forked from a1batross/Paranoia2_original
550 lines
17 KiB
C++
550 lines
17 KiB
C++
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "mathlib.h"
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#include "extdll.h"
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#include "const.h"
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#include "basemenu.h"
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#include "utils.h"
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#include "keydefs.h"
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#include "ref_params.h"
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#include "cl_entity.h"
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#include "entity_types.h"
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#include "menu_btnsbmp_table.h"
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#define ART_BANNER "gfx/shell/head_customize"
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#define ID_BACKGROUND 0
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#define ID_BANNER 1
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#define ID_DONE 2
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#define ID_ADVOPTIONS 3
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#define ID_VIEW 4
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#define ID_NAME 5
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#define ID_MODEL 6
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#define ID_TOPCOLOR 7
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#define ID_BOTTOMCOLOR 8
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#define ID_HIMODELS 9
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#define ID_SHOWMODELS 10
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#define MAX_PLAYERMODELS 100
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typedef struct
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{
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char models[MAX_PLAYERMODELS][CS_SIZE];
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int num_models;
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char currentModel[CS_SIZE];
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ref_viewpass_t rvp;
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cl_entity_t *ent;
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menuFramework_s menu;
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menuBitmap_s background;
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menuBitmap_s banner;
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menuPicButton_s done;
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menuPicButton_s AdvOptions;
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menuBitmap_s view;
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menuCheckBox_s showModels;
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menuCheckBox_s hiModels;
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menuSlider_s topColor;
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menuSlider_s bottomColor;
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menuField_s name;
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menuSpinControl_s model;
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} uiPlayerSetup_t;
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static uiPlayerSetup_t uiPlayerSetup;
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static HIMAGE playerImage = 0; // keep actual
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static char lastImage[256];
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/*
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=================
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UI_PlayerSetup_CalcFov
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assume refdef is valid
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=================
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*/
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static void UI_PlayerSetup_CalcFov( ref_viewpass_t *rvp )
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{
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rvp->fov_x = 40.0f;
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float x = rvp->viewport[2] / tan( DEG2RAD( rvp->fov_x ) * 0.5f );
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float half_fov_y = atan( rvp->viewport[3] / x );
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rvp->fov_y = RAD2DEG( half_fov_y ) * 2;
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}
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/*
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=================
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UI_PlayerSetup_FindModels
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=================
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*/
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static void UI_PlayerSetup_FindModels( void )
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{
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char name[256], path[256];
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char **filenames;
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int i, numFiles;
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uiPlayerSetup.num_models = 0;
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// Get file list
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filenames = FS_SEARCH( "models/player/*", &numFiles, TRUE );
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if( !numFiles ) filenames = FS_SEARCH( "models/player/*", &numFiles, FALSE );
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#if 1
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// add default singleplayer model
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strcpy( uiPlayerSetup.models[uiPlayerSetup.num_models], "player" );
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uiPlayerSetup.num_models++;
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#endif
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// build the model list
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for( i = 0; i < numFiles; i++ )
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{
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COM_FileBase( filenames[i], name );
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sprintf( path, "models/player/%s/%s.mdl", name, name );
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if( !FILE_EXISTS( path )) continue;
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strcpy( uiPlayerSetup.models[uiPlayerSetup.num_models], name );
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uiPlayerSetup.num_models++;
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}
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}
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/*
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=================
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UI_PlayerSetup_GetConfig
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=================
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*/
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static void UI_PlayerSetup_GetConfig( void )
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{
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int i;
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strncpy( uiPlayerSetup.name.buffer, CVAR_GET_STRING( "name" ), sizeof( uiPlayerSetup.name.buffer ));
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// find models
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UI_PlayerSetup_FindModels();
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// select current model
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for( i = 0; i < uiPlayerSetup.num_models; i++ )
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{
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if( !stricmp( uiPlayerSetup.models[i], CVAR_GET_STRING( "model" )))
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{
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uiPlayerSetup.model.curValue = (float)i;
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break;
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}
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}
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if( gMenu.m_gameinfo.flags & GFL_NOMODELS )
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uiPlayerSetup.model.curValue = 0.0f; // force to default
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strcpy( uiPlayerSetup.currentModel, uiPlayerSetup.models[(int)uiPlayerSetup.model.curValue] );
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uiPlayerSetup.model.maxValue = (float)(uiPlayerSetup.num_models - 1);
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uiPlayerSetup.topColor.curValue = CVAR_GET_FLOAT( "topcolor" ) / 255;
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uiPlayerSetup.bottomColor.curValue = CVAR_GET_FLOAT( "bottomcolor" ) / 255;
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if( CVAR_GET_FLOAT( "cl_himodels" ))
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uiPlayerSetup.hiModels.enabled = 1;
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if( CVAR_GET_FLOAT( "ui_showmodels" ))
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uiPlayerSetup.showModels.enabled = 1;
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}
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/*
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=================
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UI_PlayerSetup_SetConfig
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=================
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*/
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static void UI_PlayerSetup_SetConfig( void )
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{
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CVAR_SET_STRING( "name", uiPlayerSetup.name.buffer );
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CVAR_SET_STRING( "model", uiPlayerSetup.currentModel );
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CVAR_SET_FLOAT( "topcolor", (int)(uiPlayerSetup.topColor.curValue * 255 ));
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CVAR_SET_FLOAT( "bottomcolor", (int)(uiPlayerSetup.bottomColor.curValue * 255 ));
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CVAR_SET_FLOAT( "cl_himodels", uiPlayerSetup.hiModels.enabled );
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CVAR_SET_FLOAT( "ui_showmodels", uiPlayerSetup.showModels.enabled );
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}
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/*
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=================
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UI_PlayerSetup_UpdateConfig
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=================
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*/
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static void UI_PlayerSetup_UpdateConfig( void )
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{
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char path[256], name[256];
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char newImage[256];
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int topColor, bottomColor;
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// see if the model has changed
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if( stricmp( uiPlayerSetup.currentModel, uiPlayerSetup.models[(int)uiPlayerSetup.model.curValue] ))
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{
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strcpy( uiPlayerSetup.currentModel, uiPlayerSetup.models[(int)uiPlayerSetup.model.curValue] );
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}
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uiPlayerSetup.model.generic.name = uiPlayerSetup.models[(int)uiPlayerSetup.model.curValue];
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strcpy( name, uiPlayerSetup.models[(int)uiPlayerSetup.model.curValue] );
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if( !stricmp( name, "player" ))
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{
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strcpy( path, "models/player.mdl" );
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newImage[0] = '\0';
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}
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else
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{
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sprintf( path, "models/player/%s/%s.mdl", name, name );
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sprintf( newImage, "models/player/%s/%s.bmp", name, name );
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}
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topColor = (int)(uiPlayerSetup.topColor.curValue * 255 );
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bottomColor = (int)(uiPlayerSetup.bottomColor.curValue * 255 );
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CVAR_SET_STRING( "model", uiPlayerSetup.currentModel );
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CVAR_SET_FLOAT( "cl_himodels", uiPlayerSetup.hiModels.enabled );
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CVAR_SET_FLOAT( "ui_showmodels", uiPlayerSetup.showModels.enabled );
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CVAR_SET_FLOAT( "topcolor", topColor );
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CVAR_SET_FLOAT( "bottomcolor", bottomColor );
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// IMPORTANT: always set default model becuase we need to have something valid here
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// if you wish draw your playermodel as normal studiomodel please change "models/player.mdl" to path
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if( uiPlayerSetup.ent )
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ENGINE_SET_MODEL( uiPlayerSetup.ent, "models/player.mdl" );
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if( !ui_showmodels->value )
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{
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if( stricmp( lastImage, newImage ))
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{
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if( lastImage[0] && playerImage )
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{
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// release old image
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PIC_Free( lastImage );
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lastImage[0] = '\0';
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playerImage = 0;
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}
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if( stricmp( name, "player" ))
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{
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sprintf( lastImage, "models/player/%s/%s.bmp", name, name );
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playerImage = PIC_Load( lastImage, PIC_KEEP_SOURCE ); // if present of course
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}
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else if( lastImage[0] && playerImage )
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{
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// release old image
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PIC_Free( lastImage );
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lastImage[0] = '\0';
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playerImage = 0;
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}
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}
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if( playerImage != 0 ) // update remap colors
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PIC_Remap( playerImage, topColor, bottomColor );
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}
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}
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/*
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=================
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UI_PlayerSetup_Callback
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=================
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*/
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static void UI_PlayerSetup_Callback( void *self, int event )
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{
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menuCommon_s *item = (menuCommon_s *)self;
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switch( item->id )
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{
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case ID_HIMODELS:
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case ID_SHOWMODELS:
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if( event == QM_PRESSED )
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((menuCheckBox_s *)self)->focusPic = UI_CHECKBOX_PRESSED;
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else ((menuCheckBox_s *)self)->focusPic = UI_CHECKBOX_FOCUS;
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break;
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}
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if( event == QM_CHANGED )
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{
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UI_PlayerSetup_UpdateConfig();
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return;
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}
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if( event != QM_ACTIVATED )
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return;
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switch( item->id )
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{
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case ID_DONE:
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UI_PlayerSetup_SetConfig();
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UI_PopMenu();
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break;
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case ID_ADVOPTIONS:
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UI_PlayerSetup_SetConfig();
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UI_GameOptions_Menu();
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break;
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}
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}
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/*
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=================
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UI_PlayerSetup_Ownerdraw
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=================
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*/
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static void UI_PlayerSetup_Ownerdraw( void *self )
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{
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menuCommon_s *item = (menuCommon_s *)self;
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// draw the background
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UI_FillRect( item->x, item->y, item->width, item->height, uiPromptBgColor );
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// draw the rectangle
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UI_DrawRectangle( item->x, item->y, item->width, item->height, uiInputFgColor );
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if( !ui_showmodels->value && playerImage != 0 )
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{
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PIC_Set( playerImage, 255, 255, 255, 255 );
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PIC_Draw( item->x, item->y, item->width, item->height );
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}
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else
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{
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R_ClearScene ();
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// clearing body for each frame
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uiPlayerSetup.ent->curstate.body = 0;
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// draw the player model
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R_AddEntity( ET_NORMAL, uiPlayerSetup.ent );
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R_RenderFrame( &uiPlayerSetup.rvp );
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}
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}
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/*
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=================
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UI_PlayerSetup_Init
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=================
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*/
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static void UI_PlayerSetup_Init( void )
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{
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bool game_hlRally = FALSE;
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int addFlags = 0;
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memset( &uiPlayerSetup, 0, sizeof( uiPlayerSetup_t ));
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// disable playermodel preview for HLRally to prevent crash
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if( !stricmp( gMenu.m_gameinfo.gamefolder, "hlrally" ))
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game_hlRally = TRUE;
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if( gMenu.m_gameinfo.flags & GFL_NOMODELS )
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addFlags |= QMF_INACTIVE;
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uiPlayerSetup.menu.vidInitFunc = UI_PlayerSetup_Init;
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uiPlayerSetup.background.generic.id = ID_BACKGROUND;
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uiPlayerSetup.background.generic.type = QMTYPE_BITMAP;
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uiPlayerSetup.background.generic.flags = QMF_INACTIVE;
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uiPlayerSetup.background.generic.x = 0;
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uiPlayerSetup.background.generic.y = 0;
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uiPlayerSetup.background.generic.width = 1024;
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uiPlayerSetup.background.generic.height = 768;
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uiPlayerSetup.background.pic = ART_BACKGROUND;
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uiPlayerSetup.banner.generic.id = ID_BANNER;
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uiPlayerSetup.banner.generic.type = QMTYPE_BITMAP;
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uiPlayerSetup.banner.generic.flags = QMF_INACTIVE|QMF_DRAW_ADDITIVE;
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uiPlayerSetup.banner.generic.x = UI_BANNER_POSX;
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uiPlayerSetup.banner.generic.y = UI_BANNER_POSY;
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uiPlayerSetup.banner.generic.width = UI_BANNER_WIDTH;
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uiPlayerSetup.banner.generic.height = UI_BANNER_HEIGHT;
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uiPlayerSetup.banner.pic = ART_BANNER;
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uiPlayerSetup.done.generic.id = ID_DONE;
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uiPlayerSetup.done.generic.type = QMTYPE_BM_BUTTON;
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uiPlayerSetup.done.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW;
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uiPlayerSetup.done.generic.x = 72;
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uiPlayerSetup.done.generic.y = 230;
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uiPlayerSetup.done.generic.name = "Done";
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uiPlayerSetup.done.generic.statusText = "Go back to the Multiplayer Menu";
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uiPlayerSetup.done.generic.callback = UI_PlayerSetup_Callback;
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UI_UtilSetupPicButton( &uiPlayerSetup.done, PC_DONE );
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uiPlayerSetup.AdvOptions.generic.id = ID_ADVOPTIONS;
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uiPlayerSetup.AdvOptions.generic.type = QMTYPE_BM_BUTTON;
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uiPlayerSetup.AdvOptions.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW;
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uiPlayerSetup.AdvOptions.generic.x = 72;
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uiPlayerSetup.AdvOptions.generic.y = 280;
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uiPlayerSetup.AdvOptions.generic.name = "Adv. Options";
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uiPlayerSetup.AdvOptions.generic.statusText = "Configure handness, fov and other advanced options";
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uiPlayerSetup.AdvOptions.generic.callback = UI_PlayerSetup_Callback;
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UI_UtilSetupPicButton( &uiPlayerSetup.AdvOptions, PC_ADV_OPT );
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uiPlayerSetup.view.generic.id = ID_VIEW;
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uiPlayerSetup.view.generic.type = QMTYPE_BITMAP;
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uiPlayerSetup.view.generic.flags = QMF_INACTIVE;
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uiPlayerSetup.view.generic.x = 660;
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uiPlayerSetup.view.generic.y = 260;
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uiPlayerSetup.view.generic.width = 260;
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uiPlayerSetup.view.generic.height = 320;
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uiPlayerSetup.view.generic.ownerdraw = UI_PlayerSetup_Ownerdraw;
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uiPlayerSetup.name.generic.id = ID_NAME;
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uiPlayerSetup.name.generic.type = QMTYPE_FIELD;
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uiPlayerSetup.name.generic.flags = QMF_CENTER_JUSTIFY|QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW;
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uiPlayerSetup.name.generic.x = 320;
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uiPlayerSetup.name.generic.y = 260;
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uiPlayerSetup.name.generic.width = 256;
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uiPlayerSetup.name.generic.height = 36;
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uiPlayerSetup.name.generic.callback = UI_PlayerSetup_Callback;
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uiPlayerSetup.name.generic.statusText = "Enter your multiplayer display name";
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uiPlayerSetup.name.maxLength = 32;
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uiPlayerSetup.model.generic.id = ID_MODEL;
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uiPlayerSetup.model.generic.type = QMTYPE_SPINCONTROL;
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uiPlayerSetup.model.generic.flags = QMF_CENTER_JUSTIFY|QMF_HIGHLIGHTIFFOCUS|QMF_DROPSHADOW|addFlags;
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uiPlayerSetup.model.generic.x = game_hlRally ? 320 : 702;
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uiPlayerSetup.model.generic.y = game_hlRally ? 320 : 590;
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uiPlayerSetup.model.generic.width = game_hlRally ? 256 : 176;
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uiPlayerSetup.model.generic.height = game_hlRally ? 36 : 32;
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uiPlayerSetup.model.generic.callback = UI_PlayerSetup_Callback;
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uiPlayerSetup.model.generic.statusText = "Select a model for representation in multiplayer";
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uiPlayerSetup.model.minValue = 0;
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uiPlayerSetup.model.maxValue = 1;
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uiPlayerSetup.model.range = 1;
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uiPlayerSetup.topColor.generic.id = ID_TOPCOLOR;
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uiPlayerSetup.topColor.generic.type = QMTYPE_SLIDER;
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uiPlayerSetup.topColor.generic.flags = QMF_PULSEIFFOCUS|QMF_DROPSHADOW|addFlags;
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uiPlayerSetup.topColor.generic.name = "Top color";
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uiPlayerSetup.topColor.generic.x = 250;
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uiPlayerSetup.topColor.generic.y = 550;
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uiPlayerSetup.topColor.generic.width = 300;
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uiPlayerSetup.topColor.generic.callback = UI_PlayerSetup_Callback;
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uiPlayerSetup.topColor.generic.statusText = "Set a player model top color";
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uiPlayerSetup.topColor.minValue = 0.0;
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uiPlayerSetup.topColor.maxValue = 1.0;
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uiPlayerSetup.topColor.range = 0.05f;
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uiPlayerSetup.bottomColor.generic.id = ID_BOTTOMCOLOR;
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uiPlayerSetup.bottomColor.generic.type = QMTYPE_SLIDER;
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uiPlayerSetup.bottomColor.generic.flags = QMF_PULSEIFFOCUS|QMF_DROPSHADOW|addFlags;
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uiPlayerSetup.bottomColor.generic.name = "Bottom color";
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uiPlayerSetup.bottomColor.generic.x = 250;
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uiPlayerSetup.bottomColor.generic.y = 620;
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uiPlayerSetup.bottomColor.generic.width = 300;
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uiPlayerSetup.bottomColor.generic.callback = UI_PlayerSetup_Callback;
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uiPlayerSetup.bottomColor.generic.statusText = "Set a player model bottom color";
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uiPlayerSetup.bottomColor.minValue = 0.0;
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uiPlayerSetup.bottomColor.maxValue = 1.0;
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uiPlayerSetup.bottomColor.range = 0.05f;
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uiPlayerSetup.showModels.generic.id = ID_SHOWMODELS;
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uiPlayerSetup.showModels.generic.type = QMTYPE_CHECKBOX;
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uiPlayerSetup.showModels.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_ACT_ONRELEASE|QMF_MOUSEONLY|QMF_DROPSHADOW|addFlags;
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uiPlayerSetup.showModels.generic.name = "Show 3D Preview";
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uiPlayerSetup.showModels.generic.x = 72;
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uiPlayerSetup.showModels.generic.y = 380;
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uiPlayerSetup.showModels.generic.callback = UI_PlayerSetup_Callback;
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uiPlayerSetup.showModels.generic.statusText = "show 3D player models instead of preview thumbnails";
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uiPlayerSetup.hiModels.generic.id = ID_HIMODELS;
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uiPlayerSetup.hiModels.generic.type = QMTYPE_CHECKBOX;
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uiPlayerSetup.hiModels.generic.flags = QMF_HIGHLIGHTIFFOCUS|QMF_ACT_ONRELEASE|QMF_MOUSEONLY|QMF_DROPSHADOW|addFlags;
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uiPlayerSetup.hiModels.generic.name = "High quality models";
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uiPlayerSetup.hiModels.generic.x = 72;
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uiPlayerSetup.hiModels.generic.y = 430;
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uiPlayerSetup.hiModels.generic.callback = UI_PlayerSetup_Callback;
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uiPlayerSetup.hiModels.generic.statusText = "show hi-res models in multiplayer";
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UI_PlayerSetup_GetConfig();
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UI_AddItem( &uiPlayerSetup.menu, (void *)&uiPlayerSetup.background );
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UI_AddItem( &uiPlayerSetup.menu, (void *)&uiPlayerSetup.banner );
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|
UI_AddItem( &uiPlayerSetup.menu, (void *)&uiPlayerSetup.done );
|
|
UI_AddItem( &uiPlayerSetup.menu, (void *)&uiPlayerSetup.AdvOptions );
|
|
// disable playermodel preview for HLRally to prevent crash
|
|
if( game_hlRally == FALSE )
|
|
UI_AddItem( &uiPlayerSetup.menu, (void *)&uiPlayerSetup.view );
|
|
UI_AddItem( &uiPlayerSetup.menu, (void *)&uiPlayerSetup.name );
|
|
|
|
if( !( gMenu.m_gameinfo.flags & GFL_NOMODELS ))
|
|
{
|
|
UI_AddItem( &uiPlayerSetup.menu, (void *)&uiPlayerSetup.model );
|
|
UI_AddItem( &uiPlayerSetup.menu, (void *)&uiPlayerSetup.topColor );
|
|
UI_AddItem( &uiPlayerSetup.menu, (void *)&uiPlayerSetup.bottomColor );
|
|
UI_AddItem( &uiPlayerSetup.menu, (void *)&uiPlayerSetup.showModels );
|
|
UI_AddItem( &uiPlayerSetup.menu, (void *)&uiPlayerSetup.hiModels );
|
|
}
|
|
|
|
// NOTE: must be called after UI_AddItem whan we sure what UI_ScaleCoords is done
|
|
uiPlayerSetup.rvp.viewport[0] = uiPlayerSetup.view.generic.x;
|
|
uiPlayerSetup.rvp.viewport[1] = uiPlayerSetup.view.generic.y;
|
|
uiPlayerSetup.rvp.viewport[2] = uiPlayerSetup.view.generic.width;
|
|
uiPlayerSetup.rvp.viewport[3] = uiPlayerSetup.view.generic.height;
|
|
|
|
UI_PlayerSetup_CalcFov( &uiPlayerSetup.rvp );
|
|
uiPlayerSetup.ent = GET_MENU_EDICT ();
|
|
|
|
if( !uiPlayerSetup.ent )
|
|
return;
|
|
|
|
// adjust entity params
|
|
uiPlayerSetup.ent->curstate.number = 1; // IMPORTANT: always set playerindex to 1
|
|
uiPlayerSetup.ent->curstate.animtime = gpGlobals->time; // start animation
|
|
uiPlayerSetup.ent->curstate.sequence = 1;
|
|
uiPlayerSetup.ent->curstate.scale = 1.0f;
|
|
uiPlayerSetup.ent->curstate.frame = 0.0f;
|
|
uiPlayerSetup.ent->curstate.framerate = 1.0f;
|
|
uiPlayerSetup.ent->curstate.effects |= EF_FULLBRIGHT;
|
|
uiPlayerSetup.ent->curstate.controller[0] = 127;
|
|
uiPlayerSetup.ent->curstate.controller[1] = 127;
|
|
uiPlayerSetup.ent->curstate.controller[2] = 127;
|
|
uiPlayerSetup.ent->curstate.controller[3] = 127;
|
|
uiPlayerSetup.ent->latched.prevcontroller[0] = 127;
|
|
uiPlayerSetup.ent->latched.prevcontroller[1] = 127;
|
|
uiPlayerSetup.ent->latched.prevcontroller[2] = 127;
|
|
uiPlayerSetup.ent->latched.prevcontroller[3] = 127;
|
|
uiPlayerSetup.ent->origin[0] = uiPlayerSetup.ent->curstate.origin[0] = 45.0f / tan( DEG2RAD( uiPlayerSetup.rvp.fov_y / 2.0f ));
|
|
uiPlayerSetup.ent->origin[2] = uiPlayerSetup.ent->curstate.origin[2] = 2.0f;
|
|
uiPlayerSetup.ent->angles[1] = uiPlayerSetup.ent->curstate.angles[1] = 180.0f;
|
|
uiPlayerSetup.ent->player = true; // yes, draw me as playermodel
|
|
}
|
|
|
|
/*
|
|
=================
|
|
UI_PlayerSetup_Precache
|
|
=================
|
|
*/
|
|
void UI_PlayerSetup_Precache( void )
|
|
{
|
|
PIC_Load( ART_BACKGROUND );
|
|
PIC_Load( ART_BANNER );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
UI_PlayerSetup_Menu
|
|
=================
|
|
*/
|
|
void UI_PlayerSetup_Menu( void )
|
|
{
|
|
if ( gMenu.m_gameinfo.gamemode == GAME_SINGLEPLAYER_ONLY )
|
|
return;
|
|
|
|
UI_PlayerSetup_Precache();
|
|
UI_PlayerSetup_Init();
|
|
|
|
UI_PlayerSetup_UpdateConfig();
|
|
UI_PushMenu( &uiPlayerSetup.menu );
|
|
} |