#include "g_headers.h"#include "g_local.h"#include "g_functions.h"#include "g_vehicles.h"Go to the source code of this file.
Defines | |
| #define | QAGAME |
| #define | bgEntity_t gentity_t |
Functions | |
| float | DotToSpot (vec3_t spot, vec3_t from, vec3_t fromAngles) |
| void | PM_SetAnim (pmove_t *pm, int setAnimParts, int anim, int setAnimFlags, int blendTime) |
| int | PM_AnimLength (int index, animNumber_t anim) |
| void | CG_ChangeWeapon (int num) |
| void | Vehicle_SetAnim (gentity_t *ent, int setAnimParts, int anim, int setAnimFlags, int iBlend) |
| void | G_Knockdown (gentity_t *self, gentity_t *attacker, const vec3_t pushDir, float strength, qboolean breakSaberLock) |
| void | G_VehicleTrace (trace_t *results, const vec3_t start, const vec3_t tMins, const vec3_t tMaxs, const vec3_t end, int passEntityNum, int contentmask) |
| void | G_SetAnimalVehicleFunctions (vehicleInfo_t *pVehInfo) |
| void | G_AllocateVehicleObject (Vehicle_t **pVeh) |
| void | G_CreateAnimalNPC (Vehicle_t **pVeh, const char *strAnimalType) |
Variables | |
| vmCvar_t | cg_thirdPersonAlpha |
| vec3_t | playerMins |
| vec3_t | playerMaxs |
| cvar_t * | g_speederControlScheme |
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Definition at line 68 of file AnimalNPC.c. |
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Definition at line 33 of file AnimalNPC.c. Referenced by FighterIsLanding(), and FighterIsLaunching(). |
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Definition at line 388 of file g_utils.c.
00389 {
00390 int i = 0;
00391
00392 if (!g_vehiclePoolInit)
00393 {
00394 g_vehiclePoolInit = qtrue;
00395 memset(g_vehiclePoolOccupied, 0, sizeof(g_vehiclePoolOccupied));
00396 }
00397
00398 while (i < MAX_VEHICLES_AT_A_TIME)
00399 { //iterate through and try to find a free one
00400 if (!g_vehiclePoolOccupied[i])
00401 {
00402 g_vehiclePoolOccupied[i] = qtrue;
00403 memset(&g_vehiclePool[i], 0, sizeof(Vehicle_t));
00404 *pVeh = &g_vehiclePool[i];
00405 return;
00406 }
00407 i++;
00408 }
00409 Com_Error(ERR_DROP, "Ran out of vehicle pool slots.");
00410 }
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Definition at line 904 of file AnimalNPC.c. References BG_Alloc(), BG_VehicleGetIndex(), G_AllocateVehicleObject(), g_vehicleInfo, memset(), qtrue, and Vehicle_t. Referenced by CG_G2AnimEntModelLoad(), and NPC_Spawn_Do().
00905 {
00906 // Allocate the Vehicle.
00907 #ifdef _JK2MP
00908 #ifdef QAGAME
00909 //these will remain on entities on the client once allocated because the pointer is
00910 //never stomped. on the server, however, when an ent is freed, the entity struct is
00911 //memset to 0, so this memory would be lost..
00912 G_AllocateVehicleObject(pVeh);
00913 #else
00914 if (!*pVeh)
00915 { //only allocate a new one if we really have to
00916 (*pVeh) = (Vehicle_t *) BG_Alloc( sizeof(Vehicle_t) );
00917 }
00918 #endif
00919 memset(*pVeh, 0, sizeof(Vehicle_t));
00920 (*pVeh)->m_pVehicleInfo = &g_vehicleInfo[BG_VehicleGetIndex( strAnimalType )];
00921 #else
00922 (*pVeh) = (Vehicle_t *) gi.Malloc( sizeof(Vehicle_t), TAG_G_ALLOC, qtrue );
00923 (*pVeh)->m_pVehicleInfo = &g_vehicleInfo[BG_VehicleGetIndex( strAnimalType )];
00924 #endif
00925 }
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Definition at line 857 of file AnimalNPC.c. References vehicleInfo_t::AnimateRiders, vehicleInfo_t::AnimateVehicle, vehicleInfo_t::AttachRiders, vehicleInfo_t::DeathUpdate, vehicleInfo_t::ProcessMoveCommands, vehicleInfo_t::ProcessOrientCommands, and vehicleInfo_t::Update. Referenced by BG_SetSharedVehicleFunctions().
00858 {
00859 #ifdef QAGAME
00860 pVehInfo->AnimateVehicle = AnimateVehicle;
00861 pVehInfo->AnimateRiders = AnimateRiders;
00862 // pVehInfo->ValidateBoard = ValidateBoard;
00863 // pVehInfo->SetParent = SetParent;
00864 // pVehInfo->SetPilot = SetPilot;
00865 // pVehInfo->AddPassenger = AddPassenger;
00866 // pVehInfo->Animate = Animate;
00867 // pVehInfo->Board = Board;
00868 // pVehInfo->Eject = Eject;
00869 // pVehInfo->EjectAll = EjectAll;
00870 // pVehInfo->StartDeathDelay = StartDeathDelay;
00871 pVehInfo->DeathUpdate = DeathUpdate;
00872 // pVehInfo->RegisterAssets = RegisterAssets;
00873 // pVehInfo->Initialize = Initialize;
00874 pVehInfo->Update = Update;
00875 // pVehInfo->UpdateRider = UpdateRider;
00876 #endif //QAGAME
00877 pVehInfo->ProcessMoveCommands = ProcessMoveCommands;
00878 pVehInfo->ProcessOrientCommands = ProcessOrientCommands;
00879
00880 #ifndef QAGAME //cgame prediction attachment func
00881 pVehInfo->AttachRiders = AttachRidersGeneric;
00882 #endif
00883 // pVehInfo->AttachRiders = AttachRiders;
00884 // pVehInfo->Ghost = Ghost;
00885 // pVehInfo->UnGhost = UnGhost;
00886 // pVehInfo->Inhabited = Inhabited;
00887 }
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Definition at line 99 of file g_vehicles.c.
00100 {
00101 #ifdef _JK2MP
00102 trap_Trace(results, start, tMins, tMaxs, end, passEntityNum, contentmask);
00103 #else
00104 gi.trace( results, start, tMins, tMaxs, end, passEntityNum, contentmask );
00105 #endif
00106 }
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Definition at line 1584 of file bg_panimate.c.
01585 {
01586 if (anim >= MAX_ANIMATIONS || !pm->animations)
01587 {
01588 return -1;
01589 }
01590 if ( anim < 0 )
01591 {
01592 Com_Error(ERR_DROP,"ERROR: anim %d < 0\n", anim );
01593 }
01594 return pm->animations[anim].numFrames * fabs((float)(pm->animations[anim].frameLerp));
01595 }
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Definition at line 88 of file g_vehicles.c.
00089 {
00090 #ifdef _JK2MP
00091 assert(ent->client);
00092 BG_SetAnim(&ent->client->ps, bgAllAnims[ent->localAnimIndex].anims, setAnimParts, anim, setAnimFlags, iBlend);
00093 ent->s.legsAnim = ent->client->ps.legsAnim;
00094 #else
00095 NPC_SetAnim(ent, setAnimParts, anim, setAnimFlags, iBlend);
00096 #endif
00097 }
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Definition at line 74 of file AnimalNPC.c. |
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Definition at line 77 of file AnimalNPC.c. |
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Definition at line 76 of file AnimalNPC.c. Referenced by BotTrace_Strafe(), CG_BuildSolidList(), CG_CalcEntityLerpPositions(), CG_DrawAutoMap(), CG_EntityEvent(), ClientSpawn(), G_DriveATST(), NAVNEW_TestNodeConnectionBlocked(), NPC_ParseParms(), SpotWouldTelefrag(), and TryUse(). |
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Definition at line 75 of file AnimalNPC.c. Referenced by BotTrace_Strafe(), CG_BuildSolidList(), CG_CalcEntityLerpPositions(), CG_DrawAutoMap(), CG_EntityEvent(), ClientSpawn(), G_DriveATST(), NAVNEW_TestNodeConnectionBlocked(), NPC_ParseParms(), SpotWouldTelefrag(), and TryUse(). |