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-rw-r--r--code/game/bg_misc.c1604
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diff --git a/code/game/bg_misc.c b/code/game/bg_misc.c
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+++ b/code/game/bg_misc.c
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+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code 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.
+
+Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+//
+// bg_misc.c -- both games misc functions, all completely stateless
+
+#include "../qcommon/q_shared.h"
+#include "bg_public.h"
+
+/*QUAKED item_***** ( 0 0 0 ) (-16 -16 -16) (16 16 16) suspended
+DO NOT USE THIS CLASS, IT JUST HOLDS GENERAL INFORMATION.
+The suspended flag will allow items to hang in the air, otherwise they are dropped to the next surface.
+
+If an item is the target of another entity, it will not spawn in until fired.
+
+An item fires all of its targets when it is picked up. If the toucher can't carry it, the targets won't be fired.
+
+"notfree" if set to 1, don't spawn in free for all games
+"notteam" if set to 1, don't spawn in team games
+"notsingle" if set to 1, don't spawn in single player games
+"wait" override the default wait before respawning. -1 = never respawn automatically, which can be used with targeted spawning.
+"random" random number of plus or minus seconds varied from the respawn time
+"count" override quantity or duration on most items.
+*/
+
+gitem_t bg_itemlist[] =
+{
+ {
+ NULL,
+ NULL,
+ { NULL,
+ NULL,
+ NULL, NULL} ,
+/* icon */ NULL,
+/* pickup */ NULL,
+ 0,
+ 0,
+ 0,
+/* precache */ "",
+/* sounds */ ""
+ }, // leave index 0 alone
+
+ //
+ // ARMOR
+ //
+
+/*QUAKED item_armor_shard (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "item_armor_shard",
+ "sound/misc/ar1_pkup.wav",
+ { "models/powerups/armor/shard.md3",
+ "models/powerups/armor/shard_sphere.md3",
+ NULL, NULL} ,
+/* icon */ "icons/iconr_shard",
+/* pickup */ "Armor Shard",
+ 5,
+ IT_ARMOR,
+ 0,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED item_armor_combat (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "item_armor_combat",
+ "sound/misc/ar2_pkup.wav",
+ { "models/powerups/armor/armor_yel.md3",
+ NULL, NULL, NULL},
+/* icon */ "icons/iconr_yellow",
+/* pickup */ "Armor",
+ 50,
+ IT_ARMOR,
+ 0,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "item_armor_body",
+ "sound/misc/ar2_pkup.wav",
+ { "models/powerups/armor/armor_red.md3",
+ NULL, NULL, NULL},
+/* icon */ "icons/iconr_red",
+/* pickup */ "Heavy Armor",
+ 100,
+ IT_ARMOR,
+ 0,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+ //
+ // health
+ //
+/*QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "item_health_small",
+ "sound/items/s_health.wav",
+ { "models/powerups/health/small_cross.md3",
+ "models/powerups/health/small_sphere.md3",
+ NULL, NULL },
+/* icon */ "icons/iconh_green",
+/* pickup */ "5 Health",
+ 5,
+ IT_HEALTH,
+ 0,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "item_health",
+ "sound/items/n_health.wav",
+ { "models/powerups/health/medium_cross.md3",
+ "models/powerups/health/medium_sphere.md3",
+ NULL, NULL },
+/* icon */ "icons/iconh_yellow",
+/* pickup */ "25 Health",
+ 25,
+ IT_HEALTH,
+ 0,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "item_health_large",
+ "sound/items/l_health.wav",
+ { "models/powerups/health/large_cross.md3",
+ "models/powerups/health/large_sphere.md3",
+ NULL, NULL },
+/* icon */ "icons/iconh_red",
+/* pickup */ "50 Health",
+ 50,
+ IT_HEALTH,
+ 0,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED item_health_mega (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "item_health_mega",
+ "sound/items/m_health.wav",
+ { "models/powerups/health/mega_cross.md3",
+ "models/powerups/health/mega_sphere.md3",
+ NULL, NULL },
+/* icon */ "icons/iconh_mega",
+/* pickup */ "Mega Health",
+ 100,
+ IT_HEALTH,
+ 0,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+
+ //
+ // WEAPONS
+ //
+
+/*QUAKED weapon_gauntlet (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "weapon_gauntlet",
+ "sound/misc/w_pkup.wav",
+ { "models/weapons2/gauntlet/gauntlet.md3",
+ NULL, NULL, NULL},
+/* icon */ "icons/iconw_gauntlet",
+/* pickup */ "Gauntlet",
+ 0,
+ IT_WEAPON,
+ WP_GAUNTLET,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED weapon_shotgun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "weapon_shotgun",
+ "sound/misc/w_pkup.wav",
+ { "models/weapons2/shotgun/shotgun.md3",
+ NULL, NULL, NULL},
+/* icon */ "icons/iconw_shotgun",
+/* pickup */ "Shotgun",
+ 10,
+ IT_WEAPON,
+ WP_SHOTGUN,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED weapon_machinegun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "weapon_machinegun",
+ "sound/misc/w_pkup.wav",
+ { "models/weapons2/machinegun/machinegun.md3",
+ NULL, NULL, NULL},
+/* icon */ "icons/iconw_machinegun",
+/* pickup */ "Machinegun",
+ 40,
+ IT_WEAPON,
+ WP_MACHINEGUN,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "weapon_grenadelauncher",
+ "sound/misc/w_pkup.wav",
+ { "models/weapons2/grenadel/grenadel.md3",
+ NULL, NULL, NULL},
+/* icon */ "icons/iconw_grenade",
+/* pickup */ "Grenade Launcher",
+ 10,
+ IT_WEAPON,
+ WP_GRENADE_LAUNCHER,
+/* precache */ "",
+/* sounds */ "sound/weapons/grenade/hgrenb1a.wav sound/weapons/grenade/hgrenb2a.wav"
+ },
+
+/*QUAKED weapon_rocketlauncher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "weapon_rocketlauncher",
+ "sound/misc/w_pkup.wav",
+ { "models/weapons2/rocketl/rocketl.md3",
+ NULL, NULL, NULL},
+/* icon */ "icons/iconw_rocket",
+/* pickup */ "Rocket Launcher",
+ 10,
+ IT_WEAPON,
+ WP_ROCKET_LAUNCHER,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED weapon_lightning (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "weapon_lightning",
+ "sound/misc/w_pkup.wav",
+ { "models/weapons2/lightning/lightning.md3",
+ NULL, NULL, NULL},
+/* icon */ "icons/iconw_lightning",
+/* pickup */ "Lightning Gun",
+ 100,
+ IT_WEAPON,
+ WP_LIGHTNING,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED weapon_railgun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "weapon_railgun",
+ "sound/misc/w_pkup.wav",
+ { "models/weapons2/railgun/railgun.md3",
+ NULL, NULL, NULL},
+/* icon */ "icons/iconw_railgun",
+/* pickup */ "Railgun",
+ 10,
+ IT_WEAPON,
+ WP_RAILGUN,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED weapon_plasmagun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "weapon_plasmagun",
+ "sound/misc/w_pkup.wav",
+ { "models/weapons2/plasma/plasma.md3",
+ NULL, NULL, NULL},
+/* icon */ "icons/iconw_plasma",
+/* pickup */ "Plasma Gun",
+ 50,
+ IT_WEAPON,
+ WP_PLASMAGUN,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED weapon_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "weapon_bfg",
+ "sound/misc/w_pkup.wav",
+ { "models/weapons2/bfg/bfg.md3",
+ NULL, NULL, NULL},
+/* icon */ "icons/iconw_bfg",
+/* pickup */ "BFG10K",
+ 20,
+ IT_WEAPON,
+ WP_BFG,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED weapon_grapplinghook (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "weapon_grapplinghook",
+ "sound/misc/w_pkup.wav",
+ { "models/weapons2/grapple/grapple.md3",
+ NULL, NULL, NULL},
+/* icon */ "icons/iconw_grapple",
+/* pickup */ "Grappling Hook",
+ 0,
+ IT_WEAPON,
+ WP_GRAPPLING_HOOK,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+ //
+ // AMMO ITEMS
+ //
+
+/*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "ammo_shells",
+ "sound/misc/am_pkup.wav",
+ { "models/powerups/ammo/shotgunam.md3",
+ NULL, NULL, NULL},
+/* icon */ "icons/icona_shotgun",
+/* pickup */ "Shells",
+ 10,
+ IT_AMMO,
+ WP_SHOTGUN,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "ammo_bullets",
+ "sound/misc/am_pkup.wav",
+ { "models/powerups/ammo/machinegunam.md3",
+ NULL, NULL, NULL},
+/* icon */ "icons/icona_machinegun",
+/* pickup */ "Bullets",
+ 50,
+ IT_AMMO,
+ WP_MACHINEGUN,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "ammo_grenades",
+ "sound/misc/am_pkup.wav",
+ { "models/powerups/ammo/grenadeam.md3",
+ NULL, NULL, NULL},
+/* icon */ "icons/icona_grenade",
+/* pickup */ "Grenades",
+ 5,
+ IT_AMMO,
+ WP_GRENADE_LAUNCHER,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "ammo_cells",
+ "sound/misc/am_pkup.wav",
+ { "models/powerups/ammo/plasmaam.md3",
+ NULL, NULL, NULL},
+/* icon */ "icons/icona_plasma",
+/* pickup */ "Cells",
+ 30,
+ IT_AMMO,
+ WP_PLASMAGUN,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED ammo_lightning (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "ammo_lightning",
+ "sound/misc/am_pkup.wav",
+ { "models/powerups/ammo/lightningam.md3",
+ NULL, NULL, NULL},
+/* icon */ "icons/icona_lightning",
+/* pickup */ "Lightning",
+ 60,
+ IT_AMMO,
+ WP_LIGHTNING,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "ammo_rockets",
+ "sound/misc/am_pkup.wav",
+ { "models/powerups/ammo/rocketam.md3",
+ NULL, NULL, NULL},
+/* icon */ "icons/icona_rocket",
+/* pickup */ "Rockets",
+ 5,
+ IT_AMMO,
+ WP_ROCKET_LAUNCHER,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED ammo_slugs (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "ammo_slugs",
+ "sound/misc/am_pkup.wav",
+ { "models/powerups/ammo/railgunam.md3",
+ NULL, NULL, NULL},
+/* icon */ "icons/icona_railgun",
+/* pickup */ "Slugs",
+ 10,
+ IT_AMMO,
+ WP_RAILGUN,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED ammo_bfg (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "ammo_bfg",
+ "sound/misc/am_pkup.wav",
+ { "models/powerups/ammo/bfgam.md3",
+ NULL, NULL, NULL},
+/* icon */ "icons/icona_bfg",
+/* pickup */ "Bfg Ammo",
+ 15,
+ IT_AMMO,
+ WP_BFG,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+ //
+ // HOLDABLE ITEMS
+ //
+/*QUAKED holdable_teleporter (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "holdable_teleporter",
+ "sound/items/holdable.wav",
+ { "models/powerups/holdable/teleporter.md3",
+ NULL, NULL, NULL},
+/* icon */ "icons/teleporter",
+/* pickup */ "Personal Teleporter",
+ 60,
+ IT_HOLDABLE,
+ HI_TELEPORTER,
+/* precache */ "",
+/* sounds */ ""
+ },
+/*QUAKED holdable_medkit (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "holdable_medkit",
+ "sound/items/holdable.wav",
+ {
+ "models/powerups/holdable/medkit.md3",
+ "models/powerups/holdable/medkit_sphere.md3",
+ NULL, NULL},
+/* icon */ "icons/medkit",
+/* pickup */ "Medkit",
+ 60,
+ IT_HOLDABLE,
+ HI_MEDKIT,
+/* precache */ "",
+/* sounds */ "sound/items/use_medkit.wav"
+ },
+
+ //
+ // POWERUP ITEMS
+ //
+/*QUAKED item_quad (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "item_quad",
+ "sound/items/quaddamage.wav",
+ { "models/powerups/instant/quad.md3",
+ "models/powerups/instant/quad_ring.md3",
+ NULL, NULL },
+/* icon */ "icons/quad",
+/* pickup */ "Quad Damage",
+ 30,
+ IT_POWERUP,
+ PW_QUAD,
+/* precache */ "",
+/* sounds */ "sound/items/damage2.wav sound/items/damage3.wav"
+ },
+
+/*QUAKED item_enviro (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "item_enviro",
+ "sound/items/protect.wav",
+ { "models/powerups/instant/enviro.md3",
+ "models/powerups/instant/enviro_ring.md3",
+ NULL, NULL },
+/* icon */ "icons/envirosuit",
+/* pickup */ "Battle Suit",
+ 30,
+ IT_POWERUP,
+ PW_BATTLESUIT,
+/* precache */ "",
+/* sounds */ "sound/items/airout.wav sound/items/protect3.wav"
+ },
+
+/*QUAKED item_haste (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "item_haste",
+ "sound/items/haste.wav",
+ { "models/powerups/instant/haste.md3",
+ "models/powerups/instant/haste_ring.md3",
+ NULL, NULL },
+/* icon */ "icons/haste",
+/* pickup */ "Speed",
+ 30,
+ IT_POWERUP,
+ PW_HASTE,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED item_invis (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "item_invis",
+ "sound/items/invisibility.wav",
+ { "models/powerups/instant/invis.md3",
+ "models/powerups/instant/invis_ring.md3",
+ NULL, NULL },
+/* icon */ "icons/invis",
+/* pickup */ "Invisibility",
+ 30,
+ IT_POWERUP,
+ PW_INVIS,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED item_regen (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "item_regen",
+ "sound/items/regeneration.wav",
+ { "models/powerups/instant/regen.md3",
+ "models/powerups/instant/regen_ring.md3",
+ NULL, NULL },
+/* icon */ "icons/regen",
+/* pickup */ "Regeneration",
+ 30,
+ IT_POWERUP,
+ PW_REGEN,
+/* precache */ "",
+/* sounds */ "sound/items/regen.wav"
+ },
+
+/*QUAKED item_flight (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "item_flight",
+ "sound/items/flight.wav",
+ { "models/powerups/instant/flight.md3",
+ "models/powerups/instant/flight_ring.md3",
+ NULL, NULL },
+/* icon */ "icons/flight",
+/* pickup */ "Flight",
+ 60,
+ IT_POWERUP,
+ PW_FLIGHT,
+/* precache */ "",
+/* sounds */ "sound/items/flight.wav"
+ },
+
+/*QUAKED team_CTF_redflag (1 0 0) (-16 -16 -16) (16 16 16)
+Only in CTF games
+*/
+ {
+ "team_CTF_redflag",
+ NULL,
+ { "models/flags/r_flag.md3",
+ NULL, NULL, NULL },
+/* icon */ "icons/iconf_red1",
+/* pickup */ "Red Flag",
+ 0,
+ IT_TEAM,
+ PW_REDFLAG,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED team_CTF_blueflag (0 0 1) (-16 -16 -16) (16 16 16)
+Only in CTF games
+*/
+ {
+ "team_CTF_blueflag",
+ NULL,
+ { "models/flags/b_flag.md3",
+ NULL, NULL, NULL },
+/* icon */ "icons/iconf_blu1",
+/* pickup */ "Blue Flag",
+ 0,
+ IT_TEAM,
+ PW_BLUEFLAG,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+#ifdef MISSIONPACK
+/*QUAKED holdable_kamikaze (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "holdable_kamikaze",
+ "sound/items/holdable.wav",
+ { "models/powerups/kamikazi.md3",
+ NULL, NULL, NULL},
+/* icon */ "icons/kamikaze",
+/* pickup */ "Kamikaze",
+ 60,
+ IT_HOLDABLE,
+ HI_KAMIKAZE,
+/* precache */ "",
+/* sounds */ "sound/items/kamikazerespawn.wav"
+ },
+
+/*QUAKED holdable_portal (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "holdable_portal",
+ "sound/items/holdable.wav",
+ { "models/powerups/holdable/porter.md3",
+ NULL, NULL, NULL},
+/* icon */ "icons/portal",
+/* pickup */ "Portal",
+ 60,
+ IT_HOLDABLE,
+ HI_PORTAL,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED holdable_invulnerability (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "holdable_invulnerability",
+ "sound/items/holdable.wav",
+ { "models/powerups/holdable/invulnerability.md3",
+ NULL, NULL, NULL},
+/* icon */ "icons/invulnerability",
+/* pickup */ "Invulnerability",
+ 60,
+ IT_HOLDABLE,
+ HI_INVULNERABILITY,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED ammo_nails (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "ammo_nails",
+ "sound/misc/am_pkup.wav",
+ { "models/powerups/ammo/nailgunam.md3",
+ NULL, NULL, NULL},
+/* icon */ "icons/icona_nailgun",
+/* pickup */ "Nails",
+ 20,
+ IT_AMMO,
+ WP_NAILGUN,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED ammo_mines (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "ammo_mines",
+ "sound/misc/am_pkup.wav",
+ { "models/powerups/ammo/proxmineam.md3",
+ NULL, NULL, NULL},
+/* icon */ "icons/icona_proxlauncher",
+/* pickup */ "Proximity Mines",
+ 10,
+ IT_AMMO,
+ WP_PROX_LAUNCHER,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED ammo_belt (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "ammo_belt",
+ "sound/misc/am_pkup.wav",
+ { "models/powerups/ammo/chaingunam.md3",
+ NULL, NULL, NULL},
+/* icon */ "icons/icona_chaingun",
+/* pickup */ "Chaingun Belt",
+ 100,
+ IT_AMMO,
+ WP_CHAINGUN,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+ //
+ // PERSISTANT POWERUP ITEMS
+ //
+/*QUAKED item_scout (.3 .3 1) (-16 -16 -16) (16 16 16) suspended redTeam blueTeam
+*/
+ {
+ "item_scout",
+ "sound/items/scout.wav",
+ { "models/powerups/scout.md3",
+ NULL, NULL, NULL },
+/* icon */ "icons/scout",
+/* pickup */ "Scout",
+ 30,
+ IT_PERSISTANT_POWERUP,
+ PW_SCOUT,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED item_guard (.3 .3 1) (-16 -16 -16) (16 16 16) suspended redTeam blueTeam
+*/
+ {
+ "item_guard",
+ "sound/items/guard.wav",
+ { "models/powerups/guard.md3",
+ NULL, NULL, NULL },
+/* icon */ "icons/guard",
+/* pickup */ "Guard",
+ 30,
+ IT_PERSISTANT_POWERUP,
+ PW_GUARD,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED item_doubler (.3 .3 1) (-16 -16 -16) (16 16 16) suspended redTeam blueTeam
+*/
+ {
+ "item_doubler",
+ "sound/items/doubler.wav",
+ { "models/powerups/doubler.md3",
+ NULL, NULL, NULL },
+/* icon */ "icons/doubler",
+/* pickup */ "Doubler",
+ 30,
+ IT_PERSISTANT_POWERUP,
+ PW_DOUBLER,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED item_doubler (.3 .3 1) (-16 -16 -16) (16 16 16) suspended redTeam blueTeam
+*/
+ {
+ "item_ammoregen",
+ "sound/items/ammoregen.wav",
+ { "models/powerups/ammo.md3",
+ NULL, NULL, NULL },
+/* icon */ "icons/ammo_regen",
+/* pickup */ "Ammo Regen",
+ 30,
+ IT_PERSISTANT_POWERUP,
+ PW_AMMOREGEN,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+ /*QUAKED team_CTF_neutralflag (0 0 1) (-16 -16 -16) (16 16 16)
+Only in One Flag CTF games
+*/
+ {
+ "team_CTF_neutralflag",
+ NULL,
+ { "models/flags/n_flag.md3",
+ NULL, NULL, NULL },
+/* icon */ "icons/iconf_neutral1",
+/* pickup */ "Neutral Flag",
+ 0,
+ IT_TEAM,
+ PW_NEUTRALFLAG,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+ {
+ "item_redcube",
+ "sound/misc/am_pkup.wav",
+ { "models/powerups/orb/r_orb.md3",
+ NULL, NULL, NULL },
+/* icon */ "icons/iconh_rorb",
+/* pickup */ "Red Cube",
+ 0,
+ IT_TEAM,
+ 0,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+ {
+ "item_bluecube",
+ "sound/misc/am_pkup.wav",
+ { "models/powerups/orb/b_orb.md3",
+ NULL, NULL, NULL },
+/* icon */ "icons/iconh_borb",
+/* pickup */ "Blue Cube",
+ 0,
+ IT_TEAM,
+ 0,
+/* precache */ "",
+/* sounds */ ""
+ },
+/*QUAKED weapon_nailgun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "weapon_nailgun",
+ "sound/misc/w_pkup.wav",
+ { "models/weapons/nailgun/nailgun.md3",
+ NULL, NULL, NULL},
+/* icon */ "icons/iconw_nailgun",
+/* pickup */ "Nailgun",
+ 10,
+ IT_WEAPON,
+ WP_NAILGUN,
+/* precache */ "",
+/* sounds */ ""
+ },
+
+/*QUAKED weapon_prox_launcher (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "weapon_prox_launcher",
+ "sound/misc/w_pkup.wav",
+ { "models/weapons/proxmine/proxmine.md3",
+ NULL, NULL, NULL},
+/* icon */ "icons/iconw_proxlauncher",
+/* pickup */ "Prox Launcher",
+ 5,
+ IT_WEAPON,
+ WP_PROX_LAUNCHER,
+/* precache */ "",
+/* sounds */ "sound/weapons/proxmine/wstbtick.wav "
+ "sound/weapons/proxmine/wstbactv.wav "
+ "sound/weapons/proxmine/wstbimpl.wav "
+ "sound/weapons/proxmine/wstbimpm.wav "
+ "sound/weapons/proxmine/wstbimpd.wav "
+ "sound/weapons/proxmine/wstbactv.wav"
+ },
+
+/*QUAKED weapon_chaingun (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
+*/
+ {
+ "weapon_chaingun",
+ "sound/misc/w_pkup.wav",
+ { "models/weapons/vulcan/vulcan.md3",
+ NULL, NULL, NULL},
+/* icon */ "icons/iconw_chaingun",
+/* pickup */ "Chaingun",
+ 80,
+ IT_WEAPON,
+ WP_CHAINGUN,
+/* precache */ "",
+/* sounds */ "sound/weapons/vulcan/wvulwind.wav"
+ },
+#endif
+
+ // end of list marker
+ {NULL}
+};
+
+int bg_numItems = sizeof(bg_itemlist) / sizeof(bg_itemlist[0]) - 1;
+
+
+/*
+==============
+BG_FindItemForPowerup
+==============
+*/
+gitem_t *BG_FindItemForPowerup( powerup_t pw ) {
+ int i;
+
+ for ( i = 0 ; i < bg_numItems ; i++ ) {
+ if ( (bg_itemlist[i].giType == IT_POWERUP ||
+ bg_itemlist[i].giType == IT_TEAM ||
+ bg_itemlist[i].giType == IT_PERSISTANT_POWERUP) &&
+ bg_itemlist[i].giTag == pw ) {
+ return &bg_itemlist[i];
+ }
+ }
+
+ return NULL;
+}
+
+
+/*
+==============
+BG_FindItemForHoldable
+==============
+*/
+gitem_t *BG_FindItemForHoldable( holdable_t pw ) {
+ int i;
+
+ for ( i = 0 ; i < bg_numItems ; i++ ) {
+ if ( bg_itemlist[i].giType == IT_HOLDABLE && bg_itemlist[i].giTag == pw ) {
+ return &bg_itemlist[i];
+ }
+ }
+
+ Com_Error( ERR_DROP, "HoldableItem not found" );
+
+ return NULL;
+}
+
+
+/*
+===============
+BG_FindItemForWeapon
+
+===============
+*/
+gitem_t *BG_FindItemForWeapon( weapon_t weapon ) {
+ gitem_t *it;
+
+ for ( it = bg_itemlist + 1 ; it->classname ; it++) {
+ if ( it->giType == IT_WEAPON && it->giTag == weapon ) {
+ return it;
+ }
+ }
+
+ Com_Error( ERR_DROP, "Couldn't find item for weapon %i", weapon);
+ return NULL;
+}
+
+/*
+===============
+BG_FindItem
+
+===============
+*/
+gitem_t *BG_FindItem( const char *pickupName ) {
+ gitem_t *it;
+
+ for ( it = bg_itemlist + 1 ; it->classname ; it++ ) {
+ if ( !Q_stricmp( it->pickup_name, pickupName ) )
+ return it;
+ }
+
+ return NULL;
+}
+
+/*
+============
+BG_PlayerTouchesItem
+
+Items can be picked up without actually touching their physical bounds to make
+grabbing them easier
+============
+*/
+qboolean BG_PlayerTouchesItem( playerState_t *ps, entityState_t *item, int atTime ) {
+ vec3_t origin;
+
+ BG_EvaluateTrajectory( &item->pos, atTime, origin );
+
+ // we are ignoring ducked differences here
+ if ( ps->origin[0] - origin[0] > 44
+ || ps->origin[0] - origin[0] < -50
+ || ps->origin[1] - origin[1] > 36
+ || ps->origin[1] - origin[1] < -36
+ || ps->origin[2] - origin[2] > 36
+ || ps->origin[2] - origin[2] < -36 ) {
+ return qfalse;
+ }
+
+ return qtrue;
+}
+
+
+
+/*
+================
+BG_CanItemBeGrabbed
+
+Returns false if the item should not be picked up.
+This needs to be the same for client side prediction and server use.
+================
+*/
+qboolean BG_CanItemBeGrabbed( int gametype, const entityState_t *ent, const playerState_t *ps ) {
+ gitem_t *item;
+#ifdef MISSIONPACK
+ int upperBound;
+#endif
+
+ if ( ent->modelindex < 1 || ent->modelindex >= bg_numItems ) {
+ Com_Error( ERR_DROP, "BG_CanItemBeGrabbed: index out of range" );
+ }
+
+ item = &bg_itemlist[ent->modelindex];
+
+ switch( item->giType ) {
+ case IT_WEAPON:
+ return qtrue; // weapons are always picked up
+
+ case IT_AMMO:
+ if ( ps->ammo[ item->giTag ] >= 200 ) {
+ return qfalse; // can't hold any more
+ }
+ return qtrue;
+
+ case IT_ARMOR:
+#ifdef MISSIONPACK
+ if( bg_itemlist[ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_SCOUT ) {
+ return qfalse;
+ }
+
+ // we also clamp armor to the maxhealth for handicapping
+ if( bg_itemlist[ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
+ upperBound = ps->stats[STAT_MAX_HEALTH];
+ }
+ else {
+ upperBound = ps->stats[STAT_MAX_HEALTH] * 2;
+ }
+
+ if ( ps->stats[STAT_ARMOR] >= upperBound ) {
+ return qfalse;
+ }
+#else
+ if ( ps->stats[STAT_ARMOR] >= ps->stats[STAT_MAX_HEALTH] * 2 ) {
+ return qfalse;
+ }
+#endif
+ return qtrue;
+
+ case IT_HEALTH:
+ // small and mega healths will go over the max, otherwise
+ // don't pick up if already at max
+#ifdef MISSIONPACK
+ if( bg_itemlist[ps->stats[STAT_PERSISTANT_POWERUP]].giTag == PW_GUARD ) {
+ upperBound = ps->stats[STAT_MAX_HEALTH];
+ }
+ else
+#endif
+ if ( item->quantity == 5 || item->quantity == 100 ) {
+ if ( ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH] * 2 ) {
+ return qfalse;
+ }
+ return qtrue;
+ }
+
+ if ( ps->stats[STAT_HEALTH] >= ps->stats[STAT_MAX_HEALTH] ) {
+ return qfalse;
+ }
+ return qtrue;
+
+ case IT_POWERUP:
+ return qtrue; // powerups are always picked up
+
+#ifdef MISSIONPACK
+ case IT_PERSISTANT_POWERUP:
+ // can only hold one item at a time
+ if ( ps->stats[STAT_PERSISTANT_POWERUP] ) {
+ return qfalse;
+ }
+
+ // check team only
+ if( ( ent->generic1 & 2 ) && ( ps->persistant[PERS_TEAM] != TEAM_RED ) ) {
+ return qfalse;
+ }
+ if( ( ent->generic1 & 4 ) && ( ps->persistant[PERS_TEAM] != TEAM_BLUE ) ) {
+ return qfalse;
+ }
+
+ return qtrue;
+#endif
+
+ case IT_TEAM: // team items, such as flags
+#ifdef MISSIONPACK
+ if( gametype == GT_1FCTF ) {
+ // neutral flag can always be picked up
+ if( item->giTag == PW_NEUTRALFLAG ) {
+ return qtrue;
+ }
+ if (ps->persistant[PERS_TEAM] == TEAM_RED) {
+ if (item->giTag == PW_BLUEFLAG && ps->powerups[PW_NEUTRALFLAG] ) {
+ return qtrue;
+ }
+ } else if (ps->persistant[PERS_TEAM] == TEAM_BLUE) {
+ if (item->giTag == PW_REDFLAG && ps->powerups[PW_NEUTRALFLAG] ) {
+ return qtrue;
+ }
+ }
+ }
+#endif
+ if( gametype == GT_CTF ) {
+ // ent->modelindex2 is non-zero on items if they are dropped
+ // we need to know this because we can pick up our dropped flag (and return it)
+ // but we can't pick up our flag at base
+ if (ps->persistant[PERS_TEAM] == TEAM_RED) {
+ if (item->giTag == PW_BLUEFLAG ||
+ (item->giTag == PW_REDFLAG && ent->modelindex2) ||
+ (item->giTag == PW_REDFLAG && ps->powerups[PW_BLUEFLAG]) )
+ return qtrue;
+ } else if (ps->persistant[PERS_TEAM] == TEAM_BLUE) {
+ if (item->giTag == PW_REDFLAG ||
+ (item->giTag == PW_BLUEFLAG && ent->modelindex2) ||
+ (item->giTag == PW_BLUEFLAG && ps->powerups[PW_REDFLAG]) )
+ return qtrue;
+ }
+ }
+
+#ifdef MISSIONPACK
+ if( gametype == GT_HARVESTER ) {
+ return qtrue;
+ }
+#endif
+ return qfalse;
+
+ case IT_HOLDABLE:
+ // can only hold one item at a time
+ if ( ps->stats[STAT_HOLDABLE_ITEM] ) {
+ return qfalse;
+ }
+ return qtrue;
+
+ case IT_BAD:
+ Com_Error( ERR_DROP, "BG_CanItemBeGrabbed: IT_BAD" );
+ default:
+#ifndef Q3_VM
+#ifndef NDEBUG
+ Com_Printf("BG_CanItemBeGrabbed: unknown enum %d\n", item->giType );
+#endif
+#endif
+ break;
+ }
+
+ return qfalse;
+}
+
+//======================================================================
+
+/*
+================
+BG_EvaluateTrajectory
+
+================
+*/
+void BG_EvaluateTrajectory( const trajectory_t *tr, int atTime, vec3_t result ) {
+ float deltaTime;
+ float phase;
+
+ switch( tr->trType ) {
+ case TR_STATIONARY:
+ case TR_INTERPOLATE:
+ VectorCopy( tr->trBase, result );
+ break;
+ case TR_LINEAR:
+ deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
+ VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
+ break;
+ case TR_SINE:
+ deltaTime = ( atTime - tr->trTime ) / (float) tr->trDuration;
+ phase = sin( deltaTime * M_PI * 2 );
+ VectorMA( tr->trBase, phase, tr->trDelta, result );
+ break;
+ case TR_LINEAR_STOP:
+ if ( atTime > tr->trTime + tr->trDuration ) {
+ atTime = tr->trTime + tr->trDuration;
+ }
+ deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
+ if ( deltaTime < 0 ) {
+ deltaTime = 0;
+ }
+ VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
+ break;
+ case TR_GRAVITY:
+ deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
+ VectorMA( tr->trBase, deltaTime, tr->trDelta, result );
+ result[2] -= 0.5 * DEFAULT_GRAVITY * deltaTime * deltaTime; // FIXME: local gravity...
+ break;
+ default:
+ Com_Error( ERR_DROP, "BG_EvaluateTrajectory: unknown trType: %i", tr->trTime );
+ break;
+ }
+}
+
+/*
+================
+BG_EvaluateTrajectoryDelta
+
+For determining velocity at a given time
+================
+*/
+void BG_EvaluateTrajectoryDelta( const trajectory_t *tr, int atTime, vec3_t result ) {
+ float deltaTime;
+ float phase;
+
+ switch( tr->trType ) {
+ case TR_STATIONARY:
+ case TR_INTERPOLATE:
+ VectorClear( result );
+ break;
+ case TR_LINEAR:
+ VectorCopy( tr->trDelta, result );
+ break;
+ case TR_SINE:
+ deltaTime = ( atTime - tr->trTime ) / (float) tr->trDuration;
+ phase = cos( deltaTime * M_PI * 2 ); // derivative of sin = cos
+ phase *= 0.5;
+ VectorScale( tr->trDelta, phase, result );
+ break;
+ case TR_LINEAR_STOP:
+ if ( atTime > tr->trTime + tr->trDuration ) {
+ VectorClear( result );
+ return;
+ }
+ VectorCopy( tr->trDelta, result );
+ break;
+ case TR_GRAVITY:
+ deltaTime = ( atTime - tr->trTime ) * 0.001; // milliseconds to seconds
+ VectorCopy( tr->trDelta, result );
+ result[2] -= DEFAULT_GRAVITY * deltaTime; // FIXME: local gravity...
+ break;
+ default:
+ Com_Error( ERR_DROP, "BG_EvaluateTrajectoryDelta: unknown trType: %i", tr->trTime );
+ break;
+ }
+}
+
+char *eventnames[] = {
+ "EV_NONE",
+
+ "EV_FOOTSTEP",
+ "EV_FOOTSTEP_METAL",
+ "EV_FOOTSPLASH",
+ "EV_FOOTWADE",
+ "EV_SWIM",
+
+ "EV_STEP_4",
+ "EV_STEP_8",
+ "EV_STEP_12",
+ "EV_STEP_16",
+
+ "EV_FALL_SHORT",
+ "EV_FALL_MEDIUM",
+ "EV_FALL_FAR",
+
+ "EV_JUMP_PAD", // boing sound at origin", jump sound on player
+
+ "EV_JUMP",
+ "EV_WATER_TOUCH", // foot touches
+ "EV_WATER_LEAVE", // foot leaves
+ "EV_WATER_UNDER", // head touches
+ "EV_WATER_CLEAR", // head leaves
+
+ "EV_ITEM_PICKUP", // normal item pickups are predictable
+ "EV_GLOBAL_ITEM_PICKUP", // powerup / team sounds are broadcast to everyone
+
+ "EV_NOAMMO",
+ "EV_CHANGE_WEAPON",
+ "EV_FIRE_WEAPON",
+
+ "EV_USE_ITEM0",
+ "EV_USE_ITEM1",
+ "EV_USE_ITEM2",
+ "EV_USE_ITEM3",
+ "EV_USE_ITEM4",
+ "EV_USE_ITEM5",
+ "EV_USE_ITEM6",
+ "EV_USE_ITEM7",
+ "EV_USE_ITEM8",
+ "EV_USE_ITEM9",
+ "EV_USE_ITEM10",
+ "EV_USE_ITEM11",
+ "EV_USE_ITEM12",
+ "EV_USE_ITEM13",
+ "EV_USE_ITEM14",
+ "EV_USE_ITEM15",
+
+ "EV_ITEM_RESPAWN",
+ "EV_ITEM_POP",
+ "EV_PLAYER_TELEPORT_IN",
+ "EV_PLAYER_TELEPORT_OUT",
+
+ "EV_GRENADE_BOUNCE", // eventParm will be the soundindex
+
+ "EV_GENERAL_SOUND",
+ "EV_GLOBAL_SOUND", // no attenuation
+ "EV_GLOBAL_TEAM_SOUND",
+
+ "EV_BULLET_HIT_FLESH",
+ "EV_BULLET_HIT_WALL",
+
+ "EV_MISSILE_HIT",
+ "EV_MISSILE_MISS",
+ "EV_MISSILE_MISS_METAL",
+ "EV_RAILTRAIL",
+ "EV_SHOTGUN",
+ "EV_BULLET", // otherEntity is the shooter
+
+ "EV_PAIN",
+ "EV_DEATH1",
+ "EV_DEATH2",
+ "EV_DEATH3",
+ "EV_OBITUARY",
+
+ "EV_POWERUP_QUAD",
+ "EV_POWERUP_BATTLESUIT",
+ "EV_POWERUP_REGEN",
+
+ "EV_GIB_PLAYER", // gib a previously living player
+ "EV_SCOREPLUM", // score plum
+
+//#ifdef MISSIONPACK
+ "EV_PROXIMITY_MINE_STICK",
+ "EV_PROXIMITY_MINE_TRIGGER",
+ "EV_KAMIKAZE", // kamikaze explodes
+ "EV_OBELISKEXPLODE", // obelisk explodes
+ "EV_INVUL_IMPACT", // invulnerability sphere impact
+ "EV_JUICED", // invulnerability juiced effect
+ "EV_LIGHTNINGBOLT", // lightning bolt bounced of invulnerability sphere
+//#endif
+
+ "EV_DEBUG_LINE",
+ "EV_STOPLOOPINGSOUND",
+ "EV_TAUNT"
+
+};
+
+/*
+===============
+BG_AddPredictableEventToPlayerstate
+
+Handles the sequence numbers
+===============
+*/
+
+void trap_Cvar_VariableStringBuffer( const char *var_name, char *buffer, int bufsize );
+
+void BG_AddPredictableEventToPlayerstate( int newEvent, int eventParm, playerState_t *ps ) {
+
+#ifdef _DEBUG
+ {
+ char buf[256];
+ trap_Cvar_VariableStringBuffer("showevents", buf, sizeof(buf));
+ if ( atof(buf) != 0 ) {
+#ifdef QAGAME
+ Com_Printf(" game event svt %5d -> %5d: num = %20s parm %d\n", ps->pmove_framecount/*ps->commandTime*/, ps->eventSequence, eventnames[newEvent], eventParm);
+#else
+ Com_Printf("Cgame event svt %5d -> %5d: num = %20s parm %d\n", ps->pmove_framecount/*ps->commandTime*/, ps->eventSequence, eventnames[newEvent], eventParm);
+#endif
+ }
+ }
+#endif
+ ps->events[ps->eventSequence & (MAX_PS_EVENTS-1)] = newEvent;
+ ps->eventParms[ps->eventSequence & (MAX_PS_EVENTS-1)] = eventParm;
+ ps->eventSequence++;
+}
+
+/*
+========================
+BG_TouchJumpPad
+========================
+*/
+void BG_TouchJumpPad( playerState_t *ps, entityState_t *jumppad ) {
+ vec3_t angles;
+ float p;
+ int effectNum;
+
+ // spectators don't use jump pads
+ if ( ps->pm_type != PM_NORMAL ) {
+ return;
+ }
+
+ // flying characters don't hit bounce pads
+ if ( ps->powerups[PW_FLIGHT] ) {
+ return;
+ }
+
+ // if we didn't hit this same jumppad the previous frame
+ // then don't play the event sound again if we are in a fat trigger
+ if ( ps->jumppad_ent != jumppad->number ) {
+
+ vectoangles( jumppad->origin2, angles);
+ p = fabs( AngleNormalize180( angles[PITCH] ) );
+ if( p < 45 ) {
+ effectNum = 0;
+ } else {
+ effectNum = 1;
+ }
+ BG_AddPredictableEventToPlayerstate( EV_JUMP_PAD, effectNum, ps );
+ }
+ // remember hitting this jumppad this frame
+ ps->jumppad_ent = jumppad->number;
+ ps->jumppad_frame = ps->pmove_framecount;
+ // give the player the velocity from the jumppad
+ VectorCopy( jumppad->origin2, ps->velocity );
+}
+
+/*
+========================
+BG_PlayerStateToEntityState
+
+This is done after each set of usercmd_t on the server,
+and after local prediction on the client
+========================
+*/
+void BG_PlayerStateToEntityState( playerState_t *ps, entityState_t *s, qboolean snap ) {
+ int i;
+
+ if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR ) {
+ s->eType = ET_INVISIBLE;
+ } else if ( ps->stats[STAT_HEALTH] <= GIB_HEALTH ) {
+ s->eType = ET_INVISIBLE;
+ } else {
+ s->eType = ET_PLAYER;
+ }
+
+ s->number = ps->clientNum;
+
+ s->pos.trType = TR_INTERPOLATE;
+ VectorCopy( ps->origin, s->pos.trBase );
+ if ( snap ) {
+ SnapVector( s->pos.trBase );
+ }
+ // set the trDelta for flag direction
+ VectorCopy( ps->velocity, s->pos.trDelta );
+
+ s->apos.trType = TR_INTERPOLATE;
+ VectorCopy( ps->viewangles, s->apos.trBase );
+ if ( snap ) {
+ SnapVector( s->apos.trBase );
+ }
+
+ s->angles2[YAW] = ps->movementDir;
+ s->legsAnim = ps->legsAnim;
+ s->torsoAnim = ps->torsoAnim;
+ s->clientNum = ps->clientNum; // ET_PLAYER looks here instead of at number
+ // so corpses can also reference the proper config
+ s->eFlags = ps->eFlags;
+ if ( ps->stats[STAT_HEALTH] <= 0 ) {
+ s->eFlags |= EF_DEAD;
+ } else {
+ s->eFlags &= ~EF_DEAD;
+ }
+
+ if ( ps->externalEvent ) {
+ s->event = ps->externalEvent;
+ s->eventParm = ps->externalEventParm;
+ } else if ( ps->entityEventSequence < ps->eventSequence ) {
+ int seq;
+
+ if ( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS) {
+ ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS;
+ }
+ seq = ps->entityEventSequence & (MAX_PS_EVENTS-1);
+ s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
+ s->eventParm = ps->eventParms[ seq ];
+ ps->entityEventSequence++;
+ }
+
+ s->weapon = ps->weapon;
+ s->groundEntityNum = ps->groundEntityNum;
+
+ s->powerups = 0;
+ for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
+ if ( ps->powerups[ i ] ) {
+ s->powerups |= 1 << i;
+ }
+ }
+
+ s->loopSound = ps->loopSound;
+ s->generic1 = ps->generic1;
+}
+
+/*
+========================
+BG_PlayerStateToEntityStateExtraPolate
+
+This is done after each set of usercmd_t on the server,
+and after local prediction on the client
+========================
+*/
+void BG_PlayerStateToEntityStateExtraPolate( playerState_t *ps, entityState_t *s, int time, qboolean snap ) {
+ int i;
+
+ if ( ps->pm_type == PM_INTERMISSION || ps->pm_type == PM_SPECTATOR ) {
+ s->eType = ET_INVISIBLE;
+ } else if ( ps->stats[STAT_HEALTH] <= GIB_HEALTH ) {
+ s->eType = ET_INVISIBLE;
+ } else {
+ s->eType = ET_PLAYER;
+ }
+
+ s->number = ps->clientNum;
+
+ s->pos.trType = TR_LINEAR_STOP;
+ VectorCopy( ps->origin, s->pos.trBase );
+ if ( snap ) {
+ SnapVector( s->pos.trBase );
+ }
+ // set the trDelta for flag direction and linear prediction
+ VectorCopy( ps->velocity, s->pos.trDelta );
+ // set the time for linear prediction
+ s->pos.trTime = time;
+ // set maximum extra polation time
+ s->pos.trDuration = 50; // 1000 / sv_fps (default = 20)
+
+ s->apos.trType = TR_INTERPOLATE;
+ VectorCopy( ps->viewangles, s->apos.trBase );
+ if ( snap ) {
+ SnapVector( s->apos.trBase );
+ }
+
+ s->angles2[YAW] = ps->movementDir;
+ s->legsAnim = ps->legsAnim;
+ s->torsoAnim = ps->torsoAnim;
+ s->clientNum = ps->clientNum; // ET_PLAYER looks here instead of at number
+ // so corpses can also reference the proper config
+ s->eFlags = ps->eFlags;
+ if ( ps->stats[STAT_HEALTH] <= 0 ) {
+ s->eFlags |= EF_DEAD;
+ } else {
+ s->eFlags &= ~EF_DEAD;
+ }
+
+ if ( ps->externalEvent ) {
+ s->event = ps->externalEvent;
+ s->eventParm = ps->externalEventParm;
+ } else if ( ps->entityEventSequence < ps->eventSequence ) {
+ int seq;
+
+ if ( ps->entityEventSequence < ps->eventSequence - MAX_PS_EVENTS) {
+ ps->entityEventSequence = ps->eventSequence - MAX_PS_EVENTS;
+ }
+ seq = ps->entityEventSequence & (MAX_PS_EVENTS-1);
+ s->event = ps->events[ seq ] | ( ( ps->entityEventSequence & 3 ) << 8 );
+ s->eventParm = ps->eventParms[ seq ];
+ ps->entityEventSequence++;
+ }
+
+ s->weapon = ps->weapon;
+ s->groundEntityNum = ps->groundEntityNum;
+
+ s->powerups = 0;
+ for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
+ if ( ps->powerups[ i ] ) {
+ s->powerups |= 1 << i;
+ }
+ }
+
+ s->loopSound = ps->loopSound;
+ s->generic1 = ps->generic1;
+}