG_Shutdown();
- return 0;
- case CG_CONSOLE_COMMAND:
- return CG_ConsoleCommand();
- case CG_DRAW_ACTIVE_FRAME:
- CG_DrawActiveFrame( arg0, arg1, arg2 );
- return 0;
- case CG_CROSSHAIR_PLAYER:
- return CG_CrosshairPlayer();
- case CG_LAST_ATTACKER:
- return CG_LastAttacker();
- default:
- CG_Error( "vmMain: unknown command %i", command );
- break;
- }
- return -1;
- }
-
-
- cg_t cg;
- cgs_t cgs;
- centity_t cg_entities[MAX_GENTITIES];
- weaponInfo_t cg_weapons[MAX_WEAPONS];
- itemInfo_t cg_items[MAX_ITEMS];
-
- vmCvar_t cg_railTrailTime;
- vmCvar_t cg_centertime;
- vmCvar_t cg_runpitch;
- vmCvar_t cg_runroll;
- vmCvar_t cg_bobup;
- vmCvar_t cg_bobpitch;
- vmCvar_t cg_bobroll;
- vmCvar_t cg_swingSpeed;
- vmCvar_t cg_shadows;
- vmCvar_t cg_gibs;
- vmCvar_t cg_drawTimer;
- vmCvar_t cg_drawFPS;
- vmCvar_t cg_drawSnapshot;
- vmCvar_t cg_draw3dIcons;
- vmCvar_t cg_drawIcons;
- vmCvar_t cg_drawAmmoWarning;
- vmCvar_t cg_drawCrosshair;
- vmCvar_t cg_drawCrosshairNames;
- vmCvar_t cg_drawRewards;
- vmCvar_t cg_crosshairSize;
- vmCvar_t cg_crosshairX;
- vmCvar_t cg_crosshairY;
- vmCvar_t cg_crosshairHealth;
- vmCvar_t cg_draw2D;
- vmCvar_t cg_drawStatus;
- vmCvar_t cg_animSpeed;
- vmCvar_t cg_debugAnim;
- vmCvar_t cg_debugPosition;
- vmCvar_t cg_debugEvents;
- vmCvar_t cg_errorDecay;
- vmCvar_t cg_nopredict;
- vmCvar_t cg_noPlayerAnims;
- vmCvar_t cg_showmiss;
- vmCvar_t cg_footsteps;
- vmCvar_t cg_addMarks;
- vmCvar_t cg_brassTime;
- vmCvar_t cg_viewsize;
- vmCvar_t cg_drawGun;
- vmCvar_t cg_gun_frame;
- vmCvar_t cg_gun_x;
- vmCvar_t cg_gun_y;
- vmCvar_t cg_gun_z;
- vmCvar_t cg_tracerChance;
- vmCvar_t cg_tracerWidth;
- vmCvar_t cg_tracerLength;
- vmCvar_t cg_autoswitch;
- vmCvar_t cg_ignore;
- vmCvar_t cg_simpleItems;
- vmCvar_t cg_fov;
- vmCvar_t cg_zoomFov;
- vmCvar_t cg_thirdPerson;
- vmCvar_t cg_thirdPersonRange;
- vmCvar_t cg_thirdPersonAngle;
- vmCvar_t cg_stereoSeparation;
- vmCvar_t cg_lagometer;
- vmCvar_t cg_drawAttacker;
- vmCvar_t cg_syncronousClients;
- vmCvar_t cg_teamChatTime;
- vmCvar_t cg_teamChatHeight;
- vmCvar_t cg_stats;
- vmCvar_t cg_buildScript;
- vmCvar_t cg_forceModel;
- vmCvar_t cg_paused;
- vmCvar_t cg_blood;
- vmCvar_t cg_predictItems;
- vmCvar_t cg_deferPlayers;
- vmCvar_t cg_drawTeamOverlay;
- vmCvar_t cg_teamOverlayUserinfo;
-
-
- typedef struct {
- vmCvar_t *vmCvar;
- char *cvarName;
- char *defaultString;
- int cvarFlags;
- } cvarTable_t;
-
- cvarTable_t cvarTable[] = {
- { &cg_ignore, "cg_ignore", "0", 0 }, // used for debugging
- { &cg_autoswitch, "cg_autoswitch", "1", CVAR_ARCHIVE },
- { &cg_drawGun, "cg_drawGun", "1", CVAR_ARCHIVE },
- { &cg_zoomFov, "cg_zoomfov", "22.5", CVAR_ARCHIVE },
- { &cg_fov, "cg_fov", "90", CVAR_ARCHIVE },
- { &cg_viewsize, "cg_viewsize", "100", CVAR_ARCHIVE },
- { &cg_stereoSeparation, "cg_stereoSeparation", "0.4", CVAR_ARCHIVE },
- { &cg_shadows, "cg_shadows", "1", CVAR_ARCHIVE },
- { &cg_gibs, "cg_gibs", "1", CVAR_ARCHIVE },
- { &cg_draw2D, "cg_draw2D", "1", CVAR_ARCHIVE },
- { &cg_drawStatus, "cg_drawStatus", "1", CVAR_ARCHIVE },
- { &cg_drawTimer, "cg_drawTimer", "0", CVAR_ARCHIVE },
- { &cg_drawFPS, "cg_drawFPS", "0", CVAR_ARCHIVE },
- { &cg_drawSnapshot, "cg_drawSnapshot", "0", CVAR_ARCHIVE },
- { &cg_draw3dIcons, "cg_draw3dIcons", "1", CVAR_ARCHIVE },
- { &cg_drawIcons, "cg_drawIcons", "1", CVAR_ARCHIVE },
- { &cg_drawAmmoWarning, "cg_drawAmmoWarning", "1", CVAR_ARCHIVE },
- { &cg_drawAttacker, "cg_drawAttacker", "1", CVAR_ARCHIVE },
- { &cg_drawCrosshair, "cg_drawCrosshair", "4", CVAR_ARCHIVE },
- { &cg_drawCrosshairNames, "cg_drawCrosshairNames", "1", CVAR_ARCHIVE },
- { &cg_drawRewards, "cg_drawRewards", "1", CVAR_ARCHIVE },
- { &cg_crosshairSize, "cg_crosshairSize", "24", CVAR_ARCHIVE },
- { &cg_crosshairHealth, "cg_crosshairHealth", "1", CVAR_ARCHIVE },
- { &cg_crosshairX, "cg_crosshairX", "0", CVAR_ARCHIVE },
- { &cg_crosshairY, "cg_crosshairY", "0", CVAR_ARCHIVE },
- { &cg_brassTime, "cg_brassTime", "1250", CVAR_ARCHIVE },
- { &cg_simpleItems, "cg_simpleItems", "0", CVAR_ARCHIVE },
- { &cg_addMarks, "cg_marks", "1", CVAR_ARCHIVE },
- { &cg_lagometer, "cg_lagometer", "1", CVAR_ARCHIVE },
- { &cg_railTrailTime, "cg_railTrailTime", "400", CVAR_ARCHIVE },
- { &cg_gun_x, "cg_gunX", "0", CVAR_CHEAT },
- { &cg_gun_y, "cg_gunY", "0", CVAR_CHEAT },
- { &cg_gun_z, "cg_gunZ", "0", CVAR_CHEAT },
- { &cg_centertime, "cg_centertime", "3", CVAR_CHEAT },
- { &cg_runpitch, "cg_runpitch", "0.002", CVAR_ARCHIVE},
- { &cg_runroll, "cg_runroll", "0.005", CVAR_ARCHIVE },
- { &cg_bobup , "cg_bobup", "0.005", CVAR_ARCHIVE },
- { &cg_bobpitch, "cg_bobpitch", "0.002", CVAR_ARCHIVE },
- { &cg_bobroll, "cg_bobroll", "0.002", CVAR_ARCHIVE },
- { &cg_swingSpeed, "cg_swingSpeed", "0.3", CVAR_CHEAT },
- { &cg_animSpeed, "cg_animspeed", "1", CVAR_CHEAT },
- { &cg_debugAnim, "cg_debuganim", "0", CVAR_CHEAT },
- { &cg_debugPosition, "cg_debugposition", "0", CVAR_CHEAT },
- { &cg_debugEvents, "cg_debugevents", "0", CVAR_CHEAT },
- { &cg_errorDecay, "cg_errordecay", "100", 0 },
- { &cg_nopredict, "cg_nopredict", "0", 0 },
- { &cg_noPlayerAnims, "cg_noplayeranims", "0", CVAR_CHEAT },
- { &cg_showmiss, "cg_showmiss", "0", 0 },
- { &cg_footsteps, "cg_footsteps", "1", CVAR_CHEAT },
- { &cg_tracerChance, "cg_tracerchance", "0.4", CVAR_CHEAT },
- { &cg_tracerWidth, "cg_tracerwidth", "1", CVAR_CHEAT },
- { &cg_tracerLength, "cg_tracerlength", "100", CVAR_CHEAT },
- { &cg_thirdPersonRange, "cg_thirdPersonRange", "40", 0 },
- { &cg_thirdPersonAngle, "cg_thirdPersonAngle", "0", CVAR_CHEAT },
- { &cg_thirdPerson, "cg_thirdPerson", "0", 0 },
- { &cg_teamChatTime, "cg_teamChatTime", "3000", CVAR_ARCHIVE },
- { &cg_teamChatHeight, "cg_teamChatHeight", "0", CVAR_ARCHIVE },
- { &cg_forceModel, "cg_forceModel", "0", CVAR_ARCHIVE },
- { &cg_predictItems, "cg_predictItems", "1", CVAR_ARCHIVE },
- { &cg_deferPlayers, "cg_deferPlayers", "1", CVAR_ARCHIVE },
- { &cg_drawTeamOverlay, "cg_drawTeamOverlay", "0", CVAR_ARCHIVE },
- { &cg_teamOverlayUserinfo, "teamoverlay", "0", CVAR_ROM | CVAR_USERINFO },
- { &cg_stats, "cg_stats", "0", 0 },
-
- // the following variables are created in other parts of the system,
- // but we also reference them here
-
- { &cg_buildScript, "com_buildScript", "0", 0 }, // force loading of all possible data amd error on failures
- { &cg_paused, "cl_paused", "0", CVAR_ROM },
- { &cg_blood, "com_blood", "1", CVAR_ARCHIVE },
- { &cg_syncronousClients, "g_syncronousClients", "0", 0 }, // communicated by systeminfo
- };
-
- int cvarTableSize = sizeof( cvarTable ) / sizeof( cvarTable[0] );
-
- /*
- =================
- CG_RegisterCvars
- =================
- */
- void CG_RegisterCvars( void ) {
- int i;
- cvarTable_t *cv;
- char var[MAX_TOKEN_CHARS];
-
- for ( i = 0, cv = cvarTable ; i < cvarTableSize ; i++, cv++ ) {
- trap_Cvar_Register( cv->vmCvar, cv->cvarName,
- cv->defaultString, cv->cvarFlags );
- }
-
- // see if we are also running the server on this machine
- trap_Cvar_VariableStringBuffer( "sv_running", var, sizeof( var ) );
- cgs.localServer = atoi( var );
- }
-
- /*
- =================
- CG_UpdateCvars
- =================
- */
- void CG_UpdateCvars( void ) {
- int i;
- cvarTable_t *cv;
-
- for ( i = 0, cv = cvarTable ; i < cvarTableSize ; i++, cv++ ) {
- trap_Cvar_Update( cv->vmCvar );
- }
-
- // check for modications here
-
- // If team overlay is on, ask for updates from the server. If its off,
- // let the server know so we don't receive it
- if ( drawTeamOverlayModificationCount != cg_drawTeamOverlay.modificationCount ) {
- drawTeamOverlayModificationCount = cg_drawTeamOverlay.modificationCount;
-
- if ( cg_drawTeamOverlay.integer > 0 ) {
- trap_Cvar_Set( "teamoverlay", "1" );
- } else {
- trap_Cvar_Set( "teamoverlay", "0" );
- }
- }
- }
-
-
- int CG_CrosshairPlayer( void ) {
- if ( cg.time > ( cg.crosshairClientTime + 1000 ) ) {
- return -1;
- }
- return cg.crosshairClientNum;
- }
-
-
- int CG_LastAttacker( void ) {
- if ( !cg.attackerTime ) {
- return -1;
- }
- return cg.snap->ps.persistant[PERS_ATTACKER];
- }
-
-
- void QDECL CG_Printf( const char *msg, ... ) {
- va_list argptr;
- char text[1024];
-
- va_start (argptr, msg);
- vsprintf (text, msg, argptr);
- va_end (argptr);
-
- trap_Print( text );
- }
-
- void QDECL CG_Error( const char *msg, ... ) {
- va_list argptr;
- char text[1024];
-
- va_start (argptr, msg);
- vsprintf (text, msg, argptr);
- va_end (argptr);
-
- trap_Error( text );
- }
-
- #ifndef CGAME_HARD_LINKED
- // this is only here so the functions in q_shared.c and bg_*.c can link (FIXME)
-
- void QDECL Com_Error( int level, const char *error, ... ) {
- va_list argptr;
- char text[1024];
-
- va_start (argptr, error);
- vsprintf (text, error, argptr);
- va_end (argptr);
-
- CG_Error( "%s", text);
- }
-
- void QDECL Com_Printf( const char *msg, ... ) {
- va_list argptr;
- char text[1024];
-
- va_start (argptr, msg);
- vsprintf (text, msg, argptr);
- va_end (argptr);
-
- CG_Printf ("%s", text);
- }
-
- #endif
-
-
-
- /*
- ================
- CG_Argv
- ================
- */
- const char *CG_Argv( int arg ) {
- static char buffer[MAX_STRING_CHARS];
-
- trap_Argv( arg, buffer, sizeof( buffer ) );
-
- return buffer;
- }
-
-
- //========================================================================
-
- /*
- =================
- CG_RegisterItemSounds
-
- The server says this item is used on this level
- =================
- */
- static void CG_RegisterItemSounds( int itemNum ) {
- gitem_t *item;
- char data[MAX_QPATH];
- char *s, *start;
- int len;
-
- item = &bg_itemlist[ itemNum ];
-
- trap_S_RegisterSound( item->pickup_sound );
-
- // parse the space seperated precache string for other media
- s = item->sounds;
- if (!s || !s[0])
- return;
-
- while (*s) {
- start = s;
- while (*s && *s != ' ') {
- s++;
- }
-
- len = s-start;
- if (len >= MAX_QPATH || len < 5) {
- CG_Error( "PrecacheItem: %s has bad precache string",
- item->classname);
- return;
- }
- memcpy (data, start, len);
- data[len] = 0;
- if ( *s ) {
- s++;
- }
-
- if ( !strcmp(data+len-3, "wav" )) {
- trap_S_RegisterSound( data );
- }
- }
- }
-
-
- /*
- =================
- CG_RegisterSounds
-
- called during a precache command
- =================
- */
- static void CG_RegisterSounds( void ) {
- int i;
- char items[MAX_ITEMS+1];
- char name[MAX_QPATH];
- const char *soundName;
-
- if ( cgs.timelimit || cg_buildScript.integer ) { // should we always load this?
- cgs.media.oneMinuteSound = trap_S_RegisterSound( "sound/feedback/1_minute.wav" );
- cgs.media.fiveMinuteSound = trap_S_RegisterSound( "sound/feedback/5_minute.wav" );
- cgs.media.suddenDeathSound = trap_S_RegisterSound( "sound/feedback/sudden_death.wav" );
- }
-
- if ( cgs.fraglimit || cg_buildScript.integer ) {
- cgs.media.oneFragSound = trap_S_RegisterSound( "sound/feedback/1_frag.wav" );
- cgs.media.twoFragSound = trap_S_RegisterSound( "sound/feedback/2_frags.wav" );
- cgs.media.threeFragSound = trap_S_RegisterSound( "sound/feedback/3_frags.wav" );
- }
-
- // if ( cgs.gametype == GT_TOURNAMENT || cg_buildScript.integer ) {
- // We always need this since a warmup can be enabled in any game mode
- cgs.media.count3Sound = trap_S_RegisterSound( "sound/feedback/three.wav" );
- cgs.media.count2Sound = trap_S_RegisterSound( "sound/feedback/two.wav" );
- cgs.media.count1Sound = trap_S_RegisterSound( "sound/feedback/one.wav" );
- cgs.media.countFightSound = trap_S_RegisterSound( "sound/feedback/fight.wav" );
- cgs.media.countPrepareSound = trap_S_RegisterSound( "sound/feedback/prepare.wav" );
- // }
-
- if ( cgs.gametype >= GT_TEAM || cg_buildScript.integer ) {
- cgs.media.redLeadsSound = trap_S_RegisterSound( "sound/feedback/redleads.wav" );
- cgs.media.blueLeadsSound = trap_S_RegisterSound( "sound/feedback/blueleads.wav" );
- cgs.media.teamsTiedSound = trap_S_RegisterSound( "sound/feedback/teamstied.wav" );
- cgs.media.hitTeamSound = trap_S_RegisterSound( "sound/feedback/hit_teammate.wav" );
- }
-
- cgs.media.tracerSound = trap_S_RegisterSound( "sound/weapons/machinegun/buletby1.wav" );
- cgs.media.selectSound = trap_S_RegisterSound( "sound/weapons/change.wav" );
- cgs.media.wearOffSound = trap_S_RegisterSound( "sound/items/wearoff.wav" );
- cgs.media.useNothingSound = trap_S_RegisterSound( "sound/items/use_nothing.wav" );
- cgs.media.gibSound = trap_S_RegisterSound( "sound/player/gibsplt1.wav" );
- cgs.media.gibBounce1Sound = trap_S_RegisterSound( "sound/player/gibimp1.wav" );
- cgs.media.gibBounce2Sound = trap_S_RegisterSound( "sound/player/gibimp2.wav" );
- cgs.media.gibBounce3Sound = trap_S_RegisterSound( "sound/player/gibimp3.wav" );
-
- cgs.media.teleInSound = trap_S_RegisterSound( "sound/world/telein.wav" );
- cgs.media.teleOutSound = trap_S_RegisterSound( "sound/world/teleout.wav" );
- cgs.media.respawnSound = trap_S_RegisterSound( "sound/items/respawn1.wav" );
-
- cgs.media.noAmmoSound = trap_S_RegisterSound( "sound/weapons/noammo.wav" );
-
- cgs.media.talkSound = trap_S_RegisterSound( "sound/player/talk.wav" );
- cgs.media.landSound = trap_S_RegisterSound( "sound/player/land1.wav");
-
- cgs.media.hitSound = trap_S_RegisterSound( "sound/feedback/hit.wav" );
-
- cgs.media.impressiveSound = trap_S_RegisterSound( "sound/feedback/impressive.wav" );
- cgs.media.excellentSound = trap_S_RegisterSound( "sound/feedback/excellent.wav" );
- cgs.media.deniedSound = trap_S_RegisterSound( "sound/feedback/denied.wav" );
- cgs.media.humiliationSound = trap_S_RegisterSound( "sound/feedback/humiliation.wav" );
-
- cgs.media.takenLeadSound = trap_S_RegisterSound( "sound/feedback/takenlead.wav");
- cgs.media.tiedLeadSound = trap_S_RegisterSound( "sound/feedback/tiedlead.wav");
- cgs.media.lostLeadSound = trap_S_RegisterSound( "sound/feedback/lostlead.wav");
-
- cgs.media.watrInSound = trap_S_RegisterSound( "sound/player/watr_in.wav");
- cgs.media.watrOutSound = trap_S_RegisterSound( "sound/player/watr_out.wav");
- cgs.media.watrUnSound = trap_S_RegisterSound( "sound/player/watr_un.wav");
-
- cgs.media.jumpPadSound = trap_S_RegisterSound ("sound/world/jumppad.wav" );
-
- for (i=0 ; i<4 ; i++) {
- Com_sprintf (name, sizeof(name), "sound/player/footsteps/step%i.wav", i+1);
- cgs.media.footsteps[FOOTSTEP_NORMAL][i] = trap_S_RegisterSound (name);
-
- Com_sprintf (name, sizeof(name), "sound/player/footsteps/boot%i.wav", i+1);
- cgs.media.footsteps[FOOTSTEP_BOOT][i] = trap_S_RegisterSound (name);
-
- Com_sprintf (name, sizeof(name), "sound/player/footsteps/flesh%i.wav", i+1);
- cgs.media.footsteps[FOOTSTEP_FLESH][i] = trap_S_RegisterSound (name);
-
- Com_sprintf (name, sizeof(name), "sound/player/footsteps/mech%i.wav", i+1);
- cgs.media.footsteps[FOOTSTEP_MECH][i] = trap_S_RegisterSound (name);
-
- Com_sprintf (name, sizeof(name), "sound/player/footsteps/energy%i.wav", i+1);
- cgs.media.footsteps[FOOTSTEP_ENERGY][i] = trap_S_RegisterSound (name);
-
- Com_sprintf (name, sizeof(name), "sound/player/footsteps/splash%i.wav", i+1);
- cgs.media.footsteps[FOOTSTEP_SPLASH][i] = trap_S_RegisterSound (name);
-
- Com_sprintf (name, sizeof(name), "sound/player/footsteps/clank%i.wav", i+1);
- cgs.media.footsteps[FOOTSTEP_METAL][i] = trap_S_RegisterSound (name);
- }
-
- // only register the items that the server says we need
- strcpy( items, CG_ConfigString( CS_ITEMS ) );
-
- for ( i = 1 ; i < bg_numItems ; i++ ) {
- if ( items[ i ] == '1' || cg_buildScript.integer ) {
- CG_RegisterItemSounds( i );
- }
- }
-
- 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 );
- }
-
- // FIXME: only needed with item
- cgs.media.flightSound = trap_S_RegisterSound( "sound/items/flight.wav" );
- cgs.media.medkitSound = trap_S_RegisterSound ("sound/items/use_medkit.wav");
- cgs.media.quadSound = trap_S_RegisterSound("sound/items/damage3.wav");
- cgs.media.sfx_ric1 = trap_S_RegisterSound ("sound/weapons/machinegun/ric1.wav");
- cgs.media.sfx_ric2 = trap_S_RegisterSound ("sound/weapons/machinegun/ric2.wav");
- cgs.media.sfx_ric3 = trap_S_RegisterSound ("sound/weapons/machinegun/ric3.wav");
- cgs.media.sfx_railg = trap_S_RegisterSound ("sound/weapons/railgun/railgf1a.wav");
- cgs.media.sfx_rockexp = trap_S_RegisterSound ("sound/weapons/rocket/rocklx1a.wav");
- cgs.media.sfx_plasmaexp = trap_S_RegisterSound ("sound/weapons/plasma/plasmx1a.wav");
- }
-
-
- //===================================================================================
-
-
- /*
- =================
- CG_RegisterGraphics
-
- This function may execute for a couple of minutes with a slow disk.
- =================
- */
- static void CG_RegisterGraphics( void ) {
- int i;
- char items[MAX_ITEMS+1];
- static char *sb_nums[11] = {
- "gfx/2d/numbers/zero_32b",
- "gfx/2d/numbers/one_32b",
- "gfx/2d/numbers/two_32b",
- "gfx/2d/numbers/three_32b",
- "gfx/2d/numbers/four_32b",
- "gfx/2d/numbers/five_32b",
- "gfx/2d/numbers/six_32b",
- "gfx/2d/numbers/seven_32b",
- "gfx/2d/numbers/eight_32b",
- "gfx/2d/numbers/nine_32b",
- "gfx/2d/numbers/minus_32b",
- };
-
- // clear any references to old media
- memset( &cg.refdef, 0, sizeof( cg.refdef ) );
- trap_R_ClearScene();
-
- CG_LoadingString( cgs.mapname );
-
- trap_R_LoadWorldMap( cgs.mapname );
-
- // precache status bar pics
- CG_LoadingString( "game media" );
-
- for ( i=0 ; i<11 ; i++) {
- cgs.media.numberShaders[i] = trap_R_RegisterShader( sb_nums[i] );
- }
-
- cgs.media.botSkillShaders[0] = trap_R_RegisterShader( "menu/art/skill1.tga" );
- cgs.media.botSkillShaders[1] = trap_R_RegisterShader( "menu/art/skill2.tga" );
- cgs.media.botSkillShaders[2] = trap_R_RegisterShader( "menu/art/skill3.tga" );
- cgs.media.botSkillShaders[3] = trap_R_RegisterShader( "menu/art/skill4.tga" );
- cgs.media.botSkillShaders[4] = trap_R_RegisterShader( "menu/art/skill5.tga" );
-
- cgs.media.viewBloodShader = trap_R_RegisterShader( "viewBloodBlend" );
-
- cgs.media.deferShader = trap_R_RegisterShaderNoMip( "gfx/2d/defer.tga" );
-
- cgs.media.scoreboardName = trap_R_RegisterShaderNoMip( "menu/tab/name.tga" );
- cgs.media.scoreboardPing = trap_R_RegisterShaderNoMip( "menu/tab/ping.tga" );
- cgs.media.scoreboardScore = trap_R_RegisterShaderNoMip( "menu/tab/score.tga" );
- cgs.media.scoreboardTime = trap_R_RegisterShaderNoMip( "menu/tab/time.tga" );
-
- cgs.media.smokePuffShader = trap_R_RegisterShader( "smokePuff" );
- cgs.media.smokePuffRageProShader = trap_R_RegisterShader( "smokePuffRagePro" );
- cgs.media.shotgunSmokePuffShader = trap_R_RegisterShader( "shotgunSmokePuff" );
- cgs.media.plasmaBallShader = trap_R_RegisterShader( "sprites/plasma1" );
- cgs.media.bloodTrailShader = trap_R_RegisterShader( "bloodTrail" );
- cgs.media.lagometerShader = trap_R_RegisterShader("lagometer" );
- cgs.media.connectionShader = trap_R_RegisterShader( "disconnected" );
-
- cgs.media.waterBubbleShader = trap_R_RegisterShader( "waterBubble" );
-
- cgs.media.tracerShader = trap_R_RegisterShader( "gfx/misc/tracer" );
- cgs.media.selectShader = trap_R_RegisterShader( "gfx/2d/select" );
-
- for ( i = 0 ; i < NUM_CROSSHAIRS ; i++ ) {
- cgs.media.crosshairShader[i] = trap_R_RegisterShader( va("gfx/2d/crosshair%c", 'a'+i) );
- }
-
- cgs.media.backTileShader = trap_R_RegisterShader( "gfx/2d/backtile" );
- cgs.media.noammoShader = trap_R_RegisterShader( "icons/noammo" );
-
- // powerup shaders
- cgs.media.quadShader = trap_R_RegisterShader("powerups/quad" );
- cgs.media.quadWeaponShader = trap_R_RegisterShader("powerups/quadWeapon" );
- cgs.media.battleSuitShader = trap_R_RegisterShader("powerups/battleSuit" );
- cgs.media.battleWeaponShader = trap_R_RegisterShader("powerups/battleWeapon" );
- cgs.media.invisShader = trap_R_RegisterShader("powerups/invisibility" );
- cgs.media.regenShader = trap_R_RegisterShader("powerups/regen" );
- cgs.media.hastePuffShader = trap_R_RegisterShader("hasteSmokePuff" );
-
- if ( cgs.gametype == GT_CTF || cg_buildScript.integer ) {
- cgs.media.redFlagModel = trap_R_RegisterModel( "models/flags/r_flag.md3" );
- cgs.media.blueFlagModel = trap_R_RegisterModel( "models/flags/b_flag.md3" );
- cgs.media.redFlagShader[0] = trap_R_RegisterShaderNoMip( "icons/iconf_red1" );
- cgs.media.redFlagShader[1] = trap_R_RegisterShaderNoMip( "icons/iconf_red2" );
- cgs.media.redFlagShader[2] = trap_R_RegisterShaderNoMip( "icons/iconf_red3" );
- cgs.media.blueFlagShader[0] = trap_R_RegisterShaderNoMip( "icons/iconf_blu1" );
- cgs.media.blueFlagShader[1] = trap_R_RegisterShaderNoMip( "icons/iconf_blu2" );
- cgs.media.blueFlagShader[2] = trap_R_RegisterShaderNoMip( "icons/iconf_blu3" );
- }
-
- if ( cgs.gametype >= GT_TEAM || cg_buildScript.integer ) {
- cgs.media.friendShader = trap_R_RegisterShader( "sprites/foe" );
- cgs.media.redQuadShader = trap_R_RegisterShader("powerups/blueflag" );
- cgs.media.teamStatusBar = trap_R_RegisterShader( "gfx/2d/colorbar.tga" );
- }
-
- cgs.media.armorModel = trap_R_RegisterModel( "models/powerups/armor/armor_yel.md3" );
- cgs.media.armorIcon = trap_R_RegisterShaderNoMip( "icons/iconr_yellow" );
-
- cgs.media.machinegunBrassModel = trap_R_RegisterModel( "models/weapons2/shells/m_shell.md3" );
- cgs.media.shotgunBrassModel = trap_R_RegisterModel( "models/weapons2/shells/s_shell.md3" );
-
- cgs.media.gibAbdomen = trap_R_RegisterModel( "models/gibs/abdomen.md3" );
- cgs.media.gibArm = trap_R_RegisterModel( "models/gibs/arm.md3" );
- cgs.media.gibChest = trap_R_RegisterModel( "models/gibs/chest.md3" );
- cgs.media.gibFist = trap_R_RegisterModel( "models/gibs/fist.md3" );
- cgs.media.gibFoot = trap_R_RegisterModel( "models/gibs/foot.md3" );
- cgs.media.gibForearm = trap_R_RegisterModel( "models/gibs/forearm.md3" );
- cgs.media.gibIntestine = trap_R_RegisterModel( "models/gibs/intestine.md3" );
- cgs.media.gibLeg = trap_R_RegisterModel( "models/gibs/leg.md3" );
- cgs.media.gibSkull = trap_R_RegisterModel( "models/gibs/skull.md3" );
- cgs.media.gibBrain = trap_R_RegisterModel( "models/gibs/brain.md3" );
-
- cgs.media.balloonShader = trap_R_RegisterShader( "sprites/balloon3" );
-
- cgs.media.bloodExplosionShader = trap_R_RegisterShader( "bloodExplosion" );
-
- cgs.media.bulletFlashModel = trap_R_RegisterModel("models/weaphits/bullet.md3");
- cgs.media.ringFlashModel = trap_R_RegisterModel("models/weaphits/ring02.md3");
- cgs.media.dishFlashModel = trap_R_RegisterModel("models/weaphits/boom01.md3");
- cgs.media.teleportEffectModel = trap_R_RegisterModel( "models/misc/telep.md3" );
- cgs.media.teleportEffectShader = trap_R_RegisterShader( "teleportEffect" );
-
- cgs.media.medalImpressive = trap_R_RegisterShaderNoMip( "medal_impressive" );
- cgs.media.medalExcellent = trap_R_RegisterShaderNoMip( "medal_excellent" );
- cgs.media.medalGauntlet = trap_R_RegisterShaderNoMip( "medal_gauntlet" );
-
-
- memset( cg_items, 0, sizeof( cg_items ) );
- memset( cg_weapons, 0, sizeof( cg_weapons ) );
-
- // only register the items that the server says we need
- strcpy( items, CG_ConfigString( CS_ITEMS) );
-
- for ( i = 1 ; i < bg_numItems ; i++ ) {
- if ( items[ i ] == '1' || cg_buildScript.integer ) {
- CG_LoadingItem( i );
- CG_RegisterItemVisuals( i );
- }
- }
-
- // wall marks
- cgs.media.bulletMarkShader = trap_R_RegisterShader( "gfx/damage/bullet_mrk" );
- cgs.media.burnMarkShader = trap_R_RegisterShader( "gfx/damage/burn_med_mrk" );
- cgs.media.holeMarkShader = trap_R_RegisterShader( "gfx/damage/hole_lg_mrk" );
- cgs.media.energyMarkShader = trap_R_RegisterShader( "gfx/damage/plasma_mrk" );
- cgs.media.shadowMarkShader = trap_R_RegisterShader( "markShadow" );
- cgs.media.wakeMarkShader = trap_R_RegisterShader( "wake" );
- cgs.media.bloodMarkShader = trap_R_RegisterShader( "bloodMark" );
-
- // register the inline models
- cgs.numInlineModels = trap_CM_NumInlineModels();
- for ( i = 1 ; i < cgs.numInlineModels ; i++ ) {
- char name[10];
- vec3_t mins, maxs;
- int j;
-
- Com_sprintf( name, sizeof(name), "*%i", i );
- cgs.inlineDrawModel[i] = trap_R_RegisterModel( name );
- trap_R_ModelBounds( cgs.inlineDrawModel[i], mins, maxs );
- for ( j = 0 ; j < 3 ; j++ ) {
- cgs.inlineModelMidpoints[i][j] = mins[j] + 0.5 * ( maxs[j] - mins[j] );
- }
- }
-
- // register all the server specified models
- for (i=1 ; i<MAX_MODELS ; i++) {
- const char *modelName;
-
- modelName = CG_ConfigString( CS_MODELS+i );
- if ( !modelName[0] ) {
- break;
- }
- cgs.gameModels[i] = trap_R_RegisterModel( modelName );
- }
- }
-
- /*
- ===================
- CG_RegisterClients
-
- ===================
- */
- static void CG_RegisterClients( void ) {
- int i;
-
- for (i=0 ; i<MAX_CLIENTS ; i++) {
- const char *clientInfo;
-
- clientInfo = CG_ConfigString( CS_PLAYERS+i );
- if ( !clientInfo[0] ) {
- continue;
- }
- CG_LoadingClient( i );
- CG_NewClientInfo( i );
- }
- }
-
- //===========================================================================
-
- /*
- =================
- CG_ConfigString
- =================
- */
- const char *CG_ConfigString( int index ) {
- if ( index < 0 || index >= MAX_CONFIGSTRINGS ) {
- CG_Error( "CG_ConfigString: bad index: %i", index );
- }
- return cgs.gameState.stringData + cgs.gameState.stringOffsets[ index ];
- }
-
- //==================================================================
-
- /*
- ======================
- CG_StartMusic
-
- ======================
- */
- void CG_StartMusic( void ) {
- char *s;
- char parm1[MAX_QPATH], parm2[MAX_QPATH];
-
- // start the background music
- s = (char *)CG_ConfigString( CS_MUSIC );
- Q_strncpyz( parm1, COM_Parse( &s ), sizeof( parm1 ) );
- Q_strncpyz( parm2, COM_Parse( &s ), sizeof( parm2 ) );
-
- trap_S_StartBackgroundTrack( parm1, parm2 );
- }
-
-
- /*
- =================
- CG_Init
-
- Called after every level change or subsystem restart
- Will perform callbacks to make the loading info screen update.
- =================
- */
- void CG_Init( int serverMessageNum, int serverCommandSequence ) {
- const char *s;
-
- // clear everything
- memset( &cgs, 0, sizeof( cgs ) );
- memset( &cg, 0, sizeof( cg ) );
- memset( cg_entities, 0, sizeof(cg_entities) );
- memset( cg_weapons, 0, sizeof(cg_weapons) );
- memset( cg_items, 0, sizeof(cg_items) );
-
- cgs.processedSnapshotNum = serverMessageNum;
- cgs.serverCommandSequence = serverCommandSequence;
-
- // load a few needed things before we do any screen updates
- cgs.media.charsetShader = trap_R_RegisterShader( "gfx/2d/bigchars" );
- cgs.media.whiteShader = trap_R_RegisterShader( "white" );
- cgs.media.charsetProp = trap_R_RegisterShaderNoMip( "menu/art/font1_prop.tga" );
- cgs.media.charsetPropGlow = trap_R_RegisterShaderNoMip( "menu/art/font1_prop_glo.tga" );
- cgs.media.charsetPropB = trap_R_RegisterShaderNoMip( "menu/art/font2_prop.tga" );
-
- CG_RegisterCvars();
-
- CG_InitConsoleCommands();
-
- cg.weaponSelect = WP_MACHINEGUN;
-
- cgs.redflag = cgs.blueflag = -1; // For compatibily, default to unset for
- // old servers
-
- // get the rendering configuration from the client system
- trap_GetGlconfig( &cgs.glconfig );
- cgs.screenXScale = cgs.glconfig.vidWidth / 640.0;
- cgs.screenYScale = cgs.glconfig.vidHeight / 480.0;
-
- // get the gamestate from the client system
- trap_GetGameState( &cgs.gameState );
-
- // check version
- s = CG_ConfigString( CS_GAME_VERSION );
- if ( strcmp( s, GAME_VERSION ) ) {
- CG_Error( "Client/Server game mismatch: %s/%s", GAME_VERSION, s );
- }
-
- s = CG_ConfigString( CS_LEVEL_START_TIME );
- cgs.levelStartTime = atoi( s );
-
- CG_ParseServerinfo();
-
- // load the new map
- CG_LoadingString( "collision map" );
-
- trap_CM_LoadMap( cgs.mapname );
-
- cg.loading = qtrue; // force players to load instead of defer
-
- CG_LoadingString( "sounds" );
-
- CG_RegisterSounds();
-
- CG_RegisterGraphics();
-
- CG_RegisterClients(); // if low on memory, some clients will be deferred
-
- cg.loading = qfalse; // future players will be deferred
-
- CG_InitLocalEntities();
-
- CG_InitMarkPolys();
-
- // remove the last loading update
- cg.infoScreenText[0] = 0;
-
- // Make sure we have update values (scores)
- CG_SetConfigValues();
-
- CG_StartMusic();
-
- CG_LoadingString( "" );
- }
-
- /*
- =================
- CG_Shutdown
-
- Called before every level change or subsystem restart
- =================
- */
- void CG_Shutdown( void ) {
- // some mods may need to do cleanup work here,
- // like closing files or archiving session data
- }
-
-
-