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?? misc.cpp

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//-----------------------------------------------------------------------------
//
//  $Logfile:: /Quake 2 Engine/Sin/code/game/misc.cpp                         $
// $Revision:: 152                                                            $
//   $Author:: Jimdose                                                        $
//     $Date:: 11/19/98 9:29p                                                 $
//
// Copyright (C) 1997 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// $Log:: /Quake 2 Engine/Sin/code/game/misc.cpp                              $
// 
// 152   11/19/98 9:29p Jimdose
// fixed telefrags
// 
// 151   11/18/98 6:26p Markd
// Took out fov update for non zero gravaxis 
// 
// 150   11/16/98 11:15p Markd
// made shatter sound not use PHS
// 
// 149   11/16/98 12:57a Markd
// made teleporters work with gravaxis
// 
// 148   11/14/98 11:17p Markd
// bullet proofed glass sounds
// 
// 147   11/14/98 7:57p Markd
// fixed some global alias problems
// 
// 146   11/14/98 1:33a Markd
// fixed shatter using randomglobal sound instead of just normal sound
// 
// 145   11/13/98 6:28p Aldie
// Make Oxygenator only respond to players
// 
// 144   11/11/98 10:02p Jimdose
// added ClipBox
// 
// 143   10/26/98 4:29p Aldie
// Changed misc_oxygen timer
// 
// 142   10/25/98 9:11p Markd
// put in null other protection for activate targets
// 
// 141   10/24/98 12:42a Markd
// changed origins to worldorigins where appropriate
// 
// 140   10/19/98 12:07a Jimdose
// made all code use fast checks for inheritance (no text lookups when
// possible)
// isSubclassOf no longer requires ::_classinfo()
// 
// 139   10/17/98 9:42p Markd
// got rid of event
// 
// 138   10/17/98 8:14p Jimdose
// Changed Damage to DamgeEvent
// 
// 137   10/16/98 12:58a Aldie
// Null check for shatter damage
// 
// 136   10/14/98 12:12a Aldie
// Added intermission file ability
// 
// 135   10/07/98 11:53p Jimdose
// Added BloodSplat
// 
// 134   10/06/98 10:51p Aldie
// Created an oxygenator
// 
// 133   10/05/98 11:29p Markd
// Added MakeBreakingSound
// 
// 132   10/05/98 4:35p Markd
// Made Teleport check for NULL entity
// 
// 131   9/18/98 8:14p Markd
// rewrote surface system so that surfaces are now damaged by surface name
// instead of by surfinfo
// 
// 130   9/17/98 4:11p Aldie
// Teleport objects and a fix for damage_surfaces
// 
// 129   9/15/98 6:37p Markd
// Added RotatedBounds flag support
// 
// 128   9/14/98 3:12p Markd
// replaced zombie/z_hit with debris_generic
// 
// 127   9/09/98 5:06p Markd
// change fov when teleporting
// 
// 126   9/08/98 4:06p Markd
// Fixed damagable surfaces
// 
// 125   9/02/98 12:54p Markd
// fixed teleporters for players
// 
// 124   9/01/98 3:05p Markd
// Rewrote explosion code
// 
// 123   8/31/98 7:45p Aldie
// Updated surface data structure and removed surfinfo field
// 
// 122   8/29/98 9:44p Jimdose
// Added call info to G_Trace
// Moved bodyque to deadbody.cpp
// 
// 121   8/29/98 5:27p Markd
// added specialfx, replaced misc with specialfx where appropriate
// 
// 120   8/29/98 2:53p Aldie
// Updated printing of location based damage
// 
// 119   8/29/98 1:02p Markd
// objects won't shatter unless they hit the world
// 
// 118   8/29/98 12:59p Markd
// Fixed func_explodingwall stuff
// 
// 117   8/27/98 9:02p Jimdose
// Changed centroid to a variable
// 
// 116   8/27/98 3:56p Jimdose
// Fixed NULL pointer bug in DamageSpecificSurface
// 
// 115   8/26/98 5:37p Aldie
// Removed damage_threshold field from surfinfo
// 
// 114   8/24/98 6:52p Jimdose
// Added SetGravityAxis
// 
// 113   8/22/98 9:36p Jimdose
// Added support for alternate gravity axis
// 
// 112   8/20/98 8:38p Jimdose
// DamageSpecificSurface now generates an AI sound event
// 
// 111   8/19/98 8:49p Aldie
// Added random particles for server use
// 
// 110   8/18/98 11:08p Markd
// Added new Alias System
// 
// 109   8/17/98 4:34p Markd
// Added SendOverlay
// 
// 108   8/08/98 9:03p Aldie
// Removed printf
// 
// 107   8/08/98 8:51p Aldie
// Added func_spawnchain and changed spawns to entities
// 
// 106   8/08/98 3:16p Aldie
// Added func_spawnoutofsight to spawn things out of sight of the player.
// 
// 105   8/04/98 5:56p Markd
// Added FuncRemove
// 
// 104   8/02/98 9:00p Markd
// Merged code 3.17
// 
// 103   7/29/98 2:31p Aldie
// Changed health to a float
// 
// 102   7/26/98 5:16a Aldie
// Fixed angle on the func_spawn
// 
// 101   7/25/98 8:00p Aldie
// Move lightstyle client side
// 
// 100   7/25/98 2:09a Jimdose
// Added an assertion to Projectile::Setup
// 
// 99    7/23/98 6:17p Aldie
// Updated damage system and fixed some damage related bugs.  Also put tracers
// back to the way they were, and added gib event to funcscriptmodels
// 
// 98    7/22/98 11:44a Aldie
// Updated doc for func_spawn stuff
// 
// 97    7/21/98 4:22p Aldie
// Put some error checking in func_spawn and func_respawn
// 
// 96    7/21/98 1:10p Aldie
// Added meansofdeath to obituaries
// 
// 95    7/20/98 5:45p Markd
// Put in new shooting out light behaviors
// 
// 94    7/19/98 10:42p Aldie
// Check for weird happenings of dead bodies.
// 
// 93    7/17/98 6:08p Aldie
// Changed func_spawn targetname to spawntargetname
// 
// 92    7/17/98 4:40p Aldie
// Added targetnames to func_spawn
// 
// 91    7/15/98 6:27p Aldie
// Changed func spawn to get a string arg.
// 
// 90    7/15/98 6:18p Markd
// re-ordered SpawnTempDlight arguments
// 
// 89    7/14/98 3:53p Markd
// fixed velocity[2] factor of exploding stuff
// 
// 88    7/13/98 4:59p Aldie
// Added dead player bodies with gibbing
// 
// 87    7/11/98 4:26p Aldie
// Sined fix for func_spawn and func_respawn
// 
// 86    7/11/98 4:12p Aldie
// Dialog layouts
// 
// 85    7/11/98 2:49p Markd
// Added SendDialog event
// 
// 84    7/10/98 10:00p Markd
// made func_explodingwalls work better
// 
// 83    7/10/98 7:07p Aldie
// fixed bug with other not being set for explosion
// 
// 82    7/10/98 4:10p Markd
// Revamped func_explodingwall
// 
// 81    7/08/98 3:11p Aldie
// Added a func_respawn that triggers when the thing it spawns is killed.
// 
// 80    7/03/98 4:10p Jimdose
// Fixed Detail brushes so they aren't removed twice (causing a crash)
// 
// 79    7/02/98 7:57p Markd
// redid func_explodingwall and func_glass
// 
// 78    6/30/98 4:37p Markd
// Added "noise" to func_shatter and func_glass
// 
// 77    6/29/98 8:18p Aldie
// 
// 76    6/25/98 8:47p Markd
// Added keyed items for Triggers, Rewrote Item class, rewrote every pickup
// method
// 
// 75    6/24/98 5:08p Aldie
// Removed some warnings from func_spawn
// 
// 74    6/24/98 4:50p Aldie
// Made func_spawn work.
// 
// 73    6/24/98 12:39p Markd
// Added default tesselation percentage
// 
// 72    6/18/98 6:20p Markd
// put in support for breakable lights
// 
// 71    6/18/98 2:00p Markd
// rewrote tesselation code
// 
// 70    6/17/98 7:40p Markd
// Put in ActivateTargets for both func_shatter and func_glass
// 
// 69    6/17/98 6:31p Aldie
// Put start and end back into beams.
// 
// 68    6/16/98 10:04p Markd
// Put in generic function for DamageSpecificSurface, reworked older two
// 
// 67    6/15/98 12:25p Aldie
// Updated pulse beam
// 
// 66    6/15/98 10:37a Aldie
// Added SpawnPulseBeam
// 
// 65    6/10/98 2:10p Aldie
// Updated damage function.
// 
// 64    6/08/98 7:22p Aldie
// Added in Damage surface by name
// 
// 63    5/28/98 1:23p Aldie
// Added SpawnRocketExplosion to do particles.
// 
// 62    5/27/98 6:56p Markd
// Forgot to remove smoke after creating  tempmodel
// 
// 61    5/27/98 6:10p Markd
// temporarily took out blood splats
// 
// 60    5/27/98 6:06p Aldie
// 
// 59    5/27/98 4:55p Markd
// stopped rotating blood splat
// 
// 58    5/27/98 4:25a Markd
// added bloodspray to SpawnBlood
// 
// 57    5/26/98 11:38p Aldie
// Updated func_spawn
// 
// 56    5/26/98 9:26p Aldie
// Added func_spawn
// 
// 55    5/25/98 12:22p Aldie
// Added func_electrocute
// 
// 54    5/25/98 7:04p Markd
// Fixed up TempModel command
// 
// 53    5/25/98 5:39p Markd
// Fixed SpawnBlood, SpawnSparks and SpawnDlight
// 
// 52    5/24/98 8:46p Jimdose
// Made a lot of functions more str-friendly.
// Got rid of a lot of char * based strings
// Cleaned up get spawn arg functions and sound functions
// sound functions now use consistant syntax
// 
// 51    5/24/98 3:48p Jimdose
// maxhealth was supposed to be max_health
// 
// 50    5/24/98 3:36p Markd
// Added impact sounds for glass
// 
// 49    5/24/98 1:03a Jimdose
// Added sound events for ai
// 
// 48    5/23/98 10:39p Markd
// Added TempModel call
// 
// 47    5/20/98 1:33p Markd
// Changed func_shatter behavior
// 
// 46    5/18/98 8:13p Jimdose
// Renamed Navigator back to PathManager
// 
// 45    5/16/98 4:59p Markd
// Changed func_shatter
// 
// 44    5/13/98 6:19p Markd
// Added BurnWall
// 
// 43    5/13/98 4:46p Aldie
// Fixed damage surfaces.
// 
// 42    5/12/98 1:21p Aldie
// Update damage surfaces
// 
// 41    5/06/98 7:48p Markd
// Added state and light style support to damaged textures
// 
// 40    5/05/98 8:37p Aldie
// Added virtual setup function to Projectile.
// 
// 39    5/05/98 5:34p Aldie
// Updated damage surfaces
// 
// 38    5/05/98 2:38p Jimdose
// Disabled spawnblood
// 
// 37    5/03/98 8:10p Markd
// Added SpawnSparks and patched SpawnBlood
// 
// 36    5/03/98 4:35p Jimdose
// Changed Vector class
// 
// 35    5/02/98 8:48p Markd
// Added lightstyle for blood
// 
// 34    5/01/98 11:09a Markd
// Added sound to tesselation event
// 
// 33    4/28/98 4:04p Jimdose
// Fixed typo in docs for func_shatter and func_glass
// 
// 32    4/27/98 3:52p Jimdose
// Teleporters inform Navigator when used so that paths may be generated
// through them
// 
// 31    4/18/98 2:32p Jimdose
// Added ExplodingWall, Shatter, and Glass
// 
// 30    4/10/98 4:57p Jimdose
// Made bubbles work better
// 
// 29    4/07/98 11:54p Jimdose
// Changed beams to use color_r, color_g, and color_b
// 
// 28    4/05/98 5:05a Jimdose
// fixed teleport not responding bug
// 
// 27    4/05/98 1:57a Jimdose
// Fixed bug in DamageSurface where the surface was referenced without checking
// for a null pointer
// 
// 26    4/04/98 6:06p Jimdose
// Added Bubble, Projectile, and Smoke
// Made response from EV_Trigger_ActivateTargets to EV_Trigger_Effect
// 
// 25    4/01/98 6:05p Jimdose
// Made setBeam use setOrigin
// 
// 24    3/30/98 2:40p Jimdose
// Made teleporters handle non-clients
// Reenabled spawnblood
// 
// 23    3/29/98 9:41p Jimdose
// Changed killed to an event
// 
// 22    3/28/98 6:39p Jimdose
// Left some code commented out.  oops! :P
// 
// 21    3/28/98 6:37p Jimdose
// Made teleporters work
// 
// 20    3/23/98 1:31p Jimdose
// Revamped event and command system
// 
// 19    3/11/98 2:23p Jimdose
// Moved AreaPortals to areaportal.cpp
// Breakaway walls now use areaportals
// 
// 18    3/05/98 3:48p Aldie
// More damage surfaces stuff.
// 
// 17    3/04/98 8:01p Aldie
// More support for damage surfaces.
// 
// 16    3/02/98 8:49p Jimdose
// Changed the classid parameter of CLASS_DECLARATION to a quoted string so
// that you could have a NULL classid.
// 
// 15    3/02/98 5:42p Jimdose
// Moved light entities to light.cpp
// 
// 14    2/27/98 12:50p Jimdose
// Added Light, LightRamp, and TriggerLightStyle
// 
// 13    2/21/98 1:07p Jimdose
// Added Beam class
// 
// 12    2/17/98 8:09p Jimdose
// Changed Detail to print a warning if it has a null model
// 
// 11    2/06/98 5:39p Jimdose
// Moved Sined definitions into file
// 
// 9     2/03/98 10:43a Jimdose
// Updated to work with Quake 2 engine
// 
// 7     11/11/97 10:22a Markd
// Added precache for zombie/z_hit.wav
// 
// 6     10/29/97 4:18p Jimdose
// Bubbles can now only exist in water.
// 
// 5     10/28/97 8:20p Jimdose
// added Bubble
// 
// 4     10/27/97 3:29p Jimdose
// Removed dependency on quakedef.h
// 
// 3     10/01/97 11:24a Markd
// moved viewthing to its own file
// 
// 2     9/26/97 6:14p Jimdose
// Added standard Ritual headers
//
// DESCRIPTION:
// Basically the big stew pot of the DLLs, or maybe a garbage bin, whichever
// metaphore you prefer.  This really should be cleaned up.  Anyway, this
// should contain utility functions that could be used by any entity.
// Right now it contains everything from entities that could be in their
// own file to my mother's pot roast recipes.
// 

#include "g_local.h"
#include "entity.h"
#include "trigger.h"
#include "explosion.h"
#include "areaportal.h"
#include "misc.h"
#include "navigate.h"
#include "deadbody.h"
#include "specialfx.h"
#include "player.h"

/*
================
SendDialog
================
*/
void SendDialog
	(
   const char *icon_name,
   const char *dialog_text
	)
	{
   char imageindex;
   char temp[ 1024 ];

   imageindex = gi.imageindex( icon_name );
   Com_sprintf( temp, sizeof( temp ), "dia %d \"%s\"", imageindex, dialog_text );
	gi.WriteByte( svc_console_command );

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亚洲欧美第一页_禁久久精品乱码_粉嫩av一区二区三区免费野_久草精品视频
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