]> git.rm.cloudns.org Git - xonotic/xonotic.git/commitdiff
initial checkin from nexuiz svn r8756
authorxonotic <xonotic@ONE.(none)>
Thu, 18 Mar 2010 13:22:15 +0000 (14:22 +0100)
committerxonotic <xonotic@ONE.(none)>
Thu, 18 Mar 2010 13:22:15 +0000 (14:22 +0100)
581 files changed:
Docs/basics.html [new file with mode: 0644]
Docs/compile-settings.txt [new file with mode: 0644]
Docs/egyptsoc/egyptsoc_readme.txt [new file with mode: 0644]
Docs/egyptsoc/normalmaps.scm [new file with mode: 0644]
Docs/egyptsoc/permission.txt [new file with mode: 0644]
Docs/eventlog.txt [new file with mode: 0644]
Docs/faq.html [new file with mode: 0644]
Docs/htmlfiles/basics.aft [new file with mode: 0644]
Docs/htmlfiles/faq.aft [new file with mode: 0644]
Docs/htmlfiles/footer.html-part [new file with mode: 0644]
Docs/htmlfiles/header.html-part [new file with mode: 0644]
Docs/htmlfiles/img/alien_trap_logo.jpg [new file with mode: 0644]
Docs/htmlfiles/img/background.jpg [new file with mode: 0644]
Docs/htmlfiles/img/body_bg.jpg [new file with mode: 0644]
Docs/htmlfiles/img/css.png [new file with mode: 0644]
Docs/htmlfiles/img/donate_button_noscript.jpg [new file with mode: 0644]
Docs/htmlfiles/img/download_nexuiz.jpg [new file with mode: 0644]
Docs/htmlfiles/img/download_q3_mappack.jpg [new file with mode: 0644]
Docs/htmlfiles/img/footer_bg.jpg [new file with mode: 0644]
Docs/htmlfiles/img/headers/created_by.gif [new file with mode: 0644]
Docs/htmlfiles/img/headers/downloads.gif [new file with mode: 0644]
Docs/htmlfiles/img/headers/help_wanted.gif [new file with mode: 0644]
Docs/htmlfiles/img/headers/latest_news.gif [new file with mode: 0644]
Docs/htmlfiles/img/headers/nexuiz_logo.jpg [new file with mode: 0644]
Docs/htmlfiles/img/menu_bg.jpg [new file with mode: 0644]
Docs/htmlfiles/img/menu_div.jpg [new file with mode: 0644]
Docs/htmlfiles/img/nexuiz_header.jpg [new file with mode: 0644]
Docs/htmlfiles/img/nexuiz_logo.jpg [new file with mode: 0644]
Docs/htmlfiles/img/see_more.jpg [new file with mode: 0644]
Docs/htmlfiles/img/xhtml10.png [new file with mode: 0644]
Docs/htmlfiles/make-htmlfiles.sh [new file with mode: 0755]
Docs/htmlfiles/style.css [new file with mode: 0644]
Docs/htmlfiles/weaponimg/firstperson-campingrifle.png [new file with mode: 0644]
Docs/htmlfiles/weaponimg/firstperson-crylink.png [new file with mode: 0644]
Docs/htmlfiles/weaponimg/firstperson-electro.png [new file with mode: 0644]
Docs/htmlfiles/weaponimg/firstperson-gl.png [new file with mode: 0644]
Docs/htmlfiles/weaponimg/firstperson-hagar.png [new file with mode: 0644]
Docs/htmlfiles/weaponimg/firstperson-hlac.png [new file with mode: 0644]
Docs/htmlfiles/weaponimg/firstperson-hookgun.png [new file with mode: 0644]
Docs/htmlfiles/weaponimg/firstperson-laser.png [new file with mode: 0644]
Docs/htmlfiles/weaponimg/firstperson-minstanex.png [new file with mode: 0644]
Docs/htmlfiles/weaponimg/firstperson-nex.png [new file with mode: 0644]
Docs/htmlfiles/weaponimg/firstperson-porto.png [new file with mode: 0644]
Docs/htmlfiles/weaponimg/firstperson-rl.png [new file with mode: 0644]
Docs/htmlfiles/weaponimg/firstperson-shotgun.png [new file with mode: 0644]
Docs/htmlfiles/weaponimg/firstperson-uzi.png [new file with mode: 0644]
Docs/htmlfiles/weaponimg/thirdperson-campingrifle.png [new file with mode: 0644]
Docs/htmlfiles/weaponimg/thirdperson-crylink.png [new file with mode: 0644]
Docs/htmlfiles/weaponimg/thirdperson-electro.png [new file with mode: 0644]
Docs/htmlfiles/weaponimg/thirdperson-gl.png [new file with mode: 0644]
Docs/htmlfiles/weaponimg/thirdperson-hagar.png [new file with mode: 0644]
Docs/htmlfiles/weaponimg/thirdperson-hlac.png [new file with mode: 0644]
Docs/htmlfiles/weaponimg/thirdperson-hookgun.png [new file with mode: 0644]
Docs/htmlfiles/weaponimg/thirdperson-laser.png [new file with mode: 0644]
Docs/htmlfiles/weaponimg/thirdperson-minstanex.png [new file with mode: 0644]
Docs/htmlfiles/weaponimg/thirdperson-nex.png [new file with mode: 0644]
Docs/htmlfiles/weaponimg/thirdperson-porto.png [new file with mode: 0644]
Docs/htmlfiles/weaponimg/thirdperson-rl.png [new file with mode: 0644]
Docs/htmlfiles/weaponimg/thirdperson-shotgun.png [new file with mode: 0644]
Docs/htmlfiles/weaponimg/thirdperson-uzi.png [new file with mode: 0644]
Docs/htmlfiles/weaponimg/weapon-images.map [new file with mode: 0644]
Docs/htmlfiles/weaponimg/weapon-images.txt [new file with mode: 0644]
Docs/irc.html [new file with mode: 0644]
Docs/mapdownload.txt [new file with mode: 0644]
Docs/mapping.txt [new file with mode: 0644]
Docs/nexuiz.game [new file with mode: 0644]
Docs/say-esc.html [new file with mode: 0644]
Docs/scorelog.txt [new file with mode: 0644]
Docs/tuba.png [new file with mode: 0644]
Docs/tuba.svg [new file with mode: 0644]
changes-since-last-release [new file with mode: 0644]
gpl.txt [new file with mode: 0755]
havoc/default.cfg [new file with mode: 0644]
misc/artwork/strength.svg [new file with mode: 0644]
misc/buildfiles/brand/nexbrand.sh [new file with mode: 0755]
misc/buildfiles/brand/pre.tga [new file with mode: 0644]
misc/buildfiles/brand/rc1.tga [new file with mode: 0644]
misc/buildfiles/brand/rc2.tga [new file with mode: 0644]
misc/buildfiles/brand/test.tga [new file with mode: 0644]
misc/buildfiles/copystrip/strip [new file with mode: 0755]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Headers [new symlink]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Resources [new symlink]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/SDL [new symlink]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_active.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_audio.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_byteorder.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_cdrom.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_config.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_config_dreamcast.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_config_macos.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_config_macosx.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_config_os2.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_config_win32.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_copying.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_cpuinfo.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_endian.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_error.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_events.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_getenv.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_joystick.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_keyboard.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_keysym.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_loadso.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_main.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_mouse.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_mutex.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_name.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_opengl.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_platform.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_quit.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_rwops.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_stdinc.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_syswm.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_thread.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_timer.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_types.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_version.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_video.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/begin_code.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/close_code.h [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Resources/Info.plist [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Resources/SDLMain.nib/classes.nib [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Resources/SDLMain.nib/info.nib [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Resources/SDLMain.nib/objects.nib [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/SDL [new file with mode: 0755]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/Current [new symlink]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Info.plist [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libfreetype.6.dylib [new file with mode: 0755]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libfreetype.dylib [new symlink]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libjpeg.62.dylib [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libmodplug.0.0.0.dylib [new file with mode: 0755]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libmodplug.dylib [new symlink]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libogg.0.6.0.dylib [new file with mode: 0755]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libogg.0.dylib [new symlink]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libogg.dylib [new symlink]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libpng12.0.dylib [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libtheora.0.3.4.dylib [new file with mode: 0755]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libtheora.0.dylib [new symlink]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libtheora.dylib [new symlink]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libvorbis.0.4.3.dylib [new file with mode: 0755]
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misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libvorbisfile.3.3.2.dylib [new file with mode: 0755]
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misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/nexuiz-osx-sdl [new file with mode: 0755]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/PkgInfo [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Resources/English.lproj/InfoPlist.strings [new file with mode: 0755]
misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Resources/Nexuiz.icns [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz.app/Contents/Info.plist [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libfreetype.6.dylib [new file with mode: 0755]
misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libfreetype.dylib [new symlink]
misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libjpeg.62.dylib [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libmodplug.0.0.0.dylib [new file with mode: 0755]
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misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libogg.0.6.0.dylib [new file with mode: 0755]
misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libogg.0.dylib [new symlink]
misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libogg.dylib [new symlink]
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misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libtheora.0.dylib [new symlink]
misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libtheora.dylib [new symlink]
misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libvorbis.0.4.3.dylib [new file with mode: 0755]
misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libvorbis.0.dylib [new symlink]
misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libvorbis.dylib [new symlink]
misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libvorbisenc.2.0.6.dylib [new file with mode: 0755]
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misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/nexuiz-osx-agl [new file with mode: 0755]
misc/buildfiles/osx/Nexuiz.app/Contents/PkgInfo [new file with mode: 0644]
misc/buildfiles/osx/Nexuiz.app/Contents/Resources/English.lproj/InfoPlist.strings [new file with mode: 0755]
misc/buildfiles/osx/Nexuiz.app/Contents/Resources/Nexuiz.icns [new file with mode: 0644]
misc/buildfiles/w32/SDL.dll [new file with mode: 0644]
misc/buildfiles/w32/libcurl-4.dll [new file with mode: 0755]
misc/buildfiles/w32/libfreetype-6.dll [new file with mode: 0755]
misc/buildfiles/w32/libjpeg.dll [new file with mode: 0644]
misc/buildfiles/w32/libmodplug-0.dll [new file with mode: 0755]
misc/buildfiles/w32/libpng12.dll [new file with mode: 0644]
misc/buildfiles/w32/libtheora.dll [new file with mode: 0644]
misc/buildfiles/w32/ogg.dll [new file with mode: 0644]
misc/buildfiles/w32/vorbis.dll [new file with mode: 0644]
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misc/buildfiles/w32/vorbisfile.dll [new file with mode: 0644]
misc/buildfiles/w32/zlib1.dll [new file with mode: 0644]
misc/mediasource/crosshairs/crosshair8-11.xcf [new file with mode: 0644]
misc/mediasource/crosshairs/crosshair910.psd [new file with mode: 0644]
misc/mediasource/graphics/chatbubble.svg [new file with mode: 0644]
misc/mediasource/graphics/net.svg [new file with mode: 0644]
misc/mediasource/graphics/sb-flag-carrying.svg [new file with mode: 0644]
misc/mediasource/graphics/sb-flag-dropped.svg [new file with mode: 0644]
misc/mediasource/graphics/sb-flag-shielded.svg [new file with mode: 0644]
misc/mediasource/graphics/sb-flag-taken.svg [new file with mode: 0644]
misc/mediasource/graphics/sb-nexball-carrying.svg [new file with mode: 0644]
misc/mediasource/hud/X-SCALE_.TTF [new file with mode: 0644]
misc/mediasource/hud/flag_carrying.psd [new file with mode: 0644]
misc/mediasource/hud/nexuiz-grunge-gpl-brushes.zip [new file with mode: 0644]
misc/mediasource/hud/numbers.png [new file with mode: 0644]
misc/mediasource/hud/numbers_outline.png [new file with mode: 0644]
misc/mediasource/hud/race/newfail.svg [new file with mode: 0644]
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misc/mediasource/hud/race/newrankgreen.svg [new file with mode: 0644]
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misc/mediasource/hud/race/newrecord_explosion_flash.tga [new file with mode: 0644]
misc/mediasource/hud/race/newrecord_explosion_small.tga [new file with mode: 0644]
misc/mediasource/hud/race/newrecordpersonal.svg [new file with mode: 0644]
misc/mediasource/hud/race/newrecordserver.svg [new file with mode: 0644]
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misc/mediasource/hud/race/newrecordserver_splitmask.svg [new file with mode: 0644]
misc/mediasource/hud/race/newtime.svg [new file with mode: 0644]
misc/mediasource/hud/race/newtime_bg.tga [new file with mode: 0644]
misc/mediasource/hud/race/nexrun_icons.txt [new file with mode: 0644]
misc/mediasource/hud/sb_ammobg.xcf [new file with mode: 0755]
misc/mediasource/hud/sb_health.xcf [new file with mode: 0755]
misc/mediasource/hud/sb_scoreboard_bg.xcf [new file with mode: 0644]
misc/mediasource/hud/sb_timerbg.xcf [new file with mode: 0755]
misc/mediasource/hud/sbar.xcf [new file with mode: 0755]
misc/mediasource/hud/sprite-to-num.sh [new file with mode: 0644]
misc/mediasource/hud/votedialog/textures/sb_scoreboard_bg.tga [new file with mode: 0644]
misc/mediasource/hud/votedialog/voteprogress.svg [new file with mode: 0644]
misc/mediasource/hud/zhudmockup_icons.png [new file with mode: 0755]
misc/mediasource/menuskins/silver/psd-silver-1.1.zip [new file with mode: 0644]
misc/mediasource/menuskins/wickedz/background_builder/append.sh [new file with mode: 0755]
misc/mediasource/menuskins/wickedz/background_builder/background_25.tga [new file with mode: 0644]
misc/mediasource/menuskins/wickedz/background_builder/background_ingame_25.tga [new file with mode: 0644]
misc/mediasource/menuskins/wickedz/background_builder/background_l2.tga [new file with mode: 0644]
misc/mediasource/menuskins/wickedz/background_builder/vfont_0.tga [new file with mode: 0644]
misc/mediasource/menuskins/wickedz/background_builder/vfont_1.tga [new file with mode: 0644]
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misc/mediasource/menuskins/wickedz/background_builder/vfont_3.tga [new file with mode: 0644]
misc/mediasource/menuskins/wickedz/background_builder/vfont_4.tga [new file with mode: 0644]
misc/mediasource/menuskins/wickedz/background_builder/vfont_5.tga [new file with mode: 0644]
misc/mediasource/menuskins/wickedz/background_builder/vfont_6.tga [new file with mode: 0644]
misc/mediasource/menuskins/wickedz/background_builder/vfont_7.tga [new file with mode: 0644]
misc/mediasource/menuskins/wickedz/background_builder/vfont_8.tga [new file with mode: 0644]
misc/mediasource/menuskins/wickedz/background_builder/vfont_9.tga [new file with mode: 0644]
misc/mediasource/menuskins/wickedz/background_builder/vfont_dot.tga [new file with mode: 0644]
misc/mediasource/menuskins/wickedz/background_builder/vfont_nbsp.tga [new file with mode: 0644]
misc/mediasource/menuskins/wickedz/background_builder/vfont_svn.tga [new file with mode: 0644]
misc/mediasource/menuskins/wickedz/background_builder/vfont_z0rz.tga [new file with mode: 0644]
misc/mediasource/menuskins/wickedz/wickedz_background.psd.zip [new file with mode: 0644]
misc/mediasource/models/a_bullets.smd.zip [new file with mode: 0644]
misc/mediasource/models/dom_points.zip [new file with mode: 0644]
misc/mediasource/models/flags_source.7z [new file with mode: 0644]
misc/mediasource/models/h_weapons/blend/grenademodel.blend [new file with mode: 0644]
misc/mediasource/models/h_weapons/blend/h_campingrifle.blend [new file with mode: 0644]
misc/mediasource/models/h_weapons/blend/h_crylink.blend [new file with mode: 0644]
misc/mediasource/models/h_weapons/blend/h_electro.blend [new file with mode: 0644]
misc/mediasource/models/h_weapons/blend/h_gl.blend [new file with mode: 0644]
misc/mediasource/models/h_weapons/blend/h_hagar.blend [new file with mode: 0644]
misc/mediasource/models/h_weapons/blend/h_hlac.blend [new file with mode: 0644]
misc/mediasource/models/h_weapons/blend/h_hookgun.blend [new file with mode: 0644]
misc/mediasource/models/h_weapons/blend/h_laser.blend [new file with mode: 0644]
misc/mediasource/models/h_weapons/blend/h_minstanex.blend [new file with mode: 0644]
misc/mediasource/models/h_weapons/blend/h_nex.blend [new file with mode: 0644]
misc/mediasource/models/h_weapons/blend/h_porto.blend [new file with mode: 0644]
misc/mediasource/models/h_weapons/blend/h_rl.blend [new file with mode: 0644]
misc/mediasource/models/h_weapons/blend/h_seeker.blend [new file with mode: 0644]
misc/mediasource/models/h_weapons/blend/h_shotgun.blend [new file with mode: 0644]
misc/mediasource/models/h_weapons/blend/h_uzi.blend [new file with mode: 0644]
misc/mediasource/models/h_weapons/blend/v_hagar.blend [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_campingrifle.md5mesh [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_campingrifle.proj [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_campingrifle_fire.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_campingrifle_fire2.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_campingrifle_idle.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_campingrifle_reload.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_crylink.md5mesh [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_crylink.proj [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_crylink_fire.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_crylink_fire2.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_crylink_idle.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_crylink_reload.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_electro.md5mesh [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_electro.proj [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_electro_fire.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_electro_fire2.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_electro_idle.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_electro_reload.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_gl.md5mesh [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_gl.proj [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_gl_fire.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_gl_fire2.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_gl_idle.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_gl_reload.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_hagar.md5mesh [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_hagar.proj [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_hagar_fire.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_hagar_fire2.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_hagar_idle.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_hagar_reload.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_hlac.md5mesh [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_hlac.proj [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_hlac_fire.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_hlac_fire2.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_hlac_idle.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_hlac_reload.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_hlacmod.md5mesh [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_hlacmod.proj [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_hlacmod_fire.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_hlacmod_fire2.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_hlacmod_idle.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_hlacmod_reload.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_hookgun.md5mesh [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_hookgun.proj [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_hookgun_fire.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_hookgun_fire2.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_hookgun_idle.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_hookgun_reload.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_laser.md5mesh [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_laser.proj [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_laser_fire.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_laser_fire2.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_laser_idle.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_laser_reload.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_minstanex.md5mesh [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_minstanex.proj [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_minstanex_fire.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_minstanex_fire2.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_minstanex_idle.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_minstanex_reload.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_nex.md5mesh [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_nex.proj [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_nex_fire.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_nex_fire2.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_nex_idle.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_nex_reload.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_porto.md5mesh [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_porto.proj [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_porto_fire.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_porto_fire2.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_porto_idle.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_porto_reload.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_rl.md5mesh [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_rl.proj [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_rl_fire.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_rl_fire2.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_rl_idle.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_rl_reload.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_seeker.md5mesh [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_seeker.proj [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_seeker_fire.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_seeker_fire2.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_seeker_idle.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_seeker_reload.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_shotgun.md5mesh [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_shotgun.proj [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_shotgun_fire.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_shotgun_fire2.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_shotgun_idle.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_shotgun_reload.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_uzi.md5mesh [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_uzi.proj [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_uzi_fire.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_uzi_fire2.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_uzi_idle.md5anim [new file with mode: 0644]
misc/mediasource/models/h_weapons/md5/h_uzi_reload.md5anim [new file with mode: 0644]
misc/mediasource/models/hookgun.zip [new file with mode: 0644]
misc/mediasource/models/jetpack.blend [new file with mode: 0644]
misc/mediasource/models/models.zip [new file with mode: 0644]
misc/mediasource/models/modelsource-campingrifle.zip [new file with mode: 0644]
misc/mediasource/models/modelsource-onslaught.zip [new file with mode: 0644]
misc/mediasource/models/modelsource-shotgun.zip [new file with mode: 0644]
misc/mediasource/models/modelsource-uzi.zip [new file with mode: 0644]
misc/mediasource/models/newprojectiles2.blend [new file with mode: 0644]
misc/mediasource/models/newweaponanims.zip [new file with mode: 0644]
misc/mediasource/models/players.zip [new file with mode: 0644]
misc/mediasource/models/portal_source.7z [new file with mode: 0644]
misc/mediasource/models/rocketammo.zip [new file with mode: 0644]
misc/mediasource/models/wanimations.zip [new file with mode: 0644]
misc/mediasource/music/desert3.mmpz [new file with mode: 0644]
misc/mediasource/music/ninesix.mmpz [new file with mode: 0644]
misc/mediasource/music/northern-lights.lso [new file with mode: 0644]
misc/mediasource/music/northern-lights.txt [new file with mode: 0644]
misc/mediasource/music/sixtyfour.mmpz [new file with mode: 0644]
misc/mediasource/music/stairs_mt.med [new file with mode: 0644]
misc/mediasource/music/stairs_mt.mid [new file with mode: 0644]
misc/mediasource/sb_str_inv.xcf [new file with mode: 0644]
misc/mediasource/skies/newsky_asteroids.pk3 [new file with mode: 0644]
misc/mediasource/skies/newsky_nebulae.pk3 [new file with mode: 0644]
misc/mediasource/skies/newsky_planets.pk3 [new file with mode: 0644]
misc/mediasource/textures/cake-pipe1d_msg.xcf [new file with mode: 0644]
misc/mediasource/textures/tutorial-floor2e.xcf [new file with mode: 0644]
misc/netradiant-NexuizPack/games/nexuiz.game [new file with mode: 0644]
misc/netradiant-NexuizPack/gpl.txt [new file with mode: 0755]
misc/netradiant-NexuizPack/nexuiz.game/data/default_shaderlist.txt [new file with mode: 0644]
misc/netradiant-NexuizPack/nexuiz.game/data/entities.def [new file with mode: 0644]
misc/netradiant-NexuizPack/nexuiz.game/data/turrets.def [new file with mode: 0644]
misc/netradiant-NexuizPack/nexuiz.game/default_build_menu.xml [new file with mode: 0644]
misc/netradiant-NexuizPack/nexuiz.game/game.xlink [new file with mode: 0644]
misc/tools/ImgToMap/build.xml [new file with mode: 0644]
misc/tools/ImgToMap/manifest.mf [new file with mode: 0644]
misc/tools/ImgToMap/master.jnlp [new file with mode: 0644]
misc/tools/ImgToMap/nbproject/build-impl.xml [new file with mode: 0644]
misc/tools/ImgToMap/nbproject/configs/JWS_generated.properties [new file with mode: 0644]
misc/tools/ImgToMap/nbproject/genfiles.properties [new file with mode: 0644]
misc/tools/ImgToMap/nbproject/jnlp-impl.xml [new file with mode: 0644]
misc/tools/ImgToMap/nbproject/project.properties [new file with mode: 0644]
misc/tools/ImgToMap/nbproject/project.xml [new file with mode: 0644]
misc/tools/ImgToMap/src/imgtomap/JFrameMain.form [new file with mode: 0644]
misc/tools/ImgToMap/src/imgtomap/JFrameMain.java [new file with mode: 0644]
misc/tools/ImgToMap/src/imgtomap/Main.java [new file with mode: 0644]
misc/tools/ImgToMap/src/imgtomap/MapWriter.java [new file with mode: 0644]
misc/tools/ImgToMap/src/imgtomap/Parameters.java [new file with mode: 0644]
misc/tools/ImgToMap/test1.png [new file with mode: 0644]
misc/tools/ImgToMap/test2.png [new file with mode: 0644]
misc/tools/ImgToMap/test3.png [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/pom.xml [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/DemoRecorderApplication.java [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/DemoRecorderException.java [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/DemoRecorderUtils.java [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/NDRPreferences.java [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/RecorderJobPoolExecutor.java [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/democutter/DemoCutter.java [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/democutter/DemoCutterException.java [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/democutter/DemoCutterUtils.java [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/democutter/DemoPacket.java [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/jobs/EncoderJob.java [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/jobs/RecordJob.java [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/jobs/RecordsDoneJob.java [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/plugins/EncoderPlugin.java [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/plugins/EncoderPluginException.java [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/main/Driver.java [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/DemoRecorderUI.java [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/ApplyTemplateDialog.java [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/JobDialog.java [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/NexuizUserDirFilter.java [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/PreferencesDialog.java [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/RecordJobTemplate.java [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/StatusBar.java [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/SwingGUI.java [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/tablemodels/RecordJobTemplatesTableModel.java [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/tablemodels/RecordJobsTableModel.java [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/utils/ShowErrorDialogExceptionHandler.java [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/utils/SwingGUIUtils.java [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/utils/XProperties.java [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/about.html [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/DemoRecorderHelp.hs [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/DemoRecorderHelpIndex.xml [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/DemoRecorderHelpTOC.xml [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/JHelpDev Project.xml [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/JavaHelpSearch/DOCS [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/JavaHelpSearch/DOCS.TAB [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/JavaHelpSearch/OFFSETS [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/JavaHelpSearch/POSITIONS [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/JavaHelpSearch/SCHEMA [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/JavaHelpSearch/TMAP [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/Map.jhm [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/advanced-how-it-works.html [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/advanced-prelim-stop.html [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/advanced-table-settings.html [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/advanced-topics.html [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/apply_templates.html [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/basic_tutorial.html [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/changelog.html [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/compat-limitations.html [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/credits.html [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/faq.html [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/images/create_job.gif [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/images/create_template.gif [new file with mode: 0644]
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misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/images/edit_job_vdub.gif [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/images/main_window.gif [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/images/preferences_dialog.gif [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/images/preferences_global_vdub.gif [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/introduction.html [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/license.html [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/open-save.html [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/plugin-architecture.html [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/plugin-virtualdub.html [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/preferences.html [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/templates.html [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/icons/advanced.png [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/icons/edit.png [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/icons/edit_add.png [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/icons/editclear.png [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/icons/editcopy.png [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/icons/editdelete.png [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/icons/editpaste.png [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/icons/exit.png [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/icons/fileopen.png [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/icons/filesave.png [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/icons/help.png [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/icons/info.png [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/icons/package.png [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/icons/player_pause.png [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/icons/player_play.png [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/icons/quick_restart.png [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/icons/quick_restart_blue.png [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/icons/status_unknown.png [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/icons/view_right_p.png [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/main/src/main/resources/jsmooth exe project.jsmooth [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/plugins/sample/pom.xml [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/plugins/sample/src/main/java/com/nexuiz/demorecorder/application/plugins/impl/sample/SamplePlugin.java [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/plugins/sample/src/main/resources/META-INF/services/com.nexuiz.demorecorder.application.plugins.EncoderPlugin [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/plugins/virtualdub/pom.xml [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/plugins/virtualdub/src/main/java/com/nexuiz/demorecorder/application/plugins/impl/virtualdub/VirtualDubPlugin.java [new file with mode: 0644]
misc/tools/NexuizDemoRecorder/plugins/virtualdub/src/main/resources/META-INF/services/com.nexuiz.demorecorder.application.plugins.EncoderPlugin [new file with mode: 0644]
misc/tools/ObjToMap/objtomap/AutoTexturingEntry.java [new file with mode: 0644]
misc/tools/ObjToMap/objtomap/Configuration.java [new file with mode: 0644]
misc/tools/ObjToMap/objtomap/JFrameMain.form [new file with mode: 0644]
misc/tools/ObjToMap/objtomap/JFrameMain.java [new file with mode: 0644]
misc/tools/ObjToMap/objtomap/Main.java [new file with mode: 0644]
misc/tools/ObjToMap/objtomap/ObjToMap.java [new file with mode: 0644]
misc/tools/QuakeC Codeblocks.txt [new file with mode: 0644]
misc/tools/QuakeC Codeblocks.zip [new file with mode: 0644]
misc/tools/WeaponEncounterProfile.pm [new file with mode: 0644]
misc/tools/assault-circuit-board-creator.pl [new file with mode: 0755]
misc/tools/autoshader.sh [new file with mode: 0755]
misc/tools/brightspot.c [new file with mode: 0644]
misc/tools/brightspot.sh [new file with mode: 0755]
misc/tools/bsp2ent [new file with mode: 0755]
misc/tools/bsptool.pl [new file with mode: 0755]
misc/tools/crc16.c [new file with mode: 0644]
misc/tools/csqcarchive.sh [new file with mode: 0755]
misc/tools/democonv-15-20.pl [new file with mode: 0755]
misc/tools/demotc-race-record-extractor.sh [new file with mode: 0755]
misc/tools/demotc.pl [new file with mode: 0755]
misc/tools/dependencies.pl [new file with mode: 0755]
misc/tools/entmerge.pl [new file with mode: 0755]
misc/tools/fiximage.pl [new file with mode: 0755]
misc/tools/hitplot2tga.c [new file with mode: 0644]
misc/tools/hslimage.c [new file with mode: 0644]
misc/tools/jpeg-if-not-alpha.sh [new file with mode: 0755]
misc/tools/makebuild.sh [new file with mode: 0755]
misc/tools/midi2bgs.pl [new file with mode: 0644]
misc/tools/midi2cfg-ng-percussionpack.conf [new file with mode: 0644]
misc/tools/midi2cfg-ng-simple.conf [new file with mode: 0644]
misc/tools/midi2cfg-ng.conf [new file with mode: 0644]
misc/tools/midi2cfg-ng.pl [new file with mode: 0755]
misc/tools/midi2cfg.pl [new file with mode: 0644]
misc/tools/midichannels.pl [new file with mode: 0644]
misc/tools/nexuiz-map-compiler [new file with mode: 0755]
misc/tools/polycount.pl [new file with mode: 0755]
misc/tools/shader-checksums.pl [new file with mode: 0755]
misc/tools/spherefunc2skybox.c [new file with mode: 0644]
misc/tools/testbuild.sh [new file with mode: 0755]
misc/tools/ttf2conchars/foo.sh [new file with mode: 0755]
misc/tools/ttf2conchars/ttf2conchars.c [new file with mode: 0644]
misc/tools/weapon-profiler-analyzer.pl [new file with mode: 0755]
misc/tools/weapon-profiler.pl [new file with mode: 0755]
misc/tools/zipdiff [new file with mode: 0755]
nexuiz-linux-glx.sh [new file with mode: 0755]
nexuiz-linux-sdl.sh [new symlink]
readme.html [new file with mode: 0644]
server/help.cfg [new file with mode: 0644]
server/rcon.pl [new file with mode: 0755]
server/rcon2irc/bans.pl [new file with mode: 0644]
server/rcon2irc/echo-rcon.pl [new file with mode: 0644]
server/rcon2irc/fastest_lap.pl [new file with mode: 0644]
server/rcon2irc/irc_nick_change.pl [new file with mode: 0644]
server/rcon2irc/joinmessage.pl [new file with mode: 0644]
server/rcon2irc/joinsparts.pl [new file with mode: 0644]
server/rcon2irc/ping-pl.pl [new file with mode: 0644]
server/rcon2irc/raw.pl [new file with mode: 0644]
server/rcon2irc/rbiserver.pl [new file with mode: 0644]
server/rcon2irc/rcon2irc-example.conf [new file with mode: 0644]
server/rcon2irc/rcon2irc.pl [new file with mode: 0755]
server/rcon2irc/rcon2irc.txt [new file with mode: 0644]
server/rcon2irc/rename.pl [new file with mode: 0644]
server/rcon2irc/showlogins.pl [new file with mode: 0644]
server/rcon2irc/suggestmap.pl [new file with mode: 0644]
server/rcon2irc/votestop.pl [new file with mode: 0644]
server/readme.txt [new file with mode: 0644]
server/server.cfg [new file with mode: 0644]
server/server_havoc_linux.sh [new file with mode: 0755]
server/server_havoc_mac.sh [new file with mode: 0755]
server/server_havoc_windows.bat [new file with mode: 0644]
server/server_linux.sh [new file with mode: 0755]
server/server_mac.sh [new file with mode: 0755]
server/server_windows.bat [new file with mode: 0644]

diff --git a/Docs/basics.html b/Docs/basics.html
new file mode 100644 (file)
index 0000000..fed325b
--- /dev/null
@@ -0,0 +1,378 @@
+<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"\r
+        "http://www.w3.org/TR/2000/REC-xhtml1-20000126/DTD/xhtml1-transitional.dtd">\r
+<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">\r
+<head>\r
+<meta http-equiv="content-type" content="text/html; charset=utf-8" />\r
+<meta name="author" content="Tyler Mulligan of www.detrition.net a.k.a -z- of www.nexuizninjaz.com" />\r
+<meta name="Description" content="Nexuiz is a free open-source fast paced first person shooter (FPS) that runs on Windows, Linux and OSX.  Nexuiz utilizes the darkplaces engine modeled after the Quake series." />\r
+<meta name="Keywords" content="Nexuiz, Nexiuz, first person shooter, darkplaces, open-source game, open source game, free game, linux game, deathmatch, death match, ctf, quake, alientrap, alien trap, ninjaz" />\r
+<title>Nexuiz - A free open-source fast paced first person shooter (FPS) for Windows, Linux and OSX</title>\r
+<link rel="stylesheet" href="htmlfiles/style.css" type="text/css"></link>\r
+<link rel="shortcut icon" href="favicon.ico"></link>\r
+</head>\r
+<body>\r
+<div id="container">\r
+       <div id="left">\r
+               <div id="logo">\r
+\r
+                       <a href="http://www.nexuiz.com" title="Nexuiz - Simple, fast, intense and completely free"><img src="htmlfiles/img/nexuiz_logo.jpg" alt="Nexuiz is a free open-source fast paced first person shooter that runs on Windows, Linux and OSX." width="201" height="193" border="0" title="Nexuiz is a free open-source fast paced first person shooter that runs on Windows, Linux and OSX." /></a>\r
+               </div>\r
+               <!-- Sidebar -->\r
+         <div id="sidebar">\r
+                       <a href="news.php" title="Latest Nexuiz News"><img src="htmlfiles/img/headers/latest_news.gif" alt="Latest News" width="168" height="16" border="0" class="imgHeader" style="margin-top:0;" title="Latest Nexuiz News" /></a>\r
+                       <div id="news">\r
+                         <div class="newsPost">\r
+                                               <h1><a href="http://nexuiz.com/news.php" title="Two Nexuiz 1v1 Tourneys">nexuiz.com/news - for nexuiz news updates</a></h1>\r
+                         </div>\r
+               </div>\r
+                       <!-- Downloads -->\r
+                       <a href="downloads.php" title="Nexuiz Downloads (Game, Maps)"><img src="htmlfiles/img/headers/downloads.gif" alt="Downloads" width="145" height="15" border="0" class="imgHeader" title="Downloads" /></a>\r
+                       <a id="download_nexuiz" href="http://www.sourceforge.net/projects/nexuiz/" title="Download Nexuiz from Source Forge - Left Click">&nbsp;</a>\r
+                       <!--<a id="download_q3_mappack" href="http://downloads.sourceforge.net/nexuiz/nexmappack_r2.zip" title="Download Nexuiz Q3 Mappack from Source\r
+                       Forge - Left Click">&nbsp;</a>-->\r
+                       <h2 class="page"><a href="http://nexuiz.com/downloads.php" title="Nexuiz Download Mirrors">Mirrors -&gt;</a></h2>\r
+                       <!-- Help Wanted -->\r
+\r
+                       <img src="htmlfiles/img/headers/help_wanted.gif" alt="Help Wanted" width="165" height="15" class="imgHeader" title="Help Wanted" />                     \r
+                       <form action="https://www.paypal.com/cgi-bin/webscr" method="post" name="donate_form"> <input name="cmd" value="_s-xclick" type="hidden" />\r
+                       <a id="donate" href="javascript:document.donate_form.submit();" title="Help The Aliens, Please Donate">&nbsp;</a>\r
+                       <noscript>\r
+                               <!-- It not an elegant solution but I don't expect many users to arrive with JS turned off -->\r
+                               <input name="submit" type="image" src="htmlfiles/img/donate_button_noscript.jpg" alt="Help this project - Donate to the aliens" width="166" height="43" /> \r
+                       </noscript>\r
+                       <h2 class="page"><a href="http://nexuiz.com/donators.php" title="Those who have donated to Nexuiz">Donators -&gt;</a></h2>\r
+                       <input name="encrypted" value="-----BEGIN PKCS7-----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-----END PKCS7-----" type="hidden" /></form>\r
+                       \r
+                 <!-- Created By -->\r
+                 <img src="htmlfiles/img/headers/created_by.gif" alt="Created By" width="145" height="15" class="imgHeader" title="Created By" />\r
+\r
+         <a id="alien_trap" href="http://www.alientrap.org" title="Developed by Alien Trap" target="_blank">&nbsp;</a>   </div>\r
+               <!-- end sidebar -->    </div><!-- end left -->\r
+       <div id="right">\r
+               <div id="header">\r
+                       <a href="http://nexuiz.com" title="Nexuiz - Simple, fast, intense and completely free"><img src="htmlfiles/img/nexuiz_header.jpg" alt="Nexuiz is a free open-source fast paced first person shooter that runs on Windows, Linux and OSX." width="766" height="107" border="0" title="Nexuiz - Simple, fast, intense and completely free" /></a>\r
+               </div>\r
+               <div id="menu">\r
+                       <ul>\r
+\r
+                               <li class="first"><a href="../readme.html" title="Nexuiz - Latest News">About </a></li>\r
+                               <li><a href="basics.html" title="Nexuiz - Media (Screenshots, videos and graphics)">Nexuiz Basics</a></li>\r
+                               <li><a href="say-esc.html" title="Nexuiz Information  (General, System Requirements)">Say Escapes</a></li>\r
+                               <li><a href="irc.html" title="Nexuiz - Downloads (Game, Maps)">IRC</a></li>\r
+                               <li><a href="faq.html" title="Official Nexuiz FAQ">FAQ</a></li>\r
+                               <li class="first"></li>\r
+                               <li class="first"></li>\r
+                 </ul>         </div>\r
+               <p id="tagline">Nexuiz is a <b>free</b> open-source first person shooter that runs on <b>Windows</b>, <b>Linux</b> and <b>OSX</b>.</p>\r
+         <div id="content">\r
+<div class="body">\r
+\r
+<br><center><h1><a name="AFT-top">Nexuiz Basics explained</a></h1></center>\r
+<center><a class="link" href="http://nexuiz.com">http://nexuiz.com</a>&nbsp;&nbsp;<a class="link" href="http://alientrap.org">http://alientrap.org</a></center>\r
+<hr>\r
+<p class="Body">\r
+This file attempts to cover all of the fundamental principles and techniques for playing Nexuiz in particular, though it will largely apply to any first person shooter.\r
+</p>\r
+<!-- Start SectLevel1 -->\r
+<h2><a name="_Getting Comfortable_"><strong>Getting Comfortable</strong></a></h2>\r
+<p class="Body">\r
+The most important thing when playing is 'to feel good'.  You need to be comfortable with how the game feels, and how it works, in order to play well.  This means being able to concentrate on the game play itself, without being disturbed by in-game distractions or by various sorts of handicaps.  This guide provides a systematic but very brief introduction to Nexuiz, with a view to increasing your effectiveness in-game, straight off the mark.\r
+</p>\r
+<!-- Start SectLevel2 -->\r
+<h3><a name="''Reducing Clutter''"><em>Reducing Clutter</em></a></h3>\r
+<p class="Body">\r
+Especially when playing against others the first thing you need to ensure is that you can hear and see well.  Although music can enhance the feeling of a game by complementing the action, it can also obscure the sounds of other events - such as players shooting at you or picking up items nearby.  For this reason, many people turn off music while playing (set <em>music</em> in the <em>settings/misc</em> menu to <em>off</em>).  You can also improve your ability to hear in-game events by simply using headphones instead of speakers.  Headphones muffle external noises around you, and also make it easier to hear faint noises in the game.  Because of this, you can hear others more easily, and thus react better.\r
+</p>\r
+<p class="Body">\r
+Similarly, eye-candy can make the game very appealing to look at, but can also act to obscure in-game events - the flares and smoke caused by rockets, for example, can make spotting your target much more difficult in the heat of battle.  Eye-candy also incurs performance hits on slower machines, which can make playing difficult.  Bloom might be nice to look at, but it is often just distracting when playing.  So again, many players disable some of the visual effects, so as to make the game easier to play in this regard (things to turn off include <em>Bloom</em>, <em>HDR</em>, <em>Gloss</em>, <em>Coronas</em> and all the Realtime stuff in the <em>settings/effects</em> menu).  Although it may seem as if removing visual (and audio) effects will make the game less immersive by reducing the mood which the game designers were aiming for, in the long run it will make it much more rewarding and fun to play.  Darkness and shadows can create creepiness and realism, but you simply don't notice these things in a fast-paced multi player battle.  On the contrary, they make it harder to spot opponents or items and end up being frustrating.  Better to play the game in campaign mode with full visual effects to see how pretty it can be, and then, once you're over the initial craving for eye-candy, start tuning the game to be more functional in multi player.\r
+</p>\r
+<p class="Body">\r
+In this regard, one of the first things to adjust is the brightness and contrast (in the <em>settings/video</em> menu), so that shadows are not too impenetrable, and areas of alternating light and dark don't create difficulties in tracking opponents.  It's also worthwhile to try increasing you field of view (fov) - the amount you can see to the left and right.  By default, Nexuiz uses a fov of 90 degrees.  Increasing this improves your peripheral vision, but also makes everything seem smaller and thus reduces your ability to aim.  Decreasing it has the opposite effect.  Most gamers find a nice balance somewhere around fov 100-120.  You can find the fov control in the <em>multiplayer/player setup</em> menu.\r
+</p>\r
+<!--End Section 2-->\r
+<h3><a name="''Controlling Your Character''"><em>Controlling Your Character</em></a></h3>\r
+<p class="Body">\r
+Another thing which will greatly improve the game experience is to have comfortable movement controls, and to be able to get to the 'right gun' quickly.  In terms of movement, there's no need to stick to the game defaults for controlling your character.  Some people like to jump with space; some with mouse2.  Some like inverted mouse, and some can't use it.  Some use WASD for forward, left, back, right; some use ESDF or even 8456.  Use whatever you feel good with.\r
+</p>\r
+<p class="Body">\r
+In terms of weapon controls, try to get out of the habit of using the mouse's scroll-wheel to select which weapon to use.  This is a very slow and unreliable way of changing weapons, and in a fast-paced deathmatch your ability to correctly and immediately pick the most appropriate gun for the job is critical.  For example, if you hit someone pretty hard with the rocket launcher, and he has taken a lot of damage, you should switch to the shotgun or machine gun to finish him off, rather than worrying about whether you'll be able to hit him again with the slower and more inaccurate rockets.  Using the mouse wheel to switch may well take too long, and you also have to keep an eye on the weapons as they scroll by (unless your mouse has very good scroll feedback, <em>and</em> you've memorized the order of weapons, <em>and</em> you know which weapons you currently have, <em>and</em> you can figure out on the fly how many scrolls you need to get to the shotgun!).  On the other hand, if you have configured, say, the G key to switch to the shotgun, you can easily switch quickly and reliably, and finish him off in an instant.  For this reason, it's extremely helpful to configure weapon-selection keys around the ones you use for moving.  It's also obviously handy to use a similar layout in all the games you play.  For example, you can have G as the key for 'all shotgun like weapons' in each game.  All 'rocket like' weapons can go on R, and all 'sniper guns' on T, and so on - or whatever suits you!  This way you do not need to think about which key you need for which gun - just what you want to do.  You can change those <em>key bindings</em> in the <em>settings/input</em> menu.\r
+</p>\r
+<p class="Body">\r
+Finally, adjust your mouse sensitivity.  Sensitivity controls how much (or fast) your view turns when moving the mouse.  You can make it high sensitivity, which means you need to move the mouse only a short distance to turn fast or far; or you can make it low sensitivity, so that you turn slowly and have to move the mouse further.  A high sensitivity reduces the need to lift and reposition the mouse, and it will help you when doing lots of turns.  A low sensitivity will help you to aim more easily, and also make your aim more steady if you are nervous and have slightly shaky hands.  For the most part, the level of sensitivity you choose depends on how you aim.  This is a very personal thing and you will have to see what you like - again, select the setting which is most comfortable for you.  However, a good rule of thumb when you're learning to play is to configure your sensitivity a little lower than you're comfortable with, and try to get used to it.  After a few hours you will probably find that you have acclimatized, and are aiming better than before.  Keep reducing the sensitivity below your comfort zone until you are happy with your aim, or until it definitely becomes too low for you.  You'd be surprised the difference this makes.  Also consider that you can either use your wrist or your arm to aim - and you'll probably do one or the other more naturally.  Using the wrist is more exact, and thus high sensitivity is found more often among wrist aimers; using the arm involves more mouse movements, and so low sensitivity is common to arm aimers.  As a rule of thumb your sensitivity should be set so that you can comfortably perform a 180 degree turn with one sweep of your mouse.  The sensitivity setting can be found in the <em>settings/input</em> menu.\r
+</p>\r
+<!--End Section 2-->\r
+<!-- End SectLevel2 -->\r
+<!--End Section 1-->\r
+<h2><a name="_Playing_"><strong>Playing</strong></a></h2>\r
+<!-- Start SectLevel2 -->\r
+<h3><a name="''Identifying Your Opponent''"><em>Identifying Your Opponent</em></a></h3>\r
+<p class="Body">\r
+Depending on the game mode played you either fight for yourself against all others (sometimes there is just one other player to play against) or its your team vs the other team(s).  Pay attention to the welcoming screen it will tell you what gamemode is being played.  You can find an explanation of those at the end of this guide.\r
+If its a team match you might have to choose a team or you could be automatically assigned to a team when you join the match.  If you have to choose yourself its best to just use the <tt>Auto</tt> button!  It will assign you to the smallest team or if the teams have the same size to the one that has less points.  Only use the specific team buttons if you REALLY want to join that team.  You can press F5 to bring up the team selection dialog or instead of pressing F5 and clicking on the <tt>Auto</tt> button you can also press F6, thats a shortcut for the <tt>Auto</tt> button.  If you are unsure about which team you are in look at your gun or at the scoreboard, which by default will be shown when you press <em>TAB</em>.  The weapon color and the color beside your name is your team color.  Try to only hit the OTHER team(s) :).\r
+</p>\r
+<!--End Section 2-->\r
+<h3><a name="''Hitting Your Opponent''"><em>Hitting Your Opponent</em></a></h3>\r
+<p class="Body">\r
+Once you're comfortable with your controls and your mouse, you should already find it easier to hit your opponents.  And, if you've bound keys to each of the weapons, you can accurately pick which one to use.  But to know which weapon to select, and to get the most out of it, you must understand the advantages and the use of each.\r
+</p>\r
+<p class="Body">\r
+When you use direct-hit (hitscan) weapons like the shotgun, machinegun, campingrifle and the nex, you 'just' have to directly aim with the crosshair and hit fire.  Obviously this can be much harder than it sounds, particularly when both you and your opponent are moving.  Therefore, you should use geometry to your advantage, to reduce the relative movement between you as much as possible, so that you have as much time as possible to aim.  When someone is moving from one side of your view to the other it is harder to aim at him than when is moving towards or away from you.  In the latter case he will hardly change his position relative to yours, and this gives you more time to aim at him.  In the former, his position is changing a lot, and so you have to react to how he moves very quickly and accurately to ensure a good shot.  The same principle applies when your opponent uses a jump pad.  He will prescribe a trajectory in the air, and at its highest point he will stop for a moment.  It is easier to aim at him at this point than when he is accelerating off the jump-pad.\r
+</p>\r
+<p class="Body">\r
+In addition to using geometry to your advantage, when you're moving relative to your opponent it is sometimes easier to <em>not</em> aim with the mouse, but rather to leave it steady at the right height, and use the strafe buttons to move yourself and thus your cross hair onto him.  If you have the advantage of his not seeing you, or being unable to shoot at you, or even if you simply have a health and armor advantage over him, you can even just aim at some point and wait for him to walk into your cross hair.  However, always bear in mind that people will generally move unpredictably so as to lessen their chances of being hit - so unless you're sure of where he's going, don't sacrifice your own movement advantage for a hit that might never come.\r
+</p>\r
+<p class="Body">\r
+Using projectile weapons such as the mortar, electro, hagar or rocket launcher can be both easier and harder than using hitscan weapons.  You must still consider the same geometric factors, but you also have to keep in mind that your projectile will take some time to travel the distance between you and your opponent.  In that time they will continue moving!  So it's absolutely no use to aim directly at them.  It will take some experience with each weapon, and with getting used to how people move, but you should eventually develop a good instinct for where your opponent will be at the time when your projectile will land (and where the projectile itself will land), and thus be able to 'lead' him when you aim.  If your target moves to the right, aim further to the right and press fire.  Just note how off your hit was and try to adjust next time.  It takes a few matches to get the hang of this.  Also consider that almost all projectiles will explode when they hit something hard, and those explosions will also cause damage to players nearby (splash damage).  Now thats the part that makes projectile weapons easier to use.  You can use splash damage to your advantage, so that rather than trying to predict the exact spot at which to aim your projectile (which is very difficult), you can aim at the general area of floor or wall where you expect your opponent to be and let the splash damage do its work.  Along these lines, you'll find that it's much easier to aim at his feet and use the splash damage from the explosion on the floor than it is to hit him directly.\r
+</p>\r
+<p class="Body">\r
+Also bear in mind that people try to evade projectiles; and it is even comparatively easy to do this at distance.  If you fire to their left they will see it coming, and change direction to the right.  You can use this to your advantage by boxing them in with explosions - just fire another one to their right.  If you correctly place both projectiles, they will be unable to evade the splash damage from one of them.  Either they will avoid the first and be hit by the second, or they will backtrack to avoid the second and be hit by the first.  Or, even better, they'll not see the first one at all and be hit directly.\r
+</p>\r
+<!--End Section 2-->\r
+<h3><a name="''Controlling The Map''"><em>Controlling The Map</em></a></h3>\r
+<p class="Body">\r
+To put up a good fight you need to survive an attack, so make sure you pick up health and armor lying around the map.  This will also ensure that your opponents are deprived of these, so it will be easier for you to frag them.  To do this effectively you will have to learn where those items are, and try to get them before someone else does.  Armor and health items reappear 30 seconds after they were taken.  You can use this to your advantage by timing your pickups - look at the scoreboard to see the current map time, and then use this to predict when items will respawn.  This way, you can develop patterns on the map so that you're always around when an item respawns.  However, be careful - patterns make you predictable, and your opponent can also use the timer!  If you keep grabbing the armor or health, he will use this against you by lying an ambush.\r
+</p>\r
+<p class="Body">\r
+The health and armor system in Nexuiz is different to other games in that it tends toward an equilibrium of 100 health and 100 armor.  You can collect as much health and armor as you like, but it will degenerate toward these values.  The more health and armor you have, the faster it will degenerate - but when you pick them up the degeneration stops momentarily.  Because of this, you can't just load up on health and armor and head off into battle - you need to constantly replenish to remain strong.  On the converse, though, when your health is below 100 it will slowly <em>re</em>generate (armor will not).  The lower it is, the faster it will replenish.  This regeneration stops for a few seconds if you are hurt, so just running away after a fight helps staying alive but is usually not enough to restore you to useful battle ready levels again - you have to wait a while to regain your full health, and so picking up health after a fight is still important.\r
+</p>\r
+<p class="Body">\r
+In regard to the previous point of working a map to control items, and also shooting at where your opponent will be, it's important to try to predict where on the map your opponents are even when you can't directly see them.  First, try to listen for them; secondly, learn the maps so you know the most useful routes and the most popular areas to which people tend to gravitate.  It gives you a marked advantage to be able to say, &quot;I saw or heard someone pick up an armor, so they must be at such-and-such location, and from there he can only go to this place or that place.&quot; Just shooting something to the likely places your opponent will be - a rocket or a grenade for example - can often result in either a surprise kill, or in surprise damage which you can then follow up.  Don't underestimate how likely a well-aimed educated guess is to hit someone.  Maybe he'll walk into it - rockets can be hard to see coming, and grenades lying on the floor or spammed into a small space can be really hard to avoid.  Once you've hurt him you'll hear the tink of your damage, and you will also know for sure were he is and can finish him off.  You can pretty much 'lock down' a map by picking up items, and making sure others have a hard time getting around which will also mess with their concentration.\r
+</p>\r
+<!--End Section 2-->\r
+<h3><a name="''Using Weapons Effectively''"><em>Using Weapons Effectively</em></a></h3>\r
+<p class="Body">\r
+Among the items you can pick up are the weapons.  Some of them are very unique to Nexuiz, and to get the most out of them you need to be familiar with every aspect of how they work - including the rate of fire, the damage per hit, the spread and speed of the payload, and so on.\r
+</p>\r
+<p class="Body">\r
+Almost all weapons in Nexuiz have two firing modes, so make sure you know both.  You normally (depending on game-mode) start equipped with two weapons: the Laser and the shotgun.  You can bind these weapons to a key at the <em>settings/input</em> menu or in the console using the command <em>bind key &quot;impulse <strong>n</strong>&quot;</em>, where n is the number of the weapon.\r
+</p>\r
+<table style="border: 0"><tr><td style="border: 0; vertical-align: top; text-align: left"><img src="htmlfiles/weaponimg/thirdperson-laser.png" alt="laser"></td><td style="border: 0"><p class="Body">\r
+The <strong>Laser</strong> is not often used as a weapon, as it does not do much damage - but it's a useful tool to move around the map, because it has a significant push.  The 'explosion' from its projectile will push you and other players around a lot.  The trick to using it to move around is to use this push to gain speed or to do huge jumps.  For an easy start, take the Laser, look down at the floor, and press fire.  It will push you high into the air.  If you press jump and fire at the same time, you will get even higher - but it depends on the timing, and, for more advanced jumps, also on the angle you fire at the floor, as well as how fast and in which direction you move.  For example if you just run forwards, look down and press fire it will catapult you forward with great speed.  Play around with it, and watch others, and you will learn a very useful skill in Nexuiz.  The secondary fire mode of the Laser switches back to the last used weapon.  The Laser does not use up any ammo.\r
+</p>\r
+</td><td style="border: 0; vertical-align: bottom; text-align: right"><img src="htmlfiles/weaponimg/firstperson-laser.png" alt="laser"></td></tr><tr><td style="border: 0; vertical-align: top; text-align: left"><img src="htmlfiles/weaponimg/thirdperson-hookgun.png" alt="hookgun"></td><td style="border: 0"><p class="Body">\r
+The <strong>Grappling Hook</strong> is an other movement tool.  The primary mode attaches itself to all sorts of solid objects and will pull you there to move through the map like spider man.  You can get very fast that way or reach spots you would not get to by other means.  The secondary firemode drops a small gravity bomb that will affect enemy players and also releases a lot of smoke which will make you harder to see and hit.  The gravity bomb uses cell ammo.  There is also a mutator that adds a off-hand hook which can be used all the time, uses no ammo but only does the pulling part.\r
+</p>\r
+</td><td style="border: 0; vertical-align: bottom; text-align: right"><img src="htmlfiles/weaponimg/firstperson-hookgun.png" alt="hookgun"></td></tr><tr><td style="border: 0; vertical-align: top; text-align: left"><img src="htmlfiles/weaponimg/thirdperson-porto.png" alt="porto"></td><td style="border: 0"><p class="Body">\r
+The <strong>Port-O-Launch</strong> is the perfection of movement.  The grenade it launches creates two portals.  On the first impact it creates the entrance portal, on the second impact the exit portal.  If you enter the first one you (or others players and also projectiles!!) will be teleported to the second portal.  As the first portal will teleport everything it can't be hit but the second portal is quite fragile and, because of the used wormhole technology, will take the other portal along if it lost too much energy.  The wormhole is also the reason why the portals energy decays after some time.  You can replenish the energy by simply teleporting something through it.\r
+</p>\r
+</td><td style="border: 0; vertical-align: bottom; text-align: right"><img src="htmlfiles/weaponimg/firstperson-porto.png" alt="porto"></td></tr><tr><td style="border: 0; vertical-align: top; text-align: left"><img src="htmlfiles/weaponimg/thirdperson-shotgun.png" alt="shotgun"></td><td style="border: 0"><p class="Body">\r
+The <strong>Shotgun</strong> is very similar to that of other games.  It shoots several bullets with a high spread, so it does very high damage at close range, but becomes very inaccurate at distance.  It is also very useful to knock opponents out after you already hit them hard with a rocket or another projectile, and subsequently closed to a distance because it's hard to miss with the Shotgun at close range.  The primary fire mode fires once with a short reload, while the secondary fire mode shoots three very quick shots, but with a long reload afterwards.  The secondary firemode also has a higher spread so the primary is useful for a longer distance than the secondary firemode.  The Shotgun uses shell ammo which is not shared with any other weapons.\r
+</p>\r
+</td><td style="border: 0; vertical-align: bottom; text-align: right"><img src="htmlfiles/weaponimg/firstperson-shotgun.png" alt="shotgun"></td></tr><tr><td style="border: 0; vertical-align: top; text-align: left"><img src="htmlfiles/weaponimg/thirdperson-uzi.png" alt="uzi"></td><td style="border: 0"><p class="Body">\r
+The <strong>Machine Gun</strong> is also quite self-explanatory.  It shoots bullets at a high rate of fire, and can do significant damage.  The primary fire mode has a high spread and is thus quite inaccurate - but it fires very fast and deals more damage per second than most other weapons.  It is therefore devastating when used at close quarters.  One of the Machine Gun's unique features is that the first bullet after pressing fire has less spread and does more damage than the rest - keep this in mind when using it.  The secondary fire mode is much slower, but its the same as the primary modes <em>first</em> bullets.  This firemode is therefore very useful as an improvised sniper weapon for mid range kills.  Like the Shotgun, it is an excellent finishing weapon, but its effective use relies heavily on a good, steady aim.  The Machine Gun uses bullet ammo just as the camping rifle.\r
+</p>\r
+</td><td style="border: 0; vertical-align: bottom; text-align: right"><img src="htmlfiles/weaponimg/firstperson-uzi.png" alt="uzi"></td></tr><tr><td style="border: 0; vertical-align: top; text-align: left"><img src="htmlfiles/weaponimg/thirdperson-hlac.png" alt="hlac"></td><td style="border: 0"><p class="Body">\r
+The <strong>Heavy Laser Assault Cannon</strong> (HLAC) is a similar gun but fires highly accelerated Laser bolts at an insane refire rate.  The bolts explode on impact and for some extra damage the secondary mode fires several of them at once.  This is only gun that has reduced spread when crouching!  Beware of your cell ammo (shared with the Electro, Crylink and (Minsta)Nex), this baby eats it like crazy.\r
+</p>\r
+</td><td style="border: 0; vertical-align: bottom; text-align: right"><img src="htmlfiles/weaponimg/firstperson-hlac.png" alt="hlac"></td></tr><tr><td style="border: 0; vertical-align: top; text-align: left"><img src="htmlfiles/weaponimg/thirdperson-gl.png" alt="gl"></td><td style="border: 0"><p class="Body">\r
+The <strong>Mortar</strong> is a grenade-launcher on steroids.  Both firing modes shoot a fast-moving projectile grenade which is influenced by gravity, and thus moves in a parabolic trajectory.  The primary fire mode shoots grenades that explode on impact while the secondary fire mode shoots grenades which will bounce off objects, and either explode on contact with an other player, or after a few seconds if they are not triggered.  The grenades' arc makes them harder to aim, but also hard to dodge.  Since they deal quite high damage, with an excellent rate of fire, the Mortar is a solid all-round weapon once you've got the hang of aiming it.  The Mortar uses rocket ammo which is shared with the Rocket Launcher, T.A.G. and the Hagar.\r
+</p>\r
+</td><td style="border: 0; vertical-align: bottom; text-align: right"><img src="htmlfiles/weaponimg/firstperson-gl.png" alt="gl"></td></tr><tr><td style="border: 0; vertical-align: top; text-align: left"><img src="htmlfiles/weaponimg/thirdperson-electro.png" alt="electro"></td><td style="border: 0"><p class="Body">\r
+The <strong>Electro</strong> is a rather underestimated gun.  Contrary to its name, it does not deal electricity damage, but rather fires plasma - understanding this will help you to use it well.  The primary fire mode shoots a plasma projectile which does quite high damage on impact.  It also explodes rather like a rocket or grenade, and is quite comparable in use to the Quake 2 rocket launcher.  The secondary fire mode spits out balls of contained plasma that will bounce like grenades, and deal similarly high damage.  Those blobs have a short trajectory and so do not get very far - but they're useful for blocking a way, or for spamming around your opponent so that he is hedged in by them.  If you use the primary fire mode to hit these contained plasma blobs, they will explode more violently than without, causing a lot of extra damage.  This combo is very effective in corridors and small rooms.  The Electro uses cell ammo which is shared with the Crylink, HLAC and the (Minsta)Nex.\r
+</p>\r
+</td><td style="border: 0; vertical-align: bottom; text-align: right"><img src="htmlfiles/weaponimg/firstperson-electro.png" alt="electro"></td></tr><tr><td style="border: 0; vertical-align: top; text-align: left"><img src="htmlfiles/weaponimg/thirdperson-crylink.png" alt="crylink"></td><td style="border: 0"><p class="Body">\r
+The <strong>Crylink</strong> is comparable to the Shotgun but shoots slow plasma projectiles; so it's harder to aim but they also do more damage.  The primary fire mode shoots several bouncing projectiles at a high rate of fire and narrow spread.  Each bounce causes splash damage so try to hit the floor near someone for damage from both the splash and the bullets themselves.  The secondary fire mode has a wider, horizontal spread and lower rate of fire.  This mode does not bounce but does more damage and is sometimes easier to aim.  The Crylink uses cell ammo which is shared with the Electro, HLAC and the (Minsta)Nex.\r
+</p>\r
+</td><td style="border: 0; vertical-align: bottom; text-align: right"><img src="htmlfiles/weaponimg/firstperson-crylink.png" alt="crylink"></td></tr><tr><td style="border: 0; vertical-align: top; text-align: left"><img src="htmlfiles/weaponimg/thirdperson-nex.png" alt="nex"></td><td style="border: 0"><p class="Body">\r
+The <strong>Nex</strong> is a powerful sniper weapon.  Its primary fire mode fires a hitscan antimatter lance for significant damage, but requires a very precise aim, and has a relatively long reload time.  The secondary fire mode activates zoom.  The Nex uses cell ammo which is shared with the HLAC, Crylink, MinstaNex and the Electro.\r
+</p>\r
+</td><td style="border: 0; vertical-align: bottom; text-align: right"><img src="htmlfiles/weaponimg/firstperson-nex.png" alt="nex"></td></tr><tr><td style="border: 0; vertical-align: top; text-align: left"><img src="htmlfiles/weaponimg/thirdperson-minstanex.png" alt="minstanex"></td><td style="border: 0"><p class="Body">\r
+The <strong>MinstaNex</strong> is a sniper's wet dream.  Similar to the nex but MUCH more powerful.  One hit, one kill, no kidding!  The secondary firemode is identical to the Laser's primary shot.  Back in the glory days this gun was used solely in Minstagib to train steady aim and fast movement, now this gun can spread fear in every gamemode.  Cell ammo is also used by Nex, Crylink, HLAC and Electro.\r
+</p>\r
+</td><td style="border: 0; vertical-align: bottom; text-align: right"><img src="htmlfiles/weaponimg/firstperson-minstanex.png" alt="minstanex"></td></tr><tr><td style="border: 0; vertical-align: top; text-align: left"><img src="htmlfiles/weaponimg/thirdperson-campingrifle.png" alt="campingrifle"></td><td style="border: 0"><p class="Body">\r
+The <strong>Rifle</strong> is a kind of mixture of a sniper rifle and an assault gun.  The primary mode is quite similar to the nex but fires a bullet.  The rate of fire is quite moderate.  The secondary mode can be used to empty the whole magazine of bullets in an quick burst.  This firemode is less wall piercing and has some spread to it but is deadly at mid-to-close range.  The magazine is reloaded automatically if you equip the Rifle.  It is also the only gun that can do headshots which cause extra damage, so aim with care, as this gun can out-perform the nex.  The Rifle uses the same bullet ammo as the Machine Gun.\r
+</p>\r
+</td><td style="border: 0; vertical-align: bottom; text-align: right"><img src="htmlfiles/weaponimg/firstperson-campingrifle.png" alt="campingrifle"></td></tr><tr><td style="border: 0; vertical-align: top; text-align: left"><img src="htmlfiles/weaponimg/thirdperson-hagar.png" alt="hagar"></td><td style="border: 0"><p class="Body">\r
+The <strong>Hagar</strong> can be compared to the plasma gun from Quake3.  It has a very high rate of fire, with moderate damage, and some splash damage.  The primary fire mode shoots small missiles at high speed and an extraordinary rate of fire.  The secondary fire mode shoots the same missiles, but at a slower speed and rate of fire, and without the instant trigger.  This means that they will bounce once when hitting a floor or a wall, giving you the opportunity to fire around corners, or double your chances to hit someone by spamming an area.  The Hagar uses rocket ammo which is shared with the Mortar, T.A.G. and the Rocket Launcher.\r
+</p>\r
+</td><td style="border: 0; vertical-align: bottom; text-align: right"><img src="htmlfiles/weaponimg/firstperson-hagar.png" alt="hagar"></td></tr><tr><td style="border: 0; vertical-align: top; text-align: left"><img src="htmlfiles/weaponimg/thirdperson-rl.png" alt="rl"></td><td style="border: 0"><p class="Body">\r
+The <strong>Rocket Launcher</strong> is a little different from that of other games, in that the rockets move relatively slowly.  The primary fire mode shoots a slow-moving, high-damage rocket projectile at a medium rate of fire.  The secondary fire mode will explode all your flying rockets at once.  This means that you don't need to hit your opponent directly - just get the rocket <em>near</em> him, and use the secondary fire to cause splash damage which will badly hurt him.  The Rocket Launcher uses rocket ammo which is shared with the Mortar, T.A.G. and the Hagar.\r
+</p>\r
+</td><td style="border: 0; vertical-align: bottom; text-align: right"><img src="htmlfiles/weaponimg/firstperson-rl.png" alt="rl"></td></tr></table><p class="Body">\r
+Now that you know all the guns you also have to understand that in Nexuiz each projectile can be set off by explosions.  So its possible to blow up the rocket an opponent is shooting at you.  A good strategy against someone with a rocketlauncher is to spam him with the hagar.  Chances are high you make his own rocket explode shortly after he launched it and hurt him which his own weapon!\r
+Also note that some objects are affected / pushed by explosion like the keys in Keyhunt or the flags in Capture the Flag.\r
+</p>\r
+<p class="Body">\r
+A special feature in Nexuiz is that walls do not block explosions, so you can't hide behind them.  Similarly, if you know that someone is on the floor above you, shoot at the ceiling, and with a little luck the explosion might hurt him.  This <em>can</em> be changed by a server admin, but the default allows for more fun; and it's also nice to see how good people are at guessing where their opponents are.  Furthermore bullets are ballistic, which means they are affected by gravity much like real bullets and can also pierce walls and enemies like real bullets.  That enables you to hit several enemies or enemies behind walls/floors up to a certain thickness.\r
+</p>\r
+<!--End Section 2-->\r
+<h3><a name="''Using Jumping Effectively''"><em>Using Jumping Effectively</em></a></h3>\r
+<p class="Body">\r
+You will need to be able to get around the map quickly and efficiently if you are to hunt down your opponents, and collect items well.  As already mentioned, the Laser is useful for jumping and gaining speed - but you can use all explosive weapons for a similar effect.  Other weapons, however, will cause (much) more damage to your health, and not all offer the same strong push as the Laser.  The rocket launcher will push you twice as far, but you will also take <em>lots</em> more damage.  The mortar has the same push as the Laser, but its explosion is bigger so the timing and the right angle are less of an issue.  For this reason, the mortar is better for a beginner to learn these sorts of jumps.\r
+</p>\r
+<p class="Body">\r
+You should also know that you gain a bit extra speed moving forward simply by jumping.  When you walk, there is friction from the floor which keeps you at a constant speed.  If you jump as you walk, the amount of time you touch the floor is considerably less, and so the friction does not slow you down as much.  The longer or rather more often you jump, the faster you go.  The most simple way to do this is to run forward, jump, and then while you are in the air release and repress/hold the jump button.  Your character will jump again the moment he lands, without you having to worry about timing hitting the jump key.  Just repeat it a few times and you will notice you get faster and faster.  Unlike other games, Nexuiz does not need you to do this with strange key combinations or even with circular movements of the mouse - trying to do these will generally make you slower.  The only time that strafe-jumping (holding one of the strafe-keys while jumping) is useful is for the very first jump you make.  This can increase your jump speed a little - although not by much and its complicated to learn.\r
+</p>\r
+<p class="Body">\r
+Another useful thing to know about movement is that if you are flying/jumping, you can release the forward key and instead press the left or right key, and turn your mouse in the same direction.  Doing so will turn or 'bend' your jump in this direction.  This is a useful trick to get around corners, to become less predictable, and also to avoid having to stop jumping to change direction.  After getting used to this you can get around maps very fast and maintain a high speed.\r
+</p>\r
+<p class="Body">\r
+Both the speed jumping and the turning require a certain amount of practice, but they are easy to learn - especially compared to the trick jumping found in games like Quake 3 CPMA or Enemy Territory.  However, there is another trick in Nexuiz that does not need any practice at all: the ramp jump.  Just walk up a ramp or slope, and jump.  That jump will get you higher and further than if you had jumped on flat ground.  You can reach some interesting spots by doing this, and ramp jumps can be effectively combined with speed jumping to achieve some remarkable acrobatics which can be very useful for taking shortcuts and thus dominating a map effectively.  It takes some time to learn the good spots were these four tricks can be used to the maximum effectiveness - again, experiment yourself, watch others, and ask around in-game or on the Nexuiz forums (<a class="link" href="http://www.alientrap.org/forum">http://www.alientrap.org/forum</a>).\r
+</p>\r
+<!--End Section 2-->\r
+<h3><a name="''The Console''"><em>The Console</em></a></h3>\r
+<p class="Body">\r
+Games generally have a great many settings which can be changed or tweaked to give you the best advantage.  A lot of these aren't included in the game menus, which are limited by space and intended to give only a quick and compact view of the most important options.  For all the other variables, you have the in-game console.  This is like a command line inside the game.  You can enter commands to connect to a server, vote for options on the server, or to change variables like your name or various graphic effects.  You can access the console by pressing shift-escape, and you can close it again by pressing escape.  Lots of info is available on the official Nexuiz forum regarding the effective use of the console, but probably the most important in multiplayer is using it for voting, which will be briefly covered here:\r
+</p>\r
+<p class="Body">\r
+When you are on a server, open the console and type <em>vhelp</em>.  This will display a short help regarding voting, and also tell you what can be voted on the server.  By default, things you can vote for include the timelimit and the map played.  By entering <em>vcall timelimit -1</em> you call a vote to set the timelimit to -1, which means to end the current map and play the next one.  Or, as another example, <em>vcall chmap aggressor</em> will start a vote to switch to the map 'Aggressor'.  This vote is printed to every player on the server, who can then accept or reject it.  To accept a vote, press F1 (or type in <em>vyes</em> at the console); to reject it, press F2 (or enter <em>vno</em> at the console).  If more then 50% of the players currently on the server accept a vote, the vote is passed and whichever setting has been polled will change.  And in this example the current map will end and the next map will begin.  It does not hurt to tell people to press F1/F2, as some still do not know about it.\r
+</p>\r
+<!--End Section 2-->\r
+<h3><a name="''Game Types''"><em>Game Types</em></a></h3>\r
+<p class="Body">\r
+Nexuiz supports several different game modes and some smaller changes called mutators.  Both are displayed when you connect to a server.\r
+</p>\r
+<!--End Section 2-->\r
+<h3><a name="''Modes''"><em>Modes</em></a></h3>\r
+<ul>\r
+<li>Deathmatch (DM) is the most simple game mode.  It is a free-for-all fragfest with every man for himself.  All items are free to grab, and the player with the most frags will win (either by hitting the frag limit, or when the time limit expires).</li>\r
+</ul>\r
+<ul>\r
+<li>Team Deathmatch (TDM) is similar, but pits teams of players against each other.  Only shoot players with a different color than yourself.  Look at your gun to see your color.  The team with the most frags wins.</li>\r
+</ul>\r
+<ul>\r
+<li>Capture The Flag (CTF) is a team match in which you have two teams, two bases, and two flags.  You have to get into the enemy base, grab their flag, and bring it back to your own flag to score.  Scoring gives the most points, normal fragging and returning the flag gives some points.  The team with the most points wins.  CTF is a surprisingly complicated game mode, so see the comprehensive CTF guide in the Nexuiz forum for more information (<a class="link" href="http://alientrap.org/forum/viewtopic.php?t=849">http://alientrap.org/forum/viewtopic.php?t=849</a>).</li>\r
+</ul>\r
+<ul>\r
+<li>Minstagib is an improved instagib.  You can pick up lives, so you can survive two shots, and you can pick up an item to become almost invisible.  This is were the minstanex got its name from.</li>\r
+</ul>\r
+<ul>\r
+<li>Runematch places five runes into the map in addition to the normal items.  A rune gives you a bonus but also a curse - but you only get points for fragging if you carry a rune, so make sure you have one.  You also get points for fragging a rune carrier, and for just holding a rune (but fragging is the quicker way to gain points).  The player with the most points wins.</li>\r
+</ul>\r
+<ul>\r
+<li>Domination (DOM) is also a team mode.  Throughout the map are domination points.  Touch them and your team will own that point.  You get points for each second you own such a domination point.  Touch points the other team holds to turn it into your own.  The team with the most points wins.</li>\r
+</ul>\r
+<ul>\r
+<li>Last Man Standing (LMS) puts all players into a map without any items.  Each player has several lives, and starts with all weapons when he spawns.  Each time you are fragged you lose a life.  The winner is the last surviving player.</li>\r
+</ul>\r
+<ul>\r
+<li>Arena mode is similar to deathmatch, but it only puts two players into a map, with the others waiting in a queue.  When one of both is fragged the next one in the queue will play against the winner.</li>\r
+</ul>\r
+<ul>\r
+<li>Keyhunt (KH) is a new team mode in Nexuiz 2.3.  Each team has one key and the goal is the collect all keys.  The team with the most points wins.  You get small points for fragging, fragging a keycarrier and picking up a key but you should go for the BIG points you get when <em>one team has all the keys and all the keycarriers meet</em>.  Of course it also works when ONE player gets all the keys for his team but this is <em>much</em> harder.</li>\r
+</ul>\r
+<ul>\r
+<li>Onslaught (ONS) is a new team mode in Nexuiz 2.4.  Each team has a powergenerator and the goal is to destroy the enemies generator.  Each generator and all except one checkpoint in the map are protected by an forcefield which is powered by nearby checkpoint.  Your team has to start at the one unprotected checkpoint and work your way up to the enemies generator.  Find the perfect balance between attacking the enemies checkpoints/generator and protecting your own.</li>\r
+</ul>\r
+<ul>\r
+<li>Assault (AS) is a similar team mode and also new in Nexuiz 2.4.  There are objects in the map, only one is active at a time and you have to complete that one to unlock the next objective.  One round ends if the last objective is completed or timelimit is hit.  After the round the teams swap the attackers/defender roles.</li>\r
+</ul>\r
+<ul>\r
+<li>Race is a new mode for all the quick people in Nexuiz 2.5.  The goal is to race through the level as fast as possible.  A timer is set off at the startline and stopped at the endline.  Checkpoints in between give you an update on your time and compared to the top player.  There are three different race modes:</li>\r
+</ul>\r
+<ul>\r
+<ul>\r
+<li>Qualifying mode saves each player's fastest lap time and the player with the fastest time wins. When you die, you respawn in front of the startline.  Players can't interact in this mode. They walk through each other and can't shoot at the others.</li>\r
+</ul>\r
+</ul>\r
+<ul>\r
+<ul>\r
+<li>Race mode is won by the player who makes a certain count of laps first.  Players can interact and kill each other.  When killed, you respawn in front of the last checkpoint you went through.</li>\r
+</ul>\r
+</ul>\r
+<ul>\r
+<ul>\r
+<li>Mixed mode has the players first compete in qualifying mode for a certain time, or until they are all ready, then the game switches to race mode.  The fastest player in qualifying mode is the first to spawn in race mode and so on. </li>\r
+</ul>\r
+</ul>\r
+<!--End Section 2-->\r
+<h3><a name="''Mutators''"><em>Mutators</em></a></h3>\r
+<ul>\r
+<li>The hook mutator will add an off-hand hook which can be used like the grappling hook but can be used while you carry other guns.  Fire the hook at a ceiling or wall using the key configured through the menu or bound using <em>bind &quot;key&quot; &quot;+hook&quot;</em>.  Hold down this key while the hook is attached to be pulled toward it.</li>\r
+</ul>\r
+<ul>\r
+<li>Laser-guided rockets will give you a Laser dot on the rocket launcher which you can use to guide the most recently fired rocket.</li>\r
+</ul>\r
+<ul>\r
+<li>Vampire will add whatever damage you do to your opponent to your own health.</li>\r
+</ul>\r
+<ul>\r
+<li>Nixnex will remove normal guns from the map and give all players the same gun.  That gun is changed after a while.</li>\r
+</ul>\r
+<ul>\r
+<li>Footsteps will add footstep sounds to your movements.</li>\r
+</ul>\r
+<ul>\r
+<li>Weapon Arena equips everyone with the <em>arena gun</em> chosen by the server admin.</li>\r
+</ul>\r
+<p class="Body">\r
+There are some more of these mutators, but those are the most important ones.\r
+</p>\r
+<p class="Body">\r
+A list of useful links:\r
+<ul>\r
+<li>The official Nexuiz forum: <a class="link" href="http://alientrap.org/forum">http://alientrap.org/forum</a></li>\r
+</ul>\r
+</p>\r
+<ul>\r
+<li>The semiofficial Nexuiz wiki: <a class="link" href="http://alientrap.org/wiki">http://alientrap.org/wiki</a></li>\r
+</ul>\r
+<ul>\r
+<li>The official Nexuiz ladder: <a class="link" href="http://planetnexuiz.com/ladder">http://planetnexuiz.com/ladder</a></li>\r
+</ul>\r
+<ul>\r
+<li>The Official Nexuiz tournaments: <a class="link" href="http://planetnexuiz.com/tourney">http://planetnexuiz.com/tourney</a></li>\r
+</ul>\r
+<ul>\r
+<li>General Nexuiz Tips and Tricks: <a class="link" href="http://alientrap.org/forum/viewtopic.php?t=90">http://alientrap.org/forum/viewtopic.php?t=90</a></li>\r
+</ul>\r
+<ul>\r
+<li>How to get more help via IRC: <a class="link" href="http://alientrap.org/forum/viewtopic.php?t=497">http://alientrap.org/forum/viewtopic.php?t=497</a></li>\r
+</ul>\r
+<ul>\r
+<li>CTF guide and ctf MAPS guide: <a class="link" href="http://alientrap.org/forum/viewtopic.php?t=849">http://alientrap.org/forum/viewtopic.php?t=849</a></li>\r
+</ul>\r
+<ul>\r
+<li>Team communication explained: <a class="link" href="http://alientrap.org/forum/viewtopic.php?t=555">http://alientrap.org/forum/viewtopic.php?t=555</a></li>\r
+</ul>\r
+<ul>\r
+<li>A few useful jumps: <a class="link" href="http://esteel.planetnexuiz.de/nexuiz/demos/jumps.pk3">http://esteel.planetnexuiz.de/nexuiz/demos/jumps.pk3</a>  (copy the file into Nexuiz/data and you should find the demos in the demos menu)</li>\r
+</ul>\r
+<ul>\r
+<li>FPS settings: <a class="link" href="http://alientrap.org/forum/viewtopic.php?t=1628">http://alientrap.org/forum/viewtopic.php?t=1628</a></li>\r
+</ul>\r
+<ul>\r
+<li>A list of all available variables in Nexuiz: <a class="link" href="http://alientrap.org/wiki/pmwiki.php?n=Main.GameTweaks">http://alientrap.org/wiki/pmwiki.php?n=Main.GameTweaks</a></li>\r
+</ul>\r
+<ul>\r
+<li>A list of all available commands in Nexuiz: <a class="link" href="http://alientrap.org/wiki/pmwiki.php?n=Main.ConsoleCommands">http://alientrap.org/wiki/pmwiki.php?n=Main.ConsoleCommands</a></li>\r
+</ul>\r
+<ul>\r
+<li>Some info about generic strategy in games: <a class="link" href="http://alientrap.org/forum/viewtopic.php?t=3496">http://alientrap.org/forum/viewtopic.php?t=3496</a></li>\r
+</ul>\r
+<!--End Section 2-->\r
+<!-- End SectLevel2 -->\r
+<!--End Section 1-->\r
+<!-- End SectLevel1 -->\r
+<hr>\r
+<br>\r
+<p align="right"> <small>This document was generated using <a class="link" href="http://www.maplefish.com/todd/aft.html">AFT v5.096</a></small> </p>\r
+                 <p><br style="clear:left" />\r
+        </p>\r
+         </div>\r
+         <!-- end content -->\r
+               <div id="footer">\r
+                       <p id="ninja"><a href="http://www.detrition.net" title="Tyler Mulligan's Working Portfolio" target="_blank">page created by</a> <a href="http://www.nexuizninjaz.com" title="Nexuiz Ninjaz - Practicing the ninja arts of Nexuiz" target="_blank">a ninja</a></p>\r
+                       <ul>\r
+\r
+                               <li class="first"><a href="http://alientrap.org/nexuiz/news.php" title="Nexuiz - Latest News">News</a></li>\r
+                               <li><a href="http://alientrap.org/nexuiz/media.php" title="Nexuiz - Media (Screenshots, videos and graphics)">Media</a></li>\r
+                               <li><a href="http://alientrap.org/nexuiz/information.php" title="Nexuiz Information  (General, System Requirements)">Info</a></li>\r
+                               <li><a href="http://alientrap.org/nexuiz/team.php" title="The Nexuiz Team">Team</a></li>\r
+                               <li><a href="http://alientrap.org/nexuiz/links.php" title="Nexuiz Links">Links</a></li>\r
+                               <li><a href="http://alientrap.org/forum/index.php?c=3" title="Official Nexuiz Forums" target="_blank">Forums</a></li>\r
+                               <li><a href="http://planetnexuiz.com/ladder/" title="Nexuiz Ladder" target="_blank">Ladder</a></li>\r
+                               <li><a href="http://planetnexuiz.com/tourney/" title="Nexuiz Tournaments" target="_blank">Tournament</a></li>\r
+                       </ul>           </div><!-- end footer -->\r
+               <p class="subFooter">Come to the Nexuiz IRC channel: <a href="irc://irc.quakenet.org/nexuiz" title="#nexuiz on irc.quakenet.org">#nexuiz on irc.quakenet.org</a> or the team channel: <a href="irc://irc.anynet.org/alientrap" title="#alientrap on irc.anynet.org">#alientrap on irc.anynet.org</a></p>\r
+\r
+               <div id="valid">\r
+                       <a id="valid_css" href="http://jigsaw.w3.org/css-validator/validator?uri=http%3A%2F%2Falientrap.org%2Fnexuiz%2Findex.php">&nbsp;</a>\r
+                       <a id="valid_xhtml" href="http://validator.w3.org/check?uri=http%3A%2F%2Falientrap.org%2Fnexuiz%2Findex.php">&nbsp;</a>\r
+                       <p>&copy; 2004-2008 Nexuiz.com</p>\r
+               </div>\r
+       </div><!-- end right -->\r
+</div>\r
+</div>\r
+</body>\r
+</html>\r
diff --git a/Docs/compile-settings.txt b/Docs/compile-settings.txt
new file mode 100644 (file)
index 0000000..851432c
--- /dev/null
@@ -0,0 +1,50 @@
+This file contains the q3map2 compile settings used to compile the maps that are part of Nexuiz.\r
+There are also compile-scripts for some maps (mapname.sh). \r
+They can be found in your Nexuiz/data/maps folder\r
+\r
+------------\r
+Standard\r
+------------\r
+\r
+"...q3map2.exe" -meta "...nexuizmap.map"\r
+"...q3map2.exe" -vis "...nexuizmap.bsp"\r
+"...q3map2.exe" -light -bounce 3 -deluxe -fast -filter -patchshadows -samples 2 "...nexuizmap.bsp"\r
+\r
+------------\r
+Only update the entities.\r
+------------\r
+\r
+"...q3map2.exe" -onlyents "...nexuizmap.map"\r
+\r
+------------\r
+bloodprison.map\r
+------------\r
+\r
+"...q3map2.exe" -meta -samplesize 8 -mv 1000000 -mi 6000000 "...bloodprisonctf.map"\r
+"...q3map2.exe" -scale 1.2 "...bloodprisonctf.bsp"\r
+"...q3map2.exe" -vis "...bloodprisonctf.bsp"\r
+"...q3map2.exe" -light -deluxe -fast -filter -deluxe -patchshadows -samples 3 "...bloodprisonctf.bsp"\r
+\r
+------------\r
+final_rage.map\r
+------------\r
+\r
+"...q3map2.exe" -meta -v -samplesize 8 -skyfix -np 50 "...final_rage.map"\r
+"...q3map2.exe" -vis -v "...final_rage.map"\r
+"...q3map2.exe" -light -deluxe -compensate 1.4 -fast -gamma 1.5 -patchshadows -areascale 1.5 -pointscale 2 -v -bounce 3 -bouncegrid "...final_rage.map"\r
+\r
+------------\r
+reslimed.map\r
+------------\r
+\r
+"...q3map2.exe" -meta -patchmeta -v "...reslimed.map"\r
+"...q3map2.exe" -vis "...reslimed.bsp"\r
+"...q3map2.exe" -light -bounce 3 -deluxe -fast -filter -patchshadows -samples 2 "...reslimed.bsp"\r
+\r
+------------\r
+strength.map\r
+------------\r
+\r
+"...q3map2.exe" -meta "...strength.map"\r
+"...q3map2.exe" -vis "...strength.bsp"\r
+"...q3map2.exe" -light -bounce 3 -deluxe -fast -filter -patchshadows -samples 2 "...strength.bsp"\r
diff --git a/Docs/egyptsoc/egyptsoc_readme.txt b/Docs/egyptsoc/egyptsoc_readme.txt
new file mode 100644 (file)
index 0000000..0bed9ea
--- /dev/null
@@ -0,0 +1,61 @@
+============================================================\r
+Date:             13th August 2001.\r
+file:             tp-egyptian.zip\r
+author:           Sock \r
+email:            sock@planetquake.com\r
+URL:              http://www.planetquake.com/simland\r
+New URL:          http://www.simonoc.com/pages/materials/tpegypt/index.htm\r
+Version:          1.5\r
+\r
+============================================================\r
+\r
+COPYRIGHT NOTICES\r
+-----------------\r
+\r
+If you use any of these Egyptian shader/textures I kindly ask\r
+YOU to give me credit for my work within your README file or\r
+TEXT file distributed with your map/mod.\r
+\r
+============================================================\r
+\r
+Testing of Shaders\r
+------------------\r
+\r
+* All of the shaders included with this texture pack have been \r
+  tested with Q3 point release 1.27g.\r
+\r
+============================================================\r
+\r
+Instructions for using the Egyptian Texture Pack\r
+---------------------------------------------------\r
+\r
+** You must have installed the Q3 editor tools first **\r
+\r
+1. Extract the tp-egyptian.zip file in the BASEQ3 directory.\r
+   This will create 6 texture directory under the\r
+   BASEQ3/TEXTURES directory as follows :-\r
+\r
+   BASEQ3/TEXTURES/EGYPTSOC_FLOOR\r
+   BASEQ3/TEXTURES/EGYPTSOC_MAT\r
+   BASEQ3/TEXTURES/EGYPTSOC_SFX\r
+   BASEQ3/TEXTURES/EGYPTSOC_TRIM\r
+   BASEQ3/TEXTURES/EGYPTSOC_TRIMD\r
+   BASEQ3/TEXTURES/EGYPTSOC_WALL\r
+   \r
+2. Goto the SCRIPTS sub-directory under the BASEQ3\r
+   directory and find the following \r
+   file :- SHADERLIST.TXT.\r
+   \r
+3. Open this file up in a text editor and add the\r
+   following line at the bottom of the file.\r
+   \r
+   EGYPTSOC\r
+   \r
+4. Close the file and open Q3Radiant and you should\r
+   find on the texture menu the 1 new subdirectory.\r
+\r
+For a full explaination of each texture/shader please\r
+refer to the website.\r
+\r
+Enjoy\r
+Sock\r
diff --git a/Docs/egyptsoc/normalmaps.scm b/Docs/egyptsoc/normalmaps.scm
new file mode 100644 (file)
index 0000000..1ef0fc1
--- /dev/null
@@ -0,0 +1,519 @@
+(define (batch-normalmap in out)
+           (let* ((image (car (gimp-file-load RUN-NONINTERACTIVE
+                                              in in)))
+                  (drawable (car (gimp-image-get-active-layer image))))
+                    (print in)
+             (gimp-layer-add-alpha drawable)
+                        (gimp-levels drawable 0 0 255 1 2 255);; prevent 0 values
+             (plug-in-normalmap RUN-NONINTERACTIVE image drawable
+               1 ;;sobel 3x3
+               0 0.7;;minz, scale
+               1 ;;wrap
+               0 ;;heightsource
+               1 ;;alpha=height
+               0 ;;noconvert
+               0 ;;nodudv
+               0 1;;noinvert
+               0 ;;noswap
+               1 ;;heightcontrast
+               drawable) ;;nodrawable
+                        (gimp-levels drawable 4 0 120 1 90 255)
+             (gimp-file-save RUN-NONINTERACTIVE
+                             image drawable out out)
+             (gimp-image-delete image)))
+(batch-normalmap "./textures/egyptsoc_trimd/v128-01cd.tga" "./textures/egyptsoc_trimd/v128-01cd_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/s128-04dr.tga" "./textures/egyptsoc_trimd/s128-04dr_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v064-03cr.tga" "./textures/egyptsoc_trimd/v064-03cr_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v128-03dd.tga" "./textures/egyptsoc_trimd/v128-03dd_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/128-04dr.tga" "./textures/egyptsoc_trimd/128-04dr_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v128-02dd.tga" "./textures/egyptsoc_trimd/v128-02dd_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v128-04cd.tga" "./textures/egyptsoc_trimd/v128-04cd_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v064-02cr.tga" "./textures/egyptsoc_trimd/v064-02cr_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v064-02dr.tga" "./textures/egyptsoc_trimd/v064-02dr_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/s064-01fd.tga" "./textures/egyptsoc_trimd/s064-01fd_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v064-02cd.tga" "./textures/egyptsoc_trimd/v064-02cd_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v128-04fr.tga" "./textures/egyptsoc_trimd/v128-04fr_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v128-01dr.tga" "./textures/egyptsoc_trimd/v128-01dr_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/s128-01dr.tga" "./textures/egyptsoc_trimd/s128-01dr_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/s064-03dd.tga" "./textures/egyptsoc_trimd/s064-03dd_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/s128-04dd.tga" "./textures/egyptsoc_trimd/s128-04dd_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v128-02cd.tga" "./textures/egyptsoc_trimd/v128-02cd_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v128-01cr.tga" "./textures/egyptsoc_trimd/v128-01cr_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v128-02cr.tga" "./textures/egyptsoc_trimd/v128-02cr_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/s128-02cd.tga" "./textures/egyptsoc_trimd/s128-02cd_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v128-04dr.tga" "./textures/egyptsoc_trimd/v128-04dr_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/s064-01ed.tga" "./textures/egyptsoc_trimd/s064-01ed_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v064-01cd.tga" "./textures/egyptsoc_trimd/v064-01cd_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v064-02dd.tga" "./textures/egyptsoc_trimd/v064-02dd_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v064-01dd.tga" "./textures/egyptsoc_trimd/v064-01dd_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v128-04fd.tga" "./textures/egyptsoc_trimd/v128-04fd_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/s128-04cd.tga" "./textures/egyptsoc_trimd/s128-04cd_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v128-03gd.tga" "./textures/egyptsoc_trimd/v128-03gd_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/s064-01fr.tga" "./textures/egyptsoc_trimd/s064-01fr_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/s064-02dr.tga" "./textures/egyptsoc_trimd/s064-02dr_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/s064-02dd.tga" "./textures/egyptsoc_trimd/s064-02dd_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/s064-02cd.tga" "./textures/egyptsoc_trimd/s064-02cd_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/s128-01dd.tga" "./textures/egyptsoc_trimd/s128-01dd_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/s064-04dd.tga" "./textures/egyptsoc_trimd/s064-04dd_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v128-04cr.tga" "./textures/egyptsoc_trimd/v128-04cr_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/s064-01er.tga" "./textures/egyptsoc_trimd/s064-01er_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v064-03dd.tga" "./textures/egyptsoc_trimd/v064-03dd_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/s128-01cr.tga" "./textures/egyptsoc_trimd/s128-01cr_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v128-03cr.tga" "./textures/egyptsoc_trimd/v128-03cr_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v064-01dr.tga" "./textures/egyptsoc_trimd/v064-01dr_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/128-04cr.tga" "./textures/egyptsoc_trimd/128-04cr_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/s064-04cd.tga" "./textures/egyptsoc_trimd/s064-04cd_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/s064-02cr.tga" "./textures/egyptsoc_trimd/s064-02cr_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v128-01dd.tga" "./textures/egyptsoc_trimd/v128-01dd_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v128-04gr.tga" "./textures/egyptsoc_trimd/v128-04gr_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/s128-02dd.tga" "./textures/egyptsoc_trimd/s128-02dd_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v064-03dr.tga" "./textures/egyptsoc_trimd/v064-03dr_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v064-03cd.tga" "./textures/egyptsoc_trimd/v064-03cd_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/s128-02dr.tga" "./textures/egyptsoc_trimd/s128-02dr_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v128-04dd.tga" "./textures/egyptsoc_trimd/v128-04dd_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v064-01cr.tga" "./textures/egyptsoc_trimd/v064-01cr_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/s128-02cr.tga" "./textures/egyptsoc_trimd/s128-02cr_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v128-03dr.tga" "./textures/egyptsoc_trimd/v128-03dr_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v128-02dr.tga" "./textures/egyptsoc_trimd/v128-02dr_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/s128-01cd.tga" "./textures/egyptsoc_trimd/s128-01cd_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/s128-04cr.tga" "./textures/egyptsoc_trimd/s128-04cr_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/v128-03cd.tga" "./textures/egyptsoc_trimd/v128-03cd_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trimd/s064-03cd.tga" "./textures/egyptsoc_trimd/s064-03cd_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone05a.tga" "./textures/egyptsoc_wall/stone05a_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone03d.tga" "./textures/egyptsoc_wall/stone03d_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone04c.tga" "./textures/egyptsoc_wall/stone04c_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone01a.tga" "./textures/egyptsoc_wall/stone01a_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone03c.tga" "./textures/egyptsoc_wall/stone03c_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone09d.tga" "./textures/egyptsoc_wall/stone09d_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone07b.tga" "./textures/egyptsoc_wall/stone07b_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/relief03c.tga" "./textures/egyptsoc_wall/relief03c_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone04b.tga" "./textures/egyptsoc_wall/stone04b_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone07c.tga" "./textures/egyptsoc_wall/stone07c_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone02a.tga" "./textures/egyptsoc_wall/stone02a_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone11a.tga" "./textures/egyptsoc_wall/stone11a_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone07a.tga" "./textures/egyptsoc_wall/stone07a_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/relief03b.tga" "./textures/egyptsoc_wall/relief03b_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone11b.tga" "./textures/egyptsoc_wall/stone11b_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone08b.tga" "./textures/egyptsoc_wall/stone08b_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone04a.tga" "./textures/egyptsoc_wall/stone04a_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone02d.tga" "./textures/egyptsoc_wall/stone02d_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone08c.tga" "./textures/egyptsoc_wall/stone08c_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone10a.tga" "./textures/egyptsoc_wall/stone10a_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/relief03d.tga" "./textures/egyptsoc_wall/relief03d_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone10d.tga" "./textures/egyptsoc_wall/stone10d_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone06b.tga" "./textures/egyptsoc_wall/stone06b_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone10b.tga" "./textures/egyptsoc_wall/stone10b_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone07d.tga" "./textures/egyptsoc_wall/stone07d_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone04d.tga" "./textures/egyptsoc_wall/stone04d_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/relief04b.tga" "./textures/egyptsoc_wall/relief04b_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone01d.tga" "./textures/egyptsoc_wall/stone01d_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone11d.tga" "./textures/egyptsoc_wall/stone11d_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone03a.tga" "./textures/egyptsoc_wall/stone03a_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone01b.tga" "./textures/egyptsoc_wall/stone01b_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone01c.tga" "./textures/egyptsoc_wall/stone01c_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone02b.tga" "./textures/egyptsoc_wall/stone02b_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/relief04a.tga" "./textures/egyptsoc_wall/relief04a_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/relief03a.tga" "./textures/egyptsoc_wall/relief03a_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone05b.tga" "./textures/egyptsoc_wall/stone05b_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone08d.tga" "./textures/egyptsoc_wall/stone08d_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone10c.tga" "./textures/egyptsoc_wall/stone10c_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone11c.tga" "./textures/egyptsoc_wall/stone11c_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/relief04d.tga" "./textures/egyptsoc_wall/relief04d_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone09b.tga" "./textures/egyptsoc_wall/stone09b_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone06e.tga" "./textures/egyptsoc_wall/stone06e_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone02c.tga" "./textures/egyptsoc_wall/stone02c_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone09a.tga" "./textures/egyptsoc_wall/stone09a_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone03b.tga" "./textures/egyptsoc_wall/stone03b_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone08a.tga" "./textures/egyptsoc_wall/stone08a_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/relief04c.tga" "./textures/egyptsoc_wall/relief04c_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone06a.tga" "./textures/egyptsoc_wall/stone06a_norm.tga")
+(batch-normalmap "./textures/egyptsoc_wall/stone09c.tga" "./textures/egyptsoc_wall/stone09c_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/064-03a.tga" "./textures/egyptsoc_trim/064-03a_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/064-08a.tga" "./textures/egyptsoc_trim/064-08a_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/v128-02b.tga" "./textures/egyptsoc_trim/v128-02b_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/lig_128-05a.tga" "./textures/egyptsoc_trim/lig_128-05a_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/stepangle01b.tga" "./textures/egyptsoc_trim/stepangle01b_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/256-04b.tga" "./textures/egyptsoc_trim/256-04b_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/048-02e.tga" "./textures/egyptsoc_trim/048-02e_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/256-04d.tga" "./textures/egyptsoc_trim/256-04d_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/256-04c.tga" "./textures/egyptsoc_trim/256-04c_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/v128-03e.tga" "./textures/egyptsoc_trim/v128-03e_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/128-05i.tga" "./textures/egyptsoc_trim/128-05i_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/v128-01a.tga" "./textures/egyptsoc_trim/v128-01a_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/v128-01d.tga" "./textures/egyptsoc_trim/v128-01d_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/064-03c.tga" "./textures/egyptsoc_trim/064-03c_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/t064-01b.tga" "./textures/egyptsoc_trim/t064-01b_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/v128-04d.tga" "./textures/egyptsoc_trim/v128-04d_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/s128-02b.tga" "./textures/egyptsoc_trim/s128-02b_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/s128-02c.tga" "./textures/egyptsoc_trim/s128-02c_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/v096-01b.tga" "./textures/egyptsoc_trim/v096-01b_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/v064-03b.tga" "./textures/egyptsoc_trim/v064-03b_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/v128-04f.tga" "./textures/egyptsoc_trim/v128-04f_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/s064-01a.tga" "./textures/egyptsoc_trim/s064-01a_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/064-06b.tga" "./textures/egyptsoc_trim/064-06b_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/128-04b.tga" "./textures/egyptsoc_trim/128-04b_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/048-02c.tga" "./textures/egyptsoc_trim/048-02c_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/s064-03b.tga" "./textures/egyptsoc_trim/s064-03b_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/048-02f.tga" "./textures/egyptsoc_trim/048-02f_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/032-03c.tga" "./textures/egyptsoc_trim/032-03c_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/s064-05h.tga" "./textures/egyptsoc_trim/s064-05h_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/s128-02d.tga" "./textures/egyptsoc_trim/s128-02d_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/032-01a.tga" "./textures/egyptsoc_trim/032-01a_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/032-05f.tga" "./textures/egyptsoc_trim/032-05f_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/128-05j.tga" "./textures/egyptsoc_trim/128-05j_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/s064-04e.tga" "./textures/egyptsoc_trim/s064-04e_norm.tga")
+(batch-normalmap "./textures/egyptsoc_trim/s128-04b.tga" "./textures/egyptsoc_trim/s128-04b_norm.tga")
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+(batch-normalmap "./textures/egyptsoc_sfx/lig_064-04r2.tga" "./textures/egyptsoc_sfx/lig_064-04r2_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_b064-01a.tga" "./textures/egyptsoc_sfx/lig_b064-01a_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_032-03y2.tga" "./textures/egyptsoc_sfx/lig_032-03y2_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_b064-02c.tga" "./textures/egyptsoc_sfx/lig_b064-02c_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_b064-03a.tga" "./textures/egyptsoc_sfx/lig_b064-03a_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_032-02b1.tga" "./textures/egyptsoc_sfx/lig_032-02b1_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_b064-02b.tga" "./textures/egyptsoc_sfx/lig_b064-02b_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_064-01b2.tga" "./textures/egyptsoc_sfx/lig_064-01b2_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_128-05y1.tga" "./textures/egyptsoc_sfx/lig_128-05y1_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_b064-03d.tga" "./textures/egyptsoc_sfx/lig_b064-03d_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_b064-03b.tga" "./textures/egyptsoc_sfx/lig_b064-03b_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_032-04y1.tga" "./textures/egyptsoc_sfx/lig_032-04y1_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_032-02w1.tga" "./textures/egyptsoc_sfx/lig_032-02w1_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_064-02r1.tga" "./textures/egyptsoc_sfx/lig_064-02r1_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_064-06r1.tga" "./textures/egyptsoc_sfx/lig_064-06r1_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_032-02r1.tga" "./textures/egyptsoc_sfx/lig_032-02r1_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_v192-01wa.tga" "./textures/egyptsoc_sfx/lig_v192-01wa_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_064-04b2.tga" "./textures/egyptsoc_sfx/lig_064-04b2_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_064-02y2.tga" "./textures/egyptsoc_sfx/lig_064-02y2_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_128-05b2.tga" "./textures/egyptsoc_sfx/lig_128-05b2_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_b064-02e.tga" "./textures/egyptsoc_sfx/lig_b064-02e_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_064-06w1.tga" "./textures/egyptsoc_sfx/lig_064-06w1_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_032-01w2.tga" "./textures/egyptsoc_sfx/lig_032-01w2_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_032-02b2.tga" "./textures/egyptsoc_sfx/lig_032-02b2_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_032-01y1.tga" "./textures/egyptsoc_sfx/lig_032-01y1_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_032-02y1.tga" "./textures/egyptsoc_sfx/lig_032-02y1_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_064-02y1.tga" "./textures/egyptsoc_sfx/lig_064-02y1_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_032-04w2.tga" "./textures/egyptsoc_sfx/lig_032-04w2_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_032-01b1.tga" "./textures/egyptsoc_sfx/lig_032-01b1_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_064-01y1.tga" "./textures/egyptsoc_sfx/lig_064-01y1_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_064-04y2.tga" "./textures/egyptsoc_sfx/lig_064-04y2_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_b064-02f.tga" "./textures/egyptsoc_sfx/lig_b064-02f_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_032-04b2.tga" "./textures/egyptsoc_sfx/lig_032-04b2_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_064-04w1.tga" "./textures/egyptsoc_sfx/lig_064-04w1_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_064-05y2.tga" "./textures/egyptsoc_sfx/lig_064-05y2_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_064-05b2.tga" "./textures/egyptsoc_sfx/lig_064-05b2_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_128-05w1.tga" "./textures/egyptsoc_sfx/lig_128-05w1_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_064-05r2.tga" "./textures/egyptsoc_sfx/lig_064-05r2_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_032-03b2.tga" "./textures/egyptsoc_sfx/lig_032-03b2_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_b064-01f.tga" "./textures/egyptsoc_sfx/lig_b064-01f_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_064-02r2.tga" "./textures/egyptsoc_sfx/lig_064-02r2_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_032-04r2.tga" "./textures/egyptsoc_sfx/lig_032-04r2_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_064-05w1.tga" "./textures/egyptsoc_sfx/lig_064-05w1_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_032-01y2.tga" "./textures/egyptsoc_sfx/lig_032-01y2_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_032-01r1.tga" "./textures/egyptsoc_sfx/lig_032-01r1_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_b064-03c.tga" "./textures/egyptsoc_sfx/lig_b064-03c_norm.tga")
+(batch-normalmap "./textures/egyptsoc_sfx/lig_064-01r1.tga" "./textures/egyptsoc_sfx/lig_064-01r1_norm.tga")
+(gimp-quit 0)
diff --git a/Docs/egyptsoc/permission.txt b/Docs/egyptsoc/permission.txt
new file mode 100644 (file)
index 0000000..324729d
--- /dev/null
@@ -0,0 +1,11 @@
+Hello, 
+
+greetings from a conference in greece. I just got permission from Simon O'Callaghan to distribute the textures from http://www.simonoc.com/pages/materials/tpegypt/index.htm under the terms of the GPL with future versions of Nexuiz, provided classical attribution is given and that the game documentation includes a link to http://www.simonoc.com/pages/materials.htm so artists can find his stuff. 
+
+Thanks alot Simon! 
+
+This is good news, as some Nexuiz community maps use these textures, albeit as of yet licensed under a GPL-incompatible Creative Commons license. 
+
+Does anybody feel like creating bumpmaps/normalmaps and glossmaps for that set of textures?
+
+-- SavageX
diff --git a/Docs/eventlog.txt b/Docs/eventlog.txt
new file mode 100644 (file)
index 0000000..030ba52
--- /dev/null
@@ -0,0 +1,171 @@
+cvars:\r
+______________\r
+\r
+   sv_eventlog                    master switch (default: 0)\r
+   sv_eventlog_files              print frags, scores and captures for separate files each match (default: 0)\r
+   sv_eventlog_console            print frags, scores and captures to serverconsole during the match (default: 1)\r
+   sv_logscores_bots              choose whether bot are included in stats or not (default: 0)\r
+                                \r
+   sv_eventlog_files_counter      number of matches logged until now\r
+   sv_eventlog_files_nameprefix   file name prefix to be used (default: nexuiz)\r
+   sv_eventlog_files_namesuffix   file name extension to be used (default: .log)\r
+   sv_eventlog_files_timestamps   prefix log lines in the files with :time events (default: 1)\r
+\r
+log format:\r
+______________\r
+\r
+   :logversion:3\r
+   :gamestart:<gametype>_<mapname>:<matchid>\r
+   :gameinfo:mutators:LIST:mutator1:mutator2:...\r
+\r
+      (note that mutators are listed by their cvar name with g_ removed,\r
+      unless such a cvar is 1 by default - then the mutator is listed with\r
+      a no_ prefix if the cvar is 0)\r
+\r
+   :gameinfo:end\r
+   :join:<ID>:<slot>:<ip>:<nickname>\r
+   :join:<ID>:<slot>:bot:<nickname>\r
+   :name:<ID>:<nickname>\r
+   :part:<ID>\r
+   :team:<ID>:<team>:<jointype>\r
+   :kill:frag:<ID of killer>:<ID of victim>:type=<death type>:items=<itemstring of killer>:victimitems=<itemstring of victim>\r
+   :kill:tk:<ID of killer>:<ID of victim>:type=<death type>:items=<itemstring of killer>:victimitems=<itemstring of victim>\r
+   :kill:suicide:<ID>:<ID>:type=<death type>:items=<itemstring>\r
+   :kill:accident:<ID>:<ID>:type=<death type>:items=<itemstring>\r
+   :ctf:steal:<flagcolor>:<ID of attacker>\r
+   :ctf:dropped:<flagcolor>:<ID of dropper>\r
+   :ctf:pickup:<flagcolor>:<ID of attacker>\r
+   :ctf:capture:<flagcolor>:<ID of attacker>\r
+   :ctf:return:<flagcolor>:<ID of defender>\r
+   :ctf:returned:<flagcolor>\r
+   :dom:taken:<previouscolor>:<ID of player>\r
+   :keyhunt:capture:<ID of player>:<points for player>:<ID of key owner>:<points for key owner>:<name of key>\r
+   :keyhunt:carrierfrag:<ID of player>:<points for player>:<ID of key owner>:<points for key owner>:<name of key>\r
+   :keyhunt:collect:<ID of player>:<points for player>:<ID of key owner>:<points for key owner>:<name of key>\r
+   :keyhunt:destroyed:<ID of player>:<points for player>:<ID of key owner>:<points for key owner>:<name of key>\r
+   :keyhunt:destroyed_holdingkey:<ID of player>:<points for player>:<ID of key owner>:<points for key owner>:<name of key>\r
+   :keyhunt:dropkey:<ID of player>:<points for player>:<ID of key owner>:<points for key owner>:<name of key>\r
+   :keyhunt:losekey:<ID of player>:<points for player>:<ID of key owner>:<points for key owner>:<name of key>\r
+   :keyhunt:push:<ID of player>:<points for player>:<ID of key owner>:<points for key owner>:<name of key>\r
+   :keyhunt:pushed:<ID of player>:<points for player>:<ID of key owner>:<points for key owner>:<name of key>\r
+   :scores:<gametype>_<mapname>:<map runtime>\r
+   :labels:player:<head1><flags>,<head2><flags>,...\r
+   :player:see-labels:<score1>,<score2>,...:<playtime>:<team>:<ID>:<nickname>\r
+   :player:see-labels:<score1>,<score2>,...:<playtime>:spectator:<ID>:<nickname>\r
+   :labels:teamscores:<head1><flags>,<head2><flags>,...\r
+   :teamscores:see-labels:<score1>,<score2>,...:<team>\r
+   :end\r
+   :restart\r
+   :gameover\r
+   :vote:suggested:<mapname>:<playerid>\r
+   :vote:keeptwo:<mapname>:<mapvotes>:<mapname>:<mapvotes>:::<mapname>:<mapvotes>:...:didn't vote:<notvoters>\r
+   :vote:finished:<mapname>:<mapvotes>:::<mapname>:<mapvotes>:<mapname>:<mapvotes>:...:didn't vote:<notvoters>\r
+   :vote:suggestion_accepted:<mapname>\r
+   :vote:vcall:<ID of player>:<vote command display string>\r
+   :vote:vyes:<yescount>:<nocount>:<abstaincount>:<notvoters>:<mincount>\r
+   :vote:vno:<yescount>:<nocount>:<abstaincount>:<notvoters>:<mincount>\r
+   :vote:vtimeout:<yescount>:<nocount>:<abstaincount>:<notvoters>:<mincount>\r
+   :vote:vstop:<ID of stopper>\r
+   :vote:vlogin:<ID of player>\r
+   :vote:vdo:<ID of player>:<do command display string>\r
+   :time:<YYYY-MM-DD HH:MM:SS>\r
+   :recordset:<ID of player>:<time in seconds>\r
+\r
+   Note that only the :join and :player lines ever contain player names. The\r
+   :time event only appears in the log files if sv_eventlog_files_timestamps\r
+   is 1; there is no way to log these time stamps to the console (for console\r
+   timestamps, set timestamps to 1).\r
+\r
+team colors:\r
+    1 = No Team (Domination)\r
+    5 = Red Team\r
+   14 = Blue Team\r
+   13 = Yellow Team\r
+   10 = Pink Team\r
+\r
+join types:\r
+    1 = connect\r
+    2 = auto\r
+    3 = manual\r
+    4 = spectating\r
+    6 = adminmove\r
+\r
+label flags:\r
+   !! = primary sorting key\r
+   <!! = primary sorting key, lower is better\r
+   ! = secondary sorting key\r
+   <! = secondary sorting key, lower is better\r
+   < = lower is better\r
+\r
+itemstring:\r
+   <weaponid><flags>\r
+   or\r
+   <weaponid><flags>|<runes>\r
+\r
+   where flags can contain:\r
+         F = player carries the flag\r
+         S = player has strength\r
+         I = player has the shield\r
+         T = player is typing (console, menu or chat)\r
+   \r
+   and weapon IDs are:\r
+         1 = Laser\r
+                2 = Shotgun\r
+                3 = Uzi\r
+         4 = Mortar\r
+         5 = Electro\r
+         6 = Crylink\r
+         7 = Nex\r
+         8 = Hagar\r
+         9 = Rocket Launcher\r
+        10 = Port-O-Launch\r
+        11 = MinstaNex\r
+        12 = Grappling Hook\r
+        13 = Heavy Laser Assault Cannon\r
+        14 = T.A.G. Seeker\r
+\r
+   runes/curses are stored as a bit mask with the following values:\r
+         1 = Strength\r
+         2 = Defense\r
+         4 = Regeneration\r
+         8 = Speed\r
+        16 = Vampire\r
+      8192 = Weakness\r
+     16384 = Vulnerability\r
+     32768 = Venom\r
+     65536 = Slow\r
+    131072 = Empathy\r
+\r
+death type:\r
+   either a weapon ID ORed with weapon death flags, or one of:\r
+     10000 = fallen to death\r
+     10001 = telefragged\r
+     10002 = drowned\r
+     10003 = killed by a trap / fallen into the void\r
+     10004 = lava\r
+     10005 = slime\r
+     10006 = console kill\r
+     10007 = (MinstaGib) out of ammo\r
+     10008 = swamp\r
+     10009 = team change\r
+     10010 = auto team change\r
+     10011 = camping protection\r
+        10012 = player became too fast (should never happen)\r
+        10013 = health rot\r
+        10014 = mirror damage\r
+        10015 = g_touchexplode\r
+        10100 = turret\r
+       10150 = spiderbot miniguns\r
+       10151 = spiderbot rocket\r
+       10152 = spiderbot, cushed by\r
+       10300 = custom deathmessage\r
+\r
+   weapon death flags are:\r
+       256 = secondary fire\r
+          512 = splash damage\r
+         1024 = bounced projectile\r
+         2048 = head shot (MinstaNex only)\r
+         4096 = unused flag\r
+\r
+There will be a log analyzer parsing this file format soon. Note that weapon\r
+IDs are below 10000.\r
diff --git a/Docs/faq.html b/Docs/faq.html
new file mode 100644 (file)
index 0000000..240dbd7
--- /dev/null
@@ -0,0 +1,353 @@
+<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"\r
+        "http://www.w3.org/TR/2000/REC-xhtml1-20000126/DTD/xhtml1-transitional.dtd">\r
+<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">\r
+<head>\r
+<meta http-equiv="content-type" content="text/html; charset=utf-8" />\r
+<meta name="author" content="Tyler Mulligan of www.detrition.net a.k.a -z- of www.nexuizninjaz.com" />\r
+<meta name="Description" content="Nexuiz is a free open-source fast paced first person shooter (FPS) that runs on Windows, Linux and OSX.  Nexuiz utilizes the darkplaces engine modeled after the Quake series." />\r
+<meta name="Keywords" content="Nexuiz, Nexiuz, first person shooter, darkplaces, open-source game, open source game, free game, linux game, deathmatch, death match, ctf, quake, alientrap, alien trap, ninjaz" />\r
+<title>Nexuiz - A free open-source fast paced first person shooter (FPS) for Windows, Linux and OSX</title>\r
+<link rel="stylesheet" href="htmlfiles/style.css" type="text/css"></link>\r
+<link rel="shortcut icon" href="favicon.ico"></link>\r
+</head>\r
+<body>\r
+<div id="container">\r
+       <div id="left">\r
+               <div id="logo">\r
+\r
+                       <a href="http://www.nexuiz.com" title="Nexuiz - Simple, fast, intense and completely free"><img src="htmlfiles/img/nexuiz_logo.jpg" alt="Nexuiz is a free open-source fast paced first person shooter that runs on Windows, Linux and OSX." width="201" height="193" border="0" title="Nexuiz is a free open-source fast paced first person shooter that runs on Windows, Linux and OSX." /></a>\r
+               </div>\r
+               <!-- Sidebar -->\r
+         <div id="sidebar">\r
+                       <a href="news.php" title="Latest Nexuiz News"><img src="htmlfiles/img/headers/latest_news.gif" alt="Latest News" width="168" height="16" border="0" class="imgHeader" style="margin-top:0;" title="Latest Nexuiz News" /></a>\r
+                       <div id="news">\r
+                         <div class="newsPost">\r
+                                               <h1><a href="http://nexuiz.com/news.php" title="Two Nexuiz 1v1 Tourneys">nexuiz.com/news - for nexuiz news updates</a></h1>\r
+                         </div>\r
+               </div>\r
+                       <!-- Downloads -->\r
+                       <a href="downloads.php" title="Nexuiz Downloads (Game, Maps)"><img src="htmlfiles/img/headers/downloads.gif" alt="Downloads" width="145" height="15" border="0" class="imgHeader" title="Downloads" /></a>\r
+                       <a id="download_nexuiz" href="http://www.sourceforge.net/projects/nexuiz/" title="Download Nexuiz from Source Forge - Left Click">&nbsp;</a>\r
+                       <!--<a id="download_q3_mappack" href="http://downloads.sourceforge.net/nexuiz/nexmappack_r2.zip" title="Download Nexuiz Q3 Mappack from Source\r
+                       Forge - Left Click">&nbsp;</a>-->\r
+                       <h2 class="page"><a href="http://nexuiz.com/downloads.php" title="Nexuiz Download Mirrors">Mirrors -&gt;</a></h2>\r
+                       <!-- Help Wanted -->\r
+\r
+                       <img src="htmlfiles/img/headers/help_wanted.gif" alt="Help Wanted" width="165" height="15" class="imgHeader" title="Help Wanted" />                     \r
+                       <form action="https://www.paypal.com/cgi-bin/webscr" method="post" name="donate_form"> <input name="cmd" value="_s-xclick" type="hidden" />\r
+                       <a id="donate" href="javascript:document.donate_form.submit();" title="Help The Aliens, Please Donate">&nbsp;</a>\r
+                       <noscript>\r
+                               <!-- It not an elegant solution but I don't expect many users to arrive with JS turned off -->\r
+                               <input name="submit" type="image" src="htmlfiles/img/donate_button_noscript.jpg" alt="Help this project - Donate to the aliens" width="166" height="43" /> \r
+                       </noscript>\r
+                       <h2 class="page"><a href="http://nexuiz.com/donators.php" title="Those who have donated to Nexuiz">Donators -&gt;</a></h2>\r
+                       <input name="encrypted" value="-----BEGIN PKCS7-----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-----END PKCS7-----" type="hidden" /></form>\r
+                       \r
+                 <!-- Created By -->\r
+                 <img src="htmlfiles/img/headers/created_by.gif" alt="Created By" width="145" height="15" class="imgHeader" title="Created By" />\r
+\r
+         <a id="alien_trap" href="http://www.alientrap.org" title="Developed by Alien Trap" target="_blank">&nbsp;</a>   </div>\r
+               <!-- end sidebar -->    </div><!-- end left -->\r
+       <div id="right">\r
+               <div id="header">\r
+                       <a href="http://nexuiz.com" title="Nexuiz - Simple, fast, intense and completely free"><img src="htmlfiles/img/nexuiz_header.jpg" alt="Nexuiz is a free open-source fast paced first person shooter that runs on Windows, Linux and OSX." width="766" height="107" border="0" title="Nexuiz - Simple, fast, intense and completely free" /></a>\r
+               </div>\r
+               <div id="menu">\r
+                       <ul>\r
+\r
+                               <li class="first"><a href="../readme.html" title="Nexuiz - Latest News">About </a></li>\r
+                               <li><a href="basics.html" title="Nexuiz - Media (Screenshots, videos and graphics)">Nexuiz Basics</a></li>\r
+                               <li><a href="say-esc.html" title="Nexuiz Information  (General, System Requirements)">Say Escapes</a></li>\r
+                               <li><a href="irc.html" title="Nexuiz - Downloads (Game, Maps)">IRC</a></li>\r
+                               <li><a href="faq.html" title="Official Nexuiz FAQ">FAQ</a></li>\r
+                               <li class="first"></li>\r
+                               <li class="first"></li>\r
+                 </ul>         </div>\r
+               <p id="tagline">Nexuiz is a <b>free</b> open-source first person shooter that runs on <b>Windows</b>, <b>Linux</b> and <b>OSX</b>.</p>\r
+         <div id="content">\r
+<div class="body">\r
+\r
+<br><center><h1><a name="AFT-top">Nexuiz 2.5 FAQ</a></h1></center>\r
+<center><a class="link" href="http://nexuiz.com">http://nexuiz.com</a>&nbsp;&nbsp;<a class="link" href="http://alientrap.org">http://alientrap.org</a></center>\r
+<hr>\r
+<!--  AFT Table of Contents (auto generated) -->\r
+<ul>\r
+<li> <a class="link" href="#Troubleshooting">Troubleshooting</a></li>\r
+<ul>\r
+<li> <a class="link" href="#How do I install Nexuiz?">How do I install Nexuiz?</a></li>\r
+<li> <a class="link" href="#When I start Nexuiz all I see is a black screen or a black screen with some checkered squares">When I start Nexuiz all I see is a black screen or a black screen with some checkered squares</a></li>\r
+<li> <a class="link" href="#Using Linux I only see the map but no players and items">Using Linux I only see the map but no players and items</a></li>\r
+<li> <a class="link" href="#When I start Nexuiz my screen is flickering">When I start Nexuiz my screen is flickering</a></li>\r
+<li> <a class="link" href="#How can I speed up my frame rate?">How can I speed up my frame rate?</a></li>\r
+<li> <a class="link" href="#The sound is broken, it crackles and stutters">The sound is broken, it crackles and stutters</a></li>\r
+<li> <a class="link" href="#Mouse is too slow and sensitivity is at top (on Mac / Linux)">Mouse is too slow and sensitivity is at top (on Mac / Linux)</a></li>\r
+<li> <a class="link" href="#I can't switch to 32 bit color depth (on Windows)">I can't switch to 32 bit color depth (on Windows)</a></li>\r
+<li> <a class="link" href="#When I join a server or after a map change I see nothing but a black screen, but I can still move and shoot">When I join a server or after a map change I see nothing but a black screen, but I can still move and shoot</a></li>\r
+<li> <a class="link" href="#How to report crashes">How to report crashes</a></li>\r
+<li> <a class="link" href="#Where can I get more help?">Where can I get more help?</a></li>\r
+</ul>\r
+<li> <a class="link" href="#General questions">General questions</a></li>\r
+<ul>\r
+<li> <a class="link" href="#How do I install new maps?">How do I install new maps?</a></li>\r
+<li> <a class="link" href="#How can I place a shortcut to Nexuiz on my Linux desktop?">How can I place a shortcut to Nexuiz on my Linux desktop?</a></li>\r
+<li> <a class="link" href="#How do I open the console?">How do I open the console?</a></li>\r
+<li> <a class="link" href="#What console commands/variables are there?">What console commands/variables are there?</a></li>\r
+<li> <a class="link" href="#How can I use colors in my nickname and messages?">How can I use colors in my nickname and messages?</a></li>\r
+<li> <a class="link" href="#How do I watch/record demos?">How do I watch/record demos?</a></li>\r
+</ul>\r
+<li> <a class="link" href="#Server setup">Server setup</a></li>\r
+<ul>\r
+<li> <a class="link" href="#How do I start a server?">How do I start a server?</a></li>\r
+<li> <a class="link" href="#Which ports do I have to open in firewall/forward from my router to run a server?">Which ports do I have to open in firewall/forward from my router to run a server?</a></li>\r
+<li> <a class="link" href="#Is there some kind of rcon?">Is there some kind of rcon?</a></li>\r
+<li> <a class="link" href="#How can I kick people who are using special characters in their names?">How can I kick people who are using special characters in their names?</a></li>\r
+</ul>\r
+<li> <a class="link" href="#Development">Development</a></li>\r
+<ul>\r
+<li> <a class="link" href="#How can I create or edit Nexuiz maps?">How can I create or edit Nexuiz maps?</a></li>\r
+<li> <a class="link" href="#Where can I get latest development versions of the source code?">Where can I get latest development versions of the source code?</a>\r
+\r
+</li>\r
+</ul>\r
+</ul>\r
+<hr>\r
+<!-- Start SectLevel1 -->\r
+<h2><a name="Troubleshooting">Troubleshooting</a></h2>\r
+<!-- Start SectLevel2 -->\r
+<h3><a name="How do I install Nexuiz?">How do I install Nexuiz?</a></h3>\r
+<p class="Body">\r
+Just unzip the <tt>nexuiz-&lt;version&gt;.zip</tt> file.  You can do this with any archive program (like <a class="link" href="http://7zip.org">7zip</a>).  It's very important to keep the directory structure while unpacking (in WinZip this option is called &quot;Use folder names&quot;).  The directory structure should look like this afterwards:\r
+<div class="block"><pre>\r
+Nexuiz/\r
+|-- Docs/\r
+|-- data/\r
+|   |-- common-spog.pk3\r
+|   `-- data*.pk3\r
+|-- havoc/\r
+|   `-- data*.pk3\r
+|-- Nexuiz.app/\r
+|-- Nexuiz-SDL.app/\r
+|-- server/\r
+|   `-- *\r
+|-- sources/\r
+|-- *.exe\r
+|-- *.dll\r
+`-- nexuiz-linux-*\r
+</pre></div>\r
+</p>\r
+<!--End Section 2-->\r
+<h3><a name="When I start Nexuiz all I see is a black screen or a black screen with some checkered squares">When I start Nexuiz all I see is a black screen or a black screen with some checkered squares</a></h3>\r
+<p class="Body">\r
+This happens when the engine can't load the data*.pk3 file or has trouble to initialize OpenGL.  The reasons could be:\r
+<ol>\r
+<li> you unpacked the zip file without folder names (see <a class="link" href="#How do I install Nexuiz?">How do I install Nexuiz?</a>)</li>\r
+<li> on Linux: the current directory is not your Nexuiz/ folder.  See <a class="link" href="#How can I place a shortcut to Nexuiz on my Linux desktop?">How can I place a shortcut to Nexuiz on my Linux desktop?</a> on how to fix this</li>\r
+<li> on Mac: you tried to extract and move the files from a Nexuiz update and it deleted the old files.  When using the mac GUI please be sure to move only the files not the folders as that will delete the old files or use the mv console command which will not delete the old files</li>\r
+<li> the engine could not initialize OpenGL.  Please install the latest drivers for your graphic card.  You will probably find one for your card there: <a class="link" href="http://intel.com">intel</a> <a class="link" href="http://ati.com">ati</a> <a class="link" href="http://nvidia.com">nvidia</a></li>\r
+<li> your download might be corrupted, please download Nexuiz again</li>\r
+</ol>\r
+</p>\r
+<!--End Section 2-->\r
+<h3><a name="Using Linux I only see the map but no players and items">Using Linux I only see the map but no players and items</a></h3>\r
+<p class="Body">\r
+This happens when the engine has trouble to initialize OpenGL.  The reasons could be:\r
+<ol>\r
+<li> the engine could not initialize OpenGL.  Please install the latest drivers for your graphic card.  You will probably find one for your card there: <a class="link" href="http://intel.com">intel</a> <a class="link" href="http://ati.com">ati</a> <a class="link" href="http://nvidia.com">nvidia</a></li>\r
+<li> You do not have permissions needed for 3d acceleration.  Usually you need to add yourself to the group <tt>video</tt>, you can do that via console as root like this: <tt>usermod -a -G video YOURUSERNAME</tt>.  You need to logoff/in afterwards.</li>\r
+</ol>\r
+</p>\r
+<!--End Section 2-->\r
+<h3><a name="When I start Nexuiz my screen is flickering">When I start Nexuiz my screen is flickering</a></h3>\r
+<p class="Body">\r
+This is known to happen on Windows with Intel graphic chips and is a bug in the graphics drivers.  A workaround is to set <tt>Flip-Policiy</tt> to <tt>blit</tt>.  Open the control panel, there should be an icon called <tt>Intel(R) GMA driver</tt> (or something like that), double click it. Click on <tt>3D Settings</tt> to find the screen with those settings.\r
+</p>\r
+<!--End Section 2-->\r
+<h3><a name="How can I speed up my frame rate?">How can I speed up my frame rate?</a></h3>\r
+<p class="Body">\r
+You can choose predefined performance settings in the <tt>Settings / Video</tt> menu.  <tt>Normal</tt> is the default, <tt>Medium</tt> and <tt>Low</tt> run faster while <tt>High</tt>, <tt>Ultra</tt> and <tt>Ultimate</tt> enable more features you might want to test if you have a high end graphic card.  Or you can enable/disable single features.  The greatest performance boost can be achieved by turning off dynamic lights and shadows in the <tt>Settings / Effects</tt> menu.  Bloom is also quite resource intensive.  Other fps boots include disabling <tt>Deluxemapping</tt> and <tt>Coronas</tt>.  On older graphics cards or on-board/notebook chips with little video ram you can try to lower the texture quality in the <tt>Settings / Video</tt> menu.\r
+Some graphic cards (mostly ATI or quite old cards) run A LOT faster if you disable the <tt>Vertex Buffer Objects</tt> in the <tt>Settings / Video</tt> menu.  An other thing that can greatly help on such cards is to disable the <tt>OpenGL 2.0 Shaders</tt>.  Having that option enabled is faster on most cards however that is why both are active by default.\r
+</p>\r
+<!--End Section 2-->\r
+<h3><a name="The sound is broken, it crackles and stutters">The sound is broken, it crackles and stutters</a></h3>\r
+<p class="Body">\r
+Try run <tt>nexuiz-sdl.exe</tt> instead of <tt>nexuiz.exe</tt> (on Windows).  Adding the command line options <tt>-sndspeed 48000</tt> and/or <tt>-sndstereo</tt> can also help on some systems (on Linux, Mac, Windows).\r
+</p>\r
+<!--End Section 2-->\r
+<h3><a name="Mouse is too slow and sensitivity is at top (on Mac / Linux)">Mouse is too slow and sensitivity is at top (on Mac / Linux)</a></h3>\r
+<p class="Body">\r
+Mac: The default mouse acceleration on Mac is very high and strange.  The Nexuiz defaults work fine with it but some mouse drivers seem to 'correct' the mouse acceleration and conflict with the Nexuiz defaults.  Try to disable the option <tt>Turn off OS mouse acceleration</tt> in the <tt>Settings / Input</tt> menu.  Or the same via console: <tt>apple_mouse_noaccel 0; vid_restart</tt> (<a class="link" href="#How do I open the console?">How do I open the console?</a>)\r
+Linux: A similar problem can arise on Linux.  Its also <tt>Turn off OS mouse acceleration</tt> in the <tt>Settings / Input</tt> menu but the console command is different: <tt>vid_dga 0; vid_restart</tt> (<a class="link" href="#How do I open the console?">How do I open the console?</a>)\r
+</p>\r
+<!--End Section 2-->\r
+<h3><a name="I can't switch to 32 bit color depth (on Windows)">I can't switch to 32 bit color depth (on Windows)</a></h3>\r
+<p class="Body">\r
+Check if your desktop color depth is set to 32 bits per pixel.  If it's just set to 16, Nexuiz can't switch to 32 bit mode.\r
+</p>\r
+<!--End Section 2-->\r
+<h3><a name="When I join a server or after a map change I see nothing but a black screen, but I can still move and shoot">When I join a server or after a map change I see nothing but a black screen, but I can still move and shoot</a></h3>\r
+<p class="Body">\r
+This is probably because you don't have the map that's running on the server.  As Nexuiz supports map/content download the server might not be be setup (correctly) to support this and you will have to get the map the old fashioned way.  Those servers should have a download URL in their name or welcome message.  There is also a <a class="link" href="http://alientrap.org/wiki/pmwiki.php?n=Main.CustomMaps">wiki page</a> dedicated to new maps.\r
+For Linux users: you need to have libcurl installed, otherwise you won't be able to download any maps.  libcurl should be available in any Linux distribution, just search for &quot;libcurl&quot; and install it in your distribution's package manager.\r
+</p>\r
+<!--End Section 2-->\r
+<h3><a name="How to report crashes">How to report crashes</a></h3>\r
+<p class="Body">\r
+Alientrap wants to ensure everyone has a pleasant time playing Nexuiz, so if you have problems we would like to ask you to report them and thus help solve them.  Especially crash reports can be very helpful.  See below for how to contact Alientrap (<a class="link" href="#Where can i get more help?">Where can i get more help?</a>)\r
+</p>\r
+<p class="Body">\r
+<strong>On Mac</strong>: IS THERE AN EASY WAY? </p>\r
+<p class="Body">\r
+<strong>On Linux</strong>: In a xterm, <tt>cd</tt> into your Nexuiz installation directory, start <tt>catchsegv ./nexuiz-linux-686-sdl -condebug -developer &gt; crash.txt 2&gt;&amp;1</tt> and give the file crash.txt to the developers.  Note that you can also use <tt>./nexuiz-linux-686-glx</tt> or if you have a 64bit system <tt>./nexuiz-linux-x86_64-sdl</tt> and <tt>./nexuiz-linux-x86_64-glx</tt>\r
+</p>\r
+<p class="Body">\r
+<strong>On Windows</strong>: Click Start-&gt;Run, and enter drwtsn32, click Ok in the next window, run Nexuiz and wait for the crash.  Then go to <tt>C:\Documents and Settings\All Users\Application Data\Microsoft\Dr Watson</tt> there should be a file called &quot;drwtsn32.log&quot;, give that file along with the engine's build date to the developers.  You'll see that date when you open the ingame console (<a class="link" href="#How do I open the console?">How do I open the console?</a>).  Note that some folders of that path may be hidden or have a translated name if you're using a non-english windows.\r
+<br />\r
+<strong>This method is not availible in Windows Vista or Windows 7.</strong><br />\r
+</p>\r
+<!--End Section 2-->\r
+<h3><a name="Where can I get more help?">Where can I get more help?</a></h3>\r
+<p class="Body">\r
+Visit <a class="link" href="http://alientrap.org/forum">the official Nexuiz forum</a> there is a <a class="link" href="http://alientrap.org/forum/viewforum.php?f=3">support and bug report area</a>.  Or get on <a class="link" href="http://en.wikipedia.org/wiki/Internet_Relay_Chat">IRC</a> to chat with other or ask for help.  There is the normal users channel (irc://irc.quakenet.org/nexuiz) and the developers channel (irc://irc.anynet.org/alientrap)\r
+</p>\r
+<!--End Section 2-->\r
+<!-- End SectLevel2 -->\r
+<!--End Section 1-->\r
+<h2><a name="General questions">General questions</a></h2>\r
+<!-- Start SectLevel2 -->\r
+<h3><a name="How do I install new maps?">How do I install new maps?</a></h3>\r
+<p class="Body">\r
+Maps usually ship as *.pk3 file.  All you have to do is to copy this file to the <tt>Nexuiz/data/</tt> (on Linux, Mac, Windows) OR <tt>~/.nexuiz/data/</tt> (on Linux, Mac) directory.\r
+Map packages that were downloaded from a server during playing end up in <tt>Nexuiz/data/dlcache/</tt> or <tt>~/.nexuiz/data/dlcache/</tt> and are only used till you exit Nexuiz. If you want to play them locally or use them to setup a server of your own you can &quot;accept&quot; the packages by moving it one level up - right next to your config.cfg.\r
+</p>\r
+<!--End Section 2-->\r
+<h3><a name="How can I place a shortcut to Nexuiz on my Linux desktop?">How can I place a shortcut to Nexuiz on my Linux desktop?</a></h3>\r
+<p class="Body">\r
+Use the script <tt>nexuiz-linux-sdl.sh</tt> or <tt>nexuiz-linux-glx.sh</tt> instead of the binaries.  The scripts will use the correct <tt>working directory</tt>,choose the right version (32 or 64 bit) and also allow you to start a extra X server.\r
+</p>\r
+<!--End Section 2-->\r
+<h3><a name="How do I open the console?">How do I open the console?</a></h3>\r
+<p class="Body">\r
+Press <tt>[shift]+[escape]</tt>.  To close it press <tt>[escape]</tt>.  While playing ` or ^ will also open the console.\r
+</p>\r
+<!--End Section 2-->\r
+<h3><a name="What console commands/variables are there?">What console commands/variables are there?</a></h3>\r
+<p class="Body">\r
+You can get a list of variables by entering <tt>cvarlist</tt> on the console (<a class="link" href="#How do I open the console?">How do I open the console?</a>).  <tt>cmdlist</tt> will give you a list of available commands.  An annotated version of that output can be found at the <a class="link" href="http://alientrap.org/wiki/pmwiki.php?n=Main.ConsoleCommands">Nexuiz wiki</a>.\r
+</p>\r
+<!--End Section 2-->\r
+<h3><a name="How can I use colors in my nickname and messages?">How can I use colors in my nickname and messages?</a></h3>\r
+<p class="Body">\r
+Colors can be used in nicknames and chat messages via two ways: Either the simple way by typing ^ followed by a number between 0 and 9 or by typing ^x followed by three hexadecimal numbers (0-F) representing red, green and blue components of the color before the text. The second way allows for much more colors. For example if you type ^xF00message the text &quot;message&quot; will be displayed in red color. Simple examples:\r
+</p>\r
+<!-- 3 columns --><center><table cellspacing="0">\r
+<caption>&nbsp;&nbsp;</caption>\r
+<tr><th> code   </th><th> rgb code   </th><th> color&nbsp;&nbsp;&nbsp;&nbsp;  </th></tr>\r
+<tr><td> ^0     </td><td> ^x000      </td><td> black&nbsp;&nbsp;&nbsp;&nbsp;  </td></tr>\r
+<tr><td> ^1     </td><td> ^xF00      </td><td> red&nbsp;&nbsp;&nbsp;&nbsp;    </td></tr>\r
+<tr><td> ^2     </td><td> ^x0F0      </td><td> green&nbsp;&nbsp;&nbsp;&nbsp;  </td></tr>\r
+<tr><td> ^3     </td><td> ^xFF0      </td><td> yellow&nbsp;&nbsp;&nbsp;&nbsp; </td></tr>\r
+<tr><td> ^4     </td><td> ^x00F      </td><td> blue&nbsp;&nbsp;&nbsp;&nbsp;   </td></tr>\r
+<tr><td> ^5     </td><td> ^x0FF      </td><td> cyan&nbsp;&nbsp;&nbsp;&nbsp;   </td></tr>\r
+<tr><td> ^6     </td><td> ^xF0F      </td><td> magenta&nbsp;&nbsp;&nbsp;&nbsp;</td></tr>\r
+<tr><td> ^7     </td><td> ^xFFF      </td><td> white&nbsp;&nbsp;&nbsp;&nbsp;  </td></tr>\r
+<tr><td> ^8     </td><td>&nbsp;&nbsp;    </td><td> half-transparent black </td></tr>\r
+<tr><td> ^9     </td><td> ^x888      </td><td> grey&nbsp;&nbsp;&nbsp;&nbsp;   </td></tr>\r
+<tr><td>&nbsp;&nbsp;</td><td> ^x800      </td><td> dark red&nbsp;&nbsp;</td></tr>\r
+<tr><td>&nbsp;&nbsp;</td><td> ^x080      </td><td> dark green&nbsp;&nbsp;     </td></tr>\r
+<tr><td>&nbsp;&nbsp;</td><td> ^x880      </td><td> dark yellow&nbsp;&nbsp;    </td></tr>\r
+<tr><td>&nbsp;&nbsp;</td><td> ^x008      </td><td> dark blue&nbsp;&nbsp;      </td></tr>\r
+<tr><td>&nbsp;&nbsp;</td><td> ^x088      </td><td> dark cyan&nbsp;&nbsp;      </td></tr>\r
+<tr><td>&nbsp;&nbsp;</td><td> ^x808      </td><td> dark magenta&nbsp;&nbsp;   </td></tr>\r
+</table></center>\r
+<!--End Section 2-->\r
+<h3><a name="How do I watch/record demos?">How do I watch/record demos?</a></h3>\r
+<p class="Body">\r
+Demos are recordings of matches that you have played. To automatically record a demo each time you play enable the option <tt>Record demos while playing</tt> in the <tt>Multiplayer / Demos</tt> menu. Or if you just want to record some matches open the console and type <tt>rec &lt;demos/name&gt;</tt> before playing. That is before starting a game or connecting to a server. The demo file will then be stored in <tt>Nexuiz/data/demos/&lt;name&gt;.dem</tt> (on Windows) or <tt>~/.nexuiz/data/demos/&lt;name&gt;.dem</tt> (on Linux, Mac).\r
+If you downloaded a demo, copy it to <tt>Nexuiz/data/demos/&lt;name&gt;.dem</tt> (on Linux, Mac, Windows) or <tt>~/.nexuiz/data/demos/&lt;name&gt;.dem</tt> (on Linux, Mac).  You might have to create this directory if you have never recorded a demo before.\r
+To watch demos you can choose a demo file in the <tt>Multiplayer / Demos</tt> and click the play button. Also you can watch demos typing <tt>ply &lt;demos/name&gt;</tt> in the console (<a class="link" href="#How do I open the console?">How do I open the console?</a>). You can list all your demo files by typing <tt>dem</tt> on the console.  Some useful key bindings for viewing demos and making videos are listed <a class="link" href="http://www.alientrap.org/forum/viewtopic.php?p=357#357">here</a>.  A simple way to automatically record demos can be found <a class="link" href="http://www.alientrap.org/forum/viewtopic.php?t=90">here</a>.\r
+</p>\r
+<!--End Section 2-->\r
+<!-- End SectLevel2 -->\r
+<!--End Section 1-->\r
+<h2><a name="Server setup">Server setup</a></h2>\r
+<!-- Start SectLevel2 -->\r
+<h3><a name="How do I start a server?">How do I start a server?</a></h3>\r
+<p class="Body">\r
+Use the <tt>Multiplayer / Create</tt> menu to start a <tt>listen server</tt>.  You will always have to play yourself in a <tt>listen server</tt>.\r
+If you want to create a server without being forced to play yourself please take a look at the file <tt>readme.txt</tt> in the <tt>Nexuiz/server/</tt> directory where the <tt>dedicated server</tt> is explained.\r
+</p>\r
+<!--End Section 2-->\r
+<h3><a name="Which ports do I have to open in firewall/forward from my router to run a server?">Which ports do I have to open in firewall/forward from my router to run a server?</a></h3>\r
+<p class="Body">\r
+The default port is 26000 UDP.  You can change that in the <tt>Multiplayer / Create</tt> menu or by starting Nexuiz with the parameter <tt>-port &lt;port&gt;</tt> or having a line <tt>port &lt;port&gt;</tt> in the server config file.\r
+If you follow the tutorial mentioned above you do not need this command line argument as it will be done in the config file created for the server.  To add the command line argument on Windows, create a new shortcut to <tt>nexuiz.exe</tt> or <tt>nexuiz-dedicated.exe</tt> and right click on it.  Select properties and <tt>-port &lt;port&gt;</tt> in the &quot;Target:&quot; line.  Be sure that the &quot;Start in:&quot; line contains the full path to your Nexuiz folder and click &quot;OK&quot;.  The parameter will be used if you start Nexuiz via that new shortcut.\r
+</p>\r
+<!--End Section 2-->\r
+<h3><a name="Is there some kind of rcon?">Is there some kind of rcon?</a></h3>\r
+<p class="Body">\r
+Yes starting with Nexuiz 2.0 there is rcon (QuakeWorld compatible).  To use it you must enter <tt>rcon_password &lt;password&gt;</tt> in the server console or server config file.  The Nexuiz client has to set the same password in the same fashion.  You can then issue commands with <tt>rcon &lt;command&gt;</tt> if you are connected to the server or will have to set <tt>rcon_address &lt;ip/hostname&gt;</tt> or <tt>rcon_address &lt;ip/hostname&gt;:&lt;port&gt;</tt> to point to the server.  There are also external rcon tools but make sure you use a QW compatible rcon tool.\r
+</p>\r
+<!--End Section 2-->\r
+<h3><a name="How can I kick people who are using special characters in their names?">How can I kick people who are using special characters in their names?</a></h3>\r
+<p class="Body">\r
+Enter <tt>status</tt> at the server console.  You will see a list of all players.  In front of their names you will see a number (the player id).  You can kick the player you don't like with <tt>kick # &lt;player id&gt; &lt;reason&gt;</tt> (notice the space after #).\r
+</p>\r
+<!--End Section 2-->\r
+<!-- End SectLevel2 -->\r
+<!--End Section 1-->\r
+<h2><a name="Development">Development</a></h2>\r
+<!-- Start SectLevel2 -->\r
+<h3><a name="How can I create or edit Nexuiz maps?">How can I create or edit Nexuiz maps?</a></h3>\r
+<p class="Body">\r
+You need <a class="link" href="http://icculus.org/netradiant/">NetRadiant</a>, a stabilized Q3 map editor. For convenience, a snapshot configured for Nexuiz is included in <tt>extra/</tt> for Windows and MAC-Intel, but the program is not officially supported by Alientrap.\r
+</p>\r
+<!--End Section 2-->\r
+<h3><a name="Where can I get latest development versions of the source code?">Where can I get latest development versions of the source code?</a></h3>\r
+<p class="Body">\r
+<strong>Engine:</strong> instructions are available at <a class="link" href="http://icculus.org/twilight/darkplaces/download.html">http://icculus.org/twilight/darkplaces/download.html</a> look for <tt>Accessing the SVN server</tt> (you will need a <a class="link" href="http://subversion.tigris.org/project_packages.html">svn client</a>, beta builds are available <a class="link" href="http://icculus.org/twilight/darkplaces/files/">here</a>)\r
+</p>\r
+<p class="Body">\r
+<strong>Game data:</strong> to check out the Nexuiz svn, you'll need a <a class="link" href="http://subversion.tigris.org/project_packages.html">svn client</a>.  To check out the repository with a command line svn client, do\r
+</p>\r
+<div class="block"><pre>\r
+svn co svn://svn.icculus.org/nexuiz/trunk/\r
+</pre></div>\r
+<p class="Body">\r
+To compile the game code you need <a class="link" href="http://sourceforge.net/project/showfiles.php?group_id=116842&amp;package_id=129507">fteqcc</a>.  Just download it and run it 3 times, once in <tt>data/qcsrc/menu</tt>, once in <tt>data/qcsrc/server</tt> and once in <tt>data/qcsrc/client</tt>.  Alternatively a Makefile is available in <tt>data/</tt> to perform directly the operation.\r
+</p>\r
+<!--End Section 2-->\r
+<!-- End SectLevel2 -->\r
+<!--End Section 1-->\r
+<!-- End SectLevel1 -->\r
+<hr>\r
+<br>\r
+<p align="right"> <small>This document was generated using <a class="link" href="http://www.maplefish.com/todd/aft.html">AFT v5.096</a></small> </p>\r
+                 <p><br style="clear:left" />\r
+        </p>\r
+         </div>\r
+         <!-- end content -->\r
+               <div id="footer">\r
+                       <p id="ninja"><a href="http://www.detrition.net" title="Tyler Mulligan's Working Portfolio" target="_blank">page created by</a> <a href="http://www.nexuizninjaz.com" title="Nexuiz Ninjaz - Practicing the ninja arts of Nexuiz" target="_blank">a ninja</a></p>\r
+                       <ul>\r
+\r
+                               <li class="first"><a href="http://alientrap.org/nexuiz/news.php" title="Nexuiz - Latest News">News</a></li>\r
+                               <li><a href="http://alientrap.org/nexuiz/media.php" title="Nexuiz - Media (Screenshots, videos and graphics)">Media</a></li>\r
+                               <li><a href="http://alientrap.org/nexuiz/information.php" title="Nexuiz Information  (General, System Requirements)">Info</a></li>\r
+                               <li><a href="http://alientrap.org/nexuiz/team.php" title="The Nexuiz Team">Team</a></li>\r
+                               <li><a href="http://alientrap.org/nexuiz/links.php" title="Nexuiz Links">Links</a></li>\r
+                               <li><a href="http://alientrap.org/forum/index.php?c=3" title="Official Nexuiz Forums" target="_blank">Forums</a></li>\r
+                               <li><a href="http://planetnexuiz.com/ladder/" title="Nexuiz Ladder" target="_blank">Ladder</a></li>\r
+                               <li><a href="http://planetnexuiz.com/tourney/" title="Nexuiz Tournaments" target="_blank">Tournament</a></li>\r
+                       </ul>           </div><!-- end footer -->\r
+               <p class="subFooter">Come to the Nexuiz IRC channel: <a href="irc://irc.quakenet.org/nexuiz" title="#nexuiz on irc.quakenet.org">#nexuiz on irc.quakenet.org</a> or the team channel: <a href="irc://irc.anynet.org/alientrap" title="#alientrap on irc.anynet.org">#alientrap on irc.anynet.org</a></p>\r
+\r
+               <div id="valid">\r
+                       <a id="valid_css" href="http://jigsaw.w3.org/css-validator/validator?uri=http%3A%2F%2Falientrap.org%2Fnexuiz%2Findex.php">&nbsp;</a>\r
+                       <a id="valid_xhtml" href="http://validator.w3.org/check?uri=http%3A%2F%2Falientrap.org%2Fnexuiz%2Findex.php">&nbsp;</a>\r
+                       <p>&copy; 2004-2008 Nexuiz.com</p>\r
+               </div>\r
+       </div><!-- end right -->\r
+</div>\r
+</div>\r
+</body>\r
+</html>\r
diff --git a/Docs/htmlfiles/basics.aft b/Docs/htmlfiles/basics.aft
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+#--- AFT (Almost Free Text) source file for Nexuiz Basics Guide
+#--- WARNING: ALWAYS RUN AFT TWICE! (otherwise the toc is missing/not up to date)
+#--- use AFT v5.096 or later (http://www.maplefish.com/todd/aft.html)
+
+*Title: Nexuiz Basics explained
+                       http://nexuiz.com       http://alientrap.org
+
+------
+
+This file attempts to cover all of the fundamental principles and techniques for playing Nexuiz in particular, though it will largely apply to any first person shooter.
+
+*_Getting Comfortable_
+
+The most important thing when playing is 'to feel good'.  You need to be comfortable with how the game feels, and how it works, in order to play well.  This means being able to concentrate on the game play itself, without being disturbed by in-game distractions or by various sorts of handicaps.  This guide provides a systematic but very brief introduction to Nexuiz, with a view to increasing your effectiveness in-game, straight off the mark.
+
+
+**''Reducing Clutter''
+Especially when playing against others the first thing you need to ensure is that you can hear and see well.  Although music can enhance the feeling of a game by complementing the action, it can also obscure the sounds of other events - such as players shooting at you or picking up items nearby.  For this reason, many people turn off music while playing (set ''music'' in the ''settings/misc'' menu to ''off'').  You can also improve your ability to hear in-game events by simply using headphones instead of speakers.  Headphones muffle external noises around you, and also make it easier to hear faint noises in the game.  Because of this, you can hear others more easily, and thus react better.
+
+Similarly, eye-candy can make the game very appealing to look at, but can also act to obscure in-game events - the flares and smoke caused by rockets, for example, can make spotting your target much more difficult in the heat of battle.  Eye-candy also incurs performance hits on slower machines, which can make playing difficult.  Bloom might be nice to look at, but it is often just distracting when playing.  So again, many players disable some of the visual effects, so as to make the game easier to play in this regard (things to turn off include ''Bloom'', ''HDR'', ''Gloss'', ''Coronas'' and all the Realtime stuff in the ''settings/effects'' menu).  Although it may seem as if removing visual (and audio) effects will make the game less immersive by reducing the mood which the game designers were aiming for, in the long run it will make it much more rewarding and fun to play.  Darkness and shadows can create creepiness and realism, but you simply don't notice these things in a fast-paced multi player battle.  On the contrary, they make it harder to spot opponents or items and end up being frustrating.  Better to play the game in campaign mode with full visual effects to see how pretty it can be, and then, once you're over the initial craving for eye-candy, start tuning the game to be more functional in multi player.
+
+In this regard, one of the first things to adjust is the brightness and contrast (in the ''settings/video'' menu), so that shadows are not too impenetrable, and areas of alternating light and dark don't create difficulties in tracking opponents.  It's also worthwhile to try increasing you field of view (fov) - the amount you can see to the left and right.  By default, Nexuiz uses a fov of 90 degrees.  Increasing this improves your peripheral vision, but also makes everything seem smaller and thus reduces your ability to aim.  Decreasing it has the opposite effect.  Most gamers find a nice balance somewhere around fov 100-120.  You can find the fov control in the ''multiplayer/player setup'' menu.
+
+
+**''Controlling Your Character''
+Another thing which will greatly improve the game experience is to have comfortable movement controls, and to be able to get to the 'right gun' quickly.  In terms of movement, there's no need to stick to the game defaults for controlling your character.  Some people like to jump with space; some with mouse2.  Some like inverted mouse, and some can't use it.  Some use WASD for forward, left, back, right; some use ESDF or even 8456.  Use whatever you feel good with.
+
+In terms of weapon controls, try to get out of the habit of using the mouse's scroll-wheel to select which weapon to use.  This is a very slow and unreliable way of changing weapons, and in a fast-paced deathmatch your ability to correctly and immediately pick the most appropriate gun for the job is critical.  For example, if you hit someone pretty hard with the rocket launcher, and he has taken a lot of damage, you should switch to the shotgun or machine gun to finish him off, rather than worrying about whether you'll be able to hit him again with the slower and more inaccurate rockets.  Using the mouse wheel to switch may well take too long, and you also have to keep an eye on the weapons as they scroll by (unless your mouse has very good scroll feedback, ''and'' you've memorized the order of weapons, ''and'' you know which weapons you currently have, ''and'' you can figure out on the fly how many scrolls you need to get to the shotgun!).  On the other hand, if you have configured, say, the G key to switch to the shotgun, you can easily switch quickly and reliably, and finish him off in an instant.  For this reason, it's extremely helpful to configure weapon-selection keys around the ones you use for moving.  It's also obviously handy to use a similar layout in all the games you play.  For example, you can have G as the key for 'all shotgun like weapons' in each game.  All 'rocket like' weapons can go on R, and all 'sniper guns' on T, and so on - or whatever suits you!  This way you do not need to think about which key you need for which gun - just what you want to do.  You can change those ''key bindings'' in the ''settings/input'' menu.
+
+Finally, adjust your mouse sensitivity.  Sensitivity controls how much (or fast) your view turns when moving the mouse.  You can make it high sensitivity, which means you need to move the mouse only a short distance to turn fast or far; or you can make it low sensitivity, so that you turn slowly and have to move the mouse further.  A high sensitivity reduces the need to lift and reposition the mouse, and it will help you when doing lots of turns.  A low sensitivity will help you to aim more easily, and also make your aim more steady if you are nervous and have slightly shaky hands.  For the most part, the level of sensitivity you choose depends on how you aim.  This is a very personal thing and you will have to see what you like - again, select the setting which is most comfortable for you.  However, a good rule of thumb when you're learning to play is to configure your sensitivity a little lower than you're comfortable with, and try to get used to it.  After a few hours you will probably find that you have acclimatized, and are aiming better than before.  Keep reducing the sensitivity below your comfort zone until you are happy with your aim, or until it definitely becomes too low for you.  You'd be surprised the difference this makes.  Also consider that you can either use your wrist or your arm to aim - and you'll probably do one or the other more naturally.  Using the wrist is more exact, and thus high sensitivity is found more often among wrist aimers; using the arm involves more mouse movements, and so low sensitivity is common to arm aimers.  As a rule of thumb your sensitivity should be set so that you can comfortably perform a 180 degree turn with one sweep of your mouse.  The sensitivity setting can be found in the ''settings/input'' menu.
+
+
+*_Playing_
+
+**''Identifying Your Opponent''
+Depending on the game mode played you either fight for yourself against all others (sometimes there is just one other player to play against) or its your team vs the other team(s).  Pay attention to the welcoming screen it will tell you what gamemode is being played.  You can find an explanation of those at the end of this guide.
+If its a team match you might have to choose a team or you could be automatically assigned to a team when you join the match.  If you have to choose yourself its best to just use the |Auto| button!  It will assign you to the smallest team or if the teams have the same size to the one that has less points.  Only use the specific team buttons if you REALLY want to join that team.  You can press F5 to bring up the team selection dialog or instead of pressing F5 and clicking on the |Auto| button you can also press F6, thats a shortcut for the |Auto| button.  If you are unsure about which team you are in look at your gun or at the scoreboard, which by default will be shown when you press ''TAB''.  The weapon color and the color beside your name is your team color.  Try to only hit the OTHER team(s) :).
+
+**''Hitting Your Opponent''
+Once you're comfortable with your controls and your mouse, you should already find it easier to hit your opponents.  And, if you've bound keys to each of the weapons, you can accurately pick which one to use.  But to know which weapon to select, and to get the most out of it, you must understand the advantages and the use of each.
+
+When you use direct-hit (hitscan) weapons like the shotgun, machinegun, campingrifle and the nex, you 'just' have to directly aim with the crosshair and hit fire.  Obviously this can be much harder than it sounds, particularly when both you and your opponent are moving.  Therefore, you should use geometry to your advantage, to reduce the relative movement between you as much as possible, so that you have as much time as possible to aim.  When someone is moving from one side of your view to the other it is harder to aim at him than when is moving towards or away from you.  In the latter case he will hardly change his position relative to yours, and this gives you more time to aim at him.  In the former, his position is changing a lot, and so you have to react to how he moves very quickly and accurately to ensure a good shot.  The same principle applies when your opponent uses a jump pad.  He will prescribe a trajectory in the air, and at its highest point he will stop for a moment.  It is easier to aim at him at this point than when he is accelerating off the jump-pad.
+
+In addition to using geometry to your advantage, when you're moving relative to your opponent it is sometimes easier to ''not'' aim with the mouse, but rather to leave it steady at the right height, and use the strafe buttons to move yourself and thus your cross hair onto him.  If you have the advantage of his not seeing you, or being unable to shoot at you, or even if you simply have a health and armor advantage over him, you can even just aim at some point and wait for him to walk into your cross hair.  However, always bear in mind that people will generally move unpredictably so as to lessen their chances of being hit - so unless you're sure of where he's going, don't sacrifice your own movement advantage for a hit that might never come.
+
+Using projectile weapons such as the mortar, electro, hagar or rocket launcher can be both easier and harder than using hitscan weapons.  You must still consider the same geometric factors, but you also have to keep in mind that your projectile will take some time to travel the distance between you and your opponent.  In that time they will continue moving!  So it's absolutely no use to aim directly at them.  It will take some experience with each weapon, and with getting used to how people move, but you should eventually develop a good instinct for where your opponent will be at the time when your projectile will land (and where the projectile itself will land), and thus be able to 'lead' him when you aim.  If your target moves to the right, aim further to the right and press fire.  Just note how off your hit was and try to adjust next time.  It takes a few matches to get the hang of this.  Also consider that almost all projectiles will explode when they hit something hard, and those explosions will also cause damage to players nearby (splash damage).  Now thats the part that makes projectile weapons easier to use.  You can use splash damage to your advantage, so that rather than trying to predict the exact spot at which to aim your projectile (which is very difficult), you can aim at the general area of floor or wall where you expect your opponent to be and let the splash damage do its work.  Along these lines, you'll find that it's much easier to aim at his feet and use the splash damage from the explosion on the floor than it is to hit him directly.
+
+Also bear in mind that people try to evade projectiles; and it is even comparatively easy to do this at distance.  If you fire to their left they will see it coming, and change direction to the right.  You can use this to your advantage by boxing them in with explosions - just fire another one to their right.  If you correctly place both projectiles, they will be unable to evade the splash damage from one of them.  Either they will avoid the first and be hit by the second, or they will backtrack to avoid the second and be hit by the first.  Or, even better, they'll not see the first one at all and be hit directly.
+
+**''Controlling The Map''
+To put up a good fight you need to survive an attack, so make sure you pick up health and armor lying around the map.  This will also ensure that your opponents are deprived of these, so it will be easier for you to frag them.  To do this effectively you will have to learn where those items are, and try to get them before someone else does.  Armor and health items reappear 30 seconds after they were taken.  You can use this to your advantage by timing your pickups - look at the scoreboard to see the current map time, and then use this to predict when items will respawn.  This way, you can develop patterns on the map so that you're always around when an item respawns.  However, be careful - patterns make you predictable, and your opponent can also use the timer!  If you keep grabbing the armor or health, he will use this against you by lying an ambush.
+
+The health and armor system in Nexuiz is different to other games in that it tends toward an equilibrium of 100 health and 100 armor.  You can collect as much health and armor as you like, but it will degenerate toward these values.  The more health and armor you have, the faster it will degenerate - but when you pick them up the degeneration stops momentarily.  Because of this, you can't just load up on health and armor and head off into battle - you need to constantly replenish to remain strong.  On the converse, though, when your health is below 100 it will slowly ''re''generate (armor will not).  The lower it is, the faster it will replenish.  This regeneration stops for a few seconds if you are hurt, so just running away after a fight helps staying alive but is usually not enough to restore you to useful battle ready levels again - you have to wait a while to regain your full health, and so picking up health after a fight is still important.
+
+In regard to the previous point of working a map to control items, and also shooting at where your opponent will be, it's important to try to predict where on the map your opponents are even when you can't directly see them.  First, try to listen for them; secondly, learn the maps so you know the most useful routes and the most popular areas to which people tend to gravitate.  It gives you a marked advantage to be able to say, "I saw or heard someone pick up an armor, so they must be at such-and-such location, and from there he can only go to this place or that place." Just shooting something to the likely places your opponent will be - a rocket or a grenade for example - can often result in either a surprise kill, or in surprise damage which you can then follow up.  Don't underestimate how likely a well-aimed educated guess is to hit someone.  Maybe he'll walk into it - rockets can be hard to see coming, and grenades lying on the floor or spammed into a small space can be really hard to avoid.  Once you've hurt him you'll hear the tink of your damage, and you will also know for sure were he is and can finish him off.  You can pretty much 'lock down' a map by picking up items, and making sure others have a hard time getting around which will also mess with their concentration.
+
+**''Using Weapons Effectively''
+Among the items you can pick up are the weapons.  Some of them are very unique to Nexuiz, and to get the most out of them you need to be familiar with every aspect of how they work - including the rate of fire, the damage per hit, the spread and speed of the payload, and so on.
+
+Almost all weapons in Nexuiz have two firing modes, so make sure you know both.  You normally (depending on game-mode) start equipped with two weapons: the Laser and the shotgun.  You can bind these weapons to a key at the ''settings/input'' menu or in the console using the command ''bind key "impulse _n_"'', where n is the number of the weapon.
+
+#---PASS-HTML <table style="border: 0">
+#---PASS-HTML <tr><td style="border: 0; vertical-align: top; text-align: left"><img src="htmlfiles/weaponimg/thirdperson-laser.png" alt="laser"></td><td style="border: 0">
+The _Laser_ is not often used as a weapon, as it does not do much damage - but it's a useful tool to move around the map, because it has a significant push.  The 'explosion' from its projectile will push you and other players around a lot.  The trick to using it to move around is to use this push to gain speed or to do huge jumps.  For an easy start, take the Laser, look down at the floor, and press fire.  It will push you high into the air.  If you press jump and fire at the same time, you will get even higher - but it depends on the timing, and, for more advanced jumps, also on the angle you fire at the floor, as well as how fast and in which direction you move.  For example if you just run forwards, look down and press fire it will catapult you forward with great speed.  Play around with it, and watch others, and you will learn a very useful skill in Nexuiz.  The secondary fire mode of the Laser switches back to the last used weapon.  The Laser does not use up any ammo.
+
+#---PASS-HTML </td><td style="border: 0; vertical-align: bottom; text-align: right"><img src="htmlfiles/weaponimg/firstperson-laser.png" alt="laser"></td></tr>
+#---PASS-HTML <tr><td style="border: 0; vertical-align: top; text-align: left"><img src="htmlfiles/weaponimg/thirdperson-hookgun.png" alt="hookgun"></td><td style="border: 0">
+The _Grappling Hook_ is an other movement tool.  The primary mode attaches itself to all sorts of solid objects and will pull you there to move through the map like spider man.  You can get very fast that way or reach spots you would not get to by other means.  The secondary firemode drops a small gravity bomb that will affect enemy players and also releases a lot of smoke which will make you harder to see and hit.  The gravity bomb uses cell ammo.  There is also a mutator that adds a off-hand hook which can be used all the time, uses no ammo but only does the pulling part.
+
+#---PASS-HTML </td><td style="border: 0; vertical-align: bottom; text-align: right"><img src="htmlfiles/weaponimg/firstperson-hookgun.png" alt="hookgun"></td></tr>
+#---PASS-HTML <tr><td style="border: 0; vertical-align: top; text-align: left"><img src="htmlfiles/weaponimg/thirdperson-porto.png" alt="porto"></td><td style="border: 0">
+The _Port-O-Launch_ is the perfection of movement.  The grenade it launches creates two portals.  On the first impact it creates the entrance portal, on the second impact the exit portal.  If you enter the first one you (or others players and also projectiles!!) will be teleported to the second portal.  As the first portal will teleport everything it can't be hit but the second portal is quite fragile and, because of the used wormhole technology, will take the other portal along if it lost too much energy.  The wormhole is also the reason why the portals energy decays after some time.  You can replenish the energy by simply teleporting something through it.
+
+#---PASS-HTML </td><td style="border: 0; vertical-align: bottom; text-align: right"><img src="htmlfiles/weaponimg/firstperson-porto.png" alt="porto"></td></tr>
+#---PASS-HTML <tr><td style="border: 0; vertical-align: top; text-align: left"><img src="htmlfiles/weaponimg/thirdperson-shotgun.png" alt="shotgun"></td><td style="border: 0">
+The _Shotgun_ is very similar to that of other games.  It shoots several bullets with a high spread, so it does very high damage at close range, but becomes very inaccurate at distance.  It is also very useful to knock opponents out after you already hit them hard with a rocket or another projectile, and subsequently closed to a distance because it's hard to miss with the Shotgun at close range.  The primary fire mode fires once with a short reload, while the secondary fire mode shoots three very quick shots, but with a long reload afterwards.  The secondary firemode also has a higher spread so the primary is useful for a longer distance than the secondary firemode.  The Shotgun uses shell ammo which is not shared with any other weapons.
+
+#---PASS-HTML </td><td style="border: 0; vertical-align: bottom; text-align: right"><img src="htmlfiles/weaponimg/firstperson-shotgun.png" alt="shotgun"></td></tr>
+#---PASS-HTML <tr><td style="border: 0; vertical-align: top; text-align: left"><img src="htmlfiles/weaponimg/thirdperson-uzi.png" alt="uzi"></td><td style="border: 0">
+The _Machine Gun_ is also quite self-explanatory.  It shoots bullets at a high rate of fire, and can do significant damage.  The primary fire mode has a high spread and is thus quite inaccurate - but it fires very fast and deals more damage per second than most other weapons.  It is therefore devastating when used at close quarters.  One of the Machine Gun's unique features is that the first bullet after pressing fire has less spread and does more damage than the rest - keep this in mind when using it.  The secondary fire mode is much slower, but its the same as the primary modes ''first'' bullets.  This firemode is therefore very useful as an improvised sniper weapon for mid range kills.  Like the Shotgun, it is an excellent finishing weapon, but its effective use relies heavily on a good, steady aim.  The Machine Gun uses bullet ammo just as the camping rifle.
+
+#---PASS-HTML </td><td style="border: 0; vertical-align: bottom; text-align: right"><img src="htmlfiles/weaponimg/firstperson-uzi.png" alt="uzi"></td></tr>
+#---PASS-HTML <tr><td style="border: 0; vertical-align: top; text-align: left"><img src="htmlfiles/weaponimg/thirdperson-hlac.png" alt="hlac"></td><td style="border: 0">
+The _Heavy Laser Assault Cannon_ (HLAC) is a similar gun but fires highly accelerated Laser bolts at an insane refire rate.  The bolts explode on impact and for some extra damage the secondary mode fires several of them at once.  This is only gun that has reduced spread when crouching!  Beware of your cell ammo (shared with the Electro, Crylink and (Minsta)Nex), this baby eats it like crazy.
+
+#---PASS-HTML </td><td style="border: 0; vertical-align: bottom; text-align: right"><img src="htmlfiles/weaponimg/firstperson-hlac.png" alt="hlac"></td></tr>
+#---PASS-HTML <tr><td style="border: 0; vertical-align: top; text-align: left"><img src="htmlfiles/weaponimg/thirdperson-gl.png" alt="gl"></td><td style="border: 0">
+The _Mortar_ is a grenade-launcher on steroids.  Both firing modes shoot a fast-moving projectile grenade which is influenced by gravity, and thus moves in a parabolic trajectory.  The primary fire mode shoots grenades that explode on impact while the secondary fire mode shoots grenades which will bounce off objects, and either explode on contact with an other player, or after a few seconds if they are not triggered.  The grenades' arc makes them harder to aim, but also hard to dodge.  Since they deal quite high damage, with an excellent rate of fire, the Mortar is a solid all-round weapon once you've got the hang of aiming it.  The Mortar uses rocket ammo which is shared with the Rocket Launcher, T.A.G. and the Hagar.
+
+#---PASS-HTML </td><td style="border: 0; vertical-align: bottom; text-align: right"><img src="htmlfiles/weaponimg/firstperson-gl.png" alt="gl"></td></tr>
+#---PASS-HTML <tr><td style="border: 0; vertical-align: top; text-align: left"><img src="htmlfiles/weaponimg/thirdperson-electro.png" alt="electro"></td><td style="border: 0">
+The _Electro_ is a rather underestimated gun.  Contrary to its name, it does not deal electricity damage, but rather fires plasma - understanding this will help you to use it well.  The primary fire mode shoots a plasma projectile which does quite high damage on impact.  It also explodes rather like a rocket or grenade, and is quite comparable in use to the Quake 2 rocket launcher.  The secondary fire mode spits out balls of contained plasma that will bounce like grenades, and deal similarly high damage.  Those blobs have a short trajectory and so do not get very far - but they're useful for blocking a way, or for spamming around your opponent so that he is hedged in by them.  If you use the primary fire mode to hit these contained plasma blobs, they will explode more violently than without, causing a lot of extra damage.  This combo is very effective in corridors and small rooms.  The Electro uses cell ammo which is shared with the Crylink, HLAC and the (Minsta)Nex.
+
+#---PASS-HTML </td><td style="border: 0; vertical-align: bottom; text-align: right"><img src="htmlfiles/weaponimg/firstperson-electro.png" alt="electro"></td></tr>
+#---PASS-HTML <tr><td style="border: 0; vertical-align: top; text-align: left"><img src="htmlfiles/weaponimg/thirdperson-crylink.png" alt="crylink"></td><td style="border: 0">
+The _Crylink_ is comparable to the Shotgun but shoots slow plasma projectiles; so it's harder to aim but they also do more damage.  The primary fire mode shoots several bouncing projectiles at a high rate of fire and narrow spread.  Each bounce causes splash damage so try to hit the floor near someone for damage from both the splash and the bullets themselves.  The secondary fire mode has a wider, horizontal spread and lower rate of fire.  This mode does not bounce but does more damage and is sometimes easier to aim.  The Crylink uses cell ammo which is shared with the Electro, HLAC and the (Minsta)Nex.
+
+#---PASS-HTML </td><td style="border: 0; vertical-align: bottom; text-align: right"><img src="htmlfiles/weaponimg/firstperson-crylink.png" alt="crylink"></td></tr>
+#---PASS-HTML <tr><td style="border: 0; vertical-align: top; text-align: left"><img src="htmlfiles/weaponimg/thirdperson-nex.png" alt="nex"></td><td style="border: 0">
+The _Nex_ is a powerful sniper weapon.  Its primary fire mode fires a hitscan antimatter lance for significant damage, but requires a very precise aim, and has a relatively long reload time.  The secondary fire mode activates zoom.  The Nex uses cell ammo which is shared with the HLAC, Crylink, MinstaNex and the Electro.
+
+#---PASS-HTML </td><td style="border: 0; vertical-align: bottom; text-align: right"><img src="htmlfiles/weaponimg/firstperson-nex.png" alt="nex"></td></tr>
+#---PASS-HTML <tr><td style="border: 0; vertical-align: top; text-align: left"><img src="htmlfiles/weaponimg/thirdperson-minstanex.png" alt="minstanex"></td><td style="border: 0">
+The _MinstaNex_ is a sniper's wet dream.  Similar to the nex but MUCH more powerful.  One hit, one kill, no kidding!  The secondary firemode is identical to the Laser's primary shot.  Back in the glory days this gun was used solely in Minstagib to train steady aim and fast movement, now this gun can spread fear in every gamemode.  Cell ammo is also used by Nex, Crylink, HLAC and Electro.
+
+#---PASS-HTML </td><td style="border: 0; vertical-align: bottom; text-align: right"><img src="htmlfiles/weaponimg/firstperson-minstanex.png" alt="minstanex"></td></tr>
+#---PASS-HTML <tr><td style="border: 0; vertical-align: top; text-align: left"><img src="htmlfiles/weaponimg/thirdperson-campingrifle.png" alt="campingrifle"></td><td style="border: 0">
+The _Rifle_ is a kind of mixture of a sniper rifle and an assault gun.  The primary mode is quite similar to the nex but fires a bullet.  The rate of fire is quite moderate.  The secondary mode can be used to empty the whole magazine of bullets in an quick burst.  This firemode is less wall piercing and has some spread to it but is deadly at mid-to-close range.  The magazine is reloaded automatically if you equip the Rifle.  It is also the only gun that can do headshots which cause extra damage, so aim with care, as this gun can out-perform the nex.  The Rifle uses the same bullet ammo as the Machine Gun.
+
+#---PASS-HTML </td><td style="border: 0; vertical-align: bottom; text-align: right"><img src="htmlfiles/weaponimg/firstperson-campingrifle.png" alt="campingrifle"></td></tr>
+#---PASS-HTML <tr><td style="border: 0; vertical-align: top; text-align: left"><img src="htmlfiles/weaponimg/thirdperson-hagar.png" alt="hagar"></td><td style="border: 0">
+The _Hagar_ can be compared to the plasma gun from Quake3.  It has a very high rate of fire, with moderate damage, and some splash damage.  The primary fire mode shoots small missiles at high speed and an extraordinary rate of fire.  The secondary fire mode shoots the same missiles, but at a slower speed and rate of fire, and without the instant trigger.  This means that they will bounce once when hitting a floor or a wall, giving you the opportunity to fire around corners, or double your chances to hit someone by spamming an area.  The Hagar uses rocket ammo which is shared with the Mortar, T.A.G. and the Rocket Launcher.
+
+#---PASS-HTML </td><td style="border: 0; vertical-align: bottom; text-align: right"><img src="htmlfiles/weaponimg/firstperson-hagar.png" alt="hagar"></td></tr>
+#---PASS-HTML <tr><td style="border: 0; vertical-align: top; text-align: left"><img src="htmlfiles/weaponimg/thirdperson-rl.png" alt="rl"></td><td style="border: 0">
+The _Rocket Launcher_ is a little different from that of other games, in that the rockets move relatively slowly.  The primary fire mode shoots a slow-moving, high-damage rocket projectile at a medium rate of fire.  The secondary fire mode will explode all your flying rockets at once.  This means that you don't need to hit your opponent directly - just get the rocket ''near'' him, and use the secondary fire to cause splash damage which will badly hurt him.  The Rocket Launcher uses rocket ammo which is shared with the Mortar, T.A.G. and the Hagar.
+
+#---PASS-HTML </td><td style="border: 0; vertical-align: bottom; text-align: right"><img src="htmlfiles/weaponimg/firstperson-rl.png" alt="rl"></td></tr>
+#---PASS-HTML </table>
+
+Now that you know all the guns you also have to understand that in Nexuiz each projectile can be set off by explosions.  So its possible to blow up the rocket an opponent is shooting at you.  A good strategy against someone with a rocketlauncher is to spam him with the hagar.  Chances are high you make his own rocket explode shortly after he launched it and hurt him which his own weapon!
+Also note that some objects are affected / pushed by explosion like the keys in Keyhunt or the flags in Capture the Flag.
+
+A special feature in Nexuiz is that walls do not block explosions, so you can't hide behind them.  Similarly, if you know that someone is on the floor above you, shoot at the ceiling, and with a little luck the explosion might hurt him.  This ''can'' be changed by a server admin, but the default allows for more fun; and it's also nice to see how good people are at guessing where their opponents are.  Furthermore bullets are ballistic, which means they are affected by gravity much like real bullets and can also pierce walls and enemies like real bullets.  That enables you to hit several enemies or enemies behind walls/floors up to a certain thickness.
+
+**''Using Jumping Effectively''
+You will need to be able to get around the map quickly and efficiently if you are to hunt down your opponents, and collect items well.  As already mentioned, the Laser is useful for jumping and gaining speed - but you can use all explosive weapons for a similar effect.  Other weapons, however, will cause (much) more damage to your health, and not all offer the same strong push as the Laser.  The rocket launcher will push you twice as far, but you will also take ''lots'' more damage.  The mortar has the same push as the Laser, but its explosion is bigger so the timing and the right angle are less of an issue.  For this reason, the mortar is better for a beginner to learn these sorts of jumps.
+
+You should also know that you gain a bit extra speed moving forward simply by jumping.  When you walk, there is friction from the floor which keeps you at a constant speed.  If you jump as you walk, the amount of time you touch the floor is considerably less, and so the friction does not slow you down as much.  The longer or rather more often you jump, the faster you go.  The most simple way to do this is to run forward, jump, and then while you are in the air release and repress/hold the jump button.  Your character will jump again the moment he lands, without you having to worry about timing hitting the jump key.  Just repeat it a few times and you will notice you get faster and faster.  Unlike other games, Nexuiz does not need you to do this with strange key combinations or even with circular movements of the mouse - trying to do these will generally make you slower.  The only time that strafe-jumping (holding one of the strafe-keys while jumping) is useful is for the very first jump you make.  This can increase your jump speed a little - although not by much and its complicated to learn.
+
+Another useful thing to know about movement is that if you are flying/jumping, you can release the forward key and instead press the left or right key, and turn your mouse in the same direction.  Doing so will turn or 'bend' your jump in this direction.  This is a useful trick to get around corners, to become less predictable, and also to avoid having to stop jumping to change direction.  After getting used to this you can get around maps very fast and maintain a high speed.
+
+Both the speed jumping and the turning require a certain amount of practice, but they are easy to learn - especially compared to the trick jumping found in games like Quake 3 CPMA or Enemy Territory.  However, there is another trick in Nexuiz that does not need any practice at all: the ramp jump.  Just walk up a ramp or slope, and jump.  That jump will get you higher and further than if you had jumped on flat ground.  You can reach some interesting spots by doing this, and ramp jumps can be effectively combined with speed jumping to achieve some remarkable acrobatics which can be very useful for taking shortcuts and thus dominating a map effectively.  It takes some time to learn the good spots were these four tricks can be used to the maximum effectiveness - again, experiment yourself, watch others, and ask around in-game or on the Nexuiz forums (http://www.alientrap.org/forum).
+
+**''The Console''
+Games generally have a great many settings which can be changed or tweaked to give you the best advantage.  A lot of these aren't included in the game menus, which are limited by space and intended to give only a quick and compact view of the most important options.  For all the other variables, you have the in-game console.  This is like a command line inside the game.  You can enter commands to connect to a server, vote for options on the server, or to change variables like your name or various graphic effects.  You can access the console by pressing shift-escape, and you can close it again by pressing escape.  Lots of info is available on the official Nexuiz forum regarding the effective use of the console, but probably the most important in multiplayer is using it for voting, which will be briefly covered here:
+
+When you are on a server, open the console and type ''vhelp''.  This will display a short help regarding voting, and also tell you what can be voted on the server.  By default, things you can vote for include the timelimit and the map played.  By entering ''vcall timelimit -1'' you call a vote to set the timelimit to -1, which means to end the current map and play the next one.  Or, as another example, ''vcall chmap aggressor'' will start a vote to switch to the map 'Aggressor'.  This vote is printed to every player on the server, who can then accept or reject it.  To accept a vote, press F1 (or type in ''vyes'' at the console); to reject it, press F2 (or enter ''vno'' at the console).  If more then 50% of the players currently on the server accept a vote, the vote is passed and whichever setting has been polled will change.  And in this example the current map will end and the next map will begin.  It does not hurt to tell people to press F1/F2, as some still do not know about it.
+
+**''Game Types''
+Nexuiz supports several different game modes and some smaller changes called mutators.  Both are displayed when you connect to a server.
+
+**''Modes''
+       *Deathmatch (DM) is the most simple game mode.  It is a free-for-all fragfest with every man for himself.  All items are free to grab, and the player with the most frags will win (either by hitting the frag limit, or when the time limit expires).
+
+       *Team Deathmatch (TDM) is similar, but pits teams of players against each other.  Only shoot players with a different color than yourself.  Look at your gun to see your color.  The team with the most frags wins.
+
+       *Capture The Flag (CTF) is a team match in which you have two teams, two bases, and two flags.  You have to get into the enemy base, grab their flag, and bring it back to your own flag to score.  Scoring gives the most points, normal fragging and returning the flag gives some points.  The team with the most points wins.  CTF is a surprisingly complicated game mode, so see the comprehensive CTF guide in the Nexuiz forum for more information ({+http://alientrap.org/forum/viewtopic.php?t=849+}).
+
+       *Minstagib is an improved instagib.  You can pick up lives, so you can survive two shots, and you can pick up an item to become almost invisible.  This is were the minstanex got its name from.
+
+       *Runematch places five runes into the map in addition to the normal items.  A rune gives you a bonus but also a curse - but you only get points for fragging if you carry a rune, so make sure you have one.  You also get points for fragging a rune carrier, and for just holding a rune (but fragging is the quicker way to gain points).  The player with the most points wins.
+
+       *Domination (DOM) is also a team mode.  Throughout the map are domination points.  Touch them and your team will own that point.  You get points for each second you own such a domination point.  Touch points the other team holds to turn it into your own.  The team with the most points wins.
+
+       *Last Man Standing (LMS) puts all players into a map without any items.  Each player has several lives, and starts with all weapons when he spawns.  Each time you are fragged you lose a life.  The winner is the last surviving player.
+
+       *Arena mode is similar to deathmatch, but it only puts two players into a map, with the others waiting in a queue.  When one of both is fragged the next one in the queue will play against the winner.
+
+       *Keyhunt (KH) is a new team mode in Nexuiz 2.3.  Each team has one key and the goal is the collect all keys.  The team with the most points wins.  You get small points for fragging, fragging a keycarrier and picking up a key but you should go for the BIG points you get when ''one team has all the keys and all the keycarriers meet''.  Of course it also works when ONE player gets all the keys for his team but this is ''much'' harder.
+
+       *Onslaught (ONS) is a new team mode in Nexuiz 2.4.  Each team has a powergenerator and the goal is to destroy the enemies generator.  Each generator and all except one checkpoint in the map are protected by an forcefield which is powered by nearby checkpoint.  Your team has to start at the one unprotected checkpoint and work your way up to the enemies generator.  Find the perfect balance between attacking the enemies checkpoints/generator and protecting your own.
+
+       *Assault (AS) is a similar team mode and also new in Nexuiz 2.4.  There are objects in the map, only one is active at a time and you have to complete that one to unlock the next objective.  One round ends if the last objective is completed or timelimit is hit.  After the round the teams swap the attackers/defender roles.
+
+       *Race is a new mode for all the quick people in Nexuiz 2.5.  The goal is to race through the level as fast as possible.  A timer is set off at the startline and stopped at the endline.  Checkpoints in between give you an update on your time and compared to the top player.  There are three different race modes:
+
+               *Qualifying mode saves each player's fastest lap time and the player with the fastest time wins. When you die, you respawn in front of the startline.  Players can't interact in this mode. They walk through each other and can't shoot at the others.
+
+               *Race mode is won by the player who makes a certain count of laps first.  Players can interact and kill each other.  When killed, you respawn in front of the last checkpoint you went through.
+
+               *Mixed mode has the players first compete in qualifying mode for a certain time, or until they are all ready, then the game switches to race mode.  The fastest player in qualifying mode is the first to spawn in race mode and so on. 
+
+**''Mutators''
+       *The hook mutator will add an off-hand hook which can be used like the grappling hook but can be used while you carry other guns.  Fire the hook at a ceiling or wall using the key configured through the menu or bound using ''bind "key" "+hook"''.  Hold down this key while the hook is attached to be pulled toward it.
+
+       *Laser-guided rockets will give you a Laser dot on the rocket launcher which you can use to guide the most recently fired rocket.
+
+       *Vampire will add whatever damage you do to your opponent to your own health.
+
+       *Nixnex will remove normal guns from the map and give all players the same gun.  That gun is changed after a while.
+
+       *Footsteps will add footstep sounds to your movements.
+
+       *Weapon Arena equips everyone with the ''arena gun'' chosen by the server admin.
+
+There are some more of these mutators, but those are the most important ones.
+
+A list of useful links:
+       *The official Nexuiz forum: {+http://alientrap.org/forum+}
+
+       *The semiofficial Nexuiz wiki: {+http://alientrap.org/wiki+}
+
+       *The official Nexuiz ladder: {+http://planetnexuiz.com/ladder+}
+
+       *The Official Nexuiz tournaments: {+http://planetnexuiz.com/tourney+}
+
+       *General Nexuiz Tips and Tricks: {+http://alientrap.org/forum/viewtopic.php?t=90+}
+
+       *How to get more help via IRC: {+http://alientrap.org/forum/viewtopic.php?t=497+}
+
+       *CTF guide and ctf MAPS guide: {+http://alientrap.org/forum/viewtopic.php?t=849+}
+
+       *Team communication explained: {+http://alientrap.org/forum/viewtopic.php?t=555+}
+
+       *A few useful jumps: http://esteel.planetnexuiz.de/nexuiz/demos/jumps.pk3  (copy the file into Nexuiz/data and you should find the demos in the demos menu)
+
+       *FPS settings: {+http://alientrap.org/forum/viewtopic.php?t=1628+}
+
+       *A list of all available variables in Nexuiz: {+http://alientrap.org/wiki/pmwiki.php?n=Main.GameTweaks+}
+
+       *A list of all available commands in Nexuiz: {+http://alientrap.org/wiki/pmwiki.php?n=Main.ConsoleCommands+}
+
+       *Some info about generic strategy in games: {+http://alientrap.org/forum/viewtopic.php?t=3496+}
diff --git a/Docs/htmlfiles/faq.aft b/Docs/htmlfiles/faq.aft
new file mode 100644 (file)
index 0000000..fe09a8b
--- /dev/null
@@ -0,0 +1,174 @@
+#--- AFT (Almost Free Text) source file for Nexuiz FAQ
+#--- WARNING: ALWAYS RUN AFT TWICE! (otherwise the toc is missing/not up to date)
+#--- use AFT v5.096 or later (http://www.maplefish.com/todd/aft.html)
+
+#---SET nexversion=2.5
+#---SET zipname=nexuiz-<version>.zip
+
+*Title: Nexuiz %nexversion% FAQ
+                       http://nexuiz.com       http://alientrap.org
+
+------
+
+*TOC
+
+------
+
+* Troubleshooting
+
+** How do I install Nexuiz?
+Just unzip the |%zipname%| file.  You can do this with any archive program (like [7zip (http://7zip.org)]).  It's very important to keep the directory structure while unpacking (in WinZip this option is called "Use folder names").  The directory structure should look like this afterwards:
+^<<
+Nexuiz/
+|-- Docs/
+|-- data/
+|   |-- common-spog.pk3
+|   `-- data*.pk3
+|-- havoc/
+|   `-- data*.pk3
+|-- Nexuiz.app/
+|-- Nexuiz-SDL.app/
+|-- server/
+|   `-- *
+|-- sources/
+|-- *.exe
+|-- *.dll
+`-- nexuiz-linux-*
+^>>
+
+** When I start Nexuiz all I see is a black screen or a black screen with some checkered squares
+This happens when the engine can't load the data*.pk3 file or has trouble to initialize OpenGL.  The reasons could be:
+       1. you unpacked the zip file without folder names (see [How do I install Nexuiz?])
+       2. on Linux: the current directory is not your Nexuiz/ folder.  See [How can I place a shortcut to Nexuiz on my Linux desktop?] on how to fix this
+       3. on Mac: you tried to extract and move the files from a Nexuiz update and it deleted the old files.  When using the mac GUI please be sure to move only the files not the folders as that will delete the old files or use the mv console command which will not delete the old files
+       4. the engine could not initialize OpenGL.  Please install the latest drivers for your graphic card.  You will probably find one for your card there: [intel (http://intel.com)] [ati (http://ati.com)] [nvidia (http://nvidia.com)]
+       5. your download might be corrupted, please download Nexuiz again
+
+** Using Linux I only see the map but no players and items
+This happens when the engine has trouble to initialize OpenGL.  The reasons could be:
+       1. the engine could not initialize OpenGL.  Please install the latest drivers for your graphic card.  You will probably find one for your card there: [intel (http://intel.com)] [ati (http://ati.com)] [nvidia (http://nvidia.com)]
+       2. You do not have permissions needed for 3d acceleration.  Usually you need to add yourself to the group |video|, you can do that via console as root like this: |usermod -a -G video YOURUSERNAME|.  You need to logoff/in afterwards.
+
+** When I start Nexuiz my screen is flickering
+This is known to happen on Windows with Intel graphic chips and is a bug in the graphics drivers.  A workaround is to set |Flip-Policiy| to |blit|.  Open the control panel, there should be an icon called |Intel(R) GMA driver| (or something like that), double click it. Click on |3D Settings| to find the screen with those settings.
+
+** How can I speed up my frame rate?
+You can choose predefined performance settings in the |Settings / Video| menu.  |Normal| is the default, |Medium| and |Low| run faster while |High|, |Ultra| and |Ultimate| enable more features you might want to test if you have a high end graphic card.  Or you can enable/disable single features.  The greatest performance boost can be achieved by turning off dynamic lights and shadows in the |Settings / Effects| menu.  Bloom is also quite resource intensive.  Other fps boots include disabling |Deluxemapping| and |Coronas|.  On older graphics cards or on-board/notebook chips with little video ram you can try to lower the texture quality in the |Settings / Video| menu.
+Some graphic cards (mostly ATI or quite old cards) run A LOT faster if you disable the |Vertex Buffer Objects| in the |Settings / Video| menu.  An other thing that can greatly help on such cards is to disable the |OpenGL 2.0 Shaders|.  Having that option enabled is faster on most cards however that is why both are active by default.
+
+** The sound is broken, it crackles and stutters
+Try run |nexuiz-sdl.exe| instead of |nexuiz.exe| (on Windows).  Adding the command line options |-sndspeed 48000| and/or |-sndstereo| can also help on some systems (on Linux, Mac, Windows).
+
+** Mouse is too slow and sensitivity is at top (on Mac / Linux)
+Mac: The default mouse acceleration on Mac is very high and strange.  The Nexuiz defaults work fine with it but some mouse drivers seem to 'correct' the mouse acceleration and conflict with the Nexuiz defaults.  Try to disable the option |Turn off OS mouse acceleration| in the |Settings / Input| menu.  Or the same via console: |apple__mouse__noaccel 0; vid__restart| ([How do I open the console?])
+Linux: A similar problem can arise on Linux.  Its also |Turn off OS mouse acceleration| in the |Settings / Input| menu but the console command is different: |vid__dga 0; vid__restart| ([How do I open the console?])
+
+** I can't switch to 32 bit color depth (on Windows)
+Check if your desktop color depth is set to 32 bits per pixel.  If it's just set to 16, Nexuiz can't switch to 32 bit mode.
+
+** When I join a server or after a map change I see nothing but a black screen, but I can still move and shoot
+This is probably because you don't have the map that's running on the server.  As Nexuiz supports map/content download the server might not be be setup (correctly) to support this and you will have to get the map the old fashioned way.  Those servers should have a download URL in their name or welcome message.  There is also a [wiki page (http://alientrap.org/wiki/pmwiki.php?n=Main.CustomMaps)] dedicated to new maps.
+For Linux users: you need to have libcurl installed, otherwise you won't be able to download any maps.  libcurl should be available in any Linux distribution, just search for "libcurl" and install it in your distribution's package manager.
+
+** How to report crashes
+Alientrap wants to ensure everyone has a pleasant time playing Nexuiz, so if you have problems we would like to ask you to report them and thus help solve them.  Especially crash reports can be very helpful.  See below for how to contact Alientrap ([Where can i get more help?])
+
+On Mac: IS THERE AN EASY WAY?
+
+On Linux: In a xterm, |cd| into your Nexuiz installation directory, start |catchsegv ./nexuiz-linux-686-sdl -condebug -developer > crash.txt 2>&1| and give the file crash.txt to the developers.  Note that you can also use |./nexuiz-linux-686-glx| or if you have a 64bit system |./nexuiz-linux-x86__64-sdl| and |./nexuiz-linux-x86__64-glx|
+
+On Windows: Click Start->Run, and enter drwtsn32, click Ok in the next window, run Nexuiz and wait for the crash.  Then go to |C:\Documents and Settings\All Users\Application Data\Microsoft\Dr Watson| there should be a file called "drwtsn32.log", give that file along with the engine's build date to the developers.  You'll see that date when you open the ingame console ([How do I open the console?]).  Note that some folders of that path may be hidden or have a translated name if you're using a non-english windows.
+
+** Where can I get more help?
+Visit [the official Nexuiz forum (http://alientrap.org/forum)] there is a [support and bug report area (http://alientrap.org/forum/viewforum.php?f=3)].  Or get on [IRC (http://en.wikipedia.org/wiki/Internet__Relay__Chat)] to chat with other or ask for help.  There is the normal users channel (irc://irc.quakenet.org/nexuiz) and the developers channel (irc://irc.anynet.org/alientrap)
+
+* General questions
+
+** How do I install new maps?
+Maps usually ship as *.pk3 file.  All you have to do is to copy this file to the |Nexuiz/data/| (on Linux, Mac, Windows) OR |~/.nexuiz/data/| (on Linux, Mac) directory.
+Map packages that were downloaded from a server during playing end up in |Nexuiz/data/dlcache/| or |~/.nexuiz/data/dlcache/| and are only used till you exit Nexuiz. If you want to play them locally or use them to setup a server of your own you can "accept" the packages by moving it one level up - right next to your config.cfg.
+
+** How can I place a shortcut to Nexuiz on my Linux desktop?
+Use the script |nexuiz-linux-sdl.sh| or |nexuiz-linux-glx.sh| instead of the binaries.  The scripts will use the correct |working directory|,choose the right version (32 or 64 bit) and also allow you to start a extra X server.
+
+** How do I open the console?
+Press |\[shift]+\[escape]|.  To close it press |\[escape]|.  While playing ` or ^ will also open the console.
+
+** What console commands/variables are there?
+You can get a list of variables by entering |cvarlist| on the console ([How do I open the console?]).  |cmdlist| will give you a list of available commands.  An annotated version of that output can be found at the [Nexuiz wiki (http://alientrap.org/wiki/pmwiki.php?n=Main.ConsoleCommands)].
+
+** How can I use colors in my nickname and messages?
+Colors can be used in nicknames and chat messages via two ways: Either the simple way by typing ^ followed by a number between 0 and 9 or by typing ^x followed by three hexadecimal numbers (0-F) representing red, green and blue components of the color before the text. The second way allows for much more colors. For example if you type ^xF00message the text "message" will be displayed in red color. Simple examples:
+
+       !        !            !                        !
+       ! code   ! rgb code   ! color                  !
+       !--------!-------------------------------------!
+       ! ^0     ! ^x000      ! black                  !
+       !--------!-------------------------------------!
+       ! ^1     ! ^xF00      ! red                    !
+       !--------!-------------------------------------!
+       ! ^2     ! ^x0F0      ! green                  !
+       !--------!-------------------------------------!
+       ! ^3     ! ^xFF0      ! yellow                 !
+       !--------!-------------------------------------!
+       ! ^4     ! ^x00F      ! blue                   !
+       !--------!-------------------------------------!
+       ! ^5     ! ^x0FF      ! cyan                   !
+       !--------!-------------------------------------!
+       ! ^6     ! ^xF0F      ! magenta                !
+       !--------!-------------------------------------!
+       ! ^7     ! ^xFFF      ! white                  !
+       !--------!-------------------------------------!
+       ! ^8     !            ! half-transparent black !
+       !--------!-------------------------------------!
+       ! ^9     ! ^x888      ! grey                   !
+       !--------!-------------------------------------!
+       !        ! ^x800      ! dark red               !
+       !--------!-------------------------------------!
+       !        ! ^x080      ! dark green             !
+       !--------!-------------------------------------!
+       !        ! ^x880      ! dark yellow            !
+       !--------!-------------------------------------!
+       !        ! ^x008      ! dark blue              !
+       !--------!-------------------------------------!
+       !        ! ^x088      ! dark cyan              !
+       !--------!-------------------------------------!
+       !        ! ^x808      ! dark magenta           !
+       !--------!-------------------------------------!
+
+** How do I watch/record demos?
+Demos are recordings of matches that you have played. To automatically record a demo each time you play enable the option |Record demos while playing| in the |Multiplayer / Demos| menu. Or if you just want to record some matches open the console and type |rec <demos/name>| before playing. That is before starting a game or connecting to a server. The demo file will then be stored in |Nexuiz/data/demos/<name>.dem| (on Windows) or |~/.nexuiz/data/demos/<name>.dem| (on Linux, Mac).
+If you downloaded a demo, copy it to |Nexuiz/data/demos/<name>.dem| (on Linux, Mac, Windows) or |~/.nexuiz/data/demos/<name>.dem| (on Linux, Mac).  You might have to create this directory if you have never recorded a demo before.
+To watch demos you can choose a demo file in the |Multiplayer / Demos| and click the play button. Also you can watch demos typing |ply <demos/name>| in the console ([How do I open the console?]). You can list all your demo files by typing |dem| on the console.  Some useful key bindings for viewing demos and making videos are listed [here (http://www.alientrap.org/forum/viewtopic.php?p=357#357)].  A simple way to automatically record demos can be found [here (http://www.alientrap.org/forum/viewtopic.php?t=90)].
+
+* Server setup
+
+** How do I start a server?
+Use the |Multiplayer / Create| menu to start a |listen server|.  You will always have to play yourself in a |listen server|.
+If you want to create a server without being forced to play yourself please take a look at the file |readme.txt| in the |Nexuiz/server/| directory where the |dedicated server| is explained.
+
+** Which ports do I have to open in firewall/forward from my router to run a server?
+The default port is 26000 UDP.  You can change that in the |Multiplayer / Create| menu or by starting Nexuiz with the parameter |-port <port>| or having a line |port <port>| in the server config file.
+If you follow the tutorial mentioned above you do not need this command line argument as it will be done in the config file created for the server.  To add the command line argument on Windows, create a new shortcut to |nexuiz.exe| or |nexuiz-dedicated.exe| and right click on it.  Select properties and |-port <port>| in the "Target:" line.  Be sure that the "Start in:" line contains the full path to your Nexuiz folder and click "OK".  The parameter will be used if you start Nexuiz via that new shortcut.
+
+** Is there some kind of rcon?
+Yes starting with Nexuiz 2.0 there is rcon (QuakeWorld compatible).  To use it you must enter |rcon__password <password>| in the server console or server config file.  The Nexuiz client has to set the same password in the same fashion.  You can then issue commands with |rcon <command>| if you are connected to the server or will have to set |rcon__address <ip/hostname>| or |rcon__address <ip/hostname>:<port>| to point to the server.  There are also external rcon tools but make sure you use a QW compatible rcon tool.
+
+** How can I kick people who are using special characters in their names?
+Enter |status| at the server console.  You will see a list of all players.  In front of their names you will see a number (the player id).  You can kick the player you don't like with |kick # <player id> <reason>| (notice the space after #).
+
+* Development
+
+** How can I create or edit Nexuiz maps?
+You need [NetRadiant (http://icculus.org/netradiant/)], a stabilized Q3 map editor. For convenience, a snapshot configured for Nexuiz is included in |extra/| for Windows and MAC-Intel, but the program is not officially supported by Alientrap.
+
+** Where can I get latest development versions of the source code?
+_Engine:_ instructions are available at http://icculus.org/twilight/darkplaces/download.html look for |Accessing the SVN server| (you will need a [svn client (http://subversion.tigris.org/project_packages.html)], beta builds are available [here (http://icculus.org/twilight/darkplaces/files/)])
+
+_Game data:_ to check out the Nexuiz svn, you'll need a [svn client (http://subversion.tigris.org/project_packages.html)].  To check out the repository with a command line svn client, do
+
+^<<
+svn co svn://svn.icculus.org/nexuiz/trunk/
+^>>
+
+To compile the game code you need [fteqcc (http://sourceforge.net/project/showfiles.php?group\_id=116842&package\_id=129507)].  Just download it and run it 3 times, once in |data/qcsrc/menu|, once in |data/qcsrc/server| and once in |data/qcsrc/client|.  Alternatively a Makefile is available in |data/| to perform directly the operation.
diff --git a/Docs/htmlfiles/footer.html-part b/Docs/htmlfiles/footer.html-part
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--- /dev/null
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+                 <p><br style="clear:left" />
+        </p>
+         </div>
+         <!-- end content -->
+               <div id="footer">
+                       <p id="ninja"><a href="http://www.detrition.net" title="Tyler Mulligan's Working Portfolio" target="_blank">page created by</a> <a href="http://www.nexuizninjaz.com" title="Nexuiz Ninjaz - Practicing the ninja arts of Nexuiz" target="_blank">a ninja</a></p>
+                       <ul>
+
+                               <li class="first"><a href="http://alientrap.org/nexuiz/news.php" title="Nexuiz - Latest News">News</a></li>
+                               <li><a href="http://alientrap.org/nexuiz/media.php" title="Nexuiz - Media (Screenshots, videos and graphics)">Media</a></li>
+                               <li><a href="http://alientrap.org/nexuiz/information.php" title="Nexuiz Information  (General, System Requirements)">Info</a></li>
+                               <li><a href="http://alientrap.org/nexuiz/team.php" title="The Nexuiz Team">Team</a></li>
+                               <li><a href="http://alientrap.org/nexuiz/links.php" title="Nexuiz Links">Links</a></li>
+                               <li><a href="http://alientrap.org/forum/index.php?c=3" title="Official Nexuiz Forums" target="_blank">Forums</a></li>
+                               <li><a href="http://planetnexuiz.com/ladder/" title="Nexuiz Ladder" target="_blank">Ladder</a></li>
+                               <li><a href="http://planetnexuiz.com/tourney/" title="Nexuiz Tournaments" target="_blank">Tournament</a></li>
+                       </ul>           </div><!-- end footer -->
+               <p class="subFooter">Come to the Nexuiz IRC channel: <a href="irc://irc.quakenet.org/nexuiz" title="#nexuiz on irc.quakenet.org">#nexuiz on irc.quakenet.org</a> or the team channel: <a href="irc://irc.anynet.org/alientrap" title="#alientrap on irc.anynet.org">#alientrap on irc.anynet.org</a></p>
+
+               <div id="valid">
+                       <a id="valid_css" href="http://jigsaw.w3.org/css-validator/validator?uri=http%3A%2F%2Falientrap.org%2Fnexuiz%2Findex.php">&nbsp;</a>
+                       <a id="valid_xhtml" href="http://validator.w3.org/check?uri=http%3A%2F%2Falientrap.org%2Fnexuiz%2Findex.php">&nbsp;</a>
+                       <p>&copy; 2004-2008 Nexuiz.com</p>
+         </div>
+       </div><!-- end right -->
+</div>
+</body>
+</html>
diff --git a/Docs/htmlfiles/header.html-part b/Docs/htmlfiles/header.html-part
new file mode 100644 (file)
index 0000000..9dda61f
--- /dev/null
@@ -0,0 +1,67 @@
+<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"
+        "http://www.w3.org/TR/2000/REC-xhtml1-20000126/DTD/xhtml1-transitional.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">
+<head>
+<meta http-equiv="content-type" content="text/html; charset=utf-8" />
+<meta name="author" content="Tyler Mulligan of www.detrition.net a.k.a -z- of www.nexuizninjaz.com" />
+<meta name="Description" content="Nexuiz is a free open-source fast paced first person shooter (FPS) that runs on Windows, Linux and OSX.  Nexuiz utilizes the darkplaces engine modeled after the Quake series." />
+<meta name="Keywords" content="Nexuiz, Nexiuz, first person shooter, darkplaces, open-source game, open source game, free game, linux game, deathmatch, death match, ctf, quake, alientrap, alien trap, ninjaz" />
+<title>Nexuiz - A free open-source fast paced first person shooter (FPS) for Windows, Linux and OSX</title>
+<link rel="stylesheet" href="htmlfiles/style.css" type="text/css"></link>
+<link rel="shortcut icon" href="favicon.ico"></link>
+</head>
+<body>
+<div id="container">
+       <div id="left">
+               <div id="logo">
+
+                       <a href="http://www.nexuiz.com" title="Nexuiz - Simple, fast, intense and completely free"><img src="htmlfiles/img/nexuiz_logo.jpg" alt="Nexuiz is a free open-source fast paced first person shooter that runs on Windows, Linux and OSX." width="201" height="193" border="0" title="Nexuiz is a free open-source fast paced first person shooter that runs on Windows, Linux and OSX." /></a>
+               </div>
+               <!-- Sidebar -->
+         <div id="sidebar">
+                       <a href="news.php" title="Latest Nexuiz News"><img src="htmlfiles/img/headers/latest_news.gif" alt="Latest News" width="168" height="16" border="0" class="imgHeader" style="margin-top:0;" title="Latest Nexuiz News" /></a>
+                       <div id="news">
+                         <div class="newsPost">
+                                               <h1><a href="http://nexuiz.com/news.php" title="Two Nexuiz 1v1 Tourneys">nexuiz.com/news - for nexuiz news updates</a></h1>
+                         </div>
+               </div>
+                       <!-- Downloads -->
+                       <a href="downloads.php" title="Nexuiz Downloads (Game, Maps)"><img src="htmlfiles/img/headers/downloads.gif" alt="Downloads" width="145" height="15" border="0" class="imgHeader" title="Downloads" /></a>
+                       <a id="download_nexuiz" href="http://www.sourceforge.net/projects/nexuiz/" title="Download Nexuiz from Source Forge - Left Click">&nbsp;</a>
+                       <!--<a id="download_q3_mappack" href="http://downloads.sourceforge.net/nexuiz/nexmappack_r2.zip" title="Download Nexuiz Q3 Mappack from Source
+                       Forge - Left Click">&nbsp;</a>-->
+                       <h2 class="page"><a href="http://nexuiz.com/downloads.php" title="Nexuiz Download Mirrors">Mirrors -&gt;</a></h2>
+                       <!-- Help Wanted -->
+
+                       <img src="htmlfiles/img/headers/help_wanted.gif" alt="Help Wanted" width="165" height="15" class="imgHeader" title="Help Wanted" />                     
+                       <form action="https://www.paypal.com/cgi-bin/webscr" method="post" name="donate_form"> <input name="cmd" value="_s-xclick" type="hidden" />
+                       <a id="donate" href="javascript:document.donate_form.submit();" title="Help The Aliens, Please Donate">&nbsp;</a>
+                       <noscript>
+                               <!-- It not an elegant solution but I don't expect many users to arrive with JS turned off -->
+                               <input name="submit" type="image" src="htmlfiles/img/donate_button_noscript.jpg" alt="Help this project - Donate to the aliens" width="166" height="43" /> 
+                       </noscript>
+                       <h2 class="page"><a href="http://nexuiz.com/donators.php" title="Those who have donated to Nexuiz">Donators -&gt;</a></h2>
+                       <input name="encrypted" value="-----BEGIN PKCS7-----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-----END PKCS7-----" type="hidden" /></form>
+                       
+                 <!-- Created By -->
+                 <img src="htmlfiles/img/headers/created_by.gif" alt="Created By" width="145" height="15" class="imgHeader" title="Created By" />
+
+         <a id="alien_trap" href="http://www.alientrap.org" title="Developed by Alien Trap" target="_blank">&nbsp;</a>   </div>
+               <!-- end sidebar -->    </div><!-- end left -->
+       <div id="right">
+               <div id="header">
+                       <a href="http://nexuiz.com" title="Nexuiz - Simple, fast, intense and completely free"><img src="htmlfiles/img/nexuiz_header.jpg" alt="Nexuiz is a free open-source fast paced first person shooter that runs on Windows, Linux and OSX." width="766" height="107" border="0" title="Nexuiz - Simple, fast, intense and completely free" /></a>
+               </div>
+               <div id="menu">
+                       <ul>
+
+                               <li class="first"><a href="../readme.html" title="Nexuiz - Latest News">About </a></li>
+                               <li><a href="basics.html" title="Nexuiz - Media (Screenshots, videos and graphics)">Nexuiz Basics</a></li>
+                               <li><a href="say-esc.html" title="Nexuiz Information  (General, System Requirements)">Say Escapes</a></li>
+                               <li><a href="irc.html" title="Nexuiz - Downloads (Game, Maps)">IRC</a></li>
+                               <li><a href="faq.html" title="Official Nexuiz FAQ">FAQ</a></li>
+                               <li class="first"></li>
+                               <li class="first"></li>
+                 </ul>         </div>
+               <p id="tagline">Nexuiz is a <b>free</b> open-source first person shooter that runs on <b>Windows</b>, <b>Linux</b> and <b>OSX</b>.</p>
+         <div id="content">
diff --git a/Docs/htmlfiles/img/alien_trap_logo.jpg b/Docs/htmlfiles/img/alien_trap_logo.jpg
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diff --git a/Docs/htmlfiles/img/download_nexuiz.jpg b/Docs/htmlfiles/img/download_nexuiz.jpg
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diff --git a/Docs/htmlfiles/img/headers/nexuiz_logo.jpg b/Docs/htmlfiles/img/headers/nexuiz_logo.jpg
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diff --git a/Docs/htmlfiles/img/menu_bg.jpg b/Docs/htmlfiles/img/menu_bg.jpg
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diff --git a/Docs/htmlfiles/img/menu_div.jpg b/Docs/htmlfiles/img/menu_div.jpg
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diff --git a/Docs/htmlfiles/img/nexuiz_header.jpg b/Docs/htmlfiles/img/nexuiz_header.jpg
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diff --git a/Docs/htmlfiles/img/xhtml10.png b/Docs/htmlfiles/img/xhtml10.png
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diff --git a/Docs/htmlfiles/make-htmlfiles.sh b/Docs/htmlfiles/make-htmlfiles.sh
new file mode 100755 (executable)
index 0000000..c41c944
--- /dev/null
@@ -0,0 +1,6 @@
+for X in *.aft; do
+       aft "$X"
+       aft "$X"
+       aft "$X"
+       { cat header.html-part; perl -ne 'print unless 1 .. /<body>/ or /<\/body>/ .. 0' "${X%.aft}.html"; cat footer.html-part; } > "../${X%.aft}.html"
+done
diff --git a/Docs/htmlfiles/style.css b/Docs/htmlfiles/style.css
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index 0000000..f34d5e8
--- /dev/null
@@ -0,0 +1,428 @@
+body {\r
+background:#000 url('img/background.jpg') 0 0 repeat-x;\r
+text-align:center;\r
+margin:0;\r
+padding:0;\r
+font-family:verdana,arial,tahoma, sans serif;\r
+font-size:0;\r
+}\r
+a {\r
+color:#bbb;\r
+}\r
+a:hover {\r
+text-decoration:none;\r
+}\r
+#container {\r
+width:978px;\r
+text-align:left;\r
+margin-left:auto;\r
+margin-right:auto;\r
+margin-top:16px;\r
+}\r
+#left { float:left; width:201px; }\r
+#right { float:right; margin:0 4px 5px 0; }\r
+#logo {\r
+width:201px;\r
+height:193px;\r
+}\r
+#header {\r
+width:766px;\r
+height:114px;\r
+}\r
+#menu {\r
+background:url('img/menu_bg.jpg') 0 0 no-repeat;\r
+width:766px;\r
+height:30px;\r
+font-size:15px;\r
+}\r
+#menu span {\r
+color:#89ABE5;\r
+font-weight:bold;\r
+}\r
+#menu ul {\r
+list-style:none;\r
+margin:0;\r
+padding:5px 0 0 8px;\r
+}\r
+#menu li {\r
+background:url('img/menu_div.jpg') 0 3px no-repeat;\r
+display:inline;\r
+padding:0 1px 0 9px;\r
+margin:0;\r
+}\r
+#menu li.first {\r
+background:none;\r
+padding-left:2px;\r
+}\r
+#menu a, #news a, #ninja a {\r
+color:#fff;\r
+text-decoration:none;\r
+font-weight:bold;\r
+}\r
+#menu a:hover, #news a:hover {\r
+color:#999;\r
+}\r
+#tagline {\r
+padding:10px 0 0 0;\r
+font-size:16px;\r
+margin:0;\r
+color:#848690;\r
+text-align:center;\r
+}\r
+#content {\r
+background:url('img/body_bg.jpg') 0 0 no-repeat;\r
+width:746px;\r
+min-height:520px;\r
+height:auto !important;\r
+height:520px;\r
+padding:12px 10px 10px 10px;\r
+margin-top:10px;\r
+text-align:center;\r
+}\r
+#content h1 {\r
+font-size:18px;\r
+margin:3px 0 3px 0;\r
+padding:0;\r
+color:#B0C7ED;\r
+text-align:left;\r
+}\r
+#content h1 a {\r
+color:#eee;\r
+text-decoration:none;\r
+}\r
+#content h1 a:hover {\r
+color:#bbb;\r
+text-decoration:underline;\r
+}\r
+#content h2 {\r
+font-size:15px;\r
+margin:2px 0 2px 0;\r
+padding:0;\r
+color:#aaa;\r
+text-align:left;\r
+}\r
+#content form h2 {\r
+margin-bottom:-10px;\r
+}\r
+#content h2 a {\r
+color:#ccc;\r
+text-decoration:none;\r
+}\r
+#content h2 a:hover {\r
+color:#aaa;\r
+text-decoration:underline;\r
+}\r
+#content h3 {\r
+text-align:left;\r
+font-size:15px;\r
+}\r
+#content p {\r
+text-align:left;\r
+color:#999;\r
+font-size:15px;\r
+}\r
+#content ul {\r
+margin:0 0 15px 0;\r
+padding:0 0 0 6px;\r
+font-size:12px;\r
+color:#888;\r
+text-align:left;\r
+list-style:none;\r
+}\r
+#content ol {\r
+margin:0 0 15px 0;\r
+padding:0 0 0 6px;\r
+font-size:12px;\r
+color:#888;\r
+text-align:left;\r
+}\r
+#content table {\r
+font-size:13px;\r
+color:#777;\r
+border:1px solid #333;\r
+}\r
+#content table p {\r
+padding:0;\r
+margin:0;\r
+font-size:11px;\r
+}\r
+#content th {\r
+background-color:#444;\r
+color:#fff;\r
+}\r
+#content td {\r
+border:1px solid #222;\r
+text-align:left;\r
+margin:0;\r
+padding:2px;\r
+}\r
+#content input, #content textarea {\r
+background-color:#111;\r
+border:1px solid #666;\r
+color:#ccc;\r
+}\r
+#content pre {\r
+text-align:left;\r
+font-size:12px;\r
+color:#999;\r
+}\r
+#content .copyBox {\r
+background-color:#111;\r
+color:#666;\r
+width:600px;\r
+height:50px;\r
+border:1px solid #444;\r
+overflow:hidden;\r
+margin:3px 3px 20px 3px;\r
+}\r
+#content .description {\r
+padding:0;margin:0 0 10px 0;font-size:12px;color:#555;\r
+}\r
+#content .comment {\r
+padding-bottom:16px;\r
+}\r
+#content .comment a {\r
+color:#ccc;\r
+}\r
+#content .comment a:hover {\r
+color:#fff;\r
+}\r
+#videoContainer {\r
+padding-top:10px;\r
+}\r
+#videoContainer p {\r
+font-size:10px;\r
+text-align:center;\r
+color:#666;\r
+margin:10px 0 0 0;\r
+padding:0;\r
+}\r
+#videoContainer a {\r
+color:#3256AE;\r
+text-decoration:none;\r
+}\r
+#videoContainer a:hover {\r
+text-decoration:underline;\r
+}\r
+#content a#see_more {\r
+       background: url('img/see_more.jpg') 0 0 no-repeat;\r
+       display: block;\r
+       height:120px;\r
+       width:150px;\r
+       float:left;\r
+       margin-top:20px;\r
+       text-decoration:none;\r
+}\r
+#content a:hover#see_more {\r
+       background-position: -150px 0;\r
+}\r
+#content .screenshot {\r
+margin:2px;\r
+}\r
+#content a:hover {background: transparent;}\r
+#content a img {\r
+border: 2px solid #333;\r
+}\r
+#content a:hover img,\r
+#content a:active img {\r
+border: 2px solid #ccc;\r
+} \r
+#sidebar {\r
+background:url('img/sidebar_bg.jpg') 0 0 no-repeat;\r
+width:166px;\r
+height:560px;\r
+margin:10px 0 0 8px;\r
+padding:8px;\r
+text-align:center;\r
+}\r
+/* ie fix */\r
+#sidebar a {\r
+text-decoration:none;\r
+}\r
+.imgHeader {\r
+margin-top:14px;\r
+margin-bottom:5px;\r
+}\r
+.imgButton {\r
+margin-left:-2px;\r
+margin-bottom:3px;\r
+}\r
+#news {\r
+min-height:100px;\r
+height:auto !important;\r
+height:100px;\r
+}\r
+.newsPost {\r
+margin:0 0 12px 0;\r
+}\r
+#news h1 {\r
+font-size:12px;\r
+text-align:left;\r
+padding:0;\r
+margin:0;\r
+}\r
+#news h1 a {\r
+color:#babecc;\r
+}\r
+#news h1 a:hover {\r
+color:#808491;\r
+}\r
+#news p {\r
+color:#abaeb9;\r
+font-size:9px;\r
+text-align:right;\r
+padding:0;\r
+margin:5px 3px 0 0;\r
+}\r
+#sidebar h2.page {\r
+text-align:right;\r
+padding:0;\r
+margin:0;\r
+}\r
+#sidebar h2 a {\r
+color:#667;\r
+font-size:11px;\r
+}\r
+#sidebar h2 a:hover {\r
+color:#556;\r
+}\r
+#footer {\r
+background:url('img/footer_bg.jpg') 0 0 no-repeat;\r
+width:766px;\r
+height:30px;\r
+font-size:10px;\r
+margin-bottom:5px;\r
+}\r
+#footer span {\r
+color:#89ABE5;\r
+font-weight:bold;\r
+}\r
+#footer ul a {\r
+color:#888;\r
+text-decoration:none;\r
+font-weight:bold;\r
+}\r
+#footer a:hover {\r
+color:#ccc;\r
+}\r
+#footer ul {\r
+list-style:none;\r
+padding:8px 0 0 10px;\r
+margin:0;\r
+}\r
+#footer li {\r
+display:inline;\r
+border-left:1px solid #777;\r
+padding:0 2px 0 6px;\r
+}\r
+#footer li.first {\r
+border:none;\r
+}\r
+#ninja {\r
+float:right;\r
+padding:7px 10px 0 0;\r
+margin:0;\r
+color:#888;\r
+font-weight:bold;\r
+}\r
+#ninja a:hover {\r
+color:#777;\r
+}\r
+.subFooter {\r
+color:#555;\r
+font-size:11px;\r
+text-align:center;\r
+margin:0 0 12px 0;\r
+padding:0;\r
+clear:left;\r
+}\r
+.subFooter a {\r
+color:#777;\r
+text-decoration:none;\r
+}\r
+.subFooter a:hover {\r
+text-decoration:underline;\r
+}\r
+form {\r
+padding:0;\r
+margin:0;\r
+}\r
+\r
+#sidebar a#download_nexuiz, #sidebar a#download_q3_mappack {\r
+       display: block;\r
+       margin-left:-2px;\r
+       margin-bottom:3px;\r
+       height:43px;\r
+       width:171px;\r
+}\r
+#sidebar a#download_nexuiz {\r
+       background: url('img/download_nexuiz.jpg') 0 0 no-repeat;\r
+}\r
+#sidebar a#download_q3_mappack {\r
+       background: url('img/download_q3_mappack.jpg') 0 0 no-repeat;\r
+}\r
+#sidebar a:hover#download_nexuiz, #sidebar a:hover#download_q3_mappack {\r
+       background-position: -171px 0;\r
+}\r
+\r
+#sidebar a#donate {\r
+       background: url('img/donate_button.jpg') 0 0 no-repeat;\r
+       display: block;\r
+       height:43px;\r
+       width:166px;\r
+       margin-bottom:3px;\r
+}\r
+#sidebar a:hover#donate {\r
+       background-position: -166px 0;\r
+}\r
+\r
+#sidebar a#alien_trap {\r
+       background: url('img/alien_trap_logo.jpg') 0 0 no-repeat;\r
+       display: block;\r
+       height:184px;\r
+       width:152px;\r
+       margin-left:auto;\r
+       margin-right:auto;\r
+}\r
+#sidebar a:hover#alien_trap {\r
+       background-position: -152px 0;\r
+}\r
+\r
+#valid a#valid_css, #valid a#valid_xhtml {\r
+       display: block;\r
+       height:14px;\r
+       width:80px;\r
+       margin-left:auto;\r
+       margin-right:auto;\r
+}\r
+\r
+#valid {\r
+       position:relative;\r
+       margin:5px 0;\r
+       height:14px;\r
+}\r
+#valid a#valid_css {\r
+       position:absolute;\r
+       left:4px;\r
+       background: url('img/css.png') 0 0 no-repeat;\r
+       text-decoration:none;\r
+}\r
+#valid a#valid_xhtml {\r
+       position:absolute;\r
+       left:86px;\r
+       background: url('img/xhtml10.png') 0 0 no-repeat;\r
+       text-decoration:none;\r
+}\r
+#valid a:hover#valid_css, #valid a:hover#valid_xhtml {\r
+       background-position: -80px 0;\r
+}\r
+#valid p {\r
+text-align:right;\r
+color:#444;\r
+font-size:10px;\r
+margin:-2px 10px 0 0;\r
+padding:0;\r
+}\r
+\r
+#faq h1 { margin-top:10px; }\r
+#faq h1 a { color:#cff; }\r
diff --git a/Docs/htmlfiles/weaponimg/firstperson-campingrifle.png b/Docs/htmlfiles/weaponimg/firstperson-campingrifle.png
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index 0000000..8c749f3
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diff --git a/Docs/htmlfiles/weaponimg/thirdperson-crylink.png b/Docs/htmlfiles/weaponimg/thirdperson-crylink.png
new file mode 100644 (file)
index 0000000..aa554a3
Binary files /dev/null and b/Docs/htmlfiles/weaponimg/thirdperson-crylink.png differ
diff --git a/Docs/htmlfiles/weaponimg/thirdperson-electro.png b/Docs/htmlfiles/weaponimg/thirdperson-electro.png
new file mode 100644 (file)
index 0000000..c376795
Binary files /dev/null and b/Docs/htmlfiles/weaponimg/thirdperson-electro.png differ
diff --git a/Docs/htmlfiles/weaponimg/thirdperson-gl.png b/Docs/htmlfiles/weaponimg/thirdperson-gl.png
new file mode 100644 (file)
index 0000000..013bab6
Binary files /dev/null and b/Docs/htmlfiles/weaponimg/thirdperson-gl.png differ
diff --git a/Docs/htmlfiles/weaponimg/thirdperson-hagar.png b/Docs/htmlfiles/weaponimg/thirdperson-hagar.png
new file mode 100644 (file)
index 0000000..78d23ed
Binary files /dev/null and b/Docs/htmlfiles/weaponimg/thirdperson-hagar.png differ
diff --git a/Docs/htmlfiles/weaponimg/thirdperson-hlac.png b/Docs/htmlfiles/weaponimg/thirdperson-hlac.png
new file mode 100644 (file)
index 0000000..29d6896
Binary files /dev/null and b/Docs/htmlfiles/weaponimg/thirdperson-hlac.png differ
diff --git a/Docs/htmlfiles/weaponimg/thirdperson-hookgun.png b/Docs/htmlfiles/weaponimg/thirdperson-hookgun.png
new file mode 100644 (file)
index 0000000..f03800e
Binary files /dev/null and b/Docs/htmlfiles/weaponimg/thirdperson-hookgun.png differ
diff --git a/Docs/htmlfiles/weaponimg/thirdperson-laser.png b/Docs/htmlfiles/weaponimg/thirdperson-laser.png
new file mode 100644 (file)
index 0000000..cc65daf
Binary files /dev/null and b/Docs/htmlfiles/weaponimg/thirdperson-laser.png differ
diff --git a/Docs/htmlfiles/weaponimg/thirdperson-minstanex.png b/Docs/htmlfiles/weaponimg/thirdperson-minstanex.png
new file mode 100644 (file)
index 0000000..a2318dc
Binary files /dev/null and b/Docs/htmlfiles/weaponimg/thirdperson-minstanex.png differ
diff --git a/Docs/htmlfiles/weaponimg/thirdperson-nex.png b/Docs/htmlfiles/weaponimg/thirdperson-nex.png
new file mode 100644 (file)
index 0000000..3a53b39
Binary files /dev/null and b/Docs/htmlfiles/weaponimg/thirdperson-nex.png differ
diff --git a/Docs/htmlfiles/weaponimg/thirdperson-porto.png b/Docs/htmlfiles/weaponimg/thirdperson-porto.png
new file mode 100644 (file)
index 0000000..34fd922
Binary files /dev/null and b/Docs/htmlfiles/weaponimg/thirdperson-porto.png differ
diff --git a/Docs/htmlfiles/weaponimg/thirdperson-rl.png b/Docs/htmlfiles/weaponimg/thirdperson-rl.png
new file mode 100644 (file)
index 0000000..575baa3
Binary files /dev/null and b/Docs/htmlfiles/weaponimg/thirdperson-rl.png differ
diff --git a/Docs/htmlfiles/weaponimg/thirdperson-shotgun.png b/Docs/htmlfiles/weaponimg/thirdperson-shotgun.png
new file mode 100644 (file)
index 0000000..d2480c8
Binary files /dev/null and b/Docs/htmlfiles/weaponimg/thirdperson-shotgun.png differ
diff --git a/Docs/htmlfiles/weaponimg/thirdperson-uzi.png b/Docs/htmlfiles/weaponimg/thirdperson-uzi.png
new file mode 100644 (file)
index 0000000..d644841
Binary files /dev/null and b/Docs/htmlfiles/weaponimg/thirdperson-uzi.png differ
diff --git a/Docs/htmlfiles/weaponimg/weapon-images.map b/Docs/htmlfiles/weaponimg/weapon-images.map
new file mode 100644 (file)
index 0000000..8798bba
--- /dev/null
@@ -0,0 +1,97 @@
+
+// entity 0
+{
+"classname" "worldspawn"
+// brush 0
+{
+( 1536 1024 1024 ) ( 1536 -1024 1024 ) ( -1024 1024 1024 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+( 1536 1024 256 ) ( -1024 1024 256 ) ( 1536 1024 0 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+( 1024 1024 256 ) ( 1024 1024 0 ) ( 1024 -1024 256 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+( -1024 -1024 0 ) ( -1024 -1024 256 ) ( 1536 -1024 0 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+( -1024 -1024 0 ) ( -1024 1024 0 ) ( -1024 -1024 256 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+( -1024 1024 768 ) ( 1536 -1024 768 ) ( 1536 1024 768 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+}
+// brush 1
+{
+( 1536 1024 1024 ) ( 1536 -1024 1024 ) ( -1024 1024 1024 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+( 1536 1024 256 ) ( -1024 1024 256 ) ( 1536 1024 0 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+( 1024 1024 256 ) ( 1024 1024 0 ) ( 1024 -1024 256 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+( -1024 -1024 -1024 ) ( 1536 -1024 -1024 ) ( -1024 1024 -1024 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+( -1024 -1024 0 ) ( -1024 1024 0 ) ( -1024 -1024 256 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+( 1536 768 0 ) ( -1024 768 256 ) ( 1536 768 256 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+}
+// brush 2
+{
+( 1536 1024 1024 ) ( 1536 -1024 1024 ) ( -1024 1024 1024 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+( 1536 1024 256 ) ( -1024 1024 256 ) ( 1536 1024 0 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+( 1024 1024 256 ) ( 1024 1024 0 ) ( 1024 -1024 256 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+( -1024 -1024 -1024 ) ( 1536 -1024 -1024 ) ( -1024 1024 -1024 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+( -1024 -1024 0 ) ( -1024 -1024 256 ) ( 1536 -1024 0 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+( 768 -1024 256 ) ( 768 1024 0 ) ( 768 1024 256 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+}
+// brush 3
+{
+( 1536 1024 256 ) ( -1024 1024 256 ) ( 1536 1024 0 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+( 1024 1024 256 ) ( 1024 1024 0 ) ( 1024 -1024 256 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+( -1024 -1024 -1024 ) ( 1536 -1024 -1024 ) ( -1024 1024 -1024 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+( -1024 -1024 0 ) ( -1024 -1024 256 ) ( 1536 -1024 0 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+( -1024 -1024 0 ) ( -1024 1024 0 ) ( -1024 -1024 256 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+( -1024 1024 -768 ) ( 1536 -1024 -768 ) ( -1024 -1024 -768 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+}
+// brush 4
+{
+( 1536 1024 1024 ) ( 1536 -1024 1024 ) ( -1024 1024 1024 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+( 1024 1024 256 ) ( 1024 1024 0 ) ( 1024 -1024 256 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+( -1024 -1024 -1024 ) ( 1536 -1024 -1024 ) ( -1024 1024 -1024 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+( -1024 -1024 0 ) ( -1024 -1024 256 ) ( 1536 -1024 0 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+( -1024 -1024 0 ) ( -1024 1024 0 ) ( -1024 -1024 256 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+( 1536 -768 0 ) ( -1024 -768 256 ) ( -1024 -768 0 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+}
+// brush 5
+{
+( 1536 1024 1024 ) ( 1536 -1024 1024 ) ( -1024 1024 1024 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+( 1536 1024 256 ) ( -1024 1024 256 ) ( 1536 1024 0 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+( -1024 -1024 -1024 ) ( 1536 -1024 -1024 ) ( -1024 1024 -1024 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+( -1024 -1024 0 ) ( -1024 -1024 256 ) ( 1536 -1024 0 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+( -1024 -1024 0 ) ( -1024 1024 0 ) ( -1024 -1024 256 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+( -768 -1024 256 ) ( -768 1024 0 ) ( -768 -1024 0 ) colorkey/pink 0 0 0 0.5 0.5 0 0 0
+}
+}
+// entity 1
+{
+"classname" "info_player_deathmatch"
+"origin" "-96.000000 96.000000 -744.000000"
+"angle" "-70.000000"
+}
+// entity 2
+{
+"classname" "misc_gamemodel"
+"origin" "-32.000000 0.000000 -744.000000"
+"model" "models/player/marine.zym"
+"frame" "11"
+"angle" "190"
+"colormap" "1"
+}
+// entity 3
+{
+"classname" "misc_gamemodel"
+"origin" "0 0 0"
+"model" "models/weapons/v_laser.md3"
+"tag_entity" "32"
+"tag_index" "22"
+"colormap" "1"
+}
+// entity 4
+{
+"classname" "light"
+"origin" "128.000000 128.000000 -640.000000"
+"light" "2000"
+}
+// entity 5
+{
+"classname" "misc_gamemodel"
+"origin" "32.000000 0.000000 -768.000000"
+"effects" "8388608"
+"model" "models/weapons/g_laser.md3"
+"colormap" "1"
+}
diff --git a/Docs/htmlfiles/weaponimg/weapon-images.txt b/Docs/htmlfiles/weaponimg/weapon-images.txt
new file mode 100644 (file)
index 0000000..b8c06a2
--- /dev/null
@@ -0,0 +1,14 @@
+Made using the included map file (edited to contain the name of the current gun) at fov 90, 1280x768, normal settings except gl_picmip 0.
+
+Partial image cropped out, then edited using ImageMagick with the parameters
+
+-level -3%,70%,1 -geometry 209x240
+
+respective
+
+-level -3%,70%,1 -geometry 162x80
+
+The crop regions were:
+
+firstperson = bottom 627x310 pixels (later scaled down to 240 height)
+thirdperson = 288x331 pixels, anchored at the right foot of marine (bottom left corner on the image)
diff --git a/Docs/irc.html b/Docs/irc.html
new file mode 100644 (file)
index 0000000..09d7534
--- /dev/null
@@ -0,0 +1,106 @@
+<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"\r
+        "http://www.w3.org/TR/2000/REC-xhtml1-20000126/DTD/xhtml1-transitional.dtd">\r
+<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">\r
+<head>\r
+<meta http-equiv="content-type" content="text/html; charset=utf-8" />\r
+<meta name="author" content="Tyler Mulligan of www.detrition.net a.k.a -z- of www.nexuizninjaz.com" />\r
+<meta name="Description" content="Nexuiz is a free open-source fast paced first person shooter (FPS) that runs on Windows, Linux and OSX.  Nexuiz utilizes the darkplaces engine modeled after the Quake series." />\r
+<meta name="Keywords" content="Nexuiz, Nexiuz, first person shooter, darkplaces, open-source game, open source game, free game, linux game, deathmatch, death match, ctf, quake, alientrap, alien trap, ninjaz" />\r
+<title>Nexuiz - A free open-source fast paced first person shooter (FPS) for Windows, Linux and OSX</title>\r
+<link rel="stylesheet" href="htmlfiles/style.css" type="text/css"></link>\r
+<link rel="shortcut icon" href="favicon.ico"></link>\r
+</head>\r
+<body>\r
+<div id="container">\r
+       <div id="left">\r
+               <div id="logo">\r
+\r
+                       <a href="http://www.nexuiz.com" title="Nexuiz - Simple, fast, intense and completely free"><img src="htmlfiles/img/nexuiz_logo.jpg" alt="Nexuiz is a free open-source fast paced first person shooter that runs on Windows, Linux and OSX." width="201" height="193" border="0" title="Nexuiz is a free open-source fast paced first person shooter that runs on Windows, Linux and OSX." /></a>\r
+               </div>\r
+               <!-- Sidebar -->\r
+         <div id="sidebar">\r
+                       <a href="news.php" title="Latest Nexuiz News"><img src="htmlfiles/img/headers/latest_news.gif" alt="Latest News" width="168" height="16" border="0" class="imgHeader" style="margin-top:0;" title="Latest Nexuiz News" /></a>\r
+                       <div id="news">\r
+                         <div class="newsPost">\r
+                                               <h1><a href="http://nexuiz.com/news.php" title="Two Nexuiz 1v1 Tourneys">nexuiz.com/news - for nexuiz news updates</a></h1>\r
+                         </div>\r
+               </div>\r
+                       <!-- Downloads -->\r
+                       <a href="downloads.php" title="Nexuiz Downloads (Game, Maps)"><img src="htmlfiles/img/headers/downloads.gif" alt="Downloads" width="145" height="15" border="0" class="imgHeader" title="Downloads" /></a>\r
+                       <a id="download_nexuiz" href="http://www.sourceforge.net/projects/nexuiz/" title="Download Nexuiz from Source Forge - Left Click">&nbsp;</a>\r
+                       <!--<a id="download_q3_mappack" href="http://downloads.sourceforge.net/nexuiz/nexmappack_r2.zip" title="Download Nexuiz Q3 Mappack from Source\r
+                       Forge - Left Click">&nbsp;</a>-->\r
+                       <h2 class="page"><a href="http://nexuiz.com/downloads.php" title="Nexuiz Download Mirrors">Mirrors -&gt;</a></h2>\r
+                       <!-- Help Wanted -->\r
+\r
+                       <img src="htmlfiles/img/headers/help_wanted.gif" alt="Help Wanted" width="165" height="15" class="imgHeader" title="Help Wanted" />                     \r
+                       <form action="https://www.paypal.com/cgi-bin/webscr" method="post" name="donate_form"> <input name="cmd" value="_s-xclick" type="hidden" />\r
+                       <a id="donate" href="javascript:document.donate_form.submit();" title="Help The Aliens, Please Donate">&nbsp;</a>\r
+                       <noscript>\r
+                               <!-- It not an elegant solution but I don't expect many users to arrive with JS turned off -->\r
+                               <input name="submit" type="image" src="htmlfiles/img/donate_button_noscript.jpg" alt="Help this project - Donate to the aliens" width="166" height="43" /> \r
+                       </noscript>\r
+                       <h2 class="page"><a href="http://nexuiz.com/donators.php" title="Those who have donated to Nexuiz">Donators -&gt;</a></h2>\r
+                       <input name="encrypted" value="-----BEGIN PKCS7-----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-----END PKCS7-----" type="hidden" /></form>\r
+                       \r
+                 <!-- Created By -->\r
+                 <img src="htmlfiles/img/headers/created_by.gif" alt="Created By" width="145" height="15" class="imgHeader" title="Created By" />\r
+\r
+         <a id="alien_trap" href="http://www.alientrap.org" title="Developed by Alien Trap" target="_blank">&nbsp;</a>   </div>\r
+               <!-- end sidebar -->    </div><!-- end left -->\r
+       <div id="right">\r
+               <div id="header">\r
+                       <a href="http://nexuiz.com" title="Nexuiz - Simple, fast, intense and completely free"><img src="htmlfiles/img/nexuiz_header.jpg" alt="Nexuiz is a free open-source fast paced first person shooter that runs on Windows, Linux and OSX." width="766" height="107" border="0" title="Nexuiz - Simple, fast, intense and completely free" /></a>\r
+               </div>\r
+               <div id="menu">\r
+                       <ul>\r
+\r
+                               <li class="first"><a href="../readme.html" title="Nexuiz - Latest News">About </a></li>\r
+                               <li><a href="basics.html" title="Nexuiz - Media (Screenshots, videos and graphics)">Nexuiz Basics</a></li>\r
+                               <li><a href="say-esc.html" title="Nexuiz Information  (General, System Requirements)">Say Escapes</a></li>\r
+                               <li><a href="irc.html" title="Nexuiz - Downloads (Game, Maps)">IRC</a></li>\r
+                               <li><a href="faq.html" title="Official Nexuiz FAQ">FAQ</a></li>\r
+                               <li class="first"></li>\r
+                               <li class="first"></li>\r
+                               <li class="first"></li>\r
+                               <li class="first"></li>\r
+                 </ul>         </div>\r
+               <p id="tagline">Nexuiz is a <b>free</b> open-source first person shooter that runs on <b>Windows</b>, <b>Linux</b> and <b>OSX</b>.</p>\r
+         <div id="content">\r
+           <p><strong>The official Nexuiz irc channel:</strong><br />\r
+             #nexuiz - <a href="irc://irc.quakenet.org/nexuiz">irc://irc.quakenet.org/nexuiz</a> </p>\r
+                 <p><strong>Main nexuiz related channels:</strong><br />\r
+                   #Nexuiz.Admins - <a href="irc://irc.quakenet.org/nexuiz.admins">irc://irc.quakenet.org/nexuiz.admins </a><br />\r
+#Nexuiz.Clans - <a href="irc://irc.quakenet.org/nexuiz.clans">irc://irc.quakenet.org/nexuiz.clans </a><br />\r
+#Nexuiz.Editing - <a href="irc://irc.quakenet.org/nexuiz.editing">irc://irc.quakenet.org/nexuiz.editing </a><br />\r
+#Nexuiz.Pickup - <a href="irc://irc.quakenet.org/nexuiz.pickup">irc://irc.quakenet.org/nexuiz.pickup </a><br />\r
+#Nexuiz.Tourney - <a href="irc://irc.quakenet.org/nexuiz.tourney">irc://irc.quakenet.org/nexuiz.tourney </a></p>\r
+                 <p>Need some more help? Try this <a href="http://alientrap.org/forum/viewtopic.php?t=497">post</a>.  </p>\r
+                 <p><br style="clear:left" />\r
+        </p>\r
+         </div>\r
+         <!-- end content -->\r
+               <div id="footer">\r
+                       <p id="ninja"><a href="http://www.detrition.net" title="Tyler Mulligan's Working Portfolio" target="_blank">page created by</a> <a href="http://www.nexuizninjaz.com" title="Nexuiz Ninjaz - Practicing the ninja arts of Nexuiz" target="_blank">a ninja</a></p>\r
+                       <ul>\r
+\r
+                               <li class="first"><a href="http://alientrap.org/nexuiz/news.php" title="Nexuiz - Latest News">News'</a></li>\r
+                               <li><a href="http://alientrap.org/nexuiz/media.php" title="Nexuiz - Media (Screenshots, videos and graphics)">Media</a></li>\r
+                               <li><a href="http://alientrap.org/nexuiz/information.php" title="Nexuiz Information  (General, System Requirements)">Info</a></li>\r
+                               <li><a href="http://alientrap.org/nexuiz/team.php" title="The Nexuiz Team">Team</a></li>\r
+                               <li><a href="http://alientrap.org/nexuiz/links.php" title="Nexuiz Links">Links</a></li>\r
+                               <li><a href="http://alientrap.org/forum/index.php?c=3" title="Official Nexuiz Forums" target="_blank">Forums</a></li>\r
+                               <li><a href="http://planetnexuiz.com/ladder/" title="Nexuiz Ladder" target="_blank">Ladder</a></li>\r
+                               <li><a href="http://planetnexuiz.com/tourney/" title="Nexuiz Tournaments" target="_blank">Tournament</a></li>\r
+                               <li class="first"></li>\r
+                 </ul>         </div><p class="subFooter">Come to the Nexuiz IRC channel: <a href="irc://irc.quakenet.org/nexuiz" title="#nexuiz on irc.quakenet.org">#nexuiz on irc.quakenet.org</a> or the team channel: <a href="irc://irc.anynet.org/alientrap" title="#alientrap on irc.anynet.org">#alientrap on irc.anynet.org</a></p>\r
+\r
+               <div id="valid">\r
+                       <a id="valid_css" href="http://jigsaw.w3.org/css-validator/validator?uri=http%3A%2F%2Falientrap.org%2Fnexuiz%2Findex.php">&nbsp;</a>\r
+                       <a id="valid_xhtml" href="http://validator.w3.org/check?uri=http%3A%2F%2Falientrap.org%2Fnexuiz%2Findex.php">&nbsp;</a>\r
+                       <p>&copy; 2004-2008 Nexuiz.com</p>\r
+               </div>\r
+       </div><!-- end right -->\r
+</div>\r
+</body>\r
+</html>\r
diff --git a/Docs/mapdownload.txt b/Docs/mapdownload.txt
new file mode 100644 (file)
index 0000000..66386b0
--- /dev/null
@@ -0,0 +1,98 @@
+map download:\r
+______________\r
+\r
+\r
+CLIENT SIDE:\r
+\r
+Should already work without configuration. You can however use the following\r
+cvars for further tuning:\r
+\r
+   cl_curl_enabled              download support enabled (master switch, default: 1)\r
+   cl_curl_maxdownloads         maximum number of downloads at once (default: 1)\r
+   cl_curl_maxspeed             maximum total speed in KiB/s (default: 100)\r
+\r
+Downloaded packages end up in |Nexuiz/data/dlcache/| or\r
+|~/.nexuiz/data/dlcache/| and are only used till you exit Nexuiz.\r
+ If you want to play them localy or use them to setup a server of your\r
+own you can "accept" the packages by moving it one level up - right\r
+next to your config.cfg.\r
+\r
+You should regularily clean up your cache to save space and make the maps\r
+you really want available from the menu.\r
+\r
+\r
+SERVER SIDE:\r
+\r
+First of all, you need a HTTP or FTP server to host your PK3s. You can either\r
+use some web space provider, or set up your own. For this, use any FTP or HTTP\r
+server software you want (HTTP: lighttpd, Apache, thttpd; FTP: Filezilla,\r
+vsftpd). HTTP is to be preferred because it works better for firewalled\r
+players.\r
+\r
+On the server, you need to set up where to download the PK3s of the maps you\r
+are running. You can either use the cvar\r
+\r
+   sv_curl_defaulturl           default download URL\r
+\r
+to set it to some site, or put a file named "curl_urls.txt" in the data\r
+directory of the following format:\r
+\r
+   pattern        url\r
+   pattern        url\r
+   pattern        url\r
+   ...\r
+\r
+where always the first wildcard pattern match is taken.\r
+\r
+   data*          -\r
+   strale*        http://stralemaps.invalid/\r
+   *              http://all.the.other.stuff.invalid/id/here.php?pak=\r
+   foo*           http://wont.get.here.invalid/\r
+\r
+The pk3 name will be appended to the URL by DarkPlaces. Note that you NEED to\r
+append a trailing slash if you refer to a directory. If you specify a "-" as\r
+URL, the package will not be offered for download.\r
+\r
+\r
+INFORMATION FOR MIRROR/MAP SERVER ADMINS:\r
+\r
+The Referer is always set to dp://serverhost:serverport/, the User-Agent\r
+always starts with "Nexuiz". Look at this sample log line:\r
+\r
+141.2.16.3 - - [06/Jun/2006:19:43:14 +0000] "GET /~polzer/temp/nexmaps.php?filename=o-fun.pk3 HTTP/1.1" 302 - "dp://141.2.16.3:26000/" "Nexuiz Linux 21:26:17 Jun  6 2006"\r
+\r
+\r
+If you want to set up a redirection service, here is a sample PHP code for you\r
+to start from:\r
+\r
+<?\r
+\r
+function findmap($filename)\r
+{\r
+    # insert your database query or whatever you want here\r
+    if($filename == "foo.pk3")\r
+        return "http://barserver.invalid/foo.pk3";\r
+    return FALSE;\r
+}\r
+\r
+function bailout($code, $title, $message)\r
+{\r
+    header("HTTP/1.1 $code $title");\r
+    echo "<html><title>$title</title><h1>$title</h1>$message</html>";\r
+    exit(0);\r
+}   \r
+\r
+$filename = $_GET['filename'];\r
+\r
+$useragent = getenv("HTTP_USER_AGENT");\r
+if(strpos($useragent, "Nexuiz ") !== 0)\r
+    bailout(403, "Forbidden", "You're not a Nexuiz client.");\r
+    \r
+$url = findmap($filename);\r
+if(!$url)\r
+    bailout(404, "Not Found", "Well... try another file name?");\r
+    \r
+header("HTTP/1.1 302 Moved Temporarily");\r
+header("Location: $url");\r
+\r
+?>\r
diff --git a/Docs/mapping.txt b/Docs/mapping.txt
new file mode 100644 (file)
index 0000000..0274525
--- /dev/null
@@ -0,0 +1,503 @@
+==============\r
+=Mapping Help=\r
+==============\r
+\r
+While I can't help you make a map, I can help you get it listed in the menu and\r
+working in the maplist. :p  The central object is the .mapinfo file, but\r
+there's much more available.\r
+\r
+Table of Contents\r
+-----------------\r
+I        Map Lists & Scripts\r
+         (get your map listed and working)\r
+  i.     mapinfo\r
+  ii.    mapname.cfg\r
+\r
+II       Map Image\r
+\r
+III      Domination\r
+\r
+IV       CTF\r
+\r
+V        Rune Match\r
+\r
+VI       Race/CTS\r
+\r
+VII      Nexball\r
+\r
+Appendix A - Advanced mapinfo\r
+\r
+Appendix B - Helpful extras\r
+  i.     Team Colors\r
+  ii.    Text Colors\r
+\r
+Appendix C - Advanced Darkplaces shaders\r
+\r
+========================\r
+=I. Map Lists & Scripts=\r
+========================\r
+\r
+There now is just a single script/cfg file available to you, containing all map\r
+specific settings:\r
+\r
+mapname.mapinfo\r
+\r
+The mapinfo is actually required - however, the game is so nice that it\r
+automatically generates a draft of it for you.\r
+\r
+------------------\r
+-The mapinfo file-\r
+------------------\r
+\r
+*cue even more scary music*\r
+\r
+The mapinfo file is basically what gets your map listed in the menu, and sets\r
+up the options needed to change to it. If no mapinfo file exists, the menu\r
+will automatically generate a rough draft for you on game startup. It will get\r
+stored into data/data/mapname.mapinfo.\r
+\r
+As an example, let's say I make a map called "wazat1.bsp". As long as I'm\r
+fantasizing, I might as well say this map is so well done I'm actually willing\r
+to release it for friends, neighbors, fellow forum visitors and other people\r
+who like me to judge me by. Let's also assume that I want domination,\r
+deathmatch/team deathmatch and runematch to all be playable on my map.\r
+\r
+This is very easy. First, I start the game and exit it again so the game writes\r
+data/data/wazat1.mapinfo for me. The file may look like:\r
+\r
+    title Wazat's Great Map\r
+    description Bleh.\r
+    author Unknown\r
+    _diameter 1966.839355\r
+    _spawnpoints 5\r
+    has weapons\r
+       cdtrack 5\r
+    type dm 30 20\r
+    type dom 200 20\r
+    type rune 200 20\r
+    type lms 9 20\r
+    type arena 10 20\r
+\r
+As I see, the menu autodetected that my map may be suitable for deathmatch,\r
+domination, runematch, last man standing and arena. But I want the map to be\r
+played in domination, deathmatch, team deathmatch, runematch only, and I also\r
+want different timelimits/fraglimits, so I will change the "type" lines to:\r
+\r
+    type dom 100 15\r
+    type rune 1000 25\r
+    type dm 40 15\r
+    type tdm 50 0 2\r
+\r
+Also, while I am at it, I should fix the placeholders in the map description lines:\r
+\r
+    title Wibble\r
+    description A large multi level arena map\r
+    author Wazat\r
+\r
+Although not entirely necessary, I will now move the .mapinfo file from\r
+data/data/maps/wazat1.mapinfo to data/maps/wazat1.mapinfo, so it is at the same\r
+place as my map. Next time I start the game, my map will be shown supporting\r
+the right game modes and with the right description in the menu.\r
+\r
+Also, note the "has weapons" line. If this line is not there (which happens if\r
+the map contains no weapon entities other than the Nex), the map will run in\r
+MinstaGib only and not be shown in the menu normally. So if you look for your\r
+map and don't find it, add "has weapons" to the mapinfo file, and make sure you\r
+have weapon entities placed.\r
+\r
+There's much more power in a mapinfo file. See Appendix A for more details.\r
+\r
+Gametype        | Syntax                                                                              | Notes\r
+----------------+-------------------------------------------------------------------------------------+-------------------------------------------------------\r
+Deathmatch      | type dm    <fraglimit>  <timelimit>                                                 |\r
+Team Deathmatch | type tdm   <fraglimit>  <timelimit> <teams>                                         | 2, 3, or 4 teams\r
+Domination      | type dom   <pointlimit> <timelimit>                                                 | teams are set by the map's entities\r
+CTF             | type ctf   <pointlimit> <timelimit> <caplimit>                                      | pointlimit if g_ctf_win_mode is 2, otherwise caplimit\r
+Runematch       | type rune  <pointlimit> <timelimit>                                                 |\r
+LMS             | type lms   <lives>      <timelimit>                                                 |\r
+Arena           | type arena <fraglimit>  <timelimit>                                                 |\r
+Key Hunt        | type kh    <pointlimit> <timelimit> <teams>                                         | 2, 3, or 4 teams\r
+Assault         | type as                 <timelimit>                                                 | never uses points\r
+Onslaught       | type ons                <timelimit>                                                 | never uses points\r
+Race            | type rc                 <timelimit> <qualifyingtimelimit> <laplimit> <teamlaplimit> | g_race_teams: teamlaplimit is used instead of laplimit\r
+CTS             | type cts                <timelimit> <skill>                                         | never uses points\r
+\r
+\r
+===============\r
+=II. Map Image=\r
+===============\r
+\r
+So, you've got your map listed in the menu and it plays properly, but the menu\r
+isn't showing your picture! Or the picture is scaled badly! What manner of man\r
+would create such an accursed abomination?!\r
+\r
+Well... That sounds like something I'd do. :D\r
+\r
+And it is really easy: just make a screenshot of the map in action (preferably\r
+with crosshair and HUD switched off), and place it next to the map as\r
+mapname.jpg. For best rendering and file size, make the image in 4:3 aspect\r
+ratio, but scale it to the resolution 256x256 or possibly 512x512. It will look\r
+skewed in your image editing app, but the menu will show it right, and your\r
+graphics card LOVES images of such dimension.\r
+\r
+\r
+=================\r
+=III. Domination=\r
+=================\r
+\r
+In order to get Domination working well in your map, you need to place dom_team\r
+and dom_controlpoint entites. You *must* have at least 3 dom_team entities - 2\r
+minimum teams and one blank one (empty netname and no team). You can have up to\r
+4 teams (5 dom_team entities), and remember: if you set 3 teams, the third team\r
+must be the yellow one, according to the team order.\r
+\r
+Dom Team\r
+--------\r
+classname  dom_team\r
+netname    name of team (Red Team). Set to "" or don't define for the required\r
+           blank team.\r
+cnt        color of the team. See the "Helpful Extras" section for info.\r
+model      When this team captures control points, the points turn to this\r
+           model. If this is the neutral team, points start out as this model.\r
+noise      Sound to be played on the control point when it's captured. Only\r
+           players nearby will hear it.\r
+noise1     Sound to be played to all players when the control point is\r
+           captured. Also good for an annoncer voice ("Red Team has captured a\r
+           control point")\r
+\r
+Control Points\r
+--------------\r
+classname  dom_controlpoint\r
+message    message to be displayed to all players when this point is captured,\r
+           preceded by the team's name. This defaults to " has captured a control point".\r
+           You can specify different names for each point, for example " has captured the\r
+           Lava Room".\r
+origin     where in the map this point is\r
+wait       How often this point gives its controlling team frags.\r
+frags      How many frags this point gives each wait cycle.\r
+\r
+Here is an example entry in a .ent file that includes colored text and 3 teams:\r
+\r
+{\r
+"classname" "dom_team"\r
+"netname" ""\r
+"model" "models/domination/dom_unclaimed.md3"\r
+}\r
+{\r
+"classname" "dom_team"\r
+"netname" "^4Blue Team"\r
+"cnt" "13"\r
+"noise" ""\r
+"noise1" "domination/claim.wav"\r
+"model" "models/domination/dom_blue.md3"\r
+}\r
+{\r
+"classname" "dom_team"\r
+"netname" "^1Red Team"\r
+"cnt" "4"\r
+"noise" ""\r
+"noise1" "domination/claim.wav"\r
+"model" "models/domination/dom_red.md3"\r
+}\r
+{\r
+"netname" "^3Yellow Team"\r
+"cnt" "12"\r
+"noise" ""\r
+"noise1" "domination/claim.wav"\r
+"model" "models/domination/dom_yellow.md3"\r
+}\r
+{\r
+"netname" "^6Pink Team"\r
+"cnt" "9"\r
+"noise" ""\r
+"noise1" "domination/claim.wav"\r
+"model" "models/domination/dom_pink.md3"\r
+}\r
+{\r
+"classname" "dom_controlpoint"\r
+"message" " ^3has captured the ^1Hallways"\r
+"origin" "-206.0 -488.8 -150.0"\r
+"frags" "3"\r
+"wait" "5"\r
+"scale" "1.3"\r
+}\r
+{\r
+"classname" "dom_controlpoint"\r
+"message" " ^3has captured the ^1Lavaroom"\r
+"origin" "1457.1  19.9 -110.0"\r
+"frags" "1"\r
+"wait" "5"\r
+}\r
+{\r
+"classname" "dom_controlpoint"\r
+"message" " ^3controls the ^1Nex & Strength"\r
+"origin" "-259.8 299.3  5"\r
+"frags" "1"\r
+"wait" "5"\r
+}\r
+{\r
+"classname" "dom_controlpoint"\r
+"message" " ^3has captured the ^1Upper Platform"\r
+"origin" "539.7 1206.0 182.0"\r
+"frags" "1"\r
+"wait" "5"\r
+}\r
+{\r
+"classname" "dom_controlpoint"\r
+"message" " ^3has captured the ^1Teleport Room"\r
+"origin" "-1000.0 636.2 -16.0"\r
+"frags" "1"\r
+"wait" "5"\r
+}\r
+\r
+\r
+As you can see in the example, there are 5 dom_team ents: one blank, Red, Blue,\r
+Yellow and Pink. Each control point has a different message (giving it a\r
+special name), and the one in the hallways gives 3 frags every 5 seconds\r
+instead of just one, making it more valuable.\r
+\r
+If your map contains the required entities for Domination, the menu will\r
+automatically detect it for supporting Domination. To force the map to get\r
+re-detected after you add such entities, delete the data/data/mapname.mapinfo\r
+file - or simply edit it to add the "type dom" line.\r
+\r
+\r
+=========\r
+=IV. CTF=\r
+=========\r
+\r
+Capture the flag needs at least 1 CTF flag per team, and can also make use of\r
+team spawnpoints.\r
+\r
+CTF Flags\r
+---------\r
+classname  item_flag_team1 or item_flag_team2\r
+angle      direction the flag will point\r
+model      model of the flag (default: models/ctf/flag_red.md3 or\r
+           models/ctf/flag_blue.md3)\r
+noise      sound played when flag is stolen (default: "ctf/take.wav")\r
+noise1     sound played when flag is returned by a teammate (default:\r
+           "ctf/return.wav")\r
+noise2     sound played when flag is captured (default: "ctf/capture.wav")\r
+noise3     sound played when flag returns itself (default: "ctf/respawn.wav")\r
+\r
+Team Spawnpoints\r
+----------------\r
+classname  info_player_team1 or info_player_team2\r
+*note: These function just like info_player_deathmatch, but for one team only.\r
+If you don't make team spawnpoints, info_player_deathmatch is used instead.\r
+\r
+If your map contains the required entities for CTF, the menu will automatically\r
+detect it for supporting CTF. To force the map to get re-detected after you add\r
+such entities, delete the data/data/mapname.mapinfo file - or simply edit it to\r
+add the "type ctf" line.\r
+\r
+==============\r
+=V. Runematch=\r
+==============\r
+\r
+Runematch needs only one type of entity to work: rune spawn points. You will\r
+need at least one for each rune (5 minimum at the time of this writing), though\r
+you should probably have more than that in the map. Just give the points a\r
+classname and origin.\r
+\r
+Rune Spawnpoints\r
+----------------\r
+classname  runematch_spawn_point\r
+\r
+If your map contains the required entities for Runematch, the menu will automatically\r
+detect it for supporting Runematch. To force the map to get re-detected after you add\r
+such entities, delete the data/data/mapname.mapinfo file - or simply edit it to\r
+add the "type rune" line.\r
+\r
+==============\r
+=VI. Race/CTS=\r
+==============\r
+\r
+Making a race map is not hard: you need some special spawnpoints, and some checkpoints.\r
+\r
+Spawnpoints\r
+-----------\r
+classname  info_player_race\r
+target     targetname of the checkpoint\r
+race_place for finish line checkpoints, the place of the point, or -1 to make it qualifying/CTS-only, or unset to let all the other players spawn\r
+\r
+Checkpoints\r
+-----------\r
+classname  trigger_race_checkpoint\r
+targetname some name to target the checkpoint with\r
+cnt        number of the checkpoint (or 0 for finish line)\r
+\r
+Note that checkpoints are brush entities, and they should be somewhat thick and\r
+cover the full volume the player could use to get past them.\r
+\r
+Example of entity placement:\r
+\r
+                         ###\r
+    ---------------------###---\r
+   /    9999  7  5  3  1>###   \\r
+  /     9999 8  6  4  2 >###    \\r
+ |     ------------------###     |\r
+%%%%%%%%                 ###|    |\r
+%%%%%%%%                 $$$|    |\r
+ | ^ ^ ------------------$$$     |\r
+ \                       $$$ <  /\r
+  \                      $$$ < /\r
+   ----------------------$$$---\r
+                         $$$\r
+\r
+###:  classname = trigger_race_checkpoint, cnt = 0, targetname = finish\r
+$$$:  classname = trigger_race_checkpoint, cnt = 1, targetname = cp1\r
+%%%:  classname = trigger_race_checkpoint, cnt = 2, targetname = cp2\r
+>:    classname = info_player_race,                 target = finish, angle = 0\r
+1:    classname = info_player_race,                 target = finish, angle = 0, race_place = 1\r
+2:    classname = info_player_race,                 target = finish, angle = 0, race_place = 2\r
+....\r
+8:    classname = info_player_race,                 target = finish, angle = 0, race_place = 8\r
+9:    classname = info_player_race,                 target = finish, angle = 0, race_place = 9\r
+<:    classname = info_player_race,                 target = cp1,    angle = 180\r
+^:    classname = info_player_race,                 target = cp2,    angle = 90\r
+\r
+If your map contains the required entities for Race, the menu will automatically\r
+detect it for supporting Race. To force the map to get re-detected after you add\r
+such entities, delete the data/data/mapname.mapinfo file - or simply edit it to\r
+add the "type rc" line.\r
+\r
+CTS maps do not use checkpoints with race_place set, so you can leave them out\r
+for CTS maps.\r
+\r
+The skill parameter in the mapinfo entry for CTS shall be in the range from 0 (easy) to 10 (impossible).\r
+\r
+=============\r
+=VI. Nexball=\r
+=============\r
+\r
+There are three required entities: nexball_redgoal, nexball_bluegoal, and one of nexball_basketball\r
+or nexball_football. There are also optional nexball_yellowgoal and nexball_pinkgoal entities (don't\r
+add a pink goal when there is no yellow goal on the map, it will crash)\r
+\r
+Goals are made just like any other regular triggers. You can use multiple brushes for one trigger,\r
+but avoid this if possible.\r
+\r
+There are also two other goal-like entities, nexball_fault and nexball_bound, the first taking a point\r
+from the team that hits the trigger with the ball, the second simply returning it. You can spawn the\r
+ball inside a goal-like trigger, this can be useful for basketball maps with separate teams and a\r
+common ball spawn.\r
+The different keys for the entities are documented in entities.def.\r
+\r
+The ball is affected by trigger_impulse, but not by trigger_push or teleporters.\r
+\r
+You should better avoid patches on the field, as collisions can sometimes get buggy on these.\r
+\r
+\r
+===============================\r
+=Appendix A - Advanced mapinfo=\r
+===============================\r
+\r
+You now know how to make a basic, bare-bones mapinfo to set up a couple options\r
+and load your map. However, there's much more you can do!  Consider these\r
+senarios:\r
+\r
+1. The laser has too high of a force for laser jumps and ruins CTF\r
+2. I don't want players to start out with the shotgun, but with the machinegun\r
+   instead\r
+3. The map takes so much server CPU performance that the anti-wallhack can't be\r
+   made active\r
+\r
+Each of these situations can be resolved with ease with a little work in the\r
+mapinfo file.\r
+\r
+To do this, I can add the following lines to my mapinfo file:\r
+\r
+    settemp_for_type ctf g_balance_laser_primary_force 200\r
+    settemp_for_type all g_start_weapon_shotgun 0\r
+    settemp_for_type all g_start_weapon_uzi 1\r
+    settemp_for_type all sv_cullentities_trace 0\r
+\r
+These "settemp" settings are automatically removed when the map is left and\r
+another is loaded. As you can see, it is possible to make per-mode temporary\r
+settings, and global ones.\r
+\r
+Similar settings are also possible for the client:\r
+\r
+    clientsettemp_for_type all r_shadow_glossexponent 96\r
+\r
+Another possibility is to specify fog settings in the mapinfo, for convenience\r
+in case you set sv_foginterval by it too (to force the fog on the clients):\r
+\r
+    fog 0.2 0.25 0.3 0.3 1 1500\r
+    settemp_for_type all sv_foginterval 5\r
+\r
+\r
+=============================\r
+=Appendix B - Helpful Extras=\r
+=============================\r
+\r
+----------------\r
+-i. Team Colors-\r
+----------------\r
+When you need to set an entity's color or team, use these values:\r
+\r
+Red\r
+---\r
+Team:      5\r
+Color:     4\r
+\r
+Blue\r
+----\r
+Team:      14\r
+Color:     13\r
+\r
+Yellow\r
+------\r
+Team:      13\r
+Color:     12\r
+\r
+Pink\r
+-----\r
+Team:      10\r
+Color:     9\r
+\r
+\r
+----------------\r
+-i. Text Colors-\r
+----------------\r
+Occasionally you may want to print text in color, such as team names. Here are your options:\r
+\r
+1  Red\r
+2  Green\r
+3  Yellow\r
+4  Blue\r
+5  Cyan\r
+6  Magenta\r
+7  White\r
+8  Grey (transparent)\r
+9  Grey (solid)\r
+0  Black\r
+\r
+==========================================\r
+=Appendix C - Advanced Darkplaces shaders=\r
+==========================================\r
+\r
+Shader parameters for DP's own features:\r
+- dp_reflect <distort> <r> <g> <b> <a>\r
+  Makes surfaces of this shader reflective with r_water. The reflection is\r
+  alpha blended on the texture with the given alpha, and modulated by the given\r
+  color. distort is used in conjunction with the normalmap to simulate a\r
+  nonplanar water surface.\r
+- dp_refract <distort> <r> <g> <b>\r
+  Makes surfaces of this shader refractive with r_water. The refraction\r
+  replaces the transparency of the texture. distort is used in conjunction with\r
+  the normalmap to simulate a nonplanar water surface.\r
+- dp_water <reflectmin> <reflectmax> <refractdistort> <reflectdistort> <refractr> <refractg> <refractb> <reflectr> <reflectg> <reflectb> <alpha>\r
+  This combines the effects of dp_reflect and dp_refract to simulate a water\r
+  surface. However, the refraction and the reflection are mixed using a Fresnel\r
+  equation that makes the amount of reflection slide from reflectmin when\r
+  looking parallel to the water to reflectmax when looking directly into the\r
+  water. The result of this reflection/refraction mix is then layered BELOW the\r
+  texture of the shader, so basically, it "fills up" the alpha values of the\r
+  water. The alpha value is a multiplicator for the alpha value on the texture\r
+  - set this to a small value like 0.1 to emphasize the reflection and make\r
+  the water transparent; but if r_water is 0, alpha isn't used, so the water can\r
+  be very visible then too.\r
+\r
diff --git a/Docs/nexuiz.game b/Docs/nexuiz.game
new file mode 100644 (file)
index 0000000..9346e8d
--- /dev/null
@@ -0,0 +1,12 @@
+<?xml version="1.0" encoding="iso-8859-1" standalone="yes"?>\r
+<game\r
+  name="Nexuiz"\r
+  basegame="data"\r
+  enginepath="/home/havoc/nexuizsvn/trunk"\r
+  engine="nexuiz-linux-sdl"\r
+  gametools="/home/havoc/ZeroRadiant/install/games"\r
+  gamename="nexuiz"\r
+  prefix=".nexuiz"\r
+  shaderpath="scripts/"\r
+  default_scale="0.5"\r
+/>\r
diff --git a/Docs/say-esc.html b/Docs/say-esc.html
new file mode 100644 (file)
index 0000000..64f15af
--- /dev/null
@@ -0,0 +1,134 @@
+<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"\r
+        "http://www.w3.org/TR/2000/REC-xhtml1-20000126/DTD/xhtml1-transitional.dtd">\r
+<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">\r
+<head>\r
+<meta http-equiv="content-type" content="text/html; charset=utf-8" />\r
+<meta name="author" content="Tyler Mulligan of www.detrition.net a.k.a -z- of www.nexuizninjaz.com" />\r
+<meta name="Description" content="Nexuiz is a free open-source fast paced first person shooter (FPS) that runs on Windows, Linux and OSX.  Nexuiz utilizes the darkplaces engine modeled after the Quake series." />\r
+<meta name="Keywords" content="Nexuiz, Nexiuz, first person shooter, darkplaces, open-source game, open source game, free game, linux game, deathmatch, death match, ctf, quake, alientrap, alien trap, ninjaz" />\r
+<title>Nexuiz - A free open-source fast paced first person shooter (FPS) for Windows, Linux and OSX</title>\r
+<link rel="stylesheet" href="htmlfiles/style.css" type="text/css"></link>\r
+<link rel="shortcut icon" href="favicon.ico"></link>\r
+</head>\r
+<body>\r
+<div id="container">\r
+       <div id="left">\r
+               <div id="logo">\r
+\r
+                       <a href="http://www.nexuiz.com" title="Nexuiz - Simple, fast, intense and completely free"><img src="htmlfiles/img/nexuiz_logo.jpg" alt="Nexuiz is a free open-source fast paced first person shooter that runs on Windows, Linux and OSX." width="201" height="193" border="0" title="Nexuiz is a free open-source fast paced first person shooter that runs on Windows, Linux and OSX." /></a>\r
+               </div>\r
+               <!-- Sidebar -->\r
+         <div id="sidebar">\r
+                       <a href="news.php" title="Latest Nexuiz News"><img src="htmlfiles/img/headers/latest_news.gif" alt="Latest News" width="168" height="16" border="0" class="imgHeader" style="margin-top:0;" title="Latest Nexuiz News" /></a>\r
+                       <div id="news">\r
+                         <div class="newsPost">\r
+                                               <h1><a href="http://nexuiz.com/news.php" title="Two Nexuiz 1v1 Tourneys">nexuiz.com/news - for nexuiz news updates</a></h1>\r
+                         </div>\r
+               </div>\r
+                       <!-- Downloads -->\r
+                       <a href="downloads.php" title="Nexuiz Downloads (Game, Maps)"><img src="htmlfiles/img/headers/downloads.gif" alt="Downloads" width="145" height="15" border="0" class="imgHeader" title="Downloads" /></a>\r
+                       <a id="download_nexuiz" href="http://www.sourceforge.net/projects/nexuiz/" title="Download Nexuiz from Source Forge - Left Click">&nbsp;</a>\r
+                       <!--<a id="download_q3_mappack" href="http://downloads.sourceforge.net/nexuiz/nexmappack_r2.zip" title="Download Nexuiz Q3 Mappack from Source\r
+                       Forge - Left Click">&nbsp;</a>-->\r
+                       <h2 class="page"><a href="http://nexuiz.comdownloads.php" title="Nexuiz Download Mirrors">Mirrors -&gt;</a></h2>\r
+                       <!-- Help Wanted -->\r
+\r
+                       <img src="htmlfiles/img/headers/help_wanted.gif" alt="Help Wanted" width="165" height="15" class="imgHeader" title="Help Wanted" />                     \r
+                       <form action="https://www.paypal.com/cgi-bin/webscr" method="post" name="donate_form"> <input name="cmd" value="_s-xclick" type="hidden" />\r
+                       <a id="donate" href="javascript:document.donate_form.submit();" title="Help The Aliens, Please Donate">&nbsp;</a>\r
+                       <noscript>\r
+                               <!-- It not an elegant solution but I don't expect many users to arrive with JS turned off -->\r
+                               <input name="submit" type="image" src="htmlfiles/img/donate_button_noscript.jpg" alt="Help this project - Donate to the aliens" width="166" height="43" /> \r
+                       </noscript>\r
+                       <h2 class="page"><a href="http://nexuiz.com/donators.php" title="Those who have donated to Nexuiz">Donators -&gt;</a></h2>\r
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+                       \r
+                 <!-- Created By -->\r
+                 <img src="htmlfiles/img/headers/created_by.gif" alt="Created By" width="145" height="15" class="imgHeader" title="Created By" />\r
+\r
+         <a id="alien_trap" href="http://www.alientrap.org" title="Developed by Alien Trap" target="_blank">&nbsp;</a>   </div>\r
+               <!-- end sidebar -->    </div><!-- end left -->\r
+       <div id="right">\r
+               <div id="header">\r
+                       <a href="http://nexuiz.com" title="Nexuiz - Simple, fast, intense and completely free"><img src="htmlfiles/img/nexuiz_header.jpg" alt="Nexuiz is a free open-source fast paced first person shooter that runs on Windows, Linux and OSX." width="766" height="107" border="0" title="Nexuiz - Simple, fast, intense and completely free" /></a>\r
+               </div>\r
+               <div id="menu">\r
+                       <ul>\r
+\r
+                               <li class="first"><a href="../readme.html" title="Nexuiz - Latest News">About </a></li>\r
+                               <li><a href="basics.html" title="Nexuiz - Media (Screenshots, videos and graphics)">Nexuiz Basics</a></li>\r
+                               <li><a href="say-esc.html" title="Nexuiz Information  (General, System Requirements)">Say Escapes</a></li>\r
+                               <li><a href="irc.html" title="Nexuiz - Downloads (Game, Maps)">IRC</a></li>\r
+                               <li><a href="faq.html" title="Official Nexuiz FAQ">FAQ</a></li>\r
+                               <li class="first"></li>\r
+                               <li class="first"></li>\r
+                               <li class="first"></li>\r
+                               <li class="first"></li>\r
+                 </ul>         </div>\r
+               <p id="tagline">Nexuiz is a <b>free</b> open-source first person shooter that runs on <b>Windows</b>, <b>Linux</b> and <b>OSX</b>.</p>\r
+         <div id="content">\r
+                 <p>In a message you &quot;say&quot;, you can use the following escapes: </p>\r
+                 <ul>\r
+                   <li>%% literal percent sign</li>\r
+           <li>%a current armor value </li>\r
+           <li>%h current health </li>\r
+           <li>%w current weapon </li>\r
+           <li>%W current ammo type </li>\r
+           <li>%s current speed on XY axes</li>\r
+           <li>%S current speed on XYZ axes</li>\r
+           <li>%v accuracy stats of currently held weapon</li>\r
+           <li>%x name of entity pointed at </li>\r
+           <li>%p name of player you look at </li>\r
+           <li>%l current location</li>\r
+           <li>%y location pointed at </li>\r
+           <li>%d location last died at </li>\r
+           </ul>\r
+                 <p>The latter three need location data or use nearby weapons instead. Location data are entities of type target_location with a netname that replaces the escape. </p>\r
+                 <p>The location entity for a point is chosen by the following algorithm: </p>\r
+                 <p>&nbsp; </p>\r
+                 <ul>\r
+                   <li>- the closest four entities are found </li>\r
+           <li>- of these, the first one which is actually VISIBLE to the point is chosen </li>\r
+           <li>- if there is no line of sight from the point to any of the four location </li>\r
+           <li>entities, the closest one is chosen </li>\r
+           <li> </li>\r
+           </ul>\r
+                 <p>Of course you can use these escapes in key bindings and aliases; examples:</p>\r
+                 <ul>\r
+                   <li>alias asay_ctf_flagcarrier &quot;say_team flag carrier at %y&quot; </li>\r
+           <li>alias asay_ctf_haveflag &quot;say_team (%l) have the flag&quot; </li>\r
+           <li>alias asay_willgo &quot;say_team will go to %y&quot; </li>\r
+           <li>alias asay_support &quot;say_team (%l) need help, %h%%&quot; </li>\r
+           <li>alias asay_killed &quot;say_team got killed at %d&quot; </li>\r
+           <li>alias asay_noammo &quot;say_team (%l) need %W for %w&quot; </li>\r
+           <li>alias asay_drop &quot;say_team (%l) dropped %w ; impulse 17&quot; </li>\r
+           </ul>\r
+                 <p>&nbsp; </p>\r
+                 <p><br style="clear:left" />\r
+        </p>\r
+         </div>\r
+         <!-- end content -->\r
+               <div id="footer">\r
+                       <p id="ninja"><a href="http://www.detrition.net" title="Tyler Mulligan's Working Portfolio" target="_blank">page created by</a> <a href="http://www.nexuizninjaz.com" title="Nexuiz Ninjaz - Practicing the ninja arts of Nexuiz" target="_blank">a ninja</a></p>\r
+                       <ul>\r
+\r
+                               <li class="first"><a href="http://alientrap.org/nexuiz/news.php" title="Nexuiz - Latest News">News</a></li>\r
+                               <li><a href="http://alientrap.org/nexuiz/media.php" title="Nexuiz - Media (Screenshots, videos and graphics)">Media</a></li>\r
+                               <li><a href="http://alientrap.org/nexuiz/information.php" title="Nexuiz Information  (General, System Requirements)">Info</a></li>\r
+                               <li><a href="http://alientrap.org/nexuiz/team.php" title="The Nexuiz Team">Team</a></li>\r
+                               <li><a href="http://alientrap.org/nexuiz/links.php" title="Nexuiz Links">Links</a></li>\r
+                               <li><a href="http://alientrap.org/forum/index.php?c=3" title="Official Nexuiz Forums" target="_blank">Forums</a></li>\r
+                               <li><a href="http://planetnexuiz.com/ladder/" title="Nexuiz Ladder" target="_blank">Ladder</a></li>\r
+                               <li><a href="http://planetnexuiz.com/tourney/" title="Nexuiz Tournaments" target="_blank">Tournament</a></li>\r
+                               <li class="first"></li>\r
+                 </ul>         </div><p class="subFooter">Come to the Nexuiz IRC channel: <a href="irc://irc.quakenet.org/nexuiz" title="#nexuiz on irc.quakenet.org">#nexuiz on irc.quakenet.org</a> or the team channel: <a href="irc://irc.anynet.org/alientrap" title="#alientrap on irc.anynet.org">#alientrap on irc.anynet.org</a></p>\r
+\r
+               <div id="valid">\r
+                       <a id="valid_css" href="http://jigsaw.w3.org/css-validator/validator?uri=http%3A%2F%2Falientrap.org%2Fnexuiz%2Findex.php">&nbsp;</a>\r
+                       <a id="valid_xhtml" href="http://validator.w3.org/check?uri=http%3A%2F%2Falientrap.org%2Fnexuiz%2Findex.php">&nbsp;</a>\r
+                       <p>&copy; 2004-2008 Nexuiz.com</p>\r
+               </div>\r
+       </div><!-- end right -->\r
+</div>\r
+</body>\r
+</html>\r
diff --git a/Docs/scorelog.txt b/Docs/scorelog.txt
new file mode 100644 (file)
index 0000000..b894bd6
--- /dev/null
@@ -0,0 +1,44 @@
+cvars:\r
+______________\r
+\r
+   sv_logscores_console                print scores to serverconsole after each match (default: 0, set to 1 to enable)\r
+   sv_logscores_file           print scores to a file after each match (default: 0)\r
+   sv_logscores_filename       filename of the output file if sv_logscores_file is enabled (default: "scores.log",\r
+                                 the file will be stored in Nexuiz/data/data or ~/.nexuiz/data/data)\r
+   sv_logscores_bots           choose whether bot are included in stats or not (default: 0)\r
+\r
+\r
+commands:\r
+______________\r
+\r
+   printstats                  print current scores to file/console (requires sv_logscores_console and/or \r
+                                 sv_logscores_file to be enabled)\r
+\r
+\r
+log format:\r
+______________\r
+\r
+example:\r
+   \r
+   :scores:dm_nexdm01:131\r
+   :player:1:7:129:1:GrooveMachine\r
+   :player:1:4:129:1:DanceWithMe\r
+   :player:10:1:130:3:Player\r
+   :end\r
+   \r
+   start of a new section:     :scores:<gametype>_<mapname>:<map runtime>              (if the dump was triggered\r
+                                  by "printstats", the line starts with :status:)\r
+   player entry:               :player:<frags>:<deaths>:<playtime>:<team>:<nickname>   (playername might contain ":",\r
+                                  so be sure your parser doesn't split them, playtime is messured in seconds)\r
+   section end:                        :end\r
+\r
+team colors:\r
+   Red Team    =  5\r
+   Blue Team   = 14\r
+   Yellow Team = 13\r
+   Pink Team   = 10\r
+\r
+   other team numbers may appear in free for all games\r
+\r
+   for an example parser (written in php, thanks to tChr) have a look at:\r
+      http://excalibur.nvg.ntnu.no/nexuiz/statsparser\r
diff --git a/Docs/tuba.png b/Docs/tuba.png
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diff --git a/changes-since-last-release b/changes-since-last-release
new file mode 100644 (file)
index 0000000..696da47
--- /dev/null
@@ -0,0 +1,217 @@
+CHANGES since 2.4.2 to r6387:
+compat-q3a: switch crylink/hagar, as crylink is closer to BFG and hagar is closer to Plasmagun
+engine: add a half-baked "commandmode" (currently it has, like messagemode, no history, no line editing)
+engine: added blend and orientation commands for effectinfo.txt (overrides the defaults chosen by the particle type)
+engine: added cvar sv_gameplayfix_gravityunaffectedbyticrate - off by default
+engine: added shader keywords dpshadow and dpnoshadow (no parameters), these modify the shadowing properties of a mesh, regardless of its other properties
+engine: allow cl_maxfps and cl_maxidlefps to be 0, meaning unlimited (like in many QW clients)
+engine: Blub's "deflate" extension to the download system. Currently only provides csprogs.dat in deflated form. Compatible in both directions, compression is only done if both client and server use this new code.
+engine: capturing to ogg/theora video (cl_capturevideo_ogg; requires theora and vorbisenc dlls), ogg and avi capturing are now modules in the engine
+engine: cl_demo_mousegrab
+engine: csqc can get bone infos
+engine: cvarlist now accepts wildcards
+engine: demo recording: stuff csprogs.dat files into .dem files so demos can always be played back
+engine: disable DGA mouse by default
+engine: effectinfo: add "stretchfactor"
+engine: fix a possible bug with zym model animation (this looks like a typo, and fixing it makes the shotgun anim in nexuiz appear more consistent)
+engine: fix bugs with q1bsp/hlbsp rotating submodels
+engine: fixed crash with ATI drivers on shutdown or vid_restart
+engine: fixed pointsound in csqc
+engine: fixed several collision bug regarding non solid players
+engine: fix memory corruption when using trailparticles with an effect that has a dlight
+engine: get rid of skinframe loading spam on dedicated servers
+engine: if in menu, make con_closeontoggleconsole.integer also enable the toggleconsole key
+engine: implemented occlusion query support on corona rendering, this enables coronas to fade according to the percentage of occluded pixels around the light origin, giving a more realistic corona behavior
+engine: implemented zpass shadowing, not used yet
+engine: model_brush: use the same tesselation number for patches in the same LOD group (q3map2 writes the same mins/maxs for any patch inside a LOD group, and this fact is used for identifying LOD groups)
+engine: mod_q3bsp_nolightmaps: do not load lightmaps, use the bad q3map2-written vertex lighting instead (you have been warned). Mostly useful for maps with HUUUUGE lightmaps on low-end systems.
+engine: new command by terrencehill: "status 1" and "status 2" as alternate, more readable status displays. "status" unchanged.
+engine: new tcmod: "tcmod page <width> <height> <time>", as poor man's animmap alternative (stores all frames in ONE image in a <width>x<height> grid, and switches to the next frame every <time> seconds)
+engine: open client sockets before video starts, so that the Windows Firewall prompt will occur before video starts (it tends to screw up graphics contexts otherwise)
+engine: Q3BSP: only generate the shadow mesh if on a client. Skip that part on the dedicated server. Reduces load time and memory usage on a dedicated server.
+engine: Q3's EF_TELEPORT_BIT added, to skip interpolation for a frame
+engine: r_shadows 2: cast shadows always DOWN, ignore level lighting
+engine: r_showsurfaces 3 "eeepc mode"
+engine: showtopspeed variable added
+engine: snd_spatialization_control: earphone friendly mode, reduces spatialization for distant objects
+engine: sv_status_privacy", "0", "do not show IP addresses in 'status' replies to clients
+engine: vid_netwmfullscreen, optional fullscreen mode for linux/glx allowing to alt-tab away from the game
+game: airshot announcer for midair hits with the mortar
+game: all projectiles and their effects are clientside now, massive bandwidth reduction
+game: alternate HUD is now default
+game: antilag improved
+game: assault bugfixed
+game: ballistics for bullets (but antilagged by default), that is all bullet guns (shotgun, machinegun, campingrifle) are affected by gravity and can pierce walls and players up to a certain thickness depending on gun)
+game: better visual hint for unbalanced teams
+game: bots can do bunnyhopping now
+game: carrying strength and shield has less of a performance impact now
+game: cl_gentle, clientside gib replacement for general audiences
+game: cmd maplist improved
+game: colors improved (TODO credit sev in nexuiz-credits.txt!)
+game: command allready
+game: command "cmd records"
+game: command lockteams, unlockteams
+game: command movetoteam_red, ...
+game: command nospectators
+game: command records
+game: command vlogin must be used instead of vdo login now
+game: command weapbest
+game: crylink tweaked (bounce does half damage, damage lowered, primary consumes 2 cells)
+game: ctf capture records now can only be made on an otherwise empty server, prevents "assisted" records
+game: ctf flag touching when dead bug fixed
+game: ctf scoring now uses flags, not frags (added several scoring options and configs)
+game: custom weapon priorities for bots
+game: cvar cl_casings
+game: cvar cl_showpressedkeys
+game: cvar cl_weaponpriority* (up to 10 custom weapon orders can be bound to a key)
+game: cvar cl_weaponpriority_useforcycling (uses the menu set weapon priority for the normal next/prev commands)
+game: cvar g_balance_ctf_damageforcescale
+game: cvar g_balance_electro_combo_speed (secondary balls explode delayed, in a kind of chain reaction)
+game: cvar g_bloodloss - a new pointless mutator ;)
+game: cvar g_bugrigs*
+game: cvar g_ctf_allow_drop
+game: cvar g_ctf_fullbrightflags
+game: cvar g_ctf_ignore_frags
+game: cvar g_domination_point_fullbright
+game: cvar g_instagib REMOVED (use arena mutator with minstanex)
+game: cvar g_jump_grunt
+game: cvar g_maxplayers (allows to create spectator slots)
+game: cvar g_pickup_respawntime*
+game: cvar g_pinata
+game: cvar g_showweaponspawns (shows the location of guns on the maps if trying to switch to a gun that is not carried)
+game: cvar g_spawn_furthest
+game: cvar g_spawnpoints_auto_move_out_of_solid
+game: cvar g_spawnshield_time automatically disables itself when shooting
+game: cvar g_start_delay
+game: cvar g_touchexplode
+game: cvar g_warmup
+game: cvar g_weaponreplace_*
+game: cvar sv_clones
+game: cvar sv_gentle
+game: cvar sv_maxidle
+game: cvar sv_ready_restart_after_countdown
+game: cvar sv_ready_restart_nag
+game: cvar sv_ready_restart_repeatable
+game: cvar sv_vote_stop, the amount of time till one can vote again after stopping ones own vote
+game: cvar teamplay_lockonrestart
+game: cvar timelimit_overtime, timelimit_overtimes, timelimit_suddendeath (timelimit_maxovertime removed)
+game: fix a server crash exploit
+game: fix flag falling through bunker
+game: fix q3skoredm1
+game: fix some memory leaks
+game: free camera for demo playback
+game: friendly fire slightly added now
+game: handle sv_foginterval on the client now
+game: headshot announcer for the camping rifle
+game: hook attaches to moving objects
+game: hook can pull players (but detaches when that player shoots you)
+game: hook detaches when teleporting
+game: hook is no longer "seta"
+game: hook jitter-less (full client side drawing)
+game: hook sky-attach bug fixed
+game: hook weapon consumes cell ammo
+game: improved bot ai: teamworking, items rating, weapon combos, swimming, basic handling of ladders, better handling of jumpads, better detection of dangers, recognition of doors
+game: improved weapon system, new weapons Port-O-Launch, MinstaNex, On-hand hook, TAG Seeker, HLAC, Camping Rifle; now up to 24 weapons supported
+game: IP ban syncing support (servers can share a ban list, can be used as a kind of global IP ban system)
+game: item respawn: 20s for 50health and 25armor
+game: jetpack (g_jetpack, or entities item_jetpack, item_fuel, item_fuel_regen)
+game: kick banned players also when they try to talk
+game: lemmings countdown ('kill' and switching teams is no longer instant)
+game: log can get :time: events
+game: lots of weapon content changes, new models, new animations etc.. (shot origins)
+game: map voting: map preview images to help identify the maps
+game: map voting: nodetail 1 as default (does not show what others voted for)
+game: more crosshairs added
+game: more different death types
+game: new dom points by ai
+game: new music track by meoblast001 (TODO nexuiz-credits.txt)
+game: new particle effects
+game: new tokenizer fixing weirdly split kick reasons/vote commands
+game: new weapon and player sounds
+game: optimize bot waypoint loading
+game: performance improved (fteqcc -O3)
+game: race game type (see Docs/basics.html for more details)
+game: ready now toggles the ready state
+game: rocket launcher detonation fixed when button was pressed only for a very short time
+game: scoreboard much improved
+game: scores per-team
+game: show the WelcomeMessage only on join for welcome_message_time seconds or when +show_info is pressed because many people did not know you can make this msg disappear with +zoom. add a line telling specs and observers about +show_info in the upper right
+game: some voice command samples are used along with team messages
+game: sounds: model specific player sounds
+game: sv_foginterval
+game: teamkill and typekill complaints and sounds
+game: team radar (sv_cmd bbox, sv_cmd radarmap commands to create/debug it!)
+game: texturecompression for lightmaps off (workaround for OS X bug)
+game: timeout/in feature
+game: turrets
+game: vote call is now possible for server admins too
+game: weapons rebalanced according to frag statistics
+game: zoom unlagged, detect zoom scripts (for spectating/demos)
+game: bots ai: added support for onslaught, complete rewrite of ctf ai, basic jetpack support, other minor fixes and improvements
+game: file based bots configuration
+game: bot scripting engine
+game: weapon accuracy stats (enable with +showaccuracy)
+map: aggressor supports keyhunt
+map: all maps recompiled, now with external lightmaps which look way better
+map: new maps accident, desertfactory, racetrack
+mapping: added egyptsoc textures
+mapping: allow mins/maxs specification for brush entities instead of models (as alternative)
+mapping: armor_big (50 armor)
+mapping: automatic shader generator script
+mapping: entities.def updated
+mapping: entity func_breakable
+mapping: entity func_door: make DOOR_NOT_LINK work
+mapping: entity func_door_rotating
+mapping: entity func_pointparticles
+mapping: entity func_sparks
+mapping: entity func_train now supports -1 wait on path_corner, making it NOT wait
+mapping: entity info_null now removes itself (as it should); this DOES break some maps that need fixing now
+mapping: entity info_player_start now triggers other entities when someone spawns
+mapping: entity misc_follow
+mapping: entity misc_gamemodel, func_illusionary replacing misc_models
+mapping: entity misc_laser changed and improved
+mapping: entity target_spawn (BEWARE OF THE)
+mapping: entity trigger_flipflop, trigger_monoflip, trigger_multivibrator
+mapping: entity trigger_heal
+mapping: entity trigger_hurt now can set a message2 as death message for push-kills
+mapping: entity trigger_items
+mapping: field nottargeted overrides targetname checks in e.g. func_door (so it can be used for misc_follow without needing an extra trigger)
+mapping: field team on items, and cnt as weight
+mapping: filtering by gametype: "gametypefilter" "+ctf,kh"
+mapping: LOD for misc_models and similar entities
+mapping: mapname.cfg is deprecated. Use clientsettemp_for_type and cdtrack in mapname.mapinfo
+mapping: randomizing origin, angle or angles fields: "originjitter", "anglejitter", "anglesjitter" fields
+mapping: target2, target3, target4 as extra target fields
+mapping: team field in trigger_teleport and trigger_push
+mapping: triggers now MUST be common/trigger; their exact shape now works (no longer their bbox)
+mapping: turrets
+mapping: zeroradiant support, bugfix patchset updated
+map: reslimed: less distracting fog
+map: some more TDM map settings
+map: starship and silvercity: no CTF
+media: new weapon system (see cl_weaponsystem.qc comment about model formats)
+menu: blueplastic skin
+menu: channel mixer
+menu: cvar list editor
+menu: demo browser
+menu: game type in server browser
+menu: input box margin now in chars, not percent
+menu: more settings
+menu: mouse fixed in -game pro (now havoc)
+menu: multicampaign is back
+menu: new playermodel previews (sev)
+menu: play button in map info
+menu: server favorites
+menu: server info
+menuskins: big buttons as extra graphics
+menuskins: COLOR_SCROLLBAR_C
+menu: skin selector
+menuskins: HEIGHT_DIALOGBORDER
+menu: weapon priority dialog
+menu: wicked skins (7 different)
+misc: +exec benchmark.cfg
+misc: new color codes ^xRGB
+models: new flag model
+models: specop now knows that she is female
+rcon2irc: disconnect fix
+rcon2irc: irc_trigger
diff --git a/gpl.txt b/gpl.txt
new file mode 100755 (executable)
index 0000000..5b6e7c6
--- /dev/null
+++ b/gpl.txt
@@ -0,0 +1,340 @@
+                   GNU GENERAL PUBLIC LICENSE
+                      Version 2, June 1991
+
+ Copyright (C) 1989, 1991 Free Software Foundation, Inc.
+                       59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
+ Everyone is permitted to copy and distribute verbatim copies
+ of this license document, but changing it is not allowed.
+
+                           Preamble
+
+  The licenses for most software are designed to take away your
+freedom to share and change it.  By contrast, the GNU General Public
+License is intended to guarantee your freedom to share and change free
+software--to make sure the software is free for all its users.  This
+General Public License applies to most of the Free Software
+Foundation's software and to any other program whose authors commit to
+using it.  (Some other Free Software Foundation software is covered by
+the GNU Library General Public License instead.)  You can apply it to
+your programs, too.
+
+  When we speak of free software, we are referring to freedom, not
+price.  Our General Public Licenses are designed to make sure that you
+have the freedom to distribute copies of free software (and charge for
+this service if you wish), that you receive source code or can get it
+if you want it, that you can change the software or use pieces of it
+in new free programs; and that you know you can do these things.
+
+  To protect your rights, we need to make restrictions that forbid
+anyone to deny you these rights or to ask you to surrender the rights.
+These restrictions translate to certain responsibilities for you if you
+distribute copies of the software, or if you modify it.
+
+  For example, if you distribute copies of such a program, whether
+gratis or for a fee, you must give the recipients all the rights that
+you have.  You must make sure that they, too, receive or can get the
+source code.  And you must show them these terms so they know their
+rights.
+
+  We protect your rights with two steps: (1) copyright the software, and
+(2) offer you this license which gives you legal permission to copy,
+distribute and/or modify the software.
+
+  Also, for each author's protection and ours, we want to make certain
+that everyone understands that there is no warranty for this free
+software.  If the software is modified by someone else and passed on, we
+want its recipients to know that what they have is not the original, so
+that any problems introduced by others will not reflect on the original
+authors' reputations.
+
+  Finally, any free program is threatened constantly by software
+patents.  We wish to avoid the danger that redistributors of a free
+program will individually obtain patent licenses, in effect making the
+program proprietary.  To prevent this, we have made it clear that any
+patent must be licensed for everyone's free use or not licensed at all.
+
+  The precise terms and conditions for copying, distribution and
+modification follow.
+\f
+                   GNU GENERAL PUBLIC LICENSE
+   TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
+
+  0. This License applies to any program or other work which contains
+a notice placed by the copyright holder saying it may be distributed
+under the terms of this General Public License.  The "Program", below,
+refers to any such program or work, and a "work based on the Program"
+means either the Program or any derivative work under copyright law:
+that is to say, a work containing the Program or a portion of it,
+either verbatim or with modifications and/or translated into another
+language.  (Hereinafter, translation is included without limitation in
+the term "modification".)  Each licensee is addressed as "you".
+
+Activities other than copying, distribution and modification are not
+covered by this License; they are outside its scope.  The act of
+running the Program is not restricted, and the output from the Program
+is covered only if its contents constitute a work based on the
+Program (independent of having been made by running the Program).
+Whether that is true depends on what the Program does.
+
+  1. You may copy and distribute verbatim copies of the Program's
+source code as you receive it, in any medium, provided that you
+conspicuously and appropriately publish on each copy an appropriate
+copyright notice and disclaimer of warranty; keep intact all the
+notices that refer to this License and to the absence of any warranty;
+and give any other recipients of the Program a copy of this License
+along with the Program.
+
+You may charge a fee for the physical act of transferring a copy, and
+you may at your option offer warranty protection in exchange for a fee.
+
+  2. You may modify your copy or copies of the Program or any portion
+of it, thus forming a work based on the Program, and copy and
+distribute such modifications or work under the terms of Section 1
+above, provided that you also meet all of these conditions:
+
+    a) You must cause the modified files to carry prominent notices
+    stating that you changed the files and the date of any change.
+
+    b) You must cause any work that you distribute or publish, that in
+    whole or in part contains or is derived from the Program or any
+    part thereof, to be licensed as a whole at no charge to all third
+    parties under the terms of this License.
+
+    c) If the modified program normally reads commands interactively
+    when run, you must cause it, when started running for such
+    interactive use in the most ordinary way, to print or display an
+    announcement including an appropriate copyright notice and a
+    notice that there is no warranty (or else, saying that you provide
+    a warranty) and that users may redistribute the program under
+    these conditions, and telling the user how to view a copy of this
+    License.  (Exception: if the Program itself is interactive but
+    does not normally print such an announcement, your work based on
+    the Program is not required to print an announcement.)
+\f
+These requirements apply to the modified work as a whole.  If
+identifiable sections of that work are not derived from the Program,
+and can be reasonably considered independent and separate works in
+themselves, then this License, and its terms, do not apply to those
+sections when you distribute them as separate works.  But when you
+distribute the same sections as part of a whole which is a work based
+on the Program, the distribution of the whole must be on the terms of
+this License, whose permissions for other licensees extend to the
+entire whole, and thus to each and every part regardless of who wrote it.
+
+Thus, it is not the intent of this section to claim rights or contest
+your rights to work written entirely by you; rather, the intent is to
+exercise the right to control the distribution of derivative or
+collective works based on the Program.
+
+In addition, mere aggregation of another work not based on the Program
+with the Program (or with a work based on the Program) on a volume of
+a storage or distribution medium does not bring the other work under
+the scope of this License.
+
+  3. You may copy and distribute the Program (or a work based on it,
+under Section 2) in object code or executable form under the terms of
+Sections 1 and 2 above provided that you also do one of the following:
+
+    a) Accompany it with the complete corresponding machine-readable
+    source code, which must be distributed under the terms of Sections
+    1 and 2 above on a medium customarily used for software interchange; or,
+
+    b) Accompany it with a written offer, valid for at least three
+    years, to give any third party, for a charge no more than your
+    cost of physically performing source distribution, a complete
+    machine-readable copy of the corresponding source code, to be
+    distributed under the terms of Sections 1 and 2 above on a medium
+    customarily used for software interchange; or,
+
+    c) Accompany it with the information you received as to the offer
+    to distribute corresponding source code.  (This alternative is
+    allowed only for noncommercial distribution and only if you
+    received the program in object code or executable form with such
+    an offer, in accord with Subsection b above.)
+
+The source code for a work means the preferred form of the work for
+making modifications to it.  For an executable work, complete source
+code means all the source code for all modules it contains, plus any
+associated interface definition files, plus the scripts used to
+control compilation and installation of the executable.  However, as a
+special exception, the source code distributed need not include
+anything that is normally distributed (in either source or binary
+form) with the major components (compiler, kernel, and so on) of the
+operating system on which the executable runs, unless that component
+itself accompanies the executable.
+
+If distribution of executable or object code is made by offering
+access to copy from a designated place, then offering equivalent
+access to copy the source code from the same place counts as
+distribution of the source code, even though third parties are not
+compelled to copy the source along with the object code.
+\f
+  4. You may not copy, modify, sublicense, or distribute the Program
+except as expressly provided under this License.  Any attempt
+otherwise to copy, modify, sublicense or distribute the Program is
+void, and will automatically terminate your rights under this License.
+However, parties who have received copies, or rights, from you under
+this License will not have their licenses terminated so long as such
+parties remain in full compliance.
+
+  5. You are not required to accept this License, since you have not
+signed it.  However, nothing else grants you permission to modify or
+distribute the Program or its derivative works.  These actions are
+prohibited by law if you do not accept this License.  Therefore, by
+modifying or distributing the Program (or any work based on the
+Program), you indicate your acceptance of this License to do so, and
+all its terms and conditions for copying, distributing or modifying
+the Program or works based on it.
+
+  6. Each time you redistribute the Program (or any work based on the
+Program), the recipient automatically receives a license from the
+original licensor to copy, distribute or modify the Program subject to
+these terms and conditions.  You may not impose any further
+restrictions on the recipients' exercise of the rights granted herein.
+You are not responsible for enforcing compliance by third parties to
+this License.
+
+  7. If, as a consequence of a court judgment or allegation of patent
+infringement or for any other reason (not limited to patent issues),
+conditions are imposed on you (whether by court order, agreement or
+otherwise) that contradict the conditions of this License, they do not
+excuse you from the conditions of this License.  If you cannot
+distribute so as to satisfy simultaneously your obligations under this
+License and any other pertinent obligations, then as a consequence you
+may not distribute the Program at all.  For example, if a patent
+license would not permit royalty-free redistribution of the Program by
+all those who receive copies directly or indirectly through you, then
+the only way you could satisfy both it and this License would be to
+refrain entirely from distribution of the Program.
+
+If any portion of this section is held invalid or unenforceable under
+any particular circumstance, the balance of the section is intended to
+apply and the section as a whole is intended to apply in other
+circumstances.
+
+It is not the purpose of this section to induce you to infringe any
+patents or other property right claims or to contest validity of any
+such claims; this section has the sole purpose of protecting the
+integrity of the free software distribution system, which is
+implemented by public license practices.  Many people have made
+generous contributions to the wide range of software distributed
+through that system in reliance on consistent application of that
+system; it is up to the author/donor to decide if he or she is willing
+to distribute software through any other system and a licensee cannot
+impose that choice.
+
+This section is intended to make thoroughly clear what is believed to
+be a consequence of the rest of this License.
+\f
+  8. If the distribution and/or use of the Program is restricted in
+certain countries either by patents or by copyrighted interfaces, the
+original copyright holder who places the Program under this License
+may add an explicit geographical distribution limitation excluding
+those countries, so that distribution is permitted only in or among
+countries not thus excluded.  In such case, this License incorporates
+the limitation as if written in the body of this License.
+
+  9. The Free Software Foundation may publish revised and/or new versions
+of the General Public License from time to time.  Such new versions will
+be similar in spirit to the present version, but may differ in detail to
+address new problems or concerns.
+
+Each version is given a distinguishing version number.  If the Program
+specifies a version number of this License which applies to it and "any
+later version", you have the option of following the terms and conditions
+either of that version or of any later version published by the Free
+Software Foundation.  If the Program does not specify a version number of
+this License, you may choose any version ever published by the Free Software
+Foundation.
+
+  10. If you wish to incorporate parts of the Program into other free
+programs whose distribution conditions are different, write to the author
+to ask for permission.  For software which is copyrighted by the Free
+Software Foundation, write to the Free Software Foundation; we sometimes
+make exceptions for this.  Our decision will be guided by the two goals
+of preserving the free status of all derivatives of our free software and
+of promoting the sharing and reuse of software generally.
+
+                           NO WARRANTY
+
+  11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
+FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW.  EXCEPT WHEN
+OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
+PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
+OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
+MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.  THE ENTIRE RISK AS
+TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU.  SHOULD THE
+PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
+REPAIR OR CORRECTION.
+
+  12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
+REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
+INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
+OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
+TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
+YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
+PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
+POSSIBILITY OF SUCH DAMAGES.
+
+                    END OF TERMS AND CONDITIONS
+\f
+           How to Apply These Terms to Your New Programs
+
+  If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+  To do so, attach the following notices to the program.  It is safest
+to attach them to the start of each source file to most effectively
+convey the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+    <one line to give the program's name and a brief idea of what it does.>
+    Copyright (C) <year>  <name of author>
+
+    This program 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.
+
+    This program 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 this program; if not, write to the Free Software
+    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
+
+
+Also add information on how to contact you by electronic and paper mail.
+
+If the program is interactive, make it output a short notice like this
+when it starts in an interactive mode:
+
+    Gnomovision version 69, Copyright (C) year name of author
+    Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+    This is free software, and you are welcome to redistribute it
+    under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License.  Of course, the commands you use may
+be called something other than `show w' and `show c'; they could even be
+mouse-clicks or menu items--whatever suits your program.
+
+You should also get your employer (if you work as a programmer) or your
+school, if any, to sign a "copyright disclaimer" for the program, if
+necessary.  Here is a sample; alter the names:
+
+  Yoyodyne, Inc., hereby disclaims all copyright interest in the program
+  `Gnomovision' (which makes passes at compilers) written by James Hacker.
+
+  <signature of Ty Coon>, 1 April 1989
+  Ty Coon, President of Vice
+
+This General Public License does not permit incorporating your program into
+proprietary programs.  If your program is a subroutine library, you may
+consider it more useful to permit linking proprietary applications with the
+library.  If this is what you want to do, use the GNU Library General
+Public License instead of this License.
diff --git a/havoc/default.cfg b/havoc/default.cfg
new file mode 100644 (file)
index 0000000..e87c29e
--- /dev/null
@@ -0,0 +1 @@
+exec defaultHavoc.cfg
diff --git a/misc/artwork/strength.svg b/misc/artwork/strength.svg
new file mode 100644 (file)
index 0000000..a937735
--- /dev/null
@@ -0,0 +1,11 @@
+<?xml version="1.0" encoding="UTF-8" standalone="no"?>
+<svg xmlns="http://www.w3.org/2000/svg" xml:space="preserve" width="800.00000px" height="800.00000px" style="shape-rendering:geometricPrecision; text-rendering:geometricPrecision; image-rendering:optimizeQuality; fill-rule:evenodd; clip-rule:evenodd" viewBox="0 0 8.5 11">
+ <defs>
+  <style type="text/css">
+    #nex-logo {fill:#000000}
+  </style>
+ </defs>
+ <g>
+  <path id="nex-logo" d="M2.72788 0.447937c0.177299,0.0096811 0.337701,0.0561457 0.393295,0.073563 0.267083,0.0836811 0.529291,0.174772 0.787957,0.262272 0.28674,0.0969961 0.532291,0.269654 0.628858,0.585705 0.0901811,0.360004 -0.0558858,0.639098 -0.0893858,0.81022l1.40719 -0.310941c0.206606,-0.0438071 0.568185,-0.154606 0.688213,-0.102413 0.527224,0.117831 0.99852,0.265697 1.44468,0.415976 0.185236,0.0700984 0.378744,0.147657 0.407528,0.216315 -0.00700394,0.112807 -0.0482244,0.26952 -0.0883819,0.430417l-0.923394 3.61046c-0.0442008,0.172839 -0.0928583,0.327858 -0.136417,0.47176 -0.295283,0.93702 -0.730976,1.76804 -1.2257,2.51009 -0.252083,0.380154 -0.592469,0.846988 -0.879461,1.11901 -0.202118,-0.365457 -0.400028,-0.73722 -0.577681,-1.13935 -0.0493622,-0.11174 -0.103228,-0.238083 -0.091189,-0.302535 0.0034685,-0.0034685 0.00694882,-0.00694882 0.0104173,-0.0104173 0.212969,0.0112283 0.377327,0.115827 0.494343,0.160803 0.11898,-0.109024 0.221949,-0.269075 0.322638,-0.410528 0.365917,-0.630516 0.549024,-1.34399 0.708972,-2.12128 0.0228465,-0.111024 0.0818346,-0.529898 0.104209,-0.643488 0.049437,-0.476114 0.0798346,-0.631358 0.12776,-1.06247 0.0659567,-0.54848 0.138799,-1.09027 0.204756,-1.63875l-2.57946 0.58326 -0.701654 2.18198c-0.0248465,0.0772756 -0.185917,0.46878 -0.227079,0.527142 -0.216906,0.422516 -0.463854,0.748634 -0.739083,1.06182 -0.226319,0.279992 -0.743043,0.715732 -0.93124,0.853272 -0.113736,0.083122 -0.251909,0.184433 -0.453524,0.311969 -0.27637,0.174823 -0.590232,0.358268 -0.695327,0.342268 -0.00255906,-0.0339488 0.140854,-0.192201 0.249,-0.306717 0.28348,-0.328858 0.531213,-0.664701 0.786331,-1.02241 0.243043,-0.385508 0.485055,-0.810681 0.684315,-1.25345 0.0692087,-0.153783 0.141449,-0.311858 0.195185,-0.47111 0.2275,-0.674209 0.375531,-1.34188 0.527516,-2.02997 -0.535862,-0.0389646 -1.28177,-0.242335 -1.84279,-0.447075 -0.209449,-0.0764331 -0.551205,-0.21 -0.624961,-0.311626 -0.0129921,-0.0167008 -0.00465354,-0.0369488 0.052252,-0.0708425 0.107933,-0.0579724 0.230878,-0.111551 0.374252,-0.157409 0.775185,-0.262071 1.57707,-0.448976 2.38758,-0.637031l0.15872 -0.814969c0.0267283,-0.13724 0.0221142,-0.33735 -0.0758661,-0.555386 -0.0587323,-0.161921 -0.181697,-0.334992 -0.309917,-0.566024 -0.0489291,-0.0990315 -0.0258268,-0.140327 0.0465472,-0.142118z" />
+ </g>
+</svg>
\ No newline at end of file
diff --git a/misc/buildfiles/brand/nexbrand.sh b/misc/buildfiles/brand/nexbrand.sh
new file mode 100755 (executable)
index 0000000..3d39060
--- /dev/null
@@ -0,0 +1,66 @@
+#!/bin/sh
+
+# usage: ./nexbrand.sh "2.0.1 RC 1" rc1
+#   writes "2.0.1 RC 1" on rc1.tga
+# NOTE: unfortunately requires X-server (otherwise file-tga-save won't work... no joke)
+
+# roughly based on Spencer Kimball's "Glowing Hot" effect, included with GIMP
+
+version=$1
+versiontag=$2
+
+gimp -i -b - <<EOF
+
+(define (nexuiz-brand-image img text size font)
+       (let*(
+                       (border (/ size 4))
+                       (text-layer (car (gimp-text-fontname img -1 0 0 text border TRUE size PIXELS font)))
+                       (grow (/ size 4))
+                       (feather1 (/ size 3))
+                       (feather2 (/ size 7))
+                       (feather3 (/ size 10))
+                       (width (car (gimp-drawable-width text-layer)))
+                       (height (car (gimp-drawable-height text-layer)))
+                       (posx (- (car (gimp-drawable-offsets text-layer))))
+                       (posy (- (cadr (gimp-drawable-offsets text-layer))))
+                       (glow-layer (car (gimp-layer-copy text-layer TRUE)))
+               )
+               (gimp-layer-resize text-layer width (+ 36 height) 0 0)
+               (gimp-image-resize img width (+ 36 height) 0 0)
+               (gimp-image-resize-to-layers img)
+               (gimp-image-add-layer img glow-layer 1)
+               (gimp-layer-translate glow-layer posx posy)
+               (gimp-selection-none img)
+               (gimp-layer-set-preserve-trans text-layer TRUE)
+               (gimp-context-set-background '(0 0 0))
+               (gimp-edit-fill text-layer BACKGROUND-FILL)
+               (gimp-selection-layer-alpha text-layer)
+               (gimp-selection-feather img feather1)
+               (gimp-context-set-background '(221 0 0))
+               (gimp-edit-fill glow-layer BACKGROUND-FILL)
+               (gimp-edit-fill glow-layer BACKGROUND-FILL)
+               (gimp-edit-fill glow-layer BACKGROUND-FILL)
+               (gimp-selection-layer-alpha text-layer)
+               (gimp-selection-feather img feather2)
+               (gimp-context-set-background '(232 217 18))
+               (gimp-edit-fill glow-layer BACKGROUND-FILL)
+               (gimp-edit-fill glow-layer BACKGROUND-FILL)
+               (gimp-selection-layer-alpha text-layer)
+               (gimp-selection-feather img feather3)
+               (gimp-context-set-background '(255 255 255))
+               (gimp-edit-fill glow-layer BACKGROUND-FILL)
+               (gimp-selection-none img)
+       )
+)
+
+(let*(
+               (img (car (gimp-image-new 256 256 RGB)))
+       )
+       (gimp-image-undo-disable img)
+       (nexuiz-brand-image img "$version" 24 "Bitstream Vera Sans Bold")
+       (gimp-image-merge-visible-layers img 1)
+       (file-tga-save RUN-NONINTERACTIVE img (car (gimp-image-active-drawable img)) "$versiontag.tga" "$versiontag.tga" 1 1)
+       (gimp-quit 0)
+)
+
+EOF
diff --git a/misc/buildfiles/brand/pre.tga b/misc/buildfiles/brand/pre.tga
new file mode 100644 (file)
index 0000000..2483e95
Binary files /dev/null and b/misc/buildfiles/brand/pre.tga differ
diff --git a/misc/buildfiles/brand/rc1.tga b/misc/buildfiles/brand/rc1.tga
new file mode 100644 (file)
index 0000000..c56a1c6
Binary files /dev/null and b/misc/buildfiles/brand/rc1.tga differ
diff --git a/misc/buildfiles/brand/rc2.tga b/misc/buildfiles/brand/rc2.tga
new file mode 100644 (file)
index 0000000..e56a363
Binary files /dev/null and b/misc/buildfiles/brand/rc2.tga differ
diff --git a/misc/buildfiles/brand/test.tga b/misc/buildfiles/brand/test.tga
new file mode 100644 (file)
index 0000000..c4d4ab3
Binary files /dev/null and b/misc/buildfiles/brand/test.tga differ
diff --git a/misc/buildfiles/copystrip/strip b/misc/buildfiles/copystrip/strip
new file mode 100755 (executable)
index 0000000..442fef5
--- /dev/null
@@ -0,0 +1,40 @@
+#!/bin/sh
+#THIS-IS-COPYSTRIP
+
+# locate original 'strip' utility
+
+stripfile=$1
+
+case "$COPYSTRIP_STRIP" in
+       */*)
+               echo >&2 "Using $COPYSTRIP_STRIP..."
+               cp "$stripfile" "$stripfile-withdebug"
+               exec "$COPYSTRIP_STRIP" "$stripfile"
+               ;;
+esac
+
+p=$PATH
+while [ -n "$p" ]; do
+       item=${p%%:*}/${COPYSTRIP_STRIP:-strip}
+       if [ -x "$item" ]; then
+               case "`sed -n 2p "$item"`" in
+                       \#THIS-IS-COPYSTRIP)
+                               echo >&2 "Found myself in $item"
+                               ;;
+                       *)
+                               echo >&2 "Using $item..."
+                               cp "$stripfile" "$stripfile-withdebug"
+                               exec "$item" "$stripfile"
+                               ;;
+               esac
+       fi
+       case "$p" in
+               *:*)
+                       p=${p#*:}
+                       ;;
+               *)
+                       echo >&2 "No strip found in PATH."
+                       exit 1
+                       ;;
+       esac
+done
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Headers b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Headers
new file mode 120000 (symlink)
index 0000000..a177d2a
--- /dev/null
@@ -0,0 +1 @@
+Versions/Current/Headers
\ No newline at end of file
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Resources b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Resources
new file mode 120000 (symlink)
index 0000000..953ee36
--- /dev/null
@@ -0,0 +1 @@
+Versions/Current/Resources
\ No newline at end of file
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/SDL b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/SDL
new file mode 120000 (symlink)
index 0000000..35e94c3
--- /dev/null
@@ -0,0 +1 @@
+Versions/Current/SDL
\ No newline at end of file
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL.h
new file mode 100644 (file)
index 0000000..60ac26c
--- /dev/null
@@ -0,0 +1,94 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+/* Main include header for the SDL library */
+
+#ifndef _SDL_H
+#define _SDL_H
+
+#include "SDL_main.h"
+#include "SDL_stdinc.h"
+#include "SDL_audio.h"
+#include "SDL_cdrom.h"
+#include "SDL_cpuinfo.h"
+#include "SDL_endian.h"
+#include "SDL_error.h"
+#include "SDL_events.h"
+#include "SDL_loadso.h"
+#include "SDL_mutex.h"
+#include "SDL_rwops.h"
+#include "SDL_thread.h"
+#include "SDL_timer.h"
+#include "SDL_video.h"
+#include "SDL_version.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* As of version 0.5, SDL is loaded dynamically into the application */
+
+/* These are the flags which may be passed to SDL_Init() -- you should
+   specify the subsystems which you will be using in your application.
+*/
+#define        SDL_INIT_TIMER          0x00000001
+#define SDL_INIT_AUDIO         0x00000010
+#define SDL_INIT_VIDEO         0x00000020
+#define SDL_INIT_CDROM         0x00000100
+#define SDL_INIT_JOYSTICK      0x00000200
+#define SDL_INIT_NOPARACHUTE   0x00100000      /* Don't catch fatal signals */
+#define SDL_INIT_EVENTTHREAD   0x01000000      /* Not supported on all OS's */
+#define SDL_INIT_EVERYTHING    0x0000FFFF
+
+/* This function loads the SDL dynamically linked library and initializes 
+ * the subsystems specified by 'flags' (and those satisfying dependencies)
+ * Unless the SDL_INIT_NOPARACHUTE flag is set, it will install cleanup
+ * signal handlers for some commonly ignored fatal signals (like SIGSEGV)
+ */
+extern DECLSPEC int SDLCALL SDL_Init(Uint32 flags);
+
+/* This function initializes specific SDL subsystems */
+extern DECLSPEC int SDLCALL SDL_InitSubSystem(Uint32 flags);
+
+/* This function cleans up specific SDL subsystems */
+extern DECLSPEC void SDLCALL SDL_QuitSubSystem(Uint32 flags);
+
+/* This function returns mask of the specified subsystems which have
+   been initialized.
+   If 'flags' is 0, it returns a mask of all initialized subsystems.
+*/
+extern DECLSPEC Uint32 SDLCALL SDL_WasInit(Uint32 flags);
+
+/* This function cleans up all initialized subsystems and unloads the
+ * dynamically linked library.  You should call it upon all exit conditions.
+ */
+extern DECLSPEC void SDLCALL SDL_Quit(void);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* _SDL_H */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_active.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_active.h
new file mode 100644 (file)
index 0000000..2cf474c
--- /dev/null
@@ -0,0 +1,58 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+/* Include file for SDL application focus event handling */
+
+#ifndef _SDL_active_h
+#define _SDL_active_h
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* The available application states */
+#define SDL_APPMOUSEFOCUS      0x01            /* The app has mouse coverage */
+#define SDL_APPINPUTFOCUS      0x02            /* The app has input focus */
+#define SDL_APPACTIVE          0x04            /* The application is active */
+
+/* Function prototypes */
+/* 
+ * This function returns the current state of the application, which is a
+ * bitwise combination of SDL_APPMOUSEFOCUS, SDL_APPINPUTFOCUS, and
+ * SDL_APPACTIVE.  If SDL_APPACTIVE is set, then the user is able to
+ * see your application, otherwise it has been iconified or disabled.
+ */
+extern DECLSPEC Uint8 SDLCALL SDL_GetAppState(void);
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* _SDL_active_h */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_audio.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_audio.h
new file mode 100644 (file)
index 0000000..68ec475
--- /dev/null
@@ -0,0 +1,253 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+/* Access to the raw audio mixing buffer for the SDL library */
+
+#ifndef _SDL_audio_h
+#define _SDL_audio_h
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+#include "SDL_endian.h"
+#include "SDL_mutex.h"
+#include "SDL_thread.h"
+#include "SDL_rwops.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* The calculated values in this structure are calculated by SDL_OpenAudio() */
+typedef struct SDL_AudioSpec {
+       int freq;               /* DSP frequency -- samples per second */
+       Uint16 format;          /* Audio data format */
+       Uint8  channels;        /* Number of channels: 1 mono, 2 stereo */
+       Uint8  silence;         /* Audio buffer silence value (calculated) */
+       Uint16 samples;         /* Audio buffer size in samples (power of 2) */
+       Uint16 padding;         /* Necessary for some compile environments */
+       Uint32 size;            /* Audio buffer size in bytes (calculated) */
+       /* This function is called when the audio device needs more data.
+          'stream' is a pointer to the audio data buffer
+          'len' is the length of that buffer in bytes.
+          Once the callback returns, the buffer will no longer be valid.
+          Stereo samples are stored in a LRLRLR ordering.
+       */
+       void (SDLCALL *callback)(void *userdata, Uint8 *stream, int len);
+       void  *userdata;
+} SDL_AudioSpec;
+
+/* Audio format flags (defaults to LSB byte order) */
+#define AUDIO_U8       0x0008  /* Unsigned 8-bit samples */
+#define AUDIO_S8       0x8008  /* Signed 8-bit samples */
+#define AUDIO_U16LSB   0x0010  /* Unsigned 16-bit samples */
+#define AUDIO_S16LSB   0x8010  /* Signed 16-bit samples */
+#define AUDIO_U16MSB   0x1010  /* As above, but big-endian byte order */
+#define AUDIO_S16MSB   0x9010  /* As above, but big-endian byte order */
+#define AUDIO_U16      AUDIO_U16LSB
+#define AUDIO_S16      AUDIO_S16LSB
+
+/* Native audio byte ordering */
+#if SDL_BYTEORDER == SDL_LIL_ENDIAN
+#define AUDIO_U16SYS   AUDIO_U16LSB
+#define AUDIO_S16SYS   AUDIO_S16LSB
+#else
+#define AUDIO_U16SYS   AUDIO_U16MSB
+#define AUDIO_S16SYS   AUDIO_S16MSB
+#endif
+
+
+/* A structure to hold a set of audio conversion filters and buffers */
+typedef struct SDL_AudioCVT {
+       int needed;                     /* Set to 1 if conversion possible */
+       Uint16 src_format;              /* Source audio format */
+       Uint16 dst_format;              /* Target audio format */
+       double rate_incr;               /* Rate conversion increment */
+       Uint8 *buf;                     /* Buffer to hold entire audio data */
+       int    len;                     /* Length of original audio buffer */
+       int    len_cvt;                 /* Length of converted audio buffer */
+       int    len_mult;                /* buffer must be len*len_mult big */
+       double len_ratio;       /* Given len, final size is len*len_ratio */
+       void (SDLCALL *filters[10])(struct SDL_AudioCVT *cvt, Uint16 format);
+       int filter_index;               /* Current audio conversion function */
+} SDL_AudioCVT;
+
+
+/* Function prototypes */
+
+/* These functions are used internally, and should not be used unless you
+ * have a specific need to specify the audio driver you want to use.
+ * You should normally use SDL_Init() or SDL_InitSubSystem().
+ */
+extern DECLSPEC int SDLCALL SDL_AudioInit(const char *driver_name);
+extern DECLSPEC void SDLCALL SDL_AudioQuit(void);
+
+/* This function fills the given character buffer with the name of the
+ * current audio driver, and returns a pointer to it if the audio driver has
+ * been initialized.  It returns NULL if no driver has been initialized.
+ */
+extern DECLSPEC char * SDLCALL SDL_AudioDriverName(char *namebuf, int maxlen);
+
+/*
+ * This function opens the audio device with the desired parameters, and
+ * returns 0 if successful, placing the actual hardware parameters in the
+ * structure pointed to by 'obtained'.  If 'obtained' is NULL, the audio
+ * data passed to the callback function will be guaranteed to be in the
+ * requested format, and will be automatically converted to the hardware
+ * audio format if necessary.  This function returns -1 if it failed 
+ * to open the audio device, or couldn't set up the audio thread.
+ *
+ * When filling in the desired audio spec structure,
+ *  'desired->freq' should be the desired audio frequency in samples-per-second.
+ *  'desired->format' should be the desired audio format.
+ *  'desired->samples' is the desired size of the audio buffer, in samples.
+ *     This number should be a power of two, and may be adjusted by the audio
+ *     driver to a value more suitable for the hardware.  Good values seem to
+ *     range between 512 and 8096 inclusive, depending on the application and
+ *     CPU speed.  Smaller values yield faster response time, but can lead
+ *     to underflow if the application is doing heavy processing and cannot
+ *     fill the audio buffer in time.  A stereo sample consists of both right
+ *     and left channels in LR ordering.
+ *     Note that the number of samples is directly related to time by the
+ *     following formula:  ms = (samples*1000)/freq
+ *  'desired->size' is the size in bytes of the audio buffer, and is
+ *     calculated by SDL_OpenAudio().
+ *  'desired->silence' is the value used to set the buffer to silence,
+ *     and is calculated by SDL_OpenAudio().
+ *  'desired->callback' should be set to a function that will be called
+ *     when the audio device is ready for more data.  It is passed a pointer
+ *     to the audio buffer, and the length in bytes of the audio buffer.
+ *     This function usually runs in a separate thread, and so you should
+ *     protect data structures that it accesses by calling SDL_LockAudio()
+ *     and SDL_UnlockAudio() in your code.
+ *  'desired->userdata' is passed as the first parameter to your callback
+ *     function.
+ *
+ * The audio device starts out playing silence when it's opened, and should
+ * be enabled for playing by calling SDL_PauseAudio(0) when you are ready
+ * for your audio callback function to be called.  Since the audio driver
+ * may modify the requested size of the audio buffer, you should allocate
+ * any local mixing buffers after you open the audio device.
+ */
+extern DECLSPEC int SDLCALL SDL_OpenAudio(SDL_AudioSpec *desired, SDL_AudioSpec *obtained);
+
+/*
+ * Get the current audio state:
+ */
+typedef enum {
+       SDL_AUDIO_STOPPED = 0,
+       SDL_AUDIO_PLAYING,
+       SDL_AUDIO_PAUSED
+} SDL_audiostatus;
+extern DECLSPEC SDL_audiostatus SDLCALL SDL_GetAudioStatus(void);
+
+/*
+ * This function pauses and unpauses the audio callback processing.
+ * It should be called with a parameter of 0 after opening the audio
+ * device to start playing sound.  This is so you can safely initialize
+ * data for your callback function after opening the audio device.
+ * Silence will be written to the audio device during the pause.
+ */
+extern DECLSPEC void SDLCALL SDL_PauseAudio(int pause_on);
+
+/*
+ * This function loads a WAVE from the data source, automatically freeing
+ * that source if 'freesrc' is non-zero.  For example, to load a WAVE file,
+ * you could do:
+ *     SDL_LoadWAV_RW(SDL_RWFromFile("sample.wav", "rb"), 1, ...);
+ *
+ * If this function succeeds, it returns the given SDL_AudioSpec,
+ * filled with the audio data format of the wave data, and sets
+ * 'audio_buf' to a malloc()'d buffer containing the audio data,
+ * and sets 'audio_len' to the length of that audio buffer, in bytes.
+ * You need to free the audio buffer with SDL_FreeWAV() when you are 
+ * done with it.
+ *
+ * This function returns NULL and sets the SDL error message if the 
+ * wave file cannot be opened, uses an unknown data format, or is 
+ * corrupt.  Currently raw and MS-ADPCM WAVE files are supported.
+ */
+extern DECLSPEC SDL_AudioSpec * SDLCALL SDL_LoadWAV_RW(SDL_RWops *src, int freesrc, SDL_AudioSpec *spec, Uint8 **audio_buf, Uint32 *audio_len);
+
+/* Compatibility convenience function -- loads a WAV from a file */
+#define SDL_LoadWAV(file, spec, audio_buf, audio_len) \
+       SDL_LoadWAV_RW(SDL_RWFromFile(file, "rb"),1, spec,audio_buf,audio_len)
+
+/*
+ * This function frees data previously allocated with SDL_LoadWAV_RW()
+ */
+extern DECLSPEC void SDLCALL SDL_FreeWAV(Uint8 *audio_buf);
+
+/*
+ * This function takes a source format and rate and a destination format
+ * and rate, and initializes the 'cvt' structure with information needed
+ * by SDL_ConvertAudio() to convert a buffer of audio data from one format
+ * to the other.
+ * This function returns 0, or -1 if there was an error.
+ */
+extern DECLSPEC int SDLCALL SDL_BuildAudioCVT(SDL_AudioCVT *cvt,
+               Uint16 src_format, Uint8 src_channels, int src_rate,
+               Uint16 dst_format, Uint8 dst_channels, int dst_rate);
+
+/* Once you have initialized the 'cvt' structure using SDL_BuildAudioCVT(),
+ * created an audio buffer cvt->buf, and filled it with cvt->len bytes of
+ * audio data in the source format, this function will convert it in-place
+ * to the desired format.
+ * The data conversion may expand the size of the audio data, so the buffer
+ * cvt->buf should be allocated after the cvt structure is initialized by
+ * SDL_BuildAudioCVT(), and should be cvt->len*cvt->len_mult bytes long.
+ */
+extern DECLSPEC int SDLCALL SDL_ConvertAudio(SDL_AudioCVT *cvt);
+
+/*
+ * This takes two audio buffers of the playing audio format and mixes
+ * them, performing addition, volume adjustment, and overflow clipping.
+ * The volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME
+ * for full audio volume.  Note this does not change hardware volume.
+ * This is provided for convenience -- you can mix your own audio data.
+ */
+#define SDL_MIX_MAXVOLUME 128
+extern DECLSPEC void SDLCALL SDL_MixAudio(Uint8 *dst, const Uint8 *src, Uint32 len, int volume);
+
+/*
+ * The lock manipulated by these functions protects the callback function.
+ * During a LockAudio/UnlockAudio pair, you can be guaranteed that the
+ * callback function is not running.  Do not call these from the callback
+ * function or you will cause deadlock.
+ */
+extern DECLSPEC void SDLCALL SDL_LockAudio(void);
+extern DECLSPEC void SDLCALL SDL_UnlockAudio(void);
+
+/*
+ * This function shuts down audio processing and closes the audio device.
+ */
+extern DECLSPEC void SDLCALL SDL_CloseAudio(void);
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* _SDL_audio_h */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_byteorder.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_byteorder.h
new file mode 100644 (file)
index 0000000..3871cfe
--- /dev/null
@@ -0,0 +1,24 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+/* DEPRECATED */
+#include "SDL_endian.h"
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_cdrom.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_cdrom.h
new file mode 100644 (file)
index 0000000..5f8f0c6
--- /dev/null
@@ -0,0 +1,171 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+/* This is the CD-audio control API for Simple DirectMedia Layer */
+
+#ifndef _SDL_cdrom_h
+#define _SDL_cdrom_h
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* In order to use these functions, SDL_Init() must have been called
+   with the SDL_INIT_CDROM flag.  This causes SDL to scan the system
+   for CD-ROM drives, and load appropriate drivers.
+*/
+
+/* The maximum number of CD-ROM tracks on a disk */
+#define SDL_MAX_TRACKS 99
+
+/* The types of CD-ROM track possible */
+#define SDL_AUDIO_TRACK        0x00
+#define SDL_DATA_TRACK 0x04
+
+/* The possible states which a CD-ROM drive can be in. */
+typedef enum {
+       CD_TRAYEMPTY,
+       CD_STOPPED,
+       CD_PLAYING,
+       CD_PAUSED,
+       CD_ERROR = -1
+} CDstatus;
+
+/* Given a status, returns true if there's a disk in the drive */
+#define CD_INDRIVE(status)     ((int)(status) > 0)
+
+typedef struct SDL_CDtrack {
+       Uint8 id;               /* Track number */
+       Uint8 type;             /* Data or audio track */
+       Uint16 unused;
+       Uint32 length;          /* Length, in frames, of this track */
+       Uint32 offset;          /* Offset, in frames, from start of disk */
+} SDL_CDtrack;
+
+/* This structure is only current as of the last call to SDL_CDStatus() */
+typedef struct SDL_CD {
+       int id;                 /* Private drive identifier */
+       CDstatus status;        /* Current drive status */
+
+       /* The rest of this structure is only valid if there's a CD in drive */
+       int numtracks;          /* Number of tracks on disk */
+       int cur_track;          /* Current track position */
+       int cur_frame;          /* Current frame offset within current track */
+       SDL_CDtrack track[SDL_MAX_TRACKS+1];
+} SDL_CD;
+
+/* Conversion functions from frames to Minute/Second/Frames and vice versa */
+#define CD_FPS 75
+#define FRAMES_TO_MSF(f, M,S,F)        {                                       \
+       int value = f;                                                  \
+       *(F) = value%CD_FPS;                                            \
+       value /= CD_FPS;                                                \
+       *(S) = value%60;                                                \
+       value /= 60;                                                    \
+       *(M) = value;                                                   \
+}
+#define MSF_TO_FRAMES(M, S, F) ((M)*60*CD_FPS+(S)*CD_FPS+(F))
+
+/* CD-audio API functions: */
+
+/* Returns the number of CD-ROM drives on the system, or -1 if
+   SDL_Init() has not been called with the SDL_INIT_CDROM flag.
+ */
+extern DECLSPEC int SDLCALL SDL_CDNumDrives(void);
+
+/* Returns a human-readable, system-dependent identifier for the CD-ROM.
+   Example:
+       "/dev/cdrom"
+       "E:"
+       "/dev/disk/ide/1/master"
+*/
+extern DECLSPEC const char * SDLCALL SDL_CDName(int drive);
+
+/* Opens a CD-ROM drive for access.  It returns a drive handle on success,
+   or NULL if the drive was invalid or busy.  This newly opened CD-ROM
+   becomes the default CD used when other CD functions are passed a NULL
+   CD-ROM handle.
+   Drives are numbered starting with 0.  Drive 0 is the system default CD-ROM.
+*/
+extern DECLSPEC SDL_CD * SDLCALL SDL_CDOpen(int drive);
+
+/* This function returns the current status of the given drive.
+   If the drive has a CD in it, the table of contents of the CD and current
+   play position of the CD will be stored in the SDL_CD structure.
+*/
+extern DECLSPEC CDstatus SDLCALL SDL_CDStatus(SDL_CD *cdrom);
+
+/* Play the given CD starting at 'start_track' and 'start_frame' for 'ntracks'
+   tracks and 'nframes' frames.  If both 'ntrack' and 'nframe' are 0, play 
+   until the end of the CD.  This function will skip data tracks.
+   This function should only be called after calling SDL_CDStatus() to 
+   get track information about the CD.
+   For example:
+       // Play entire CD:
+       if ( CD_INDRIVE(SDL_CDStatus(cdrom)) )
+               SDL_CDPlayTracks(cdrom, 0, 0, 0, 0);
+       // Play last track:
+       if ( CD_INDRIVE(SDL_CDStatus(cdrom)) ) {
+               SDL_CDPlayTracks(cdrom, cdrom->numtracks-1, 0, 0, 0);
+       }
+       // Play first and second track and 10 seconds of third track:
+       if ( CD_INDRIVE(SDL_CDStatus(cdrom)) )
+               SDL_CDPlayTracks(cdrom, 0, 0, 2, 10);
+
+   This function returns 0, or -1 if there was an error.
+*/
+extern DECLSPEC int SDLCALL SDL_CDPlayTracks(SDL_CD *cdrom,
+               int start_track, int start_frame, int ntracks, int nframes);
+
+/* Play the given CD starting at 'start' frame for 'length' frames.
+   It returns 0, or -1 if there was an error.
+*/
+extern DECLSPEC int SDLCALL SDL_CDPlay(SDL_CD *cdrom, int start, int length);
+
+/* Pause play -- returns 0, or -1 on error */
+extern DECLSPEC int SDLCALL SDL_CDPause(SDL_CD *cdrom);
+
+/* Resume play -- returns 0, or -1 on error */
+extern DECLSPEC int SDLCALL SDL_CDResume(SDL_CD *cdrom);
+
+/* Stop play -- returns 0, or -1 on error */
+extern DECLSPEC int SDLCALL SDL_CDStop(SDL_CD *cdrom);
+
+/* Eject CD-ROM -- returns 0, or -1 on error */
+extern DECLSPEC int SDLCALL SDL_CDEject(SDL_CD *cdrom);
+
+/* Closes the handle for the CD-ROM drive */
+extern DECLSPEC void SDLCALL SDL_CDClose(SDL_CD *cdrom);
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* _SDL_video_h */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_config.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_config.h
new file mode 100644 (file)
index 0000000..c82f42a
--- /dev/null
@@ -0,0 +1,45 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+#ifndef _SDL_config_h
+#define _SDL_config_h
+
+#include "SDL_platform.h"
+
+/* Add any platform that doesn't build using the configure system */
+#if defined(__DREAMCAST__)
+#include "SDL_config_dreamcast.h"
+#elif defined(__MACOS__)
+#include "SDL_config_macos.h"
+#elif defined(__MACOSX__)
+#include "SDL_config_macosx.h"
+#elif defined(__SYMBIAN32__)
+#include "SDL_config_symbian.h"  /* must be before win32! */
+#elif defined(__WIN32__)
+#include "SDL_config_win32.h"
+#elif defined(__OS2__)
+#include "SDL_config_os2.h"
+#else
+#include "SDL_config_minimal.h"
+#endif /* platform config */
+
+#endif /* _SDL_config_h */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_config_dreamcast.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_config_dreamcast.h
new file mode 100644 (file)
index 0000000..9cbeea3
--- /dev/null
@@ -0,0 +1,106 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+#ifndef _SDL_config_dreamcast_h
+#define _SDL_config_dreamcast_h
+
+#include "SDL_platform.h"
+
+/* This is a set of defines to configure the SDL features */
+
+typedef signed char int8_t;
+typedef unsigned char uint8_t;
+typedef signed short int16_t;
+typedef unsigned short uint16_t;
+typedef signed int int32_t;
+typedef unsigned int uint32_t;
+typedef signed long long int64_t;
+typedef unsigned long long uint64_t;
+typedef unsigned long uintptr_t;
+#define SDL_HAS_64BIT_TYPE     1
+
+/* Useful headers */
+#define HAVE_SYS_TYPES_H       1
+#define HAVE_STDIO_H   1
+#define STDC_HEADERS   1
+#define HAVE_STRING_H  1
+#define HAVE_CTYPE_H   1
+
+/* C library functions */
+#define HAVE_MALLOC    1
+#define HAVE_CALLOC    1
+#define HAVE_REALLOC   1
+#define HAVE_FREE      1
+#define HAVE_ALLOCA    1
+#define HAVE_GETENV    1
+#define HAVE_PUTENV    1
+#define HAVE_QSORT     1
+#define HAVE_ABS       1
+#define HAVE_BCOPY     1
+#define HAVE_MEMSET    1
+#define HAVE_MEMCPY    1
+#define HAVE_MEMMOVE   1
+#define HAVE_MEMCMP    1
+#define HAVE_STRLEN    1
+#define HAVE_STRDUP    1
+#define HAVE_INDEX     1
+#define HAVE_RINDEX    1
+#define HAVE_STRCHR    1
+#define HAVE_STRRCHR   1
+#define HAVE_STRSTR    1
+#define HAVE_STRTOL    1
+#define HAVE_STRTOD    1
+#define HAVE_ATOI      1
+#define HAVE_ATOF      1
+#define HAVE_STRCMP    1
+#define HAVE_STRNCMP   1
+#define HAVE_STRICMP   1
+#define HAVE_STRCASECMP        1
+#define HAVE_SSCANF    1
+#define HAVE_SNPRINTF  1
+#define HAVE_VSNPRINTF 1
+
+/* Enable various audio drivers */
+#define SDL_AUDIO_DRIVER_DC    1
+#define SDL_AUDIO_DRIVER_DISK  1
+#define SDL_AUDIO_DRIVER_DUMMY 1
+
+/* Enable various cdrom drivers */
+#define SDL_CDROM_DC   1
+
+/* Enable various input drivers */
+#define SDL_JOYSTICK_DC        1
+
+/* Enable various shared object loading systems */
+#define SDL_LOADSO_DUMMY       1
+
+/* Enable various threading systems */
+#define SDL_THREAD_DC  1
+
+/* Enable various timer systems */
+#define SDL_TIMER_DC   1
+
+/* Enable various video drivers */
+#define SDL_VIDEO_DRIVER_DC    1
+#define SDL_VIDEO_DRIVER_DUMMY 1
+
+#endif /* _SDL_config_dreamcast_h */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_config_macos.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_config_macos.h
new file mode 100644 (file)
index 0000000..c4a1c59
--- /dev/null
@@ -0,0 +1,112 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+#ifndef _SDL_config_macos_h
+#define _SDL_config_macos_h
+
+#include "SDL_platform.h"
+
+/* This is a set of defines to configure the SDL features */
+
+#include <MacTypes.h>
+
+typedef SInt8  int8_t;
+typedef UInt8  uint8_t;
+typedef SInt16 int16_t;
+typedef UInt16 uint16_t;
+typedef SInt32 int32_t;
+typedef UInt32 uint32_t;
+typedef SInt64 int64_t;
+typedef UInt64 uint64_t;
+typedef unsigned long  uintptr_t;
+
+#define SDL_HAS_64BIT_TYPE     1
+
+/* Useful headers */
+#define HAVE_STDIO_H   1
+#define STDC_HEADERS   1
+#define HAVE_STRING_H  1
+#define HAVE_CTYPE_H   1
+#define HAVE_MATH_H    1
+#define HAVE_SIGNAL_H  1
+
+/* C library functions */
+#define HAVE_MALLOC    1
+#define HAVE_CALLOC    1
+#define HAVE_REALLOC   1
+#define HAVE_FREE      1
+#define HAVE_ALLOCA    1
+#define HAVE_ABS       1
+#define HAVE_MEMSET    1
+#define HAVE_MEMCPY    1
+#define HAVE_MEMMOVE   1
+#define HAVE_MEMCMP    1
+#define HAVE_STRLEN    1
+#define HAVE_STRCHR    1
+#define HAVE_STRRCHR   1
+#define HAVE_STRSTR    1
+#define HAVE_ITOA      1
+#define HAVE_STRTOL    1
+#define HAVE_STRTOD    1
+#define HAVE_ATOI      1
+#define HAVE_ATOF      1
+#define HAVE_STRCMP    1
+#define HAVE_STRNCMP   1
+#define HAVE_SSCANF    1
+
+/* Enable various audio drivers */
+#define SDL_AUDIO_DRIVER_SNDMGR        1
+#define SDL_AUDIO_DRIVER_DISK  1
+#define SDL_AUDIO_DRIVER_DUMMY 1
+
+/* Enable various cdrom drivers */
+#if TARGET_API_MAC_CARBON
+#define SDL_CDROM_DUMMY                1
+#else
+#define SDL_CDROM_MACOS                1
+#endif
+
+/* Enable various input drivers */
+#if TARGET_API_MAC_CARBON
+#define SDL_JOYSTICK_DUMMY     1
+#else
+#define SDL_JOYSTICK_MACOS     1
+#endif
+
+/* Enable various shared object loading systems */
+#define SDL_LOADSO_MACOS       1
+
+/* Enable various threading systems */
+#define SDL_THREADS_DISABLED   1
+
+/* Enable various timer systems */
+#define SDL_TIMER_MACOS        1
+
+/* Enable various video drivers */
+#define SDL_VIDEO_DRIVER_DUMMY 1
+#define SDL_VIDEO_DRIVER_DRAWSPROCKET  1
+#define SDL_VIDEO_DRIVER_TOOLBOX       1
+
+/* Enable OpenGL support */
+#define SDL_VIDEO_OPENGL       1
+
+#endif /* _SDL_config_macos_h */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_config_macosx.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_config_macosx.h
new file mode 100644 (file)
index 0000000..481c22e
--- /dev/null
@@ -0,0 +1,135 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+#ifndef _SDL_config_macosx_h
+#define _SDL_config_macosx_h
+
+#include "SDL_platform.h"
+
+/* This gets us MAC_OS_X_VERSION_MIN_REQUIRED... */
+#include <AvailabilityMacros.h>
+
+/* This is a set of defines to configure the SDL features */
+
+#define SDL_HAS_64BIT_TYPE     1
+
+/* Useful headers */
+/* If we specified an SDK or have a post-PowerPC chip, then alloca.h exists. */
+#if ( (MAC_OS_X_VERSION_MIN_REQUIRED >= 1030) || (!defined(__POWERPC__)) )
+#define HAVE_ALLOCA_H          1
+#endif
+#define HAVE_SYS_TYPES_H       1
+#define HAVE_STDIO_H   1
+#define STDC_HEADERS   1
+#define HAVE_STRING_H  1
+#define HAVE_INTTYPES_H        1
+#define HAVE_STDINT_H  1
+#define HAVE_CTYPE_H   1
+#define HAVE_MATH_H    1
+#define HAVE_SIGNAL_H  1
+
+/* C library functions */
+#define HAVE_MALLOC    1
+#define HAVE_CALLOC    1
+#define HAVE_REALLOC   1
+#define HAVE_FREE      1
+#define HAVE_ALLOCA    1
+#define HAVE_GETENV    1
+#define HAVE_PUTENV    1
+#define HAVE_UNSETENV  1
+#define HAVE_QSORT     1
+#define HAVE_ABS       1
+#define HAVE_BCOPY     1
+#define HAVE_MEMSET    1
+#define HAVE_MEMCPY    1
+#define HAVE_MEMMOVE   1
+#define HAVE_MEMCMP    1
+#define HAVE_STRLEN    1
+#define HAVE_STRLCPY   1
+#define HAVE_STRLCAT   1
+#define HAVE_STRDUP    1
+#define HAVE_STRCHR    1
+#define HAVE_STRRCHR   1
+#define HAVE_STRSTR    1
+#define HAVE_STRTOL    1
+#define HAVE_STRTOUL   1
+#define HAVE_STRTOLL   1
+#define HAVE_STRTOULL  1
+#define HAVE_STRTOD    1
+#define HAVE_ATOI      1
+#define HAVE_ATOF      1
+#define HAVE_STRCMP    1
+#define HAVE_STRNCMP   1
+#define HAVE_STRCASECMP        1
+#define HAVE_STRNCASECMP 1
+#define HAVE_SSCANF    1
+#define HAVE_SNPRINTF  1
+#define HAVE_VSNPRINTF 1
+#define HAVE_SIGACTION 1
+#define HAVE_SETJMP    1
+#define HAVE_NANOSLEEP 1
+
+/* Enable various audio drivers */
+#define SDL_AUDIO_DRIVER_COREAUDIO     1
+#define SDL_AUDIO_DRIVER_SNDMGR        1
+#define SDL_AUDIO_DRIVER_DISK  1
+#define SDL_AUDIO_DRIVER_DUMMY 1
+
+/* Enable various cdrom drivers */
+#define SDL_CDROM_MACOSX       1
+
+/* Enable various input drivers */
+#define SDL_JOYSTICK_IOKIT     1
+
+/* Enable various shared object loading systems */
+#ifdef __ppc__
+/* For Mac OS X 10.2 compatibility */
+#define SDL_LOADSO_DLCOMPAT    1
+#else
+#define SDL_LOADSO_DLOPEN      1
+#endif
+
+/* Enable various threading systems */
+#define SDL_THREAD_PTHREAD     1
+#define SDL_THREAD_PTHREAD_RECURSIVE_MUTEX     1
+
+/* Enable various timer systems */
+#define SDL_TIMER_UNIX 1
+
+/* Enable various video drivers */
+#define SDL_VIDEO_DRIVER_DUMMY 1
+#if ((defined TARGET_API_MAC_CARBON) && (TARGET_API_MAC_CARBON))
+#define SDL_VIDEO_DRIVER_TOOLBOX       1
+#else
+#define SDL_VIDEO_DRIVER_QUARTZ        1
+#endif
+
+/* Enable OpenGL support */
+#define SDL_VIDEO_OPENGL       1
+
+/* Enable assembly routines */
+#define SDL_ASSEMBLY_ROUTINES  1
+#ifdef __ppc__
+#define SDL_ALTIVEC_BLITTERS   1
+#endif
+
+#endif /* _SDL_config_macosx_h */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_config_os2.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_config_os2.h
new file mode 100644 (file)
index 0000000..8cdea9f
--- /dev/null
@@ -0,0 +1,141 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+#ifndef _SDL_config_os2_h
+#define _SDL_config_os2_h
+
+#include "SDL_platform.h"
+
+/* This is a set of defines to configure the SDL features */
+
+typedef signed char         int8_t;
+typedef unsigned char       uint8_t;
+typedef signed short        int16_t;
+typedef unsigned short      uint16_t;
+typedef signed int          int32_t;
+typedef unsigned int        uint32_t;
+typedef unsigned int        size_t;
+typedef unsigned long       uintptr_t;
+typedef signed long long    int64_t;
+typedef unsigned long long  uint64_t;
+
+#define SDL_HAS_64BIT_TYPE     1
+
+/* Use Watcom's LIBC */
+#define HAVE_LIBC 1
+
+/* Useful headers */
+#define HAVE_SYS_TYPES_H 1
+#define HAVE_STDIO_H 1
+#define STDC_HEADERS 1
+#define HAVE_STDLIB_H 1
+#define HAVE_STDARG_H 1
+#define HAVE_MALLOC_H 1
+#define HAVE_MEMORY_H 1
+#define HAVE_STRING_H 1
+#define HAVE_STRINGS_H 1
+#define HAVE_INTTYPES_H 1
+#define HAVE_STDINT_H 1
+#define HAVE_CTYPE_H 1
+#define HAVE_MATH_H 1
+#define HAVE_SIGNAL_H 1
+
+/* C library functions */
+#define HAVE_MALLOC 1
+#define HAVE_CALLOC 1
+#define HAVE_REALLOC 1
+#define HAVE_FREE 1
+#define HAVE_ALLOCA 1
+#define HAVE_GETENV 1
+#define HAVE_PUTENV 1
+#define HAVE_UNSETENV 1
+#define HAVE_QSORT 1
+#define HAVE_ABS 1
+#define HAVE_BCOPY 1
+#define HAVE_MEMSET 1
+#define HAVE_MEMCPY 1
+#define HAVE_MEMMOVE 1
+#define HAVE_MEMCMP 1
+#define HAVE_STRLEN 1
+#define HAVE_STRLCPY 1
+#define HAVE_STRLCAT 1
+#define HAVE_STRDUP 1
+#define HAVE__STRREV 1
+#define HAVE__STRUPR 1
+#define HAVE__STRLWR 1
+#define HAVE_INDEX 1
+#define HAVE_RINDEX 1
+#define HAVE_STRCHR 1
+#define HAVE_STRRCHR 1
+#define HAVE_STRSTR 1
+#define HAVE_ITOA 1
+#define HAVE__LTOA 1
+#define HAVE__UITOA 1
+#define HAVE__ULTOA 1
+#define HAVE_STRTOL 1
+#define HAVE__I64TOA 1
+#define HAVE__UI64TOA 1
+#define HAVE_STRTOLL 1
+#define HAVE_STRTOD 1
+#define HAVE_ATOI 1
+#define HAVE_ATOF 1
+#define HAVE_STRCMP 1
+#define HAVE_STRNCMP 1
+#define HAVE_STRICMP 1
+#define HAVE_STRCASECMP 1
+#define HAVE_SSCANF 1
+#define HAVE_SNPRINTF 1
+#define HAVE_VSNPRINTF 1
+#define HAVE_SETJMP 1
+#define HAVE_CLOCK_GETTIME 1
+
+/* Enable various audio drivers */
+#define SDL_AUDIO_DRIVER_DART  1
+#define SDL_AUDIO_DRIVER_DISK  1
+#define SDL_AUDIO_DRIVER_DUMMY 1
+
+/* Enable various cdrom drivers */
+#define SDL_CDROM_OS2  1
+
+/* Enable various input drivers */
+#define SDL_JOYSTICK_OS2       1
+
+/* Enable various shared object loading systems */
+#define SDL_LOADSO_OS2 1
+
+/* Enable various threading systems */
+#define SDL_THREAD_OS2 1
+
+/* Enable various timer systems */
+#define SDL_TIMER_OS2  1
+
+/* Enable various video drivers */
+#define SDL_VIDEO_DRIVER_DUMMY 1
+#define SDL_VIDEO_DRIVER_OS2FS 1
+
+/* Enable OpenGL support */
+/* Nothing here yet for OS/2... :( */
+
+/* Enable assembly routines where available */
+#define SDL_ASSEMBLY_ROUTINES  1
+
+#endif /* _SDL_config_os2_h */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_config_win32.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_config_win32.h
new file mode 100644 (file)
index 0000000..cfb44d2
--- /dev/null
@@ -0,0 +1,180 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+#ifndef _SDL_config_win32_h
+#define _SDL_config_win32_h
+
+#include "SDL_platform.h"
+
+/* This is a set of defines to configure the SDL features */
+
+#if defined(__GNUC__) || defined(__DMC__)
+#define HAVE_STDINT_H  1
+#elif defined(_MSC_VER)
+typedef signed __int8          int8_t;
+typedef unsigned __int8                uint8_t;
+typedef signed __int16         int16_t;
+typedef unsigned __int16       uint16_t;
+typedef signed __int32         int32_t;
+typedef unsigned __int32       uint32_t;
+typedef signed __int64         int64_t;
+typedef unsigned __int64       uint64_t;
+#ifndef _UINTPTR_T_DEFINED
+#ifdef  _WIN64
+typedef unsigned __int64    uintptr_t;
+#else
+typedef unsigned int   uintptr_t;
+#endif
+#define _UINTPTR_T_DEFINED
+#endif
+/* Older Visual C++ headers don't have the Win64-compatible typedefs... */
+#if ((_MSC_VER <= 1200) && (!defined(DWORD_PTR)))
+#define DWORD_PTR DWORD
+#endif
+#if ((_MSC_VER <= 1200) && (!defined(LONG_PTR)))
+#define LONG_PTR LONG
+#endif
+#else  /* !__GNUC__ && !_MSC_VER */
+typedef signed char int8_t;
+typedef unsigned char uint8_t;
+typedef signed short int16_t;
+typedef unsigned short uint16_t;
+typedef signed int int32_t;
+typedef unsigned int uint32_t;
+typedef signed long long int64_t;
+typedef unsigned long long uint64_t;
+#ifndef _SIZE_T_DEFINED_
+#define _SIZE_T_DEFINED_
+typedef unsigned int size_t;
+#endif
+typedef unsigned int uintptr_t;
+#endif /* __GNUC__ || _MSC_VER */
+#define SDL_HAS_64BIT_TYPE     1
+
+/* Enabled for SDL 1.2 (binary compatibility) */
+#define HAVE_LIBC      1
+#ifdef HAVE_LIBC
+/* Useful headers */
+#define HAVE_STDIO_H 1
+#define STDC_HEADERS 1
+#define HAVE_STRING_H 1
+#define HAVE_CTYPE_H 1
+#define HAVE_MATH_H 1
+#ifndef _WIN32_WCE
+#define HAVE_SIGNAL_H 1
+#endif
+
+/* C library functions */
+#define HAVE_MALLOC 1
+#define HAVE_CALLOC 1
+#define HAVE_REALLOC 1
+#define HAVE_FREE 1
+#define HAVE_ALLOCA 1
+#define HAVE_QSORT 1
+#define HAVE_ABS 1
+#define HAVE_MEMSET 1
+#define HAVE_MEMCPY 1
+#define HAVE_MEMMOVE 1
+#define HAVE_MEMCMP 1
+#define HAVE_STRLEN 1
+#define HAVE__STRREV 1
+#define HAVE__STRUPR 1
+#define HAVE__STRLWR 1
+#define HAVE_STRCHR 1
+#define HAVE_STRRCHR 1
+#define HAVE_STRSTR 1
+#define HAVE_ITOA 1
+#define HAVE__LTOA 1
+#define HAVE__ULTOA 1
+#define HAVE_STRTOL 1
+#define HAVE_STRTOUL 1
+#define HAVE_STRTOLL 1
+#define HAVE_STRTOD 1
+#define HAVE_ATOI 1
+#define HAVE_ATOF 1
+#define HAVE_STRCMP 1
+#define HAVE_STRNCMP 1
+#define HAVE__STRICMP 1
+#define HAVE__STRNICMP 1
+#define HAVE_SSCANF 1
+#else
+#define HAVE_STDARG_H  1
+#define HAVE_STDDEF_H  1
+#endif
+
+/* Enable various audio drivers */
+#ifndef _WIN32_WCE
+#define SDL_AUDIO_DRIVER_DSOUND        1
+#endif
+#define SDL_AUDIO_DRIVER_WAVEOUT       1
+#define SDL_AUDIO_DRIVER_DISK  1
+#define SDL_AUDIO_DRIVER_DUMMY 1
+
+/* Enable various cdrom drivers */
+#ifdef _WIN32_WCE
+#define SDL_CDROM_DISABLED      1
+#else
+#define SDL_CDROM_WIN32                1
+#endif
+
+/* Enable various input drivers */
+#ifdef _WIN32_WCE
+#define SDL_JOYSTICK_DISABLED   1
+#else
+#define SDL_JOYSTICK_WINMM     1
+#endif
+
+/* Enable various shared object loading systems */
+#define SDL_LOADSO_WIN32       1
+
+/* Enable various threading systems */
+#define SDL_THREAD_WIN32       1
+
+/* Enable various timer systems */
+#ifdef _WIN32_WCE
+#define SDL_TIMER_WINCE        1
+#else
+#define SDL_TIMER_WIN32        1
+#endif
+
+/* Enable various video drivers */
+#ifdef _WIN32_WCE
+#define SDL_VIDEO_DRIVER_GAPI  1
+#endif
+#ifndef _WIN32_WCE
+#define SDL_VIDEO_DRIVER_DDRAW 1
+#endif
+#define SDL_VIDEO_DRIVER_DUMMY 1
+#define SDL_VIDEO_DRIVER_WINDIB        1
+
+/* Enable OpenGL support */
+#ifndef _WIN32_WCE
+#define SDL_VIDEO_OPENGL       1
+#define SDL_VIDEO_OPENGL_WGL   1
+#endif
+
+/* Enable assembly routines (Win64 doesn't have inline asm) */
+#ifndef _WIN64
+#define SDL_ASSEMBLY_ROUTINES  1
+#endif
+
+#endif /* _SDL_config_win32_h */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_copying.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_copying.h
new file mode 100644 (file)
index 0000000..39e122d
--- /dev/null
@@ -0,0 +1,22 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_cpuinfo.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_cpuinfo.h
new file mode 100644 (file)
index 0000000..72acbdd
--- /dev/null
@@ -0,0 +1,75 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
+/* CPU feature detection for SDL                                       */
+
+#ifndef _SDL_cpuinfo_h
+#define _SDL_cpuinfo_h
+
+#include "SDL_stdinc.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* This function returns true if the CPU has the RDTSC instruction
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasRDTSC(void);
+
+/* This function returns true if the CPU has MMX features
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasMMX(void);
+
+/* This function returns true if the CPU has MMX Ext. features
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasMMXExt(void);
+
+/* This function returns true if the CPU has 3DNow features
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_Has3DNow(void);
+
+/* This function returns true if the CPU has 3DNow! Ext. features
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_Has3DNowExt(void);
+
+/* This function returns true if the CPU has SSE features
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE(void);
+
+/* This function returns true if the CPU has SSE2 features
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasSSE2(void);
+
+/* This function returns true if the CPU has AltiVec features
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_HasAltiVec(void);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* _SDL_cpuinfo_h */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_endian.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_endian.h
new file mode 100644 (file)
index 0000000..8f8db4c
--- /dev/null
@@ -0,0 +1,194 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+/* Functions for reading and writing endian-specific values */
+
+#ifndef _SDL_endian_h
+#define _SDL_endian_h
+
+#include "SDL_stdinc.h"
+
+/* The two types of endianness */
+#define SDL_LIL_ENDIAN 1234
+#define SDL_BIG_ENDIAN 4321
+
+#ifndef SDL_BYTEORDER  /* Not defined in SDL_config.h? */
+#if defined(__hppa__) || \
+    defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \
+    (defined(__MIPS__) && defined(__MISPEB__)) || \
+    defined(__ppc__) || defined(__POWERPC__) || defined(_M_PPC) || \
+    defined(__sparc__)
+#define SDL_BYTEORDER  SDL_BIG_ENDIAN
+#else
+#define SDL_BYTEORDER  SDL_LIL_ENDIAN
+#endif
+#endif /* !SDL_BYTEORDER */
+
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* Use inline functions for compilers that support them, and static
+   functions for those that do not.  Because these functions become
+   static for compilers that do not support inline functions, this
+   header should only be included in files that actually use them.
+*/
+#if defined(__GNUC__) && defined(__i386__) && \
+   !(__GNUC__ == 2 && __GNUC_MINOR__ <= 95 /* broken gcc version */)
+static __inline__ Uint16 SDL_Swap16(Uint16 x)
+{
+       __asm__("xchgb %b0,%h0" : "=q" (x) :  "0" (x));
+       return x;
+}
+#elif defined(__GNUC__) && defined(__x86_64__)
+static __inline__ Uint16 SDL_Swap16(Uint16 x)
+{
+       __asm__("xchgb %b0,%h0" : "=Q" (x) :  "0" (x));
+       return x;
+}
+#elif defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__))
+static __inline__ Uint16 SDL_Swap16(Uint16 x)
+{
+       Uint16 result;
+
+       __asm__("rlwimi %0,%2,8,16,23" : "=&r" (result) : "0" (x >> 8), "r" (x));
+       return result;
+}
+#elif defined(__GNUC__) && (defined(__M68000__) || defined(__M68020__))
+static __inline__ Uint16 SDL_Swap16(Uint16 x)
+{
+       __asm__("rorw #8,%0" : "=d" (x) :  "0" (x) : "cc");
+       return x;
+}
+#else
+static __inline__ Uint16 SDL_Swap16(Uint16 x) {
+       return((x<<8)|(x>>8));
+}
+#endif
+
+#if defined(__GNUC__) && defined(__i386__) && \
+   !(__GNUC__ == 2 && __GNUC_MINOR__ <= 95 /* broken gcc version */)
+static __inline__ Uint32 SDL_Swap32(Uint32 x)
+{
+       __asm__("bswap %0" : "=r" (x) : "0" (x));
+       return x;
+}
+#elif defined(__GNUC__) && defined(__x86_64__)
+static __inline__ Uint32 SDL_Swap32(Uint32 x)
+{
+       __asm__("bswapl %0" : "=r" (x) : "0" (x));
+       return x;
+}
+#elif defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__))
+static __inline__ Uint32 SDL_Swap32(Uint32 x)
+{
+       Uint32 result;
+
+       __asm__("rlwimi %0,%2,24,16,23" : "=&r" (result) : "0" (x>>24), "r" (x));
+       __asm__("rlwimi %0,%2,8,8,15"   : "=&r" (result) : "0" (result),    "r" (x));
+       __asm__("rlwimi %0,%2,24,0,7"   : "=&r" (result) : "0" (result),    "r" (x));
+       return result;
+}
+#elif defined(__GNUC__) && (defined(__M68000__) || defined(__M68020__))
+static __inline__ Uint32 SDL_Swap32(Uint32 x)
+{
+       __asm__("rorw #8,%0\n\tswap %0\n\trorw #8,%0" : "=d" (x) :  "0" (x) : "cc");
+       return x;
+}
+#else
+static __inline__ Uint32 SDL_Swap32(Uint32 x) {
+       return((x<<24)|((x<<8)&0x00FF0000)|((x>>8)&0x0000FF00)|(x>>24));
+}
+#endif
+
+#ifdef SDL_HAS_64BIT_TYPE
+#if defined(__GNUC__) && defined(__i386__) && \
+   !(__GNUC__ == 2 && __GNUC_MINOR__ <= 95 /* broken gcc version */)
+static __inline__ Uint64 SDL_Swap64(Uint64 x)
+{
+       union { 
+               struct { Uint32 a,b; } s;
+               Uint64 u;
+       } v;
+       v.u = x;
+       __asm__("bswapl %0 ; bswapl %1 ; xchgl %0,%1" 
+               : "=r" (v.s.a), "=r" (v.s.b) 
+               : "0" (v.s.a), "1" (v.s.b)); 
+       return v.u;
+}
+#elif defined(__GNUC__) && defined(__x86_64__)
+static __inline__ Uint64 SDL_Swap64(Uint64 x)
+{
+       __asm__("bswapq %0" : "=r" (x) : "0" (x));
+       return x;
+}
+#else
+static __inline__ Uint64 SDL_Swap64(Uint64 x)
+{
+       Uint32 hi, lo;
+
+       /* Separate into high and low 32-bit values and swap them */
+       lo = (Uint32)(x&0xFFFFFFFF);
+       x >>= 32;
+       hi = (Uint32)(x&0xFFFFFFFF);
+       x = SDL_Swap32(lo);
+       x <<= 32;
+       x |= SDL_Swap32(hi);
+       return(x);
+}
+#endif
+#else
+/* This is mainly to keep compilers from complaining in SDL code.
+   If there is no real 64-bit datatype, then compilers will complain about
+   the fake 64-bit datatype that SDL provides when it compiles user code.
+*/
+#define SDL_Swap64(X)  (X)
+#endif /* SDL_HAS_64BIT_TYPE */
+
+
+/* Byteswap item from the specified endianness to the native endianness */
+#if SDL_BYTEORDER == SDL_LIL_ENDIAN
+#define SDL_SwapLE16(X)        (X)
+#define SDL_SwapLE32(X)        (X)
+#define SDL_SwapLE64(X)        (X)
+#define SDL_SwapBE16(X)        SDL_Swap16(X)
+#define SDL_SwapBE32(X)        SDL_Swap32(X)
+#define SDL_SwapBE64(X)        SDL_Swap64(X)
+#else
+#define SDL_SwapLE16(X)        SDL_Swap16(X)
+#define SDL_SwapLE32(X)        SDL_Swap32(X)
+#define SDL_SwapLE64(X)        SDL_Swap64(X)
+#define SDL_SwapBE16(X)        (X)
+#define SDL_SwapBE32(X)        (X)
+#define SDL_SwapBE64(X)        (X)
+#endif
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* _SDL_endian_h */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_error.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_error.h
new file mode 100644 (file)
index 0000000..26d6bfa
--- /dev/null
@@ -0,0 +1,61 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+/* Simple error message routines for SDL */
+
+#ifndef _SDL_error_h
+#define _SDL_error_h
+
+#include "SDL_stdinc.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* Public functions */
+extern DECLSPEC void SDLCALL SDL_SetError(const char *fmt, ...);
+extern DECLSPEC char * SDLCALL SDL_GetError(void);
+extern DECLSPEC void SDLCALL SDL_ClearError(void);
+
+/* Private error message function - used internally */
+#define SDL_OutOfMemory()      SDL_Error(SDL_ENOMEM)
+#define SDL_Unsupported()      SDL_Error(SDL_UNSUPPORTED)
+typedef enum {
+       SDL_ENOMEM,
+       SDL_EFREAD,
+       SDL_EFWRITE,
+       SDL_EFSEEK,
+       SDL_UNSUPPORTED,
+       SDL_LASTERROR
+} SDL_errorcode;
+extern DECLSPEC void SDLCALL SDL_Error(SDL_errorcode code);
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* _SDL_error_h */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_events.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_events.h
new file mode 100644 (file)
index 0000000..9fe918c
--- /dev/null
@@ -0,0 +1,337 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+/* Include file for SDL event handling */
+
+#ifndef _SDL_events_h
+#define _SDL_events_h
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+#include "SDL_active.h"
+#include "SDL_keyboard.h"
+#include "SDL_mouse.h"
+#include "SDL_joystick.h"
+#include "SDL_quit.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* General keyboard/mouse state definitions */
+#define SDL_RELEASED   0
+#define SDL_PRESSED    1
+
+/* Event enumerations */
+typedef enum {
+       SDL_NOEVENT = 0,                        /* Unused (do not remove) */
+       SDL_ACTIVEEVENT,                        /* Application loses/gains visibility */
+       SDL_KEYDOWN,                    /* Keys pressed */
+       SDL_KEYUP,                      /* Keys released */
+       SDL_MOUSEMOTION,                        /* Mouse moved */
+       SDL_MOUSEBUTTONDOWN,            /* Mouse button pressed */
+       SDL_MOUSEBUTTONUP,              /* Mouse button released */
+       SDL_JOYAXISMOTION,              /* Joystick axis motion */
+       SDL_JOYBALLMOTION,              /* Joystick trackball motion */
+       SDL_JOYHATMOTION,               /* Joystick hat position change */
+       SDL_JOYBUTTONDOWN,              /* Joystick button pressed */
+       SDL_JOYBUTTONUP,                        /* Joystick button released */
+       SDL_QUIT,                       /* User-requested quit */
+       SDL_SYSWMEVENT,                 /* System specific event */
+       SDL_EVENT_RESERVEDA,            /* Reserved for future use.. */
+       SDL_EVENT_RESERVEDB,            /* Reserved for future use.. */
+       SDL_VIDEORESIZE,                        /* User resized video mode */
+       SDL_VIDEOEXPOSE,                        /* Screen needs to be redrawn */
+       SDL_EVENT_RESERVED2,            /* Reserved for future use.. */
+       SDL_EVENT_RESERVED3,            /* Reserved for future use.. */
+       SDL_EVENT_RESERVED4,            /* Reserved for future use.. */
+       SDL_EVENT_RESERVED5,            /* Reserved for future use.. */
+       SDL_EVENT_RESERVED6,            /* Reserved for future use.. */
+       SDL_EVENT_RESERVED7,            /* Reserved for future use.. */
+       /* Events SDL_USEREVENT through SDL_MAXEVENTS-1 are for your use */
+       SDL_USEREVENT = 24,
+       /* This last event is only for bounding internal arrays
+         It is the number of bits in the event mask datatype -- Uint32
+        */
+       SDL_NUMEVENTS = 32
+} SDL_EventType;
+
+/* Predefined event masks */
+#define SDL_EVENTMASK(X)       (1<<(X))
+typedef enum {
+       SDL_ACTIVEEVENTMASK     = SDL_EVENTMASK(SDL_ACTIVEEVENT),
+       SDL_KEYDOWNMASK         = SDL_EVENTMASK(SDL_KEYDOWN),
+       SDL_KEYUPMASK           = SDL_EVENTMASK(SDL_KEYUP),
+       SDL_KEYEVENTMASK        = SDL_EVENTMASK(SDL_KEYDOWN)|
+                                 SDL_EVENTMASK(SDL_KEYUP),
+       SDL_MOUSEMOTIONMASK     = SDL_EVENTMASK(SDL_MOUSEMOTION),
+       SDL_MOUSEBUTTONDOWNMASK = SDL_EVENTMASK(SDL_MOUSEBUTTONDOWN),
+       SDL_MOUSEBUTTONUPMASK   = SDL_EVENTMASK(SDL_MOUSEBUTTONUP),
+       SDL_MOUSEEVENTMASK      = SDL_EVENTMASK(SDL_MOUSEMOTION)|
+                                 SDL_EVENTMASK(SDL_MOUSEBUTTONDOWN)|
+                                 SDL_EVENTMASK(SDL_MOUSEBUTTONUP),
+       SDL_JOYAXISMOTIONMASK   = SDL_EVENTMASK(SDL_JOYAXISMOTION),
+       SDL_JOYBALLMOTIONMASK   = SDL_EVENTMASK(SDL_JOYBALLMOTION),
+       SDL_JOYHATMOTIONMASK    = SDL_EVENTMASK(SDL_JOYHATMOTION),
+       SDL_JOYBUTTONDOWNMASK   = SDL_EVENTMASK(SDL_JOYBUTTONDOWN),
+       SDL_JOYBUTTONUPMASK     = SDL_EVENTMASK(SDL_JOYBUTTONUP),
+       SDL_JOYEVENTMASK        = SDL_EVENTMASK(SDL_JOYAXISMOTION)|
+                                 SDL_EVENTMASK(SDL_JOYBALLMOTION)|
+                                 SDL_EVENTMASK(SDL_JOYHATMOTION)|
+                                 SDL_EVENTMASK(SDL_JOYBUTTONDOWN)|
+                                 SDL_EVENTMASK(SDL_JOYBUTTONUP),
+       SDL_VIDEORESIZEMASK     = SDL_EVENTMASK(SDL_VIDEORESIZE),
+       SDL_VIDEOEXPOSEMASK     = SDL_EVENTMASK(SDL_VIDEOEXPOSE),
+       SDL_QUITMASK            = SDL_EVENTMASK(SDL_QUIT),
+       SDL_SYSWMEVENTMASK      = SDL_EVENTMASK(SDL_SYSWMEVENT)
+} SDL_EventMask ;
+#define SDL_ALLEVENTS          0xFFFFFFFF
+
+/* Application visibility event structure */
+typedef struct SDL_ActiveEvent {
+       Uint8 type;     /* SDL_ACTIVEEVENT */
+       Uint8 gain;     /* Whether given states were gained or lost (1/0) */
+       Uint8 state;    /* A mask of the focus states */
+} SDL_ActiveEvent;
+
+/* Keyboard event structure */
+typedef struct SDL_KeyboardEvent {
+       Uint8 type;     /* SDL_KEYDOWN or SDL_KEYUP */
+       Uint8 which;    /* The keyboard device index */
+       Uint8 state;    /* SDL_PRESSED or SDL_RELEASED */
+       SDL_keysym keysym;
+} SDL_KeyboardEvent;
+
+/* Mouse motion event structure */
+typedef struct SDL_MouseMotionEvent {
+       Uint8 type;     /* SDL_MOUSEMOTION */
+       Uint8 which;    /* The mouse device index */
+       Uint8 state;    /* The current button state */
+       Uint16 x, y;    /* The X/Y coordinates of the mouse */
+       Sint16 xrel;    /* The relative motion in the X direction */
+       Sint16 yrel;    /* The relative motion in the Y direction */
+} SDL_MouseMotionEvent;
+
+/* Mouse button event structure */
+typedef struct SDL_MouseButtonEvent {
+       Uint8 type;     /* SDL_MOUSEBUTTONDOWN or SDL_MOUSEBUTTONUP */
+       Uint8 which;    /* The mouse device index */
+       Uint8 button;   /* The mouse button index */
+       Uint8 state;    /* SDL_PRESSED or SDL_RELEASED */
+       Uint16 x, y;    /* The X/Y coordinates of the mouse at press time */
+} SDL_MouseButtonEvent;
+
+/* Joystick axis motion event structure */
+typedef struct SDL_JoyAxisEvent {
+       Uint8 type;     /* SDL_JOYAXISMOTION */
+       Uint8 which;    /* The joystick device index */
+       Uint8 axis;     /* The joystick axis index */
+       Sint16 value;   /* The axis value (range: -32768 to 32767) */
+} SDL_JoyAxisEvent;
+
+/* Joystick trackball motion event structure */
+typedef struct SDL_JoyBallEvent {
+       Uint8 type;     /* SDL_JOYBALLMOTION */
+       Uint8 which;    /* The joystick device index */
+       Uint8 ball;     /* The joystick trackball index */
+       Sint16 xrel;    /* The relative motion in the X direction */
+       Sint16 yrel;    /* The relative motion in the Y direction */
+} SDL_JoyBallEvent;
+
+/* Joystick hat position change event structure */
+typedef struct SDL_JoyHatEvent {
+       Uint8 type;     /* SDL_JOYHATMOTION */
+       Uint8 which;    /* The joystick device index */
+       Uint8 hat;      /* The joystick hat index */
+       Uint8 value;    /* The hat position value:
+                           SDL_HAT_LEFTUP   SDL_HAT_UP       SDL_HAT_RIGHTUP
+                           SDL_HAT_LEFT     SDL_HAT_CENTERED SDL_HAT_RIGHT
+                           SDL_HAT_LEFTDOWN SDL_HAT_DOWN     SDL_HAT_RIGHTDOWN
+                          Note that zero means the POV is centered.
+                       */
+} SDL_JoyHatEvent;
+
+/* Joystick button event structure */
+typedef struct SDL_JoyButtonEvent {
+       Uint8 type;     /* SDL_JOYBUTTONDOWN or SDL_JOYBUTTONUP */
+       Uint8 which;    /* The joystick device index */
+       Uint8 button;   /* The joystick button index */
+       Uint8 state;    /* SDL_PRESSED or SDL_RELEASED */
+} SDL_JoyButtonEvent;
+
+/* The "window resized" event
+   When you get this event, you are responsible for setting a new video
+   mode with the new width and height.
+ */
+typedef struct SDL_ResizeEvent {
+       Uint8 type;     /* SDL_VIDEORESIZE */
+       int w;          /* New width */
+       int h;          /* New height */
+} SDL_ResizeEvent;
+
+/* The "screen redraw" event */
+typedef struct SDL_ExposeEvent {
+       Uint8 type;     /* SDL_VIDEOEXPOSE */
+} SDL_ExposeEvent;
+
+/* The "quit requested" event */
+typedef struct SDL_QuitEvent {
+       Uint8 type;     /* SDL_QUIT */
+} SDL_QuitEvent;
+
+/* A user-defined event type */
+typedef struct SDL_UserEvent {
+       Uint8 type;     /* SDL_USEREVENT through SDL_NUMEVENTS-1 */
+       int code;       /* User defined event code */
+       void *data1;    /* User defined data pointer */
+       void *data2;    /* User defined data pointer */
+} SDL_UserEvent;
+
+/* If you want to use this event, you should include SDL_syswm.h */
+struct SDL_SysWMmsg;
+typedef struct SDL_SysWMmsg SDL_SysWMmsg;
+typedef struct SDL_SysWMEvent {
+       Uint8 type;
+       SDL_SysWMmsg *msg;
+} SDL_SysWMEvent;
+
+/* General event structure */
+typedef union SDL_Event {
+       Uint8 type;
+       SDL_ActiveEvent active;
+       SDL_KeyboardEvent key;
+       SDL_MouseMotionEvent motion;
+       SDL_MouseButtonEvent button;
+       SDL_JoyAxisEvent jaxis;
+       SDL_JoyBallEvent jball;
+       SDL_JoyHatEvent jhat;
+       SDL_JoyButtonEvent jbutton;
+       SDL_ResizeEvent resize;
+       SDL_ExposeEvent expose;
+       SDL_QuitEvent quit;
+       SDL_UserEvent user;
+       SDL_SysWMEvent syswm;
+} SDL_Event;
+
+
+/* Function prototypes */
+
+/* Pumps the event loop, gathering events from the input devices.
+   This function updates the event queue and internal input device state.
+   This should only be run in the thread that sets the video mode.
+*/
+extern DECLSPEC void SDLCALL SDL_PumpEvents(void);
+
+/* Checks the event queue for messages and optionally returns them.
+   If 'action' is SDL_ADDEVENT, up to 'numevents' events will be added to
+   the back of the event queue.
+   If 'action' is SDL_PEEKEVENT, up to 'numevents' events at the front
+   of the event queue, matching 'mask', will be returned and will not
+   be removed from the queue.
+   If 'action' is SDL_GETEVENT, up to 'numevents' events at the front 
+   of the event queue, matching 'mask', will be returned and will be
+   removed from the queue.
+   This function returns the number of events actually stored, or -1
+   if there was an error.  This function is thread-safe.
+*/
+typedef enum {
+       SDL_ADDEVENT,
+       SDL_PEEKEVENT,
+       SDL_GETEVENT
+} SDL_eventaction;
+/* */
+extern DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event *events, int numevents,
+                               SDL_eventaction action, Uint32 mask);
+
+/* Polls for currently pending events, and returns 1 if there are any pending
+   events, or 0 if there are none available.  If 'event' is not NULL, the next
+   event is removed from the queue and stored in that area.
+ */
+extern DECLSPEC int SDLCALL SDL_PollEvent(SDL_Event *event);
+
+/* Waits indefinitely for the next available event, returning 1, or 0 if there
+   was an error while waiting for events.  If 'event' is not NULL, the next
+   event is removed from the queue and stored in that area.
+ */
+extern DECLSPEC int SDLCALL SDL_WaitEvent(SDL_Event *event);
+
+/* Add an event to the event queue.
+   This function returns 0 on success, or -1 if the event queue was full
+   or there was some other error.
+ */
+extern DECLSPEC int SDLCALL SDL_PushEvent(SDL_Event *event);
+
+/*
+  This function sets up a filter to process all events before they
+  change internal state and are posted to the internal event queue.
+
+  The filter is protypted as:
+*/
+typedef int (SDLCALL *SDL_EventFilter)(const SDL_Event *event);
+/*
+  If the filter returns 1, then the event will be added to the internal queue.
+  If it returns 0, then the event will be dropped from the queue, but the 
+  internal state will still be updated.  This allows selective filtering of
+  dynamically arriving events.
+
+  WARNING:  Be very careful of what you do in the event filter function, as 
+            it may run in a different thread!
+
+  There is one caveat when dealing with the SDL_QUITEVENT event type.  The
+  event filter is only called when the window manager desires to close the
+  application window.  If the event filter returns 1, then the window will
+  be closed, otherwise the window will remain open if possible.
+  If the quit event is generated by an interrupt signal, it will bypass the
+  internal queue and be delivered to the application at the next event poll.
+*/
+extern DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter);
+
+/*
+  Return the current event filter - can be used to "chain" filters.
+  If there is no event filter set, this function returns NULL.
+*/
+extern DECLSPEC SDL_EventFilter SDLCALL SDL_GetEventFilter(void);
+
+/*
+  This function allows you to set the state of processing certain events.
+  If 'state' is set to SDL_IGNORE, that event will be automatically dropped
+  from the event queue and will not event be filtered.
+  If 'state' is set to SDL_ENABLE, that event will be processed normally.
+  If 'state' is set to SDL_QUERY, SDL_EventState() will return the 
+  current processing state of the specified event.
+*/
+#define SDL_QUERY      -1
+#define SDL_IGNORE      0
+#define SDL_DISABLE     0
+#define SDL_ENABLE      1
+extern DECLSPEC Uint8 SDLCALL SDL_EventState(Uint8 type, int state);
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* _SDL_events_h */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_getenv.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_getenv.h
new file mode 100644 (file)
index 0000000..853b9ce
--- /dev/null
@@ -0,0 +1,24 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+/* DEPRECATED */
+#include "SDL_stdinc.h"
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_joystick.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_joystick.h
new file mode 100644 (file)
index 0000000..e4f72f1
--- /dev/null
@@ -0,0 +1,167 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+/* Include file for SDL joystick event handling */
+
+#ifndef _SDL_joystick_h
+#define _SDL_joystick_h
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* In order to use these functions, SDL_Init() must have been called
+   with the SDL_INIT_JOYSTICK flag.  This causes SDL to scan the system
+   for joysticks, and load appropriate drivers.
+*/
+
+/* The joystick structure used to identify an SDL joystick */
+struct _SDL_Joystick;
+typedef struct _SDL_Joystick SDL_Joystick;
+
+
+/* Function prototypes */
+/*
+ * Count the number of joysticks attached to the system
+ */
+extern DECLSPEC int SDLCALL SDL_NumJoysticks(void);
+
+/*
+ * Get the implementation dependent name of a joystick.
+ * This can be called before any joysticks are opened.
+ * If no name can be found, this function returns NULL.
+ */
+extern DECLSPEC const char * SDLCALL SDL_JoystickName(int device_index);
+
+/*
+ * Open a joystick for use - the index passed as an argument refers to
+ * the N'th joystick on the system.  This index is the value which will
+ * identify this joystick in future joystick events.
+ *
+ * This function returns a joystick identifier, or NULL if an error occurred.
+ */
+extern DECLSPEC SDL_Joystick * SDLCALL SDL_JoystickOpen(int device_index);
+
+/*
+ * Returns 1 if the joystick has been opened, or 0 if it has not.
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickOpened(int device_index);
+
+/*
+ * Get the device index of an opened joystick.
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickIndex(SDL_Joystick *joystick);
+
+/*
+ * Get the number of general axis controls on a joystick
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickNumAxes(SDL_Joystick *joystick);
+
+/*
+ * Get the number of trackballs on a joystick
+ * Joystick trackballs have only relative motion events associated
+ * with them and their state cannot be polled.
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickNumBalls(SDL_Joystick *joystick);
+
+/*
+ * Get the number of POV hats on a joystick
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickNumHats(SDL_Joystick *joystick);
+
+/*
+ * Get the number of buttons on a joystick
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickNumButtons(SDL_Joystick *joystick);
+
+/*
+ * Update the current state of the open joysticks.
+ * This is called automatically by the event loop if any joystick
+ * events are enabled.
+ */
+extern DECLSPEC void SDLCALL SDL_JoystickUpdate(void);
+
+/*
+ * Enable/disable joystick event polling.
+ * If joystick events are disabled, you must call SDL_JoystickUpdate()
+ * yourself and check the state of the joystick when you want joystick
+ * information.
+ * The state can be one of SDL_QUERY, SDL_ENABLE or SDL_IGNORE.
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickEventState(int state);
+
+/*
+ * Get the current state of an axis control on a joystick
+ * The state is a value ranging from -32768 to 32767.
+ * The axis indices start at index 0.
+ */
+extern DECLSPEC Sint16 SDLCALL SDL_JoystickGetAxis(SDL_Joystick *joystick, int axis);
+
+/*
+ * Get the current state of a POV hat on a joystick
+ * The return value is one of the following positions:
+ */
+#define SDL_HAT_CENTERED       0x00
+#define SDL_HAT_UP             0x01
+#define SDL_HAT_RIGHT          0x02
+#define SDL_HAT_DOWN           0x04
+#define SDL_HAT_LEFT           0x08
+#define SDL_HAT_RIGHTUP                (SDL_HAT_RIGHT|SDL_HAT_UP)
+#define SDL_HAT_RIGHTDOWN      (SDL_HAT_RIGHT|SDL_HAT_DOWN)
+#define SDL_HAT_LEFTUP         (SDL_HAT_LEFT|SDL_HAT_UP)
+#define SDL_HAT_LEFTDOWN       (SDL_HAT_LEFT|SDL_HAT_DOWN)
+/*
+ * The hat indices start at index 0.
+ */
+extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetHat(SDL_Joystick *joystick, int hat);
+
+/*
+ * Get the ball axis change since the last poll
+ * This returns 0, or -1 if you passed it invalid parameters.
+ * The ball indices start at index 0.
+ */
+extern DECLSPEC int SDLCALL SDL_JoystickGetBall(SDL_Joystick *joystick, int ball, int *dx, int *dy);
+
+/*
+ * Get the current state of a button on a joystick
+ * The button indices start at index 0.
+ */
+extern DECLSPEC Uint8 SDLCALL SDL_JoystickGetButton(SDL_Joystick *joystick, int button);
+
+/*
+ * Close a joystick previously opened with SDL_JoystickOpen()
+ */
+extern DECLSPEC void SDLCALL SDL_JoystickClose(SDL_Joystick *joystick);
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* _SDL_joystick_h */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_keyboard.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_keyboard.h
new file mode 100644 (file)
index 0000000..1ad7dca
--- /dev/null
@@ -0,0 +1,121 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+/* Include file for SDL keyboard event handling */
+
+#ifndef _SDL_keyboard_h
+#define _SDL_keyboard_h
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+#include "SDL_keysym.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* Keysym structure
+   - The scancode is hardware dependent, and should not be used by general
+     applications.  If no hardware scancode is available, it will be 0.
+
+   - The 'unicode' translated character is only available when character
+     translation is enabled by the SDL_EnableUNICODE() API.  If non-zero,
+     this is a UNICODE character corresponding to the keypress.  If the
+     high 9 bits of the character are 0, then this maps to the equivalent
+     ASCII character:
+       char ch;
+       if ( (keysym.unicode & 0xFF80) == 0 ) {
+               ch = keysym.unicode & 0x7F;
+       } else {
+               An international character..
+       }
+ */
+typedef struct SDL_keysym {
+       Uint8 scancode;                 /* hardware specific scancode */
+       SDLKey sym;                     /* SDL virtual keysym */
+       SDLMod mod;                     /* current key modifiers */
+       Uint16 unicode;                 /* translated character */
+} SDL_keysym;
+
+/* This is the mask which refers to all hotkey bindings */
+#define SDL_ALL_HOTKEYS                0xFFFFFFFF
+
+/* Function prototypes */
+/*
+ * Enable/Disable UNICODE translation of keyboard input.
+ * This translation has some overhead, so translation defaults off.
+ * If 'enable' is 1, translation is enabled.
+ * If 'enable' is 0, translation is disabled.
+ * If 'enable' is -1, the translation state is not changed.
+ * It returns the previous state of keyboard translation.
+ */
+extern DECLSPEC int SDLCALL SDL_EnableUNICODE(int enable);
+
+/*
+ * Enable/Disable keyboard repeat.  Keyboard repeat defaults to off.
+ * 'delay' is the initial delay in ms between the time when a key is
+ * pressed, and keyboard repeat begins.
+ * 'interval' is the time in ms between keyboard repeat events.
+ */
+#define SDL_DEFAULT_REPEAT_DELAY       500
+#define SDL_DEFAULT_REPEAT_INTERVAL    30
+/*
+ * If 'delay' is set to 0, keyboard repeat is disabled.
+ */
+extern DECLSPEC int SDLCALL SDL_EnableKeyRepeat(int delay, int interval);
+extern DECLSPEC void SDLCALL SDL_GetKeyRepeat(int *delay, int *interval);
+
+/*
+ * Get a snapshot of the current state of the keyboard.
+ * Returns an array of keystates, indexed by the SDLK_* syms.
+ * Used:
+ *     Uint8 *keystate = SDL_GetKeyState(NULL);
+ *     if ( keystate[SDLK_RETURN] ) ... <RETURN> is pressed.
+ */
+extern DECLSPEC Uint8 * SDLCALL SDL_GetKeyState(int *numkeys);
+
+/*
+ * Get the current key modifier state
+ */
+extern DECLSPEC SDLMod SDLCALL SDL_GetModState(void);
+
+/*
+ * Set the current key modifier state
+ * This does not change the keyboard state, only the key modifier flags.
+ */
+extern DECLSPEC void SDLCALL SDL_SetModState(SDLMod modstate);
+
+/*
+ * Get the name of an SDL virtual keysym
+ */
+extern DECLSPEC char * SDLCALL SDL_GetKeyName(SDLKey key);
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* _SDL_keyboard_h */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_keysym.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_keysym.h
new file mode 100644 (file)
index 0000000..ff44a03
--- /dev/null
@@ -0,0 +1,311 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+#ifndef _SDL_keysym_h
+#define _SDL_keysym_h
+
+/* What we really want is a mapping of every raw key on the keyboard.
+   To support international keyboards, we use the range 0xA1 - 0xFF
+   as international virtual keycodes.  We'll follow in the footsteps of X11...
+   The names of the keys
+ */
+typedef enum {
+       /* The keyboard syms have been cleverly chosen to map to ASCII */
+       SDLK_UNKNOWN            = 0,
+       SDLK_FIRST              = 0,
+       SDLK_BACKSPACE          = 8,
+       SDLK_TAB                = 9,
+       SDLK_CLEAR              = 12,
+       SDLK_RETURN             = 13,
+       SDLK_PAUSE              = 19,
+       SDLK_ESCAPE             = 27,
+       SDLK_SPACE              = 32,
+       SDLK_EXCLAIM            = 33,
+       SDLK_QUOTEDBL           = 34,
+       SDLK_HASH               = 35,
+       SDLK_DOLLAR             = 36,
+       SDLK_AMPERSAND          = 38,
+       SDLK_QUOTE              = 39,
+       SDLK_LEFTPAREN          = 40,
+       SDLK_RIGHTPAREN         = 41,
+       SDLK_ASTERISK           = 42,
+       SDLK_PLUS               = 43,
+       SDLK_COMMA              = 44,
+       SDLK_MINUS              = 45,
+       SDLK_PERIOD             = 46,
+       SDLK_SLASH              = 47,
+       SDLK_0                  = 48,
+       SDLK_1                  = 49,
+       SDLK_2                  = 50,
+       SDLK_3                  = 51,
+       SDLK_4                  = 52,
+       SDLK_5                  = 53,
+       SDLK_6                  = 54,
+       SDLK_7                  = 55,
+       SDLK_8                  = 56,
+       SDLK_9                  = 57,
+       SDLK_COLON              = 58,
+       SDLK_SEMICOLON          = 59,
+       SDLK_LESS               = 60,
+       SDLK_EQUALS             = 61,
+       SDLK_GREATER            = 62,
+       SDLK_QUESTION           = 63,
+       SDLK_AT                 = 64,
+       /* 
+          Skip uppercase letters
+        */
+       SDLK_LEFTBRACKET        = 91,
+       SDLK_BACKSLASH          = 92,
+       SDLK_RIGHTBRACKET       = 93,
+       SDLK_CARET              = 94,
+       SDLK_UNDERSCORE         = 95,
+       SDLK_BACKQUOTE          = 96,
+       SDLK_a                  = 97,
+       SDLK_b                  = 98,
+       SDLK_c                  = 99,
+       SDLK_d                  = 100,
+       SDLK_e                  = 101,
+       SDLK_f                  = 102,
+       SDLK_g                  = 103,
+       SDLK_h                  = 104,
+       SDLK_i                  = 105,
+       SDLK_j                  = 106,
+       SDLK_k                  = 107,
+       SDLK_l                  = 108,
+       SDLK_m                  = 109,
+       SDLK_n                  = 110,
+       SDLK_o                  = 111,
+       SDLK_p                  = 112,
+       SDLK_q                  = 113,
+       SDLK_r                  = 114,
+       SDLK_s                  = 115,
+       SDLK_t                  = 116,
+       SDLK_u                  = 117,
+       SDLK_v                  = 118,
+       SDLK_w                  = 119,
+       SDLK_x                  = 120,
+       SDLK_y                  = 121,
+       SDLK_z                  = 122,
+       SDLK_DELETE             = 127,
+       /* End of ASCII mapped keysyms */
+
+       /* International keyboard syms */
+       SDLK_WORLD_0            = 160,          /* 0xA0 */
+       SDLK_WORLD_1            = 161,
+       SDLK_WORLD_2            = 162,
+       SDLK_WORLD_3            = 163,
+       SDLK_WORLD_4            = 164,
+       SDLK_WORLD_5            = 165,
+       SDLK_WORLD_6            = 166,
+       SDLK_WORLD_7            = 167,
+       SDLK_WORLD_8            = 168,
+       SDLK_WORLD_9            = 169,
+       SDLK_WORLD_10           = 170,
+       SDLK_WORLD_11           = 171,
+       SDLK_WORLD_12           = 172,
+       SDLK_WORLD_13           = 173,
+       SDLK_WORLD_14           = 174,
+       SDLK_WORLD_15           = 175,
+       SDLK_WORLD_16           = 176,
+       SDLK_WORLD_17           = 177,
+       SDLK_WORLD_18           = 178,
+       SDLK_WORLD_19           = 179,
+       SDLK_WORLD_20           = 180,
+       SDLK_WORLD_21           = 181,
+       SDLK_WORLD_22           = 182,
+       SDLK_WORLD_23           = 183,
+       SDLK_WORLD_24           = 184,
+       SDLK_WORLD_25           = 185,
+       SDLK_WORLD_26           = 186,
+       SDLK_WORLD_27           = 187,
+       SDLK_WORLD_28           = 188,
+       SDLK_WORLD_29           = 189,
+       SDLK_WORLD_30           = 190,
+       SDLK_WORLD_31           = 191,
+       SDLK_WORLD_32           = 192,
+       SDLK_WORLD_33           = 193,
+       SDLK_WORLD_34           = 194,
+       SDLK_WORLD_35           = 195,
+       SDLK_WORLD_36           = 196,
+       SDLK_WORLD_37           = 197,
+       SDLK_WORLD_38           = 198,
+       SDLK_WORLD_39           = 199,
+       SDLK_WORLD_40           = 200,
+       SDLK_WORLD_41           = 201,
+       SDLK_WORLD_42           = 202,
+       SDLK_WORLD_43           = 203,
+       SDLK_WORLD_44           = 204,
+       SDLK_WORLD_45           = 205,
+       SDLK_WORLD_46           = 206,
+       SDLK_WORLD_47           = 207,
+       SDLK_WORLD_48           = 208,
+       SDLK_WORLD_49           = 209,
+       SDLK_WORLD_50           = 210,
+       SDLK_WORLD_51           = 211,
+       SDLK_WORLD_52           = 212,
+       SDLK_WORLD_53           = 213,
+       SDLK_WORLD_54           = 214,
+       SDLK_WORLD_55           = 215,
+       SDLK_WORLD_56           = 216,
+       SDLK_WORLD_57           = 217,
+       SDLK_WORLD_58           = 218,
+       SDLK_WORLD_59           = 219,
+       SDLK_WORLD_60           = 220,
+       SDLK_WORLD_61           = 221,
+       SDLK_WORLD_62           = 222,
+       SDLK_WORLD_63           = 223,
+       SDLK_WORLD_64           = 224,
+       SDLK_WORLD_65           = 225,
+       SDLK_WORLD_66           = 226,
+       SDLK_WORLD_67           = 227,
+       SDLK_WORLD_68           = 228,
+       SDLK_WORLD_69           = 229,
+       SDLK_WORLD_70           = 230,
+       SDLK_WORLD_71           = 231,
+       SDLK_WORLD_72           = 232,
+       SDLK_WORLD_73           = 233,
+       SDLK_WORLD_74           = 234,
+       SDLK_WORLD_75           = 235,
+       SDLK_WORLD_76           = 236,
+       SDLK_WORLD_77           = 237,
+       SDLK_WORLD_78           = 238,
+       SDLK_WORLD_79           = 239,
+       SDLK_WORLD_80           = 240,
+       SDLK_WORLD_81           = 241,
+       SDLK_WORLD_82           = 242,
+       SDLK_WORLD_83           = 243,
+       SDLK_WORLD_84           = 244,
+       SDLK_WORLD_85           = 245,
+       SDLK_WORLD_86           = 246,
+       SDLK_WORLD_87           = 247,
+       SDLK_WORLD_88           = 248,
+       SDLK_WORLD_89           = 249,
+       SDLK_WORLD_90           = 250,
+       SDLK_WORLD_91           = 251,
+       SDLK_WORLD_92           = 252,
+       SDLK_WORLD_93           = 253,
+       SDLK_WORLD_94           = 254,
+       SDLK_WORLD_95           = 255,          /* 0xFF */
+
+       /* Numeric keypad */
+       SDLK_KP0                = 256,
+       SDLK_KP1                = 257,
+       SDLK_KP2                = 258,
+       SDLK_KP3                = 259,
+       SDLK_KP4                = 260,
+       SDLK_KP5                = 261,
+       SDLK_KP6                = 262,
+       SDLK_KP7                = 263,
+       SDLK_KP8                = 264,
+       SDLK_KP9                = 265,
+       SDLK_KP_PERIOD          = 266,
+       SDLK_KP_DIVIDE          = 267,
+       SDLK_KP_MULTIPLY        = 268,
+       SDLK_KP_MINUS           = 269,
+       SDLK_KP_PLUS            = 270,
+       SDLK_KP_ENTER           = 271,
+       SDLK_KP_EQUALS          = 272,
+
+       /* Arrows + Home/End pad */
+       SDLK_UP                 = 273,
+       SDLK_DOWN               = 274,
+       SDLK_RIGHT              = 275,
+       SDLK_LEFT               = 276,
+       SDLK_INSERT             = 277,
+       SDLK_HOME               = 278,
+       SDLK_END                = 279,
+       SDLK_PAGEUP             = 280,
+       SDLK_PAGEDOWN           = 281,
+
+       /* Function keys */
+       SDLK_F1                 = 282,
+       SDLK_F2                 = 283,
+       SDLK_F3                 = 284,
+       SDLK_F4                 = 285,
+       SDLK_F5                 = 286,
+       SDLK_F6                 = 287,
+       SDLK_F7                 = 288,
+       SDLK_F8                 = 289,
+       SDLK_F9                 = 290,
+       SDLK_F10                = 291,
+       SDLK_F11                = 292,
+       SDLK_F12                = 293,
+       SDLK_F13                = 294,
+       SDLK_F14                = 295,
+       SDLK_F15                = 296,
+
+       /* Key state modifier keys */
+       SDLK_NUMLOCK            = 300,
+       SDLK_CAPSLOCK           = 301,
+       SDLK_SCROLLOCK          = 302,
+       SDLK_RSHIFT             = 303,
+       SDLK_LSHIFT             = 304,
+       SDLK_RCTRL              = 305,
+       SDLK_LCTRL              = 306,
+       SDLK_RALT               = 307,
+       SDLK_LALT               = 308,
+       SDLK_RMETA              = 309,
+       SDLK_LMETA              = 310,
+       SDLK_LSUPER             = 311,          /* Left "Windows" key */
+       SDLK_RSUPER             = 312,          /* Right "Windows" key */
+       SDLK_MODE               = 313,          /* "Alt Gr" key */
+       SDLK_COMPOSE            = 314,          /* Multi-key compose key */
+
+       /* Miscellaneous function keys */
+       SDLK_HELP               = 315,
+       SDLK_PRINT              = 316,
+       SDLK_SYSREQ             = 317,
+       SDLK_BREAK              = 318,
+       SDLK_MENU               = 319,
+       SDLK_POWER              = 320,          /* Power Macintosh power key */
+       SDLK_EURO               = 321,          /* Some european keyboards */
+       SDLK_UNDO               = 322,          /* Atari keyboard has Undo */
+
+       /* Add any other keys here */
+
+       SDLK_LAST
+} SDLKey;
+
+/* Enumeration of valid key mods (possibly OR'd together) */
+typedef enum {
+       KMOD_NONE  = 0x0000,
+       KMOD_LSHIFT= 0x0001,
+       KMOD_RSHIFT= 0x0002,
+       KMOD_LCTRL = 0x0040,
+       KMOD_RCTRL = 0x0080,
+       KMOD_LALT  = 0x0100,
+       KMOD_RALT  = 0x0200,
+       KMOD_LMETA = 0x0400,
+       KMOD_RMETA = 0x0800,
+       KMOD_NUM   = 0x1000,
+       KMOD_CAPS  = 0x2000,
+       KMOD_MODE  = 0x4000,
+       KMOD_RESERVED = 0x8000
+} SDLMod;
+
+#define KMOD_CTRL      (KMOD_LCTRL|KMOD_RCTRL)
+#define KMOD_SHIFT     (KMOD_LSHIFT|KMOD_RSHIFT)
+#define KMOD_ALT       (KMOD_LALT|KMOD_RALT)
+#define KMOD_META      (KMOD_LMETA|KMOD_RMETA)
+
+#endif /* _SDL_keysym_h */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_loadso.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_loadso.h
new file mode 100644 (file)
index 0000000..ce96449
--- /dev/null
@@ -0,0 +1,74 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
+/* System dependent library loading routines                           */
+
+/* Some things to keep in mind:                                        
+   - These functions only work on C function names.  Other languages may
+     have name mangling and intrinsic language support that varies from
+     compiler to compiler.
+   - Make sure you declare your function pointers with the same calling
+     convention as the actual library function.  Your code will crash
+     mysteriously if you do not do this.
+   - Avoid namespace collisions.  If you load a symbol from the library,
+     it is not defined whether or not it goes into the global symbol
+     namespace for the application.  If it does and it conflicts with
+     symbols in your code or other shared libraries, you will not get
+     the results you expect. :)
+*/
+
+
+#ifndef _SDL_loadso_h
+#define _SDL_loadso_h
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* This function dynamically loads a shared object and returns a pointer
+ * to the object handle (or NULL if there was an error).
+ * The 'sofile' parameter is a system dependent name of the object file.
+ */
+extern DECLSPEC void * SDLCALL SDL_LoadObject(const char *sofile);
+
+/* Given an object handle, this function looks up the address of the
+ * named function in the shared object and returns it.  This address
+ * is no longer valid after calling SDL_UnloadObject().
+ */
+extern DECLSPEC void * SDLCALL SDL_LoadFunction(void *handle, const char *name);
+
+/* Unload a shared object from memory */
+extern DECLSPEC void SDLCALL SDL_UnloadObject(void *handle);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* _SDL_loadso_h */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_main.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_main.h
new file mode 100644 (file)
index 0000000..cf8b728
--- /dev/null
@@ -0,0 +1,98 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+#ifndef _SDL_main_h
+#define _SDL_main_h
+
+#include "SDL_stdinc.h"
+
+/* Redefine main() on Win32 and MacOS so that it is called by winmain.c */
+
+#if defined(__WIN32__) || \
+    (defined(__MWERKS__) && !defined(__BEOS__)) || \
+    defined(__MACOS__) || defined(__MACOSX__) || \
+    defined(__SYMBIAN32__) || defined(QWS)
+
+#ifdef __cplusplus
+#define C_LINKAGE      "C"
+#else
+#define C_LINKAGE
+#endif /* __cplusplus */
+
+/* The application's main() function must be called with C linkage,
+   and should be declared like this:
+#ifdef __cplusplus
+extern "C"
+#endif
+       int main(int argc, char *argv[])
+       {
+       }
+ */
+#define main   SDL_main
+
+/* The prototype for the application's main() function */
+extern C_LINKAGE int SDL_main(int argc, char *argv[]);
+
+
+/* From the SDL library code -- needed for registering the app on Win32 */
+#ifdef __WIN32__
+
+#include "begin_code.h"
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* This should be called from your WinMain() function, if any */
+extern DECLSPEC void SDLCALL SDL_SetModuleHandle(void *hInst);
+/* This can also be called, but is no longer necessary */
+extern DECLSPEC int SDLCALL SDL_RegisterApp(char *name, Uint32 style, void *hInst);
+/* This can also be called, but is no longer necessary (SDL_Quit calls it) */
+extern DECLSPEC void SDLCALL SDL_UnregisterApp(void);
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+#endif
+
+/* From the SDL library code -- needed for registering QuickDraw on MacOS */
+#if defined(__MACOS__)
+
+#include "begin_code.h"
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* Forward declaration so we don't need to include QuickDraw.h */
+struct QDGlobals;
+
+/* This should be called from your main() function, if any */
+extern DECLSPEC void SDLCALL SDL_InitQuickDraw(struct QDGlobals *the_qd);
+
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+#endif
+
+#endif /* Need to redefine main()? */
+
+#endif /* _SDL_main_h */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_mouse.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_mouse.h
new file mode 100644 (file)
index 0000000..019497f
--- /dev/null
@@ -0,0 +1,140 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+/* Include file for SDL mouse event handling */
+
+#ifndef _SDL_mouse_h
+#define _SDL_mouse_h
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+#include "SDL_video.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+typedef struct WMcursor WMcursor;      /* Implementation dependent */
+typedef struct SDL_Cursor {
+       SDL_Rect area;                  /* The area of the mouse cursor */
+       Sint16 hot_x, hot_y;            /* The "tip" of the cursor */
+       Uint8 *data;                    /* B/W cursor data */
+       Uint8 *mask;                    /* B/W cursor mask */
+       Uint8 *save[2];                 /* Place to save cursor area */
+       WMcursor *wm_cursor;            /* Window-manager cursor */
+} SDL_Cursor;
+
+/* Function prototypes */
+/*
+ * Retrieve the current state of the mouse.
+ * The current button state is returned as a button bitmask, which can
+ * be tested using the SDL_BUTTON(X) macros, and x and y are set to the
+ * current mouse cursor position.  You can pass NULL for either x or y.
+ */
+extern DECLSPEC Uint8 SDLCALL SDL_GetMouseState(int *x, int *y);
+
+/*
+ * Retrieve the current state of the mouse.
+ * The current button state is returned as a button bitmask, which can
+ * be tested using the SDL_BUTTON(X) macros, and x and y are set to the
+ * mouse deltas since the last call to SDL_GetRelativeMouseState().
+ */
+extern DECLSPEC Uint8 SDLCALL SDL_GetRelativeMouseState(int *x, int *y);
+
+/*
+ * Set the position of the mouse cursor (generates a mouse motion event)
+ */
+extern DECLSPEC void SDLCALL SDL_WarpMouse(Uint16 x, Uint16 y);
+
+/*
+ * Create a cursor using the specified data and mask (in MSB format).
+ * The cursor width must be a multiple of 8 bits.
+ *
+ * The cursor is created in black and white according to the following:
+ * data  mask    resulting pixel on screen
+ *  0     1       White
+ *  1     1       Black
+ *  0     0       Transparent
+ *  1     0       Inverted color if possible, black if not.
+ *
+ * Cursors created with this function must be freed with SDL_FreeCursor().
+ */
+extern DECLSPEC SDL_Cursor * SDLCALL SDL_CreateCursor
+               (Uint8 *data, Uint8 *mask, int w, int h, int hot_x, int hot_y);
+
+/*
+ * Set the currently active cursor to the specified one.
+ * If the cursor is currently visible, the change will be immediately 
+ * represented on the display.
+ */
+extern DECLSPEC void SDLCALL SDL_SetCursor(SDL_Cursor *cursor);
+
+/*
+ * Returns the currently active cursor.
+ */
+extern DECLSPEC SDL_Cursor * SDLCALL SDL_GetCursor(void);
+
+/*
+ * Deallocates a cursor created with SDL_CreateCursor().
+ */
+extern DECLSPEC void SDLCALL SDL_FreeCursor(SDL_Cursor *cursor);
+
+/*
+ * Toggle whether or not the cursor is shown on the screen.
+ * The cursor start off displayed, but can be turned off.
+ * SDL_ShowCursor() returns 1 if the cursor was being displayed
+ * before the call, or 0 if it was not.  You can query the current
+ * state by passing a 'toggle' value of -1.
+ */
+extern DECLSPEC int SDLCALL SDL_ShowCursor(int toggle);
+
+/* Used as a mask when testing buttons in buttonstate
+   Button 1:   Left mouse button
+   Button 2:   Middle mouse button
+   Button 3:   Right mouse button
+   Button 4:   Mouse wheel up   (may also be a real button)
+   Button 5:   Mouse wheel down (may also be a real button)
+ */
+#define SDL_BUTTON(X)          (1 << ((X)-1))
+#define SDL_BUTTON_LEFT                1
+#define SDL_BUTTON_MIDDLE      2
+#define SDL_BUTTON_RIGHT       3
+#define SDL_BUTTON_WHEELUP     4
+#define SDL_BUTTON_WHEELDOWN   5
+#define SDL_BUTTON_X1          6
+#define SDL_BUTTON_X2          7
+#define SDL_BUTTON_LMASK       SDL_BUTTON(SDL_BUTTON_LEFT)
+#define SDL_BUTTON_MMASK       SDL_BUTTON(SDL_BUTTON_MIDDLE)
+#define SDL_BUTTON_RMASK       SDL_BUTTON(SDL_BUTTON_RIGHT)
+#define SDL_BUTTON_X1MASK      SDL_BUTTON(SDL_BUTTON_X1)
+#define SDL_BUTTON_X2MASK      SDL_BUTTON(SDL_BUTTON_X2)
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* _SDL_mouse_h */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_mutex.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_mutex.h
new file mode 100644 (file)
index 0000000..0016528
--- /dev/null
@@ -0,0 +1,162 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+#ifndef _SDL_mutex_h
+#define _SDL_mutex_h
+
+/* Functions to provide thread synchronization primitives
+
+       These are independent of the other SDL routines.
+*/
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* Synchronization functions which can time out return this value
+   if they time out.
+*/
+#define SDL_MUTEX_TIMEDOUT     1
+
+/* This is the timeout value which corresponds to never time out */
+#define SDL_MUTEX_MAXWAIT      (~(Uint32)0)
+
+
+/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
+/* Mutex functions                                               */
+/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
+
+/* The SDL mutex structure, defined in SDL_mutex.c */
+struct SDL_mutex;
+typedef struct SDL_mutex SDL_mutex;
+
+/* Create a mutex, initialized unlocked */
+extern DECLSPEC SDL_mutex * SDLCALL SDL_CreateMutex(void);
+
+/* Lock the mutex  (Returns 0, or -1 on error) */
+#define SDL_LockMutex(m)       SDL_mutexP(m)
+extern DECLSPEC int SDLCALL SDL_mutexP(SDL_mutex *mutex);
+
+/* Unlock the mutex  (Returns 0, or -1 on error)
+   It is an error to unlock a mutex that has not been locked by
+   the current thread, and doing so results in undefined behavior.
+ */
+#define SDL_UnlockMutex(m)     SDL_mutexV(m)
+extern DECLSPEC int SDLCALL SDL_mutexV(SDL_mutex *mutex);
+
+/* Destroy a mutex */
+extern DECLSPEC void SDLCALL SDL_DestroyMutex(SDL_mutex *mutex);
+
+
+/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
+/* Semaphore functions                                           */
+/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
+
+/* The SDL semaphore structure, defined in SDL_sem.c */
+struct SDL_semaphore;
+typedef struct SDL_semaphore SDL_sem;
+
+/* Create a semaphore, initialized with value, returns NULL on failure. */
+extern DECLSPEC SDL_sem * SDLCALL SDL_CreateSemaphore(Uint32 initial_value);
+
+/* Destroy a semaphore */
+extern DECLSPEC void SDLCALL SDL_DestroySemaphore(SDL_sem *sem);
+
+/* This function suspends the calling thread until the semaphore pointed 
+ * to by sem has a positive count. It then atomically decreases the semaphore
+ * count.
+ */
+extern DECLSPEC int SDLCALL SDL_SemWait(SDL_sem *sem);
+
+/* Non-blocking variant of SDL_SemWait(), returns 0 if the wait succeeds,
+   SDL_MUTEX_TIMEDOUT if the wait would block, and -1 on error.
+*/
+extern DECLSPEC int SDLCALL SDL_SemTryWait(SDL_sem *sem);
+
+/* Variant of SDL_SemWait() with a timeout in milliseconds, returns 0 if
+   the wait succeeds, SDL_MUTEX_TIMEDOUT if the wait does not succeed in
+   the allotted time, and -1 on error.
+   On some platforms this function is implemented by looping with a delay
+   of 1 ms, and so should be avoided if possible.
+*/
+extern DECLSPEC int SDLCALL SDL_SemWaitTimeout(SDL_sem *sem, Uint32 ms);
+
+/* Atomically increases the semaphore's count (not blocking), returns 0,
+   or -1 on error.
+ */
+extern DECLSPEC int SDLCALL SDL_SemPost(SDL_sem *sem);
+
+/* Returns the current count of the semaphore */
+extern DECLSPEC Uint32 SDLCALL SDL_SemValue(SDL_sem *sem);
+
+
+/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
+/* Condition variable functions                                  */
+/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
+
+/* The SDL condition variable structure, defined in SDL_cond.c */
+struct SDL_cond;
+typedef struct SDL_cond SDL_cond;
+
+/* Create a condition variable */
+extern DECLSPEC SDL_cond * SDLCALL SDL_CreateCond(void);
+
+/* Destroy a condition variable */
+extern DECLSPEC void SDLCALL SDL_DestroyCond(SDL_cond *cond);
+
+/* Restart one of the threads that are waiting on the condition variable,
+   returns 0 or -1 on error.
+ */
+extern DECLSPEC int SDLCALL SDL_CondSignal(SDL_cond *cond);
+
+/* Restart all threads that are waiting on the condition variable,
+   returns 0 or -1 on error.
+ */
+extern DECLSPEC int SDLCALL SDL_CondBroadcast(SDL_cond *cond);
+
+/* Wait on the condition variable, unlocking the provided mutex.
+   The mutex must be locked before entering this function!
+   The mutex is re-locked once the condition variable is signaled.
+   Returns 0 when it is signaled, or -1 on error.
+ */
+extern DECLSPEC int SDLCALL SDL_CondWait(SDL_cond *cond, SDL_mutex *mut);
+
+/* Waits for at most 'ms' milliseconds, and returns 0 if the condition
+   variable is signaled, SDL_MUTEX_TIMEDOUT if the condition is not
+   signaled in the allotted time, and -1 on error.
+   On some platforms this function is implemented by looping with a delay
+   of 1 ms, and so should be avoided if possible.
+*/
+extern DECLSPEC int SDLCALL SDL_CondWaitTimeout(SDL_cond *cond, SDL_mutex *mutex, Uint32 ms);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* _SDL_mutex_h */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_name.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_name.h
new file mode 100644 (file)
index 0000000..511619a
--- /dev/null
@@ -0,0 +1,11 @@
+
+#ifndef _SDLname_h_
+#define _SDLname_h_
+
+#if defined(__STDC__) || defined(__cplusplus)
+#define NeedFunctionPrototypes 1
+#endif
+
+#define SDL_NAME(X)    SDL_##X
+
+#endif /* _SDLname_h_ */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_opengl.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_opengl.h
new file mode 100644 (file)
index 0000000..36c0a30
--- /dev/null
@@ -0,0 +1,6551 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+/* This is a simple file to encapsulate the OpenGL API headers */
+
+#include "SDL_config.h"
+
+#ifdef __WIN32__
+#define WIN32_LEAN_AND_MEAN
+#ifndef NOMINMAX
+#define NOMINMAX       /* Don't defined min() and max() */
+#endif
+#include <windows.h>
+#endif
+#ifndef NO_SDL_GLEXT
+#define __glext_h_  /* Don't let gl.h include glext.h */
+#endif
+#if defined(__MACOSX__)
+#include <OpenGL/gl.h> /* Header File For The OpenGL Library */
+#include <OpenGL/glu.h>        /* Header File For The GLU Library */
+#elif defined(__MACOS__)
+#include <gl.h>                /* Header File For The OpenGL Library */
+#include <glu.h>       /* Header File For The GLU Library */
+#else
+#include <GL/gl.h>     /* Header File For The OpenGL Library */
+#include <GL/glu.h>    /* Header File For The GLU Library */
+#endif
+#ifndef NO_SDL_GLEXT
+#undef __glext_h_
+#endif
+
+/* This file taken from "GLext.h" from the Jeff Molofee OpenGL tutorials.
+   It is included here because glext.h is not available on some systems.
+   If you don't want this version included, simply define "NO_SDL_GLEXT"
+ */
+#ifndef NO_SDL_GLEXT
+#if !defined(__glext_h_) && !defined(GL_GLEXT_LEGACY)
+#define __glext_h_
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/*
+** License Applicability. Except to the extent portions of this file are
+** made subject to an alternative license as permitted in the SGI Free
+** Software License B, Version 1.1 (the "License"), the contents of this
+** file are subject only to the provisions of the License. You may not use
+** this file except in compliance with the License. You may obtain a copy
+** of the License at Silicon Graphics, Inc., attn: Legal Services, 1600
+** Amphitheatre Parkway, Mountain View, CA 94043-1351, or at:
+** 
+** http://oss.sgi.com/projects/FreeB
+** 
+** Note that, as provided in the License, the Software is distributed on an
+** "AS IS" basis, with ALL EXPRESS AND IMPLIED WARRANTIES AND CONDITIONS
+** DISCLAIMED, INCLUDING, WITHOUT LIMITATION, ANY IMPLIED WARRANTIES AND
+** CONDITIONS OF MERCHANTABILITY, SATISFACTORY QUALITY, FITNESS FOR A
+** PARTICULAR PURPOSE, AND NON-INFRINGEMENT.
+** 
+** Original Code. The Original Code is: OpenGL Sample Implementation,
+** Version 1.2.1, released January 26, 2000, developed by Silicon Graphics,
+** Inc. The Original Code is Copyright (c) 1991-2004 Silicon Graphics, Inc.
+** Copyright in any portions created by third parties is as indicated
+** elsewhere herein. All Rights Reserved.
+** 
+** Additional Notice Provisions: This software was created using the
+** OpenGL(R) version 1.2.1 Sample Implementation published by SGI, but has
+** not been independently verified as being compliant with the OpenGL(R)
+** version 1.2.1 Specification.
+*/
+
+#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
+#define WIN32_LEAN_AND_MEAN 1
+#include <windows.h>
+#endif
+
+#ifndef APIENTRY
+#define APIENTRY
+#endif
+#ifndef APIENTRYP
+#define APIENTRYP APIENTRY *
+#endif
+#ifndef GLAPI
+#define GLAPI extern
+#endif
+
+/*************************************************************/
+
+/* Header file version number, required by OpenGL ABI for Linux */
+/* glext.h last updated 2005/06/20 */
+/* Current version at http://oss.sgi.com/projects/ogl-sample/registry/ */
+#define GL_GLEXT_VERSION 29
+
+#ifndef GL_VERSION_1_2
+#define GL_UNSIGNED_BYTE_3_3_2            0x8032
+#define GL_UNSIGNED_SHORT_4_4_4_4         0x8033
+#define GL_UNSIGNED_SHORT_5_5_5_1         0x8034
+#define GL_UNSIGNED_INT_8_8_8_8           0x8035
+#define GL_UNSIGNED_INT_10_10_10_2        0x8036
+#define GL_RESCALE_NORMAL                 0x803A
+#define GL_TEXTURE_BINDING_3D             0x806A
+#define GL_PACK_SKIP_IMAGES               0x806B
+#define GL_PACK_IMAGE_HEIGHT              0x806C
+#define GL_UNPACK_SKIP_IMAGES             0x806D
+#define GL_UNPACK_IMAGE_HEIGHT            0x806E
+#define GL_TEXTURE_3D                     0x806F
+#define GL_PROXY_TEXTURE_3D               0x8070
+#define GL_TEXTURE_DEPTH                  0x8071
+#define GL_TEXTURE_WRAP_R                 0x8072
+#define GL_MAX_3D_TEXTURE_SIZE            0x8073
+#define GL_UNSIGNED_BYTE_2_3_3_REV        0x8362
+#define GL_UNSIGNED_SHORT_5_6_5           0x8363
+#define GL_UNSIGNED_SHORT_5_6_5_REV       0x8364
+#define GL_UNSIGNED_SHORT_4_4_4_4_REV     0x8365
+#define GL_UNSIGNED_SHORT_1_5_5_5_REV     0x8366
+#define GL_UNSIGNED_INT_8_8_8_8_REV       0x8367
+#define GL_UNSIGNED_INT_2_10_10_10_REV    0x8368
+#define GL_BGR                            0x80E0
+#define GL_BGRA                           0x80E1
+#define GL_MAX_ELEMENTS_VERTICES          0x80E8
+#define GL_MAX_ELEMENTS_INDICES           0x80E9
+#define GL_CLAMP_TO_EDGE                  0x812F
+#define GL_TEXTURE_MIN_LOD                0x813A
+#define GL_TEXTURE_MAX_LOD                0x813B
+#define GL_TEXTURE_BASE_LEVEL             0x813C
+#define GL_TEXTURE_MAX_LEVEL              0x813D
+#define GL_LIGHT_MODEL_COLOR_CONTROL      0x81F8
+#define GL_SINGLE_COLOR                   0x81F9
+#define GL_SEPARATE_SPECULAR_COLOR        0x81FA
+#define GL_SMOOTH_POINT_SIZE_RANGE        0x0B12
+#define GL_SMOOTH_POINT_SIZE_GRANULARITY  0x0B13
+#define GL_SMOOTH_LINE_WIDTH_RANGE        0x0B22
+#define GL_SMOOTH_LINE_WIDTH_GRANULARITY  0x0B23
+#define GL_ALIASED_POINT_SIZE_RANGE       0x846D
+#define GL_ALIASED_LINE_WIDTH_RANGE       0x846E
+#endif
+
+#ifndef GL_ARB_imaging
+#define GL_CONSTANT_COLOR                 0x8001
+#define GL_ONE_MINUS_CONSTANT_COLOR       0x8002
+#define GL_CONSTANT_ALPHA                 0x8003
+#define GL_ONE_MINUS_CONSTANT_ALPHA       0x8004
+#define GL_BLEND_COLOR                    0x8005
+#define GL_FUNC_ADD                       0x8006
+#define GL_MIN                            0x8007
+#define GL_MAX                            0x8008
+#define GL_BLEND_EQUATION                 0x8009
+#define GL_FUNC_SUBTRACT                  0x800A
+#define GL_FUNC_REVERSE_SUBTRACT          0x800B
+#define GL_CONVOLUTION_1D                 0x8010
+#define GL_CONVOLUTION_2D                 0x8011
+#define GL_SEPARABLE_2D                   0x8012
+#define GL_CONVOLUTION_BORDER_MODE        0x8013
+#define GL_CONVOLUTION_FILTER_SCALE       0x8014
+#define GL_CONVOLUTION_FILTER_BIAS        0x8015
+#define GL_REDUCE                         0x8016
+#define GL_CONVOLUTION_FORMAT             0x8017
+#define GL_CONVOLUTION_WIDTH              0x8018
+#define GL_CONVOLUTION_HEIGHT             0x8019
+#define GL_MAX_CONVOLUTION_WIDTH          0x801A
+#define GL_MAX_CONVOLUTION_HEIGHT         0x801B
+#define GL_POST_CONVOLUTION_RED_SCALE     0x801C
+#define GL_POST_CONVOLUTION_GREEN_SCALE   0x801D
+#define GL_POST_CONVOLUTION_BLUE_SCALE    0x801E
+#define GL_POST_CONVOLUTION_ALPHA_SCALE   0x801F
+#define GL_POST_CONVOLUTION_RED_BIAS      0x8020
+#define GL_POST_CONVOLUTION_GREEN_BIAS    0x8021
+#define GL_POST_CONVOLUTION_BLUE_BIAS     0x8022
+#define GL_POST_CONVOLUTION_ALPHA_BIAS    0x8023
+#define GL_HISTOGRAM                      0x8024
+#define GL_PROXY_HISTOGRAM                0x8025
+#define GL_HISTOGRAM_WIDTH                0x8026
+#define GL_HISTOGRAM_FORMAT               0x8027
+#define GL_HISTOGRAM_RED_SIZE             0x8028
+#define GL_HISTOGRAM_GREEN_SIZE           0x8029
+#define GL_HISTOGRAM_BLUE_SIZE            0x802A
+#define GL_HISTOGRAM_ALPHA_SIZE           0x802B
+#define GL_HISTOGRAM_LUMINANCE_SIZE       0x802C
+#define GL_HISTOGRAM_SINK                 0x802D
+#define GL_MINMAX                         0x802E
+#define GL_MINMAX_FORMAT                  0x802F
+#define GL_MINMAX_SINK                    0x8030
+#define GL_TABLE_TOO_LARGE                0x8031
+#define GL_COLOR_MATRIX                   0x80B1
+#define GL_COLOR_MATRIX_STACK_DEPTH       0x80B2
+#define GL_MAX_COLOR_MATRIX_STACK_DEPTH   0x80B3
+#define GL_POST_COLOR_MATRIX_RED_SCALE    0x80B4
+#define GL_POST_COLOR_MATRIX_GREEN_SCALE  0x80B5
+#define GL_POST_COLOR_MATRIX_BLUE_SCALE   0x80B6
+#define GL_POST_COLOR_MATRIX_ALPHA_SCALE  0x80B7
+#define GL_POST_COLOR_MATRIX_RED_BIAS     0x80B8
+#define GL_POST_COLOR_MATRIX_GREEN_BIAS   0x80B9
+#define GL_POST_COLOR_MATRIX_BLUE_BIAS    0x80BA
+#define GL_POST_COLOR_MATRIX_ALPHA_BIAS   0x80BB
+#define GL_COLOR_TABLE                    0x80D0
+#define GL_POST_CONVOLUTION_COLOR_TABLE   0x80D1
+#define GL_POST_COLOR_MATRIX_COLOR_TABLE  0x80D2
+#define GL_PROXY_COLOR_TABLE              0x80D3
+#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE 0x80D4
+#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE 0x80D5
+#define GL_COLOR_TABLE_SCALE              0x80D6
+#define GL_COLOR_TABLE_BIAS               0x80D7
+#define GL_COLOR_TABLE_FORMAT             0x80D8
+#define GL_COLOR_TABLE_WIDTH              0x80D9
+#define GL_COLOR_TABLE_RED_SIZE           0x80DA
+#define GL_COLOR_TABLE_GREEN_SIZE         0x80DB
+#define GL_COLOR_TABLE_BLUE_SIZE          0x80DC
+#define GL_COLOR_TABLE_ALPHA_SIZE         0x80DD
+#define GL_COLOR_TABLE_LUMINANCE_SIZE     0x80DE
+#define GL_COLOR_TABLE_INTENSITY_SIZE     0x80DF
+#define GL_CONSTANT_BORDER                0x8151
+#define GL_REPLICATE_BORDER               0x8153
+#define GL_CONVOLUTION_BORDER_COLOR       0x8154
+#endif
+
+#ifndef GL_VERSION_1_3
+#define GL_TEXTURE0                       0x84C0
+#define GL_TEXTURE1                       0x84C1
+#define GL_TEXTURE2                       0x84C2
+#define GL_TEXTURE3                       0x84C3
+#define GL_TEXTURE4                       0x84C4
+#define GL_TEXTURE5                       0x84C5
+#define GL_TEXTURE6                       0x84C6
+#define GL_TEXTURE7                       0x84C7
+#define GL_TEXTURE8                       0x84C8
+#define GL_TEXTURE9                       0x84C9
+#define GL_TEXTURE10                      0x84CA
+#define GL_TEXTURE11                      0x84CB
+#define GL_TEXTURE12                      0x84CC
+#define GL_TEXTURE13                      0x84CD
+#define GL_TEXTURE14                      0x84CE
+#define GL_TEXTURE15                      0x84CF
+#define GL_TEXTURE16                      0x84D0
+#define GL_TEXTURE17                      0x84D1
+#define GL_TEXTURE18                      0x84D2
+#define GL_TEXTURE19                      0x84D3
+#define GL_TEXTURE20                      0x84D4
+#define GL_TEXTURE21                      0x84D5
+#define GL_TEXTURE22                      0x84D6
+#define GL_TEXTURE23                      0x84D7
+#define GL_TEXTURE24                      0x84D8
+#define GL_TEXTURE25                      0x84D9
+#define GL_TEXTURE26                      0x84DA
+#define GL_TEXTURE27                      0x84DB
+#define GL_TEXTURE28                      0x84DC
+#define GL_TEXTURE29                      0x84DD
+#define GL_TEXTURE30                      0x84DE
+#define GL_TEXTURE31                      0x84DF
+#define GL_ACTIVE_TEXTURE                 0x84E0
+#define GL_CLIENT_ACTIVE_TEXTURE          0x84E1
+#define GL_MAX_TEXTURE_UNITS              0x84E2
+#define GL_TRANSPOSE_MODELVIEW_MATRIX     0x84E3
+#define GL_TRANSPOSE_PROJECTION_MATRIX    0x84E4
+#define GL_TRANSPOSE_TEXTURE_MATRIX       0x84E5
+#define GL_TRANSPOSE_COLOR_MATRIX         0x84E6
+#define GL_MULTISAMPLE                    0x809D
+#define GL_SAMPLE_ALPHA_TO_COVERAGE       0x809E
+#define GL_SAMPLE_ALPHA_TO_ONE            0x809F
+#define GL_SAMPLE_COVERAGE                0x80A0
+#define GL_SAMPLE_BUFFERS                 0x80A8
+#define GL_SAMPLES                        0x80A9
+#define GL_SAMPLE_COVERAGE_VALUE          0x80AA
+#define GL_SAMPLE_COVERAGE_INVERT         0x80AB
+#define GL_MULTISAMPLE_BIT                0x20000000
+#define GL_NORMAL_MAP                     0x8511
+#define GL_REFLECTION_MAP                 0x8512
+#define GL_TEXTURE_CUBE_MAP               0x8513
+#define GL_TEXTURE_BINDING_CUBE_MAP       0x8514
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_X    0x8515
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X    0x8516
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y    0x8517
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y    0x8518
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z    0x8519
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z    0x851A
+#define GL_PROXY_TEXTURE_CUBE_MAP         0x851B
+#define GL_MAX_CUBE_MAP_TEXTURE_SIZE      0x851C
+#define GL_COMPRESSED_ALPHA               0x84E9
+#define GL_COMPRESSED_LUMINANCE           0x84EA
+#define GL_COMPRESSED_LUMINANCE_ALPHA     0x84EB
+#define GL_COMPRESSED_INTENSITY           0x84EC
+#define GL_COMPRESSED_RGB                 0x84ED
+#define GL_COMPRESSED_RGBA                0x84EE
+#define GL_TEXTURE_COMPRESSION_HINT       0x84EF
+#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE  0x86A0
+#define GL_TEXTURE_COMPRESSED             0x86A1
+#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
+#define GL_COMPRESSED_TEXTURE_FORMATS     0x86A3
+#define GL_CLAMP_TO_BORDER                0x812D
+#define GL_COMBINE                        0x8570
+#define GL_COMBINE_RGB                    0x8571
+#define GL_COMBINE_ALPHA                  0x8572
+#define GL_SOURCE0_RGB                    0x8580
+#define GL_SOURCE1_RGB                    0x8581
+#define GL_SOURCE2_RGB                    0x8582
+#define GL_SOURCE0_ALPHA                  0x8588
+#define GL_SOURCE1_ALPHA                  0x8589
+#define GL_SOURCE2_ALPHA                  0x858A
+#define GL_OPERAND0_RGB                   0x8590
+#define GL_OPERAND1_RGB                   0x8591
+#define GL_OPERAND2_RGB                   0x8592
+#define GL_OPERAND0_ALPHA                 0x8598
+#define GL_OPERAND1_ALPHA                 0x8599
+#define GL_OPERAND2_ALPHA                 0x859A
+#define GL_RGB_SCALE                      0x8573
+#define GL_ADD_SIGNED                     0x8574
+#define GL_INTERPOLATE                    0x8575
+#define GL_SUBTRACT                       0x84E7
+#define GL_CONSTANT                       0x8576
+#define GL_PRIMARY_COLOR                  0x8577
+#define GL_PREVIOUS                       0x8578
+#define GL_DOT3_RGB                       0x86AE
+#define GL_DOT3_RGBA                      0x86AF
+#endif
+
+#ifndef GL_VERSION_1_4
+#define GL_BLEND_DST_RGB                  0x80C8
+#define GL_BLEND_SRC_RGB                  0x80C9
+#define GL_BLEND_DST_ALPHA                0x80CA
+#define GL_BLEND_SRC_ALPHA                0x80CB
+#define GL_POINT_SIZE_MIN                 0x8126
+#define GL_POINT_SIZE_MAX                 0x8127
+#define GL_POINT_FADE_THRESHOLD_SIZE      0x8128
+#define GL_POINT_DISTANCE_ATTENUATION     0x8129
+#define GL_GENERATE_MIPMAP                0x8191
+#define GL_GENERATE_MIPMAP_HINT           0x8192
+#define GL_DEPTH_COMPONENT16              0x81A5
+#define GL_DEPTH_COMPONENT24              0x81A6
+#define GL_DEPTH_COMPONENT32              0x81A7
+#define GL_MIRRORED_REPEAT                0x8370
+#define GL_FOG_COORDINATE_SOURCE          0x8450
+#define GL_FOG_COORDINATE                 0x8451
+#define GL_FRAGMENT_DEPTH                 0x8452
+#define GL_CURRENT_FOG_COORDINATE         0x8453
+#define GL_FOG_COORDINATE_ARRAY_TYPE      0x8454
+#define GL_FOG_COORDINATE_ARRAY_STRIDE    0x8455
+#define GL_FOG_COORDINATE_ARRAY_POINTER   0x8456
+#define GL_FOG_COORDINATE_ARRAY           0x8457
+#define GL_COLOR_SUM                      0x8458
+#define GL_CURRENT_SECONDARY_COLOR        0x8459
+#define GL_SECONDARY_COLOR_ARRAY_SIZE     0x845A
+#define GL_SECONDARY_COLOR_ARRAY_TYPE     0x845B
+#define GL_SECONDARY_COLOR_ARRAY_STRIDE   0x845C
+#define GL_SECONDARY_COLOR_ARRAY_POINTER  0x845D
+#define GL_SECONDARY_COLOR_ARRAY          0x845E
+#define GL_MAX_TEXTURE_LOD_BIAS           0x84FD
+#define GL_TEXTURE_FILTER_CONTROL         0x8500
+#define GL_TEXTURE_LOD_BIAS               0x8501
+#define GL_INCR_WRAP                      0x8507
+#define GL_DECR_WRAP                      0x8508
+#define GL_TEXTURE_DEPTH_SIZE             0x884A
+#define GL_DEPTH_TEXTURE_MODE             0x884B
+#define GL_TEXTURE_COMPARE_MODE           0x884C
+#define GL_TEXTURE_COMPARE_FUNC           0x884D
+#define GL_COMPARE_R_TO_TEXTURE           0x884E
+#endif
+
+#ifndef GL_VERSION_1_5
+#define GL_BUFFER_SIZE                    0x8764
+#define GL_BUFFER_USAGE                   0x8765
+#define GL_QUERY_COUNTER_BITS             0x8864
+#define GL_CURRENT_QUERY                  0x8865
+#define GL_QUERY_RESULT                   0x8866
+#define GL_QUERY_RESULT_AVAILABLE         0x8867
+#define GL_ARRAY_BUFFER                   0x8892
+#define GL_ELEMENT_ARRAY_BUFFER           0x8893
+#define GL_ARRAY_BUFFER_BINDING           0x8894
+#define GL_ELEMENT_ARRAY_BUFFER_BINDING   0x8895
+#define GL_VERTEX_ARRAY_BUFFER_BINDING    0x8896
+#define GL_NORMAL_ARRAY_BUFFER_BINDING    0x8897
+#define GL_COLOR_ARRAY_BUFFER_BINDING     0x8898
+#define GL_INDEX_ARRAY_BUFFER_BINDING     0x8899
+#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A
+#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B
+#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C
+#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D
+#define GL_WEIGHT_ARRAY_BUFFER_BINDING    0x889E
+#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
+#define GL_READ_ONLY                      0x88B8
+#define GL_WRITE_ONLY                     0x88B9
+#define GL_READ_WRITE                     0x88BA
+#define GL_BUFFER_ACCESS                  0x88BB
+#define GL_BUFFER_MAPPED                  0x88BC
+#define GL_BUFFER_MAP_POINTER             0x88BD
+#define GL_STREAM_DRAW                    0x88E0
+#define GL_STREAM_READ                    0x88E1
+#define GL_STREAM_COPY                    0x88E2
+#define GL_STATIC_DRAW                    0x88E4
+#define GL_STATIC_READ                    0x88E5
+#define GL_STATIC_COPY                    0x88E6
+#define GL_DYNAMIC_DRAW                   0x88E8
+#define GL_DYNAMIC_READ                   0x88E9
+#define GL_DYNAMIC_COPY                   0x88EA
+#define GL_SAMPLES_PASSED                 0x8914
+#define GL_FOG_COORD_SRC                  GL_FOG_COORDINATE_SOURCE
+#define GL_FOG_COORD                      GL_FOG_COORDINATE
+#define GL_CURRENT_FOG_COORD              GL_CURRENT_FOG_COORDINATE
+#define GL_FOG_COORD_ARRAY_TYPE           GL_FOG_COORDINATE_ARRAY_TYPE
+#define GL_FOG_COORD_ARRAY_STRIDE         GL_FOG_COORDINATE_ARRAY_STRIDE
+#define GL_FOG_COORD_ARRAY_POINTER        GL_FOG_COORDINATE_ARRAY_POINTER
+#define GL_FOG_COORD_ARRAY                GL_FOG_COORDINATE_ARRAY
+#define GL_FOG_COORD_ARRAY_BUFFER_BINDING GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING
+#define GL_SRC0_RGB                       GL_SOURCE0_RGB
+#define GL_SRC1_RGB                       GL_SOURCE1_RGB
+#define GL_SRC2_RGB                       GL_SOURCE2_RGB
+#define GL_SRC0_ALPHA                     GL_SOURCE0_ALPHA
+#define GL_SRC1_ALPHA                     GL_SOURCE1_ALPHA
+#define GL_SRC2_ALPHA                     GL_SOURCE2_ALPHA
+#endif
+
+#ifndef GL_VERSION_2_0
+#define GL_BLEND_EQUATION_RGB             GL_BLEND_EQUATION
+#define GL_VERTEX_ATTRIB_ARRAY_ENABLED    0x8622
+#define GL_VERTEX_ATTRIB_ARRAY_SIZE       0x8623
+#define GL_VERTEX_ATTRIB_ARRAY_STRIDE     0x8624
+#define GL_VERTEX_ATTRIB_ARRAY_TYPE       0x8625
+#define GL_CURRENT_VERTEX_ATTRIB          0x8626
+#define GL_VERTEX_PROGRAM_POINT_SIZE      0x8642
+#define GL_VERTEX_PROGRAM_TWO_SIDE        0x8643
+#define GL_VERTEX_ATTRIB_ARRAY_POINTER    0x8645
+#define GL_STENCIL_BACK_FUNC              0x8800
+#define GL_STENCIL_BACK_FAIL              0x8801
+#define GL_STENCIL_BACK_PASS_DEPTH_FAIL   0x8802
+#define GL_STENCIL_BACK_PASS_DEPTH_PASS   0x8803
+#define GL_MAX_DRAW_BUFFERS               0x8824
+#define GL_DRAW_BUFFER0                   0x8825
+#define GL_DRAW_BUFFER1                   0x8826
+#define GL_DRAW_BUFFER2                   0x8827
+#define GL_DRAW_BUFFER3                   0x8828
+#define GL_DRAW_BUFFER4                   0x8829
+#define GL_DRAW_BUFFER5                   0x882A
+#define GL_DRAW_BUFFER6                   0x882B
+#define GL_DRAW_BUFFER7                   0x882C
+#define GL_DRAW_BUFFER8                   0x882D
+#define GL_DRAW_BUFFER9                   0x882E
+#define GL_DRAW_BUFFER10                  0x882F
+#define GL_DRAW_BUFFER11                  0x8830
+#define GL_DRAW_BUFFER12                  0x8831
+#define GL_DRAW_BUFFER13                  0x8832
+#define GL_DRAW_BUFFER14                  0x8833
+#define GL_DRAW_BUFFER15                  0x8834
+#define GL_BLEND_EQUATION_ALPHA           0x883D
+#define GL_POINT_SPRITE                   0x8861
+#define GL_COORD_REPLACE                  0x8862
+#define GL_MAX_VERTEX_ATTRIBS             0x8869
+#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
+#define GL_MAX_TEXTURE_COORDS             0x8871
+#define GL_MAX_TEXTURE_IMAGE_UNITS        0x8872
+#define GL_FRAGMENT_SHADER                0x8B30
+#define GL_VERTEX_SHADER                  0x8B31
+#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49
+#define GL_MAX_VERTEX_UNIFORM_COMPONENTS  0x8B4A
+#define GL_MAX_VARYING_FLOATS             0x8B4B
+#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
+#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
+#define GL_SHADER_TYPE                    0x8B4F
+#define GL_FLOAT_VEC2                     0x8B50
+#define GL_FLOAT_VEC3                     0x8B51
+#define GL_FLOAT_VEC4                     0x8B52
+#define GL_INT_VEC2                       0x8B53
+#define GL_INT_VEC3                       0x8B54
+#define GL_INT_VEC4                       0x8B55
+#define GL_BOOL                           0x8B56
+#define GL_BOOL_VEC2                      0x8B57
+#define GL_BOOL_VEC3                      0x8B58
+#define GL_BOOL_VEC4                      0x8B59
+#define GL_FLOAT_MAT2                     0x8B5A
+#define GL_FLOAT_MAT3                     0x8B5B
+#define GL_FLOAT_MAT4                     0x8B5C
+#define GL_SAMPLER_1D                     0x8B5D
+#define GL_SAMPLER_2D                     0x8B5E
+#define GL_SAMPLER_3D                     0x8B5F
+#define GL_SAMPLER_CUBE                   0x8B60
+#define GL_SAMPLER_1D_SHADOW              0x8B61
+#define GL_SAMPLER_2D_SHADOW              0x8B62
+#define GL_DELETE_STATUS                  0x8B80
+#define GL_COMPILE_STATUS                 0x8B81
+#define GL_LINK_STATUS                    0x8B82
+#define GL_VALIDATE_STATUS                0x8B83
+#define GL_INFO_LOG_LENGTH                0x8B84
+#define GL_ATTACHED_SHADERS               0x8B85
+#define GL_ACTIVE_UNIFORMS                0x8B86
+#define GL_ACTIVE_UNIFORM_MAX_LENGTH      0x8B87
+#define GL_SHADER_SOURCE_LENGTH           0x8B88
+#define GL_ACTIVE_ATTRIBUTES              0x8B89
+#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH    0x8B8A
+#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B
+#define GL_SHADING_LANGUAGE_VERSION       0x8B8C
+#define GL_CURRENT_PROGRAM                0x8B8D
+#define GL_POINT_SPRITE_COORD_ORIGIN      0x8CA0
+#define GL_LOWER_LEFT                     0x8CA1
+#define GL_UPPER_LEFT                     0x8CA2
+#define GL_STENCIL_BACK_REF               0x8CA3
+#define GL_STENCIL_BACK_VALUE_MASK        0x8CA4
+#define GL_STENCIL_BACK_WRITEMASK         0x8CA5
+#endif
+
+#ifndef GL_ARB_multitexture
+#define GL_TEXTURE0_ARB                   0x84C0
+#define GL_TEXTURE1_ARB                   0x84C1
+#define GL_TEXTURE2_ARB                   0x84C2
+#define GL_TEXTURE3_ARB                   0x84C3
+#define GL_TEXTURE4_ARB                   0x84C4
+#define GL_TEXTURE5_ARB                   0x84C5
+#define GL_TEXTURE6_ARB                   0x84C6
+#define GL_TEXTURE7_ARB                   0x84C7
+#define GL_TEXTURE8_ARB                   0x84C8
+#define GL_TEXTURE9_ARB                   0x84C9
+#define GL_TEXTURE10_ARB                  0x84CA
+#define GL_TEXTURE11_ARB                  0x84CB
+#define GL_TEXTURE12_ARB                  0x84CC
+#define GL_TEXTURE13_ARB                  0x84CD
+#define GL_TEXTURE14_ARB                  0x84CE
+#define GL_TEXTURE15_ARB                  0x84CF
+#define GL_TEXTURE16_ARB                  0x84D0
+#define GL_TEXTURE17_ARB                  0x84D1
+#define GL_TEXTURE18_ARB                  0x84D2
+#define GL_TEXTURE19_ARB                  0x84D3
+#define GL_TEXTURE20_ARB                  0x84D4
+#define GL_TEXTURE21_ARB                  0x84D5
+#define GL_TEXTURE22_ARB                  0x84D6
+#define GL_TEXTURE23_ARB                  0x84D7
+#define GL_TEXTURE24_ARB                  0x84D8
+#define GL_TEXTURE25_ARB                  0x84D9
+#define GL_TEXTURE26_ARB                  0x84DA
+#define GL_TEXTURE27_ARB                  0x84DB
+#define GL_TEXTURE28_ARB                  0x84DC
+#define GL_TEXTURE29_ARB                  0x84DD
+#define GL_TEXTURE30_ARB                  0x84DE
+#define GL_TEXTURE31_ARB                  0x84DF
+#define GL_ACTIVE_TEXTURE_ARB             0x84E0
+#define GL_CLIENT_ACTIVE_TEXTURE_ARB      0x84E1
+#define GL_MAX_TEXTURE_UNITS_ARB          0x84E2
+#endif
+
+#ifndef GL_ARB_transpose_matrix
+#define GL_TRANSPOSE_MODELVIEW_MATRIX_ARB 0x84E3
+#define GL_TRANSPOSE_PROJECTION_MATRIX_ARB 0x84E4
+#define GL_TRANSPOSE_TEXTURE_MATRIX_ARB   0x84E5
+#define GL_TRANSPOSE_COLOR_MATRIX_ARB     0x84E6
+#endif
+
+#ifndef GL_ARB_multisample
+#define GL_MULTISAMPLE_ARB                0x809D
+#define GL_SAMPLE_ALPHA_TO_COVERAGE_ARB   0x809E
+#define GL_SAMPLE_ALPHA_TO_ONE_ARB        0x809F
+#define GL_SAMPLE_COVERAGE_ARB            0x80A0
+#define GL_SAMPLE_BUFFERS_ARB             0x80A8
+#define GL_SAMPLES_ARB                    0x80A9
+#define GL_SAMPLE_COVERAGE_VALUE_ARB      0x80AA
+#define GL_SAMPLE_COVERAGE_INVERT_ARB     0x80AB
+#define GL_MULTISAMPLE_BIT_ARB            0x20000000
+#endif
+
+#ifndef GL_ARB_texture_env_add
+#endif
+
+#ifndef GL_ARB_texture_cube_map
+#define GL_NORMAL_MAP_ARB                 0x8511
+#define GL_REFLECTION_MAP_ARB             0x8512
+#define GL_TEXTURE_CUBE_MAP_ARB           0x8513
+#define GL_TEXTURE_BINDING_CUBE_MAP_ARB   0x8514
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x8515
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x8516
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x8517
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x8518
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x8519
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x851A
+#define GL_PROXY_TEXTURE_CUBE_MAP_ARB     0x851B
+#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB  0x851C
+#endif
+
+#ifndef GL_ARB_texture_compression
+#define GL_COMPRESSED_ALPHA_ARB           0x84E9
+#define GL_COMPRESSED_LUMINANCE_ARB       0x84EA
+#define GL_COMPRESSED_LUMINANCE_ALPHA_ARB 0x84EB
+#define GL_COMPRESSED_INTENSITY_ARB       0x84EC
+#define GL_COMPRESSED_RGB_ARB             0x84ED
+#define GL_COMPRESSED_RGBA_ARB            0x84EE
+#define GL_TEXTURE_COMPRESSION_HINT_ARB   0x84EF
+#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB 0x86A0
+#define GL_TEXTURE_COMPRESSED_ARB         0x86A1
+#define GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A2
+#define GL_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A3
+#endif
+
+#ifndef GL_ARB_texture_border_clamp
+#define GL_CLAMP_TO_BORDER_ARB            0x812D
+#endif
+
+#ifndef GL_ARB_point_parameters
+#define GL_POINT_SIZE_MIN_ARB             0x8126
+#define GL_POINT_SIZE_MAX_ARB             0x8127
+#define GL_POINT_FADE_THRESHOLD_SIZE_ARB  0x8128
+#define GL_POINT_DISTANCE_ATTENUATION_ARB 0x8129
+#endif
+
+#ifndef GL_ARB_vertex_blend
+#define GL_MAX_VERTEX_UNITS_ARB           0x86A4
+#define GL_ACTIVE_VERTEX_UNITS_ARB        0x86A5
+#define GL_WEIGHT_SUM_UNITY_ARB           0x86A6
+#define GL_VERTEX_BLEND_ARB               0x86A7
+#define GL_CURRENT_WEIGHT_ARB             0x86A8
+#define GL_WEIGHT_ARRAY_TYPE_ARB          0x86A9
+#define GL_WEIGHT_ARRAY_STRIDE_ARB        0x86AA
+#define GL_WEIGHT_ARRAY_SIZE_ARB          0x86AB
+#define GL_WEIGHT_ARRAY_POINTER_ARB       0x86AC
+#define GL_WEIGHT_ARRAY_ARB               0x86AD
+#define GL_MODELVIEW0_ARB                 0x1700
+#define GL_MODELVIEW1_ARB                 0x850A
+#define GL_MODELVIEW2_ARB                 0x8722
+#define GL_MODELVIEW3_ARB                 0x8723
+#define GL_MODELVIEW4_ARB                 0x8724
+#define GL_MODELVIEW5_ARB                 0x8725
+#define GL_MODELVIEW6_ARB                 0x8726
+#define GL_MODELVIEW7_ARB                 0x8727
+#define GL_MODELVIEW8_ARB                 0x8728
+#define GL_MODELVIEW9_ARB                 0x8729
+#define GL_MODELVIEW10_ARB                0x872A
+#define GL_MODELVIEW11_ARB                0x872B
+#define GL_MODELVIEW12_ARB                0x872C
+#define GL_MODELVIEW13_ARB                0x872D
+#define GL_MODELVIEW14_ARB                0x872E
+#define GL_MODELVIEW15_ARB                0x872F
+#define GL_MODELVIEW16_ARB                0x8730
+#define GL_MODELVIEW17_ARB                0x8731
+#define GL_MODELVIEW18_ARB                0x8732
+#define GL_MODELVIEW19_ARB                0x8733
+#define GL_MODELVIEW20_ARB                0x8734
+#define GL_MODELVIEW21_ARB                0x8735
+#define GL_MODELVIEW22_ARB                0x8736
+#define GL_MODELVIEW23_ARB                0x8737
+#define GL_MODELVIEW24_ARB                0x8738
+#define GL_MODELVIEW25_ARB                0x8739
+#define GL_MODELVIEW26_ARB                0x873A
+#define GL_MODELVIEW27_ARB                0x873B
+#define GL_MODELVIEW28_ARB                0x873C
+#define GL_MODELVIEW29_ARB                0x873D
+#define GL_MODELVIEW30_ARB                0x873E
+#define GL_MODELVIEW31_ARB                0x873F
+#endif
+
+#ifndef GL_ARB_matrix_palette
+#define GL_MATRIX_PALETTE_ARB             0x8840
+#define GL_MAX_MATRIX_PALETTE_STACK_DEPTH_ARB 0x8841
+#define GL_MAX_PALETTE_MATRICES_ARB       0x8842
+#define GL_CURRENT_PALETTE_MATRIX_ARB     0x8843
+#define GL_MATRIX_INDEX_ARRAY_ARB         0x8844
+#define GL_CURRENT_MATRIX_INDEX_ARB       0x8845
+#define GL_MATRIX_INDEX_ARRAY_SIZE_ARB    0x8846
+#define GL_MATRIX_INDEX_ARRAY_TYPE_ARB    0x8847
+#define GL_MATRIX_INDEX_ARRAY_STRIDE_ARB  0x8848
+#define GL_MATRIX_INDEX_ARRAY_POINTER_ARB 0x8849
+#endif
+
+#ifndef GL_ARB_texture_env_combine
+#define GL_COMBINE_ARB                    0x8570
+#define GL_COMBINE_RGB_ARB                0x8571
+#define GL_COMBINE_ALPHA_ARB              0x8572
+#define GL_SOURCE0_RGB_ARB                0x8580
+#define GL_SOURCE1_RGB_ARB                0x8581
+#define GL_SOURCE2_RGB_ARB                0x8582
+#define GL_SOURCE0_ALPHA_ARB              0x8588
+#define GL_SOURCE1_ALPHA_ARB              0x8589
+#define GL_SOURCE2_ALPHA_ARB              0x858A
+#define GL_OPERAND0_RGB_ARB               0x8590
+#define GL_OPERAND1_RGB_ARB               0x8591
+#define GL_OPERAND2_RGB_ARB               0x8592
+#define GL_OPERAND0_ALPHA_ARB             0x8598
+#define GL_OPERAND1_ALPHA_ARB             0x8599
+#define GL_OPERAND2_ALPHA_ARB             0x859A
+#define GL_RGB_SCALE_ARB                  0x8573
+#define GL_ADD_SIGNED_ARB                 0x8574
+#define GL_INTERPOLATE_ARB                0x8575
+#define GL_SUBTRACT_ARB                   0x84E7
+#define GL_CONSTANT_ARB                   0x8576
+#define GL_PRIMARY_COLOR_ARB              0x8577
+#define GL_PREVIOUS_ARB                   0x8578
+#endif
+
+#ifndef GL_ARB_texture_env_crossbar
+#endif
+
+#ifndef GL_ARB_texture_env_dot3
+#define GL_DOT3_RGB_ARB                   0x86AE
+#define GL_DOT3_RGBA_ARB                  0x86AF
+#endif
+
+#ifndef GL_ARB_texture_mirrored_repeat
+#define GL_MIRRORED_REPEAT_ARB            0x8370
+#endif
+
+#ifndef GL_ARB_depth_texture
+#define GL_DEPTH_COMPONENT16_ARB          0x81A5
+#define GL_DEPTH_COMPONENT24_ARB          0x81A6
+#define GL_DEPTH_COMPONENT32_ARB          0x81A7
+#define GL_TEXTURE_DEPTH_SIZE_ARB         0x884A
+#define GL_DEPTH_TEXTURE_MODE_ARB         0x884B
+#endif
+
+#ifndef GL_ARB_shadow
+#define GL_TEXTURE_COMPARE_MODE_ARB       0x884C
+#define GL_TEXTURE_COMPARE_FUNC_ARB       0x884D
+#define GL_COMPARE_R_TO_TEXTURE_ARB       0x884E
+#endif
+
+#ifndef GL_ARB_shadow_ambient
+#define GL_TEXTURE_COMPARE_FAIL_VALUE_ARB 0x80BF
+#endif
+
+#ifndef GL_ARB_window_pos
+#endif
+
+#ifndef GL_ARB_vertex_program
+#define GL_COLOR_SUM_ARB                  0x8458
+#define GL_VERTEX_PROGRAM_ARB             0x8620
+#define GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB 0x8622
+#define GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB   0x8623
+#define GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB 0x8624
+#define GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB   0x8625
+#define GL_CURRENT_VERTEX_ATTRIB_ARB      0x8626
+#define GL_PROGRAM_LENGTH_ARB             0x8627
+#define GL_PROGRAM_STRING_ARB             0x8628
+#define GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB 0x862E
+#define GL_MAX_PROGRAM_MATRICES_ARB       0x862F
+#define GL_CURRENT_MATRIX_STACK_DEPTH_ARB 0x8640
+#define GL_CURRENT_MATRIX_ARB             0x8641
+#define GL_VERTEX_PROGRAM_POINT_SIZE_ARB  0x8642
+#define GL_VERTEX_PROGRAM_TWO_SIDE_ARB    0x8643
+#define GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB 0x8645
+#define GL_PROGRAM_ERROR_POSITION_ARB     0x864B
+#define GL_PROGRAM_BINDING_ARB            0x8677
+#define GL_MAX_VERTEX_ATTRIBS_ARB         0x8869
+#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB 0x886A
+#define GL_PROGRAM_ERROR_STRING_ARB       0x8874
+#define GL_PROGRAM_FORMAT_ASCII_ARB       0x8875
+#define GL_PROGRAM_FORMAT_ARB             0x8876
+#define GL_PROGRAM_INSTRUCTIONS_ARB       0x88A0
+#define GL_MAX_PROGRAM_INSTRUCTIONS_ARB   0x88A1
+#define GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A2
+#define GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A3
+#define GL_PROGRAM_TEMPORARIES_ARB        0x88A4
+#define GL_MAX_PROGRAM_TEMPORARIES_ARB    0x88A5
+#define GL_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A6
+#define GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A7
+#define GL_PROGRAM_PARAMETERS_ARB         0x88A8
+#define GL_MAX_PROGRAM_PARAMETERS_ARB     0x88A9
+#define GL_PROGRAM_NATIVE_PARAMETERS_ARB  0x88AA
+#define GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AB
+#define GL_PROGRAM_ATTRIBS_ARB            0x88AC
+#define GL_MAX_PROGRAM_ATTRIBS_ARB        0x88AD
+#define GL_PROGRAM_NATIVE_ATTRIBS_ARB     0x88AE
+#define GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AF
+#define GL_PROGRAM_ADDRESS_REGISTERS_ARB  0x88B0
+#define GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B1
+#define GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B2
+#define GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B3
+#define GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB 0x88B4
+#define GL_MAX_PROGRAM_ENV_PARAMETERS_ARB 0x88B5
+#define GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB 0x88B6
+#define GL_TRANSPOSE_CURRENT_MATRIX_ARB   0x88B7
+#define GL_MATRIX0_ARB                    0x88C0
+#define GL_MATRIX1_ARB                    0x88C1
+#define GL_MATRIX2_ARB                    0x88C2
+#define GL_MATRIX3_ARB                    0x88C3
+#define GL_MATRIX4_ARB                    0x88C4
+#define GL_MATRIX5_ARB                    0x88C5
+#define GL_MATRIX6_ARB                    0x88C6
+#define GL_MATRIX7_ARB                    0x88C7
+#define GL_MATRIX8_ARB                    0x88C8
+#define GL_MATRIX9_ARB                    0x88C9
+#define GL_MATRIX10_ARB                   0x88CA
+#define GL_MATRIX11_ARB                   0x88CB
+#define GL_MATRIX12_ARB                   0x88CC
+#define GL_MATRIX13_ARB                   0x88CD
+#define GL_MATRIX14_ARB                   0x88CE
+#define GL_MATRIX15_ARB                   0x88CF
+#define GL_MATRIX16_ARB                   0x88D0
+#define GL_MATRIX17_ARB                   0x88D1
+#define GL_MATRIX18_ARB                   0x88D2
+#define GL_MATRIX19_ARB                   0x88D3
+#define GL_MATRIX20_ARB                   0x88D4
+#define GL_MATRIX21_ARB                   0x88D5
+#define GL_MATRIX22_ARB                   0x88D6
+#define GL_MATRIX23_ARB                   0x88D7
+#define GL_MATRIX24_ARB                   0x88D8
+#define GL_MATRIX25_ARB                   0x88D9
+#define GL_MATRIX26_ARB                   0x88DA
+#define GL_MATRIX27_ARB                   0x88DB
+#define GL_MATRIX28_ARB                   0x88DC
+#define GL_MATRIX29_ARB                   0x88DD
+#define GL_MATRIX30_ARB                   0x88DE
+#define GL_MATRIX31_ARB                   0x88DF
+#endif
+
+#ifndef GL_ARB_fragment_program
+#define GL_FRAGMENT_PROGRAM_ARB           0x8804
+#define GL_PROGRAM_ALU_INSTRUCTIONS_ARB   0x8805
+#define GL_PROGRAM_TEX_INSTRUCTIONS_ARB   0x8806
+#define GL_PROGRAM_TEX_INDIRECTIONS_ARB   0x8807
+#define GL_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x8808
+#define GL_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x8809
+#define GL_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x880A
+#define GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB 0x880B
+#define GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB 0x880C
+#define GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB 0x880D
+#define GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x880E
+#define GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x880F
+#define GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x8810
+#define GL_MAX_TEXTURE_COORDS_ARB         0x8871
+#define GL_MAX_TEXTURE_IMAGE_UNITS_ARB    0x8872
+#endif
+
+#ifndef GL_ARB_vertex_buffer_object
+#define GL_BUFFER_SIZE_ARB                0x8764
+#define GL_BUFFER_USAGE_ARB               0x8765
+#define GL_ARRAY_BUFFER_ARB               0x8892
+#define GL_ELEMENT_ARRAY_BUFFER_ARB       0x8893
+#define GL_ARRAY_BUFFER_BINDING_ARB       0x8894
+#define GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB 0x8895
+#define GL_VERTEX_ARRAY_BUFFER_BINDING_ARB 0x8896
+#define GL_NORMAL_ARRAY_BUFFER_BINDING_ARB 0x8897
+#define GL_COLOR_ARRAY_BUFFER_BINDING_ARB 0x8898
+#define GL_INDEX_ARRAY_BUFFER_BINDING_ARB 0x8899
+#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB 0x889A
+#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB 0x889B
+#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB 0x889C
+#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB 0x889D
+#define GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB 0x889E
+#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB 0x889F
+#define GL_READ_ONLY_ARB                  0x88B8
+#define GL_WRITE_ONLY_ARB                 0x88B9
+#define GL_READ_WRITE_ARB                 0x88BA
+#define GL_BUFFER_ACCESS_ARB              0x88BB
+#define GL_BUFFER_MAPPED_ARB              0x88BC
+#define GL_BUFFER_MAP_POINTER_ARB         0x88BD
+#define GL_STREAM_DRAW_ARB                0x88E0
+#define GL_STREAM_READ_ARB                0x88E1
+#define GL_STREAM_COPY_ARB                0x88E2
+#define GL_STATIC_DRAW_ARB                0x88E4
+#define GL_STATIC_READ_ARB                0x88E5
+#define GL_STATIC_COPY_ARB                0x88E6
+#define GL_DYNAMIC_DRAW_ARB               0x88E8
+#define GL_DYNAMIC_READ_ARB               0x88E9
+#define GL_DYNAMIC_COPY_ARB               0x88EA
+#endif
+
+#ifndef GL_ARB_occlusion_query
+#define GL_QUERY_COUNTER_BITS_ARB         0x8864
+#define GL_CURRENT_QUERY_ARB              0x8865
+#define GL_QUERY_RESULT_ARB               0x8866
+#define GL_QUERY_RESULT_AVAILABLE_ARB     0x8867
+#define GL_SAMPLES_PASSED_ARB             0x8914
+#endif
+
+#ifndef GL_ARB_shader_objects
+#define GL_PROGRAM_OBJECT_ARB             0x8B40
+#define GL_SHADER_OBJECT_ARB              0x8B48
+#define GL_OBJECT_TYPE_ARB                0x8B4E
+#define GL_OBJECT_SUBTYPE_ARB             0x8B4F
+#define GL_FLOAT_VEC2_ARB                 0x8B50
+#define GL_FLOAT_VEC3_ARB                 0x8B51
+#define GL_FLOAT_VEC4_ARB                 0x8B52
+#define GL_INT_VEC2_ARB                   0x8B53
+#define GL_INT_VEC3_ARB                   0x8B54
+#define GL_INT_VEC4_ARB                   0x8B55
+#define GL_BOOL_ARB                       0x8B56
+#define GL_BOOL_VEC2_ARB                  0x8B57
+#define GL_BOOL_VEC3_ARB                  0x8B58
+#define GL_BOOL_VEC4_ARB                  0x8B59
+#define GL_FLOAT_MAT2_ARB                 0x8B5A
+#define GL_FLOAT_MAT3_ARB                 0x8B5B
+#define GL_FLOAT_MAT4_ARB                 0x8B5C
+#define GL_SAMPLER_1D_ARB                 0x8B5D
+#define GL_SAMPLER_2D_ARB                 0x8B5E
+#define GL_SAMPLER_3D_ARB                 0x8B5F
+#define GL_SAMPLER_CUBE_ARB               0x8B60
+#define GL_SAMPLER_1D_SHADOW_ARB          0x8B61
+#define GL_SAMPLER_2D_SHADOW_ARB          0x8B62
+#define GL_SAMPLER_2D_RECT_ARB            0x8B63
+#define GL_SAMPLER_2D_RECT_SHADOW_ARB     0x8B64
+#define GL_OBJECT_DELETE_STATUS_ARB       0x8B80
+#define GL_OBJECT_COMPILE_STATUS_ARB      0x8B81
+#define GL_OBJECT_LINK_STATUS_ARB         0x8B82
+#define GL_OBJECT_VALIDATE_STATUS_ARB     0x8B83
+#define GL_OBJECT_INFO_LOG_LENGTH_ARB     0x8B84
+#define GL_OBJECT_ATTACHED_OBJECTS_ARB    0x8B85
+#define GL_OBJECT_ACTIVE_UNIFORMS_ARB     0x8B86
+#define GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB 0x8B87
+#define GL_OBJECT_SHADER_SOURCE_LENGTH_ARB 0x8B88
+#endif
+
+#ifndef GL_ARB_vertex_shader
+#define GL_VERTEX_SHADER_ARB              0x8B31
+#define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A
+#define GL_MAX_VARYING_FLOATS_ARB         0x8B4B
+#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C
+#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB 0x8B4D
+#define GL_OBJECT_ACTIVE_ATTRIBUTES_ARB   0x8B89
+#define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A
+#endif
+
+#ifndef GL_ARB_fragment_shader
+#define GL_FRAGMENT_SHADER_ARB            0x8B30
+#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49
+#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB 0x8B8B
+#endif
+
+#ifndef GL_ARB_shading_language_100
+#define GL_SHADING_LANGUAGE_VERSION_ARB   0x8B8C
+#endif
+
+#ifndef GL_ARB_texture_non_power_of_two
+#endif
+
+#ifndef GL_ARB_point_sprite
+#define GL_POINT_SPRITE_ARB               0x8861
+#define GL_COORD_REPLACE_ARB              0x8862
+#endif
+
+#ifndef GL_ARB_fragment_program_shadow
+#endif
+
+#ifndef GL_ARB_draw_buffers
+#define GL_MAX_DRAW_BUFFERS_ARB           0x8824
+#define GL_DRAW_BUFFER0_ARB               0x8825
+#define GL_DRAW_BUFFER1_ARB               0x8826
+#define GL_DRAW_BUFFER2_ARB               0x8827
+#define GL_DRAW_BUFFER3_ARB               0x8828
+#define GL_DRAW_BUFFER4_ARB               0x8829
+#define GL_DRAW_BUFFER5_ARB               0x882A
+#define GL_DRAW_BUFFER6_ARB               0x882B
+#define GL_DRAW_BUFFER7_ARB               0x882C
+#define GL_DRAW_BUFFER8_ARB               0x882D
+#define GL_DRAW_BUFFER9_ARB               0x882E
+#define GL_DRAW_BUFFER10_ARB              0x882F
+#define GL_DRAW_BUFFER11_ARB              0x8830
+#define GL_DRAW_BUFFER12_ARB              0x8831
+#define GL_DRAW_BUFFER13_ARB              0x8832
+#define GL_DRAW_BUFFER14_ARB              0x8833
+#define GL_DRAW_BUFFER15_ARB              0x8834
+#endif
+
+#ifndef GL_ARB_texture_rectangle
+#define GL_TEXTURE_RECTANGLE_ARB          0x84F5
+#define GL_TEXTURE_BINDING_RECTANGLE_ARB  0x84F6
+#define GL_PROXY_TEXTURE_RECTANGLE_ARB    0x84F7
+#define GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB 0x84F8
+#endif
+
+#ifndef GL_ARB_color_buffer_float
+#define GL_RGBA_FLOAT_MODE_ARB            0x8820
+#define GL_CLAMP_VERTEX_COLOR_ARB         0x891A
+#define GL_CLAMP_FRAGMENT_COLOR_ARB       0x891B
+#define GL_CLAMP_READ_COLOR_ARB           0x891C
+#define GL_FIXED_ONLY_ARB                 0x891D
+#endif
+
+#ifndef GL_ARB_half_float_pixel
+#define GL_HALF_FLOAT_ARB                 0x140B
+#endif
+
+#ifndef GL_ARB_texture_float
+#define GL_TEXTURE_RED_TYPE_ARB           0x8C10
+#define GL_TEXTURE_GREEN_TYPE_ARB         0x8C11
+#define GL_TEXTURE_BLUE_TYPE_ARB          0x8C12
+#define GL_TEXTURE_ALPHA_TYPE_ARB         0x8C13
+#define GL_TEXTURE_LUMINANCE_TYPE_ARB     0x8C14
+#define GL_TEXTURE_INTENSITY_TYPE_ARB     0x8C15
+#define GL_TEXTURE_DEPTH_TYPE_ARB         0x8C16
+#define GL_UNSIGNED_NORMALIZED_ARB        0x8C17
+#define GL_RGBA32F_ARB                    0x8814
+#define GL_RGB32F_ARB                     0x8815
+#define GL_ALPHA32F_ARB                   0x8816
+#define GL_INTENSITY32F_ARB               0x8817
+#define GL_LUMINANCE32F_ARB               0x8818
+#define GL_LUMINANCE_ALPHA32F_ARB         0x8819
+#define GL_RGBA16F_ARB                    0x881A
+#define GL_RGB16F_ARB                     0x881B
+#define GL_ALPHA16F_ARB                   0x881C
+#define GL_INTENSITY16F_ARB               0x881D
+#define GL_LUMINANCE16F_ARB               0x881E
+#define GL_LUMINANCE_ALPHA16F_ARB         0x881F
+#endif
+
+#ifndef GL_ARB_pixel_buffer_object
+#define GL_PIXEL_PACK_BUFFER_ARB          0x88EB
+#define GL_PIXEL_UNPACK_BUFFER_ARB        0x88EC
+#define GL_PIXEL_PACK_BUFFER_BINDING_ARB  0x88ED
+#define GL_PIXEL_UNPACK_BUFFER_BINDING_ARB 0x88EF
+#endif
+
+#ifndef GL_EXT_abgr
+#define GL_ABGR_EXT                       0x8000
+#endif
+
+#ifndef GL_EXT_blend_color
+#define GL_CONSTANT_COLOR_EXT             0x8001
+#define GL_ONE_MINUS_CONSTANT_COLOR_EXT   0x8002
+#define GL_CONSTANT_ALPHA_EXT             0x8003
+#define GL_ONE_MINUS_CONSTANT_ALPHA_EXT   0x8004
+#define GL_BLEND_COLOR_EXT                0x8005
+#endif
+
+#ifndef GL_EXT_polygon_offset
+#define GL_POLYGON_OFFSET_EXT             0x8037
+#define GL_POLYGON_OFFSET_FACTOR_EXT      0x8038
+#define GL_POLYGON_OFFSET_BIAS_EXT        0x8039
+#endif
+
+#ifndef GL_EXT_texture
+#define GL_ALPHA4_EXT                     0x803B
+#define GL_ALPHA8_EXT                     0x803C
+#define GL_ALPHA12_EXT                    0x803D
+#define GL_ALPHA16_EXT                    0x803E
+#define GL_LUMINANCE4_EXT                 0x803F
+#define GL_LUMINANCE8_EXT                 0x8040
+#define GL_LUMINANCE12_EXT                0x8041
+#define GL_LUMINANCE16_EXT                0x8042
+#define GL_LUMINANCE4_ALPHA4_EXT          0x8043
+#define GL_LUMINANCE6_ALPHA2_EXT          0x8044
+#define GL_LUMINANCE8_ALPHA8_EXT          0x8045
+#define GL_LUMINANCE12_ALPHA4_EXT         0x8046
+#define GL_LUMINANCE12_ALPHA12_EXT        0x8047
+#define GL_LUMINANCE16_ALPHA16_EXT        0x8048
+#define GL_INTENSITY_EXT                  0x8049
+#define GL_INTENSITY4_EXT                 0x804A
+#define GL_INTENSITY8_EXT                 0x804B
+#define GL_INTENSITY12_EXT                0x804C
+#define GL_INTENSITY16_EXT                0x804D
+#define GL_RGB2_EXT                       0x804E
+#define GL_RGB4_EXT                       0x804F
+#define GL_RGB5_EXT                       0x8050
+#define GL_RGB8_EXT                       0x8051
+#define GL_RGB10_EXT                      0x8052
+#define GL_RGB12_EXT                      0x8053
+#define GL_RGB16_EXT                      0x8054
+#define GL_RGBA2_EXT                      0x8055
+#define GL_RGBA4_EXT                      0x8056
+#define GL_RGB5_A1_EXT                    0x8057
+#define GL_RGBA8_EXT                      0x8058
+#define GL_RGB10_A2_EXT                   0x8059
+#define GL_RGBA12_EXT                     0x805A
+#define GL_RGBA16_EXT                     0x805B
+#define GL_TEXTURE_RED_SIZE_EXT           0x805C
+#define GL_TEXTURE_GREEN_SIZE_EXT         0x805D
+#define GL_TEXTURE_BLUE_SIZE_EXT          0x805E
+#define GL_TEXTURE_ALPHA_SIZE_EXT         0x805F
+#define GL_TEXTURE_LUMINANCE_SIZE_EXT     0x8060
+#define GL_TEXTURE_INTENSITY_SIZE_EXT     0x8061
+#define GL_REPLACE_EXT                    0x8062
+#define GL_PROXY_TEXTURE_1D_EXT           0x8063
+#define GL_PROXY_TEXTURE_2D_EXT           0x8064
+#define GL_TEXTURE_TOO_LARGE_EXT          0x8065
+#endif
+
+#ifndef GL_EXT_texture3D
+#define GL_PACK_SKIP_IMAGES_EXT           0x806B
+#define GL_PACK_IMAGE_HEIGHT_EXT          0x806C
+#define GL_UNPACK_SKIP_IMAGES_EXT         0x806D
+#define GL_UNPACK_IMAGE_HEIGHT_EXT        0x806E
+#define GL_TEXTURE_3D_EXT                 0x806F
+#define GL_PROXY_TEXTURE_3D_EXT           0x8070
+#define GL_TEXTURE_DEPTH_EXT              0x8071
+#define GL_TEXTURE_WRAP_R_EXT             0x8072
+#define GL_MAX_3D_TEXTURE_SIZE_EXT        0x8073
+#endif
+
+#ifndef GL_SGIS_texture_filter4
+#define GL_FILTER4_SGIS                   0x8146
+#define GL_TEXTURE_FILTER4_SIZE_SGIS      0x8147
+#endif
+
+#ifndef GL_EXT_subtexture
+#endif
+
+#ifndef GL_EXT_copy_texture
+#endif
+
+#ifndef GL_EXT_histogram
+#define GL_HISTOGRAM_EXT                  0x8024
+#define GL_PROXY_HISTOGRAM_EXT            0x8025
+#define GL_HISTOGRAM_WIDTH_EXT            0x8026
+#define GL_HISTOGRAM_FORMAT_EXT           0x8027
+#define GL_HISTOGRAM_RED_SIZE_EXT         0x8028
+#define GL_HISTOGRAM_GREEN_SIZE_EXT       0x8029
+#define GL_HISTOGRAM_BLUE_SIZE_EXT        0x802A
+#define GL_HISTOGRAM_ALPHA_SIZE_EXT       0x802B
+#define GL_HISTOGRAM_LUMINANCE_SIZE_EXT   0x802C
+#define GL_HISTOGRAM_SINK_EXT             0x802D
+#define GL_MINMAX_EXT                     0x802E
+#define GL_MINMAX_FORMAT_EXT              0x802F
+#define GL_MINMAX_SINK_EXT                0x8030
+#define GL_TABLE_TOO_LARGE_EXT            0x8031
+#endif
+
+#ifndef GL_EXT_convolution
+#define GL_CONVOLUTION_1D_EXT             0x8010
+#define GL_CONVOLUTION_2D_EXT             0x8011
+#define GL_SEPARABLE_2D_EXT               0x8012
+#define GL_CONVOLUTION_BORDER_MODE_EXT    0x8013
+#define GL_CONVOLUTION_FILTER_SCALE_EXT   0x8014
+#define GL_CONVOLUTION_FILTER_BIAS_EXT    0x8015
+#define GL_REDUCE_EXT                     0x8016
+#define GL_CONVOLUTION_FORMAT_EXT         0x8017
+#define GL_CONVOLUTION_WIDTH_EXT          0x8018
+#define GL_CONVOLUTION_HEIGHT_EXT         0x8019
+#define GL_MAX_CONVOLUTION_WIDTH_EXT      0x801A
+#define GL_MAX_CONVOLUTION_HEIGHT_EXT     0x801B
+#define GL_POST_CONVOLUTION_RED_SCALE_EXT 0x801C
+#define GL_POST_CONVOLUTION_GREEN_SCALE_EXT 0x801D
+#define GL_POST_CONVOLUTION_BLUE_SCALE_EXT 0x801E
+#define GL_POST_CONVOLUTION_ALPHA_SCALE_EXT 0x801F
+#define GL_POST_CONVOLUTION_RED_BIAS_EXT  0x8020
+#define GL_POST_CONVOLUTION_GREEN_BIAS_EXT 0x8021
+#define GL_POST_CONVOLUTION_BLUE_BIAS_EXT 0x8022
+#define GL_POST_CONVOLUTION_ALPHA_BIAS_EXT 0x8023
+#endif
+
+#ifndef GL_SGI_color_matrix
+#define GL_COLOR_MATRIX_SGI               0x80B1
+#define GL_COLOR_MATRIX_STACK_DEPTH_SGI   0x80B2
+#define GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI 0x80B3
+#define GL_POST_COLOR_MATRIX_RED_SCALE_SGI 0x80B4
+#define GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI 0x80B5
+#define GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI 0x80B6
+#define GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI 0x80B7
+#define GL_POST_COLOR_MATRIX_RED_BIAS_SGI 0x80B8
+#define GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI 0x80B9
+#define GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI 0x80BA
+#define GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI 0x80BB
+#endif
+
+#ifndef GL_SGI_color_table
+#define GL_COLOR_TABLE_SGI                0x80D0
+#define GL_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D1
+#define GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D2
+#define GL_PROXY_COLOR_TABLE_SGI          0x80D3
+#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D4
+#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D5
+#define GL_COLOR_TABLE_SCALE_SGI          0x80D6
+#define GL_COLOR_TABLE_BIAS_SGI           0x80D7
+#define GL_COLOR_TABLE_FORMAT_SGI         0x80D8
+#define GL_COLOR_TABLE_WIDTH_SGI          0x80D9
+#define GL_COLOR_TABLE_RED_SIZE_SGI       0x80DA
+#define GL_COLOR_TABLE_GREEN_SIZE_SGI     0x80DB
+#define GL_COLOR_TABLE_BLUE_SIZE_SGI      0x80DC
+#define GL_COLOR_TABLE_ALPHA_SIZE_SGI     0x80DD
+#define GL_COLOR_TABLE_LUMINANCE_SIZE_SGI 0x80DE
+#define GL_COLOR_TABLE_INTENSITY_SIZE_SGI 0x80DF
+#endif
+
+#ifndef GL_SGIS_pixel_texture
+#define GL_PIXEL_TEXTURE_SGIS             0x8353
+#define GL_PIXEL_FRAGMENT_RGB_SOURCE_SGIS 0x8354
+#define GL_PIXEL_FRAGMENT_ALPHA_SOURCE_SGIS 0x8355
+#define GL_PIXEL_GROUP_COLOR_SGIS         0x8356
+#endif
+
+#ifndef GL_SGIX_pixel_texture
+#define GL_PIXEL_TEX_GEN_SGIX             0x8139
+#define GL_PIXEL_TEX_GEN_MODE_SGIX        0x832B
+#endif
+
+#ifndef GL_SGIS_texture4D
+#define GL_PACK_SKIP_VOLUMES_SGIS         0x8130
+#define GL_PACK_IMAGE_DEPTH_SGIS          0x8131
+#define GL_UNPACK_SKIP_VOLUMES_SGIS       0x8132
+#define GL_UNPACK_IMAGE_DEPTH_SGIS        0x8133
+#define GL_TEXTURE_4D_SGIS                0x8134
+#define GL_PROXY_TEXTURE_4D_SGIS          0x8135
+#define GL_TEXTURE_4DSIZE_SGIS            0x8136
+#define GL_TEXTURE_WRAP_Q_SGIS            0x8137
+#define GL_MAX_4D_TEXTURE_SIZE_SGIS       0x8138
+#define GL_TEXTURE_4D_BINDING_SGIS        0x814F
+#endif
+
+#ifndef GL_SGI_texture_color_table
+#define GL_TEXTURE_COLOR_TABLE_SGI        0x80BC
+#define GL_PROXY_TEXTURE_COLOR_TABLE_SGI  0x80BD
+#endif
+
+#ifndef GL_EXT_cmyka
+#define GL_CMYK_EXT                       0x800C
+#define GL_CMYKA_EXT                      0x800D
+#define GL_PACK_CMYK_HINT_EXT             0x800E
+#define GL_UNPACK_CMYK_HINT_EXT           0x800F
+#endif
+
+#ifndef GL_EXT_texture_object
+#define GL_TEXTURE_PRIORITY_EXT           0x8066
+#define GL_TEXTURE_RESIDENT_EXT           0x8067
+#define GL_TEXTURE_1D_BINDING_EXT         0x8068
+#define GL_TEXTURE_2D_BINDING_EXT         0x8069
+#define GL_TEXTURE_3D_BINDING_EXT         0x806A
+#endif
+
+#ifndef GL_SGIS_detail_texture
+#define GL_DETAIL_TEXTURE_2D_SGIS         0x8095
+#define GL_DETAIL_TEXTURE_2D_BINDING_SGIS 0x8096
+#define GL_LINEAR_DETAIL_SGIS             0x8097
+#define GL_LINEAR_DETAIL_ALPHA_SGIS       0x8098
+#define GL_LINEAR_DETAIL_COLOR_SGIS       0x8099
+#define GL_DETAIL_TEXTURE_LEVEL_SGIS      0x809A
+#define GL_DETAIL_TEXTURE_MODE_SGIS       0x809B
+#define GL_DETAIL_TEXTURE_FUNC_POINTS_SGIS 0x809C
+#endif
+
+#ifndef GL_SGIS_sharpen_texture
+#define GL_LINEAR_SHARPEN_SGIS            0x80AD
+#define GL_LINEAR_SHARPEN_ALPHA_SGIS      0x80AE
+#define GL_LINEAR_SHARPEN_COLOR_SGIS      0x80AF
+#define GL_SHARPEN_TEXTURE_FUNC_POINTS_SGIS 0x80B0
+#endif
+
+#ifndef GL_EXT_packed_pixels
+#define GL_UNSIGNED_BYTE_3_3_2_EXT        0x8032
+#define GL_UNSIGNED_SHORT_4_4_4_4_EXT     0x8033
+#define GL_UNSIGNED_SHORT_5_5_5_1_EXT     0x8034
+#define GL_UNSIGNED_INT_8_8_8_8_EXT       0x8035
+#define GL_UNSIGNED_INT_10_10_10_2_EXT    0x8036
+#endif
+
+#ifndef GL_SGIS_texture_lod
+#define GL_TEXTURE_MIN_LOD_SGIS           0x813A
+#define GL_TEXTURE_MAX_LOD_SGIS           0x813B
+#define GL_TEXTURE_BASE_LEVEL_SGIS        0x813C
+#define GL_TEXTURE_MAX_LEVEL_SGIS         0x813D
+#endif
+
+#ifndef GL_SGIS_multisample
+#define GL_MULTISAMPLE_SGIS               0x809D
+#define GL_SAMPLE_ALPHA_TO_MASK_SGIS      0x809E
+#define GL_SAMPLE_ALPHA_TO_ONE_SGIS       0x809F
+#define GL_SAMPLE_MASK_SGIS               0x80A0
+#define GL_1PASS_SGIS                     0x80A1
+#define GL_2PASS_0_SGIS                   0x80A2
+#define GL_2PASS_1_SGIS                   0x80A3
+#define GL_4PASS_0_SGIS                   0x80A4
+#define GL_4PASS_1_SGIS                   0x80A5
+#define GL_4PASS_2_SGIS                   0x80A6
+#define GL_4PASS_3_SGIS                   0x80A7
+#define GL_SAMPLE_BUFFERS_SGIS            0x80A8
+#define GL_SAMPLES_SGIS                   0x80A9
+#define GL_SAMPLE_MASK_VALUE_SGIS         0x80AA
+#define GL_SAMPLE_MASK_INVERT_SGIS        0x80AB
+#define GL_SAMPLE_PATTERN_SGIS            0x80AC
+#endif
+
+#ifndef GL_EXT_rescale_normal
+#define GL_RESCALE_NORMAL_EXT             0x803A
+#endif
+
+#ifndef GL_EXT_vertex_array
+#define GL_VERTEX_ARRAY_EXT               0x8074
+#define GL_NORMAL_ARRAY_EXT               0x8075
+#define GL_COLOR_ARRAY_EXT                0x8076
+#define GL_INDEX_ARRAY_EXT                0x8077
+#define GL_TEXTURE_COORD_ARRAY_EXT        0x8078
+#define GL_EDGE_FLAG_ARRAY_EXT            0x8079
+#define GL_VERTEX_ARRAY_SIZE_EXT          0x807A
+#define GL_VERTEX_ARRAY_TYPE_EXT          0x807B
+#define GL_VERTEX_ARRAY_STRIDE_EXT        0x807C
+#define GL_VERTEX_ARRAY_COUNT_EXT         0x807D
+#define GL_NORMAL_ARRAY_TYPE_EXT          0x807E
+#define GL_NORMAL_ARRAY_STRIDE_EXT        0x807F
+#define GL_NORMAL_ARRAY_COUNT_EXT         0x8080
+#define GL_COLOR_ARRAY_SIZE_EXT           0x8081
+#define GL_COLOR_ARRAY_TYPE_EXT           0x8082
+#define GL_COLOR_ARRAY_STRIDE_EXT         0x8083
+#define GL_COLOR_ARRAY_COUNT_EXT          0x8084
+#define GL_INDEX_ARRAY_TYPE_EXT           0x8085
+#define GL_INDEX_ARRAY_STRIDE_EXT         0x8086
+#define GL_INDEX_ARRAY_COUNT_EXT          0x8087
+#define GL_TEXTURE_COORD_ARRAY_SIZE_EXT   0x8088
+#define GL_TEXTURE_COORD_ARRAY_TYPE_EXT   0x8089
+#define GL_TEXTURE_COORD_ARRAY_STRIDE_EXT 0x808A
+#define GL_TEXTURE_COORD_ARRAY_COUNT_EXT  0x808B
+#define GL_EDGE_FLAG_ARRAY_STRIDE_EXT     0x808C
+#define GL_EDGE_FLAG_ARRAY_COUNT_EXT      0x808D
+#define GL_VERTEX_ARRAY_POINTER_EXT       0x808E
+#define GL_NORMAL_ARRAY_POINTER_EXT       0x808F
+#define GL_COLOR_ARRAY_POINTER_EXT        0x8090
+#define GL_INDEX_ARRAY_POINTER_EXT        0x8091
+#define GL_TEXTURE_COORD_ARRAY_POINTER_EXT 0x8092
+#define GL_EDGE_FLAG_ARRAY_POINTER_EXT    0x8093
+#endif
+
+#ifndef GL_EXT_misc_attribute
+#endif
+
+#ifndef GL_SGIS_generate_mipmap
+#define GL_GENERATE_MIPMAP_SGIS           0x8191
+#define GL_GENERATE_MIPMAP_HINT_SGIS      0x8192
+#endif
+
+#ifndef GL_SGIX_clipmap
+#define GL_LINEAR_CLIPMAP_LINEAR_SGIX     0x8170
+#define GL_TEXTURE_CLIPMAP_CENTER_SGIX    0x8171
+#define GL_TEXTURE_CLIPMAP_FRAME_SGIX     0x8172
+#define GL_TEXTURE_CLIPMAP_OFFSET_SGIX    0x8173
+#define GL_TEXTURE_CLIPMAP_VIRTUAL_DEPTH_SGIX 0x8174
+#define GL_TEXTURE_CLIPMAP_LOD_OFFSET_SGIX 0x8175
+#define GL_TEXTURE_CLIPMAP_DEPTH_SGIX     0x8176
+#define GL_MAX_CLIPMAP_DEPTH_SGIX         0x8177
+#define GL_MAX_CLIPMAP_VIRTUAL_DEPTH_SGIX 0x8178
+#define GL_NEAREST_CLIPMAP_NEAREST_SGIX   0x844D
+#define GL_NEAREST_CLIPMAP_LINEAR_SGIX    0x844E
+#define GL_LINEAR_CLIPMAP_NEAREST_SGIX    0x844F
+#endif
+
+#ifndef GL_SGIX_shadow
+#define GL_TEXTURE_COMPARE_SGIX           0x819A
+#define GL_TEXTURE_COMPARE_OPERATOR_SGIX  0x819B
+#define GL_TEXTURE_LEQUAL_R_SGIX          0x819C
+#define GL_TEXTURE_GEQUAL_R_SGIX          0x819D
+#endif
+
+#ifndef GL_SGIS_texture_edge_clamp
+#define GL_CLAMP_TO_EDGE_SGIS             0x812F
+#endif
+
+#ifndef GL_SGIS_texture_border_clamp
+#define GL_CLAMP_TO_BORDER_SGIS           0x812D
+#endif
+
+#ifndef GL_EXT_blend_minmax
+#define GL_FUNC_ADD_EXT                   0x8006
+#define GL_MIN_EXT                        0x8007
+#define GL_MAX_EXT                        0x8008
+#define GL_BLEND_EQUATION_EXT             0x8009
+#endif
+
+#ifndef GL_EXT_blend_subtract
+#define GL_FUNC_SUBTRACT_EXT              0x800A
+#define GL_FUNC_REVERSE_SUBTRACT_EXT      0x800B
+#endif
+
+#ifndef GL_EXT_blend_logic_op
+#endif
+
+#ifndef GL_SGIX_interlace
+#define GL_INTERLACE_SGIX                 0x8094
+#endif
+
+#ifndef GL_SGIX_pixel_tiles
+#define GL_PIXEL_TILE_BEST_ALIGNMENT_SGIX 0x813E
+#define GL_PIXEL_TILE_CACHE_INCREMENT_SGIX 0x813F
+#define GL_PIXEL_TILE_WIDTH_SGIX          0x8140
+#define GL_PIXEL_TILE_HEIGHT_SGIX         0x8141
+#define GL_PIXEL_TILE_GRID_WIDTH_SGIX     0x8142
+#define GL_PIXEL_TILE_GRID_HEIGHT_SGIX    0x8143
+#define GL_PIXEL_TILE_GRID_DEPTH_SGIX     0x8144
+#define GL_PIXEL_TILE_CACHE_SIZE_SGIX     0x8145
+#endif
+
+#ifndef GL_SGIS_texture_select
+#define GL_DUAL_ALPHA4_SGIS               0x8110
+#define GL_DUAL_ALPHA8_SGIS               0x8111
+#define GL_DUAL_ALPHA12_SGIS              0x8112
+#define GL_DUAL_ALPHA16_SGIS              0x8113
+#define GL_DUAL_LUMINANCE4_SGIS           0x8114
+#define GL_DUAL_LUMINANCE8_SGIS           0x8115
+#define GL_DUAL_LUMINANCE12_SGIS          0x8116
+#define GL_DUAL_LUMINANCE16_SGIS          0x8117
+#define GL_DUAL_INTENSITY4_SGIS           0x8118
+#define GL_DUAL_INTENSITY8_SGIS           0x8119
+#define GL_DUAL_INTENSITY12_SGIS          0x811A
+#define GL_DUAL_INTENSITY16_SGIS          0x811B
+#define GL_DUAL_LUMINANCE_ALPHA4_SGIS     0x811C
+#define GL_DUAL_LUMINANCE_ALPHA8_SGIS     0x811D
+#define GL_QUAD_ALPHA4_SGIS               0x811E
+#define GL_QUAD_ALPHA8_SGIS               0x811F
+#define GL_QUAD_LUMINANCE4_SGIS           0x8120
+#define GL_QUAD_LUMINANCE8_SGIS           0x8121
+#define GL_QUAD_INTENSITY4_SGIS           0x8122
+#define GL_QUAD_INTENSITY8_SGIS           0x8123
+#define GL_DUAL_TEXTURE_SELECT_SGIS       0x8124
+#define GL_QUAD_TEXTURE_SELECT_SGIS       0x8125
+#endif
+
+#ifndef GL_SGIX_sprite
+#define GL_SPRITE_SGIX                    0x8148
+#define GL_SPRITE_MODE_SGIX               0x8149
+#define GL_SPRITE_AXIS_SGIX               0x814A
+#define GL_SPRITE_TRANSLATION_SGIX        0x814B
+#define GL_SPRITE_AXIAL_SGIX              0x814C
+#define GL_SPRITE_OBJECT_ALIGNED_SGIX     0x814D
+#define GL_SPRITE_EYE_ALIGNED_SGIX        0x814E
+#endif
+
+#ifndef GL_SGIX_texture_multi_buffer
+#define GL_TEXTURE_MULTI_BUFFER_HINT_SGIX 0x812E
+#endif
+
+#ifndef GL_EXT_point_parameters
+#define GL_POINT_SIZE_MIN_EXT             0x8126
+#define GL_POINT_SIZE_MAX_EXT             0x8127
+#define GL_POINT_FADE_THRESHOLD_SIZE_EXT  0x8128
+#define GL_DISTANCE_ATTENUATION_EXT       0x8129
+#endif
+
+#ifndef GL_SGIS_point_parameters
+#define GL_POINT_SIZE_MIN_SGIS            0x8126
+#define GL_POINT_SIZE_MAX_SGIS            0x8127
+#define GL_POINT_FADE_THRESHOLD_SIZE_SGIS 0x8128
+#define GL_DISTANCE_ATTENUATION_SGIS      0x8129
+#endif
+
+#ifndef GL_SGIX_instruments
+#define GL_INSTRUMENT_BUFFER_POINTER_SGIX 0x8180
+#define GL_INSTRUMENT_MEASUREMENTS_SGIX   0x8181
+#endif
+
+#ifndef GL_SGIX_texture_scale_bias
+#define GL_POST_TEXTURE_FILTER_BIAS_SGIX  0x8179
+#define GL_POST_TEXTURE_FILTER_SCALE_SGIX 0x817A
+#define GL_POST_TEXTURE_FILTER_BIAS_RANGE_SGIX 0x817B
+#define GL_POST_TEXTURE_FILTER_SCALE_RANGE_SGIX 0x817C
+#endif
+
+#ifndef GL_SGIX_framezoom
+#define GL_FRAMEZOOM_SGIX                 0x818B
+#define GL_FRAMEZOOM_FACTOR_SGIX          0x818C
+#define GL_MAX_FRAMEZOOM_FACTOR_SGIX      0x818D
+#endif
+
+#ifndef GL_SGIX_tag_sample_buffer
+#endif
+
+#ifndef GL_FfdMaskSGIX
+#define GL_TEXTURE_DEFORMATION_BIT_SGIX   0x00000001
+#define GL_GEOMETRY_DEFORMATION_BIT_SGIX  0x00000002
+#endif
+
+#ifndef GL_SGIX_polynomial_ffd
+#define GL_GEOMETRY_DEFORMATION_SGIX      0x8194
+#define GL_TEXTURE_DEFORMATION_SGIX       0x8195
+#define GL_DEFORMATIONS_MASK_SGIX         0x8196
+#define GL_MAX_DEFORMATION_ORDER_SGIX     0x8197
+#endif
+
+#ifndef GL_SGIX_reference_plane
+#define GL_REFERENCE_PLANE_SGIX           0x817D
+#define GL_REFERENCE_PLANE_EQUATION_SGIX  0x817E
+#endif
+
+#ifndef GL_SGIX_flush_raster
+#endif
+
+#ifndef GL_SGIX_depth_texture
+#define GL_DEPTH_COMPONENT16_SGIX         0x81A5
+#define GL_DEPTH_COMPONENT24_SGIX         0x81A6
+#define GL_DEPTH_COMPONENT32_SGIX         0x81A7
+#endif
+
+#ifndef GL_SGIS_fog_function
+#define GL_FOG_FUNC_SGIS                  0x812A
+#define GL_FOG_FUNC_POINTS_SGIS           0x812B
+#define GL_MAX_FOG_FUNC_POINTS_SGIS       0x812C
+#endif
+
+#ifndef GL_SGIX_fog_offset
+#define GL_FOG_OFFSET_SGIX                0x8198
+#define GL_FOG_OFFSET_VALUE_SGIX          0x8199
+#endif
+
+#ifndef GL_HP_image_transform
+#define GL_IMAGE_SCALE_X_HP               0x8155
+#define GL_IMAGE_SCALE_Y_HP               0x8156
+#define GL_IMAGE_TRANSLATE_X_HP           0x8157
+#define GL_IMAGE_TRANSLATE_Y_HP           0x8158
+#define GL_IMAGE_ROTATE_ANGLE_HP          0x8159
+#define GL_IMAGE_ROTATE_ORIGIN_X_HP       0x815A
+#define GL_IMAGE_ROTATE_ORIGIN_Y_HP       0x815B
+#define GL_IMAGE_MAG_FILTER_HP            0x815C
+#define GL_IMAGE_MIN_FILTER_HP            0x815D
+#define GL_IMAGE_CUBIC_WEIGHT_HP          0x815E
+#define GL_CUBIC_HP                       0x815F
+#define GL_AVERAGE_HP                     0x8160
+#define GL_IMAGE_TRANSFORM_2D_HP          0x8161
+#define GL_POST_IMAGE_TRANSFORM_COLOR_TABLE_HP 0x8162
+#define GL_PROXY_POST_IMAGE_TRANSFORM_COLOR_TABLE_HP 0x8163
+#endif
+
+#ifndef GL_HP_convolution_border_modes
+#define GL_IGNORE_BORDER_HP               0x8150
+#define GL_CONSTANT_BORDER_HP             0x8151
+#define GL_REPLICATE_BORDER_HP            0x8153
+#define GL_CONVOLUTION_BORDER_COLOR_HP    0x8154
+#endif
+
+#ifndef GL_INGR_palette_buffer
+#endif
+
+#ifndef GL_SGIX_texture_add_env
+#define GL_TEXTURE_ENV_BIAS_SGIX          0x80BE
+#endif
+
+#ifndef GL_EXT_color_subtable
+#endif
+
+#ifndef GL_PGI_vertex_hints
+#define GL_VERTEX_DATA_HINT_PGI           0x1A22A
+#define GL_VERTEX_CONSISTENT_HINT_PGI     0x1A22B
+#define GL_MATERIAL_SIDE_HINT_PGI         0x1A22C
+#define GL_MAX_VERTEX_HINT_PGI            0x1A22D
+#define GL_COLOR3_BIT_PGI                 0x00010000
+#define GL_COLOR4_BIT_PGI                 0x00020000
+#define GL_EDGEFLAG_BIT_PGI               0x00040000
+#define GL_INDEX_BIT_PGI                  0x00080000
+#define GL_MAT_AMBIENT_BIT_PGI            0x00100000
+#define GL_MAT_AMBIENT_AND_DIFFUSE_BIT_PGI 0x00200000
+#define GL_MAT_DIFFUSE_BIT_PGI            0x00400000
+#define GL_MAT_EMISSION_BIT_PGI           0x00800000
+#define GL_MAT_COLOR_INDEXES_BIT_PGI      0x01000000
+#define GL_MAT_SHININESS_BIT_PGI          0x02000000
+#define GL_MAT_SPECULAR_BIT_PGI           0x04000000
+#define GL_NORMAL_BIT_PGI                 0x08000000
+#define GL_TEXCOORD1_BIT_PGI              0x10000000
+#define GL_TEXCOORD2_BIT_PGI              0x20000000
+#define GL_TEXCOORD3_BIT_PGI              0x40000000
+#define GL_TEXCOORD4_BIT_PGI              0x80000000
+#define GL_VERTEX23_BIT_PGI               0x00000004
+#define GL_VERTEX4_BIT_PGI                0x00000008
+#endif
+
+#ifndef GL_PGI_misc_hints
+#define GL_PREFER_DOUBLEBUFFER_HINT_PGI   0x1A1F8
+#define GL_CONSERVE_MEMORY_HINT_PGI       0x1A1FD
+#define GL_RECLAIM_MEMORY_HINT_PGI        0x1A1FE
+#define GL_NATIVE_GRAPHICS_HANDLE_PGI     0x1A202
+#define GL_NATIVE_GRAPHICS_BEGIN_HINT_PGI 0x1A203
+#define GL_NATIVE_GRAPHICS_END_HINT_PGI   0x1A204
+#define GL_ALWAYS_FAST_HINT_PGI           0x1A20C
+#define GL_ALWAYS_SOFT_HINT_PGI           0x1A20D
+#define GL_ALLOW_DRAW_OBJ_HINT_PGI        0x1A20E
+#define GL_ALLOW_DRAW_WIN_HINT_PGI        0x1A20F
+#define GL_ALLOW_DRAW_FRG_HINT_PGI        0x1A210
+#define GL_ALLOW_DRAW_MEM_HINT_PGI        0x1A211
+#define GL_STRICT_DEPTHFUNC_HINT_PGI      0x1A216
+#define GL_STRICT_LIGHTING_HINT_PGI       0x1A217
+#define GL_STRICT_SCISSOR_HINT_PGI        0x1A218
+#define GL_FULL_STIPPLE_HINT_PGI          0x1A219
+#define GL_CLIP_NEAR_HINT_PGI             0x1A220
+#define GL_CLIP_FAR_HINT_PGI              0x1A221
+#define GL_WIDE_LINE_HINT_PGI             0x1A222
+#define GL_BACK_NORMALS_HINT_PGI          0x1A223
+#endif
+
+#ifndef GL_EXT_paletted_texture
+#define GL_COLOR_INDEX1_EXT               0x80E2
+#define GL_COLOR_INDEX2_EXT               0x80E3
+#define GL_COLOR_INDEX4_EXT               0x80E4
+#define GL_COLOR_INDEX8_EXT               0x80E5
+#define GL_COLOR_INDEX12_EXT              0x80E6
+#define GL_COLOR_INDEX16_EXT              0x80E7
+#define GL_TEXTURE_INDEX_SIZE_EXT         0x80ED
+#endif
+
+#ifndef GL_EXT_clip_volume_hint
+#define GL_CLIP_VOLUME_CLIPPING_HINT_EXT  0x80F0
+#endif
+
+#ifndef GL_SGIX_list_priority
+#define GL_LIST_PRIORITY_SGIX             0x8182
+#endif
+
+#ifndef GL_SGIX_ir_instrument1
+#define GL_IR_INSTRUMENT1_SGIX            0x817F
+#endif
+
+#ifndef GL_SGIX_calligraphic_fragment
+#define GL_CALLIGRAPHIC_FRAGMENT_SGIX     0x8183
+#endif
+
+#ifndef GL_SGIX_texture_lod_bias
+#define GL_TEXTURE_LOD_BIAS_S_SGIX        0x818E
+#define GL_TEXTURE_LOD_BIAS_T_SGIX        0x818F
+#define GL_TEXTURE_LOD_BIAS_R_SGIX        0x8190
+#endif
+
+#ifndef GL_SGIX_shadow_ambient
+#define GL_SHADOW_AMBIENT_SGIX            0x80BF
+#endif
+
+#ifndef GL_EXT_index_texture
+#endif
+
+#ifndef GL_EXT_index_material
+#define GL_INDEX_MATERIAL_EXT             0x81B8
+#define GL_INDEX_MATERIAL_PARAMETER_EXT   0x81B9
+#define GL_INDEX_MATERIAL_FACE_EXT        0x81BA
+#endif
+
+#ifndef GL_EXT_index_func
+#define GL_INDEX_TEST_EXT                 0x81B5
+#define GL_INDEX_TEST_FUNC_EXT            0x81B6
+#define GL_INDEX_TEST_REF_EXT             0x81B7
+#endif
+
+#ifndef GL_EXT_index_array_formats
+#define GL_IUI_V2F_EXT                    0x81AD
+#define GL_IUI_V3F_EXT                    0x81AE
+#define GL_IUI_N3F_V2F_EXT                0x81AF
+#define GL_IUI_N3F_V3F_EXT                0x81B0
+#define GL_T2F_IUI_V2F_EXT                0x81B1
+#define GL_T2F_IUI_V3F_EXT                0x81B2
+#define GL_T2F_IUI_N3F_V2F_EXT            0x81B3
+#define GL_T2F_IUI_N3F_V3F_EXT            0x81B4
+#endif
+
+#ifndef GL_EXT_compiled_vertex_array
+#define GL_ARRAY_ELEMENT_LOCK_FIRST_EXT   0x81A8
+#define GL_ARRAY_ELEMENT_LOCK_COUNT_EXT   0x81A9
+#endif
+
+#ifndef GL_EXT_cull_vertex
+#define GL_CULL_VERTEX_EXT                0x81AA
+#define GL_CULL_VERTEX_EYE_POSITION_EXT   0x81AB
+#define GL_CULL_VERTEX_OBJECT_POSITION_EXT 0x81AC
+#endif
+
+#ifndef GL_SGIX_ycrcb
+#define GL_YCRCB_422_SGIX                 0x81BB
+#define GL_YCRCB_444_SGIX                 0x81BC
+#endif
+
+#ifndef GL_SGIX_fragment_lighting
+#define GL_FRAGMENT_LIGHTING_SGIX         0x8400
+#define GL_FRAGMENT_COLOR_MATERIAL_SGIX   0x8401
+#define GL_FRAGMENT_COLOR_MATERIAL_FACE_SGIX 0x8402
+#define GL_FRAGMENT_COLOR_MATERIAL_PARAMETER_SGIX 0x8403
+#define GL_MAX_FRAGMENT_LIGHTS_SGIX       0x8404
+#define GL_MAX_ACTIVE_LIGHTS_SGIX         0x8405
+#define GL_CURRENT_RASTER_NORMAL_SGIX     0x8406
+#define GL_LIGHT_ENV_MODE_SGIX            0x8407
+#define GL_FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_SGIX 0x8408
+#define GL_FRAGMENT_LIGHT_MODEL_TWO_SIDE_SGIX 0x8409
+#define GL_FRAGMENT_LIGHT_MODEL_AMBIENT_SGIX 0x840A
+#define GL_FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_SGIX 0x840B
+#define GL_FRAGMENT_LIGHT0_SGIX           0x840C
+#define GL_FRAGMENT_LIGHT1_SGIX           0x840D
+#define GL_FRAGMENT_LIGHT2_SGIX           0x840E
+#define GL_FRAGMENT_LIGHT3_SGIX           0x840F
+#define GL_FRAGMENT_LIGHT4_SGIX           0x8410
+#define GL_FRAGMENT_LIGHT5_SGIX           0x8411
+#define GL_FRAGMENT_LIGHT6_SGIX           0x8412
+#define GL_FRAGMENT_LIGHT7_SGIX           0x8413
+#endif
+
+#ifndef GL_IBM_rasterpos_clip
+#define GL_RASTER_POSITION_UNCLIPPED_IBM  0x19262
+#endif
+
+#ifndef GL_HP_texture_lighting
+#define GL_TEXTURE_LIGHTING_MODE_HP       0x8167
+#define GL_TEXTURE_POST_SPECULAR_HP       0x8168
+#define GL_TEXTURE_PRE_SPECULAR_HP        0x8169
+#endif
+
+#ifndef GL_EXT_draw_range_elements
+#define GL_MAX_ELEMENTS_VERTICES_EXT      0x80E8
+#define GL_MAX_ELEMENTS_INDICES_EXT       0x80E9
+#endif
+
+#ifndef GL_WIN_phong_shading
+#define GL_PHONG_WIN                      0x80EA
+#define GL_PHONG_HINT_WIN                 0x80EB
+#endif
+
+#ifndef GL_WIN_specular_fog
+#define GL_FOG_SPECULAR_TEXTURE_WIN       0x80EC
+#endif
+
+#ifndef GL_EXT_light_texture
+#define GL_FRAGMENT_MATERIAL_EXT          0x8349
+#define GL_FRAGMENT_NORMAL_EXT            0x834A
+#define GL_FRAGMENT_COLOR_EXT             0x834C
+#define GL_ATTENUATION_EXT                0x834D
+#define GL_SHADOW_ATTENUATION_EXT         0x834E
+#define GL_TEXTURE_APPLICATION_MODE_EXT   0x834F
+#define GL_TEXTURE_LIGHT_EXT              0x8350
+#define GL_TEXTURE_MATERIAL_FACE_EXT      0x8351
+#define GL_TEXTURE_MATERIAL_PARAMETER_EXT 0x8352
+/* reuse GL_FRAGMENT_DEPTH_EXT */
+#endif
+
+#ifndef GL_SGIX_blend_alpha_minmax
+#define GL_ALPHA_MIN_SGIX                 0x8320
+#define GL_ALPHA_MAX_SGIX                 0x8321
+#endif
+
+#ifndef GL_SGIX_impact_pixel_texture
+#define GL_PIXEL_TEX_GEN_Q_CEILING_SGIX   0x8184
+#define GL_PIXEL_TEX_GEN_Q_ROUND_SGIX     0x8185
+#define GL_PIXEL_TEX_GEN_Q_FLOOR_SGIX     0x8186
+#define GL_PIXEL_TEX_GEN_ALPHA_REPLACE_SGIX 0x8187
+#define GL_PIXEL_TEX_GEN_ALPHA_NO_REPLACE_SGIX 0x8188
+#define GL_PIXEL_TEX_GEN_ALPHA_LS_SGIX    0x8189
+#define GL_PIXEL_TEX_GEN_ALPHA_MS_SGIX    0x818A
+#endif
+
+#ifndef GL_EXT_bgra
+#define GL_BGR_EXT                        0x80E0
+#define GL_BGRA_EXT                       0x80E1
+#endif
+
+#ifndef GL_SGIX_async
+#define GL_ASYNC_MARKER_SGIX              0x8329
+#endif
+
+#ifndef GL_SGIX_async_pixel
+#define GL_ASYNC_TEX_IMAGE_SGIX           0x835C
+#define GL_ASYNC_DRAW_PIXELS_SGIX         0x835D
+#define GL_ASYNC_READ_PIXELS_SGIX         0x835E
+#define GL_MAX_ASYNC_TEX_IMAGE_SGIX       0x835F
+#define GL_MAX_ASYNC_DRAW_PIXELS_SGIX     0x8360
+#define GL_MAX_ASYNC_READ_PIXELS_SGIX     0x8361
+#endif
+
+#ifndef GL_SGIX_async_histogram
+#define GL_ASYNC_HISTOGRAM_SGIX           0x832C
+#define GL_MAX_ASYNC_HISTOGRAM_SGIX       0x832D
+#endif
+
+#ifndef GL_INTEL_texture_scissor
+#endif
+
+#ifndef GL_INTEL_parallel_arrays
+#define GL_PARALLEL_ARRAYS_INTEL          0x83F4
+#define GL_VERTEX_ARRAY_PARALLEL_POINTERS_INTEL 0x83F5
+#define GL_NORMAL_ARRAY_PARALLEL_POINTERS_INTEL 0x83F6
+#define GL_COLOR_ARRAY_PARALLEL_POINTERS_INTEL 0x83F7
+#define GL_TEXTURE_COORD_ARRAY_PARALLEL_POINTERS_INTEL 0x83F8
+#endif
+
+#ifndef GL_HP_occlusion_test
+#define GL_OCCLUSION_TEST_HP              0x8165
+#define GL_OCCLUSION_TEST_RESULT_HP       0x8166
+#endif
+
+#ifndef GL_EXT_pixel_transform
+#define GL_PIXEL_TRANSFORM_2D_EXT         0x8330
+#define GL_PIXEL_MAG_FILTER_EXT           0x8331
+#define GL_PIXEL_MIN_FILTER_EXT           0x8332
+#define GL_PIXEL_CUBIC_WEIGHT_EXT         0x8333
+#define GL_CUBIC_EXT                      0x8334
+#define GL_AVERAGE_EXT                    0x8335
+#define GL_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8336
+#define GL_MAX_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8337
+#define GL_PIXEL_TRANSFORM_2D_MATRIX_EXT  0x8338
+#endif
+
+#ifndef GL_EXT_pixel_transform_color_table
+#endif
+
+#ifndef GL_EXT_shared_texture_palette
+#define GL_SHARED_TEXTURE_PALETTE_EXT     0x81FB
+#endif
+
+#ifndef GL_EXT_separate_specular_color
+#define GL_LIGHT_MODEL_COLOR_CONTROL_EXT  0x81F8
+#define GL_SINGLE_COLOR_EXT               0x81F9
+#define GL_SEPARATE_SPECULAR_COLOR_EXT    0x81FA
+#endif
+
+#ifndef GL_EXT_secondary_color
+#define GL_COLOR_SUM_EXT                  0x8458
+#define GL_CURRENT_SECONDARY_COLOR_EXT    0x8459
+#define GL_SECONDARY_COLOR_ARRAY_SIZE_EXT 0x845A
+#define GL_SECONDARY_COLOR_ARRAY_TYPE_EXT 0x845B
+#define GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT 0x845C
+#define GL_SECONDARY_COLOR_ARRAY_POINTER_EXT 0x845D
+#define GL_SECONDARY_COLOR_ARRAY_EXT      0x845E
+#endif
+
+#ifndef GL_EXT_texture_perturb_normal
+#define GL_PERTURB_EXT                    0x85AE
+#define GL_TEXTURE_NORMAL_EXT             0x85AF
+#endif
+
+#ifndef GL_EXT_multi_draw_arrays
+#endif
+
+#ifndef GL_EXT_fog_coord
+#define GL_FOG_COORDINATE_SOURCE_EXT      0x8450
+#define GL_FOG_COORDINATE_EXT             0x8451
+#define GL_FRAGMENT_DEPTH_EXT             0x8452
+#define GL_CURRENT_FOG_COORDINATE_EXT     0x8453
+#define GL_FOG_COORDINATE_ARRAY_TYPE_EXT  0x8454
+#define GL_FOG_COORDINATE_ARRAY_STRIDE_EXT 0x8455
+#define GL_FOG_COORDINATE_ARRAY_POINTER_EXT 0x8456
+#define GL_FOG_COORDINATE_ARRAY_EXT       0x8457
+#endif
+
+#ifndef GL_REND_screen_coordinates
+#define GL_SCREEN_COORDINATES_REND        0x8490
+#define GL_INVERTED_SCREEN_W_REND         0x8491
+#endif
+
+#ifndef GL_EXT_coordinate_frame
+#define GL_TANGENT_ARRAY_EXT              0x8439
+#define GL_BINORMAL_ARRAY_EXT             0x843A
+#define GL_CURRENT_TANGENT_EXT            0x843B
+#define GL_CURRENT_BINORMAL_EXT           0x843C
+#define GL_TANGENT_ARRAY_TYPE_EXT         0x843E
+#define GL_TANGENT_ARRAY_STRIDE_EXT       0x843F
+#define GL_BINORMAL_ARRAY_TYPE_EXT        0x8440
+#define GL_BINORMAL_ARRAY_STRIDE_EXT      0x8441
+#define GL_TANGENT_ARRAY_POINTER_EXT      0x8442
+#define GL_BINORMAL_ARRAY_POINTER_EXT     0x8443
+#define GL_MAP1_TANGENT_EXT               0x8444
+#define GL_MAP2_TANGENT_EXT               0x8445
+#define GL_MAP1_BINORMAL_EXT              0x8446
+#define GL_MAP2_BINORMAL_EXT              0x8447
+#endif
+
+#ifndef GL_EXT_texture_env_combine
+#define GL_COMBINE_EXT                    0x8570
+#define GL_COMBINE_RGB_EXT                0x8571
+#define GL_COMBINE_ALPHA_EXT              0x8572
+#define GL_RGB_SCALE_EXT                  0x8573
+#define GL_ADD_SIGNED_EXT                 0x8574
+#define GL_INTERPOLATE_EXT                0x8575
+#define GL_CONSTANT_EXT                   0x8576
+#define GL_PRIMARY_COLOR_EXT              0x8577
+#define GL_PREVIOUS_EXT                   0x8578
+#define GL_SOURCE0_RGB_EXT                0x8580
+#define GL_SOURCE1_RGB_EXT                0x8581
+#define GL_SOURCE2_RGB_EXT                0x8582
+#define GL_SOURCE0_ALPHA_EXT              0x8588
+#define GL_SOURCE1_ALPHA_EXT              0x8589
+#define GL_SOURCE2_ALPHA_EXT              0x858A
+#define GL_OPERAND0_RGB_EXT               0x8590
+#define GL_OPERAND1_RGB_EXT               0x8591
+#define GL_OPERAND2_RGB_EXT               0x8592
+#define GL_OPERAND0_ALPHA_EXT             0x8598
+#define GL_OPERAND1_ALPHA_EXT             0x8599
+#define GL_OPERAND2_ALPHA_EXT             0x859A
+#endif
+
+#ifndef GL_APPLE_specular_vector
+#define GL_LIGHT_MODEL_SPECULAR_VECTOR_APPLE 0x85B0
+#endif
+
+#ifndef GL_APPLE_transform_hint
+#define GL_TRANSFORM_HINT_APPLE           0x85B1
+#endif
+
+#ifndef GL_SGIX_fog_scale
+#define GL_FOG_SCALE_SGIX                 0x81FC
+#define GL_FOG_SCALE_VALUE_SGIX           0x81FD
+#endif
+
+#ifndef GL_SUNX_constant_data
+#define GL_UNPACK_CONSTANT_DATA_SUNX      0x81D5
+#define GL_TEXTURE_CONSTANT_DATA_SUNX     0x81D6
+#endif
+
+#ifndef GL_SUN_global_alpha
+#define GL_GLOBAL_ALPHA_SUN               0x81D9
+#define GL_GLOBAL_ALPHA_FACTOR_SUN        0x81DA
+#endif
+
+#ifndef GL_SUN_triangle_list
+#define GL_RESTART_SUN                    0x0001
+#define GL_REPLACE_MIDDLE_SUN             0x0002
+#define GL_REPLACE_OLDEST_SUN             0x0003
+#define GL_TRIANGLE_LIST_SUN              0x81D7
+#define GL_REPLACEMENT_CODE_SUN           0x81D8
+#define GL_REPLACEMENT_CODE_ARRAY_SUN     0x85C0
+#define GL_REPLACEMENT_CODE_ARRAY_TYPE_SUN 0x85C1
+#define GL_REPLACEMENT_CODE_ARRAY_STRIDE_SUN 0x85C2
+#define GL_REPLACEMENT_CODE_ARRAY_POINTER_SUN 0x85C3
+#define GL_R1UI_V3F_SUN                   0x85C4
+#define GL_R1UI_C4UB_V3F_SUN              0x85C5
+#define GL_R1UI_C3F_V3F_SUN               0x85C6
+#define GL_R1UI_N3F_V3F_SUN               0x85C7
+#define GL_R1UI_C4F_N3F_V3F_SUN           0x85C8
+#define GL_R1UI_T2F_V3F_SUN               0x85C9
+#define GL_R1UI_T2F_N3F_V3F_SUN           0x85CA
+#define GL_R1UI_T2F_C4F_N3F_V3F_SUN       0x85CB
+#endif
+
+#ifndef GL_SUN_vertex
+#endif
+
+#ifndef GL_EXT_blend_func_separate
+#define GL_BLEND_DST_RGB_EXT              0x80C8
+#define GL_BLEND_SRC_RGB_EXT              0x80C9
+#define GL_BLEND_DST_ALPHA_EXT            0x80CA
+#define GL_BLEND_SRC_ALPHA_EXT            0x80CB
+#endif
+
+#ifndef GL_INGR_color_clamp
+#define GL_RED_MIN_CLAMP_INGR             0x8560
+#define GL_GREEN_MIN_CLAMP_INGR           0x8561
+#define GL_BLUE_MIN_CLAMP_INGR            0x8562
+#define GL_ALPHA_MIN_CLAMP_INGR           0x8563
+#define GL_RED_MAX_CLAMP_INGR             0x8564
+#define GL_GREEN_MAX_CLAMP_INGR           0x8565
+#define GL_BLUE_MAX_CLAMP_INGR            0x8566
+#define GL_ALPHA_MAX_CLAMP_INGR           0x8567
+#endif
+
+#ifndef GL_INGR_interlace_read
+#define GL_INTERLACE_READ_INGR            0x8568
+#endif
+
+#ifndef GL_EXT_stencil_wrap
+#define GL_INCR_WRAP_EXT                  0x8507
+#define GL_DECR_WRAP_EXT                  0x8508
+#endif
+
+#ifndef GL_EXT_422_pixels
+#define GL_422_EXT                        0x80CC
+#define GL_422_REV_EXT                    0x80CD
+#define GL_422_AVERAGE_EXT                0x80CE
+#define GL_422_REV_AVERAGE_EXT            0x80CF
+#endif
+
+#ifndef GL_NV_texgen_reflection
+#define GL_NORMAL_MAP_NV                  0x8511
+#define GL_REFLECTION_MAP_NV              0x8512
+#endif
+
+#ifndef GL_EXT_texture_cube_map
+#define GL_NORMAL_MAP_EXT                 0x8511
+#define GL_REFLECTION_MAP_EXT             0x8512
+#define GL_TEXTURE_CUBE_MAP_EXT           0x8513
+#define GL_TEXTURE_BINDING_CUBE_MAP_EXT   0x8514
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT 0x8515
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT 0x8516
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT 0x8517
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT 0x8518
+#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT 0x8519
+#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT 0x851A
+#define GL_PROXY_TEXTURE_CUBE_MAP_EXT     0x851B
+#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_EXT  0x851C
+#endif
+
+#ifndef GL_SUN_convolution_border_modes
+#define GL_WRAP_BORDER_SUN                0x81D4
+#endif
+
+#ifndef GL_EXT_texture_env_add
+#endif
+
+#ifndef GL_EXT_texture_lod_bias
+#define GL_MAX_TEXTURE_LOD_BIAS_EXT       0x84FD
+#define GL_TEXTURE_FILTER_CONTROL_EXT     0x8500
+#define GL_TEXTURE_LOD_BIAS_EXT           0x8501
+#endif
+
+#ifndef GL_EXT_texture_filter_anisotropic
+#define GL_TEXTURE_MAX_ANISOTROPY_EXT     0x84FE
+#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
+#endif
+
+#ifndef GL_EXT_vertex_weighting
+#define GL_MODELVIEW0_STACK_DEPTH_EXT     GL_MODELVIEW_STACK_DEPTH
+#define GL_MODELVIEW1_STACK_DEPTH_EXT     0x8502
+#define GL_MODELVIEW0_MATRIX_EXT          GL_MODELVIEW_MATRIX
+#define GL_MODELVIEW1_MATRIX_EXT          0x8506
+#define GL_VERTEX_WEIGHTING_EXT           0x8509
+#define GL_MODELVIEW0_EXT                 GL_MODELVIEW
+#define GL_MODELVIEW1_EXT                 0x850A
+#define GL_CURRENT_VERTEX_WEIGHT_EXT      0x850B
+#define GL_VERTEX_WEIGHT_ARRAY_EXT        0x850C
+#define GL_VERTEX_WEIGHT_ARRAY_SIZE_EXT   0x850D
+#define GL_VERTEX_WEIGHT_ARRAY_TYPE_EXT   0x850E
+#define GL_VERTEX_WEIGHT_ARRAY_STRIDE_EXT 0x850F
+#define GL_VERTEX_WEIGHT_ARRAY_POINTER_EXT 0x8510
+#endif
+
+#ifndef GL_NV_light_max_exponent
+#define GL_MAX_SHININESS_NV               0x8504
+#define GL_MAX_SPOT_EXPONENT_NV           0x8505
+#endif
+
+#ifndef GL_NV_vertex_array_range
+#define GL_VERTEX_ARRAY_RANGE_NV          0x851D
+#define GL_VERTEX_ARRAY_RANGE_LENGTH_NV   0x851E
+#define GL_VERTEX_ARRAY_RANGE_VALID_NV    0x851F
+#define GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_NV 0x8520
+#define GL_VERTEX_ARRAY_RANGE_POINTER_NV  0x8521
+#endif
+
+#ifndef GL_NV_register_combiners
+#define GL_REGISTER_COMBINERS_NV          0x8522
+#define GL_VARIABLE_A_NV                  0x8523
+#define GL_VARIABLE_B_NV                  0x8524
+#define GL_VARIABLE_C_NV                  0x8525
+#define GL_VARIABLE_D_NV                  0x8526
+#define GL_VARIABLE_E_NV                  0x8527
+#define GL_VARIABLE_F_NV                  0x8528
+#define GL_VARIABLE_G_NV                  0x8529
+#define GL_CONSTANT_COLOR0_NV             0x852A
+#define GL_CONSTANT_COLOR1_NV             0x852B
+#define GL_PRIMARY_COLOR_NV               0x852C
+#define GL_SECONDARY_COLOR_NV             0x852D
+#define GL_SPARE0_NV                      0x852E
+#define GL_SPARE1_NV                      0x852F
+#define GL_DISCARD_NV                     0x8530
+#define GL_E_TIMES_F_NV                   0x8531
+#define GL_SPARE0_PLUS_SECONDARY_COLOR_NV 0x8532
+#define GL_UNSIGNED_IDENTITY_NV           0x8536
+#define GL_UNSIGNED_INVERT_NV             0x8537
+#define GL_EXPAND_NORMAL_NV               0x8538
+#define GL_EXPAND_NEGATE_NV               0x8539
+#define GL_HALF_BIAS_NORMAL_NV            0x853A
+#define GL_HALF_BIAS_NEGATE_NV            0x853B
+#define GL_SIGNED_IDENTITY_NV             0x853C
+#define GL_SIGNED_NEGATE_NV               0x853D
+#define GL_SCALE_BY_TWO_NV                0x853E
+#define GL_SCALE_BY_FOUR_NV               0x853F
+#define GL_SCALE_BY_ONE_HALF_NV           0x8540
+#define GL_BIAS_BY_NEGATIVE_ONE_HALF_NV   0x8541
+#define GL_COMBINER_INPUT_NV              0x8542
+#define GL_COMBINER_MAPPING_NV            0x8543
+#define GL_COMBINER_COMPONENT_USAGE_NV    0x8544
+#define GL_COMBINER_AB_DOT_PRODUCT_NV     0x8545
+#define GL_COMBINER_CD_DOT_PRODUCT_NV     0x8546
+#define GL_COMBINER_MUX_SUM_NV            0x8547
+#define GL_COMBINER_SCALE_NV              0x8548
+#define GL_COMBINER_BIAS_NV               0x8549
+#define GL_COMBINER_AB_OUTPUT_NV          0x854A
+#define GL_COMBINER_CD_OUTPUT_NV          0x854B
+#define GL_COMBINER_SUM_OUTPUT_NV         0x854C
+#define GL_MAX_GENERAL_COMBINERS_NV       0x854D
+#define GL_NUM_GENERAL_COMBINERS_NV       0x854E
+#define GL_COLOR_SUM_CLAMP_NV             0x854F
+#define GL_COMBINER0_NV                   0x8550
+#define GL_COMBINER1_NV                   0x8551
+#define GL_COMBINER2_NV                   0x8552
+#define GL_COMBINER3_NV                   0x8553
+#define GL_COMBINER4_NV                   0x8554
+#define GL_COMBINER5_NV                   0x8555
+#define GL_COMBINER6_NV                   0x8556
+#define GL_COMBINER7_NV                   0x8557
+/* reuse GL_TEXTURE0_ARB */
+/* reuse GL_TEXTURE1_ARB */
+/* reuse GL_ZERO */
+/* reuse GL_NONE */
+/* reuse GL_FOG */
+#endif
+
+#ifndef GL_NV_fog_distance
+#define GL_FOG_DISTANCE_MODE_NV           0x855A
+#define GL_EYE_RADIAL_NV                  0x855B
+#define GL_EYE_PLANE_ABSOLUTE_NV          0x855C
+/* reuse GL_EYE_PLANE */
+#endif
+
+#ifndef GL_NV_texgen_emboss
+#define GL_EMBOSS_LIGHT_NV                0x855D
+#define GL_EMBOSS_CONSTANT_NV             0x855E
+#define GL_EMBOSS_MAP_NV                  0x855F
+#endif
+
+#ifndef GL_NV_blend_square
+#endif
+
+#ifndef GL_NV_texture_env_combine4
+#define GL_COMBINE4_NV                    0x8503
+#define GL_SOURCE3_RGB_NV                 0x8583
+#define GL_SOURCE3_ALPHA_NV               0x858B
+#define GL_OPERAND3_RGB_NV                0x8593
+#define GL_OPERAND3_ALPHA_NV              0x859B
+#endif
+
+#ifndef GL_MESA_resize_buffers
+#endif
+
+#ifndef GL_MESA_window_pos
+#endif
+
+#ifndef GL_EXT_texture_compression_s3tc
+#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT   0x83F0
+#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT  0x83F1
+#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT  0x83F2
+#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT  0x83F3
+#endif
+
+#ifndef GL_IBM_cull_vertex
+#define GL_CULL_VERTEX_IBM                103050
+#endif
+
+#ifndef GL_IBM_multimode_draw_arrays
+#endif
+
+#ifndef GL_IBM_vertex_array_lists
+#define GL_VERTEX_ARRAY_LIST_IBM          103070
+#define GL_NORMAL_ARRAY_LIST_IBM          103071
+#define GL_COLOR_ARRAY_LIST_IBM           103072
+#define GL_INDEX_ARRAY_LIST_IBM           103073
+#define GL_TEXTURE_COORD_ARRAY_LIST_IBM   103074
+#define GL_EDGE_FLAG_ARRAY_LIST_IBM       103075
+#define GL_FOG_COORDINATE_ARRAY_LIST_IBM  103076
+#define GL_SECONDARY_COLOR_ARRAY_LIST_IBM 103077
+#define GL_VERTEX_ARRAY_LIST_STRIDE_IBM   103080
+#define GL_NORMAL_ARRAY_LIST_STRIDE_IBM   103081
+#define GL_COLOR_ARRAY_LIST_STRIDE_IBM    103082
+#define GL_INDEX_ARRAY_LIST_STRIDE_IBM    103083
+#define GL_TEXTURE_COORD_ARRAY_LIST_STRIDE_IBM 103084
+#define GL_EDGE_FLAG_ARRAY_LIST_STRIDE_IBM 103085
+#define GL_FOG_COORDINATE_ARRAY_LIST_STRIDE_IBM 103086
+#define GL_SECONDARY_COLOR_ARRAY_LIST_STRIDE_IBM 103087
+#endif
+
+#ifndef GL_SGIX_subsample
+#define GL_PACK_SUBSAMPLE_RATE_SGIX       0x85A0
+#define GL_UNPACK_SUBSAMPLE_RATE_SGIX     0x85A1
+#define GL_PIXEL_SUBSAMPLE_4444_SGIX      0x85A2
+#define GL_PIXEL_SUBSAMPLE_2424_SGIX      0x85A3
+#define GL_PIXEL_SUBSAMPLE_4242_SGIX      0x85A4
+#endif
+
+#ifndef GL_SGIX_ycrcb_subsample
+#endif
+
+#ifndef GL_SGIX_ycrcba
+#define GL_YCRCB_SGIX                     0x8318
+#define GL_YCRCBA_SGIX                    0x8319
+#endif
+
+#ifndef GL_SGI_depth_pass_instrument
+#define GL_DEPTH_PASS_INSTRUMENT_SGIX     0x8310
+#define GL_DEPTH_PASS_INSTRUMENT_COUNTERS_SGIX 0x8311
+#define GL_DEPTH_PASS_INSTRUMENT_MAX_SGIX 0x8312
+#endif
+
+#ifndef GL_3DFX_texture_compression_FXT1
+#define GL_COMPRESSED_RGB_FXT1_3DFX       0x86B0
+#define GL_COMPRESSED_RGBA_FXT1_3DFX      0x86B1
+#endif
+
+#ifndef GL_3DFX_multisample
+#define GL_MULTISAMPLE_3DFX               0x86B2
+#define GL_SAMPLE_BUFFERS_3DFX            0x86B3
+#define GL_SAMPLES_3DFX                   0x86B4
+#define GL_MULTISAMPLE_BIT_3DFX           0x20000000
+#endif
+
+#ifndef GL_3DFX_tbuffer
+#endif
+
+#ifndef GL_EXT_multisample
+#define GL_MULTISAMPLE_EXT                0x809D
+#define GL_SAMPLE_ALPHA_TO_MASK_EXT       0x809E
+#define GL_SAMPLE_ALPHA_TO_ONE_EXT        0x809F
+#define GL_SAMPLE_MASK_EXT                0x80A0
+#define GL_1PASS_EXT                      0x80A1
+#define GL_2PASS_0_EXT                    0x80A2
+#define GL_2PASS_1_EXT                    0x80A3
+#define GL_4PASS_0_EXT                    0x80A4
+#define GL_4PASS_1_EXT                    0x80A5
+#define GL_4PASS_2_EXT                    0x80A6
+#define GL_4PASS_3_EXT                    0x80A7
+#define GL_SAMPLE_BUFFERS_EXT             0x80A8
+#define GL_SAMPLES_EXT                    0x80A9
+#define GL_SAMPLE_MASK_VALUE_EXT          0x80AA
+#define GL_SAMPLE_MASK_INVERT_EXT         0x80AB
+#define GL_SAMPLE_PATTERN_EXT             0x80AC
+#define GL_MULTISAMPLE_BIT_EXT            0x20000000
+#endif
+
+#ifndef GL_SGIX_vertex_preclip
+#define GL_VERTEX_PRECLIP_SGIX            0x83EE
+#define GL_VERTEX_PRECLIP_HINT_SGIX       0x83EF
+#endif
+
+#ifndef GL_SGIX_convolution_accuracy
+#define GL_CONVOLUTION_HINT_SGIX          0x8316
+#endif
+
+#ifndef GL_SGIX_resample
+#define GL_PACK_RESAMPLE_SGIX             0x842C
+#define GL_UNPACK_RESAMPLE_SGIX           0x842D
+#define GL_RESAMPLE_REPLICATE_SGIX        0x842E
+#define GL_RESAMPLE_ZERO_FILL_SGIX        0x842F
+#define GL_RESAMPLE_DECIMATE_SGIX         0x8430
+#endif
+
+#ifndef GL_SGIS_point_line_texgen
+#define GL_EYE_DISTANCE_TO_POINT_SGIS     0x81F0
+#define GL_OBJECT_DISTANCE_TO_POINT_SGIS  0x81F1
+#define GL_EYE_DISTANCE_TO_LINE_SGIS      0x81F2
+#define GL_OBJECT_DISTANCE_TO_LINE_SGIS   0x81F3
+#define GL_EYE_POINT_SGIS                 0x81F4
+#define GL_OBJECT_POINT_SGIS              0x81F5
+#define GL_EYE_LINE_SGIS                  0x81F6
+#define GL_OBJECT_LINE_SGIS               0x81F7
+#endif
+
+#ifndef GL_SGIS_texture_color_mask
+#define GL_TEXTURE_COLOR_WRITEMASK_SGIS   0x81EF
+#endif
+
+#ifndef GL_EXT_texture_env_dot3
+#define GL_DOT3_RGB_EXT                   0x8740
+#define GL_DOT3_RGBA_EXT                  0x8741
+#endif
+
+#ifndef GL_ATI_texture_mirror_once
+#define GL_MIRROR_CLAMP_ATI               0x8742
+#define GL_MIRROR_CLAMP_TO_EDGE_ATI       0x8743
+#endif
+
+#ifndef GL_NV_fence
+#define GL_ALL_COMPLETED_NV               0x84F2
+#define GL_FENCE_STATUS_NV                0x84F3
+#define GL_FENCE_CONDITION_NV             0x84F4
+#endif
+
+#ifndef GL_IBM_texture_mirrored_repeat
+#define GL_MIRRORED_REPEAT_IBM            0x8370
+#endif
+
+#ifndef GL_NV_evaluators
+#define GL_EVAL_2D_NV                     0x86C0
+#define GL_EVAL_TRIANGULAR_2D_NV          0x86C1
+#define GL_MAP_TESSELLATION_NV            0x86C2
+#define GL_MAP_ATTRIB_U_ORDER_NV          0x86C3
+#define GL_MAP_ATTRIB_V_ORDER_NV          0x86C4
+#define GL_EVAL_FRACTIONAL_TESSELLATION_NV 0x86C5
+#define GL_EVAL_VERTEX_ATTRIB0_NV         0x86C6
+#define GL_EVAL_VERTEX_ATTRIB1_NV         0x86C7
+#define GL_EVAL_VERTEX_ATTRIB2_NV         0x86C8
+#define GL_EVAL_VERTEX_ATTRIB3_NV         0x86C9
+#define GL_EVAL_VERTEX_ATTRIB4_NV         0x86CA
+#define GL_EVAL_VERTEX_ATTRIB5_NV         0x86CB
+#define GL_EVAL_VERTEX_ATTRIB6_NV         0x86CC
+#define GL_EVAL_VERTEX_ATTRIB7_NV         0x86CD
+#define GL_EVAL_VERTEX_ATTRIB8_NV         0x86CE
+#define GL_EVAL_VERTEX_ATTRIB9_NV         0x86CF
+#define GL_EVAL_VERTEX_ATTRIB10_NV        0x86D0
+#define GL_EVAL_VERTEX_ATTRIB11_NV        0x86D1
+#define GL_EVAL_VERTEX_ATTRIB12_NV        0x86D2
+#define GL_EVAL_VERTEX_ATTRIB13_NV        0x86D3
+#define GL_EVAL_VERTEX_ATTRIB14_NV        0x86D4
+#define GL_EVAL_VERTEX_ATTRIB15_NV        0x86D5
+#define GL_MAX_MAP_TESSELLATION_NV        0x86D6
+#define GL_MAX_RATIONAL_EVAL_ORDER_NV     0x86D7
+#endif
+
+#ifndef GL_NV_packed_depth_stencil
+#define GL_DEPTH_STENCIL_NV               0x84F9
+#define GL_UNSIGNED_INT_24_8_NV           0x84FA
+#endif
+
+#ifndef GL_NV_register_combiners2
+#define GL_PER_STAGE_CONSTANTS_NV         0x8535
+#endif
+
+#ifndef GL_NV_texture_compression_vtc
+#endif
+
+#ifndef GL_NV_texture_rectangle
+#define GL_TEXTURE_RECTANGLE_NV           0x84F5
+#define GL_TEXTURE_BINDING_RECTANGLE_NV   0x84F6
+#define GL_PROXY_TEXTURE_RECTANGLE_NV     0x84F7
+#define GL_MAX_RECTANGLE_TEXTURE_SIZE_NV  0x84F8
+#endif
+
+#ifndef GL_NV_texture_shader
+#define GL_OFFSET_TEXTURE_RECTANGLE_NV    0x864C
+#define GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV 0x864D
+#define GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV 0x864E
+#define GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV 0x86D9
+#define GL_UNSIGNED_INT_S8_S8_8_8_NV      0x86DA
+#define GL_UNSIGNED_INT_8_8_S8_S8_REV_NV  0x86DB
+#define GL_DSDT_MAG_INTENSITY_NV          0x86DC
+#define GL_SHADER_CONSISTENT_NV           0x86DD
+#define GL_TEXTURE_SHADER_NV              0x86DE
+#define GL_SHADER_OPERATION_NV            0x86DF
+#define GL_CULL_MODES_NV                  0x86E0
+#define GL_OFFSET_TEXTURE_MATRIX_NV       0x86E1
+#define GL_OFFSET_TEXTURE_SCALE_NV        0x86E2
+#define GL_OFFSET_TEXTURE_BIAS_NV         0x86E3
+#define GL_OFFSET_TEXTURE_2D_MATRIX_NV    GL_OFFSET_TEXTURE_MATRIX_NV
+#define GL_OFFSET_TEXTURE_2D_SCALE_NV     GL_OFFSET_TEXTURE_SCALE_NV
+#define GL_OFFSET_TEXTURE_2D_BIAS_NV      GL_OFFSET_TEXTURE_BIAS_NV
+#define GL_PREVIOUS_TEXTURE_INPUT_NV      0x86E4
+#define GL_CONST_EYE_NV                   0x86E5
+#define GL_PASS_THROUGH_NV                0x86E6
+#define GL_CULL_FRAGMENT_NV               0x86E7
+#define GL_OFFSET_TEXTURE_2D_NV           0x86E8
+#define GL_DEPENDENT_AR_TEXTURE_2D_NV     0x86E9
+#define GL_DEPENDENT_GB_TEXTURE_2D_NV     0x86EA
+#define GL_DOT_PRODUCT_NV                 0x86EC
+#define GL_DOT_PRODUCT_DEPTH_REPLACE_NV   0x86ED
+#define GL_DOT_PRODUCT_TEXTURE_2D_NV      0x86EE
+#define GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV 0x86F0
+#define GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV 0x86F1
+#define GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV 0x86F2
+#define GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV 0x86F3
+#define GL_HILO_NV                        0x86F4
+#define GL_DSDT_NV                        0x86F5
+#define GL_DSDT_MAG_NV                    0x86F6
+#define GL_DSDT_MAG_VIB_NV                0x86F7
+#define GL_HILO16_NV                      0x86F8
+#define GL_SIGNED_HILO_NV                 0x86F9
+#define GL_SIGNED_HILO16_NV               0x86FA
+#define GL_SIGNED_RGBA_NV                 0x86FB
+#define GL_SIGNED_RGBA8_NV                0x86FC
+#define GL_SIGNED_RGB_NV                  0x86FE
+#define GL_SIGNED_RGB8_NV                 0x86FF
+#define GL_SIGNED_LUMINANCE_NV            0x8701
+#define GL_SIGNED_LUMINANCE8_NV           0x8702
+#define GL_SIGNED_LUMINANCE_ALPHA_NV      0x8703
+#define GL_SIGNED_LUMINANCE8_ALPHA8_NV    0x8704
+#define GL_SIGNED_ALPHA_NV                0x8705
+#define GL_SIGNED_ALPHA8_NV               0x8706
+#define GL_SIGNED_INTENSITY_NV            0x8707
+#define GL_SIGNED_INTENSITY8_NV           0x8708
+#define GL_DSDT8_NV                       0x8709
+#define GL_DSDT8_MAG8_NV                  0x870A
+#define GL_DSDT8_MAG8_INTENSITY8_NV       0x870B
+#define GL_SIGNED_RGB_UNSIGNED_ALPHA_NV   0x870C
+#define GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV 0x870D
+#define GL_HI_SCALE_NV                    0x870E
+#define GL_LO_SCALE_NV                    0x870F
+#define GL_DS_SCALE_NV                    0x8710
+#define GL_DT_SCALE_NV                    0x8711
+#define GL_MAGNITUDE_SCALE_NV             0x8712
+#define GL_VIBRANCE_SCALE_NV              0x8713
+#define GL_HI_BIAS_NV                     0x8714
+#define GL_LO_BIAS_NV                     0x8715
+#define GL_DS_BIAS_NV                     0x8716
+#define GL_DT_BIAS_NV                     0x8717
+#define GL_MAGNITUDE_BIAS_NV              0x8718
+#define GL_VIBRANCE_BIAS_NV               0x8719
+#define GL_TEXTURE_BORDER_VALUES_NV       0x871A
+#define GL_TEXTURE_HI_SIZE_NV             0x871B
+#define GL_TEXTURE_LO_SIZE_NV             0x871C
+#define GL_TEXTURE_DS_SIZE_NV             0x871D
+#define GL_TEXTURE_DT_SIZE_NV             0x871E
+#define GL_TEXTURE_MAG_SIZE_NV            0x871F
+#endif
+
+#ifndef GL_NV_texture_shader2
+#define GL_DOT_PRODUCT_TEXTURE_3D_NV      0x86EF
+#endif
+
+#ifndef GL_NV_vertex_array_range2
+#define GL_VERTEX_ARRAY_RANGE_WITHOUT_FLUSH_NV 0x8533
+#endif
+
+#ifndef GL_NV_vertex_program
+#define GL_VERTEX_PROGRAM_NV              0x8620
+#define GL_VERTEX_STATE_PROGRAM_NV        0x8621
+#define GL_ATTRIB_ARRAY_SIZE_NV           0x8623
+#define GL_ATTRIB_ARRAY_STRIDE_NV         0x8624
+#define GL_ATTRIB_ARRAY_TYPE_NV           0x8625
+#define GL_CURRENT_ATTRIB_NV              0x8626
+#define GL_PROGRAM_LENGTH_NV              0x8627
+#define GL_PROGRAM_STRING_NV              0x8628
+#define GL_MODELVIEW_PROJECTION_NV        0x8629
+#define GL_IDENTITY_NV                    0x862A
+#define GL_INVERSE_NV                     0x862B
+#define GL_TRANSPOSE_NV                   0x862C
+#define GL_INVERSE_TRANSPOSE_NV           0x862D
+#define GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV 0x862E
+#define GL_MAX_TRACK_MATRICES_NV          0x862F
+#define GL_MATRIX0_NV                     0x8630
+#define GL_MATRIX1_NV                     0x8631
+#define GL_MATRIX2_NV                     0x8632
+#define GL_MATRIX3_NV                     0x8633
+#define GL_MATRIX4_NV                     0x8634
+#define GL_MATRIX5_NV                     0x8635
+#define GL_MATRIX6_NV                     0x8636
+#define GL_MATRIX7_NV                     0x8637
+#define GL_CURRENT_MATRIX_STACK_DEPTH_NV  0x8640
+#define GL_CURRENT_MATRIX_NV              0x8641
+#define GL_VERTEX_PROGRAM_POINT_SIZE_NV   0x8642
+#define GL_VERTEX_PROGRAM_TWO_SIDE_NV     0x8643
+#define GL_PROGRAM_PARAMETER_NV           0x8644
+#define GL_ATTRIB_ARRAY_POINTER_NV        0x8645
+#define GL_PROGRAM_TARGET_NV              0x8646
+#define GL_PROGRAM_RESIDENT_NV            0x8647
+#define GL_TRACK_MATRIX_NV                0x8648
+#define GL_TRACK_MATRIX_TRANSFORM_NV      0x8649
+#define GL_VERTEX_PROGRAM_BINDING_NV      0x864A
+#define GL_PROGRAM_ERROR_POSITION_NV      0x864B
+#define GL_VERTEX_ATTRIB_ARRAY0_NV        0x8650
+#define GL_VERTEX_ATTRIB_ARRAY1_NV        0x8651
+#define GL_VERTEX_ATTRIB_ARRAY2_NV        0x8652
+#define GL_VERTEX_ATTRIB_ARRAY3_NV        0x8653
+#define GL_VERTEX_ATTRIB_ARRAY4_NV        0x8654
+#define GL_VERTEX_ATTRIB_ARRAY5_NV        0x8655
+#define GL_VERTEX_ATTRIB_ARRAY6_NV        0x8656
+#define GL_VERTEX_ATTRIB_ARRAY7_NV        0x8657
+#define GL_VERTEX_ATTRIB_ARRAY8_NV        0x8658
+#define GL_VERTEX_ATTRIB_ARRAY9_NV        0x8659
+#define GL_VERTEX_ATTRIB_ARRAY10_NV       0x865A
+#define GL_VERTEX_ATTRIB_ARRAY11_NV       0x865B
+#define GL_VERTEX_ATTRIB_ARRAY12_NV       0x865C
+#define GL_VERTEX_ATTRIB_ARRAY13_NV       0x865D
+#define GL_VERTEX_ATTRIB_ARRAY14_NV       0x865E
+#define GL_VERTEX_ATTRIB_ARRAY15_NV       0x865F
+#define GL_MAP1_VERTEX_ATTRIB0_4_NV       0x8660
+#define GL_MAP1_VERTEX_ATTRIB1_4_NV       0x8661
+#define GL_MAP1_VERTEX_ATTRIB2_4_NV       0x8662
+#define GL_MAP1_VERTEX_ATTRIB3_4_NV       0x8663
+#define GL_MAP1_VERTEX_ATTRIB4_4_NV       0x8664
+#define GL_MAP1_VERTEX_ATTRIB5_4_NV       0x8665
+#define GL_MAP1_VERTEX_ATTRIB6_4_NV       0x8666
+#define GL_MAP1_VERTEX_ATTRIB7_4_NV       0x8667
+#define GL_MAP1_VERTEX_ATTRIB8_4_NV       0x8668
+#define GL_MAP1_VERTEX_ATTRIB9_4_NV       0x8669
+#define GL_MAP1_VERTEX_ATTRIB10_4_NV      0x866A
+#define GL_MAP1_VERTEX_ATTRIB11_4_NV      0x866B
+#define GL_MAP1_VERTEX_ATTRIB12_4_NV      0x866C
+#define GL_MAP1_VERTEX_ATTRIB13_4_NV      0x866D
+#define GL_MAP1_VERTEX_ATTRIB14_4_NV      0x866E
+#define GL_MAP1_VERTEX_ATTRIB15_4_NV      0x866F
+#define GL_MAP2_VERTEX_ATTRIB0_4_NV       0x8670
+#define GL_MAP2_VERTEX_ATTRIB1_4_NV       0x8671
+#define GL_MAP2_VERTEX_ATTRIB2_4_NV       0x8672
+#define GL_MAP2_VERTEX_ATTRIB3_4_NV       0x8673
+#define GL_MAP2_VERTEX_ATTRIB4_4_NV       0x8674
+#define GL_MAP2_VERTEX_ATTRIB5_4_NV       0x8675
+#define GL_MAP2_VERTEX_ATTRIB6_4_NV       0x8676
+#define GL_MAP2_VERTEX_ATTRIB7_4_NV       0x8677
+#define GL_MAP2_VERTEX_ATTRIB8_4_NV       0x8678
+#define GL_MAP2_VERTEX_ATTRIB9_4_NV       0x8679
+#define GL_MAP2_VERTEX_ATTRIB10_4_NV      0x867A
+#define GL_MAP2_VERTEX_ATTRIB11_4_NV      0x867B
+#define GL_MAP2_VERTEX_ATTRIB12_4_NV      0x867C
+#define GL_MAP2_VERTEX_ATTRIB13_4_NV      0x867D
+#define GL_MAP2_VERTEX_ATTRIB14_4_NV      0x867E
+#define GL_MAP2_VERTEX_ATTRIB15_4_NV      0x867F
+#endif
+
+#ifndef GL_SGIX_texture_coordinate_clamp
+#define GL_TEXTURE_MAX_CLAMP_S_SGIX       0x8369
+#define GL_TEXTURE_MAX_CLAMP_T_SGIX       0x836A
+#define GL_TEXTURE_MAX_CLAMP_R_SGIX       0x836B
+#endif
+
+#ifndef GL_SGIX_scalebias_hint
+#define GL_SCALEBIAS_HINT_SGIX            0x8322
+#endif
+
+#ifndef GL_OML_interlace
+#define GL_INTERLACE_OML                  0x8980
+#define GL_INTERLACE_READ_OML             0x8981
+#endif
+
+#ifndef GL_OML_subsample
+#define GL_FORMAT_SUBSAMPLE_24_24_OML     0x8982
+#define GL_FORMAT_SUBSAMPLE_244_244_OML   0x8983
+#endif
+
+#ifndef GL_OML_resample
+#define GL_PACK_RESAMPLE_OML              0x8984
+#define GL_UNPACK_RESAMPLE_OML            0x8985
+#define GL_RESAMPLE_REPLICATE_OML         0x8986
+#define GL_RESAMPLE_ZERO_FILL_OML         0x8987
+#define GL_RESAMPLE_AVERAGE_OML           0x8988
+#define GL_RESAMPLE_DECIMATE_OML          0x8989
+#endif
+
+#ifndef GL_NV_copy_depth_to_color
+#define GL_DEPTH_STENCIL_TO_RGBA_NV       0x886E
+#define GL_DEPTH_STENCIL_TO_BGRA_NV       0x886F
+#endif
+
+#ifndef GL_ATI_envmap_bumpmap
+#define GL_BUMP_ROT_MATRIX_ATI            0x8775
+#define GL_BUMP_ROT_MATRIX_SIZE_ATI       0x8776
+#define GL_BUMP_NUM_TEX_UNITS_ATI         0x8777
+#define GL_BUMP_TEX_UNITS_ATI             0x8778
+#define GL_DUDV_ATI                       0x8779
+#define GL_DU8DV8_ATI                     0x877A
+#define GL_BUMP_ENVMAP_ATI                0x877B
+#define GL_BUMP_TARGET_ATI                0x877C
+#endif
+
+#ifndef GL_ATI_fragment_shader
+#define GL_FRAGMENT_SHADER_ATI            0x8920
+#define GL_REG_0_ATI                      0x8921
+#define GL_REG_1_ATI                      0x8922
+#define GL_REG_2_ATI                      0x8923
+#define GL_REG_3_ATI                      0x8924
+#define GL_REG_4_ATI                      0x8925
+#define GL_REG_5_ATI                      0x8926
+#define GL_REG_6_ATI                      0x8927
+#define GL_REG_7_ATI                      0x8928
+#define GL_REG_8_ATI                      0x8929
+#define GL_REG_9_ATI                      0x892A
+#define GL_REG_10_ATI                     0x892B
+#define GL_REG_11_ATI                     0x892C
+#define GL_REG_12_ATI                     0x892D
+#define GL_REG_13_ATI                     0x892E
+#define GL_REG_14_ATI                     0x892F
+#define GL_REG_15_ATI                     0x8930
+#define GL_REG_16_ATI                     0x8931
+#define GL_REG_17_ATI                     0x8932
+#define GL_REG_18_ATI                     0x8933
+#define GL_REG_19_ATI                     0x8934
+#define GL_REG_20_ATI                     0x8935
+#define GL_REG_21_ATI                     0x8936
+#define GL_REG_22_ATI                     0x8937
+#define GL_REG_23_ATI                     0x8938
+#define GL_REG_24_ATI                     0x8939
+#define GL_REG_25_ATI                     0x893A
+#define GL_REG_26_ATI                     0x893B
+#define GL_REG_27_ATI                     0x893C
+#define GL_REG_28_ATI                     0x893D
+#define GL_REG_29_ATI                     0x893E
+#define GL_REG_30_ATI                     0x893F
+#define GL_REG_31_ATI                     0x8940
+#define GL_CON_0_ATI                      0x8941
+#define GL_CON_1_ATI                      0x8942
+#define GL_CON_2_ATI                      0x8943
+#define GL_CON_3_ATI                      0x8944
+#define GL_CON_4_ATI                      0x8945
+#define GL_CON_5_ATI                      0x8946
+#define GL_CON_6_ATI                      0x8947
+#define GL_CON_7_ATI                      0x8948
+#define GL_CON_8_ATI                      0x8949
+#define GL_CON_9_ATI                      0x894A
+#define GL_CON_10_ATI                     0x894B
+#define GL_CON_11_ATI                     0x894C
+#define GL_CON_12_ATI                     0x894D
+#define GL_CON_13_ATI                     0x894E
+#define GL_CON_14_ATI                     0x894F
+#define GL_CON_15_ATI                     0x8950
+#define GL_CON_16_ATI                     0x8951
+#define GL_CON_17_ATI                     0x8952
+#define GL_CON_18_ATI                     0x8953
+#define GL_CON_19_ATI                     0x8954
+#define GL_CON_20_ATI                     0x8955
+#define GL_CON_21_ATI                     0x8956
+#define GL_CON_22_ATI                     0x8957
+#define GL_CON_23_ATI                     0x8958
+#define GL_CON_24_ATI                     0x8959
+#define GL_CON_25_ATI                     0x895A
+#define GL_CON_26_ATI                     0x895B
+#define GL_CON_27_ATI                     0x895C
+#define GL_CON_28_ATI                     0x895D
+#define GL_CON_29_ATI                     0x895E
+#define GL_CON_30_ATI                     0x895F
+#define GL_CON_31_ATI                     0x8960
+#define GL_MOV_ATI                        0x8961
+#define GL_ADD_ATI                        0x8963
+#define GL_MUL_ATI                        0x8964
+#define GL_SUB_ATI                        0x8965
+#define GL_DOT3_ATI                       0x8966
+#define GL_DOT4_ATI                       0x8967
+#define GL_MAD_ATI                        0x8968
+#define GL_LERP_ATI                       0x8969
+#define GL_CND_ATI                        0x896A
+#define GL_CND0_ATI                       0x896B
+#define GL_DOT2_ADD_ATI                   0x896C
+#define GL_SECONDARY_INTERPOLATOR_ATI     0x896D
+#define GL_NUM_FRAGMENT_REGISTERS_ATI     0x896E
+#define GL_NUM_FRAGMENT_CONSTANTS_ATI     0x896F
+#define GL_NUM_PASSES_ATI                 0x8970
+#define GL_NUM_INSTRUCTIONS_PER_PASS_ATI  0x8971
+#define GL_NUM_INSTRUCTIONS_TOTAL_ATI     0x8972
+#define GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI 0x8973
+#define GL_NUM_LOOPBACK_COMPONENTS_ATI    0x8974
+#define GL_COLOR_ALPHA_PAIRING_ATI        0x8975
+#define GL_SWIZZLE_STR_ATI                0x8976
+#define GL_SWIZZLE_STQ_ATI                0x8977
+#define GL_SWIZZLE_STR_DR_ATI             0x8978
+#define GL_SWIZZLE_STQ_DQ_ATI             0x8979
+#define GL_SWIZZLE_STRQ_ATI               0x897A
+#define GL_SWIZZLE_STRQ_DQ_ATI            0x897B
+#define GL_RED_BIT_ATI                    0x00000001
+#define GL_GREEN_BIT_ATI                  0x00000002
+#define GL_BLUE_BIT_ATI                   0x00000004
+#define GL_2X_BIT_ATI                     0x00000001
+#define GL_4X_BIT_ATI                     0x00000002
+#define GL_8X_BIT_ATI                     0x00000004
+#define GL_HALF_BIT_ATI                   0x00000008
+#define GL_QUARTER_BIT_ATI                0x00000010
+#define GL_EIGHTH_BIT_ATI                 0x00000020
+#define GL_SATURATE_BIT_ATI               0x00000040
+#define GL_COMP_BIT_ATI                   0x00000002
+#define GL_NEGATE_BIT_ATI                 0x00000004
+#define GL_BIAS_BIT_ATI                   0x00000008
+#endif
+
+#ifndef GL_ATI_pn_triangles
+#define GL_PN_TRIANGLES_ATI               0x87F0
+#define GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F1
+#define GL_PN_TRIANGLES_POINT_MODE_ATI    0x87F2
+#define GL_PN_TRIANGLES_NORMAL_MODE_ATI   0x87F3
+#define GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F4
+#define GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI 0x87F5
+#define GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI 0x87F6
+#define GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI 0x87F7
+#define GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI 0x87F8
+#endif
+
+#ifndef GL_ATI_vertex_array_object
+#define GL_STATIC_ATI                     0x8760
+#define GL_DYNAMIC_ATI                    0x8761
+#define GL_PRESERVE_ATI                   0x8762
+#define GL_DISCARD_ATI                    0x8763
+#define GL_OBJECT_BUFFER_SIZE_ATI         0x8764
+#define GL_OBJECT_BUFFER_USAGE_ATI        0x8765
+#define GL_ARRAY_OBJECT_BUFFER_ATI        0x8766
+#define GL_ARRAY_OBJECT_OFFSET_ATI        0x8767
+#endif
+
+#ifndef GL_EXT_vertex_shader
+#define GL_VERTEX_SHADER_EXT              0x8780
+#define GL_VERTEX_SHADER_BINDING_EXT      0x8781
+#define GL_OP_INDEX_EXT                   0x8782
+#define GL_OP_NEGATE_EXT                  0x8783
+#define GL_OP_DOT3_EXT                    0x8784
+#define GL_OP_DOT4_EXT                    0x8785
+#define GL_OP_MUL_EXT                     0x8786
+#define GL_OP_ADD_EXT                     0x8787
+#define GL_OP_MADD_EXT                    0x8788
+#define GL_OP_FRAC_EXT                    0x8789
+#define GL_OP_MAX_EXT                     0x878A
+#define GL_OP_MIN_EXT                     0x878B
+#define GL_OP_SET_GE_EXT                  0x878C
+#define GL_OP_SET_LT_EXT                  0x878D
+#define GL_OP_CLAMP_EXT                   0x878E
+#define GL_OP_FLOOR_EXT                   0x878F
+#define GL_OP_ROUND_EXT                   0x8790
+#define GL_OP_EXP_BASE_2_EXT              0x8791
+#define GL_OP_LOG_BASE_2_EXT              0x8792
+#define GL_OP_POWER_EXT                   0x8793
+#define GL_OP_RECIP_EXT                   0x8794
+#define GL_OP_RECIP_SQRT_EXT              0x8795
+#define GL_OP_SUB_EXT                     0x8796
+#define GL_OP_CROSS_PRODUCT_EXT           0x8797
+#define GL_OP_MULTIPLY_MATRIX_EXT         0x8798
+#define GL_OP_MOV_EXT                     0x8799
+#define GL_OUTPUT_VERTEX_EXT              0x879A
+#define GL_OUTPUT_COLOR0_EXT              0x879B
+#define GL_OUTPUT_COLOR1_EXT              0x879C
+#define GL_OUTPUT_TEXTURE_COORD0_EXT      0x879D
+#define GL_OUTPUT_TEXTURE_COORD1_EXT      0x879E
+#define GL_OUTPUT_TEXTURE_COORD2_EXT      0x879F
+#define GL_OUTPUT_TEXTURE_COORD3_EXT      0x87A0
+#define GL_OUTPUT_TEXTURE_COORD4_EXT      0x87A1
+#define GL_OUTPUT_TEXTURE_COORD5_EXT      0x87A2
+#define GL_OUTPUT_TEXTURE_COORD6_EXT      0x87A3
+#define GL_OUTPUT_TEXTURE_COORD7_EXT      0x87A4
+#define GL_OUTPUT_TEXTURE_COORD8_EXT      0x87A5
+#define GL_OUTPUT_TEXTURE_COORD9_EXT      0x87A6
+#define GL_OUTPUT_TEXTURE_COORD10_EXT     0x87A7
+#define GL_OUTPUT_TEXTURE_COORD11_EXT     0x87A8
+#define GL_OUTPUT_TEXTURE_COORD12_EXT     0x87A9
+#define GL_OUTPUT_TEXTURE_COORD13_EXT     0x87AA
+#define GL_OUTPUT_TEXTURE_COORD14_EXT     0x87AB
+#define GL_OUTPUT_TEXTURE_COORD15_EXT     0x87AC
+#define GL_OUTPUT_TEXTURE_COORD16_EXT     0x87AD
+#define GL_OUTPUT_TEXTURE_COORD17_EXT     0x87AE
+#define GL_OUTPUT_TEXTURE_COORD18_EXT     0x87AF
+#define GL_OUTPUT_TEXTURE_COORD19_EXT     0x87B0
+#define GL_OUTPUT_TEXTURE_COORD20_EXT     0x87B1
+#define GL_OUTPUT_TEXTURE_COORD21_EXT     0x87B2
+#define GL_OUTPUT_TEXTURE_COORD22_EXT     0x87B3
+#define GL_OUTPUT_TEXTURE_COORD23_EXT     0x87B4
+#define GL_OUTPUT_TEXTURE_COORD24_EXT     0x87B5
+#define GL_OUTPUT_TEXTURE_COORD25_EXT     0x87B6
+#define GL_OUTPUT_TEXTURE_COORD26_EXT     0x87B7
+#define GL_OUTPUT_TEXTURE_COORD27_EXT     0x87B8
+#define GL_OUTPUT_TEXTURE_COORD28_EXT     0x87B9
+#define GL_OUTPUT_TEXTURE_COORD29_EXT     0x87BA
+#define GL_OUTPUT_TEXTURE_COORD30_EXT     0x87BB
+#define GL_OUTPUT_TEXTURE_COORD31_EXT     0x87BC
+#define GL_OUTPUT_FOG_EXT                 0x87BD
+#define GL_SCALAR_EXT                     0x87BE
+#define GL_VECTOR_EXT                     0x87BF
+#define GL_MATRIX_EXT                     0x87C0
+#define GL_VARIANT_EXT                    0x87C1
+#define GL_INVARIANT_EXT                  0x87C2
+#define GL_LOCAL_CONSTANT_EXT             0x87C3
+#define GL_LOCAL_EXT                      0x87C4
+#define GL_MAX_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87C5
+#define GL_MAX_VERTEX_SHADER_VARIANTS_EXT 0x87C6
+#define GL_MAX_VERTEX_SHADER_INVARIANTS_EXT 0x87C7
+#define GL_MAX_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87C8
+#define GL_MAX_VERTEX_SHADER_LOCALS_EXT   0x87C9
+#define GL_MAX_OPTIMIZED_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CA
+#define GL_MAX_OPTIMIZED_VERTEX_SHADER_VARIANTS_EXT 0x87CB
+#define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87CC
+#define GL_MAX_OPTIMIZED_VERTEX_SHADER_INVARIANTS_EXT 0x87CD
+#define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCALS_EXT 0x87CE
+#define GL_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CF
+#define GL_VERTEX_SHADER_VARIANTS_EXT     0x87D0
+#define GL_VERTEX_SHADER_INVARIANTS_EXT   0x87D1
+#define GL_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87D2
+#define GL_VERTEX_SHADER_LOCALS_EXT       0x87D3
+#define GL_VERTEX_SHADER_OPTIMIZED_EXT    0x87D4
+#define GL_X_EXT                          0x87D5
+#define GL_Y_EXT                          0x87D6
+#define GL_Z_EXT                          0x87D7
+#define GL_W_EXT                          0x87D8
+#define GL_NEGATIVE_X_EXT                 0x87D9
+#define GL_NEGATIVE_Y_EXT                 0x87DA
+#define GL_NEGATIVE_Z_EXT                 0x87DB
+#define GL_NEGATIVE_W_EXT                 0x87DC
+#define GL_ZERO_EXT                       0x87DD
+#define GL_ONE_EXT                        0x87DE
+#define GL_NEGATIVE_ONE_EXT               0x87DF
+#define GL_NORMALIZED_RANGE_EXT           0x87E0
+#define GL_FULL_RANGE_EXT                 0x87E1
+#define GL_CURRENT_VERTEX_EXT             0x87E2
+#define GL_MVP_MATRIX_EXT                 0x87E3
+#define GL_VARIANT_VALUE_EXT              0x87E4
+#define GL_VARIANT_DATATYPE_EXT           0x87E5
+#define GL_VARIANT_ARRAY_STRIDE_EXT       0x87E6
+#define GL_VARIANT_ARRAY_TYPE_EXT         0x87E7
+#define GL_VARIANT_ARRAY_EXT              0x87E8
+#define GL_VARIANT_ARRAY_POINTER_EXT      0x87E9
+#define GL_INVARIANT_VALUE_EXT            0x87EA
+#define GL_INVARIANT_DATATYPE_EXT         0x87EB
+#define GL_LOCAL_CONSTANT_VALUE_EXT       0x87EC
+#define GL_LOCAL_CONSTANT_DATATYPE_EXT    0x87ED
+#endif
+
+#ifndef GL_ATI_vertex_streams
+#define GL_MAX_VERTEX_STREAMS_ATI         0x876B
+#define GL_VERTEX_STREAM0_ATI             0x876C
+#define GL_VERTEX_STREAM1_ATI             0x876D
+#define GL_VERTEX_STREAM2_ATI             0x876E
+#define GL_VERTEX_STREAM3_ATI             0x876F
+#define GL_VERTEX_STREAM4_ATI             0x8770
+#define GL_VERTEX_STREAM5_ATI             0x8771
+#define GL_VERTEX_STREAM6_ATI             0x8772
+#define GL_VERTEX_STREAM7_ATI             0x8773
+#define GL_VERTEX_SOURCE_ATI              0x8774
+#endif
+
+#ifndef GL_ATI_element_array
+#define GL_ELEMENT_ARRAY_ATI              0x8768
+#define GL_ELEMENT_ARRAY_TYPE_ATI         0x8769
+#define GL_ELEMENT_ARRAY_POINTER_ATI      0x876A
+#endif
+
+#ifndef GL_SUN_mesh_array
+#define GL_QUAD_MESH_SUN                  0x8614
+#define GL_TRIANGLE_MESH_SUN              0x8615
+#endif
+
+#ifndef GL_SUN_slice_accum
+#define GL_SLICE_ACCUM_SUN                0x85CC
+#endif
+
+#ifndef GL_NV_multisample_filter_hint
+#define GL_MULTISAMPLE_FILTER_HINT_NV     0x8534
+#endif
+
+#ifndef GL_NV_depth_clamp
+#define GL_DEPTH_CLAMP_NV                 0x864F
+#endif
+
+#ifndef GL_NV_occlusion_query
+#define GL_PIXEL_COUNTER_BITS_NV          0x8864
+#define GL_CURRENT_OCCLUSION_QUERY_ID_NV  0x8865
+#define GL_PIXEL_COUNT_NV                 0x8866
+#define GL_PIXEL_COUNT_AVAILABLE_NV       0x8867
+#endif
+
+#ifndef GL_NV_point_sprite
+#define GL_POINT_SPRITE_NV                0x8861
+#define GL_COORD_REPLACE_NV               0x8862
+#define GL_POINT_SPRITE_R_MODE_NV         0x8863
+#endif
+
+#ifndef GL_NV_texture_shader3
+#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_NV 0x8850
+#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV 0x8851
+#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8852
+#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV 0x8853
+#define GL_OFFSET_HILO_TEXTURE_2D_NV      0x8854
+#define GL_OFFSET_HILO_TEXTURE_RECTANGLE_NV 0x8855
+#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV 0x8856
+#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8857
+#define GL_DEPENDENT_HILO_TEXTURE_2D_NV   0x8858
+#define GL_DEPENDENT_RGB_TEXTURE_3D_NV    0x8859
+#define GL_DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV 0x885A
+#define GL_DOT_PRODUCT_PASS_THROUGH_NV    0x885B
+#define GL_DOT_PRODUCT_TEXTURE_1D_NV      0x885C
+#define GL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV 0x885D
+#define GL_HILO8_NV                       0x885E
+#define GL_SIGNED_HILO8_NV                0x885F
+#define GL_FORCE_BLUE_TO_ONE_NV           0x8860
+#endif
+
+#ifndef GL_NV_vertex_program1_1
+#endif
+
+#ifndef GL_EXT_shadow_funcs
+#endif
+
+#ifndef GL_EXT_stencil_two_side
+#define GL_STENCIL_TEST_TWO_SIDE_EXT      0x8910
+#define GL_ACTIVE_STENCIL_FACE_EXT        0x8911
+#endif
+
+#ifndef GL_ATI_text_fragment_shader
+#define GL_TEXT_FRAGMENT_SHADER_ATI       0x8200
+#endif
+
+#ifndef GL_APPLE_client_storage
+#define GL_UNPACK_CLIENT_STORAGE_APPLE    0x85B2
+#endif
+
+#ifndef GL_APPLE_element_array
+#define GL_ELEMENT_ARRAY_APPLE            0x8768
+#define GL_ELEMENT_ARRAY_TYPE_APPLE       0x8769
+#define GL_ELEMENT_ARRAY_POINTER_APPLE    0x876A
+#endif
+
+#ifndef GL_APPLE_fence
+#define GL_DRAW_PIXELS_APPLE              0x8A0A
+#define GL_FENCE_APPLE                    0x8A0B
+#endif
+
+#ifndef GL_APPLE_vertex_array_object
+#define GL_VERTEX_ARRAY_BINDING_APPLE     0x85B5
+#endif
+
+#ifndef GL_APPLE_vertex_array_range
+#define GL_VERTEX_ARRAY_RANGE_APPLE       0x851D
+#define GL_VERTEX_ARRAY_RANGE_LENGTH_APPLE 0x851E
+#define GL_VERTEX_ARRAY_STORAGE_HINT_APPLE 0x851F
+#define GL_VERTEX_ARRAY_RANGE_POINTER_APPLE 0x8521
+#define GL_STORAGE_CACHED_APPLE           0x85BE
+#define GL_STORAGE_SHARED_APPLE           0x85BF
+#endif
+
+#ifndef GL_APPLE_ycbcr_422
+#define GL_YCBCR_422_APPLE                0x85B9
+#define GL_UNSIGNED_SHORT_8_8_APPLE       0x85BA
+#define GL_UNSIGNED_SHORT_8_8_REV_APPLE   0x85BB
+#endif
+
+#ifndef GL_S3_s3tc
+#define GL_RGB_S3TC                       0x83A0
+#define GL_RGB4_S3TC                      0x83A1
+#define GL_RGBA_S3TC                      0x83A2
+#define GL_RGBA4_S3TC                     0x83A3
+#endif
+
+#ifndef GL_ATI_draw_buffers
+#define GL_MAX_DRAW_BUFFERS_ATI           0x8824
+#define GL_DRAW_BUFFER0_ATI               0x8825
+#define GL_DRAW_BUFFER1_ATI               0x8826
+#define GL_DRAW_BUFFER2_ATI               0x8827
+#define GL_DRAW_BUFFER3_ATI               0x8828
+#define GL_DRAW_BUFFER4_ATI               0x8829
+#define GL_DRAW_BUFFER5_ATI               0x882A
+#define GL_DRAW_BUFFER6_ATI               0x882B
+#define GL_DRAW_BUFFER7_ATI               0x882C
+#define GL_DRAW_BUFFER8_ATI               0x882D
+#define GL_DRAW_BUFFER9_ATI               0x882E
+#define GL_DRAW_BUFFER10_ATI              0x882F
+#define GL_DRAW_BUFFER11_ATI              0x8830
+#define GL_DRAW_BUFFER12_ATI              0x8831
+#define GL_DRAW_BUFFER13_ATI              0x8832
+#define GL_DRAW_BUFFER14_ATI              0x8833
+#define GL_DRAW_BUFFER15_ATI              0x8834
+#endif
+
+#ifndef GL_ATI_pixel_format_float
+#define GL_TYPE_RGBA_FLOAT_ATI            0x8820
+#define GL_COLOR_CLEAR_UNCLAMPED_VALUE_ATI 0x8835
+#endif
+
+#ifndef GL_ATI_texture_env_combine3
+#define GL_MODULATE_ADD_ATI               0x8744
+#define GL_MODULATE_SIGNED_ADD_ATI        0x8745
+#define GL_MODULATE_SUBTRACT_ATI          0x8746
+#endif
+
+#ifndef GL_ATI_texture_float
+#define GL_RGBA_FLOAT32_ATI               0x8814
+#define GL_RGB_FLOAT32_ATI                0x8815
+#define GL_ALPHA_FLOAT32_ATI              0x8816
+#define GL_INTENSITY_FLOAT32_ATI          0x8817
+#define GL_LUMINANCE_FLOAT32_ATI          0x8818
+#define GL_LUMINANCE_ALPHA_FLOAT32_ATI    0x8819
+#define GL_RGBA_FLOAT16_ATI               0x881A
+#define GL_RGB_FLOAT16_ATI                0x881B
+#define GL_ALPHA_FLOAT16_ATI              0x881C
+#define GL_INTENSITY_FLOAT16_ATI          0x881D
+#define GL_LUMINANCE_FLOAT16_ATI          0x881E
+#define GL_LUMINANCE_ALPHA_FLOAT16_ATI    0x881F
+#endif
+
+#ifndef GL_NV_float_buffer
+#define GL_FLOAT_R_NV                     0x8880
+#define GL_FLOAT_RG_NV                    0x8881
+#define GL_FLOAT_RGB_NV                   0x8882
+#define GL_FLOAT_RGBA_NV                  0x8883
+#define GL_FLOAT_R16_NV                   0x8884
+#define GL_FLOAT_R32_NV                   0x8885
+#define GL_FLOAT_RG16_NV                  0x8886
+#define GL_FLOAT_RG32_NV                  0x8887
+#define GL_FLOAT_RGB16_NV                 0x8888
+#define GL_FLOAT_RGB32_NV                 0x8889
+#define GL_FLOAT_RGBA16_NV                0x888A
+#define GL_FLOAT_RGBA32_NV                0x888B
+#define GL_TEXTURE_FLOAT_COMPONENTS_NV    0x888C
+#define GL_FLOAT_CLEAR_COLOR_VALUE_NV     0x888D
+#define GL_FLOAT_RGBA_MODE_NV             0x888E
+#endif
+
+#ifndef GL_NV_fragment_program
+#define GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV 0x8868
+#define GL_FRAGMENT_PROGRAM_NV            0x8870
+#define GL_MAX_TEXTURE_COORDS_NV          0x8871
+#define GL_MAX_TEXTURE_IMAGE_UNITS_NV     0x8872
+#define GL_FRAGMENT_PROGRAM_BINDING_NV    0x8873
+#define GL_PROGRAM_ERROR_STRING_NV        0x8874
+#endif
+
+#ifndef GL_NV_half_float
+#define GL_HALF_FLOAT_NV                  0x140B
+#endif
+
+#ifndef GL_NV_pixel_data_range
+#define GL_WRITE_PIXEL_DATA_RANGE_NV      0x8878
+#define GL_READ_PIXEL_DATA_RANGE_NV       0x8879
+#define GL_WRITE_PIXEL_DATA_RANGE_LENGTH_NV 0x887A
+#define GL_READ_PIXEL_DATA_RANGE_LENGTH_NV 0x887B
+#define GL_WRITE_PIXEL_DATA_RANGE_POINTER_NV 0x887C
+#define GL_READ_PIXEL_DATA_RANGE_POINTER_NV 0x887D
+#endif
+
+#ifndef GL_NV_primitive_restart
+#define GL_PRIMITIVE_RESTART_NV           0x8558
+#define GL_PRIMITIVE_RESTART_INDEX_NV     0x8559
+#endif
+
+#ifndef GL_NV_texture_expand_normal
+#define GL_TEXTURE_UNSIGNED_REMAP_MODE_NV 0x888F
+#endif
+
+#ifndef GL_NV_vertex_program2
+#endif
+
+#ifndef GL_ATI_map_object_buffer
+#endif
+
+#ifndef GL_ATI_separate_stencil
+#define GL_STENCIL_BACK_FUNC_ATI          0x8800
+#define GL_STENCIL_BACK_FAIL_ATI          0x8801
+#define GL_STENCIL_BACK_PASS_DEPTH_FAIL_ATI 0x8802
+#define GL_STENCIL_BACK_PASS_DEPTH_PASS_ATI 0x8803
+#endif
+
+#ifndef GL_ATI_vertex_attrib_array_object
+#endif
+
+#ifndef GL_OES_read_format
+#define GL_IMPLEMENTATION_COLOR_READ_TYPE_OES 0x8B9A
+#define GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES 0x8B9B
+#endif
+
+#ifndef GL_EXT_depth_bounds_test
+#define GL_DEPTH_BOUNDS_TEST_EXT          0x8890
+#define GL_DEPTH_BOUNDS_EXT               0x8891
+#endif
+
+#ifndef GL_EXT_texture_mirror_clamp
+#define GL_MIRROR_CLAMP_EXT               0x8742
+#define GL_MIRROR_CLAMP_TO_EDGE_EXT       0x8743
+#define GL_MIRROR_CLAMP_TO_BORDER_EXT     0x8912
+#endif
+
+#ifndef GL_EXT_blend_equation_separate
+#define GL_BLEND_EQUATION_RGB_EXT         GL_BLEND_EQUATION
+#define GL_BLEND_EQUATION_ALPHA_EXT       0x883D
+#endif
+
+#ifndef GL_MESA_pack_invert
+#define GL_PACK_INVERT_MESA               0x8758
+#endif
+
+#ifndef GL_MESA_ycbcr_texture
+#define GL_UNSIGNED_SHORT_8_8_MESA        0x85BA
+#define GL_UNSIGNED_SHORT_8_8_REV_MESA    0x85BB
+#define GL_YCBCR_MESA                     0x8757
+#endif
+
+#ifndef GL_EXT_pixel_buffer_object
+#define GL_PIXEL_PACK_BUFFER_EXT          0x88EB
+#define GL_PIXEL_UNPACK_BUFFER_EXT        0x88EC
+#define GL_PIXEL_PACK_BUFFER_BINDING_EXT  0x88ED
+#define GL_PIXEL_UNPACK_BUFFER_BINDING_EXT 0x88EF
+#endif
+
+#ifndef GL_NV_fragment_program_option
+#endif
+
+#ifndef GL_NV_fragment_program2
+#define GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV 0x88F4
+#define GL_MAX_PROGRAM_CALL_DEPTH_NV      0x88F5
+#define GL_MAX_PROGRAM_IF_DEPTH_NV        0x88F6
+#define GL_MAX_PROGRAM_LOOP_DEPTH_NV      0x88F7
+#define GL_MAX_PROGRAM_LOOP_COUNT_NV      0x88F8
+#endif
+
+#ifndef GL_NV_vertex_program2_option
+/* reuse GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV */
+/* reuse GL_MAX_PROGRAM_CALL_DEPTH_NV */
+#endif
+
+#ifndef GL_NV_vertex_program3
+/* reuse GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB */
+#endif
+
+#ifndef GL_EXT_framebuffer_object
+#define GL_INVALID_FRAMEBUFFER_OPERATION_EXT 0x0506
+#define GL_MAX_RENDERBUFFER_SIZE_EXT      0x84E8
+#define GL_FRAMEBUFFER_BINDING_EXT        0x8CA6
+#define GL_RENDERBUFFER_BINDING_EXT       0x8CA7
+#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT 0x8CD0
+#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT 0x8CD1
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT 0x8CD2
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT 0x8CD3
+#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT 0x8CD4
+#define GL_FRAMEBUFFER_COMPLETE_EXT       0x8CD5
+#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT 0x8CD6
+#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT 0x8CD7
+#define GL_FRAMEBUFFER_INCOMPLETE_DUPLICATE_ATTACHMENT_EXT 0x8CD8
+#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT 0x8CD9
+#define GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT 0x8CDA
+#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT 0x8CDB
+#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT 0x8CDC
+#define GL_FRAMEBUFFER_UNSUPPORTED_EXT    0x8CDD
+#define GL_MAX_COLOR_ATTACHMENTS_EXT      0x8CDF
+#define GL_COLOR_ATTACHMENT0_EXT          0x8CE0
+#define GL_COLOR_ATTACHMENT1_EXT          0x8CE1
+#define GL_COLOR_ATTACHMENT2_EXT          0x8CE2
+#define GL_COLOR_ATTACHMENT3_EXT          0x8CE3
+#define GL_COLOR_ATTACHMENT4_EXT          0x8CE4
+#define GL_COLOR_ATTACHMENT5_EXT          0x8CE5
+#define GL_COLOR_ATTACHMENT6_EXT          0x8CE6
+#define GL_COLOR_ATTACHMENT7_EXT          0x8CE7
+#define GL_COLOR_ATTACHMENT8_EXT          0x8CE8
+#define GL_COLOR_ATTACHMENT9_EXT          0x8CE9
+#define GL_COLOR_ATTACHMENT10_EXT         0x8CEA
+#define GL_COLOR_ATTACHMENT11_EXT         0x8CEB
+#define GL_COLOR_ATTACHMENT12_EXT         0x8CEC
+#define GL_COLOR_ATTACHMENT13_EXT         0x8CED
+#define GL_COLOR_ATTACHMENT14_EXT         0x8CEE
+#define GL_COLOR_ATTACHMENT15_EXT         0x8CEF
+#define GL_DEPTH_ATTACHMENT_EXT           0x8D00
+#define GL_STENCIL_ATTACHMENT_EXT         0x8D20
+#define GL_FRAMEBUFFER_EXT                0x8D40
+#define GL_RENDERBUFFER_EXT               0x8D41
+#define GL_RENDERBUFFER_WIDTH_EXT         0x8D42
+#define GL_RENDERBUFFER_HEIGHT_EXT        0x8D43
+#define GL_RENDERBUFFER_INTERNAL_FORMAT_EXT 0x8D44
+#define GL_STENCIL_INDEX1_EXT             0x8D46
+#define GL_STENCIL_INDEX4_EXT             0x8D47
+#define GL_STENCIL_INDEX8_EXT             0x8D48
+#define GL_STENCIL_INDEX16_EXT            0x8D49
+#define GL_RENDERBUFFER_RED_SIZE_EXT      0x8D50
+#define GL_RENDERBUFFER_GREEN_SIZE_EXT    0x8D51
+#define GL_RENDERBUFFER_BLUE_SIZE_EXT     0x8D52
+#define GL_RENDERBUFFER_ALPHA_SIZE_EXT    0x8D53
+#define GL_RENDERBUFFER_DEPTH_SIZE_EXT    0x8D54
+#define GL_RENDERBUFFER_STENCIL_SIZE_EXT  0x8D55
+#endif
+
+#ifndef GL_GREMEDY_string_marker
+#endif
+
+
+/*************************************************************/
+
+#include <stddef.h>
+#ifndef GL_VERSION_2_0
+/* GL type for program/shader text */
+typedef char GLchar;                   /* native character */
+#endif
+
+#ifndef GL_VERSION_1_5
+/* GL types for handling large vertex buffer objects */
+typedef ptrdiff_t GLintptr;
+typedef ptrdiff_t GLsizeiptr;
+#endif
+
+#ifndef GL_ARB_vertex_buffer_object
+/* GL types for handling large vertex buffer objects */
+typedef ptrdiff_t GLintptrARB;
+typedef ptrdiff_t GLsizeiptrARB;
+#endif
+
+#ifndef GL_ARB_shader_objects
+/* GL types for handling shader object handles and program/shader text */
+typedef char GLcharARB;                /* native character */
+typedef unsigned int GLhandleARB;      /* shader object handle */
+#endif
+
+/* GL types for "half" precision (s10e5) float data in host memory */
+#ifndef GL_ARB_half_float_pixel
+typedef unsigned short GLhalfARB;
+#endif
+
+#ifndef GL_NV_half_float
+typedef unsigned short GLhalfNV;
+#endif
+
+#ifndef GL_VERSION_1_2
+#define GL_VERSION_1_2 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBlendColor (GLclampf, GLclampf, GLclampf, GLclampf);
+GLAPI void APIENTRY glBlendEquation (GLenum);
+GLAPI void APIENTRY glDrawRangeElements (GLenum, GLuint, GLuint, GLsizei, GLenum, const GLvoid *);
+GLAPI void APIENTRY glColorTable (GLenum, GLenum, GLsizei, GLenum, GLenum, const GLvoid *);
+GLAPI void APIENTRY glColorTableParameterfv (GLenum, GLenum, const GLfloat *);
+GLAPI void APIENTRY glColorTableParameteriv (GLenum, GLenum, const GLint *);
+GLAPI void APIENTRY glCopyColorTable (GLenum, GLenum, GLint, GLint, GLsizei);
+GLAPI void APIENTRY glGetColorTable (GLenum, GLenum, GLenum, GLvoid *);
+GLAPI void APIENTRY glGetColorTableParameterfv (GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetColorTableParameteriv (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glColorSubTable (GLenum, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *);
+GLAPI void APIENTRY glCopyColorSubTable (GLenum, GLsizei, GLint, GLint, GLsizei);
+GLAPI void APIENTRY glConvolutionFilter1D (GLenum, GLenum, GLsizei, GLenum, GLenum, const GLvoid *);
+GLAPI void APIENTRY glConvolutionFilter2D (GLenum, GLenum, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *);
+GLAPI void APIENTRY glConvolutionParameterf (GLenum, GLenum, GLfloat);
+GLAPI void APIENTRY glConvolutionParameterfv (GLenum, GLenum, const GLfloat *);
+GLAPI void APIENTRY glConvolutionParameteri (GLenum, GLenum, GLint);
+GLAPI void APIENTRY glConvolutionParameteriv (GLenum, GLenum, const GLint *);
+GLAPI void APIENTRY glCopyConvolutionFilter1D (GLenum, GLenum, GLint, GLint, GLsizei);
+GLAPI void APIENTRY glCopyConvolutionFilter2D (GLenum, GLenum, GLint, GLint, GLsizei, GLsizei);
+GLAPI void APIENTRY glGetConvolutionFilter (GLenum, GLenum, GLenum, GLvoid *);
+GLAPI void APIENTRY glGetConvolutionParameterfv (GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetConvolutionParameteriv (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGetSeparableFilter (GLenum, GLenum, GLenum, GLvoid *, GLvoid *, GLvoid *);
+GLAPI void APIENTRY glSeparableFilter2D (GLenum, GLenum, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *, const GLvoid *);
+GLAPI void APIENTRY glGetHistogram (GLenum, GLboolean, GLenum, GLenum, GLvoid *);
+GLAPI void APIENTRY glGetHistogramParameterfv (GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetHistogramParameteriv (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGetMinmax (GLenum, GLboolean, GLenum, GLenum, GLvoid *);
+GLAPI void APIENTRY glGetMinmaxParameterfv (GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetMinmaxParameteriv (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glHistogram (GLenum, GLsizei, GLenum, GLboolean);
+GLAPI void APIENTRY glMinmax (GLenum, GLenum, GLboolean);
+GLAPI void APIENTRY glResetHistogram (GLenum);
+GLAPI void APIENTRY glResetMinmax (GLenum);
+GLAPI void APIENTRY glTexImage3D (GLenum, GLint, GLint, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *);
+GLAPI void APIENTRY glTexSubImage3D (GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *);
+GLAPI void APIENTRY glCopyTexSubImage3D (GLenum, GLint, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBLENDCOLORPROC) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
+typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode);
+typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
+typedef void (APIENTRYP PFNGLCOLORTABLEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *table);
+typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params);
+typedef void (APIENTRYP PFNGLCOPYCOLORTABLEPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);
+typedef void (APIENTRYP PFNGLGETCOLORTABLEPROC) (GLenum target, GLenum format, GLenum type, GLvoid *table);
+typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLCOLORSUBTABLEPROC) (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOPYCOLORSUBTABLEPROC) (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width);
+typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER1DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *image);
+typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER2DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *image);
+typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFPROC) (GLenum target, GLenum pname, GLfloat params);
+typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIPROC) (GLenum target, GLenum pname, GLint params);
+typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params);
+typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER1DPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);
+typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER2DPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height);
+typedef void (APIENTRYP PFNGLGETCONVOLUTIONFILTERPROC) (GLenum target, GLenum format, GLenum type, GLvoid *image);
+typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETSEPARABLEFILTERPROC) (GLenum target, GLenum format, GLenum type, GLvoid *row, GLvoid *column, GLvoid *span);
+typedef void (APIENTRYP PFNGLSEPARABLEFILTER2DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *row, const GLvoid *column);
+typedef void (APIENTRYP PFNGLGETHISTOGRAMPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values);
+typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETMINMAXPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values);
+typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLHISTOGRAMPROC) (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink);
+typedef void (APIENTRYP PFNGLMINMAXPROC) (GLenum target, GLenum internalformat, GLboolean sink);
+typedef void (APIENTRYP PFNGLRESETHISTOGRAMPROC) (GLenum target);
+typedef void (APIENTRYP PFNGLRESETMINMAXPROC) (GLenum target);
+typedef void (APIENTRYP PFNGLTEXIMAGE3DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
+typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels);
+typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+#endif
+
+#ifndef GL_VERSION_1_3
+#define GL_VERSION_1_3 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glActiveTexture (GLenum);
+GLAPI void APIENTRY glClientActiveTexture (GLenum);
+GLAPI void APIENTRY glMultiTexCoord1d (GLenum, GLdouble);
+GLAPI void APIENTRY glMultiTexCoord1dv (GLenum, const GLdouble *);
+GLAPI void APIENTRY glMultiTexCoord1f (GLenum, GLfloat);
+GLAPI void APIENTRY glMultiTexCoord1fv (GLenum, const GLfloat *);
+GLAPI void APIENTRY glMultiTexCoord1i (GLenum, GLint);
+GLAPI void APIENTRY glMultiTexCoord1iv (GLenum, const GLint *);
+GLAPI void APIENTRY glMultiTexCoord1s (GLenum, GLshort);
+GLAPI void APIENTRY glMultiTexCoord1sv (GLenum, const GLshort *);
+GLAPI void APIENTRY glMultiTexCoord2d (GLenum, GLdouble, GLdouble);
+GLAPI void APIENTRY glMultiTexCoord2dv (GLenum, const GLdouble *);
+GLAPI void APIENTRY glMultiTexCoord2f (GLenum, GLfloat, GLfloat);
+GLAPI void APIENTRY glMultiTexCoord2fv (GLenum, const GLfloat *);
+GLAPI void APIENTRY glMultiTexCoord2i (GLenum, GLint, GLint);
+GLAPI void APIENTRY glMultiTexCoord2iv (GLenum, const GLint *);
+GLAPI void APIENTRY glMultiTexCoord2s (GLenum, GLshort, GLshort);
+GLAPI void APIENTRY glMultiTexCoord2sv (GLenum, const GLshort *);
+GLAPI void APIENTRY glMultiTexCoord3d (GLenum, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glMultiTexCoord3dv (GLenum, const GLdouble *);
+GLAPI void APIENTRY glMultiTexCoord3f (GLenum, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glMultiTexCoord3fv (GLenum, const GLfloat *);
+GLAPI void APIENTRY glMultiTexCoord3i (GLenum, GLint, GLint, GLint);
+GLAPI void APIENTRY glMultiTexCoord3iv (GLenum, const GLint *);
+GLAPI void APIENTRY glMultiTexCoord3s (GLenum, GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glMultiTexCoord3sv (GLenum, const GLshort *);
+GLAPI void APIENTRY glMultiTexCoord4d (GLenum, GLdouble, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glMultiTexCoord4dv (GLenum, const GLdouble *);
+GLAPI void APIENTRY glMultiTexCoord4f (GLenum, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glMultiTexCoord4fv (GLenum, const GLfloat *);
+GLAPI void APIENTRY glMultiTexCoord4i (GLenum, GLint, GLint, GLint, GLint);
+GLAPI void APIENTRY glMultiTexCoord4iv (GLenum, const GLint *);
+GLAPI void APIENTRY glMultiTexCoord4s (GLenum, GLshort, GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glMultiTexCoord4sv (GLenum, const GLshort *);
+GLAPI void APIENTRY glLoadTransposeMatrixf (const GLfloat *);
+GLAPI void APIENTRY glLoadTransposeMatrixd (const GLdouble *);
+GLAPI void APIENTRY glMultTransposeMatrixf (const GLfloat *);
+GLAPI void APIENTRY glMultTransposeMatrixd (const GLdouble *);
+GLAPI void APIENTRY glSampleCoverage (GLclampf, GLboolean);
+GLAPI void APIENTRY glCompressedTexImage3D (GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glCompressedTexImage2D (GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glCompressedTexImage1D (GLenum, GLint, GLenum, GLsizei, GLint, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glCompressedTexSubImage3D (GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glCompressedTexSubImage2D (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glCompressedTexSubImage1D (GLenum, GLint, GLint, GLsizei, GLenum, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glGetCompressedTexImage (GLenum, GLint, GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
+typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREPROC) (GLenum texture);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1DPROC) (GLenum target, GLdouble s);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1DVPROC) (GLenum target, const GLdouble *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1FPROC) (GLenum target, GLfloat s);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1FVPROC) (GLenum target, const GLfloat *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1IPROC) (GLenum target, GLint s);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1IVPROC) (GLenum target, const GLint *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1SPROC) (GLenum target, GLshort s);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1SVPROC) (GLenum target, const GLshort *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2DPROC) (GLenum target, GLdouble s, GLdouble t);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2DVPROC) (GLenum target, const GLdouble *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2FPROC) (GLenum target, GLfloat s, GLfloat t);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2FVPROC) (GLenum target, const GLfloat *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2IPROC) (GLenum target, GLint s, GLint t);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2IVPROC) (GLenum target, const GLint *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2SPROC) (GLenum target, GLshort s, GLshort t);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2SVPROC) (GLenum target, const GLshort *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3DPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3DVPROC) (GLenum target, const GLdouble *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3FPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3FVPROC) (GLenum target, const GLfloat *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3IPROC) (GLenum target, GLint s, GLint t, GLint r);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3IVPROC) (GLenum target, const GLint *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3SPROC) (GLenum target, GLshort s, GLshort t, GLshort r);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3SVPROC) (GLenum target, const GLshort *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4DPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4DVPROC) (GLenum target, const GLdouble *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4FPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4FVPROC) (GLenum target, const GLfloat *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4IPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4IVPROC) (GLenum target, const GLint *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4SPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4SVPROC) (GLenum target, const GLshort *v);
+typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXFPROC) (const GLfloat *m);
+typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXDPROC) (const GLdouble *m);
+typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXFPROC) (const GLfloat *m);
+typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXDPROC) (const GLdouble *m);
+typedef void (APIENTRYP PFNGLSAMPLECOVERAGEPROC) (GLclampf value, GLboolean invert);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint level, GLvoid *img);
+#endif
+
+#ifndef GL_VERSION_1_4
+#define GL_VERSION_1_4 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBlendFuncSeparate (GLenum, GLenum, GLenum, GLenum);
+GLAPI void APIENTRY glFogCoordf (GLfloat);
+GLAPI void APIENTRY glFogCoordfv (const GLfloat *);
+GLAPI void APIENTRY glFogCoordd (GLdouble);
+GLAPI void APIENTRY glFogCoorddv (const GLdouble *);
+GLAPI void APIENTRY glFogCoordPointer (GLenum, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glMultiDrawArrays (GLenum, GLint *, GLsizei *, GLsizei);
+GLAPI void APIENTRY glMultiDrawElements (GLenum, const GLsizei *, GLenum, const GLvoid* *, GLsizei);
+GLAPI void APIENTRY glPointParameterf (GLenum, GLfloat);
+GLAPI void APIENTRY glPointParameterfv (GLenum, const GLfloat *);
+GLAPI void APIENTRY glPointParameteri (GLenum, GLint);
+GLAPI void APIENTRY glPointParameteriv (GLenum, const GLint *);
+GLAPI void APIENTRY glSecondaryColor3b (GLbyte, GLbyte, GLbyte);
+GLAPI void APIENTRY glSecondaryColor3bv (const GLbyte *);
+GLAPI void APIENTRY glSecondaryColor3d (GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glSecondaryColor3dv (const GLdouble *);
+GLAPI void APIENTRY glSecondaryColor3f (GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glSecondaryColor3fv (const GLfloat *);
+GLAPI void APIENTRY glSecondaryColor3i (GLint, GLint, GLint);
+GLAPI void APIENTRY glSecondaryColor3iv (const GLint *);
+GLAPI void APIENTRY glSecondaryColor3s (GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glSecondaryColor3sv (const GLshort *);
+GLAPI void APIENTRY glSecondaryColor3ub (GLubyte, GLubyte, GLubyte);
+GLAPI void APIENTRY glSecondaryColor3ubv (const GLubyte *);
+GLAPI void APIENTRY glSecondaryColor3ui (GLuint, GLuint, GLuint);
+GLAPI void APIENTRY glSecondaryColor3uiv (const GLuint *);
+GLAPI void APIENTRY glSecondaryColor3us (GLushort, GLushort, GLushort);
+GLAPI void APIENTRY glSecondaryColor3usv (const GLushort *);
+GLAPI void APIENTRY glSecondaryColorPointer (GLint, GLenum, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glWindowPos2d (GLdouble, GLdouble);
+GLAPI void APIENTRY glWindowPos2dv (const GLdouble *);
+GLAPI void APIENTRY glWindowPos2f (GLfloat, GLfloat);
+GLAPI void APIENTRY glWindowPos2fv (const GLfloat *);
+GLAPI void APIENTRY glWindowPos2i (GLint, GLint);
+GLAPI void APIENTRY glWindowPos2iv (const GLint *);
+GLAPI void APIENTRY glWindowPos2s (GLshort, GLshort);
+GLAPI void APIENTRY glWindowPos2sv (const GLshort *);
+GLAPI void APIENTRY glWindowPos3d (GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glWindowPos3dv (const GLdouble *);
+GLAPI void APIENTRY glWindowPos3f (GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glWindowPos3fv (const GLfloat *);
+GLAPI void APIENTRY glWindowPos3i (GLint, GLint, GLint);
+GLAPI void APIENTRY glWindowPos3iv (const GLint *);
+GLAPI void APIENTRY glWindowPos3s (GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glWindowPos3sv (const GLshort *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
+typedef void (APIENTRYP PFNGLFOGCOORDFPROC) (GLfloat coord);
+typedef void (APIENTRYP PFNGLFOGCOORDFVPROC) (const GLfloat *coord);
+typedef void (APIENTRYP PFNGLFOGCOORDDPROC) (GLdouble coord);
+typedef void (APIENTRYP PFNGLFOGCOORDDVPROC) (const GLdouble *coord);
+typedef void (APIENTRYP PFNGLFOGCOORDPOINTERPROC) (GLenum type, GLsizei stride, const GLvoid *pointer);
+typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSPROC) (GLenum mode, GLint *first, GLsizei *count, GLsizei primcount);
+typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSPROC) (GLenum mode, const GLsizei *count, GLenum type, const GLvoid* *indices, GLsizei primcount);
+typedef void (APIENTRYP PFNGLPOINTPARAMETERFPROC) (GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLPOINTPARAMETERFVPROC) (GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLPOINTPARAMETERIPROC) (GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLPOINTPARAMETERIVPROC) (GLenum pname, const GLint *params);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BPROC) (GLbyte red, GLbyte green, GLbyte blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BVPROC) (const GLbyte *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DPROC) (GLdouble red, GLdouble green, GLdouble blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DVPROC) (const GLdouble *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FPROC) (GLfloat red, GLfloat green, GLfloat blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FVPROC) (const GLfloat *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IPROC) (GLint red, GLint green, GLint blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IVPROC) (const GLint *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SPROC) (GLshort red, GLshort green, GLshort blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SVPROC) (const GLshort *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBPROC) (GLubyte red, GLubyte green, GLubyte blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBVPROC) (const GLubyte *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIPROC) (GLuint red, GLuint green, GLuint blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIVPROC) (const GLuint *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USPROC) (GLushort red, GLushort green, GLushort blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USVPROC) (const GLushort *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLORPOINTERPROC) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
+typedef void (APIENTRYP PFNGLWINDOWPOS2DPROC) (GLdouble x, GLdouble y);
+typedef void (APIENTRYP PFNGLWINDOWPOS2DVPROC) (const GLdouble *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS2FPROC) (GLfloat x, GLfloat y);
+typedef void (APIENTRYP PFNGLWINDOWPOS2FVPROC) (const GLfloat *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS2IPROC) (GLint x, GLint y);
+typedef void (APIENTRYP PFNGLWINDOWPOS2IVPROC) (const GLint *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS2SPROC) (GLshort x, GLshort y);
+typedef void (APIENTRYP PFNGLWINDOWPOS2SVPROC) (const GLshort *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS3DPROC) (GLdouble x, GLdouble y, GLdouble z);
+typedef void (APIENTRYP PFNGLWINDOWPOS3DVPROC) (const GLdouble *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS3FPROC) (GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLWINDOWPOS3FVPROC) (const GLfloat *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS3IPROC) (GLint x, GLint y, GLint z);
+typedef void (APIENTRYP PFNGLWINDOWPOS3IVPROC) (const GLint *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS3SPROC) (GLshort x, GLshort y, GLshort z);
+typedef void (APIENTRYP PFNGLWINDOWPOS3SVPROC) (const GLshort *v);
+#endif
+
+#ifndef GL_VERSION_1_5
+#define GL_VERSION_1_5 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glGenQueries (GLsizei, GLuint *);
+GLAPI void APIENTRY glDeleteQueries (GLsizei, const GLuint *);
+GLAPI GLboolean APIENTRY glIsQuery (GLuint);
+GLAPI void APIENTRY glBeginQuery (GLenum, GLuint);
+GLAPI void APIENTRY glEndQuery (GLenum);
+GLAPI void APIENTRY glGetQueryiv (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGetQueryObjectiv (GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glGetQueryObjectuiv (GLuint, GLenum, GLuint *);
+GLAPI void APIENTRY glBindBuffer (GLenum, GLuint);
+GLAPI void APIENTRY glDeleteBuffers (GLsizei, const GLuint *);
+GLAPI void APIENTRY glGenBuffers (GLsizei, GLuint *);
+GLAPI GLboolean APIENTRY glIsBuffer (GLuint);
+GLAPI void APIENTRY glBufferData (GLenum, GLsizeiptr, const GLvoid *, GLenum);
+GLAPI void APIENTRY glBufferSubData (GLenum, GLintptr, GLsizeiptr, const GLvoid *);
+GLAPI void APIENTRY glGetBufferSubData (GLenum, GLintptr, GLsizeiptr, GLvoid *);
+GLAPI GLvoid* APIENTRY glMapBuffer (GLenum, GLenum);
+GLAPI GLboolean APIENTRY glUnmapBuffer (GLenum);
+GLAPI void APIENTRY glGetBufferParameteriv (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGetBufferPointerv (GLenum, GLenum, GLvoid* *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGENQUERIESPROC) (GLsizei n, GLuint *ids);
+typedef void (APIENTRYP PFNGLDELETEQUERIESPROC) (GLsizei n, const GLuint *ids);
+typedef GLboolean (APIENTRYP PFNGLISQUERYPROC) (GLuint id);
+typedef void (APIENTRYP PFNGLBEGINQUERYPROC) (GLenum target, GLuint id);
+typedef void (APIENTRYP PFNGLENDQUERYPROC) (GLenum target);
+typedef void (APIENTRYP PFNGLGETQUERYIVPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETQUERYOBJECTIVPROC) (GLuint id, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETQUERYOBJECTUIVPROC) (GLuint id, GLenum pname, GLuint *params);
+typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
+typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
+typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
+typedef GLboolean (APIENTRYP PFNGLISBUFFERPROC) (GLuint buffer);
+typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage);
+typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid *data);
+typedef void (APIENTRYP PFNGLGETBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLvoid *data);
+typedef GLvoid* (APIENTRYP PFNGLMAPBUFFERPROC) (GLenum target, GLenum access);
+typedef GLboolean (APIENTRYP PFNGLUNMAPBUFFERPROC) (GLenum target);
+typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETBUFFERPOINTERVPROC) (GLenum target, GLenum pname, GLvoid* *params);
+#endif
+
+#ifndef GL_VERSION_2_0
+#define GL_VERSION_2_0 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBlendEquationSeparate (GLenum, GLenum);
+GLAPI void APIENTRY glDrawBuffers (GLsizei, const GLenum *);
+GLAPI void APIENTRY glStencilOpSeparate (GLenum, GLenum, GLenum, GLenum);
+GLAPI void APIENTRY glStencilFuncSeparate (GLenum, GLenum, GLint, GLuint);
+GLAPI void APIENTRY glStencilMaskSeparate (GLenum, GLuint);
+GLAPI void APIENTRY glAttachShader (GLuint, GLuint);
+GLAPI void APIENTRY glBindAttribLocation (GLuint, GLuint, const GLchar *);
+GLAPI void APIENTRY glCompileShader (GLuint);
+GLAPI GLuint APIENTRY glCreateProgram (void);
+GLAPI GLuint APIENTRY glCreateShader (GLenum);
+GLAPI void APIENTRY glDeleteProgram (GLuint);
+GLAPI void APIENTRY glDeleteShader (GLuint);
+GLAPI void APIENTRY glDetachShader (GLuint, GLuint);
+GLAPI void APIENTRY glDisableVertexAttribArray (GLuint);
+GLAPI void APIENTRY glEnableVertexAttribArray (GLuint);
+GLAPI void APIENTRY glGetActiveAttrib (GLuint, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLchar *);
+GLAPI void APIENTRY glGetActiveUniform (GLuint, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLchar *);
+GLAPI void APIENTRY glGetAttachedShaders (GLuint, GLsizei, GLsizei *, GLuint *);
+GLAPI GLint APIENTRY glGetAttribLocation (GLuint, const GLchar *);
+GLAPI void APIENTRY glGetProgramiv (GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glGetProgramInfoLog (GLuint, GLsizei, GLsizei *, GLchar *);
+GLAPI void APIENTRY glGetShaderiv (GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glGetShaderInfoLog (GLuint, GLsizei, GLsizei *, GLchar *);
+GLAPI void APIENTRY glGetShaderSource (GLuint, GLsizei, GLsizei *, GLchar *);
+GLAPI GLint APIENTRY glGetUniformLocation (GLuint, const GLchar *);
+GLAPI void APIENTRY glGetUniformfv (GLuint, GLint, GLfloat *);
+GLAPI void APIENTRY glGetUniformiv (GLuint, GLint, GLint *);
+GLAPI void APIENTRY glGetVertexAttribdv (GLuint, GLenum, GLdouble *);
+GLAPI void APIENTRY glGetVertexAttribfv (GLuint, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetVertexAttribiv (GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint, GLenum, GLvoid* *);
+GLAPI GLboolean APIENTRY glIsProgram (GLuint);
+GLAPI GLboolean APIENTRY glIsShader (GLuint);
+GLAPI void APIENTRY glLinkProgram (GLuint);
+GLAPI void APIENTRY glShaderSource (GLuint, GLsizei, const GLchar* *, const GLint *);
+GLAPI void APIENTRY glUseProgram (GLuint);
+GLAPI void APIENTRY glUniform1f (GLint, GLfloat);
+GLAPI void APIENTRY glUniform2f (GLint, GLfloat, GLfloat);
+GLAPI void APIENTRY glUniform3f (GLint, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glUniform4f (GLint, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glUniform1i (GLint, GLint);
+GLAPI void APIENTRY glUniform2i (GLint, GLint, GLint);
+GLAPI void APIENTRY glUniform3i (GLint, GLint, GLint, GLint);
+GLAPI void APIENTRY glUniform4i (GLint, GLint, GLint, GLint, GLint);
+GLAPI void APIENTRY glUniform1fv (GLint, GLsizei, const GLfloat *);
+GLAPI void APIENTRY glUniform2fv (GLint, GLsizei, const GLfloat *);
+GLAPI void APIENTRY glUniform3fv (GLint, GLsizei, const GLfloat *);
+GLAPI void APIENTRY glUniform4fv (GLint, GLsizei, const GLfloat *);
+GLAPI void APIENTRY glUniform1iv (GLint, GLsizei, const GLint *);
+GLAPI void APIENTRY glUniform2iv (GLint, GLsizei, const GLint *);
+GLAPI void APIENTRY glUniform3iv (GLint, GLsizei, const GLint *);
+GLAPI void APIENTRY glUniform4iv (GLint, GLsizei, const GLint *);
+GLAPI void APIENTRY glUniformMatrix2fv (GLint, GLsizei, GLboolean, const GLfloat *);
+GLAPI void APIENTRY glUniformMatrix3fv (GLint, GLsizei, GLboolean, const GLfloat *);
+GLAPI void APIENTRY glUniformMatrix4fv (GLint, GLsizei, GLboolean, const GLfloat *);
+GLAPI void APIENTRY glValidateProgram (GLuint);
+GLAPI void APIENTRY glVertexAttrib1d (GLuint, GLdouble);
+GLAPI void APIENTRY glVertexAttrib1dv (GLuint, const GLdouble *);
+GLAPI void APIENTRY glVertexAttrib1f (GLuint, GLfloat);
+GLAPI void APIENTRY glVertexAttrib1fv (GLuint, const GLfloat *);
+GLAPI void APIENTRY glVertexAttrib1s (GLuint, GLshort);
+GLAPI void APIENTRY glVertexAttrib1sv (GLuint, const GLshort *);
+GLAPI void APIENTRY glVertexAttrib2d (GLuint, GLdouble, GLdouble);
+GLAPI void APIENTRY glVertexAttrib2dv (GLuint, const GLdouble *);
+GLAPI void APIENTRY glVertexAttrib2f (GLuint, GLfloat, GLfloat);
+GLAPI void APIENTRY glVertexAttrib2fv (GLuint, const GLfloat *);
+GLAPI void APIENTRY glVertexAttrib2s (GLuint, GLshort, GLshort);
+GLAPI void APIENTRY glVertexAttrib2sv (GLuint, const GLshort *);
+GLAPI void APIENTRY glVertexAttrib3d (GLuint, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glVertexAttrib3dv (GLuint, const GLdouble *);
+GLAPI void APIENTRY glVertexAttrib3f (GLuint, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glVertexAttrib3fv (GLuint, const GLfloat *);
+GLAPI void APIENTRY glVertexAttrib3s (GLuint, GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glVertexAttrib3sv (GLuint, const GLshort *);
+GLAPI void APIENTRY glVertexAttrib4Nbv (GLuint, const GLbyte *);
+GLAPI void APIENTRY glVertexAttrib4Niv (GLuint, const GLint *);
+GLAPI void APIENTRY glVertexAttrib4Nsv (GLuint, const GLshort *);
+GLAPI void APIENTRY glVertexAttrib4Nub (GLuint, GLubyte, GLubyte, GLubyte, GLubyte);
+GLAPI void APIENTRY glVertexAttrib4Nubv (GLuint, const GLubyte *);
+GLAPI void APIENTRY glVertexAttrib4Nuiv (GLuint, const GLuint *);
+GLAPI void APIENTRY glVertexAttrib4Nusv (GLuint, const GLushort *);
+GLAPI void APIENTRY glVertexAttrib4bv (GLuint, const GLbyte *);
+GLAPI void APIENTRY glVertexAttrib4d (GLuint, GLdouble, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glVertexAttrib4dv (GLuint, const GLdouble *);
+GLAPI void APIENTRY glVertexAttrib4f (GLuint, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glVertexAttrib4fv (GLuint, const GLfloat *);
+GLAPI void APIENTRY glVertexAttrib4iv (GLuint, const GLint *);
+GLAPI void APIENTRY glVertexAttrib4s (GLuint, GLshort, GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glVertexAttrib4sv (GLuint, const GLshort *);
+GLAPI void APIENTRY glVertexAttrib4ubv (GLuint, const GLubyte *);
+GLAPI void APIENTRY glVertexAttrib4uiv (GLuint, const GLuint *);
+GLAPI void APIENTRY glVertexAttrib4usv (GLuint, const GLushort *);
+GLAPI void APIENTRY glVertexAttribPointer (GLuint, GLint, GLenum, GLboolean, GLsizei, const GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);
+typedef void (APIENTRYP PFNGLDRAWBUFFERSPROC) (GLsizei n, const GLenum *bufs);
+typedef void (APIENTRYP PFNGLSTENCILOPSEPARATEPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
+typedef void (APIENTRYP PFNGLSTENCILFUNCSEPARATEPROC) (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask);
+typedef void (APIENTRYP PFNGLSTENCILMASKSEPARATEPROC) (GLenum face, GLuint mask);
+typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
+typedef void (APIENTRYP PFNGLBINDATTRIBLOCATIONPROC) (GLuint program, GLuint index, const GLchar *name);
+typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader);
+typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void);
+typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);
+typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);
+typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
+typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
+typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
+typedef void (APIENTRYP PFNGLGETACTIVEATTRIBPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
+typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
+typedef void (APIENTRYP PFNGLGETATTACHEDSHADERSPROC) (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj);
+typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
+typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+typedef void (APIENTRYP PFNGLGETSHADERSOURCEPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
+typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
+typedef void (APIENTRYP PFNGLGETUNIFORMFVPROC) (GLuint program, GLint location, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETUNIFORMIVPROC) (GLuint program, GLint location, GLint *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVPROC) (GLuint index, GLenum pname, GLdouble *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVPROC) (GLuint index, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, GLvoid* *pointer);
+typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program);
+typedef GLboolean (APIENTRYP PFNGLISSHADERPROC) (GLuint shader);
+typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar* *string, const GLint *length);
+typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0);
+typedef void (APIENTRYP PFNGLUNIFORM2FPROC) (GLint location, GLfloat v0, GLfloat v1);
+typedef void (APIENTRYP PFNGLUNIFORM3FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+typedef void (APIENTRYP PFNGLUNIFORM4FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
+typedef void (APIENTRYP PFNGLUNIFORM2IPROC) (GLint location, GLint v0, GLint v1);
+typedef void (APIENTRYP PFNGLUNIFORM3IPROC) (GLint location, GLint v0, GLint v1, GLint v2);
+typedef void (APIENTRYP PFNGLUNIFORM4IPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+typedef void (APIENTRYP PFNGLUNIFORM1FVPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORM2FVPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORM3FVPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORM4FVPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORM1IVPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLUNIFORM2IVPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLUNIFORM3IVPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLUNIFORM4IVPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPROC) (GLuint program);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1DPROC) (GLuint index, GLdouble x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1FPROC) (GLuint index, GLfloat x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1SPROC) (GLuint index, GLshort x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2DPROC) (GLuint index, GLdouble x, GLdouble y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2FPROC) (GLuint index, GLfloat x, GLfloat y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2SPROC) (GLuint index, GLshort x, GLshort y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3SPROC) (GLuint index, GLshort x, GLshort y, GLshort z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NBVPROC) (GLuint index, const GLbyte *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NIVPROC) (GLuint index, const GLint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NSVPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBVPROC) (GLuint index, const GLubyte *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUIVPROC) (GLuint index, const GLuint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUSVPROC) (GLuint index, const GLushort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4BVPROC) (GLuint index, const GLbyte *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4IVPROC) (GLuint index, const GLint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4SPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVPROC) (GLuint index, const GLubyte *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4UIVPROC) (GLuint index, const GLuint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4USVPROC) (GLuint index, const GLushort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
+#endif
+
+#ifndef GL_ARB_multitexture
+#define GL_ARB_multitexture 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glActiveTextureARB (GLenum);
+GLAPI void APIENTRY glClientActiveTextureARB (GLenum);
+GLAPI void APIENTRY glMultiTexCoord1dARB (GLenum, GLdouble);
+GLAPI void APIENTRY glMultiTexCoord1dvARB (GLenum, const GLdouble *);
+GLAPI void APIENTRY glMultiTexCoord1fARB (GLenum, GLfloat);
+GLAPI void APIENTRY glMultiTexCoord1fvARB (GLenum, const GLfloat *);
+GLAPI void APIENTRY glMultiTexCoord1iARB (GLenum, GLint);
+GLAPI void APIENTRY glMultiTexCoord1ivARB (GLenum, const GLint *);
+GLAPI void APIENTRY glMultiTexCoord1sARB (GLenum, GLshort);
+GLAPI void APIENTRY glMultiTexCoord1svARB (GLenum, const GLshort *);
+GLAPI void APIENTRY glMultiTexCoord2dARB (GLenum, GLdouble, GLdouble);
+GLAPI void APIENTRY glMultiTexCoord2dvARB (GLenum, const GLdouble *);
+GLAPI void APIENTRY glMultiTexCoord2fARB (GLenum, GLfloat, GLfloat);
+GLAPI void APIENTRY glMultiTexCoord2fvARB (GLenum, const GLfloat *);
+GLAPI void APIENTRY glMultiTexCoord2iARB (GLenum, GLint, GLint);
+GLAPI void APIENTRY glMultiTexCoord2ivARB (GLenum, const GLint *);
+GLAPI void APIENTRY glMultiTexCoord2sARB (GLenum, GLshort, GLshort);
+GLAPI void APIENTRY glMultiTexCoord2svARB (GLenum, const GLshort *);
+GLAPI void APIENTRY glMultiTexCoord3dARB (GLenum, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glMultiTexCoord3dvARB (GLenum, const GLdouble *);
+GLAPI void APIENTRY glMultiTexCoord3fARB (GLenum, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glMultiTexCoord3fvARB (GLenum, const GLfloat *);
+GLAPI void APIENTRY glMultiTexCoord3iARB (GLenum, GLint, GLint, GLint);
+GLAPI void APIENTRY glMultiTexCoord3ivARB (GLenum, const GLint *);
+GLAPI void APIENTRY glMultiTexCoord3sARB (GLenum, GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glMultiTexCoord3svARB (GLenum, const GLshort *);
+GLAPI void APIENTRY glMultiTexCoord4dARB (GLenum, GLdouble, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glMultiTexCoord4dvARB (GLenum, const GLdouble *);
+GLAPI void APIENTRY glMultiTexCoord4fARB (GLenum, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glMultiTexCoord4fvARB (GLenum, const GLfloat *);
+GLAPI void APIENTRY glMultiTexCoord4iARB (GLenum, GLint, GLint, GLint, GLint);
+GLAPI void APIENTRY glMultiTexCoord4ivARB (GLenum, const GLint *);
+GLAPI void APIENTRY glMultiTexCoord4sARB (GLenum, GLshort, GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glMultiTexCoord4svARB (GLenum, const GLshort *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLACTIVETEXTUREARBPROC) (GLenum texture);
+typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREARBPROC) (GLenum texture);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1DARBPROC) (GLenum target, GLdouble s);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1DVARBPROC) (GLenum target, const GLdouble *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1FARBPROC) (GLenum target, GLfloat s);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1FVARBPROC) (GLenum target, const GLfloat *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1IARBPROC) (GLenum target, GLint s);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1IVARBPROC) (GLenum target, const GLint *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1SARBPROC) (GLenum target, GLshort s);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1SVARBPROC) (GLenum target, const GLshort *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2DARBPROC) (GLenum target, GLdouble s, GLdouble t);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2DVARBPROC) (GLenum target, const GLdouble *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2FARBPROC) (GLenum target, GLfloat s, GLfloat t);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2FVARBPROC) (GLenum target, const GLfloat *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2IARBPROC) (GLenum target, GLint s, GLint t);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2IVARBPROC) (GLenum target, const GLint *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2SARBPROC) (GLenum target, GLshort s, GLshort t);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2SVARBPROC) (GLenum target, const GLshort *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3DVARBPROC) (GLenum target, const GLdouble *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3FVARBPROC) (GLenum target, const GLfloat *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3IARBPROC) (GLenum target, GLint s, GLint t, GLint r);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3IVARBPROC) (GLenum target, const GLint *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3SVARBPROC) (GLenum target, const GLshort *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4DVARBPROC) (GLenum target, const GLdouble *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4FVARBPROC) (GLenum target, const GLfloat *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4IARBPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4IVARBPROC) (GLenum target, const GLint *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4SVARBPROC) (GLenum target, const GLshort *v);
+#endif
+
+#ifndef GL_ARB_transpose_matrix
+#define GL_ARB_transpose_matrix 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glLoadTransposeMatrixfARB (const GLfloat *);
+GLAPI void APIENTRY glLoadTransposeMatrixdARB (const GLdouble *);
+GLAPI void APIENTRY glMultTransposeMatrixfARB (const GLfloat *);
+GLAPI void APIENTRY glMultTransposeMatrixdARB (const GLdouble *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXFARBPROC) (const GLfloat *m);
+typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXDARBPROC) (const GLdouble *m);
+typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXFARBPROC) (const GLfloat *m);
+typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXDARBPROC) (const GLdouble *m);
+#endif
+
+#ifndef GL_ARB_multisample
+#define GL_ARB_multisample 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glSampleCoverageARB (GLclampf, GLboolean);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLSAMPLECOVERAGEARBPROC) (GLclampf value, GLboolean invert);
+#endif
+
+#ifndef GL_ARB_texture_env_add
+#define GL_ARB_texture_env_add 1
+#endif
+
+#ifndef GL_ARB_texture_cube_map
+#define GL_ARB_texture_cube_map 1
+#endif
+
+#ifndef GL_ARB_texture_compression
+#define GL_ARB_texture_compression 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glCompressedTexImage3DARB (GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glCompressedTexImage2DARB (GLenum, GLint, GLenum, GLsizei, GLsizei, GLint, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glCompressedTexImage1DARB (GLenum, GLint, GLenum, GLsizei, GLint, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glCompressedTexSubImage3DARB (GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glCompressedTexSubImage2DARB (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glCompressedTexSubImage1DARB (GLenum, GLint, GLint, GLsizei, GLenum, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glGetCompressedTexImageARB (GLenum, GLint, GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data);
+typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEARBPROC) (GLenum target, GLint level, GLvoid *img);
+#endif
+
+#ifndef GL_ARB_texture_border_clamp
+#define GL_ARB_texture_border_clamp 1
+#endif
+
+#ifndef GL_ARB_point_parameters
+#define GL_ARB_point_parameters 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glPointParameterfARB (GLenum, GLfloat);
+GLAPI void APIENTRY glPointParameterfvARB (GLenum, const GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLPOINTPARAMETERFARBPROC) (GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLPOINTPARAMETERFVARBPROC) (GLenum pname, const GLfloat *params);
+#endif
+
+#ifndef GL_ARB_vertex_blend
+#define GL_ARB_vertex_blend 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glWeightbvARB (GLint, const GLbyte *);
+GLAPI void APIENTRY glWeightsvARB (GLint, const GLshort *);
+GLAPI void APIENTRY glWeightivARB (GLint, const GLint *);
+GLAPI void APIENTRY glWeightfvARB (GLint, const GLfloat *);
+GLAPI void APIENTRY glWeightdvARB (GLint, const GLdouble *);
+GLAPI void APIENTRY glWeightubvARB (GLint, const GLubyte *);
+GLAPI void APIENTRY glWeightusvARB (GLint, const GLushort *);
+GLAPI void APIENTRY glWeightuivARB (GLint, const GLuint *);
+GLAPI void APIENTRY glWeightPointerARB (GLint, GLenum, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glVertexBlendARB (GLint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLWEIGHTBVARBPROC) (GLint size, const GLbyte *weights);
+typedef void (APIENTRYP PFNGLWEIGHTSVARBPROC) (GLint size, const GLshort *weights);
+typedef void (APIENTRYP PFNGLWEIGHTIVARBPROC) (GLint size, const GLint *weights);
+typedef void (APIENTRYP PFNGLWEIGHTFVARBPROC) (GLint size, const GLfloat *weights);
+typedef void (APIENTRYP PFNGLWEIGHTDVARBPROC) (GLint size, const GLdouble *weights);
+typedef void (APIENTRYP PFNGLWEIGHTUBVARBPROC) (GLint size, const GLubyte *weights);
+typedef void (APIENTRYP PFNGLWEIGHTUSVARBPROC) (GLint size, const GLushort *weights);
+typedef void (APIENTRYP PFNGLWEIGHTUIVARBPROC) (GLint size, const GLuint *weights);
+typedef void (APIENTRYP PFNGLWEIGHTPOINTERARBPROC) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
+typedef void (APIENTRYP PFNGLVERTEXBLENDARBPROC) (GLint count);
+#endif
+
+#ifndef GL_ARB_matrix_palette
+#define GL_ARB_matrix_palette 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glCurrentPaletteMatrixARB (GLint);
+GLAPI void APIENTRY glMatrixIndexubvARB (GLint, const GLubyte *);
+GLAPI void APIENTRY glMatrixIndexusvARB (GLint, const GLushort *);
+GLAPI void APIENTRY glMatrixIndexuivARB (GLint, const GLuint *);
+GLAPI void APIENTRY glMatrixIndexPointerARB (GLint, GLenum, GLsizei, const GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCURRENTPALETTEMATRIXARBPROC) (GLint index);
+typedef void (APIENTRYP PFNGLMATRIXINDEXUBVARBPROC) (GLint size, const GLubyte *indices);
+typedef void (APIENTRYP PFNGLMATRIXINDEXUSVARBPROC) (GLint size, const GLushort *indices);
+typedef void (APIENTRYP PFNGLMATRIXINDEXUIVARBPROC) (GLint size, const GLuint *indices);
+typedef void (APIENTRYP PFNGLMATRIXINDEXPOINTERARBPROC) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
+#endif
+
+#ifndef GL_ARB_texture_env_combine
+#define GL_ARB_texture_env_combine 1
+#endif
+
+#ifndef GL_ARB_texture_env_crossbar
+#define GL_ARB_texture_env_crossbar 1
+#endif
+
+#ifndef GL_ARB_texture_env_dot3
+#define GL_ARB_texture_env_dot3 1
+#endif
+
+#ifndef GL_ARB_texture_mirrored_repeat
+#define GL_ARB_texture_mirrored_repeat 1
+#endif
+
+#ifndef GL_ARB_depth_texture
+#define GL_ARB_depth_texture 1
+#endif
+
+#ifndef GL_ARB_shadow
+#define GL_ARB_shadow 1
+#endif
+
+#ifndef GL_ARB_shadow_ambient
+#define GL_ARB_shadow_ambient 1
+#endif
+
+#ifndef GL_ARB_window_pos
+#define GL_ARB_window_pos 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glWindowPos2dARB (GLdouble, GLdouble);
+GLAPI void APIENTRY glWindowPos2dvARB (const GLdouble *);
+GLAPI void APIENTRY glWindowPos2fARB (GLfloat, GLfloat);
+GLAPI void APIENTRY glWindowPos2fvARB (const GLfloat *);
+GLAPI void APIENTRY glWindowPos2iARB (GLint, GLint);
+GLAPI void APIENTRY glWindowPos2ivARB (const GLint *);
+GLAPI void APIENTRY glWindowPos2sARB (GLshort, GLshort);
+GLAPI void APIENTRY glWindowPos2svARB (const GLshort *);
+GLAPI void APIENTRY glWindowPos3dARB (GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glWindowPos3dvARB (const GLdouble *);
+GLAPI void APIENTRY glWindowPos3fARB (GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glWindowPos3fvARB (const GLfloat *);
+GLAPI void APIENTRY glWindowPos3iARB (GLint, GLint, GLint);
+GLAPI void APIENTRY glWindowPos3ivARB (const GLint *);
+GLAPI void APIENTRY glWindowPos3sARB (GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glWindowPos3svARB (const GLshort *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLWINDOWPOS2DARBPROC) (GLdouble x, GLdouble y);
+typedef void (APIENTRYP PFNGLWINDOWPOS2DVARBPROC) (const GLdouble *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS2FARBPROC) (GLfloat x, GLfloat y);
+typedef void (APIENTRYP PFNGLWINDOWPOS2FVARBPROC) (const GLfloat *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS2IARBPROC) (GLint x, GLint y);
+typedef void (APIENTRYP PFNGLWINDOWPOS2IVARBPROC) (const GLint *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS2SARBPROC) (GLshort x, GLshort y);
+typedef void (APIENTRYP PFNGLWINDOWPOS2SVARBPROC) (const GLshort *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS3DARBPROC) (GLdouble x, GLdouble y, GLdouble z);
+typedef void (APIENTRYP PFNGLWINDOWPOS3DVARBPROC) (const GLdouble *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS3FARBPROC) (GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLWINDOWPOS3FVARBPROC) (const GLfloat *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS3IARBPROC) (GLint x, GLint y, GLint z);
+typedef void (APIENTRYP PFNGLWINDOWPOS3IVARBPROC) (const GLint *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS3SARBPROC) (GLshort x, GLshort y, GLshort z);
+typedef void (APIENTRYP PFNGLWINDOWPOS3SVARBPROC) (const GLshort *v);
+#endif
+
+#ifndef GL_ARB_vertex_program
+#define GL_ARB_vertex_program 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glVertexAttrib1dARB (GLuint, GLdouble);
+GLAPI void APIENTRY glVertexAttrib1dvARB (GLuint, const GLdouble *);
+GLAPI void APIENTRY glVertexAttrib1fARB (GLuint, GLfloat);
+GLAPI void APIENTRY glVertexAttrib1fvARB (GLuint, const GLfloat *);
+GLAPI void APIENTRY glVertexAttrib1sARB (GLuint, GLshort);
+GLAPI void APIENTRY glVertexAttrib1svARB (GLuint, const GLshort *);
+GLAPI void APIENTRY glVertexAttrib2dARB (GLuint, GLdouble, GLdouble);
+GLAPI void APIENTRY glVertexAttrib2dvARB (GLuint, const GLdouble *);
+GLAPI void APIENTRY glVertexAttrib2fARB (GLuint, GLfloat, GLfloat);
+GLAPI void APIENTRY glVertexAttrib2fvARB (GLuint, const GLfloat *);
+GLAPI void APIENTRY glVertexAttrib2sARB (GLuint, GLshort, GLshort);
+GLAPI void APIENTRY glVertexAttrib2svARB (GLuint, const GLshort *);
+GLAPI void APIENTRY glVertexAttrib3dARB (GLuint, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glVertexAttrib3dvARB (GLuint, const GLdouble *);
+GLAPI void APIENTRY glVertexAttrib3fARB (GLuint, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glVertexAttrib3fvARB (GLuint, const GLfloat *);
+GLAPI void APIENTRY glVertexAttrib3sARB (GLuint, GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glVertexAttrib3svARB (GLuint, const GLshort *);
+GLAPI void APIENTRY glVertexAttrib4NbvARB (GLuint, const GLbyte *);
+GLAPI void APIENTRY glVertexAttrib4NivARB (GLuint, const GLint *);
+GLAPI void APIENTRY glVertexAttrib4NsvARB (GLuint, const GLshort *);
+GLAPI void APIENTRY glVertexAttrib4NubARB (GLuint, GLubyte, GLubyte, GLubyte, GLubyte);
+GLAPI void APIENTRY glVertexAttrib4NubvARB (GLuint, const GLubyte *);
+GLAPI void APIENTRY glVertexAttrib4NuivARB (GLuint, const GLuint *);
+GLAPI void APIENTRY glVertexAttrib4NusvARB (GLuint, const GLushort *);
+GLAPI void APIENTRY glVertexAttrib4bvARB (GLuint, const GLbyte *);
+GLAPI void APIENTRY glVertexAttrib4dARB (GLuint, GLdouble, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glVertexAttrib4dvARB (GLuint, const GLdouble *);
+GLAPI void APIENTRY glVertexAttrib4fARB (GLuint, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glVertexAttrib4fvARB (GLuint, const GLfloat *);
+GLAPI void APIENTRY glVertexAttrib4ivARB (GLuint, const GLint *);
+GLAPI void APIENTRY glVertexAttrib4sARB (GLuint, GLshort, GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glVertexAttrib4svARB (GLuint, const GLshort *);
+GLAPI void APIENTRY glVertexAttrib4ubvARB (GLuint, const GLubyte *);
+GLAPI void APIENTRY glVertexAttrib4uivARB (GLuint, const GLuint *);
+GLAPI void APIENTRY glVertexAttrib4usvARB (GLuint, const GLushort *);
+GLAPI void APIENTRY glVertexAttribPointerARB (GLuint, GLint, GLenum, GLboolean, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glEnableVertexAttribArrayARB (GLuint);
+GLAPI void APIENTRY glDisableVertexAttribArrayARB (GLuint);
+GLAPI void APIENTRY glProgramStringARB (GLenum, GLenum, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glBindProgramARB (GLenum, GLuint);
+GLAPI void APIENTRY glDeleteProgramsARB (GLsizei, const GLuint *);
+GLAPI void APIENTRY glGenProgramsARB (GLsizei, GLuint *);
+GLAPI void APIENTRY glProgramEnvParameter4dARB (GLenum, GLuint, GLdouble, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glProgramEnvParameter4dvARB (GLenum, GLuint, const GLdouble *);
+GLAPI void APIENTRY glProgramEnvParameter4fARB (GLenum, GLuint, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glProgramEnvParameter4fvARB (GLenum, GLuint, const GLfloat *);
+GLAPI void APIENTRY glProgramLocalParameter4dARB (GLenum, GLuint, GLdouble, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glProgramLocalParameter4dvARB (GLenum, GLuint, const GLdouble *);
+GLAPI void APIENTRY glProgramLocalParameter4fARB (GLenum, GLuint, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glProgramLocalParameter4fvARB (GLenum, GLuint, const GLfloat *);
+GLAPI void APIENTRY glGetProgramEnvParameterdvARB (GLenum, GLuint, GLdouble *);
+GLAPI void APIENTRY glGetProgramEnvParameterfvARB (GLenum, GLuint, GLfloat *);
+GLAPI void APIENTRY glGetProgramLocalParameterdvARB (GLenum, GLuint, GLdouble *);
+GLAPI void APIENTRY glGetProgramLocalParameterfvARB (GLenum, GLuint, GLfloat *);
+GLAPI void APIENTRY glGetProgramivARB (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGetProgramStringARB (GLenum, GLenum, GLvoid *);
+GLAPI void APIENTRY glGetVertexAttribdvARB (GLuint, GLenum, GLdouble *);
+GLAPI void APIENTRY glGetVertexAttribfvARB (GLuint, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetVertexAttribivARB (GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glGetVertexAttribPointervARB (GLuint, GLenum, GLvoid* *);
+GLAPI GLboolean APIENTRY glIsProgramARB (GLuint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1DARBPROC) (GLuint index, GLdouble x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVARBPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1FARBPROC) (GLuint index, GLfloat x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVARBPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1SARBPROC) (GLuint index, GLshort x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVARBPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2DARBPROC) (GLuint index, GLdouble x, GLdouble y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVARBPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2FARBPROC) (GLuint index, GLfloat x, GLfloat y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVARBPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2SARBPROC) (GLuint index, GLshort x, GLshort y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVARBPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVARBPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVARBPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVARBPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NBVARBPROC) (GLuint index, const GLbyte *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NIVARBPROC) (GLuint index, const GLint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NSVARBPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBARBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBVARBPROC) (GLuint index, const GLubyte *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUIVARBPROC) (GLuint index, const GLuint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUSVARBPROC) (GLuint index, const GLushort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4BVARBPROC) (GLuint index, const GLbyte *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVARBPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVARBPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4IVARBPROC) (GLuint index, const GLint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVARBPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVARBPROC) (GLuint index, const GLubyte *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4UIVARBPROC) (GLuint index, const GLuint *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4USVARBPROC) (GLuint index, const GLushort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERARBPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
+typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYARBPROC) (GLuint index);
+typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYARBPROC) (GLuint index);
+typedef void (APIENTRYP PFNGLPROGRAMSTRINGARBPROC) (GLenum target, GLenum format, GLsizei len, const GLvoid *string);
+typedef void (APIENTRYP PFNGLBINDPROGRAMARBPROC) (GLenum target, GLuint program);
+typedef void (APIENTRYP PFNGLDELETEPROGRAMSARBPROC) (GLsizei n, const GLuint *programs);
+typedef void (APIENTRYP PFNGLGENPROGRAMSARBPROC) (GLsizei n, GLuint *programs);
+typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble *params);
+typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat *params);
+typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble *params);
+typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMENVPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMENVPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMIVARBPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMSTRINGARBPROC) (GLenum target, GLenum pname, GLvoid *string);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVARBPROC) (GLuint index, GLenum pname, GLdouble *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVARBPROC) (GLuint index, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVARBPROC) (GLuint index, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVARBPROC) (GLuint index, GLenum pname, GLvoid* *pointer);
+typedef GLboolean (APIENTRYP PFNGLISPROGRAMARBPROC) (GLuint program);
+#endif
+
+#ifndef GL_ARB_fragment_program
+#define GL_ARB_fragment_program 1
+/* All ARB_fragment_program entry points are shared with ARB_vertex_program. */
+#endif
+
+#ifndef GL_ARB_vertex_buffer_object
+#define GL_ARB_vertex_buffer_object 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBindBufferARB (GLenum, GLuint);
+GLAPI void APIENTRY glDeleteBuffersARB (GLsizei, const GLuint *);
+GLAPI void APIENTRY glGenBuffersARB (GLsizei, GLuint *);
+GLAPI GLboolean APIENTRY glIsBufferARB (GLuint);
+GLAPI void APIENTRY glBufferDataARB (GLenum, GLsizeiptrARB, const GLvoid *, GLenum);
+GLAPI void APIENTRY glBufferSubDataARB (GLenum, GLintptrARB, GLsizeiptrARB, const GLvoid *);
+GLAPI void APIENTRY glGetBufferSubDataARB (GLenum, GLintptrARB, GLsizeiptrARB, GLvoid *);
+GLAPI GLvoid* APIENTRY glMapBufferARB (GLenum, GLenum);
+GLAPI GLboolean APIENTRY glUnmapBufferARB (GLenum);
+GLAPI void APIENTRY glGetBufferParameterivARB (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGetBufferPointervARB (GLenum, GLenum, GLvoid* *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBINDBUFFERARBPROC) (GLenum target, GLuint buffer);
+typedef void (APIENTRYP PFNGLDELETEBUFFERSARBPROC) (GLsizei n, const GLuint *buffers);
+typedef void (APIENTRYP PFNGLGENBUFFERSARBPROC) (GLsizei n, GLuint *buffers);
+typedef GLboolean (APIENTRYP PFNGLISBUFFERARBPROC) (GLuint buffer);
+typedef void (APIENTRYP PFNGLBUFFERDATAARBPROC) (GLenum target, GLsizeiptrARB size, const GLvoid *data, GLenum usage);
+typedef void (APIENTRYP PFNGLBUFFERSUBDATAARBPROC) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, const GLvoid *data);
+typedef void (APIENTRYP PFNGLGETBUFFERSUBDATAARBPROC) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, GLvoid *data);
+typedef GLvoid* (APIENTRYP PFNGLMAPBUFFERARBPROC) (GLenum target, GLenum access);
+typedef GLboolean (APIENTRYP PFNGLUNMAPBUFFERARBPROC) (GLenum target);
+typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERIVARBPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETBUFFERPOINTERVARBPROC) (GLenum target, GLenum pname, GLvoid* *params);
+#endif
+
+#ifndef GL_ARB_occlusion_query
+#define GL_ARB_occlusion_query 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glGenQueriesARB (GLsizei, GLuint *);
+GLAPI void APIENTRY glDeleteQueriesARB (GLsizei, const GLuint *);
+GLAPI GLboolean APIENTRY glIsQueryARB (GLuint);
+GLAPI void APIENTRY glBeginQueryARB (GLenum, GLuint);
+GLAPI void APIENTRY glEndQueryARB (GLenum);
+GLAPI void APIENTRY glGetQueryivARB (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGetQueryObjectivARB (GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glGetQueryObjectuivARB (GLuint, GLenum, GLuint *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGENQUERIESARBPROC) (GLsizei n, GLuint *ids);
+typedef void (APIENTRYP PFNGLDELETEQUERIESARBPROC) (GLsizei n, const GLuint *ids);
+typedef GLboolean (APIENTRYP PFNGLISQUERYARBPROC) (GLuint id);
+typedef void (APIENTRYP PFNGLBEGINQUERYARBPROC) (GLenum target, GLuint id);
+typedef void (APIENTRYP PFNGLENDQUERYARBPROC) (GLenum target);
+typedef void (APIENTRYP PFNGLGETQUERYIVARBPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETQUERYOBJECTIVARBPROC) (GLuint id, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETQUERYOBJECTUIVARBPROC) (GLuint id, GLenum pname, GLuint *params);
+#endif
+
+#ifndef GL_ARB_shader_objects
+#define GL_ARB_shader_objects 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glDeleteObjectARB (GLhandleARB);
+GLAPI GLhandleARB APIENTRY glGetHandleARB (GLenum);
+GLAPI void APIENTRY glDetachObjectARB (GLhandleARB, GLhandleARB);
+GLAPI GLhandleARB APIENTRY glCreateShaderObjectARB (GLenum);
+GLAPI void APIENTRY glShaderSourceARB (GLhandleARB, GLsizei, const GLcharARB* *, const GLint *);
+GLAPI void APIENTRY glCompileShaderARB (GLhandleARB);
+GLAPI GLhandleARB APIENTRY glCreateProgramObjectARB (void);
+GLAPI void APIENTRY glAttachObjectARB (GLhandleARB, GLhandleARB);
+GLAPI void APIENTRY glLinkProgramARB (GLhandleARB);
+GLAPI void APIENTRY glUseProgramObjectARB (GLhandleARB);
+GLAPI void APIENTRY glValidateProgramARB (GLhandleARB);
+GLAPI void APIENTRY glUniform1fARB (GLint, GLfloat);
+GLAPI void APIENTRY glUniform2fARB (GLint, GLfloat, GLfloat);
+GLAPI void APIENTRY glUniform3fARB (GLint, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glUniform4fARB (GLint, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glUniform1iARB (GLint, GLint);
+GLAPI void APIENTRY glUniform2iARB (GLint, GLint, GLint);
+GLAPI void APIENTRY glUniform3iARB (GLint, GLint, GLint, GLint);
+GLAPI void APIENTRY glUniform4iARB (GLint, GLint, GLint, GLint, GLint);
+GLAPI void APIENTRY glUniform1fvARB (GLint, GLsizei, const GLfloat *);
+GLAPI void APIENTRY glUniform2fvARB (GLint, GLsizei, const GLfloat *);
+GLAPI void APIENTRY glUniform3fvARB (GLint, GLsizei, const GLfloat *);
+GLAPI void APIENTRY glUniform4fvARB (GLint, GLsizei, const GLfloat *);
+GLAPI void APIENTRY glUniform1ivARB (GLint, GLsizei, const GLint *);
+GLAPI void APIENTRY glUniform2ivARB (GLint, GLsizei, const GLint *);
+GLAPI void APIENTRY glUniform3ivARB (GLint, GLsizei, const GLint *);
+GLAPI void APIENTRY glUniform4ivARB (GLint, GLsizei, const GLint *);
+GLAPI void APIENTRY glUniformMatrix2fvARB (GLint, GLsizei, GLboolean, const GLfloat *);
+GLAPI void APIENTRY glUniformMatrix3fvARB (GLint, GLsizei, GLboolean, const GLfloat *);
+GLAPI void APIENTRY glUniformMatrix4fvARB (GLint, GLsizei, GLboolean, const GLfloat *);
+GLAPI void APIENTRY glGetObjectParameterfvARB (GLhandleARB, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetObjectParameterivARB (GLhandleARB, GLenum, GLint *);
+GLAPI void APIENTRY glGetInfoLogARB (GLhandleARB, GLsizei, GLsizei *, GLcharARB *);
+GLAPI void APIENTRY glGetAttachedObjectsARB (GLhandleARB, GLsizei, GLsizei *, GLhandleARB *);
+GLAPI GLint APIENTRY glGetUniformLocationARB (GLhandleARB, const GLcharARB *);
+GLAPI void APIENTRY glGetActiveUniformARB (GLhandleARB, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLcharARB *);
+GLAPI void APIENTRY glGetUniformfvARB (GLhandleARB, GLint, GLfloat *);
+GLAPI void APIENTRY glGetUniformivARB (GLhandleARB, GLint, GLint *);
+GLAPI void APIENTRY glGetShaderSourceARB (GLhandleARB, GLsizei, GLsizei *, GLcharARB *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDELETEOBJECTARBPROC) (GLhandleARB obj);
+typedef GLhandleARB (APIENTRYP PFNGLGETHANDLEARBPROC) (GLenum pname);
+typedef void (APIENTRYP PFNGLDETACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB attachedObj);
+typedef GLhandleARB (APIENTRYP PFNGLCREATESHADEROBJECTARBPROC) (GLenum shaderType);
+typedef void (APIENTRYP PFNGLSHADERSOURCEARBPROC) (GLhandleARB shaderObj, GLsizei count, const GLcharARB* *string, const GLint *length);
+typedef void (APIENTRYP PFNGLCOMPILESHADERARBPROC) (GLhandleARB shaderObj);
+typedef GLhandleARB (APIENTRYP PFNGLCREATEPROGRAMOBJECTARBPROC) (void);
+typedef void (APIENTRYP PFNGLATTACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB obj);
+typedef void (APIENTRYP PFNGLLINKPROGRAMARBPROC) (GLhandleARB programObj);
+typedef void (APIENTRYP PFNGLUSEPROGRAMOBJECTARBPROC) (GLhandleARB programObj);
+typedef void (APIENTRYP PFNGLVALIDATEPROGRAMARBPROC) (GLhandleARB programObj);
+typedef void (APIENTRYP PFNGLUNIFORM1FARBPROC) (GLint location, GLfloat v0);
+typedef void (APIENTRYP PFNGLUNIFORM2FARBPROC) (GLint location, GLfloat v0, GLfloat v1);
+typedef void (APIENTRYP PFNGLUNIFORM3FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
+typedef void (APIENTRYP PFNGLUNIFORM4FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
+typedef void (APIENTRYP PFNGLUNIFORM1IARBPROC) (GLint location, GLint v0);
+typedef void (APIENTRYP PFNGLUNIFORM2IARBPROC) (GLint location, GLint v0, GLint v1);
+typedef void (APIENTRYP PFNGLUNIFORM3IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2);
+typedef void (APIENTRYP PFNGLUNIFORM4IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
+typedef void (APIENTRYP PFNGLUNIFORM1FVARBPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORM2FVARBPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORM3FVARBPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORM4FVARBPROC) (GLint location, GLsizei count, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORM1IVARBPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLUNIFORM2IVARBPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLUNIFORM3IVARBPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLUNIFORM4IVARBPROC) (GLint location, GLsizei count, const GLint *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX2FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX3FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef void (APIENTRYP PFNGLGETOBJECTPARAMETERFVARBPROC) (GLhandleARB obj, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETOBJECTPARAMETERIVARBPROC) (GLhandleARB obj, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETINFOLOGARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *infoLog);
+typedef void (APIENTRYP PFNGLGETATTACHEDOBJECTSARBPROC) (GLhandleARB containerObj, GLsizei maxCount, GLsizei *count, GLhandleARB *obj);
+typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB *name);
+typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name);
+typedef void (APIENTRYP PFNGLGETUNIFORMFVARBPROC) (GLhandleARB programObj, GLint location, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETUNIFORMIVARBPROC) (GLhandleARB programObj, GLint location, GLint *params);
+typedef void (APIENTRYP PFNGLGETSHADERSOURCEARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *source);
+#endif
+
+#ifndef GL_ARB_vertex_shader
+#define GL_ARB_vertex_shader 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBindAttribLocationARB (GLhandleARB, GLuint, const GLcharARB *);
+GLAPI void APIENTRY glGetActiveAttribARB (GLhandleARB, GLuint, GLsizei, GLsizei *, GLint *, GLenum *, GLcharARB *);
+GLAPI GLint APIENTRY glGetAttribLocationARB (GLhandleARB, const GLcharARB *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBINDATTRIBLOCATIONARBPROC) (GLhandleARB programObj, GLuint index, const GLcharARB *name);
+typedef void (APIENTRYP PFNGLGETACTIVEATTRIBARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name);
+typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB *name);
+#endif
+
+#ifndef GL_ARB_fragment_shader
+#define GL_ARB_fragment_shader 1
+#endif
+
+#ifndef GL_ARB_shading_language_100
+#define GL_ARB_shading_language_100 1
+#endif
+
+#ifndef GL_ARB_texture_non_power_of_two
+#define GL_ARB_texture_non_power_of_two 1
+#endif
+
+#ifndef GL_ARB_point_sprite
+#define GL_ARB_point_sprite 1
+#endif
+
+#ifndef GL_ARB_fragment_program_shadow
+#define GL_ARB_fragment_program_shadow 1
+#endif
+
+#ifndef GL_ARB_draw_buffers
+#define GL_ARB_draw_buffers 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glDrawBuffersARB (GLsizei, const GLenum *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDRAWBUFFERSARBPROC) (GLsizei n, const GLenum *bufs);
+#endif
+
+#ifndef GL_ARB_texture_rectangle
+#define GL_ARB_texture_rectangle 1
+#endif
+
+#ifndef GL_ARB_color_buffer_float
+#define GL_ARB_color_buffer_float 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glClampColorARB (GLenum, GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCLAMPCOLORARBPROC) (GLenum target, GLenum clamp);
+#endif
+
+#ifndef GL_ARB_half_float_pixel
+#define GL_ARB_half_float_pixel 1
+#endif
+
+#ifndef GL_ARB_texture_float
+#define GL_ARB_texture_float 1
+#endif
+
+#ifndef GL_ARB_pixel_buffer_object
+#define GL_ARB_pixel_buffer_object 1
+#endif
+
+#ifndef GL_EXT_abgr
+#define GL_EXT_abgr 1
+#endif
+
+#ifndef GL_EXT_blend_color
+#define GL_EXT_blend_color 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBlendColorEXT (GLclampf, GLclampf, GLclampf, GLclampf);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBLENDCOLOREXTPROC) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
+#endif
+
+#ifndef GL_EXT_polygon_offset
+#define GL_EXT_polygon_offset 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glPolygonOffsetEXT (GLfloat, GLfloat);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLPOLYGONOFFSETEXTPROC) (GLfloat factor, GLfloat bias);
+#endif
+
+#ifndef GL_EXT_texture
+#define GL_EXT_texture 1
+#endif
+
+#ifndef GL_EXT_texture3D
+#define GL_EXT_texture3D 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glTexImage3DEXT (GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *);
+GLAPI void APIENTRY glTexSubImage3DEXT (GLenum, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLTEXIMAGE3DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
+typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels);
+#endif
+
+#ifndef GL_SGIS_texture_filter4
+#define GL_SGIS_texture_filter4 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glGetTexFilterFuncSGIS (GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glTexFilterFuncSGIS (GLenum, GLenum, GLsizei, const GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGETTEXFILTERFUNCSGISPROC) (GLenum target, GLenum filter, GLfloat *weights);
+typedef void (APIENTRYP PFNGLTEXFILTERFUNCSGISPROC) (GLenum target, GLenum filter, GLsizei n, const GLfloat *weights);
+#endif
+
+#ifndef GL_EXT_subtexture
+#define GL_EXT_subtexture 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glTexSubImage1DEXT (GLenum, GLint, GLint, GLsizei, GLenum, GLenum, const GLvoid *);
+GLAPI void APIENTRY glTexSubImage2DEXT (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLTEXSUBIMAGE1DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const GLvoid *pixels);
+typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels);
+#endif
+
+#ifndef GL_EXT_copy_texture
+#define GL_EXT_copy_texture 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glCopyTexImage1DEXT (GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLint);
+GLAPI void APIENTRY glCopyTexImage2DEXT (GLenum, GLint, GLenum, GLint, GLint, GLsizei, GLsizei, GLint);
+GLAPI void APIENTRY glCopyTexSubImage1DEXT (GLenum, GLint, GLint, GLint, GLint, GLsizei);
+GLAPI void APIENTRY glCopyTexSubImage2DEXT (GLenum, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei);
+GLAPI void APIENTRY glCopyTexSubImage3DEXT (GLenum, GLint, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCOPYTEXIMAGE1DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border);
+typedef void (APIENTRYP PFNGLCOPYTEXIMAGE2DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
+typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE1DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width);
+typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE2DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height);
+#endif
+
+#ifndef GL_EXT_histogram
+#define GL_EXT_histogram 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glGetHistogramEXT (GLenum, GLboolean, GLenum, GLenum, GLvoid *);
+GLAPI void APIENTRY glGetHistogramParameterfvEXT (GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetHistogramParameterivEXT (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGetMinmaxEXT (GLenum, GLboolean, GLenum, GLenum, GLvoid *);
+GLAPI void APIENTRY glGetMinmaxParameterfvEXT (GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetMinmaxParameterivEXT (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glHistogramEXT (GLenum, GLsizei, GLenum, GLboolean);
+GLAPI void APIENTRY glMinmaxEXT (GLenum, GLenum, GLboolean);
+GLAPI void APIENTRY glResetHistogramEXT (GLenum);
+GLAPI void APIENTRY glResetMinmaxEXT (GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGETHISTOGRAMEXTPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values);
+typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETMINMAXEXTPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLvoid *values);
+typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLHISTOGRAMEXTPROC) (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink);
+typedef void (APIENTRYP PFNGLMINMAXEXTPROC) (GLenum target, GLenum internalformat, GLboolean sink);
+typedef void (APIENTRYP PFNGLRESETHISTOGRAMEXTPROC) (GLenum target);
+typedef void (APIENTRYP PFNGLRESETMINMAXEXTPROC) (GLenum target);
+#endif
+
+#ifndef GL_EXT_convolution
+#define GL_EXT_convolution 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glConvolutionFilter1DEXT (GLenum, GLenum, GLsizei, GLenum, GLenum, const GLvoid *);
+GLAPI void APIENTRY glConvolutionFilter2DEXT (GLenum, GLenum, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *);
+GLAPI void APIENTRY glConvolutionParameterfEXT (GLenum, GLenum, GLfloat);
+GLAPI void APIENTRY glConvolutionParameterfvEXT (GLenum, GLenum, const GLfloat *);
+GLAPI void APIENTRY glConvolutionParameteriEXT (GLenum, GLenum, GLint);
+GLAPI void APIENTRY glConvolutionParameterivEXT (GLenum, GLenum, const GLint *);
+GLAPI void APIENTRY glCopyConvolutionFilter1DEXT (GLenum, GLenum, GLint, GLint, GLsizei);
+GLAPI void APIENTRY glCopyConvolutionFilter2DEXT (GLenum, GLenum, GLint, GLint, GLsizei, GLsizei);
+GLAPI void APIENTRY glGetConvolutionFilterEXT (GLenum, GLenum, GLenum, GLvoid *);
+GLAPI void APIENTRY glGetConvolutionParameterfvEXT (GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetConvolutionParameterivEXT (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGetSeparableFilterEXT (GLenum, GLenum, GLenum, GLvoid *, GLvoid *, GLvoid *);
+GLAPI void APIENTRY glSeparableFilter2DEXT (GLenum, GLenum, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *, const GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER1DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *image);
+typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *image);
+typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFEXTPROC) (GLenum target, GLenum pname, GLfloat params);
+typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIEXTPROC) (GLenum target, GLenum pname, GLint params);
+typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint *params);
+typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);
+typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height);
+typedef void (APIENTRYP PFNGLGETCONVOLUTIONFILTEREXTPROC) (GLenum target, GLenum format, GLenum type, GLvoid *image);
+typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETSEPARABLEFILTEREXTPROC) (GLenum target, GLenum format, GLenum type, GLvoid *row, GLvoid *column, GLvoid *span);
+typedef void (APIENTRYP PFNGLSEPARABLEFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *row, const GLvoid *column);
+#endif
+
+#ifndef GL_EXT_color_matrix
+#define GL_EXT_color_matrix 1
+#endif
+
+#ifndef GL_SGI_color_table
+#define GL_SGI_color_table 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glColorTableSGI (GLenum, GLenum, GLsizei, GLenum, GLenum, const GLvoid *);
+GLAPI void APIENTRY glColorTableParameterfvSGI (GLenum, GLenum, const GLfloat *);
+GLAPI void APIENTRY glColorTableParameterivSGI (GLenum, GLenum, const GLint *);
+GLAPI void APIENTRY glCopyColorTableSGI (GLenum, GLenum, GLint, GLint, GLsizei);
+GLAPI void APIENTRY glGetColorTableSGI (GLenum, GLenum, GLenum, GLvoid *);
+GLAPI void APIENTRY glGetColorTableParameterfvSGI (GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetColorTableParameterivSGI (GLenum, GLenum, GLint *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCOLORTABLESGIPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const GLvoid *table);
+typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERFVSGIPROC) (GLenum target, GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERIVSGIPROC) (GLenum target, GLenum pname, const GLint *params);
+typedef void (APIENTRYP PFNGLCOPYCOLORTABLESGIPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width);
+typedef void (APIENTRYP PFNGLGETCOLORTABLESGIPROC) (GLenum target, GLenum format, GLenum type, GLvoid *table);
+typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERFVSGIPROC) (GLenum target, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERIVSGIPROC) (GLenum target, GLenum pname, GLint *params);
+#endif
+
+#ifndef GL_SGIX_pixel_texture
+#define GL_SGIX_pixel_texture 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glPixelTexGenSGIX (GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLPIXELTEXGENSGIXPROC) (GLenum mode);
+#endif
+
+#ifndef GL_SGIS_pixel_texture
+#define GL_SGIS_pixel_texture 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glPixelTexGenParameteriSGIS (GLenum, GLint);
+GLAPI void APIENTRY glPixelTexGenParameterivSGIS (GLenum, const GLint *);
+GLAPI void APIENTRY glPixelTexGenParameterfSGIS (GLenum, GLfloat);
+GLAPI void APIENTRY glPixelTexGenParameterfvSGIS (GLenum, const GLfloat *);
+GLAPI void APIENTRY glGetPixelTexGenParameterivSGIS (GLenum, GLint *);
+GLAPI void APIENTRY glGetPixelTexGenParameterfvSGIS (GLenum, GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLPIXELTEXGENPARAMETERISGISPROC) (GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLPIXELTEXGENPARAMETERIVSGISPROC) (GLenum pname, const GLint *params);
+typedef void (APIENTRYP PFNGLPIXELTEXGENPARAMETERFSGISPROC) (GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLPIXELTEXGENPARAMETERFVSGISPROC) (GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLGETPIXELTEXGENPARAMETERIVSGISPROC) (GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETPIXELTEXGENPARAMETERFVSGISPROC) (GLenum pname, GLfloat *params);
+#endif
+
+#ifndef GL_SGIS_texture4D
+#define GL_SGIS_texture4D 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glTexImage4DSGIS (GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *);
+GLAPI void APIENTRY glTexSubImage4DSGIS (GLenum, GLint, GLint, GLint, GLint, GLint, GLsizei, GLsizei, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLTEXIMAGE4DSGISPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLsizei size4d, GLint border, GLenum format, GLenum type, const GLvoid *pixels);
+typedef void (APIENTRYP PFNGLTEXSUBIMAGE4DSGISPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint woffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei size4d, GLenum format, GLenum type, const GLvoid *pixels);
+#endif
+
+#ifndef GL_SGI_texture_color_table
+#define GL_SGI_texture_color_table 1
+#endif
+
+#ifndef GL_EXT_cmyka
+#define GL_EXT_cmyka 1
+#endif
+
+#ifndef GL_EXT_texture_object
+#define GL_EXT_texture_object 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI GLboolean APIENTRY glAreTexturesResidentEXT (GLsizei, const GLuint *, GLboolean *);
+GLAPI void APIENTRY glBindTextureEXT (GLenum, GLuint);
+GLAPI void APIENTRY glDeleteTexturesEXT (GLsizei, const GLuint *);
+GLAPI void APIENTRY glGenTexturesEXT (GLsizei, GLuint *);
+GLAPI GLboolean APIENTRY glIsTextureEXT (GLuint);
+GLAPI void APIENTRY glPrioritizeTexturesEXT (GLsizei, const GLuint *, const GLclampf *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef GLboolean (APIENTRYP PFNGLARETEXTURESRESIDENTEXTPROC) (GLsizei n, const GLuint *textures, GLboolean *residences);
+typedef void (APIENTRYP PFNGLBINDTEXTUREEXTPROC) (GLenum target, GLuint texture);
+typedef void (APIENTRYP PFNGLDELETETEXTURESEXTPROC) (GLsizei n, const GLuint *textures);
+typedef void (APIENTRYP PFNGLGENTEXTURESEXTPROC) (GLsizei n, GLuint *textures);
+typedef GLboolean (APIENTRYP PFNGLISTEXTUREEXTPROC) (GLuint texture);
+typedef void (APIENTRYP PFNGLPRIORITIZETEXTURESEXTPROC) (GLsizei n, const GLuint *textures, const GLclampf *priorities);
+#endif
+
+#ifndef GL_SGIS_detail_texture
+#define GL_SGIS_detail_texture 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glDetailTexFuncSGIS (GLenum, GLsizei, const GLfloat *);
+GLAPI void APIENTRY glGetDetailTexFuncSGIS (GLenum, GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDETAILTEXFUNCSGISPROC) (GLenum target, GLsizei n, const GLfloat *points);
+typedef void (APIENTRYP PFNGLGETDETAILTEXFUNCSGISPROC) (GLenum target, GLfloat *points);
+#endif
+
+#ifndef GL_SGIS_sharpen_texture
+#define GL_SGIS_sharpen_texture 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glSharpenTexFuncSGIS (GLenum, GLsizei, const GLfloat *);
+GLAPI void APIENTRY glGetSharpenTexFuncSGIS (GLenum, GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLSHARPENTEXFUNCSGISPROC) (GLenum target, GLsizei n, const GLfloat *points);
+typedef void (APIENTRYP PFNGLGETSHARPENTEXFUNCSGISPROC) (GLenum target, GLfloat *points);
+#endif
+
+#ifndef GL_EXT_packed_pixels
+#define GL_EXT_packed_pixels 1
+#endif
+
+#ifndef GL_SGIS_texture_lod
+#define GL_SGIS_texture_lod 1
+#endif
+
+#ifndef GL_SGIS_multisample
+#define GL_SGIS_multisample 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glSampleMaskSGIS (GLclampf, GLboolean);
+GLAPI void APIENTRY glSamplePatternSGIS (GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLSAMPLEMASKSGISPROC) (GLclampf value, GLboolean invert);
+typedef void (APIENTRYP PFNGLSAMPLEPATTERNSGISPROC) (GLenum pattern);
+#endif
+
+#ifndef GL_EXT_rescale_normal
+#define GL_EXT_rescale_normal 1
+#endif
+
+#ifndef GL_EXT_vertex_array
+#define GL_EXT_vertex_array 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glArrayElementEXT (GLint);
+GLAPI void APIENTRY glColorPointerEXT (GLint, GLenum, GLsizei, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glDrawArraysEXT (GLenum, GLint, GLsizei);
+GLAPI void APIENTRY glEdgeFlagPointerEXT (GLsizei, GLsizei, const GLboolean *);
+GLAPI void APIENTRY glGetPointervEXT (GLenum, GLvoid* *);
+GLAPI void APIENTRY glIndexPointerEXT (GLenum, GLsizei, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glNormalPointerEXT (GLenum, GLsizei, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glTexCoordPointerEXT (GLint, GLenum, GLsizei, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glVertexPointerEXT (GLint, GLenum, GLsizei, GLsizei, const GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLARRAYELEMENTEXTPROC) (GLint i);
+typedef void (APIENTRYP PFNGLCOLORPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const GLvoid *pointer);
+typedef void (APIENTRYP PFNGLDRAWARRAYSEXTPROC) (GLenum mode, GLint first, GLsizei count);
+typedef void (APIENTRYP PFNGLEDGEFLAGPOINTEREXTPROC) (GLsizei stride, GLsizei count, const GLboolean *pointer);
+typedef void (APIENTRYP PFNGLGETPOINTERVEXTPROC) (GLenum pname, GLvoid* *params);
+typedef void (APIENTRYP PFNGLINDEXPOINTEREXTPROC) (GLenum type, GLsizei stride, GLsizei count, const GLvoid *pointer);
+typedef void (APIENTRYP PFNGLNORMALPOINTEREXTPROC) (GLenum type, GLsizei stride, GLsizei count, const GLvoid *pointer);
+typedef void (APIENTRYP PFNGLTEXCOORDPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const GLvoid *pointer);
+typedef void (APIENTRYP PFNGLVERTEXPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const GLvoid *pointer);
+#endif
+
+#ifndef GL_EXT_misc_attribute
+#define GL_EXT_misc_attribute 1
+#endif
+
+#ifndef GL_SGIS_generate_mipmap
+#define GL_SGIS_generate_mipmap 1
+#endif
+
+#ifndef GL_SGIX_clipmap
+#define GL_SGIX_clipmap 1
+#endif
+
+#ifndef GL_SGIX_shadow
+#define GL_SGIX_shadow 1
+#endif
+
+#ifndef GL_SGIS_texture_edge_clamp
+#define GL_SGIS_texture_edge_clamp 1
+#endif
+
+#ifndef GL_SGIS_texture_border_clamp
+#define GL_SGIS_texture_border_clamp 1
+#endif
+
+#ifndef GL_EXT_blend_minmax
+#define GL_EXT_blend_minmax 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBlendEquationEXT (GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBLENDEQUATIONEXTPROC) (GLenum mode);
+#endif
+
+#ifndef GL_EXT_blend_subtract
+#define GL_EXT_blend_subtract 1
+#endif
+
+#ifndef GL_EXT_blend_logic_op
+#define GL_EXT_blend_logic_op 1
+#endif
+
+#ifndef GL_SGIX_interlace
+#define GL_SGIX_interlace 1
+#endif
+
+#ifndef GL_SGIX_pixel_tiles
+#define GL_SGIX_pixel_tiles 1
+#endif
+
+#ifndef GL_SGIX_texture_select
+#define GL_SGIX_texture_select 1
+#endif
+
+#ifndef GL_SGIX_sprite
+#define GL_SGIX_sprite 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glSpriteParameterfSGIX (GLenum, GLfloat);
+GLAPI void APIENTRY glSpriteParameterfvSGIX (GLenum, const GLfloat *);
+GLAPI void APIENTRY glSpriteParameteriSGIX (GLenum, GLint);
+GLAPI void APIENTRY glSpriteParameterivSGIX (GLenum, const GLint *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLSPRITEPARAMETERFSGIXPROC) (GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLSPRITEPARAMETERFVSGIXPROC) (GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLSPRITEPARAMETERISGIXPROC) (GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLSPRITEPARAMETERIVSGIXPROC) (GLenum pname, const GLint *params);
+#endif
+
+#ifndef GL_SGIX_texture_multi_buffer
+#define GL_SGIX_texture_multi_buffer 1
+#endif
+
+#ifndef GL_EXT_point_parameters
+#define GL_EXT_point_parameters 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glPointParameterfEXT (GLenum, GLfloat);
+GLAPI void APIENTRY glPointParameterfvEXT (GLenum, const GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLPOINTPARAMETERFEXTPROC) (GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLPOINTPARAMETERFVEXTPROC) (GLenum pname, const GLfloat *params);
+#endif
+
+#ifndef GL_SGIS_point_parameters
+#define GL_SGIS_point_parameters 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glPointParameterfSGIS (GLenum, GLfloat);
+GLAPI void APIENTRY glPointParameterfvSGIS (GLenum, const GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLPOINTPARAMETERFSGISPROC) (GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLPOINTPARAMETERFVSGISPROC) (GLenum pname, const GLfloat *params);
+#endif
+
+#ifndef GL_SGIX_instruments
+#define GL_SGIX_instruments 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI GLint APIENTRY glGetInstrumentsSGIX (void);
+GLAPI void APIENTRY glInstrumentsBufferSGIX (GLsizei, GLint *);
+GLAPI GLint APIENTRY glPollInstrumentsSGIX (GLint *);
+GLAPI void APIENTRY glReadInstrumentsSGIX (GLint);
+GLAPI void APIENTRY glStartInstrumentsSGIX (void);
+GLAPI void APIENTRY glStopInstrumentsSGIX (GLint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef GLint (APIENTRYP PFNGLGETINSTRUMENTSSGIXPROC) (void);
+typedef void (APIENTRYP PFNGLINSTRUMENTSBUFFERSGIXPROC) (GLsizei size, GLint *buffer);
+typedef GLint (APIENTRYP PFNGLPOLLINSTRUMENTSSGIXPROC) (GLint *marker_p);
+typedef void (APIENTRYP PFNGLREADINSTRUMENTSSGIXPROC) (GLint marker);
+typedef void (APIENTRYP PFNGLSTARTINSTRUMENTSSGIXPROC) (void);
+typedef void (APIENTRYP PFNGLSTOPINSTRUMENTSSGIXPROC) (GLint marker);
+#endif
+
+#ifndef GL_SGIX_texture_scale_bias
+#define GL_SGIX_texture_scale_bias 1
+#endif
+
+#ifndef GL_SGIX_framezoom
+#define GL_SGIX_framezoom 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glFrameZoomSGIX (GLint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLFRAMEZOOMSGIXPROC) (GLint factor);
+#endif
+
+#ifndef GL_SGIX_tag_sample_buffer
+#define GL_SGIX_tag_sample_buffer 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glTagSampleBufferSGIX (void);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLTAGSAMPLEBUFFERSGIXPROC) (void);
+#endif
+
+#ifndef GL_SGIX_polynomial_ffd
+#define GL_SGIX_polynomial_ffd 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glDeformationMap3dSGIX (GLenum, GLdouble, GLdouble, GLint, GLint, GLdouble, GLdouble, GLint, GLint, GLdouble, GLdouble, GLint, GLint, const GLdouble *);
+GLAPI void APIENTRY glDeformationMap3fSGIX (GLenum, GLfloat, GLfloat, GLint, GLint, GLfloat, GLfloat, GLint, GLint, GLfloat, GLfloat, GLint, GLint, const GLfloat *);
+GLAPI void APIENTRY glDeformSGIX (GLbitfield);
+GLAPI void APIENTRY glLoadIdentityDeformationMapSGIX (GLbitfield);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDEFORMATIONMAP3DSGIXPROC) (GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, GLdouble w1, GLdouble w2, GLint wstride, GLint worder, const GLdouble *points);
+typedef void (APIENTRYP PFNGLDEFORMATIONMAP3FSGIXPROC) (GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, GLfloat w1, GLfloat w2, GLint wstride, GLint worder, const GLfloat *points);
+typedef void (APIENTRYP PFNGLDEFORMSGIXPROC) (GLbitfield mask);
+typedef void (APIENTRYP PFNGLLOADIDENTITYDEFORMATIONMAPSGIXPROC) (GLbitfield mask);
+#endif
+
+#ifndef GL_SGIX_reference_plane
+#define GL_SGIX_reference_plane 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glReferencePlaneSGIX (const GLdouble *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLREFERENCEPLANESGIXPROC) (const GLdouble *equation);
+#endif
+
+#ifndef GL_SGIX_flush_raster
+#define GL_SGIX_flush_raster 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glFlushRasterSGIX (void);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLFLUSHRASTERSGIXPROC) (void);
+#endif
+
+#ifndef GL_SGIX_depth_texture
+#define GL_SGIX_depth_texture 1
+#endif
+
+#ifndef GL_SGIS_fog_function
+#define GL_SGIS_fog_function 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glFogFuncSGIS (GLsizei, const GLfloat *);
+GLAPI void APIENTRY glGetFogFuncSGIS (GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLFOGFUNCSGISPROC) (GLsizei n, const GLfloat *points);
+typedef void (APIENTRYP PFNGLGETFOGFUNCSGISPROC) (GLfloat *points);
+#endif
+
+#ifndef GL_SGIX_fog_offset
+#define GL_SGIX_fog_offset 1
+#endif
+
+#ifndef GL_HP_image_transform
+#define GL_HP_image_transform 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glImageTransformParameteriHP (GLenum, GLenum, GLint);
+GLAPI void APIENTRY glImageTransformParameterfHP (GLenum, GLenum, GLfloat);
+GLAPI void APIENTRY glImageTransformParameterivHP (GLenum, GLenum, const GLint *);
+GLAPI void APIENTRY glImageTransformParameterfvHP (GLenum, GLenum, const GLfloat *);
+GLAPI void APIENTRY glGetImageTransformParameterivHP (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGetImageTransformParameterfvHP (GLenum, GLenum, GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLIMAGETRANSFORMPARAMETERIHPPROC) (GLenum target, GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLIMAGETRANSFORMPARAMETERFHPPROC) (GLenum target, GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLIMAGETRANSFORMPARAMETERIVHPPROC) (GLenum target, GLenum pname, const GLint *params);
+typedef void (APIENTRYP PFNGLIMAGETRANSFORMPARAMETERFVHPPROC) (GLenum target, GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC) (GLenum target, GLenum pname, GLfloat *params);
+#endif
+
+#ifndef GL_HP_convolution_border_modes
+#define GL_HP_convolution_border_modes 1
+#endif
+
+#ifndef GL_SGIX_texture_add_env
+#define GL_SGIX_texture_add_env 1
+#endif
+
+#ifndef GL_EXT_color_subtable
+#define GL_EXT_color_subtable 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glColorSubTableEXT (GLenum, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *);
+GLAPI void APIENTRY glCopyColorSubTableEXT (GLenum, GLsizei, GLint, GLint, GLsizei);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCOLORSUBTABLEEXTPROC) (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid *data);
+typedef void (APIENTRYP PFNGLCOPYCOLORSUBTABLEEXTPROC) (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width);
+#endif
+
+#ifndef GL_PGI_vertex_hints
+#define GL_PGI_vertex_hints 1
+#endif
+
+#ifndef GL_PGI_misc_hints
+#define GL_PGI_misc_hints 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glHintPGI (GLenum, GLint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLHINTPGIPROC) (GLenum target, GLint mode);
+#endif
+
+#ifndef GL_EXT_paletted_texture
+#define GL_EXT_paletted_texture 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glColorTableEXT (GLenum, GLenum, GLsizei, GLenum, GLenum, const GLvoid *);
+GLAPI void APIENTRY glGetColorTableEXT (GLenum, GLenum, GLenum, GLvoid *);
+GLAPI void APIENTRY glGetColorTableParameterivEXT (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGetColorTableParameterfvEXT (GLenum, GLenum, GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCOLORTABLEEXTPROC) (GLenum target, GLenum internalFormat, GLsizei width, GLenum format, GLenum type, const GLvoid *table);
+typedef void (APIENTRYP PFNGLGETCOLORTABLEEXTPROC) (GLenum target, GLenum format, GLenum type, GLvoid *data);
+typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat *params);
+#endif
+
+#ifndef GL_EXT_clip_volume_hint
+#define GL_EXT_clip_volume_hint 1
+#endif
+
+#ifndef GL_SGIX_list_priority
+#define GL_SGIX_list_priority 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glGetListParameterfvSGIX (GLuint, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetListParameterivSGIX (GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glListParameterfSGIX (GLuint, GLenum, GLfloat);
+GLAPI void APIENTRY glListParameterfvSGIX (GLuint, GLenum, const GLfloat *);
+GLAPI void APIENTRY glListParameteriSGIX (GLuint, GLenum, GLint);
+GLAPI void APIENTRY glListParameterivSGIX (GLuint, GLenum, const GLint *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGETLISTPARAMETERFVSGIXPROC) (GLuint list, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETLISTPARAMETERIVSGIXPROC) (GLuint list, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLLISTPARAMETERFSGIXPROC) (GLuint list, GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLLISTPARAMETERFVSGIXPROC) (GLuint list, GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLLISTPARAMETERISGIXPROC) (GLuint list, GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLLISTPARAMETERIVSGIXPROC) (GLuint list, GLenum pname, const GLint *params);
+#endif
+
+#ifndef GL_SGIX_ir_instrument1
+#define GL_SGIX_ir_instrument1 1
+#endif
+
+#ifndef GL_SGIX_calligraphic_fragment
+#define GL_SGIX_calligraphic_fragment 1
+#endif
+
+#ifndef GL_SGIX_texture_lod_bias
+#define GL_SGIX_texture_lod_bias 1
+#endif
+
+#ifndef GL_SGIX_shadow_ambient
+#define GL_SGIX_shadow_ambient 1
+#endif
+
+#ifndef GL_EXT_index_texture
+#define GL_EXT_index_texture 1
+#endif
+
+#ifndef GL_EXT_index_material
+#define GL_EXT_index_material 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glIndexMaterialEXT (GLenum, GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLINDEXMATERIALEXTPROC) (GLenum face, GLenum mode);
+#endif
+
+#ifndef GL_EXT_index_func
+#define GL_EXT_index_func 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glIndexFuncEXT (GLenum, GLclampf);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLINDEXFUNCEXTPROC) (GLenum func, GLclampf ref);
+#endif
+
+#ifndef GL_EXT_index_array_formats
+#define GL_EXT_index_array_formats 1
+#endif
+
+#ifndef GL_EXT_compiled_vertex_array
+#define GL_EXT_compiled_vertex_array 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glLockArraysEXT (GLint, GLsizei);
+GLAPI void APIENTRY glUnlockArraysEXT (void);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLLOCKARRAYSEXTPROC) (GLint first, GLsizei count);
+typedef void (APIENTRYP PFNGLUNLOCKARRAYSEXTPROC) (void);
+#endif
+
+#ifndef GL_EXT_cull_vertex
+#define GL_EXT_cull_vertex 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glCullParameterdvEXT (GLenum, GLdouble *);
+GLAPI void APIENTRY glCullParameterfvEXT (GLenum, GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCULLPARAMETERDVEXTPROC) (GLenum pname, GLdouble *params);
+typedef void (APIENTRYP PFNGLCULLPARAMETERFVEXTPROC) (GLenum pname, GLfloat *params);
+#endif
+
+#ifndef GL_SGIX_ycrcb
+#define GL_SGIX_ycrcb 1
+#endif
+
+#ifndef GL_SGIX_fragment_lighting
+#define GL_SGIX_fragment_lighting 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glFragmentColorMaterialSGIX (GLenum, GLenum);
+GLAPI void APIENTRY glFragmentLightfSGIX (GLenum, GLenum, GLfloat);
+GLAPI void APIENTRY glFragmentLightfvSGIX (GLenum, GLenum, const GLfloat *);
+GLAPI void APIENTRY glFragmentLightiSGIX (GLenum, GLenum, GLint);
+GLAPI void APIENTRY glFragmentLightivSGIX (GLenum, GLenum, const GLint *);
+GLAPI void APIENTRY glFragmentLightModelfSGIX (GLenum, GLfloat);
+GLAPI void APIENTRY glFragmentLightModelfvSGIX (GLenum, const GLfloat *);
+GLAPI void APIENTRY glFragmentLightModeliSGIX (GLenum, GLint);
+GLAPI void APIENTRY glFragmentLightModelivSGIX (GLenum, const GLint *);
+GLAPI void APIENTRY glFragmentMaterialfSGIX (GLenum, GLenum, GLfloat);
+GLAPI void APIENTRY glFragmentMaterialfvSGIX (GLenum, GLenum, const GLfloat *);
+GLAPI void APIENTRY glFragmentMaterialiSGIX (GLenum, GLenum, GLint);
+GLAPI void APIENTRY glFragmentMaterialivSGIX (GLenum, GLenum, const GLint *);
+GLAPI void APIENTRY glGetFragmentLightfvSGIX (GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetFragmentLightivSGIX (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGetFragmentMaterialfvSGIX (GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetFragmentMaterialivSGIX (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glLightEnviSGIX (GLenum, GLint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLFRAGMENTCOLORMATERIALSGIXPROC) (GLenum face, GLenum mode);
+typedef void (APIENTRYP PFNGLFRAGMENTLIGHTFSGIXPROC) (GLenum light, GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLFRAGMENTLIGHTFVSGIXPROC) (GLenum light, GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLFRAGMENTLIGHTISGIXPROC) (GLenum light, GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLFRAGMENTLIGHTIVSGIXPROC) (GLenum light, GLenum pname, const GLint *params);
+typedef void (APIENTRYP PFNGLFRAGMENTLIGHTMODELFSGIXPROC) (GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLFRAGMENTLIGHTMODELFVSGIXPROC) (GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLFRAGMENTLIGHTMODELISGIXPROC) (GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLFRAGMENTLIGHTMODELIVSGIXPROC) (GLenum pname, const GLint *params);
+typedef void (APIENTRYP PFNGLFRAGMENTMATERIALFSGIXPROC) (GLenum face, GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLFRAGMENTMATERIALFVSGIXPROC) (GLenum face, GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLFRAGMENTMATERIALISGIXPROC) (GLenum face, GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLFRAGMENTMATERIALIVSGIXPROC) (GLenum face, GLenum pname, const GLint *params);
+typedef void (APIENTRYP PFNGLGETFRAGMENTLIGHTFVSGIXPROC) (GLenum light, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETFRAGMENTLIGHTIVSGIXPROC) (GLenum light, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETFRAGMENTMATERIALFVSGIXPROC) (GLenum face, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETFRAGMENTMATERIALIVSGIXPROC) (GLenum face, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLLIGHTENVISGIXPROC) (GLenum pname, GLint param);
+#endif
+
+#ifndef GL_IBM_rasterpos_clip
+#define GL_IBM_rasterpos_clip 1
+#endif
+
+#ifndef GL_HP_texture_lighting
+#define GL_HP_texture_lighting 1
+#endif
+
+#ifndef GL_EXT_draw_range_elements
+#define GL_EXT_draw_range_elements 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glDrawRangeElementsEXT (GLenum, GLuint, GLuint, GLsizei, GLenum, const GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSEXTPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices);
+#endif
+
+#ifndef GL_WIN_phong_shading
+#define GL_WIN_phong_shading 1
+#endif
+
+#ifndef GL_WIN_specular_fog
+#define GL_WIN_specular_fog 1
+#endif
+
+#ifndef GL_EXT_light_texture
+#define GL_EXT_light_texture 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glApplyTextureEXT (GLenum);
+GLAPI void APIENTRY glTextureLightEXT (GLenum);
+GLAPI void APIENTRY glTextureMaterialEXT (GLenum, GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLAPPLYTEXTUREEXTPROC) (GLenum mode);
+typedef void (APIENTRYP PFNGLTEXTURELIGHTEXTPROC) (GLenum pname);
+typedef void (APIENTRYP PFNGLTEXTUREMATERIALEXTPROC) (GLenum face, GLenum mode);
+#endif
+
+#ifndef GL_SGIX_blend_alpha_minmax
+#define GL_SGIX_blend_alpha_minmax 1
+#endif
+
+#ifndef GL_EXT_bgra
+#define GL_EXT_bgra 1
+#endif
+
+#ifndef GL_SGIX_async
+#define GL_SGIX_async 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glAsyncMarkerSGIX (GLuint);
+GLAPI GLint APIENTRY glFinishAsyncSGIX (GLuint *);
+GLAPI GLint APIENTRY glPollAsyncSGIX (GLuint *);
+GLAPI GLuint APIENTRY glGenAsyncMarkersSGIX (GLsizei);
+GLAPI void APIENTRY glDeleteAsyncMarkersSGIX (GLuint, GLsizei);
+GLAPI GLboolean APIENTRY glIsAsyncMarkerSGIX (GLuint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLASYNCMARKERSGIXPROC) (GLuint marker);
+typedef GLint (APIENTRYP PFNGLFINISHASYNCSGIXPROC) (GLuint *markerp);
+typedef GLint (APIENTRYP PFNGLPOLLASYNCSGIXPROC) (GLuint *markerp);
+typedef GLuint (APIENTRYP PFNGLGENASYNCMARKERSSGIXPROC) (GLsizei range);
+typedef void (APIENTRYP PFNGLDELETEASYNCMARKERSSGIXPROC) (GLuint marker, GLsizei range);
+typedef GLboolean (APIENTRYP PFNGLISASYNCMARKERSGIXPROC) (GLuint marker);
+#endif
+
+#ifndef GL_SGIX_async_pixel
+#define GL_SGIX_async_pixel 1
+#endif
+
+#ifndef GL_SGIX_async_histogram
+#define GL_SGIX_async_histogram 1
+#endif
+
+#ifndef GL_INTEL_parallel_arrays
+#define GL_INTEL_parallel_arrays 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glVertexPointervINTEL (GLint, GLenum, const GLvoid* *);
+GLAPI void APIENTRY glNormalPointervINTEL (GLenum, const GLvoid* *);
+GLAPI void APIENTRY glColorPointervINTEL (GLint, GLenum, const GLvoid* *);
+GLAPI void APIENTRY glTexCoordPointervINTEL (GLint, GLenum, const GLvoid* *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLVERTEXPOINTERVINTELPROC) (GLint size, GLenum type, const GLvoid* *pointer);
+typedef void (APIENTRYP PFNGLNORMALPOINTERVINTELPROC) (GLenum type, const GLvoid* *pointer);
+typedef void (APIENTRYP PFNGLCOLORPOINTERVINTELPROC) (GLint size, GLenum type, const GLvoid* *pointer);
+typedef void (APIENTRYP PFNGLTEXCOORDPOINTERVINTELPROC) (GLint size, GLenum type, const GLvoid* *pointer);
+#endif
+
+#ifndef GL_HP_occlusion_test
+#define GL_HP_occlusion_test 1
+#endif
+
+#ifndef GL_EXT_pixel_transform
+#define GL_EXT_pixel_transform 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glPixelTransformParameteriEXT (GLenum, GLenum, GLint);
+GLAPI void APIENTRY glPixelTransformParameterfEXT (GLenum, GLenum, GLfloat);
+GLAPI void APIENTRY glPixelTransformParameterivEXT (GLenum, GLenum, const GLint *);
+GLAPI void APIENTRY glPixelTransformParameterfvEXT (GLenum, GLenum, const GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLPIXELTRANSFORMPARAMETERIEXTPROC) (GLenum target, GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLPIXELTRANSFORMPARAMETERFEXTPROC) (GLenum target, GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint *params);
+typedef void (APIENTRYP PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat *params);
+#endif
+
+#ifndef GL_EXT_pixel_transform_color_table
+#define GL_EXT_pixel_transform_color_table 1
+#endif
+
+#ifndef GL_EXT_shared_texture_palette
+#define GL_EXT_shared_texture_palette 1
+#endif
+
+#ifndef GL_EXT_separate_specular_color
+#define GL_EXT_separate_specular_color 1
+#endif
+
+#ifndef GL_EXT_secondary_color
+#define GL_EXT_secondary_color 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glSecondaryColor3bEXT (GLbyte, GLbyte, GLbyte);
+GLAPI void APIENTRY glSecondaryColor3bvEXT (const GLbyte *);
+GLAPI void APIENTRY glSecondaryColor3dEXT (GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glSecondaryColor3dvEXT (const GLdouble *);
+GLAPI void APIENTRY glSecondaryColor3fEXT (GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glSecondaryColor3fvEXT (const GLfloat *);
+GLAPI void APIENTRY glSecondaryColor3iEXT (GLint, GLint, GLint);
+GLAPI void APIENTRY glSecondaryColor3ivEXT (const GLint *);
+GLAPI void APIENTRY glSecondaryColor3sEXT (GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glSecondaryColor3svEXT (const GLshort *);
+GLAPI void APIENTRY glSecondaryColor3ubEXT (GLubyte, GLubyte, GLubyte);
+GLAPI void APIENTRY glSecondaryColor3ubvEXT (const GLubyte *);
+GLAPI void APIENTRY glSecondaryColor3uiEXT (GLuint, GLuint, GLuint);
+GLAPI void APIENTRY glSecondaryColor3uivEXT (const GLuint *);
+GLAPI void APIENTRY glSecondaryColor3usEXT (GLushort, GLushort, GLushort);
+GLAPI void APIENTRY glSecondaryColor3usvEXT (const GLushort *);
+GLAPI void APIENTRY glSecondaryColorPointerEXT (GLint, GLenum, GLsizei, const GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BEXTPROC) (GLbyte red, GLbyte green, GLbyte blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BVEXTPROC) (const GLbyte *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DEXTPROC) (GLdouble red, GLdouble green, GLdouble blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DVEXTPROC) (const GLdouble *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FEXTPROC) (GLfloat red, GLfloat green, GLfloat blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FVEXTPROC) (const GLfloat *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IEXTPROC) (GLint red, GLint green, GLint blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IVEXTPROC) (const GLint *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SEXTPROC) (GLshort red, GLshort green, GLshort blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SVEXTPROC) (const GLshort *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBEXTPROC) (GLubyte red, GLubyte green, GLubyte blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBVEXTPROC) (const GLubyte *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIEXTPROC) (GLuint red, GLuint green, GLuint blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIVEXTPROC) (const GLuint *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USEXTPROC) (GLushort red, GLushort green, GLushort blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USVEXTPROC) (const GLushort *v);
+typedef void (APIENTRYP PFNGLSECONDARYCOLORPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
+#endif
+
+#ifndef GL_EXT_texture_perturb_normal
+#define GL_EXT_texture_perturb_normal 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glTextureNormalEXT (GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLTEXTURENORMALEXTPROC) (GLenum mode);
+#endif
+
+#ifndef GL_EXT_multi_draw_arrays
+#define GL_EXT_multi_draw_arrays 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glMultiDrawArraysEXT (GLenum, GLint *, GLsizei *, GLsizei);
+GLAPI void APIENTRY glMultiDrawElementsEXT (GLenum, const GLsizei *, GLenum, const GLvoid* *, GLsizei);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSEXTPROC) (GLenum mode, GLint *first, GLsizei *count, GLsizei primcount);
+typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSEXTPROC) (GLenum mode, const GLsizei *count, GLenum type, const GLvoid* *indices, GLsizei primcount);
+#endif
+
+#ifndef GL_EXT_fog_coord
+#define GL_EXT_fog_coord 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glFogCoordfEXT (GLfloat);
+GLAPI void APIENTRY glFogCoordfvEXT (const GLfloat *);
+GLAPI void APIENTRY glFogCoorddEXT (GLdouble);
+GLAPI void APIENTRY glFogCoorddvEXT (const GLdouble *);
+GLAPI void APIENTRY glFogCoordPointerEXT (GLenum, GLsizei, const GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLFOGCOORDFEXTPROC) (GLfloat coord);
+typedef void (APIENTRYP PFNGLFOGCOORDFVEXTPROC) (const GLfloat *coord);
+typedef void (APIENTRYP PFNGLFOGCOORDDEXTPROC) (GLdouble coord);
+typedef void (APIENTRYP PFNGLFOGCOORDDVEXTPROC) (const GLdouble *coord);
+typedef void (APIENTRYP PFNGLFOGCOORDPOINTEREXTPROC) (GLenum type, GLsizei stride, const GLvoid *pointer);
+#endif
+
+#ifndef GL_REND_screen_coordinates
+#define GL_REND_screen_coordinates 1
+#endif
+
+#ifndef GL_EXT_coordinate_frame
+#define GL_EXT_coordinate_frame 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glTangent3bEXT (GLbyte, GLbyte, GLbyte);
+GLAPI void APIENTRY glTangent3bvEXT (const GLbyte *);
+GLAPI void APIENTRY glTangent3dEXT (GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glTangent3dvEXT (const GLdouble *);
+GLAPI void APIENTRY glTangent3fEXT (GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glTangent3fvEXT (const GLfloat *);
+GLAPI void APIENTRY glTangent3iEXT (GLint, GLint, GLint);
+GLAPI void APIENTRY glTangent3ivEXT (const GLint *);
+GLAPI void APIENTRY glTangent3sEXT (GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glTangent3svEXT (const GLshort *);
+GLAPI void APIENTRY glBinormal3bEXT (GLbyte, GLbyte, GLbyte);
+GLAPI void APIENTRY glBinormal3bvEXT (const GLbyte *);
+GLAPI void APIENTRY glBinormal3dEXT (GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glBinormal3dvEXT (const GLdouble *);
+GLAPI void APIENTRY glBinormal3fEXT (GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glBinormal3fvEXT (const GLfloat *);
+GLAPI void APIENTRY glBinormal3iEXT (GLint, GLint, GLint);
+GLAPI void APIENTRY glBinormal3ivEXT (const GLint *);
+GLAPI void APIENTRY glBinormal3sEXT (GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glBinormal3svEXT (const GLshort *);
+GLAPI void APIENTRY glTangentPointerEXT (GLenum, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glBinormalPointerEXT (GLenum, GLsizei, const GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLTANGENT3BEXTPROC) (GLbyte tx, GLbyte ty, GLbyte tz);
+typedef void (APIENTRYP PFNGLTANGENT3BVEXTPROC) (const GLbyte *v);
+typedef void (APIENTRYP PFNGLTANGENT3DEXTPROC) (GLdouble tx, GLdouble ty, GLdouble tz);
+typedef void (APIENTRYP PFNGLTANGENT3DVEXTPROC) (const GLdouble *v);
+typedef void (APIENTRYP PFNGLTANGENT3FEXTPROC) (GLfloat tx, GLfloat ty, GLfloat tz);
+typedef void (APIENTRYP PFNGLTANGENT3FVEXTPROC) (const GLfloat *v);
+typedef void (APIENTRYP PFNGLTANGENT3IEXTPROC) (GLint tx, GLint ty, GLint tz);
+typedef void (APIENTRYP PFNGLTANGENT3IVEXTPROC) (const GLint *v);
+typedef void (APIENTRYP PFNGLTANGENT3SEXTPROC) (GLshort tx, GLshort ty, GLshort tz);
+typedef void (APIENTRYP PFNGLTANGENT3SVEXTPROC) (const GLshort *v);
+typedef void (APIENTRYP PFNGLBINORMAL3BEXTPROC) (GLbyte bx, GLbyte by, GLbyte bz);
+typedef void (APIENTRYP PFNGLBINORMAL3BVEXTPROC) (const GLbyte *v);
+typedef void (APIENTRYP PFNGLBINORMAL3DEXTPROC) (GLdouble bx, GLdouble by, GLdouble bz);
+typedef void (APIENTRYP PFNGLBINORMAL3DVEXTPROC) (const GLdouble *v);
+typedef void (APIENTRYP PFNGLBINORMAL3FEXTPROC) (GLfloat bx, GLfloat by, GLfloat bz);
+typedef void (APIENTRYP PFNGLBINORMAL3FVEXTPROC) (const GLfloat *v);
+typedef void (APIENTRYP PFNGLBINORMAL3IEXTPROC) (GLint bx, GLint by, GLint bz);
+typedef void (APIENTRYP PFNGLBINORMAL3IVEXTPROC) (const GLint *v);
+typedef void (APIENTRYP PFNGLBINORMAL3SEXTPROC) (GLshort bx, GLshort by, GLshort bz);
+typedef void (APIENTRYP PFNGLBINORMAL3SVEXTPROC) (const GLshort *v);
+typedef void (APIENTRYP PFNGLTANGENTPOINTEREXTPROC) (GLenum type, GLsizei stride, const GLvoid *pointer);
+typedef void (APIENTRYP PFNGLBINORMALPOINTEREXTPROC) (GLenum type, GLsizei stride, const GLvoid *pointer);
+#endif
+
+#ifndef GL_EXT_texture_env_combine
+#define GL_EXT_texture_env_combine 1
+#endif
+
+#ifndef GL_APPLE_specular_vector
+#define GL_APPLE_specular_vector 1
+#endif
+
+#ifndef GL_APPLE_transform_hint
+#define GL_APPLE_transform_hint 1
+#endif
+
+#ifndef GL_SGIX_fog_scale
+#define GL_SGIX_fog_scale 1
+#endif
+
+#ifndef GL_SUNX_constant_data
+#define GL_SUNX_constant_data 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glFinishTextureSUNX (void);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLFINISHTEXTURESUNXPROC) (void);
+#endif
+
+#ifndef GL_SUN_global_alpha
+#define GL_SUN_global_alpha 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glGlobalAlphaFactorbSUN (GLbyte);
+GLAPI void APIENTRY glGlobalAlphaFactorsSUN (GLshort);
+GLAPI void APIENTRY glGlobalAlphaFactoriSUN (GLint);
+GLAPI void APIENTRY glGlobalAlphaFactorfSUN (GLfloat);
+GLAPI void APIENTRY glGlobalAlphaFactordSUN (GLdouble);
+GLAPI void APIENTRY glGlobalAlphaFactorubSUN (GLubyte);
+GLAPI void APIENTRY glGlobalAlphaFactorusSUN (GLushort);
+GLAPI void APIENTRY glGlobalAlphaFactoruiSUN (GLuint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORBSUNPROC) (GLbyte factor);
+typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORSSUNPROC) (GLshort factor);
+typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORISUNPROC) (GLint factor);
+typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORFSUNPROC) (GLfloat factor);
+typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORDSUNPROC) (GLdouble factor);
+typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORUBSUNPROC) (GLubyte factor);
+typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORUSSUNPROC) (GLushort factor);
+typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORUISUNPROC) (GLuint factor);
+#endif
+
+#ifndef GL_SUN_triangle_list
+#define GL_SUN_triangle_list 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glReplacementCodeuiSUN (GLuint);
+GLAPI void APIENTRY glReplacementCodeusSUN (GLushort);
+GLAPI void APIENTRY glReplacementCodeubSUN (GLubyte);
+GLAPI void APIENTRY glReplacementCodeuivSUN (const GLuint *);
+GLAPI void APIENTRY glReplacementCodeusvSUN (const GLushort *);
+GLAPI void APIENTRY glReplacementCodeubvSUN (const GLubyte *);
+GLAPI void APIENTRY glReplacementCodePointerSUN (GLenum, GLsizei, const GLvoid* *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUISUNPROC) (GLuint code);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUSSUNPROC) (GLushort code);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUBSUNPROC) (GLubyte code);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUIVSUNPROC) (const GLuint *code);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUSVSUNPROC) (const GLushort *code);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUBVSUNPROC) (const GLubyte *code);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEPOINTERSUNPROC) (GLenum type, GLsizei stride, const GLvoid* *pointer);
+#endif
+
+#ifndef GL_SUN_vertex
+#define GL_SUN_vertex 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glColor4ubVertex2fSUN (GLubyte, GLubyte, GLubyte, GLubyte, GLfloat, GLfloat);
+GLAPI void APIENTRY glColor4ubVertex2fvSUN (const GLubyte *, const GLfloat *);
+GLAPI void APIENTRY glColor4ubVertex3fSUN (GLubyte, GLubyte, GLubyte, GLubyte, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glColor4ubVertex3fvSUN (const GLubyte *, const GLfloat *);
+GLAPI void APIENTRY glColor3fVertex3fSUN (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glColor3fVertex3fvSUN (const GLfloat *, const GLfloat *);
+GLAPI void APIENTRY glNormal3fVertex3fSUN (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glNormal3fVertex3fvSUN (const GLfloat *, const GLfloat *);
+GLAPI void APIENTRY glColor4fNormal3fVertex3fSUN (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glColor4fNormal3fVertex3fvSUN (const GLfloat *, const GLfloat *, const GLfloat *);
+GLAPI void APIENTRY glTexCoord2fVertex3fSUN (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glTexCoord2fVertex3fvSUN (const GLfloat *, const GLfloat *);
+GLAPI void APIENTRY glTexCoord4fVertex4fSUN (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glTexCoord4fVertex4fvSUN (const GLfloat *, const GLfloat *);
+GLAPI void APIENTRY glTexCoord2fColor4ubVertex3fSUN (GLfloat, GLfloat, GLubyte, GLubyte, GLubyte, GLubyte, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glTexCoord2fColor4ubVertex3fvSUN (const GLfloat *, const GLubyte *, const GLfloat *);
+GLAPI void APIENTRY glTexCoord2fColor3fVertex3fSUN (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glTexCoord2fColor3fVertex3fvSUN (const GLfloat *, const GLfloat *, const GLfloat *);
+GLAPI void APIENTRY glTexCoord2fNormal3fVertex3fSUN (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glTexCoord2fNormal3fVertex3fvSUN (const GLfloat *, const GLfloat *, const GLfloat *);
+GLAPI void APIENTRY glTexCoord2fColor4fNormal3fVertex3fSUN (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glTexCoord2fColor4fNormal3fVertex3fvSUN (const GLfloat *, const GLfloat *, const GLfloat *, const GLfloat *);
+GLAPI void APIENTRY glTexCoord4fColor4fNormal3fVertex4fSUN (GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glTexCoord4fColor4fNormal3fVertex4fvSUN (const GLfloat *, const GLfloat *, const GLfloat *, const GLfloat *);
+GLAPI void APIENTRY glReplacementCodeuiVertex3fSUN (GLuint, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glReplacementCodeuiVertex3fvSUN (const GLuint *, const GLfloat *);
+GLAPI void APIENTRY glReplacementCodeuiColor4ubVertex3fSUN (GLuint, GLubyte, GLubyte, GLubyte, GLubyte, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glReplacementCodeuiColor4ubVertex3fvSUN (const GLuint *, const GLubyte *, const GLfloat *);
+GLAPI void APIENTRY glReplacementCodeuiColor3fVertex3fSUN (GLuint, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glReplacementCodeuiColor3fVertex3fvSUN (const GLuint *, const GLfloat *, const GLfloat *);
+GLAPI void APIENTRY glReplacementCodeuiNormal3fVertex3fSUN (GLuint, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glReplacementCodeuiNormal3fVertex3fvSUN (const GLuint *, const GLfloat *, const GLfloat *);
+GLAPI void APIENTRY glReplacementCodeuiColor4fNormal3fVertex3fSUN (GLuint, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glReplacementCodeuiColor4fNormal3fVertex3fvSUN (const GLuint *, const GLfloat *, const GLfloat *, const GLfloat *);
+GLAPI void APIENTRY glReplacementCodeuiTexCoord2fVertex3fSUN (GLuint, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glReplacementCodeuiTexCoord2fVertex3fvSUN (const GLuint *, const GLfloat *, const GLfloat *);
+GLAPI void APIENTRY glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN (GLuint, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN (const GLuint *, const GLfloat *, const GLfloat *, const GLfloat *);
+GLAPI void APIENTRY glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN (GLuint, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN (const GLuint *, const GLfloat *, const GLfloat *, const GLfloat *, const GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCOLOR4UBVERTEX2FSUNPROC) (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y);
+typedef void (APIENTRYP PFNGLCOLOR4UBVERTEX2FVSUNPROC) (const GLubyte *c, const GLfloat *v);
+typedef void (APIENTRYP PFNGLCOLOR4UBVERTEX3FSUNPROC) (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLCOLOR4UBVERTEX3FVSUNPROC) (const GLubyte *c, const GLfloat *v);
+typedef void (APIENTRYP PFNGLCOLOR3FVERTEX3FSUNPROC) (GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLCOLOR3FVERTEX3FVSUNPROC) (const GLfloat *c, const GLfloat *v);
+typedef void (APIENTRYP PFNGLNORMAL3FVERTEX3FSUNPROC) (GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLNORMAL3FVERTEX3FVSUNPROC) (const GLfloat *n, const GLfloat *v);
+typedef void (APIENTRYP PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat *c, const GLfloat *n, const GLfloat *v);
+typedef void (APIENTRYP PFNGLTEXCOORD2FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLTEXCOORD2FVERTEX3FVSUNPROC) (const GLfloat *tc, const GLfloat *v);
+typedef void (APIENTRYP PFNGLTEXCOORD4FVERTEX4FSUNPROC) (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (APIENTRYP PFNGLTEXCOORD4FVERTEX4FVSUNPROC) (const GLfloat *tc, const GLfloat *v);
+typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC) (const GLfloat *tc, const GLubyte *c, const GLfloat *v);
+typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC) (const GLfloat *tc, const GLfloat *c, const GLfloat *v);
+typedef void (APIENTRYP PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat *tc, const GLfloat *n, const GLfloat *v);
+typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v);
+typedef void (APIENTRYP PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC) (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (APIENTRYP PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC) (const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC) (GLuint rc, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *v);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC) (GLuint rc, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC) (const GLuint *rc, const GLubyte *c, const GLfloat *v);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC) (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *c, const GLfloat *v);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *n, const GLfloat *v);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *c, const GLfloat *n, const GLfloat *v);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *tc, const GLfloat *v);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *tc, const GLfloat *n, const GLfloat *v);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v);
+#endif
+
+#ifndef GL_EXT_blend_func_separate
+#define GL_EXT_blend_func_separate 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBlendFuncSeparateEXT (GLenum, GLenum, GLenum, GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEEXTPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
+#endif
+
+#ifndef GL_INGR_blend_func_separate
+#define GL_INGR_blend_func_separate 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBlendFuncSeparateINGR (GLenum, GLenum, GLenum, GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEINGRPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
+#endif
+
+#ifndef GL_INGR_color_clamp
+#define GL_INGR_color_clamp 1
+#endif
+
+#ifndef GL_INGR_interlace_read
+#define GL_INGR_interlace_read 1
+#endif
+
+#ifndef GL_EXT_stencil_wrap
+#define GL_EXT_stencil_wrap 1
+#endif
+
+#ifndef GL_EXT_422_pixels
+#define GL_EXT_422_pixels 1
+#endif
+
+#ifndef GL_NV_texgen_reflection
+#define GL_NV_texgen_reflection 1
+#endif
+
+#ifndef GL_SUN_convolution_border_modes
+#define GL_SUN_convolution_border_modes 1
+#endif
+
+#ifndef GL_EXT_texture_env_add
+#define GL_EXT_texture_env_add 1
+#endif
+
+#ifndef GL_EXT_texture_lod_bias
+#define GL_EXT_texture_lod_bias 1
+#endif
+
+#ifndef GL_EXT_texture_filter_anisotropic
+#define GL_EXT_texture_filter_anisotropic 1
+#endif
+
+#ifndef GL_EXT_vertex_weighting
+#define GL_EXT_vertex_weighting 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glVertexWeightfEXT (GLfloat);
+GLAPI void APIENTRY glVertexWeightfvEXT (const GLfloat *);
+GLAPI void APIENTRY glVertexWeightPointerEXT (GLsizei, GLenum, GLsizei, const GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLVERTEXWEIGHTFEXTPROC) (GLfloat weight);
+typedef void (APIENTRYP PFNGLVERTEXWEIGHTFVEXTPROC) (const GLfloat *weight);
+typedef void (APIENTRYP PFNGLVERTEXWEIGHTPOINTEREXTPROC) (GLsizei size, GLenum type, GLsizei stride, const GLvoid *pointer);
+#endif
+
+#ifndef GL_NV_light_max_exponent
+#define GL_NV_light_max_exponent 1
+#endif
+
+#ifndef GL_NV_vertex_array_range
+#define GL_NV_vertex_array_range 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glFlushVertexArrayRangeNV (void);
+GLAPI void APIENTRY glVertexArrayRangeNV (GLsizei, const GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLFLUSHVERTEXARRAYRANGENVPROC) (void);
+typedef void (APIENTRYP PFNGLVERTEXARRAYRANGENVPROC) (GLsizei length, const GLvoid *pointer);
+#endif
+
+#ifndef GL_NV_register_combiners
+#define GL_NV_register_combiners 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glCombinerParameterfvNV (GLenum, const GLfloat *);
+GLAPI void APIENTRY glCombinerParameterfNV (GLenum, GLfloat);
+GLAPI void APIENTRY glCombinerParameterivNV (GLenum, const GLint *);
+GLAPI void APIENTRY glCombinerParameteriNV (GLenum, GLint);
+GLAPI void APIENTRY glCombinerInputNV (GLenum, GLenum, GLenum, GLenum, GLenum, GLenum);
+GLAPI void APIENTRY glCombinerOutputNV (GLenum, GLenum, GLenum, GLenum, GLenum, GLenum, GLenum, GLboolean, GLboolean, GLboolean);
+GLAPI void APIENTRY glFinalCombinerInputNV (GLenum, GLenum, GLenum, GLenum);
+GLAPI void APIENTRY glGetCombinerInputParameterfvNV (GLenum, GLenum, GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetCombinerInputParameterivNV (GLenum, GLenum, GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGetCombinerOutputParameterfvNV (GLenum, GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetCombinerOutputParameterivNV (GLenum, GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGetFinalCombinerInputParameterfvNV (GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetFinalCombinerInputParameterivNV (GLenum, GLenum, GLint *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCOMBINERPARAMETERFVNVPROC) (GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLCOMBINERPARAMETERFNVPROC) (GLenum pname, GLfloat param);
+typedef void (APIENTRYP PFNGLCOMBINERPARAMETERIVNVPROC) (GLenum pname, const GLint *params);
+typedef void (APIENTRYP PFNGLCOMBINERPARAMETERINVPROC) (GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLCOMBINERINPUTNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage);
+typedef void (APIENTRYP PFNGLCOMBINEROUTPUTNVPROC) (GLenum stage, GLenum portion, GLenum abOutput, GLenum cdOutput, GLenum sumOutput, GLenum scale, GLenum bias, GLboolean abDotProduct, GLboolean cdDotProduct, GLboolean muxSum);
+typedef void (APIENTRYP PFNGLFINALCOMBINERINPUTNVPROC) (GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage);
+typedef void (APIENTRYP PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC) (GLenum variable, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC) (GLenum variable, GLenum pname, GLint *params);
+#endif
+
+#ifndef GL_NV_fog_distance
+#define GL_NV_fog_distance 1
+#endif
+
+#ifndef GL_NV_texgen_emboss
+#define GL_NV_texgen_emboss 1
+#endif
+
+#ifndef GL_NV_blend_square
+#define GL_NV_blend_square 1
+#endif
+
+#ifndef GL_NV_texture_env_combine4
+#define GL_NV_texture_env_combine4 1
+#endif
+
+#ifndef GL_MESA_resize_buffers
+#define GL_MESA_resize_buffers 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glResizeBuffersMESA (void);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLRESIZEBUFFERSMESAPROC) (void);
+#endif
+
+#ifndef GL_MESA_window_pos
+#define GL_MESA_window_pos 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glWindowPos2dMESA (GLdouble, GLdouble);
+GLAPI void APIENTRY glWindowPos2dvMESA (const GLdouble *);
+GLAPI void APIENTRY glWindowPos2fMESA (GLfloat, GLfloat);
+GLAPI void APIENTRY glWindowPos2fvMESA (const GLfloat *);
+GLAPI void APIENTRY glWindowPos2iMESA (GLint, GLint);
+GLAPI void APIENTRY glWindowPos2ivMESA (const GLint *);
+GLAPI void APIENTRY glWindowPos2sMESA (GLshort, GLshort);
+GLAPI void APIENTRY glWindowPos2svMESA (const GLshort *);
+GLAPI void APIENTRY glWindowPos3dMESA (GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glWindowPos3dvMESA (const GLdouble *);
+GLAPI void APIENTRY glWindowPos3fMESA (GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glWindowPos3fvMESA (const GLfloat *);
+GLAPI void APIENTRY glWindowPos3iMESA (GLint, GLint, GLint);
+GLAPI void APIENTRY glWindowPos3ivMESA (const GLint *);
+GLAPI void APIENTRY glWindowPos3sMESA (GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glWindowPos3svMESA (const GLshort *);
+GLAPI void APIENTRY glWindowPos4dMESA (GLdouble, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glWindowPos4dvMESA (const GLdouble *);
+GLAPI void APIENTRY glWindowPos4fMESA (GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glWindowPos4fvMESA (const GLfloat *);
+GLAPI void APIENTRY glWindowPos4iMESA (GLint, GLint, GLint, GLint);
+GLAPI void APIENTRY glWindowPos4ivMESA (const GLint *);
+GLAPI void APIENTRY glWindowPos4sMESA (GLshort, GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glWindowPos4svMESA (const GLshort *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLWINDOWPOS2DMESAPROC) (GLdouble x, GLdouble y);
+typedef void (APIENTRYP PFNGLWINDOWPOS2DVMESAPROC) (const GLdouble *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS2FMESAPROC) (GLfloat x, GLfloat y);
+typedef void (APIENTRYP PFNGLWINDOWPOS2FVMESAPROC) (const GLfloat *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS2IMESAPROC) (GLint x, GLint y);
+typedef void (APIENTRYP PFNGLWINDOWPOS2IVMESAPROC) (const GLint *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS2SMESAPROC) (GLshort x, GLshort y);
+typedef void (APIENTRYP PFNGLWINDOWPOS2SVMESAPROC) (const GLshort *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS3DMESAPROC) (GLdouble x, GLdouble y, GLdouble z);
+typedef void (APIENTRYP PFNGLWINDOWPOS3DVMESAPROC) (const GLdouble *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS3FMESAPROC) (GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLWINDOWPOS3FVMESAPROC) (const GLfloat *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS3IMESAPROC) (GLint x, GLint y, GLint z);
+typedef void (APIENTRYP PFNGLWINDOWPOS3IVMESAPROC) (const GLint *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS3SMESAPROC) (GLshort x, GLshort y, GLshort z);
+typedef void (APIENTRYP PFNGLWINDOWPOS3SVMESAPROC) (const GLshort *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS4DMESAPROC) (GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (APIENTRYP PFNGLWINDOWPOS4DVMESAPROC) (const GLdouble *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS4FMESAPROC) (GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (APIENTRYP PFNGLWINDOWPOS4FVMESAPROC) (const GLfloat *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS4IMESAPROC) (GLint x, GLint y, GLint z, GLint w);
+typedef void (APIENTRYP PFNGLWINDOWPOS4IVMESAPROC) (const GLint *v);
+typedef void (APIENTRYP PFNGLWINDOWPOS4SMESAPROC) (GLshort x, GLshort y, GLshort z, GLshort w);
+typedef void (APIENTRYP PFNGLWINDOWPOS4SVMESAPROC) (const GLshort *v);
+#endif
+
+#ifndef GL_IBM_cull_vertex
+#define GL_IBM_cull_vertex 1
+#endif
+
+#ifndef GL_IBM_multimode_draw_arrays
+#define GL_IBM_multimode_draw_arrays 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glMultiModeDrawArraysIBM (const GLenum *, const GLint *, const GLsizei *, GLsizei, GLint);
+GLAPI void APIENTRY glMultiModeDrawElementsIBM (const GLenum *, const GLsizei *, GLenum, const GLvoid* const *, GLsizei, GLint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLMULTIMODEDRAWARRAYSIBMPROC) (const GLenum *mode, const GLint *first, const GLsizei *count, GLsizei primcount, GLint modestride);
+typedef void (APIENTRYP PFNGLMULTIMODEDRAWELEMENTSIBMPROC) (const GLenum *mode, const GLsizei *count, GLenum type, const GLvoid* const *indices, GLsizei primcount, GLint modestride);
+#endif
+
+#ifndef GL_IBM_vertex_array_lists
+#define GL_IBM_vertex_array_lists 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glColorPointerListIBM (GLint, GLenum, GLint, const GLvoid* *, GLint);
+GLAPI void APIENTRY glSecondaryColorPointerListIBM (GLint, GLenum, GLint, const GLvoid* *, GLint);
+GLAPI void APIENTRY glEdgeFlagPointerListIBM (GLint, const GLboolean* *, GLint);
+GLAPI void APIENTRY glFogCoordPointerListIBM (GLenum, GLint, const GLvoid* *, GLint);
+GLAPI void APIENTRY glIndexPointerListIBM (GLenum, GLint, const GLvoid* *, GLint);
+GLAPI void APIENTRY glNormalPointerListIBM (GLenum, GLint, const GLvoid* *, GLint);
+GLAPI void APIENTRY glTexCoordPointerListIBM (GLint, GLenum, GLint, const GLvoid* *, GLint);
+GLAPI void APIENTRY glVertexPointerListIBM (GLint, GLenum, GLint, const GLvoid* *, GLint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCOLORPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const GLvoid* *pointer, GLint ptrstride);
+typedef void (APIENTRYP PFNGLSECONDARYCOLORPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const GLvoid* *pointer, GLint ptrstride);
+typedef void (APIENTRYP PFNGLEDGEFLAGPOINTERLISTIBMPROC) (GLint stride, const GLboolean* *pointer, GLint ptrstride);
+typedef void (APIENTRYP PFNGLFOGCOORDPOINTERLISTIBMPROC) (GLenum type, GLint stride, const GLvoid* *pointer, GLint ptrstride);
+typedef void (APIENTRYP PFNGLINDEXPOINTERLISTIBMPROC) (GLenum type, GLint stride, const GLvoid* *pointer, GLint ptrstride);
+typedef void (APIENTRYP PFNGLNORMALPOINTERLISTIBMPROC) (GLenum type, GLint stride, const GLvoid* *pointer, GLint ptrstride);
+typedef void (APIENTRYP PFNGLTEXCOORDPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const GLvoid* *pointer, GLint ptrstride);
+typedef void (APIENTRYP PFNGLVERTEXPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const GLvoid* *pointer, GLint ptrstride);
+#endif
+
+#ifndef GL_SGIX_subsample
+#define GL_SGIX_subsample 1
+#endif
+
+#ifndef GL_SGIX_ycrcba
+#define GL_SGIX_ycrcba 1
+#endif
+
+#ifndef GL_SGIX_ycrcb_subsample
+#define GL_SGIX_ycrcb_subsample 1
+#endif
+
+#ifndef GL_SGIX_depth_pass_instrument
+#define GL_SGIX_depth_pass_instrument 1
+#endif
+
+#ifndef GL_3DFX_texture_compression_FXT1
+#define GL_3DFX_texture_compression_FXT1 1
+#endif
+
+#ifndef GL_3DFX_multisample
+#define GL_3DFX_multisample 1
+#endif
+
+#ifndef GL_3DFX_tbuffer
+#define GL_3DFX_tbuffer 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glTbufferMask3DFX (GLuint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLTBUFFERMASK3DFXPROC) (GLuint mask);
+#endif
+
+#ifndef GL_EXT_multisample
+#define GL_EXT_multisample 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glSampleMaskEXT (GLclampf, GLboolean);
+GLAPI void APIENTRY glSamplePatternEXT (GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLSAMPLEMASKEXTPROC) (GLclampf value, GLboolean invert);
+typedef void (APIENTRYP PFNGLSAMPLEPATTERNEXTPROC) (GLenum pattern);
+#endif
+
+#ifndef GL_SGIX_vertex_preclip
+#define GL_SGIX_vertex_preclip 1
+#endif
+
+#ifndef GL_SGIX_convolution_accuracy
+#define GL_SGIX_convolution_accuracy 1
+#endif
+
+#ifndef GL_SGIX_resample
+#define GL_SGIX_resample 1
+#endif
+
+#ifndef GL_SGIS_point_line_texgen
+#define GL_SGIS_point_line_texgen 1
+#endif
+
+#ifndef GL_SGIS_texture_color_mask
+#define GL_SGIS_texture_color_mask 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glTextureColorMaskSGIS (GLboolean, GLboolean, GLboolean, GLboolean);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLTEXTURECOLORMASKSGISPROC) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
+#endif
+
+#ifndef GL_SGIX_igloo_interface
+#define GL_SGIX_igloo_interface 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glIglooInterfaceSGIX (GLenum, const GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLIGLOOINTERFACESGIXPROC) (GLenum pname, const GLvoid *params);
+#endif
+
+#ifndef GL_EXT_texture_env_dot3
+#define GL_EXT_texture_env_dot3 1
+#endif
+
+#ifndef GL_ATI_texture_mirror_once
+#define GL_ATI_texture_mirror_once 1
+#endif
+
+#ifndef GL_NV_fence
+#define GL_NV_fence 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glDeleteFencesNV (GLsizei, const GLuint *);
+GLAPI void APIENTRY glGenFencesNV (GLsizei, GLuint *);
+GLAPI GLboolean APIENTRY glIsFenceNV (GLuint);
+GLAPI GLboolean APIENTRY glTestFenceNV (GLuint);
+GLAPI void APIENTRY glGetFenceivNV (GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glFinishFenceNV (GLuint);
+GLAPI void APIENTRY glSetFenceNV (GLuint, GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDELETEFENCESNVPROC) (GLsizei n, const GLuint *fences);
+typedef void (APIENTRYP PFNGLGENFENCESNVPROC) (GLsizei n, GLuint *fences);
+typedef GLboolean (APIENTRYP PFNGLISFENCENVPROC) (GLuint fence);
+typedef GLboolean (APIENTRYP PFNGLTESTFENCENVPROC) (GLuint fence);
+typedef void (APIENTRYP PFNGLGETFENCEIVNVPROC) (GLuint fence, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLFINISHFENCENVPROC) (GLuint fence);
+typedef void (APIENTRYP PFNGLSETFENCENVPROC) (GLuint fence, GLenum condition);
+#endif
+
+#ifndef GL_NV_evaluators
+#define GL_NV_evaluators 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glMapControlPointsNV (GLenum, GLuint, GLenum, GLsizei, GLsizei, GLint, GLint, GLboolean, const GLvoid *);
+GLAPI void APIENTRY glMapParameterivNV (GLenum, GLenum, const GLint *);
+GLAPI void APIENTRY glMapParameterfvNV (GLenum, GLenum, const GLfloat *);
+GLAPI void APIENTRY glGetMapControlPointsNV (GLenum, GLuint, GLenum, GLsizei, GLsizei, GLboolean, GLvoid *);
+GLAPI void APIENTRY glGetMapParameterivNV (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGetMapParameterfvNV (GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetMapAttribParameterivNV (GLenum, GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glGetMapAttribParameterfvNV (GLenum, GLuint, GLenum, GLfloat *);
+GLAPI void APIENTRY glEvalMapsNV (GLenum, GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLMAPCONTROLPOINTSNVPROC) (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLint uorder, GLint vorder, GLboolean packed, const GLvoid *points);
+typedef void (APIENTRYP PFNGLMAPPARAMETERIVNVPROC) (GLenum target, GLenum pname, const GLint *params);
+typedef void (APIENTRYP PFNGLMAPPARAMETERFVNVPROC) (GLenum target, GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLGETMAPCONTROLPOINTSNVPROC) (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLboolean packed, GLvoid *points);
+typedef void (APIENTRYP PFNGLGETMAPPARAMETERIVNVPROC) (GLenum target, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETMAPPARAMETERFVNVPROC) (GLenum target, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETMAPATTRIBPARAMETERIVNVPROC) (GLenum target, GLuint index, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETMAPATTRIBPARAMETERFVNVPROC) (GLenum target, GLuint index, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLEVALMAPSNVPROC) (GLenum target, GLenum mode);
+#endif
+
+#ifndef GL_NV_packed_depth_stencil
+#define GL_NV_packed_depth_stencil 1
+#endif
+
+#ifndef GL_NV_register_combiners2
+#define GL_NV_register_combiners2 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glCombinerStageParameterfvNV (GLenum, GLenum, const GLfloat *);
+GLAPI void APIENTRY glGetCombinerStageParameterfvNV (GLenum, GLenum, GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLCOMBINERSTAGEPARAMETERFVNVPROC) (GLenum stage, GLenum pname, const GLfloat *params);
+typedef void (APIENTRYP PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC) (GLenum stage, GLenum pname, GLfloat *params);
+#endif
+
+#ifndef GL_NV_texture_compression_vtc
+#define GL_NV_texture_compression_vtc 1
+#endif
+
+#ifndef GL_NV_texture_rectangle
+#define GL_NV_texture_rectangle 1
+#endif
+
+#ifndef GL_NV_texture_shader
+#define GL_NV_texture_shader 1
+#endif
+
+#ifndef GL_NV_texture_shader2
+#define GL_NV_texture_shader2 1
+#endif
+
+#ifndef GL_NV_vertex_array_range2
+#define GL_NV_vertex_array_range2 1
+#endif
+
+#ifndef GL_NV_vertex_program
+#define GL_NV_vertex_program 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI GLboolean APIENTRY glAreProgramsResidentNV (GLsizei, const GLuint *, GLboolean *);
+GLAPI void APIENTRY glBindProgramNV (GLenum, GLuint);
+GLAPI void APIENTRY glDeleteProgramsNV (GLsizei, const GLuint *);
+GLAPI void APIENTRY glExecuteProgramNV (GLenum, GLuint, const GLfloat *);
+GLAPI void APIENTRY glGenProgramsNV (GLsizei, GLuint *);
+GLAPI void APIENTRY glGetProgramParameterdvNV (GLenum, GLuint, GLenum, GLdouble *);
+GLAPI void APIENTRY glGetProgramParameterfvNV (GLenum, GLuint, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetProgramivNV (GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glGetProgramStringNV (GLuint, GLenum, GLubyte *);
+GLAPI void APIENTRY glGetTrackMatrixivNV (GLenum, GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glGetVertexAttribdvNV (GLuint, GLenum, GLdouble *);
+GLAPI void APIENTRY glGetVertexAttribfvNV (GLuint, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetVertexAttribivNV (GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glGetVertexAttribPointervNV (GLuint, GLenum, GLvoid* *);
+GLAPI GLboolean APIENTRY glIsProgramNV (GLuint);
+GLAPI void APIENTRY glLoadProgramNV (GLenum, GLuint, GLsizei, const GLubyte *);
+GLAPI void APIENTRY glProgramParameter4dNV (GLenum, GLuint, GLdouble, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glProgramParameter4dvNV (GLenum, GLuint, const GLdouble *);
+GLAPI void APIENTRY glProgramParameter4fNV (GLenum, GLuint, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glProgramParameter4fvNV (GLenum, GLuint, const GLfloat *);
+GLAPI void APIENTRY glProgramParameters4dvNV (GLenum, GLuint, GLuint, const GLdouble *);
+GLAPI void APIENTRY glProgramParameters4fvNV (GLenum, GLuint, GLuint, const GLfloat *);
+GLAPI void APIENTRY glRequestResidentProgramsNV (GLsizei, const GLuint *);
+GLAPI void APIENTRY glTrackMatrixNV (GLenum, GLuint, GLenum, GLenum);
+GLAPI void APIENTRY glVertexAttribPointerNV (GLuint, GLint, GLenum, GLsizei, const GLvoid *);
+GLAPI void APIENTRY glVertexAttrib1dNV (GLuint, GLdouble);
+GLAPI void APIENTRY glVertexAttrib1dvNV (GLuint, const GLdouble *);
+GLAPI void APIENTRY glVertexAttrib1fNV (GLuint, GLfloat);
+GLAPI void APIENTRY glVertexAttrib1fvNV (GLuint, const GLfloat *);
+GLAPI void APIENTRY glVertexAttrib1sNV (GLuint, GLshort);
+GLAPI void APIENTRY glVertexAttrib1svNV (GLuint, const GLshort *);
+GLAPI void APIENTRY glVertexAttrib2dNV (GLuint, GLdouble, GLdouble);
+GLAPI void APIENTRY glVertexAttrib2dvNV (GLuint, const GLdouble *);
+GLAPI void APIENTRY glVertexAttrib2fNV (GLuint, GLfloat, GLfloat);
+GLAPI void APIENTRY glVertexAttrib2fvNV (GLuint, const GLfloat *);
+GLAPI void APIENTRY glVertexAttrib2sNV (GLuint, GLshort, GLshort);
+GLAPI void APIENTRY glVertexAttrib2svNV (GLuint, const GLshort *);
+GLAPI void APIENTRY glVertexAttrib3dNV (GLuint, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glVertexAttrib3dvNV (GLuint, const GLdouble *);
+GLAPI void APIENTRY glVertexAttrib3fNV (GLuint, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glVertexAttrib3fvNV (GLuint, const GLfloat *);
+GLAPI void APIENTRY glVertexAttrib3sNV (GLuint, GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glVertexAttrib3svNV (GLuint, const GLshort *);
+GLAPI void APIENTRY glVertexAttrib4dNV (GLuint, GLdouble, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glVertexAttrib4dvNV (GLuint, const GLdouble *);
+GLAPI void APIENTRY glVertexAttrib4fNV (GLuint, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glVertexAttrib4fvNV (GLuint, const GLfloat *);
+GLAPI void APIENTRY glVertexAttrib4sNV (GLuint, GLshort, GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glVertexAttrib4svNV (GLuint, const GLshort *);
+GLAPI void APIENTRY glVertexAttrib4ubNV (GLuint, GLubyte, GLubyte, GLubyte, GLubyte);
+GLAPI void APIENTRY glVertexAttrib4ubvNV (GLuint, const GLubyte *);
+GLAPI void APIENTRY glVertexAttribs1dvNV (GLuint, GLsizei, const GLdouble *);
+GLAPI void APIENTRY glVertexAttribs1fvNV (GLuint, GLsizei, const GLfloat *);
+GLAPI void APIENTRY glVertexAttribs1svNV (GLuint, GLsizei, const GLshort *);
+GLAPI void APIENTRY glVertexAttribs2dvNV (GLuint, GLsizei, const GLdouble *);
+GLAPI void APIENTRY glVertexAttribs2fvNV (GLuint, GLsizei, const GLfloat *);
+GLAPI void APIENTRY glVertexAttribs2svNV (GLuint, GLsizei, const GLshort *);
+GLAPI void APIENTRY glVertexAttribs3dvNV (GLuint, GLsizei, const GLdouble *);
+GLAPI void APIENTRY glVertexAttribs3fvNV (GLuint, GLsizei, const GLfloat *);
+GLAPI void APIENTRY glVertexAttribs3svNV (GLuint, GLsizei, const GLshort *);
+GLAPI void APIENTRY glVertexAttribs4dvNV (GLuint, GLsizei, const GLdouble *);
+GLAPI void APIENTRY glVertexAttribs4fvNV (GLuint, GLsizei, const GLfloat *);
+GLAPI void APIENTRY glVertexAttribs4svNV (GLuint, GLsizei, const GLshort *);
+GLAPI void APIENTRY glVertexAttribs4ubvNV (GLuint, GLsizei, const GLubyte *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef GLboolean (APIENTRYP PFNGLAREPROGRAMSRESIDENTNVPROC) (GLsizei n, const GLuint *programs, GLboolean *residences);
+typedef void (APIENTRYP PFNGLBINDPROGRAMNVPROC) (GLenum target, GLuint id);
+typedef void (APIENTRYP PFNGLDELETEPROGRAMSNVPROC) (GLsizei n, const GLuint *programs);
+typedef void (APIENTRYP PFNGLEXECUTEPROGRAMNVPROC) (GLenum target, GLuint id, const GLfloat *params);
+typedef void (APIENTRYP PFNGLGENPROGRAMSNVPROC) (GLsizei n, GLuint *programs);
+typedef void (APIENTRYP PFNGLGETPROGRAMPARAMETERDVNVPROC) (GLenum target, GLuint index, GLenum pname, GLdouble *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMPARAMETERFVNVPROC) (GLenum target, GLuint index, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMIVNVPROC) (GLuint id, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMSTRINGNVPROC) (GLuint id, GLenum pname, GLubyte *program);
+typedef void (APIENTRYP PFNGLGETTRACKMATRIXIVNVPROC) (GLenum target, GLuint address, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVNVPROC) (GLuint index, GLenum pname, GLdouble *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVNVPROC) (GLuint index, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVNVPROC) (GLuint index, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVNVPROC) (GLuint index, GLenum pname, GLvoid* *pointer);
+typedef GLboolean (APIENTRYP PFNGLISPROGRAMNVPROC) (GLuint id);
+typedef void (APIENTRYP PFNGLLOADPROGRAMNVPROC) (GLenum target, GLuint id, GLsizei len, const GLubyte *program);
+typedef void (APIENTRYP PFNGLPROGRAMPARAMETER4DNVPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (APIENTRYP PFNGLPROGRAMPARAMETER4DVNVPROC) (GLenum target, GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLPROGRAMPARAMETER4FNVPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (APIENTRYP PFNGLPROGRAMPARAMETER4FVNVPROC) (GLenum target, GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLPROGRAMPARAMETERS4DVNVPROC) (GLenum target, GLuint index, GLuint count, const GLdouble *v);
+typedef void (APIENTRYP PFNGLPROGRAMPARAMETERS4FVNVPROC) (GLenum target, GLuint index, GLuint count, const GLfloat *v);
+typedef void (APIENTRYP PFNGLREQUESTRESIDENTPROGRAMSNVPROC) (GLsizei n, const GLuint *programs);
+typedef void (APIENTRYP PFNGLTRACKMATRIXNVPROC) (GLenum target, GLuint address, GLenum matrix, GLenum transform);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERNVPROC) (GLuint index, GLint fsize, GLenum type, GLsizei stride, const GLvoid *pointer);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1DNVPROC) (GLuint index, GLdouble x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVNVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1FNVPROC) (GLuint index, GLfloat x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVNVPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1SNVPROC) (GLuint index, GLshort x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVNVPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2DNVPROC) (GLuint index, GLdouble x, GLdouble y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVNVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2FNVPROC) (GLuint index, GLfloat x, GLfloat y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVNVPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2SNVPROC) (GLuint index, GLshort x, GLshort y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVNVPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3DNVPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVNVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3FNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVNVPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3SNVPROC) (GLuint index, GLshort x, GLshort y, GLshort z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVNVPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4DNVPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVNVPROC) (GLuint index, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4FNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVNVPROC) (GLuint index, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4SNVPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVNVPROC) (GLuint index, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBNVPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVNVPROC) (GLuint index, const GLubyte *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS1DVNVPROC) (GLuint index, GLsizei count, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS1FVNVPROC) (GLuint index, GLsizei count, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS1SVNVPROC) (GLuint index, GLsizei count, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS2DVNVPROC) (GLuint index, GLsizei count, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS2FVNVPROC) (GLuint index, GLsizei count, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS2SVNVPROC) (GLuint index, GLsizei count, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS3DVNVPROC) (GLuint index, GLsizei count, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS3FVNVPROC) (GLuint index, GLsizei count, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS3SVNVPROC) (GLuint index, GLsizei count, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS4DVNVPROC) (GLuint index, GLsizei count, const GLdouble *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS4FVNVPROC) (GLuint index, GLsizei count, const GLfloat *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS4SVNVPROC) (GLuint index, GLsizei count, const GLshort *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS4UBVNVPROC) (GLuint index, GLsizei count, const GLubyte *v);
+#endif
+
+#ifndef GL_SGIX_texture_coordinate_clamp
+#define GL_SGIX_texture_coordinate_clamp 1
+#endif
+
+#ifndef GL_SGIX_scalebias_hint
+#define GL_SGIX_scalebias_hint 1
+#endif
+
+#ifndef GL_OML_interlace
+#define GL_OML_interlace 1
+#endif
+
+#ifndef GL_OML_subsample
+#define GL_OML_subsample 1
+#endif
+
+#ifndef GL_OML_resample
+#define GL_OML_resample 1
+#endif
+
+#ifndef GL_NV_copy_depth_to_color
+#define GL_NV_copy_depth_to_color 1
+#endif
+
+#ifndef GL_ATI_envmap_bumpmap
+#define GL_ATI_envmap_bumpmap 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glTexBumpParameterivATI (GLenum, const GLint *);
+GLAPI void APIENTRY glTexBumpParameterfvATI (GLenum, const GLfloat *);
+GLAPI void APIENTRY glGetTexBumpParameterivATI (GLenum, GLint *);
+GLAPI void APIENTRY glGetTexBumpParameterfvATI (GLenum, GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLTEXBUMPPARAMETERIVATIPROC) (GLenum pname, const GLint *param);
+typedef void (APIENTRYP PFNGLTEXBUMPPARAMETERFVATIPROC) (GLenum pname, const GLfloat *param);
+typedef void (APIENTRYP PFNGLGETTEXBUMPPARAMETERIVATIPROC) (GLenum pname, GLint *param);
+typedef void (APIENTRYP PFNGLGETTEXBUMPPARAMETERFVATIPROC) (GLenum pname, GLfloat *param);
+#endif
+
+#ifndef GL_ATI_fragment_shader
+#define GL_ATI_fragment_shader 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI GLuint APIENTRY glGenFragmentShadersATI (GLuint);
+GLAPI void APIENTRY glBindFragmentShaderATI (GLuint);
+GLAPI void APIENTRY glDeleteFragmentShaderATI (GLuint);
+GLAPI void APIENTRY glBeginFragmentShaderATI (void);
+GLAPI void APIENTRY glEndFragmentShaderATI (void);
+GLAPI void APIENTRY glPassTexCoordATI (GLuint, GLuint, GLenum);
+GLAPI void APIENTRY glSampleMapATI (GLuint, GLuint, GLenum);
+GLAPI void APIENTRY glColorFragmentOp1ATI (GLenum, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint);
+GLAPI void APIENTRY glColorFragmentOp2ATI (GLenum, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint);
+GLAPI void APIENTRY glColorFragmentOp3ATI (GLenum, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint);
+GLAPI void APIENTRY glAlphaFragmentOp1ATI (GLenum, GLuint, GLuint, GLuint, GLuint, GLuint);
+GLAPI void APIENTRY glAlphaFragmentOp2ATI (GLenum, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint);
+GLAPI void APIENTRY glAlphaFragmentOp3ATI (GLenum, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint);
+GLAPI void APIENTRY glSetFragmentShaderConstantATI (GLuint, const GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef GLuint (APIENTRYP PFNGLGENFRAGMENTSHADERSATIPROC) (GLuint range);
+typedef void (APIENTRYP PFNGLBINDFRAGMENTSHADERATIPROC) (GLuint id);
+typedef void (APIENTRYP PFNGLDELETEFRAGMENTSHADERATIPROC) (GLuint id);
+typedef void (APIENTRYP PFNGLBEGINFRAGMENTSHADERATIPROC) (void);
+typedef void (APIENTRYP PFNGLENDFRAGMENTSHADERATIPROC) (void);
+typedef void (APIENTRYP PFNGLPASSTEXCOORDATIPROC) (GLuint dst, GLuint coord, GLenum swizzle);
+typedef void (APIENTRYP PFNGLSAMPLEMAPATIPROC) (GLuint dst, GLuint interp, GLenum swizzle);
+typedef void (APIENTRYP PFNGLCOLORFRAGMENTOP1ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod);
+typedef void (APIENTRYP PFNGLCOLORFRAGMENTOP2ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod);
+typedef void (APIENTRYP PFNGLCOLORFRAGMENTOP3ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod);
+typedef void (APIENTRYP PFNGLALPHAFRAGMENTOP1ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod);
+typedef void (APIENTRYP PFNGLALPHAFRAGMENTOP2ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod);
+typedef void (APIENTRYP PFNGLALPHAFRAGMENTOP3ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod);
+typedef void (APIENTRYP PFNGLSETFRAGMENTSHADERCONSTANTATIPROC) (GLuint dst, const GLfloat *value);
+#endif
+
+#ifndef GL_ATI_pn_triangles
+#define GL_ATI_pn_triangles 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glPNTrianglesiATI (GLenum, GLint);
+GLAPI void APIENTRY glPNTrianglesfATI (GLenum, GLfloat);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLPNTRIANGLESIATIPROC) (GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLPNTRIANGLESFATIPROC) (GLenum pname, GLfloat param);
+#endif
+
+#ifndef GL_ATI_vertex_array_object
+#define GL_ATI_vertex_array_object 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI GLuint APIENTRY glNewObjectBufferATI (GLsizei, const GLvoid *, GLenum);
+GLAPI GLboolean APIENTRY glIsObjectBufferATI (GLuint);
+GLAPI void APIENTRY glUpdateObjectBufferATI (GLuint, GLuint, GLsizei, const GLvoid *, GLenum);
+GLAPI void APIENTRY glGetObjectBufferfvATI (GLuint, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetObjectBufferivATI (GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glFreeObjectBufferATI (GLuint);
+GLAPI void APIENTRY glArrayObjectATI (GLenum, GLint, GLenum, GLsizei, GLuint, GLuint);
+GLAPI void APIENTRY glGetArrayObjectfvATI (GLenum, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetArrayObjectivATI (GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glVariantArrayObjectATI (GLuint, GLenum, GLsizei, GLuint, GLuint);
+GLAPI void APIENTRY glGetVariantArrayObjectfvATI (GLuint, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetVariantArrayObjectivATI (GLuint, GLenum, GLint *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef GLuint (APIENTRYP PFNGLNEWOBJECTBUFFERATIPROC) (GLsizei size, const GLvoid *pointer, GLenum usage);
+typedef GLboolean (APIENTRYP PFNGLISOBJECTBUFFERATIPROC) (GLuint buffer);
+typedef void (APIENTRYP PFNGLUPDATEOBJECTBUFFERATIPROC) (GLuint buffer, GLuint offset, GLsizei size, const GLvoid *pointer, GLenum preserve);
+typedef void (APIENTRYP PFNGLGETOBJECTBUFFERFVATIPROC) (GLuint buffer, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETOBJECTBUFFERIVATIPROC) (GLuint buffer, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLFREEOBJECTBUFFERATIPROC) (GLuint buffer);
+typedef void (APIENTRYP PFNGLARRAYOBJECTATIPROC) (GLenum array, GLint size, GLenum type, GLsizei stride, GLuint buffer, GLuint offset);
+typedef void (APIENTRYP PFNGLGETARRAYOBJECTFVATIPROC) (GLenum array, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETARRAYOBJECTIVATIPROC) (GLenum array, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLVARIANTARRAYOBJECTATIPROC) (GLuint id, GLenum type, GLsizei stride, GLuint buffer, GLuint offset);
+typedef void (APIENTRYP PFNGLGETVARIANTARRAYOBJECTFVATIPROC) (GLuint id, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETVARIANTARRAYOBJECTIVATIPROC) (GLuint id, GLenum pname, GLint *params);
+#endif
+
+#ifndef GL_EXT_vertex_shader
+#define GL_EXT_vertex_shader 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBeginVertexShaderEXT (void);
+GLAPI void APIENTRY glEndVertexShaderEXT (void);
+GLAPI void APIENTRY glBindVertexShaderEXT (GLuint);
+GLAPI GLuint APIENTRY glGenVertexShadersEXT (GLuint);
+GLAPI void APIENTRY glDeleteVertexShaderEXT (GLuint);
+GLAPI void APIENTRY glShaderOp1EXT (GLenum, GLuint, GLuint);
+GLAPI void APIENTRY glShaderOp2EXT (GLenum, GLuint, GLuint, GLuint);
+GLAPI void APIENTRY glShaderOp3EXT (GLenum, GLuint, GLuint, GLuint, GLuint);
+GLAPI void APIENTRY glSwizzleEXT (GLuint, GLuint, GLenum, GLenum, GLenum, GLenum);
+GLAPI void APIENTRY glWriteMaskEXT (GLuint, GLuint, GLenum, GLenum, GLenum, GLenum);
+GLAPI void APIENTRY glInsertComponentEXT (GLuint, GLuint, GLuint);
+GLAPI void APIENTRY glExtractComponentEXT (GLuint, GLuint, GLuint);
+GLAPI GLuint APIENTRY glGenSymbolsEXT (GLenum, GLenum, GLenum, GLuint);
+GLAPI void APIENTRY glSetInvariantEXT (GLuint, GLenum, const GLvoid *);
+GLAPI void APIENTRY glSetLocalConstantEXT (GLuint, GLenum, const GLvoid *);
+GLAPI void APIENTRY glVariantbvEXT (GLuint, const GLbyte *);
+GLAPI void APIENTRY glVariantsvEXT (GLuint, const GLshort *);
+GLAPI void APIENTRY glVariantivEXT (GLuint, const GLint *);
+GLAPI void APIENTRY glVariantfvEXT (GLuint, const GLfloat *);
+GLAPI void APIENTRY glVariantdvEXT (GLuint, const GLdouble *);
+GLAPI void APIENTRY glVariantubvEXT (GLuint, const GLubyte *);
+GLAPI void APIENTRY glVariantusvEXT (GLuint, const GLushort *);
+GLAPI void APIENTRY glVariantuivEXT (GLuint, const GLuint *);
+GLAPI void APIENTRY glVariantPointerEXT (GLuint, GLenum, GLuint, const GLvoid *);
+GLAPI void APIENTRY glEnableVariantClientStateEXT (GLuint);
+GLAPI void APIENTRY glDisableVariantClientStateEXT (GLuint);
+GLAPI GLuint APIENTRY glBindLightParameterEXT (GLenum, GLenum);
+GLAPI GLuint APIENTRY glBindMaterialParameterEXT (GLenum, GLenum);
+GLAPI GLuint APIENTRY glBindTexGenParameterEXT (GLenum, GLenum, GLenum);
+GLAPI GLuint APIENTRY glBindTextureUnitParameterEXT (GLenum, GLenum);
+GLAPI GLuint APIENTRY glBindParameterEXT (GLenum);
+GLAPI GLboolean APIENTRY glIsVariantEnabledEXT (GLuint, GLenum);
+GLAPI void APIENTRY glGetVariantBooleanvEXT (GLuint, GLenum, GLboolean *);
+GLAPI void APIENTRY glGetVariantIntegervEXT (GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glGetVariantFloatvEXT (GLuint, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetVariantPointervEXT (GLuint, GLenum, GLvoid* *);
+GLAPI void APIENTRY glGetInvariantBooleanvEXT (GLuint, GLenum, GLboolean *);
+GLAPI void APIENTRY glGetInvariantIntegervEXT (GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glGetInvariantFloatvEXT (GLuint, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetLocalConstantBooleanvEXT (GLuint, GLenum, GLboolean *);
+GLAPI void APIENTRY glGetLocalConstantIntegervEXT (GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glGetLocalConstantFloatvEXT (GLuint, GLenum, GLfloat *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBEGINVERTEXSHADEREXTPROC) (void);
+typedef void (APIENTRYP PFNGLENDVERTEXSHADEREXTPROC) (void);
+typedef void (APIENTRYP PFNGLBINDVERTEXSHADEREXTPROC) (GLuint id);
+typedef GLuint (APIENTRYP PFNGLGENVERTEXSHADERSEXTPROC) (GLuint range);
+typedef void (APIENTRYP PFNGLDELETEVERTEXSHADEREXTPROC) (GLuint id);
+typedef void (APIENTRYP PFNGLSHADEROP1EXTPROC) (GLenum op, GLuint res, GLuint arg1);
+typedef void (APIENTRYP PFNGLSHADEROP2EXTPROC) (GLenum op, GLuint res, GLuint arg1, GLuint arg2);
+typedef void (APIENTRYP PFNGLSHADEROP3EXTPROC) (GLenum op, GLuint res, GLuint arg1, GLuint arg2, GLuint arg3);
+typedef void (APIENTRYP PFNGLSWIZZLEEXTPROC) (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW);
+typedef void (APIENTRYP PFNGLWRITEMASKEXTPROC) (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW);
+typedef void (APIENTRYP PFNGLINSERTCOMPONENTEXTPROC) (GLuint res, GLuint src, GLuint num);
+typedef void (APIENTRYP PFNGLEXTRACTCOMPONENTEXTPROC) (GLuint res, GLuint src, GLuint num);
+typedef GLuint (APIENTRYP PFNGLGENSYMBOLSEXTPROC) (GLenum datatype, GLenum storagetype, GLenum range, GLuint components);
+typedef void (APIENTRYP PFNGLSETINVARIANTEXTPROC) (GLuint id, GLenum type, const GLvoid *addr);
+typedef void (APIENTRYP PFNGLSETLOCALCONSTANTEXTPROC) (GLuint id, GLenum type, const GLvoid *addr);
+typedef void (APIENTRYP PFNGLVARIANTBVEXTPROC) (GLuint id, const GLbyte *addr);
+typedef void (APIENTRYP PFNGLVARIANTSVEXTPROC) (GLuint id, const GLshort *addr);
+typedef void (APIENTRYP PFNGLVARIANTIVEXTPROC) (GLuint id, const GLint *addr);
+typedef void (APIENTRYP PFNGLVARIANTFVEXTPROC) (GLuint id, const GLfloat *addr);
+typedef void (APIENTRYP PFNGLVARIANTDVEXTPROC) (GLuint id, const GLdouble *addr);
+typedef void (APIENTRYP PFNGLVARIANTUBVEXTPROC) (GLuint id, const GLubyte *addr);
+typedef void (APIENTRYP PFNGLVARIANTUSVEXTPROC) (GLuint id, const GLushort *addr);
+typedef void (APIENTRYP PFNGLVARIANTUIVEXTPROC) (GLuint id, const GLuint *addr);
+typedef void (APIENTRYP PFNGLVARIANTPOINTEREXTPROC) (GLuint id, GLenum type, GLuint stride, const GLvoid *addr);
+typedef void (APIENTRYP PFNGLENABLEVARIANTCLIENTSTATEEXTPROC) (GLuint id);
+typedef void (APIENTRYP PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC) (GLuint id);
+typedef GLuint (APIENTRYP PFNGLBINDLIGHTPARAMETEREXTPROC) (GLenum light, GLenum value);
+typedef GLuint (APIENTRYP PFNGLBINDMATERIALPARAMETEREXTPROC) (GLenum face, GLenum value);
+typedef GLuint (APIENTRYP PFNGLBINDTEXGENPARAMETEREXTPROC) (GLenum unit, GLenum coord, GLenum value);
+typedef GLuint (APIENTRYP PFNGLBINDTEXTUREUNITPARAMETEREXTPROC) (GLenum unit, GLenum value);
+typedef GLuint (APIENTRYP PFNGLBINDPARAMETEREXTPROC) (GLenum value);
+typedef GLboolean (APIENTRYP PFNGLISVARIANTENABLEDEXTPROC) (GLuint id, GLenum cap);
+typedef void (APIENTRYP PFNGLGETVARIANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data);
+typedef void (APIENTRYP PFNGLGETVARIANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data);
+typedef void (APIENTRYP PFNGLGETVARIANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data);
+typedef void (APIENTRYP PFNGLGETVARIANTPOINTERVEXTPROC) (GLuint id, GLenum value, GLvoid* *data);
+typedef void (APIENTRYP PFNGLGETINVARIANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data);
+typedef void (APIENTRYP PFNGLGETINVARIANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data);
+typedef void (APIENTRYP PFNGLGETINVARIANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data);
+typedef void (APIENTRYP PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data);
+typedef void (APIENTRYP PFNGLGETLOCALCONSTANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data);
+typedef void (APIENTRYP PFNGLGETLOCALCONSTANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data);
+#endif
+
+#ifndef GL_ATI_vertex_streams
+#define GL_ATI_vertex_streams 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glVertexStream1sATI (GLenum, GLshort);
+GLAPI void APIENTRY glVertexStream1svATI (GLenum, const GLshort *);
+GLAPI void APIENTRY glVertexStream1iATI (GLenum, GLint);
+GLAPI void APIENTRY glVertexStream1ivATI (GLenum, const GLint *);
+GLAPI void APIENTRY glVertexStream1fATI (GLenum, GLfloat);
+GLAPI void APIENTRY glVertexStream1fvATI (GLenum, const GLfloat *);
+GLAPI void APIENTRY glVertexStream1dATI (GLenum, GLdouble);
+GLAPI void APIENTRY glVertexStream1dvATI (GLenum, const GLdouble *);
+GLAPI void APIENTRY glVertexStream2sATI (GLenum, GLshort, GLshort);
+GLAPI void APIENTRY glVertexStream2svATI (GLenum, const GLshort *);
+GLAPI void APIENTRY glVertexStream2iATI (GLenum, GLint, GLint);
+GLAPI void APIENTRY glVertexStream2ivATI (GLenum, const GLint *);
+GLAPI void APIENTRY glVertexStream2fATI (GLenum, GLfloat, GLfloat);
+GLAPI void APIENTRY glVertexStream2fvATI (GLenum, const GLfloat *);
+GLAPI void APIENTRY glVertexStream2dATI (GLenum, GLdouble, GLdouble);
+GLAPI void APIENTRY glVertexStream2dvATI (GLenum, const GLdouble *);
+GLAPI void APIENTRY glVertexStream3sATI (GLenum, GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glVertexStream3svATI (GLenum, const GLshort *);
+GLAPI void APIENTRY glVertexStream3iATI (GLenum, GLint, GLint, GLint);
+GLAPI void APIENTRY glVertexStream3ivATI (GLenum, const GLint *);
+GLAPI void APIENTRY glVertexStream3fATI (GLenum, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glVertexStream3fvATI (GLenum, const GLfloat *);
+GLAPI void APIENTRY glVertexStream3dATI (GLenum, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glVertexStream3dvATI (GLenum, const GLdouble *);
+GLAPI void APIENTRY glVertexStream4sATI (GLenum, GLshort, GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glVertexStream4svATI (GLenum, const GLshort *);
+GLAPI void APIENTRY glVertexStream4iATI (GLenum, GLint, GLint, GLint, GLint);
+GLAPI void APIENTRY glVertexStream4ivATI (GLenum, const GLint *);
+GLAPI void APIENTRY glVertexStream4fATI (GLenum, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glVertexStream4fvATI (GLenum, const GLfloat *);
+GLAPI void APIENTRY glVertexStream4dATI (GLenum, GLdouble, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glVertexStream4dvATI (GLenum, const GLdouble *);
+GLAPI void APIENTRY glNormalStream3bATI (GLenum, GLbyte, GLbyte, GLbyte);
+GLAPI void APIENTRY glNormalStream3bvATI (GLenum, const GLbyte *);
+GLAPI void APIENTRY glNormalStream3sATI (GLenum, GLshort, GLshort, GLshort);
+GLAPI void APIENTRY glNormalStream3svATI (GLenum, const GLshort *);
+GLAPI void APIENTRY glNormalStream3iATI (GLenum, GLint, GLint, GLint);
+GLAPI void APIENTRY glNormalStream3ivATI (GLenum, const GLint *);
+GLAPI void APIENTRY glNormalStream3fATI (GLenum, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glNormalStream3fvATI (GLenum, const GLfloat *);
+GLAPI void APIENTRY glNormalStream3dATI (GLenum, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glNormalStream3dvATI (GLenum, const GLdouble *);
+GLAPI void APIENTRY glClientActiveVertexStreamATI (GLenum);
+GLAPI void APIENTRY glVertexBlendEnviATI (GLenum, GLint);
+GLAPI void APIENTRY glVertexBlendEnvfATI (GLenum, GLfloat);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLVERTEXSTREAM1SATIPROC) (GLenum stream, GLshort x);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM1SVATIPROC) (GLenum stream, const GLshort *coords);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM1IATIPROC) (GLenum stream, GLint x);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM1IVATIPROC) (GLenum stream, const GLint *coords);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM1FATIPROC) (GLenum stream, GLfloat x);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM1FVATIPROC) (GLenum stream, const GLfloat *coords);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM1DATIPROC) (GLenum stream, GLdouble x);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM1DVATIPROC) (GLenum stream, const GLdouble *coords);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM2SATIPROC) (GLenum stream, GLshort x, GLshort y);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM2SVATIPROC) (GLenum stream, const GLshort *coords);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM2IATIPROC) (GLenum stream, GLint x, GLint y);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM2IVATIPROC) (GLenum stream, const GLint *coords);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM2FATIPROC) (GLenum stream, GLfloat x, GLfloat y);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM2FVATIPROC) (GLenum stream, const GLfloat *coords);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM2DATIPROC) (GLenum stream, GLdouble x, GLdouble y);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM2DVATIPROC) (GLenum stream, const GLdouble *coords);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM3SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM3SVATIPROC) (GLenum stream, const GLshort *coords);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM3IATIPROC) (GLenum stream, GLint x, GLint y, GLint z);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM3IVATIPROC) (GLenum stream, const GLint *coords);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM3FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM3FVATIPROC) (GLenum stream, const GLfloat *coords);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM3DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM3DVATIPROC) (GLenum stream, const GLdouble *coords);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM4SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z, GLshort w);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM4SVATIPROC) (GLenum stream, const GLshort *coords);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM4IATIPROC) (GLenum stream, GLint x, GLint y, GLint z, GLint w);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM4IVATIPROC) (GLenum stream, const GLint *coords);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM4FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM4FVATIPROC) (GLenum stream, const GLfloat *coords);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM4DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (APIENTRYP PFNGLVERTEXSTREAM4DVATIPROC) (GLenum stream, const GLdouble *coords);
+typedef void (APIENTRYP PFNGLNORMALSTREAM3BATIPROC) (GLenum stream, GLbyte nx, GLbyte ny, GLbyte nz);
+typedef void (APIENTRYP PFNGLNORMALSTREAM3BVATIPROC) (GLenum stream, const GLbyte *coords);
+typedef void (APIENTRYP PFNGLNORMALSTREAM3SATIPROC) (GLenum stream, GLshort nx, GLshort ny, GLshort nz);
+typedef void (APIENTRYP PFNGLNORMALSTREAM3SVATIPROC) (GLenum stream, const GLshort *coords);
+typedef void (APIENTRYP PFNGLNORMALSTREAM3IATIPROC) (GLenum stream, GLint nx, GLint ny, GLint nz);
+typedef void (APIENTRYP PFNGLNORMALSTREAM3IVATIPROC) (GLenum stream, const GLint *coords);
+typedef void (APIENTRYP PFNGLNORMALSTREAM3FATIPROC) (GLenum stream, GLfloat nx, GLfloat ny, GLfloat nz);
+typedef void (APIENTRYP PFNGLNORMALSTREAM3FVATIPROC) (GLenum stream, const GLfloat *coords);
+typedef void (APIENTRYP PFNGLNORMALSTREAM3DATIPROC) (GLenum stream, GLdouble nx, GLdouble ny, GLdouble nz);
+typedef void (APIENTRYP PFNGLNORMALSTREAM3DVATIPROC) (GLenum stream, const GLdouble *coords);
+typedef void (APIENTRYP PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC) (GLenum stream);
+typedef void (APIENTRYP PFNGLVERTEXBLENDENVIATIPROC) (GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLVERTEXBLENDENVFATIPROC) (GLenum pname, GLfloat param);
+#endif
+
+#ifndef GL_ATI_element_array
+#define GL_ATI_element_array 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glElementPointerATI (GLenum, const GLvoid *);
+GLAPI void APIENTRY glDrawElementArrayATI (GLenum, GLsizei);
+GLAPI void APIENTRY glDrawRangeElementArrayATI (GLenum, GLuint, GLuint, GLsizei);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLELEMENTPOINTERATIPROC) (GLenum type, const GLvoid *pointer);
+typedef void (APIENTRYP PFNGLDRAWELEMENTARRAYATIPROC) (GLenum mode, GLsizei count);
+typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTARRAYATIPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count);
+#endif
+
+#ifndef GL_SUN_mesh_array
+#define GL_SUN_mesh_array 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glDrawMeshArraysSUN (GLenum, GLint, GLsizei, GLsizei);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDRAWMESHARRAYSSUNPROC) (GLenum mode, GLint first, GLsizei count, GLsizei width);
+#endif
+
+#ifndef GL_SUN_slice_accum
+#define GL_SUN_slice_accum 1
+#endif
+
+#ifndef GL_NV_multisample_filter_hint
+#define GL_NV_multisample_filter_hint 1
+#endif
+
+#ifndef GL_NV_depth_clamp
+#define GL_NV_depth_clamp 1
+#endif
+
+#ifndef GL_NV_occlusion_query
+#define GL_NV_occlusion_query 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glGenOcclusionQueriesNV (GLsizei, GLuint *);
+GLAPI void APIENTRY glDeleteOcclusionQueriesNV (GLsizei, const GLuint *);
+GLAPI GLboolean APIENTRY glIsOcclusionQueryNV (GLuint);
+GLAPI void APIENTRY glBeginOcclusionQueryNV (GLuint);
+GLAPI void APIENTRY glEndOcclusionQueryNV (void);
+GLAPI void APIENTRY glGetOcclusionQueryivNV (GLuint, GLenum, GLint *);
+GLAPI void APIENTRY glGetOcclusionQueryuivNV (GLuint, GLenum, GLuint *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGENOCCLUSIONQUERIESNVPROC) (GLsizei n, GLuint *ids);
+typedef void (APIENTRYP PFNGLDELETEOCCLUSIONQUERIESNVPROC) (GLsizei n, const GLuint *ids);
+typedef GLboolean (APIENTRYP PFNGLISOCCLUSIONQUERYNVPROC) (GLuint id);
+typedef void (APIENTRYP PFNGLBEGINOCCLUSIONQUERYNVPROC) (GLuint id);
+typedef void (APIENTRYP PFNGLENDOCCLUSIONQUERYNVPROC) (void);
+typedef void (APIENTRYP PFNGLGETOCCLUSIONQUERYIVNVPROC) (GLuint id, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGETOCCLUSIONQUERYUIVNVPROC) (GLuint id, GLenum pname, GLuint *params);
+#endif
+
+#ifndef GL_NV_point_sprite
+#define GL_NV_point_sprite 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glPointParameteriNV (GLenum, GLint);
+GLAPI void APIENTRY glPointParameterivNV (GLenum, const GLint *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLPOINTPARAMETERINVPROC) (GLenum pname, GLint param);
+typedef void (APIENTRYP PFNGLPOINTPARAMETERIVNVPROC) (GLenum pname, const GLint *params);
+#endif
+
+#ifndef GL_NV_texture_shader3
+#define GL_NV_texture_shader3 1
+#endif
+
+#ifndef GL_NV_vertex_program1_1
+#define GL_NV_vertex_program1_1 1
+#endif
+
+#ifndef GL_EXT_shadow_funcs
+#define GL_EXT_shadow_funcs 1
+#endif
+
+#ifndef GL_EXT_stencil_two_side
+#define GL_EXT_stencil_two_side 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glActiveStencilFaceEXT (GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLACTIVESTENCILFACEEXTPROC) (GLenum face);
+#endif
+
+#ifndef GL_ATI_text_fragment_shader
+#define GL_ATI_text_fragment_shader 1
+#endif
+
+#ifndef GL_APPLE_client_storage
+#define GL_APPLE_client_storage 1
+#endif
+
+#ifndef GL_APPLE_element_array
+#define GL_APPLE_element_array 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glElementPointerAPPLE (GLenum, const GLvoid *);
+GLAPI void APIENTRY glDrawElementArrayAPPLE (GLenum, GLint, GLsizei);
+GLAPI void APIENTRY glDrawRangeElementArrayAPPLE (GLenum, GLuint, GLuint, GLint, GLsizei);
+GLAPI void APIENTRY glMultiDrawElementArrayAPPLE (GLenum, const GLint *, const GLsizei *, GLsizei);
+GLAPI void APIENTRY glMultiDrawRangeElementArrayAPPLE (GLenum, GLuint, GLuint, const GLint *, const GLsizei *, GLsizei);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLELEMENTPOINTERAPPLEPROC) (GLenum type, const GLvoid *pointer);
+typedef void (APIENTRYP PFNGLDRAWELEMENTARRAYAPPLEPROC) (GLenum mode, GLint first, GLsizei count);
+typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC) (GLenum mode, GLuint start, GLuint end, GLint first, GLsizei count);
+typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC) (GLenum mode, const GLint *first, const GLsizei *count, GLsizei primcount);
+typedef void (APIENTRYP PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC) (GLenum mode, GLuint start, GLuint end, const GLint *first, const GLsizei *count, GLsizei primcount);
+#endif
+
+#ifndef GL_APPLE_fence
+#define GL_APPLE_fence 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glGenFencesAPPLE (GLsizei, GLuint *);
+GLAPI void APIENTRY glDeleteFencesAPPLE (GLsizei, const GLuint *);
+GLAPI void APIENTRY glSetFenceAPPLE (GLuint);
+GLAPI GLboolean APIENTRY glIsFenceAPPLE (GLuint);
+GLAPI GLboolean APIENTRY glTestFenceAPPLE (GLuint);
+GLAPI void APIENTRY glFinishFenceAPPLE (GLuint);
+GLAPI GLboolean APIENTRY glTestObjectAPPLE (GLenum, GLuint);
+GLAPI void APIENTRY glFinishObjectAPPLE (GLenum, GLint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLGENFENCESAPPLEPROC) (GLsizei n, GLuint *fences);
+typedef void (APIENTRYP PFNGLDELETEFENCESAPPLEPROC) (GLsizei n, const GLuint *fences);
+typedef void (APIENTRYP PFNGLSETFENCEAPPLEPROC) (GLuint fence);
+typedef GLboolean (APIENTRYP PFNGLISFENCEAPPLEPROC) (GLuint fence);
+typedef GLboolean (APIENTRYP PFNGLTESTFENCEAPPLEPROC) (GLuint fence);
+typedef void (APIENTRYP PFNGLFINISHFENCEAPPLEPROC) (GLuint fence);
+typedef GLboolean (APIENTRYP PFNGLTESTOBJECTAPPLEPROC) (GLenum object, GLuint name);
+typedef void (APIENTRYP PFNGLFINISHOBJECTAPPLEPROC) (GLenum object, GLint name);
+#endif
+
+#ifndef GL_APPLE_vertex_array_object
+#define GL_APPLE_vertex_array_object 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBindVertexArrayAPPLE (GLuint);
+GLAPI void APIENTRY glDeleteVertexArraysAPPLE (GLsizei, const GLuint *);
+GLAPI void APIENTRY glGenVertexArraysAPPLE (GLsizei, const GLuint *);
+GLAPI GLboolean APIENTRY glIsVertexArrayAPPLE (GLuint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBINDVERTEXARRAYAPPLEPROC) (GLuint array);
+typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSAPPLEPROC) (GLsizei n, const GLuint *arrays);
+typedef void (APIENTRYP PFNGLGENVERTEXARRAYSAPPLEPROC) (GLsizei n, const GLuint *arrays);
+typedef GLboolean (APIENTRYP PFNGLISVERTEXARRAYAPPLEPROC) (GLuint array);
+#endif
+
+#ifndef GL_APPLE_vertex_array_range
+#define GL_APPLE_vertex_array_range 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glVertexArrayRangeAPPLE (GLsizei, GLvoid *);
+GLAPI void APIENTRY glFlushVertexArrayRangeAPPLE (GLsizei, GLvoid *);
+GLAPI void APIENTRY glVertexArrayParameteriAPPLE (GLenum, GLint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLVERTEXARRAYRANGEAPPLEPROC) (GLsizei length, GLvoid *pointer);
+typedef void (APIENTRYP PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC) (GLsizei length, GLvoid *pointer);
+typedef void (APIENTRYP PFNGLVERTEXARRAYPARAMETERIAPPLEPROC) (GLenum pname, GLint param);
+#endif
+
+#ifndef GL_APPLE_ycbcr_422
+#define GL_APPLE_ycbcr_422 1
+#endif
+
+#ifndef GL_S3_s3tc
+#define GL_S3_s3tc 1
+#endif
+
+#ifndef GL_ATI_draw_buffers
+#define GL_ATI_draw_buffers 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glDrawBuffersATI (GLsizei, const GLenum *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDRAWBUFFERSATIPROC) (GLsizei n, const GLenum *bufs);
+#endif
+
+#ifndef GL_ATI_pixel_format_float
+#define GL_ATI_pixel_format_float 1
+/* This is really a WGL extension, but defines some associated GL enums.
+ * ATI does not export "GL_ATI_pixel_format_float" in the GL_EXTENSIONS string.
+ */
+#endif
+
+#ifndef GL_ATI_texture_env_combine3
+#define GL_ATI_texture_env_combine3 1
+#endif
+
+#ifndef GL_ATI_texture_float
+#define GL_ATI_texture_float 1
+#endif
+
+#ifndef GL_NV_float_buffer
+#define GL_NV_float_buffer 1
+#endif
+
+#ifndef GL_NV_fragment_program
+#define GL_NV_fragment_program 1
+/* Some NV_fragment_program entry points are shared with ARB_vertex_program. */
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glProgramNamedParameter4fNV (GLuint, GLsizei, const GLubyte *, GLfloat, GLfloat, GLfloat, GLfloat);
+GLAPI void APIENTRY glProgramNamedParameter4dNV (GLuint, GLsizei, const GLubyte *, GLdouble, GLdouble, GLdouble, GLdouble);
+GLAPI void APIENTRY glProgramNamedParameter4fvNV (GLuint, GLsizei, const GLubyte *, const GLfloat *);
+GLAPI void APIENTRY glProgramNamedParameter4dvNV (GLuint, GLsizei, const GLubyte *, const GLdouble *);
+GLAPI void APIENTRY glGetProgramNamedParameterfvNV (GLuint, GLsizei, const GLubyte *, GLfloat *);
+GLAPI void APIENTRY glGetProgramNamedParameterdvNV (GLuint, GLsizei, const GLubyte *, GLdouble *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLPROGRAMNAMEDPARAMETER4FNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
+typedef void (APIENTRYP PFNGLPROGRAMNAMEDPARAMETER4DNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLdouble x, GLdouble y, GLdouble z, GLdouble w);
+typedef void (APIENTRYP PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, const GLfloat *v);
+typedef void (APIENTRYP PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, const GLdouble *v);
+typedef void (APIENTRYP PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLdouble *params);
+#endif
+
+#ifndef GL_NV_half_float
+#define GL_NV_half_float 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glVertex2hNV (GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glVertex2hvNV (const GLhalfNV *);
+GLAPI void APIENTRY glVertex3hNV (GLhalfNV, GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glVertex3hvNV (const GLhalfNV *);
+GLAPI void APIENTRY glVertex4hNV (GLhalfNV, GLhalfNV, GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glVertex4hvNV (const GLhalfNV *);
+GLAPI void APIENTRY glNormal3hNV (GLhalfNV, GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glNormal3hvNV (const GLhalfNV *);
+GLAPI void APIENTRY glColor3hNV (GLhalfNV, GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glColor3hvNV (const GLhalfNV *);
+GLAPI void APIENTRY glColor4hNV (GLhalfNV, GLhalfNV, GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glColor4hvNV (const GLhalfNV *);
+GLAPI void APIENTRY glTexCoord1hNV (GLhalfNV);
+GLAPI void APIENTRY glTexCoord1hvNV (const GLhalfNV *);
+GLAPI void APIENTRY glTexCoord2hNV (GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glTexCoord2hvNV (const GLhalfNV *);
+GLAPI void APIENTRY glTexCoord3hNV (GLhalfNV, GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glTexCoord3hvNV (const GLhalfNV *);
+GLAPI void APIENTRY glTexCoord4hNV (GLhalfNV, GLhalfNV, GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glTexCoord4hvNV (const GLhalfNV *);
+GLAPI void APIENTRY glMultiTexCoord1hNV (GLenum, GLhalfNV);
+GLAPI void APIENTRY glMultiTexCoord1hvNV (GLenum, const GLhalfNV *);
+GLAPI void APIENTRY glMultiTexCoord2hNV (GLenum, GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glMultiTexCoord2hvNV (GLenum, const GLhalfNV *);
+GLAPI void APIENTRY glMultiTexCoord3hNV (GLenum, GLhalfNV, GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glMultiTexCoord3hvNV (GLenum, const GLhalfNV *);
+GLAPI void APIENTRY glMultiTexCoord4hNV (GLenum, GLhalfNV, GLhalfNV, GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glMultiTexCoord4hvNV (GLenum, const GLhalfNV *);
+GLAPI void APIENTRY glFogCoordhNV (GLhalfNV);
+GLAPI void APIENTRY glFogCoordhvNV (const GLhalfNV *);
+GLAPI void APIENTRY glSecondaryColor3hNV (GLhalfNV, GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glSecondaryColor3hvNV (const GLhalfNV *);
+GLAPI void APIENTRY glVertexWeighthNV (GLhalfNV);
+GLAPI void APIENTRY glVertexWeighthvNV (const GLhalfNV *);
+GLAPI void APIENTRY glVertexAttrib1hNV (GLuint, GLhalfNV);
+GLAPI void APIENTRY glVertexAttrib1hvNV (GLuint, const GLhalfNV *);
+GLAPI void APIENTRY glVertexAttrib2hNV (GLuint, GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glVertexAttrib2hvNV (GLuint, const GLhalfNV *);
+GLAPI void APIENTRY glVertexAttrib3hNV (GLuint, GLhalfNV, GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glVertexAttrib3hvNV (GLuint, const GLhalfNV *);
+GLAPI void APIENTRY glVertexAttrib4hNV (GLuint, GLhalfNV, GLhalfNV, GLhalfNV, GLhalfNV);
+GLAPI void APIENTRY glVertexAttrib4hvNV (GLuint, const GLhalfNV *);
+GLAPI void APIENTRY glVertexAttribs1hvNV (GLuint, GLsizei, const GLhalfNV *);
+GLAPI void APIENTRY glVertexAttribs2hvNV (GLuint, GLsizei, const GLhalfNV *);
+GLAPI void APIENTRY glVertexAttribs3hvNV (GLuint, GLsizei, const GLhalfNV *);
+GLAPI void APIENTRY glVertexAttribs4hvNV (GLuint, GLsizei, const GLhalfNV *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLVERTEX2HNVPROC) (GLhalfNV x, GLhalfNV y);
+typedef void (APIENTRYP PFNGLVERTEX2HVNVPROC) (const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLVERTEX3HNVPROC) (GLhalfNV x, GLhalfNV y, GLhalfNV z);
+typedef void (APIENTRYP PFNGLVERTEX3HVNVPROC) (const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLVERTEX4HNVPROC) (GLhalfNV x, GLhalfNV y, GLhalfNV z, GLhalfNV w);
+typedef void (APIENTRYP PFNGLVERTEX4HVNVPROC) (const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLNORMAL3HNVPROC) (GLhalfNV nx, GLhalfNV ny, GLhalfNV nz);
+typedef void (APIENTRYP PFNGLNORMAL3HVNVPROC) (const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLCOLOR3HNVPROC) (GLhalfNV red, GLhalfNV green, GLhalfNV blue);
+typedef void (APIENTRYP PFNGLCOLOR3HVNVPROC) (const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLCOLOR4HNVPROC) (GLhalfNV red, GLhalfNV green, GLhalfNV blue, GLhalfNV alpha);
+typedef void (APIENTRYP PFNGLCOLOR4HVNVPROC) (const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLTEXCOORD1HNVPROC) (GLhalfNV s);
+typedef void (APIENTRYP PFNGLTEXCOORD1HVNVPROC) (const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLTEXCOORD2HNVPROC) (GLhalfNV s, GLhalfNV t);
+typedef void (APIENTRYP PFNGLTEXCOORD2HVNVPROC) (const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLTEXCOORD3HNVPROC) (GLhalfNV s, GLhalfNV t, GLhalfNV r);
+typedef void (APIENTRYP PFNGLTEXCOORD3HVNVPROC) (const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLTEXCOORD4HNVPROC) (GLhalfNV s, GLhalfNV t, GLhalfNV r, GLhalfNV q);
+typedef void (APIENTRYP PFNGLTEXCOORD4HVNVPROC) (const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1HNVPROC) (GLenum target, GLhalfNV s);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD1HVNVPROC) (GLenum target, const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2HNVPROC) (GLenum target, GLhalfNV s, GLhalfNV t);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD2HVNVPROC) (GLenum target, const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3HNVPROC) (GLenum target, GLhalfNV s, GLhalfNV t, GLhalfNV r);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD3HVNVPROC) (GLenum target, const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4HNVPROC) (GLenum target, GLhalfNV s, GLhalfNV t, GLhalfNV r, GLhalfNV q);
+typedef void (APIENTRYP PFNGLMULTITEXCOORD4HVNVPROC) (GLenum target, const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLFOGCOORDHNVPROC) (GLhalfNV fog);
+typedef void (APIENTRYP PFNGLFOGCOORDHVNVPROC) (const GLhalfNV *fog);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3HNVPROC) (GLhalfNV red, GLhalfNV green, GLhalfNV blue);
+typedef void (APIENTRYP PFNGLSECONDARYCOLOR3HVNVPROC) (const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLVERTEXWEIGHTHNVPROC) (GLhalfNV weight);
+typedef void (APIENTRYP PFNGLVERTEXWEIGHTHVNVPROC) (const GLhalfNV *weight);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1HNVPROC) (GLuint index, GLhalfNV x);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB1HVNVPROC) (GLuint index, const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2HNVPROC) (GLuint index, GLhalfNV x, GLhalfNV y);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB2HVNVPROC) (GLuint index, const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3HNVPROC) (GLuint index, GLhalfNV x, GLhalfNV y, GLhalfNV z);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB3HVNVPROC) (GLuint index, const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4HNVPROC) (GLuint index, GLhalfNV x, GLhalfNV y, GLhalfNV z, GLhalfNV w);
+typedef void (APIENTRYP PFNGLVERTEXATTRIB4HVNVPROC) (GLuint index, const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS1HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS2HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS3HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v);
+typedef void (APIENTRYP PFNGLVERTEXATTRIBS4HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v);
+#endif
+
+#ifndef GL_NV_pixel_data_range
+#define GL_NV_pixel_data_range 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glPixelDataRangeNV (GLenum, GLsizei, GLvoid *);
+GLAPI void APIENTRY glFlushPixelDataRangeNV (GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLPIXELDATARANGENVPROC) (GLenum target, GLsizei length, GLvoid *pointer);
+typedef void (APIENTRYP PFNGLFLUSHPIXELDATARANGENVPROC) (GLenum target);
+#endif
+
+#ifndef GL_NV_primitive_restart
+#define GL_NV_primitive_restart 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glPrimitiveRestartNV (void);
+GLAPI void APIENTRY glPrimitiveRestartIndexNV (GLuint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLPRIMITIVERESTARTNVPROC) (void);
+typedef void (APIENTRYP PFNGLPRIMITIVERESTARTINDEXNVPROC) (GLuint index);
+#endif
+
+#ifndef GL_NV_texture_expand_normal
+#define GL_NV_texture_expand_normal 1
+#endif
+
+#ifndef GL_NV_vertex_program2
+#define GL_NV_vertex_program2 1
+#endif
+
+#ifndef GL_ATI_map_object_buffer
+#define GL_ATI_map_object_buffer 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI GLvoid* APIENTRY glMapObjectBufferATI (GLuint);
+GLAPI void APIENTRY glUnmapObjectBufferATI (GLuint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef GLvoid* (APIENTRYP PFNGLMAPOBJECTBUFFERATIPROC) (GLuint buffer);
+typedef void (APIENTRYP PFNGLUNMAPOBJECTBUFFERATIPROC) (GLuint buffer);
+#endif
+
+#ifndef GL_ATI_separate_stencil
+#define GL_ATI_separate_stencil 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glStencilOpSeparateATI (GLenum, GLenum, GLenum, GLenum);
+GLAPI void APIENTRY glStencilFuncSeparateATI (GLenum, GLenum, GLint, GLuint);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLSTENCILOPSEPARATEATIPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
+typedef void (APIENTRYP PFNGLSTENCILFUNCSEPARATEATIPROC) (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask);
+#endif
+
+#ifndef GL_ATI_vertex_attrib_array_object
+#define GL_ATI_vertex_attrib_array_object 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glVertexAttribArrayObjectATI (GLuint, GLint, GLenum, GLboolean, GLsizei, GLuint, GLuint);
+GLAPI void APIENTRY glGetVertexAttribArrayObjectfvATI (GLuint, GLenum, GLfloat *);
+GLAPI void APIENTRY glGetVertexAttribArrayObjectivATI (GLuint, GLenum, GLint *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLVERTEXATTRIBARRAYOBJECTATIPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint buffer, GLuint offset);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC) (GLuint index, GLenum pname, GLfloat *params);
+typedef void (APIENTRYP PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC) (GLuint index, GLenum pname, GLint *params);
+#endif
+
+#ifndef GL_OES_read_format
+#define GL_OES_read_format 1
+#endif
+
+#ifndef GL_EXT_depth_bounds_test
+#define GL_EXT_depth_bounds_test 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glDepthBoundsEXT (GLclampd, GLclampd);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLDEPTHBOUNDSEXTPROC) (GLclampd zmin, GLclampd zmax);
+#endif
+
+#ifndef GL_EXT_texture_mirror_clamp
+#define GL_EXT_texture_mirror_clamp 1
+#endif
+
+#ifndef GL_EXT_blend_equation_separate
+#define GL_EXT_blend_equation_separate 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glBlendEquationSeparateEXT (GLenum, GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEEXTPROC) (GLenum modeRGB, GLenum modeAlpha);
+#endif
+
+#ifndef GL_MESA_pack_invert
+#define GL_MESA_pack_invert 1
+#endif
+
+#ifndef GL_MESA_ycbcr_texture
+#define GL_MESA_ycbcr_texture 1
+#endif
+
+#ifndef GL_EXT_pixel_buffer_object
+#define GL_EXT_pixel_buffer_object 1
+#endif
+
+#ifndef GL_NV_fragment_program_option
+#define GL_NV_fragment_program_option 1
+#endif
+
+#ifndef GL_NV_fragment_program2
+#define GL_NV_fragment_program2 1
+#endif
+
+#ifndef GL_NV_vertex_program2_option
+#define GL_NV_vertex_program2_option 1
+#endif
+
+#ifndef GL_NV_vertex_program3
+#define GL_NV_vertex_program3 1
+#endif
+
+#ifndef GL_EXT_framebuffer_object
+#define GL_EXT_framebuffer_object 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI GLboolean APIENTRY glIsRenderbufferEXT (GLuint);
+GLAPI void APIENTRY glBindRenderbufferEXT (GLenum, GLuint);
+GLAPI void APIENTRY glDeleteRenderbuffersEXT (GLsizei, const GLuint *);
+GLAPI void APIENTRY glGenRenderbuffersEXT (GLsizei, GLuint *);
+GLAPI void APIENTRY glRenderbufferStorageEXT (GLenum, GLenum, GLsizei, GLsizei);
+GLAPI void APIENTRY glGetRenderbufferParameterivEXT (GLenum, GLenum, GLint *);
+GLAPI GLboolean APIENTRY glIsFramebufferEXT (GLuint);
+GLAPI void APIENTRY glBindFramebufferEXT (GLenum, GLuint);
+GLAPI void APIENTRY glDeleteFramebuffersEXT (GLsizei, const GLuint *);
+GLAPI void APIENTRY glGenFramebuffersEXT (GLsizei, GLuint *);
+GLAPI GLenum APIENTRY glCheckFramebufferStatusEXT (GLenum);
+GLAPI void APIENTRY glFramebufferTexture1DEXT (GLenum, GLenum, GLenum, GLuint, GLint);
+GLAPI void APIENTRY glFramebufferTexture2DEXT (GLenum, GLenum, GLenum, GLuint, GLint);
+GLAPI void APIENTRY glFramebufferTexture3DEXT (GLenum, GLenum, GLenum, GLuint, GLint, GLint);
+GLAPI void APIENTRY glFramebufferRenderbufferEXT (GLenum, GLenum, GLenum, GLuint);
+GLAPI void APIENTRY glGetFramebufferAttachmentParameterivEXT (GLenum, GLenum, GLenum, GLint *);
+GLAPI void APIENTRY glGenerateMipmapEXT (GLenum);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef GLboolean (APIENTRYP PFNGLISRENDERBUFFEREXTPROC) (GLuint renderbuffer);
+typedef void (APIENTRYP PFNGLBINDRENDERBUFFEREXTPROC) (GLenum target, GLuint renderbuffer);
+typedef void (APIENTRYP PFNGLDELETERENDERBUFFERSEXTPROC) (GLsizei n, const GLuint *renderbuffers);
+typedef void (APIENTRYP PFNGLGENRENDERBUFFERSEXTPROC) (GLsizei n, GLuint *renderbuffers);
+typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
+typedef void (APIENTRYP PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params);
+typedef GLboolean (APIENTRYP PFNGLISFRAMEBUFFEREXTPROC) (GLuint framebuffer);
+typedef void (APIENTRYP PFNGLBINDFRAMEBUFFEREXTPROC) (GLenum target, GLuint framebuffer);
+typedef void (APIENTRYP PFNGLDELETEFRAMEBUFFERSEXTPROC) (GLsizei n, const GLuint *framebuffers);
+typedef void (APIENTRYP PFNGLGENFRAMEBUFFERSEXTPROC) (GLsizei n, GLuint *framebuffers);
+typedef GLenum (APIENTRYP PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC) (GLenum target);
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE1DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
+typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE3DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset);
+typedef void (APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
+typedef void (APIENTRYP PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC) (GLenum target, GLenum attachment, GLenum pname, GLint *params);
+typedef void (APIENTRYP PFNGLGENERATEMIPMAPEXTPROC) (GLenum target);
+#endif
+
+#ifndef GL_GREMEDY_string_marker
+#define GL_GREMEDY_string_marker 1
+#ifdef GL_GLEXT_PROTOTYPES
+GLAPI void APIENTRY glStringMarkerGREMEDY (GLsizei, const GLvoid *);
+#endif /* GL_GLEXT_PROTOTYPES */
+typedef void (APIENTRYP PFNGLSTRINGMARKERGREMEDYPROC) (GLsizei len, const GLvoid *string);
+#endif
+
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
+#endif /* NO_SDL_GLEXT */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_platform.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_platform.h
new file mode 100644 (file)
index 0000000..1bfee29
--- /dev/null
@@ -0,0 +1,100 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+/* Try to get a standard set of platform defines */
+
+#ifndef _SDL_platform_h
+#define _SDL_platform_h
+
+#if defined(_AIX)
+#undef __AIX__
+#define __AIX__                1
+#endif
+#if defined(__BEOS__)
+#undef __BEOS__
+#define __BEOS__       1
+#endif
+#if defined(bsdi) || defined(__bsdi) || defined(__bsdi__)
+#undef __BSDI__
+#define __BSDI__       1
+#endif
+#if defined(_arch_dreamcast)
+#undef __DREAMCAST__
+#define __DREAMCAST__  1
+#endif
+#if defined(__FreeBSD__) || defined(__DragonFly__)
+#undef __FREEBSD__
+#define __FREEBSD__    1
+#endif
+#if defined(hpux) || defined(__hpux) || defined(__hpux__)
+#undef __HPUX__
+#define __HPUX__       1
+#endif
+#if defined(sgi) || defined(__sgi) || defined(__sgi__) || defined(_SGI_SOURCE)
+#undef __IRIX__
+#define __IRIX__       1
+#endif
+#if defined(linux) || defined(__linux) || defined(__linux__)
+#undef __LINUX__
+#define __LINUX__      1
+#endif
+#if defined(__APPLE__)
+#undef __MACOSX__
+#define __MACOSX__     1
+#elif defined(macintosh)
+#undef __MACOS__
+#define __MACOS__      1
+#endif
+#if defined(__NetBSD__)
+#undef __NETBSD__
+#define __NETBSD__     1
+#endif
+#if defined(__OpenBSD__)
+#undef __OPENBSD__
+#define __OPENBSD__    1
+#endif
+#if defined(__OS2__)
+#undef __OS2__
+#define __OS2__                1
+#endif
+#if defined(osf) || defined(__osf) || defined(__osf__) || defined(_OSF_SOURCE)
+#undef __OSF__
+#define __OSF__                1
+#endif
+#if defined(__QNXNTO__)
+#undef __QNXNTO__
+#define __QNXNTO__     1
+#endif
+#if defined(riscos) || defined(__riscos) || defined(__riscos__)
+#undef __RISCOS__
+#define __RISCOS__     1
+#endif
+#if defined(__SVR4)
+#undef __SOLARIS__
+#define __SOLARIS__    1
+#endif
+#if defined(WIN32) || defined(_WIN32)
+#undef __WIN32__
+#define __WIN32__      1
+#endif
+
+#endif /* _SDL_platform_h */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_quit.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_quit.h
new file mode 100644 (file)
index 0000000..fcf40fb
--- /dev/null
@@ -0,0 +1,50 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+/* Include file for SDL quit event handling */
+
+#ifndef _SDL_quit_h
+#define _SDL_quit_h
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+
+/* 
+  An SDL_QUITEVENT is generated when the user tries to close the application
+  window.  If it is ignored or filtered out, the window will remain open.
+  If it is not ignored or filtered, it is queued normally and the window
+  is allowed to close.  When the window is closed, screen updates will 
+  complete, but have no effect.
+
+  SDL_Init() installs signal handlers for SIGINT (keyboard interrupt)
+  and SIGTERM (system termination request), if handlers do not already
+  exist, that generate SDL_QUITEVENT events as well.  There is no way
+  to determine the cause of an SDL_QUITEVENT, but setting a signal
+  handler in your application will override the default generation of
+  quit events for that signal.
+*/
+
+/* There are no functions directly affecting the quit event */
+#define SDL_QuitRequested() \
+        (SDL_PumpEvents(), SDL_PeepEvents(NULL,0,SDL_PEEKEVENT,SDL_QUITMASK))
+
+#endif /* _SDL_quit_h */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_rwops.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_rwops.h
new file mode 100644 (file)
index 0000000..8c17701
--- /dev/null
@@ -0,0 +1,144 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+/* This file provides a general interface for SDL to read and write
+   data sources.  It can easily be extended to files, memory, etc.
+*/
+
+#ifndef _SDL_rwops_h
+#define _SDL_rwops_h
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* This is the read/write operation structure -- very basic */
+
+typedef struct SDL_RWops {
+       /* Seek to 'offset' relative to whence, one of stdio's whence values:
+               SEEK_SET, SEEK_CUR, SEEK_END
+          Returns the final offset in the data source.
+        */
+       int (SDLCALL *seek)(struct SDL_RWops *context, int offset, int whence);
+
+       /* Read up to 'num' objects each of size 'objsize' from the data
+          source to the area pointed at by 'ptr'.
+          Returns the number of objects read, or -1 if the read failed.
+        */
+       int (SDLCALL *read)(struct SDL_RWops *context, void *ptr, int size, int maxnum);
+
+       /* Write exactly 'num' objects each of size 'objsize' from the area
+          pointed at by 'ptr' to data source.
+          Returns 'num', or -1 if the write failed.
+        */
+       int (SDLCALL *write)(struct SDL_RWops *context, const void *ptr, int size, int num);
+
+       /* Close and free an allocated SDL_FSops structure */
+       int (SDLCALL *close)(struct SDL_RWops *context);
+
+       Uint32 type;
+       union {
+#if defined(__WIN32__) && !defined(__SYMBIAN32__)
+           struct {
+               int   append;
+               void *h;
+               struct {
+                   void *data;
+                   int size;
+                   int left;
+               } buffer;
+           } win32io;
+#endif
+#ifdef HAVE_STDIO_H 
+           struct {
+               int autoclose;
+               FILE *fp;
+           } stdio;
+#endif
+           struct {
+               Uint8 *base;
+               Uint8 *here;
+               Uint8 *stop;
+           } mem;
+           struct {
+               void *data1;
+           } unknown;
+       } hidden;
+
+} SDL_RWops;
+
+
+/* Functions to create SDL_RWops structures from various data sources */
+
+extern DECLSPEC SDL_RWops * SDLCALL SDL_RWFromFile(const char *file, const char *mode);
+
+#ifdef HAVE_STDIO_H
+extern DECLSPEC SDL_RWops * SDLCALL SDL_RWFromFP(FILE *fp, int autoclose);
+#endif
+
+extern DECLSPEC SDL_RWops * SDLCALL SDL_RWFromMem(void *mem, int size);
+extern DECLSPEC SDL_RWops * SDLCALL SDL_RWFromConstMem(const void *mem, int size);
+
+extern DECLSPEC SDL_RWops * SDLCALL SDL_AllocRW(void);
+extern DECLSPEC void SDLCALL SDL_FreeRW(SDL_RWops *area);
+
+#define RW_SEEK_SET    0       /* Seek from the beginning of data */
+#define RW_SEEK_CUR    1       /* Seek relative to current read point */
+#define RW_SEEK_END    2       /* Seek relative to the end of data */
+
+/* Macros to easily read and write from an SDL_RWops structure */
+#define SDL_RWseek(ctx, offset, whence)        (ctx)->seek(ctx, offset, whence)
+#define SDL_RWtell(ctx)                        (ctx)->seek(ctx, 0, RW_SEEK_CUR)
+#define SDL_RWread(ctx, ptr, size, n)  (ctx)->read(ctx, ptr, size, n)
+#define SDL_RWwrite(ctx, ptr, size, n) (ctx)->write(ctx, ptr, size, n)
+#define SDL_RWclose(ctx)               (ctx)->close(ctx)
+
+
+/* Read an item of the specified endianness and return in native format */
+extern DECLSPEC Uint16 SDLCALL SDL_ReadLE16(SDL_RWops *src);
+extern DECLSPEC Uint16 SDLCALL SDL_ReadBE16(SDL_RWops *src);
+extern DECLSPEC Uint32 SDLCALL SDL_ReadLE32(SDL_RWops *src);
+extern DECLSPEC Uint32 SDLCALL SDL_ReadBE32(SDL_RWops *src);
+extern DECLSPEC Uint64 SDLCALL SDL_ReadLE64(SDL_RWops *src);
+extern DECLSPEC Uint64 SDLCALL SDL_ReadBE64(SDL_RWops *src);
+
+/* Write an item of native format to the specified endianness */
+extern DECLSPEC int SDLCALL SDL_WriteLE16(SDL_RWops *dst, Uint16 value);
+extern DECLSPEC int SDLCALL SDL_WriteBE16(SDL_RWops *dst, Uint16 value);
+extern DECLSPEC int SDLCALL SDL_WriteLE32(SDL_RWops *dst, Uint32 value);
+extern DECLSPEC int SDLCALL SDL_WriteBE32(SDL_RWops *dst, Uint32 value);
+extern DECLSPEC int SDLCALL SDL_WriteLE64(SDL_RWops *dst, Uint64 value);
+extern DECLSPEC int SDLCALL SDL_WriteBE64(SDL_RWops *dst, Uint64 value);
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* _SDL_rwops_h */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_stdinc.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_stdinc.h
new file mode 100644 (file)
index 0000000..e47c21d
--- /dev/null
@@ -0,0 +1,596 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+/* This is a general header that includes C language support */
+
+#ifndef _SDL_stdinc_h
+#define _SDL_stdinc_h
+
+#include "SDL_config.h"
+
+
+#ifdef HAVE_SYS_TYPES_H
+#include <sys/types.h>
+#endif
+#ifdef HAVE_STDIO_H
+#include <stdio.h>
+#endif
+#if defined(STDC_HEADERS)
+# include <stdlib.h>
+# include <stddef.h>
+# include <stdarg.h>
+#else
+# if defined(HAVE_STDLIB_H)
+#  include <stdlib.h>
+# elif defined(HAVE_MALLOC_H)
+#  include <malloc.h>
+# endif
+# if defined(HAVE_STDDEF_H)
+#  include <stddef.h>
+# endif
+# if defined(HAVE_STDARG_H)
+#  include <stdarg.h>
+# endif
+#endif
+#ifdef HAVE_STRING_H
+# if !defined(STDC_HEADERS) && defined(HAVE_MEMORY_H)
+#  include <memory.h>
+# endif
+# include <string.h>
+#endif
+#ifdef HAVE_STRINGS_H
+# include <strings.h>
+#endif
+#if defined(HAVE_INTTYPES_H)
+# include <inttypes.h>
+#elif defined(HAVE_STDINT_H)
+# include <stdint.h>
+#endif
+#ifdef HAVE_CTYPE_H
+# include <ctype.h>
+#endif
+#ifdef HAVE_ICONV_H
+# include <iconv.h>
+#endif
+
+/* The number of elements in an array */
+#define SDL_arraysize(array)   (sizeof(array)/sizeof(array[0]))
+#define SDL_TABLESIZE(table)   SDL_arraysize(table)
+
+/* Basic data types */
+typedef enum SDL_bool {
+       SDL_FALSE = 0,
+       SDL_TRUE  = 1
+} SDL_bool;
+
+typedef int8_t         Sint8;
+typedef uint8_t                Uint8;
+typedef int16_t                Sint16;
+typedef uint16_t       Uint16;
+typedef int32_t                Sint32;
+typedef uint32_t       Uint32;
+
+#ifdef SDL_HAS_64BIT_TYPE
+typedef int64_t                Sint64;
+#ifndef SYMBIAN32_GCCE
+typedef uint64_t       Uint64;
+#endif
+#else
+/* This is really just a hack to prevent the compiler from complaining */
+typedef struct {
+       Uint32 hi;
+       Uint32 lo;
+} Uint64, Sint64;
+#endif
+
+/* Make sure the types really have the right sizes */
+#define SDL_COMPILE_TIME_ASSERT(name, x)               \
+       typedef int SDL_dummy_ ## name[(x) * 2 - 1]
+
+SDL_COMPILE_TIME_ASSERT(uint8, sizeof(Uint8) == 1);
+SDL_COMPILE_TIME_ASSERT(sint8, sizeof(Sint8) == 1);
+SDL_COMPILE_TIME_ASSERT(uint16, sizeof(Uint16) == 2);
+SDL_COMPILE_TIME_ASSERT(sint16, sizeof(Sint16) == 2);
+SDL_COMPILE_TIME_ASSERT(uint32, sizeof(Uint32) == 4);
+SDL_COMPILE_TIME_ASSERT(sint32, sizeof(Sint32) == 4);
+SDL_COMPILE_TIME_ASSERT(uint64, sizeof(Uint64) == 8);
+SDL_COMPILE_TIME_ASSERT(sint64, sizeof(Sint64) == 8);
+
+/* Check to make sure enums are the size of ints, for structure packing.
+   For both Watcom C/C++ and Borland C/C++ the compiler option that makes
+   enums having the size of an int must be enabled.
+   This is "-b" for Borland C/C++ and "-ei" for Watcom C/C++ (v11).
+*/
+/* Enable enums always int in CodeWarrior (for MPW use "-enum int") */
+#ifdef __MWERKS__
+#pragma enumsalwaysint on
+#endif
+
+typedef enum {
+       DUMMY_ENUM_VALUE
+} SDL_DUMMY_ENUM;
+
+#ifndef __NDS__
+SDL_COMPILE_TIME_ASSERT(enum, sizeof(SDL_DUMMY_ENUM) == sizeof(int));
+#endif
+
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+#ifdef HAVE_MALLOC
+#define SDL_malloc     malloc
+#else
+extern DECLSPEC void * SDLCALL SDL_malloc(size_t size);
+#endif
+
+#ifdef HAVE_CALLOC
+#define SDL_calloc     calloc
+#else
+extern DECLSPEC void * SDLCALL SDL_calloc(size_t nmemb, size_t size);
+#endif
+
+#ifdef HAVE_REALLOC
+#define SDL_realloc    realloc
+#else
+extern DECLSPEC void * SDLCALL SDL_realloc(void *mem, size_t size);
+#endif
+
+#ifdef HAVE_FREE
+#define SDL_free       free
+#else
+extern DECLSPEC void SDLCALL SDL_free(void *mem);
+#endif
+
+#if defined(HAVE_ALLOCA) && !defined(alloca)
+# if defined(HAVE_ALLOCA_H)
+#  include <alloca.h>
+# elif defined(__GNUC__)
+#  define alloca __builtin_alloca
+# elif defined(_MSC_VER)
+#  include <malloc.h>
+#  define alloca _alloca
+# elif defined(__WATCOMC__)
+#  include <malloc.h>
+# elif defined(__BORLANDC__)
+#  include <malloc.h>
+# elif defined(__DMC__)
+#  include <stdlib.h>
+# elif defined(__AIX__)
+  #pragma alloca
+# elif defined(__MRC__)
+   void *alloca (unsigned);
+# else
+   char *alloca ();
+# endif
+#endif
+#ifdef HAVE_ALLOCA
+#define SDL_stack_alloc(type, count)    (type*)alloca(sizeof(type)*(count))
+#define SDL_stack_free(data)
+#else
+#define SDL_stack_alloc(type, count)    (type*)SDL_malloc(sizeof(type)*(count))
+#define SDL_stack_free(data)            SDL_free(data)
+#endif
+
+#ifdef HAVE_GETENV
+#define SDL_getenv     getenv
+#else
+extern DECLSPEC char * SDLCALL SDL_getenv(const char *name);
+#endif
+
+#ifdef HAVE_PUTENV
+#define SDL_putenv     putenv
+#else
+extern DECLSPEC int SDLCALL SDL_putenv(const char *variable);
+#endif
+
+#ifdef HAVE_QSORT
+#define SDL_qsort      qsort
+#else
+extern DECLSPEC void SDLCALL SDL_qsort(void *base, size_t nmemb, size_t size,
+           int (*compare)(const void *, const void *));
+#endif
+
+#ifdef HAVE_ABS
+#define SDL_abs                abs
+#else
+#define SDL_abs(X)     ((X) < 0 ? -(X) : (X))
+#endif
+
+#define SDL_min(x, y)  (((x) < (y)) ? (x) : (y))
+#define SDL_max(x, y)  (((x) > (y)) ? (x) : (y))
+
+#ifdef HAVE_CTYPE_H
+#define SDL_isdigit(X)  isdigit(X)
+#define SDL_isspace(X)  isspace(X)
+#define SDL_toupper(X)  toupper(X)
+#define SDL_tolower(X)  tolower(X)
+#else
+#define SDL_isdigit(X)  (((X) >= '0') && ((X) <= '9'))
+#define SDL_isspace(X)  (((X) == ' ') || ((X) == '\t') || ((X) == '\r') || ((X) == '\n'))
+#define SDL_toupper(X)  (((X) >= 'a') && ((X) <= 'z') ? ('A'+((X)-'a')) : (X))
+#define SDL_tolower(X)  (((X) >= 'A') && ((X) <= 'Z') ? ('a'+((X)-'A')) : (X))
+#endif
+
+#ifdef HAVE_MEMSET
+#define SDL_memset      memset
+#else
+extern DECLSPEC void * SDLCALL SDL_memset(void *dst, int c, size_t len);
+#endif
+
+#if defined(__GNUC__) && defined(i386)
+#define SDL_memset4(dst, val, len)                             \
+do {                                                           \
+       int u0, u1, u2;                                         \
+       __asm__ __volatile__ (                                  \
+               "cld\n\t"                                       \
+               "rep ; stosl\n\t"                               \
+               : "=&D" (u0), "=&a" (u1), "=&c" (u2)            \
+               : "0" (dst), "1" (val), "2" ((Uint32)(len))     \
+               : "memory" );                                   \
+} while(0)
+#endif
+#ifndef SDL_memset4
+#define SDL_memset4(dst, val, len)             \
+do {                                           \
+       unsigned _count = (len);                \
+       unsigned _n = (_count + 3) / 4;         \
+       Uint32 *_p = (Uint32 *)(dst);           \
+       Uint32 _val = (val);                    \
+        switch (_count % 4) {                  \
+        case 0: do {    *_p++ = _val;          \
+        case 3:         *_p++ = _val;          \
+        case 2:         *_p++ = _val;          \
+        case 1:         *_p++ = _val;          \
+               } while ( --_n );               \
+       }                                       \
+} while(0)
+#endif
+
+/* We can count on memcpy existing on Mac OS X and being well-tuned. */
+#if defined(__MACH__) && defined(__APPLE__)
+#define SDL_memcpy(dst, src, len) memcpy(dst, src, len)
+#elif defined(__GNUC__) && defined(i386)
+#define SDL_memcpy(dst, src, len)                                        \
+do {                                                                     \
+       int u0, u1, u2;                                                   \
+       __asm__ __volatile__ (                                            \
+               "cld\n\t"                                                 \
+               "rep ; movsl\n\t"                                         \
+               "testb $2,%b4\n\t"                                        \
+               "je 1f\n\t"                                               \
+               "movsw\n"                                                 \
+               "1:\ttestb $1,%b4\n\t"                                    \
+               "je 2f\n\t"                                               \
+               "movsb\n"                                                 \
+               "2:"                                                      \
+               : "=&c" (u0), "=&D" (u1), "=&S" (u2)                      \
+               : "0" ((unsigned)(len)/4), "q" (len), "1" (dst),"2" (src) \
+               : "memory" );                                             \
+} while(0)
+#endif
+#ifndef SDL_memcpy
+#ifdef HAVE_MEMCPY
+#define SDL_memcpy      memcpy
+#elif defined(HAVE_BCOPY)
+#define SDL_memcpy(d, s, n)    bcopy((s), (d), (n))
+#else
+extern DECLSPEC void * SDLCALL SDL_memcpy(void *dst, const void *src, size_t len);
+#endif
+#endif
+
+/* We can count on memcpy existing on Mac OS X and being well-tuned. */
+#if defined(__MACH__) && defined(__APPLE__)
+#define SDL_memcpy4(dst, src, len) memcpy(dst, src, (len)*4)
+#elif defined(__GNUC__) && defined(i386)
+#define SDL_memcpy4(dst, src, len)                             \
+do {                                                           \
+       int ecx, edi, esi;                                      \
+       __asm__ __volatile__ (                                  \
+               "cld\n\t"                                       \
+               "rep ; movsl"                                   \
+               : "=&c" (ecx), "=&D" (edi), "=&S" (esi)         \
+               : "0" ((unsigned)(len)), "1" (dst), "2" (src)   \
+               : "memory" );                                   \
+} while(0)
+#endif
+#ifndef SDL_memcpy4
+#define SDL_memcpy4(dst, src, len)     SDL_memcpy(dst, src, (len) << 2)
+#endif
+
+#if defined(__GNUC__) && defined(i386)
+#define SDL_revcpy(dst, src, len)                      \
+do {                                                   \
+       int u0, u1, u2;                                 \
+       char *dstp = (char *)(dst);                     \
+       char *srcp = (char *)(src);                     \
+       int n = (len);                                  \
+       if ( n >= 4 ) {                                 \
+       __asm__ __volatile__ (                          \
+               "std\n\t"                               \
+               "rep ; movsl\n\t"                       \
+               : "=&c" (u0), "=&D" (u1), "=&S" (u2)    \
+               : "0" (n >> 2),                         \
+                 "1" (dstp+(n-4)), "2" (srcp+(n-4))    \
+               : "memory" );                           \
+       }                                               \
+       switch (n & 3) {                                \
+               case 3: dstp[2] = srcp[2];              \
+               case 2: dstp[1] = srcp[1];              \
+               case 1: dstp[0] = srcp[0];              \
+                       break;                          \
+               default:                                \
+                       break;                          \
+       }                                               \
+} while(0)
+#endif
+#ifndef SDL_revcpy
+extern DECLSPEC void * SDLCALL SDL_revcpy(void *dst, const void *src, size_t len);
+#endif
+
+#ifdef HAVE_MEMMOVE
+#define SDL_memmove     memmove
+#elif defined(HAVE_BCOPY)
+#define SDL_memmove(d, s, n)   bcopy((s), (d), (n))
+#else
+#define SDL_memmove(dst, src, len)                     \
+do {                                                   \
+       if ( dst < src ) {                              \
+               SDL_memcpy(dst, src, len);              \
+       } else {                                        \
+               SDL_revcpy(dst, src, len);              \
+       }                                               \
+} while(0)
+#endif
+
+#ifdef HAVE_MEMCMP
+#define SDL_memcmp      memcmp
+#else
+extern DECLSPEC int SDLCALL SDL_memcmp(const void *s1, const void *s2, size_t len);
+#endif
+
+#ifdef HAVE_STRLEN
+#define SDL_strlen      strlen
+#else
+extern DECLSPEC size_t SDLCALL SDL_strlen(const char *string);
+#endif
+
+#ifdef HAVE_STRLCPY
+#define SDL_strlcpy     strlcpy
+#else
+extern DECLSPEC size_t SDLCALL SDL_strlcpy(char *dst, const char *src, size_t maxlen);
+#endif
+
+#ifdef HAVE_STRLCAT
+#define SDL_strlcat    strlcat
+#else
+extern DECLSPEC size_t SDLCALL SDL_strlcat(char *dst, const char *src, size_t maxlen);
+#endif
+
+#ifdef HAVE_STRDUP
+#define SDL_strdup     strdup
+#else
+extern DECLSPEC char * SDLCALL SDL_strdup(const char *string);
+#endif
+
+#ifdef HAVE__STRREV
+#define SDL_strrev      _strrev
+#else
+extern DECLSPEC char * SDLCALL SDL_strrev(char *string);
+#endif
+
+#ifdef HAVE__STRUPR
+#define SDL_strupr      _strupr
+#else
+extern DECLSPEC char * SDLCALL SDL_strupr(char *string);
+#endif
+
+#ifdef HAVE__STRLWR
+#define SDL_strlwr      _strlwr
+#else
+extern DECLSPEC char * SDLCALL SDL_strlwr(char *string);
+#endif
+
+#ifdef HAVE_STRCHR
+#define SDL_strchr      strchr
+#elif defined(HAVE_INDEX)
+#define SDL_strchr      index
+#else
+extern DECLSPEC char * SDLCALL SDL_strchr(const char *string, int c);
+#endif
+
+#ifdef HAVE_STRRCHR
+#define SDL_strrchr     strrchr
+#elif defined(HAVE_RINDEX)
+#define SDL_strrchr     rindex
+#else
+extern DECLSPEC char * SDLCALL SDL_strrchr(const char *string, int c);
+#endif
+
+#ifdef HAVE_STRSTR
+#define SDL_strstr      strstr
+#else
+extern DECLSPEC char * SDLCALL SDL_strstr(const char *haystack, const char *needle);
+#endif
+
+#ifdef HAVE_ITOA
+#define SDL_itoa        itoa
+#else
+#define SDL_itoa(value, string, radix) SDL_ltoa((long)value, string, radix)
+#endif
+
+#ifdef HAVE__LTOA
+#define SDL_ltoa        _ltoa
+#else
+extern DECLSPEC char * SDLCALL SDL_ltoa(long value, char *string, int radix);
+#endif
+
+#ifdef HAVE__UITOA
+#define SDL_uitoa       _uitoa
+#else
+#define SDL_uitoa(value, string, radix)        SDL_ultoa((long)value, string, radix)
+#endif
+
+#ifdef HAVE__ULTOA
+#define SDL_ultoa       _ultoa
+#else
+extern DECLSPEC char * SDLCALL SDL_ultoa(unsigned long value, char *string, int radix);
+#endif
+
+#ifdef HAVE_STRTOL
+#define SDL_strtol      strtol
+#else
+extern DECLSPEC long SDLCALL SDL_strtol(const char *string, char **endp, int base);
+#endif
+
+#ifdef HAVE_STRTOUL
+#define SDL_strtoul      strtoul
+#else
+extern DECLSPEC unsigned long SDLCALL SDL_strtoul(const char *string, char **endp, int base);
+#endif
+
+#ifdef SDL_HAS_64BIT_TYPE
+
+#ifdef HAVE__I64TOA
+#define SDL_lltoa       _i64toa
+#else
+extern DECLSPEC char* SDLCALL SDL_lltoa(Sint64 value, char *string, int radix);
+#endif
+
+#ifdef HAVE__UI64TOA
+#define SDL_ulltoa      _ui64toa
+#else
+extern DECLSPEC char* SDLCALL SDL_ulltoa(Uint64 value, char *string, int radix);
+#endif
+
+#ifdef HAVE_STRTOLL
+#define SDL_strtoll     strtoll
+#else
+extern DECLSPEC Sint64 SDLCALL SDL_strtoll(const char *string, char **endp, int base);
+#endif
+
+#ifdef HAVE_STRTOULL
+#define SDL_strtoull     strtoull
+#else
+extern DECLSPEC Uint64 SDLCALL SDL_strtoull(const char *string, char **endp, int base);
+#endif
+
+#endif /* SDL_HAS_64BIT_TYPE */
+
+#ifdef HAVE_STRTOD
+#define SDL_strtod      strtod
+#else
+extern DECLSPEC double SDLCALL SDL_strtod(const char *string, char **endp);
+#endif
+
+#ifdef HAVE_ATOI
+#define SDL_atoi        atoi
+#else
+#define SDL_atoi(X)     SDL_strtol(X, NULL, 0)
+#endif
+
+#ifdef HAVE_ATOF
+#define SDL_atof        atof
+#else
+#define SDL_atof(X)     SDL_strtod(X, NULL)
+#endif
+
+#ifdef HAVE_STRCMP
+#define SDL_strcmp      strcmp
+#else
+extern DECLSPEC int SDLCALL SDL_strcmp(const char *str1, const char *str2);
+#endif
+
+#ifdef HAVE_STRNCMP
+#define SDL_strncmp     strncmp
+#else
+extern DECLSPEC int SDLCALL SDL_strncmp(const char *str1, const char *str2, size_t maxlen);
+#endif
+
+#ifdef HAVE_STRCASECMP
+#define SDL_strcasecmp  strcasecmp
+#elif defined(HAVE__STRICMP)
+#define SDL_strcasecmp  _stricmp
+#else
+extern DECLSPEC int SDLCALL SDL_strcasecmp(const char *str1, const char *str2);
+#endif
+
+#ifdef HAVE_STRNCASECMP
+#define SDL_strncasecmp strncasecmp
+#elif defined(HAVE__STRNICMP)
+#define SDL_strncasecmp _strnicmp
+#else
+extern DECLSPEC int SDLCALL SDL_strncasecmp(const char *str1, const char *str2, size_t maxlen);
+#endif
+
+#ifdef HAVE_SSCANF
+#define SDL_sscanf      sscanf
+#else
+extern DECLSPEC int SDLCALL SDL_sscanf(const char *text, const char *fmt, ...);
+#endif
+
+#ifdef HAVE_SNPRINTF
+#define SDL_snprintf    snprintf
+#else
+extern DECLSPEC int SDLCALL SDL_snprintf(char *text, size_t maxlen, const char *fmt, ...);
+#endif
+
+#ifdef HAVE_VSNPRINTF
+#define SDL_vsnprintf   vsnprintf
+#else
+extern DECLSPEC int SDLCALL SDL_vsnprintf(char *text, size_t maxlen, const char *fmt, va_list ap);
+#endif
+
+/* The SDL implementation of iconv() returns these error codes */
+#define SDL_ICONV_ERROR                (size_t)-1
+#define SDL_ICONV_E2BIG                (size_t)-2
+#define SDL_ICONV_EILSEQ       (size_t)-3
+#define SDL_ICONV_EINVAL       (size_t)-4
+
+#ifdef HAVE_ICONV
+#define SDL_iconv_t     iconv_t
+#define SDL_iconv_open  iconv_open
+#define SDL_iconv_close iconv_close
+#else
+typedef struct _SDL_iconv_t *SDL_iconv_t;
+extern DECLSPEC SDL_iconv_t SDLCALL SDL_iconv_open(const char *tocode, const char *fromcode);
+extern DECLSPEC int SDLCALL SDL_iconv_close(SDL_iconv_t cd);
+#endif
+extern DECLSPEC size_t SDLCALL SDL_iconv(SDL_iconv_t cd, const char **inbuf, size_t *inbytesleft, char **outbuf, size_t *outbytesleft);
+/* This function converts a string between encodings in one pass, returning a
+   string that must be freed with SDL_free() or NULL on error.
+*/
+extern DECLSPEC char * SDLCALL SDL_iconv_string(const char *tocode, const char *fromcode, const char *inbuf, size_t inbytesleft);
+#define SDL_iconv_utf8_locale(S)       SDL_iconv_string("", "UTF-8", S, SDL_strlen(S)+1)
+#define SDL_iconv_utf8_ucs2(S)         (Uint16 *)SDL_iconv_string("UCS-2", "UTF-8", S, SDL_strlen(S)+1)
+#define SDL_iconv_utf8_ucs4(S)         (Uint32 *)SDL_iconv_string("UCS-4", "UTF-8", S, SDL_strlen(S)+1)
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* _SDL_stdinc_h */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_syswm.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_syswm.h
new file mode 100644 (file)
index 0000000..010dd1b
--- /dev/null
@@ -0,0 +1,214 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+/* Include file for SDL custom system window manager hooks */
+
+#ifndef _SDL_syswm_h
+#define _SDL_syswm_h
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+#include "SDL_version.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* Your application has access to a special type of event 'SDL_SYSWMEVENT',
+   which contains window-manager specific information and arrives whenever
+   an unhandled window event occurs.  This event is ignored by default, but
+   you can enable it with SDL_EventState()
+*/
+#ifdef SDL_PROTOTYPES_ONLY
+struct SDL_SysWMinfo;
+typedef struct SDL_SysWMinfo SDL_SysWMinfo;
+#else
+
+/* This is the structure for custom window manager events */
+#if defined(SDL_VIDEO_DRIVER_X11)
+#if defined(__APPLE__) && defined(__MACH__)
+/* conflicts with Quickdraw.h */
+#define Cursor X11Cursor
+#endif
+
+#include <X11/Xlib.h>
+#include <X11/Xatom.h>
+
+#if defined(__APPLE__) && defined(__MACH__)
+/* matches the re-define above */
+#undef Cursor
+#endif
+
+/* These are the various supported subsystems under UNIX */
+typedef enum {
+       SDL_SYSWM_X11
+} SDL_SYSWM_TYPE;
+
+/* The UNIX custom event structure */
+struct SDL_SysWMmsg {
+       SDL_version version;
+       SDL_SYSWM_TYPE subsystem;
+       union {
+           XEvent xevent;
+       } event;
+};
+
+/* The UNIX custom window manager information structure.
+   When this structure is returned, it holds information about which
+   low level system it is using, and will be one of SDL_SYSWM_TYPE.
+ */
+typedef struct SDL_SysWMinfo {
+       SDL_version version;
+       SDL_SYSWM_TYPE subsystem;
+       union {
+           struct {
+               Display *display;       /* The X11 display */
+               Window window;          /* The X11 display window */
+               /* These locking functions should be called around
+                   any X11 functions using the display variable, 
+                   but not the gfxdisplay variable.
+                   They lock the event thread, so should not be
+                  called around event functions or from event filters.
+                */
+               void (*lock_func)(void);
+               void (*unlock_func)(void);
+
+               /* Introduced in SDL 1.0.2 */
+               Window fswindow;        /* The X11 fullscreen window */
+               Window wmwindow;        /* The X11 managed input window */
+
+               /* Introduced in SDL 1.2.12 */
+               Display *gfxdisplay;    /* The X11 display to which rendering is done */
+           } x11;
+       } info;
+} SDL_SysWMinfo;
+
+#elif defined(SDL_VIDEO_DRIVER_NANOX)
+#include <microwin/nano-X.h>
+
+/* The generic custom event structure */
+struct SDL_SysWMmsg {
+       SDL_version version;
+       int data;
+};
+
+/* The windows custom window manager information structure */
+typedef struct SDL_SysWMinfo {
+       SDL_version version ;
+       GR_WINDOW_ID window ;   /* The display window */
+} SDL_SysWMinfo;
+
+#elif defined(SDL_VIDEO_DRIVER_WINDIB) || defined(SDL_VIDEO_DRIVER_DDRAW) || defined(SDL_VIDEO_DRIVER_GAPI)
+#define WIN32_LEAN_AND_MEAN
+#include <windows.h>
+
+/* The windows custom event structure */
+struct SDL_SysWMmsg {
+       SDL_version version;
+       HWND hwnd;                      /* The window for the message */
+       UINT msg;                       /* The type of message */
+       WPARAM wParam;                  /* WORD message parameter */
+       LPARAM lParam;                  /* LONG message parameter */
+};
+
+/* The windows custom window manager information structure */
+typedef struct SDL_SysWMinfo {
+       SDL_version version;
+       HWND window;                    /* The Win32 display window */
+       HGLRC hglrc;                    /* The OpenGL context, if any */
+} SDL_SysWMinfo;
+
+#elif defined(SDL_VIDEO_DRIVER_RISCOS)
+
+/* RISC OS custom event structure */
+struct SDL_SysWMmsg {
+       SDL_version version;
+       int eventCode;          /* The window for the message */
+       int pollBlock[64];
+};
+
+/* The RISC OS custom window manager information structure */
+typedef struct SDL_SysWMinfo {
+       SDL_version version;
+       int wimpVersion;    /* Wimp version running under */
+       int taskHandle;     /* The RISC OS task handle */
+       int window;             /* The RISC OS display window */
+} SDL_SysWMinfo;
+
+#elif defined(SDL_VIDEO_DRIVER_PHOTON)
+#include <sys/neutrino.h>
+#include <Ph.h>
+
+/* The QNX custom event structure */
+struct SDL_SysWMmsg {
+       SDL_version version;
+       int data;
+};
+
+/* The QNX custom window manager information structure */
+typedef struct SDL_SysWMinfo {
+       SDL_version version;
+       int data;
+} SDL_SysWMinfo;
+
+#else
+
+/* The generic custom event structure */
+struct SDL_SysWMmsg {
+       SDL_version version;
+       int data;
+};
+
+/* The generic custom window manager information structure */
+typedef struct SDL_SysWMinfo {
+       SDL_version version;
+       int data;
+} SDL_SysWMinfo;
+
+#endif /* video driver type */
+
+#endif /* SDL_PROTOTYPES_ONLY */
+
+/* Function prototypes */
+/*
+ * This function gives you custom hooks into the window manager information.
+ * It fills the structure pointed to by 'info' with custom information and
+ * returns 1 if the function is implemented.  If it's not implemented, or
+ * the version member of the 'info' structure is invalid, it returns 0. 
+ *
+ * You typically use this function like this:
+ * SDL_SysWMInfo info;
+ * SDL_VERSION(&info.version);
+ * if ( SDL_GetWMInfo(&info) ) { ... }
+ */
+extern DECLSPEC int SDLCALL SDL_GetWMInfo(SDL_SysWMinfo *info);
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* _SDL_syswm_h */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_thread.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_thread.h
new file mode 100644 (file)
index 0000000..403ee46
--- /dev/null
@@ -0,0 +1,119 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+#ifndef _SDL_thread_h
+#define _SDL_thread_h
+
+/* Header for the SDL thread management routines 
+
+       These are independent of the other SDL routines.
+*/
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+
+/* Thread synchronization primitives */
+#include "SDL_mutex.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* The SDL thread structure, defined in SDL_thread.c */
+struct SDL_Thread;
+typedef struct SDL_Thread SDL_Thread;
+
+/* Create a thread */
+#if ((defined(__WIN32__) && !defined(HAVE_LIBC)) || defined(__OS2__)) &&  !defined(__SYMBIAN32__)
+/*
+   We compile SDL into a DLL on OS/2. This means, that it's the DLL which
+   creates a new thread for the calling process with the SDL_CreateThread()
+   API. There is a problem with this, that only the RTL of the SDL.DLL will
+   be initialized for those threads, and not the RTL of the calling application!
+   To solve this, we make a little hack here.
+   We'll always use the caller's _beginthread() and _endthread() APIs to
+   start a new thread. This way, if it's the SDL.DLL which uses this API,
+   then the RTL of SDL.DLL will be used to create the new thread, and if it's
+   the application, then the RTL of the application will be used.
+   So, in short:
+   Always use the _beginthread() and _endthread() of the calling runtime library!
+*/
+#define SDL_PASSED_BEGINTHREAD_ENDTHREAD
+#ifndef _WIN32_WCE
+#include <process.h> /* This has _beginthread() and _endthread() defined! */
+#endif
+
+#ifdef __OS2__
+typedef int (*pfnSDL_CurrentBeginThread)(void (*func)(void *), void *, unsigned, void *arg); 
+typedef void (*pfnSDL_CurrentEndThread)(void);
+#elif __GNUC__
+typedef unsigned long (__cdecl *pfnSDL_CurrentBeginThread) (void *, unsigned,
+        unsigned (__stdcall *func)(void *), void *arg, 
+        unsigned, unsigned *threadID);
+typedef void (__cdecl *pfnSDL_CurrentEndThread)(unsigned code);
+#else
+typedef uintptr_t (__cdecl *pfnSDL_CurrentBeginThread) (void *, unsigned,
+        unsigned (__stdcall *func)(void *), void *arg, 
+        unsigned, unsigned *threadID);
+typedef void (__cdecl *pfnSDL_CurrentEndThread)(unsigned code);
+#endif
+
+extern DECLSPEC SDL_Thread * SDLCALL SDL_CreateThread(int (SDLCALL *fn)(void *), void *data, pfnSDL_CurrentBeginThread pfnBeginThread, pfnSDL_CurrentEndThread pfnEndThread);
+
+#ifdef __OS2__
+#define SDL_CreateThread(fn, data) SDL_CreateThread(fn, data, _beginthread, _endthread)
+#elif defined(_WIN32_WCE)
+#define SDL_CreateThread(fn, data) SDL_CreateThread(fn, data, NULL, NULL)
+#else
+#define SDL_CreateThread(fn, data) SDL_CreateThread(fn, data, _beginthreadex, _endthreadex)
+#endif
+#else
+extern DECLSPEC SDL_Thread * SDLCALL SDL_CreateThread(int (SDLCALL *fn)(void *), void *data);
+#endif
+
+/* Get the 32-bit thread identifier for the current thread */
+extern DECLSPEC Uint32 SDLCALL SDL_ThreadID(void);
+
+/* Get the 32-bit thread identifier for the specified thread,
+   equivalent to SDL_ThreadID() if the specified thread is NULL.
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_GetThreadID(SDL_Thread *thread);
+
+/* Wait for a thread to finish.
+   The return code for the thread function is placed in the area
+   pointed to by 'status', if 'status' is not NULL.
+ */
+extern DECLSPEC void SDLCALL SDL_WaitThread(SDL_Thread *thread, int *status);
+
+/* Forcefully kill a thread without worrying about its state */
+extern DECLSPEC void SDLCALL SDL_KillThread(SDL_Thread *thread);
+
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* _SDL_thread_h */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_timer.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_timer.h
new file mode 100644 (file)
index 0000000..d21159f
--- /dev/null
@@ -0,0 +1,115 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+#ifndef _SDL_timer_h
+#define _SDL_timer_h
+
+/* Header for the SDL time management routines */
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* This is the OS scheduler timeslice, in milliseconds */
+#define SDL_TIMESLICE          10
+
+/* This is the maximum resolution of the SDL timer on all platforms */
+#define TIMER_RESOLUTION       10      /* Experimentally determined */
+
+/* Get the number of milliseconds since the SDL library initialization.
+ * Note that this value wraps if the program runs for more than ~49 days.
+ */ 
+extern DECLSPEC Uint32 SDLCALL SDL_GetTicks(void);
+
+/* Wait a specified number of milliseconds before returning */
+extern DECLSPEC void SDLCALL SDL_Delay(Uint32 ms);
+
+/* Function prototype for the timer callback function */
+typedef Uint32 (SDLCALL *SDL_TimerCallback)(Uint32 interval);
+
+/* Set a callback to run after the specified number of milliseconds has
+ * elapsed. The callback function is passed the current timer interval
+ * and returns the next timer interval.  If the returned value is the 
+ * same as the one passed in, the periodic alarm continues, otherwise a
+ * new alarm is scheduled.  If the callback returns 0, the periodic alarm
+ * is cancelled.
+ *
+ * To cancel a currently running timer, call SDL_SetTimer(0, NULL);
+ *
+ * The timer callback function may run in a different thread than your
+ * main code, and so shouldn't call any functions from within itself.
+ *
+ * The maximum resolution of this timer is 10 ms, which means that if
+ * you request a 16 ms timer, your callback will run approximately 20 ms
+ * later on an unloaded system.  If you wanted to set a flag signaling
+ * a frame update at 30 frames per second (every 33 ms), you might set a 
+ * timer for 30 ms:
+ *   SDL_SetTimer((33/10)*10, flag_update);
+ *
+ * If you use this function, you need to pass SDL_INIT_TIMER to SDL_Init().
+ *
+ * Under UNIX, you should not use raise or use SIGALRM and this function
+ * in the same program, as it is implemented using setitimer().  You also
+ * should not use this function in multi-threaded applications as signals
+ * to multi-threaded apps have undefined behavior in some implementations.
+ *
+ * This function returns 0 if successful, or -1 if there was an error.
+ */
+extern DECLSPEC int SDLCALL SDL_SetTimer(Uint32 interval, SDL_TimerCallback callback);
+
+/* New timer API, supports multiple timers
+ * Written by Stephane Peter <megastep@lokigames.com>
+ */
+
+/* Function prototype for the new timer callback function.
+ * The callback function is passed the current timer interval and returns
+ * the next timer interval.  If the returned value is the same as the one
+ * passed in, the periodic alarm continues, otherwise a new alarm is
+ * scheduled.  If the callback returns 0, the periodic alarm is cancelled.
+ */
+typedef Uint32 (SDLCALL *SDL_NewTimerCallback)(Uint32 interval, void *param);
+
+/* Definition of the timer ID type */
+typedef struct _SDL_TimerID *SDL_TimerID;
+
+/* Add a new timer to the pool of timers already running.
+   Returns a timer ID, or NULL when an error occurs.
+ */
+extern DECLSPEC SDL_TimerID SDLCALL SDL_AddTimer(Uint32 interval, SDL_NewTimerCallback callback, void *param);
+
+/* Remove one of the multiple timers knowing its ID.
+ * Returns a boolean value indicating success.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_RemoveTimer(SDL_TimerID t);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* _SDL_timer_h */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_types.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_types.h
new file mode 100644 (file)
index 0000000..853b9ce
--- /dev/null
@@ -0,0 +1,24 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+/* DEPRECATED */
+#include "SDL_stdinc.h"
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_version.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_version.h
new file mode 100644 (file)
index 0000000..9ff0fa8
--- /dev/null
@@ -0,0 +1,85 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+/* This header defines the current SDL version */
+
+#ifndef _SDL_version_h
+#define _SDL_version_h
+
+#include "SDL_stdinc.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* Printable format: "%d.%d.%d", MAJOR, MINOR, PATCHLEVEL
+*/
+#define SDL_MAJOR_VERSION      1
+#define SDL_MINOR_VERSION      2
+#define SDL_PATCHLEVEL         13
+
+typedef struct SDL_version {
+       Uint8 major;
+       Uint8 minor;
+       Uint8 patch;
+} SDL_version;
+
+/* This macro can be used to fill a version structure with the compile-time
+ * version of the SDL library.
+ */
+#define SDL_VERSION(X)                                                 \
+{                                                                      \
+       (X)->major = SDL_MAJOR_VERSION;                                 \
+       (X)->minor = SDL_MINOR_VERSION;                                 \
+       (X)->patch = SDL_PATCHLEVEL;                                    \
+}
+
+/* This macro turns the version numbers into a numeric value:
+   (1,2,3) -> (1203)
+   This assumes that there will never be more than 100 patchlevels
+*/
+#define SDL_VERSIONNUM(X, Y, Z)                                                \
+       ((X)*1000 + (Y)*100 + (Z))
+
+/* This is the version number macro for the current SDL version */
+#define SDL_COMPILEDVERSION \
+       SDL_VERSIONNUM(SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_PATCHLEVEL)
+
+/* This macro will evaluate to true if compiled with SDL at least X.Y.Z */
+#define SDL_VERSION_ATLEAST(X, Y, Z) \
+       (SDL_COMPILEDVERSION >= SDL_VERSIONNUM(X, Y, Z))
+
+/* This function gets the version of the dynamically linked SDL library.
+   it should NOT be used to fill a version structure, instead you should
+   use the SDL_Version() macro.
+ */
+extern DECLSPEC const SDL_version * SDLCALL SDL_Linked_Version(void);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* _SDL_version_h */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_video.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/SDL_video.h
new file mode 100644 (file)
index 0000000..f6bacce
--- /dev/null
@@ -0,0 +1,891 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2006 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Lesser General Public
+    License as published by the Free Software Foundation; either
+    version 2.1 of the License, or (at your option) any later version.
+
+    This library 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
+    Lesser General Public License for more details.
+
+    You should have received a copy of the GNU Lesser General Public
+    License along with this library; if not, write to the Free Software
+    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+/* Header file for access to the SDL raw framebuffer window */
+
+#ifndef _SDL_video_h
+#define _SDL_video_h
+
+#include "SDL_stdinc.h"
+#include "SDL_error.h"
+#include "SDL_rwops.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* Transparency definitions: These define alpha as the opacity of a surface */
+#define SDL_ALPHA_OPAQUE 255
+#define SDL_ALPHA_TRANSPARENT 0
+
+/* Useful data types */
+typedef struct SDL_Rect {
+       Sint16 x, y;
+       Uint16 w, h;
+} SDL_Rect;
+
+typedef struct SDL_Color {
+       Uint8 r;
+       Uint8 g;
+       Uint8 b;
+       Uint8 unused;
+} SDL_Color;
+#define SDL_Colour SDL_Color
+
+typedef struct SDL_Palette {
+       int       ncolors;
+       SDL_Color *colors;
+} SDL_Palette;
+
+/* Everything in the pixel format structure is read-only */
+typedef struct SDL_PixelFormat {
+       SDL_Palette *palette;
+       Uint8  BitsPerPixel;
+       Uint8  BytesPerPixel;
+       Uint8  Rloss;
+       Uint8  Gloss;
+       Uint8  Bloss;
+       Uint8  Aloss;
+       Uint8  Rshift;
+       Uint8  Gshift;
+       Uint8  Bshift;
+       Uint8  Ashift;
+       Uint32 Rmask;
+       Uint32 Gmask;
+       Uint32 Bmask;
+       Uint32 Amask;
+
+       /* RGB color key information */
+       Uint32 colorkey;
+       /* Alpha value information (per-surface alpha) */
+       Uint8  alpha;
+} SDL_PixelFormat;
+
+/* This structure should be treated as read-only, except for 'pixels',
+   which, if not NULL, contains the raw pixel data for the surface.
+*/
+typedef struct SDL_Surface {
+       Uint32 flags;                           /* Read-only */
+       SDL_PixelFormat *format;                /* Read-only */
+       int w, h;                               /* Read-only */
+       Uint16 pitch;                           /* Read-only */
+       void *pixels;                           /* Read-write */
+       int offset;                             /* Private */
+
+       /* Hardware-specific surface info */
+       struct private_hwdata *hwdata;
+
+       /* clipping information */
+       SDL_Rect clip_rect;                     /* Read-only */
+       Uint32 unused1;                         /* for binary compatibility */
+
+       /* Allow recursive locks */
+       Uint32 locked;                          /* Private */
+
+       /* info for fast blit mapping to other surfaces */
+       struct SDL_BlitMap *map;                /* Private */
+
+       /* format version, bumped at every change to invalidate blit maps */
+       unsigned int format_version;            /* Private */
+
+       /* Reference count -- used when freeing surface */
+       int refcount;                           /* Read-mostly */
+} SDL_Surface;
+
+/* These are the currently supported flags for the SDL_surface */
+/* Available for SDL_CreateRGBSurface() or SDL_SetVideoMode() */
+#define SDL_SWSURFACE  0x00000000      /* Surface is in system memory */
+#define SDL_HWSURFACE  0x00000001      /* Surface is in video memory */
+#define SDL_ASYNCBLIT  0x00000004      /* Use asynchronous blits if possible */
+/* Available for SDL_SetVideoMode() */
+#define SDL_ANYFORMAT  0x10000000      /* Allow any video depth/pixel-format */
+#define SDL_HWPALETTE  0x20000000      /* Surface has exclusive palette */
+#define SDL_DOUBLEBUF  0x40000000      /* Set up double-buffered video mode */
+#define SDL_FULLSCREEN 0x80000000      /* Surface is a full screen display */
+#define SDL_OPENGL      0x00000002      /* Create an OpenGL rendering context */
+#define SDL_OPENGLBLIT 0x0000000A      /* Create an OpenGL rendering context and use it for blitting */
+#define SDL_RESIZABLE  0x00000010      /* This video mode may be resized */
+#define SDL_NOFRAME    0x00000020      /* No window caption or edge frame */
+/* Used internally (read-only) */
+#define SDL_HWACCEL    0x00000100      /* Blit uses hardware acceleration */
+#define SDL_SRCCOLORKEY        0x00001000      /* Blit uses a source color key */
+#define SDL_RLEACCELOK 0x00002000      /* Private flag */
+#define SDL_RLEACCEL   0x00004000      /* Surface is RLE encoded */
+#define SDL_SRCALPHA   0x00010000      /* Blit uses source alpha blending */
+#define SDL_PREALLOC   0x01000000      /* Surface uses preallocated memory */
+
+/* Evaluates to true if the surface needs to be locked before access */
+#define SDL_MUSTLOCK(surface)  \
+  (surface->offset ||          \
+  ((surface->flags & (SDL_HWSURFACE|SDL_ASYNCBLIT|SDL_RLEACCEL)) != 0))
+
+/* typedef for private surface blitting functions */
+typedef int (*SDL_blit)(struct SDL_Surface *src, SDL_Rect *srcrect,
+                       struct SDL_Surface *dst, SDL_Rect *dstrect);
+
+
+/* Useful for determining the video hardware capabilities */
+typedef struct SDL_VideoInfo {
+       Uint32 hw_available :1; /* Flag: Can you create hardware surfaces? */
+       Uint32 wm_available :1; /* Flag: Can you talk to a window manager? */
+       Uint32 UnusedBits1  :6;
+       Uint32 UnusedBits2  :1;
+       Uint32 blit_hw      :1; /* Flag: Accelerated blits HW --> HW */
+       Uint32 blit_hw_CC   :1; /* Flag: Accelerated blits with Colorkey */
+       Uint32 blit_hw_A    :1; /* Flag: Accelerated blits with Alpha */
+       Uint32 blit_sw      :1; /* Flag: Accelerated blits SW --> HW */
+       Uint32 blit_sw_CC   :1; /* Flag: Accelerated blits with Colorkey */
+       Uint32 blit_sw_A    :1; /* Flag: Accelerated blits with Alpha */
+       Uint32 blit_fill    :1; /* Flag: Accelerated color fill */
+       Uint32 UnusedBits3  :16;
+       Uint32 video_mem;       /* The total amount of video memory (in K) */
+       SDL_PixelFormat *vfmt;  /* Value: The format of the video surface */
+       int    current_w;       /* Value: The current video mode width */
+       int    current_h;       /* Value: The current video mode height */
+} SDL_VideoInfo;
+
+
+/* The most common video overlay formats.
+   For an explanation of these pixel formats, see:
+       http://www.webartz.com/fourcc/indexyuv.htm
+
+   For information on the relationship between color spaces, see:
+   http://www.neuro.sfc.keio.ac.jp/~aly/polygon/info/color-space-faq.html
+ */
+#define SDL_YV12_OVERLAY  0x32315659   /* Planar mode: Y + V + U  (3 planes) */
+#define SDL_IYUV_OVERLAY  0x56555949   /* Planar mode: Y + U + V  (3 planes) */
+#define SDL_YUY2_OVERLAY  0x32595559   /* Packed mode: Y0+U0+Y1+V0 (1 plane) */
+#define SDL_UYVY_OVERLAY  0x59565955   /* Packed mode: U0+Y0+V0+Y1 (1 plane) */
+#define SDL_YVYU_OVERLAY  0x55595659   /* Packed mode: Y0+V0+Y1+U0 (1 plane) */
+
+/* The YUV hardware video overlay */
+typedef struct SDL_Overlay {
+       Uint32 format;                          /* Read-only */
+       int w, h;                               /* Read-only */
+       int planes;                             /* Read-only */
+       Uint16 *pitches;                        /* Read-only */
+       Uint8 **pixels;                         /* Read-write */
+
+       /* Hardware-specific surface info */
+       struct private_yuvhwfuncs *hwfuncs;
+       struct private_yuvhwdata *hwdata;
+
+       /* Special flags */
+       Uint32 hw_overlay :1;   /* Flag: This overlay hardware accelerated? */
+       Uint32 UnusedBits :31;
+} SDL_Overlay;
+
+
+/* Public enumeration for setting the OpenGL window attributes. */
+typedef enum {
+    SDL_GL_RED_SIZE,
+    SDL_GL_GREEN_SIZE,
+    SDL_GL_BLUE_SIZE,
+    SDL_GL_ALPHA_SIZE,
+    SDL_GL_BUFFER_SIZE,
+    SDL_GL_DOUBLEBUFFER,
+    SDL_GL_DEPTH_SIZE,
+    SDL_GL_STENCIL_SIZE,
+    SDL_GL_ACCUM_RED_SIZE,
+    SDL_GL_ACCUM_GREEN_SIZE,
+    SDL_GL_ACCUM_BLUE_SIZE,
+    SDL_GL_ACCUM_ALPHA_SIZE,
+    SDL_GL_STEREO,
+    SDL_GL_MULTISAMPLEBUFFERS,
+    SDL_GL_MULTISAMPLESAMPLES,
+    SDL_GL_ACCELERATED_VISUAL,
+    SDL_GL_SWAP_CONTROL
+} SDL_GLattr;
+
+/* flags for SDL_SetPalette() */
+#define SDL_LOGPAL 0x01
+#define SDL_PHYSPAL 0x02
+
+/* Function prototypes */
+
+/* These functions are used internally, and should not be used unless you
+ * have a specific need to specify the video driver you want to use.
+ * You should normally use SDL_Init() or SDL_InitSubSystem().
+ *
+ * SDL_VideoInit() initializes the video subsystem -- sets up a connection
+ * to the window manager, etc, and determines the current video mode and
+ * pixel format, but does not initialize a window or graphics mode.
+ * Note that event handling is activated by this routine.
+ *
+ * If you use both sound and video in your application, you need to call
+ * SDL_Init() before opening the sound device, otherwise under Win32 DirectX,
+ * you won't be able to set full-screen display modes.
+ */
+extern DECLSPEC int SDLCALL SDL_VideoInit(const char *driver_name, Uint32 flags);
+extern DECLSPEC void SDLCALL SDL_VideoQuit(void);
+
+/* This function fills the given character buffer with the name of the
+ * video driver, and returns a pointer to it if the video driver has
+ * been initialized.  It returns NULL if no driver has been initialized.
+ */
+extern DECLSPEC char * SDLCALL SDL_VideoDriverName(char *namebuf, int maxlen);
+
+/*
+ * This function returns a pointer to the current display surface.
+ * If SDL is doing format conversion on the display surface, this
+ * function returns the publicly visible surface, not the real video
+ * surface.
+ */
+extern DECLSPEC SDL_Surface * SDLCALL SDL_GetVideoSurface(void);
+
+/*
+ * This function returns a read-only pointer to information about the
+ * video hardware.  If this is called before SDL_SetVideoMode(), the 'vfmt'
+ * member of the returned structure will contain the pixel format of the
+ * "best" video mode.
+ */
+extern DECLSPEC const SDL_VideoInfo * SDLCALL SDL_GetVideoInfo(void);
+
+/* 
+ * Check to see if a particular video mode is supported.
+ * It returns 0 if the requested mode is not supported under any bit depth,
+ * or returns the bits-per-pixel of the closest available mode with the
+ * given width and height.  If this bits-per-pixel is different from the
+ * one used when setting the video mode, SDL_SetVideoMode() will succeed,
+ * but will emulate the requested bits-per-pixel with a shadow surface.
+ *
+ * The arguments to SDL_VideoModeOK() are the same ones you would pass to
+ * SDL_SetVideoMode()
+ */
+extern DECLSPEC int SDLCALL SDL_VideoModeOK(int width, int height, int bpp, Uint32 flags);
+
+/*
+ * Return a pointer to an array of available screen dimensions for the
+ * given format and video flags, sorted largest to smallest.  Returns 
+ * NULL if there are no dimensions available for a particular format, 
+ * or (SDL_Rect **)-1 if any dimension is okay for the given format.
+ *
+ * If 'format' is NULL, the mode list will be for the format given 
+ * by SDL_GetVideoInfo()->vfmt
+ */
+extern DECLSPEC SDL_Rect ** SDLCALL SDL_ListModes(SDL_PixelFormat *format, Uint32 flags);
+
+/*
+ * Set up a video mode with the specified width, height and bits-per-pixel.
+ *
+ * If 'bpp' is 0, it is treated as the current display bits per pixel.
+ *
+ * If SDL_ANYFORMAT is set in 'flags', the SDL library will try to set the
+ * requested bits-per-pixel, but will return whatever video pixel format is
+ * available.  The default is to emulate the requested pixel format if it
+ * is not natively available.
+ *
+ * If SDL_HWSURFACE is set in 'flags', the video surface will be placed in
+ * video memory, if possible, and you may have to call SDL_LockSurface()
+ * in order to access the raw framebuffer.  Otherwise, the video surface
+ * will be created in system memory.
+ *
+ * If SDL_ASYNCBLIT is set in 'flags', SDL will try to perform rectangle
+ * updates asynchronously, but you must always lock before accessing pixels.
+ * SDL will wait for updates to complete before returning from the lock.
+ *
+ * If SDL_HWPALETTE is set in 'flags', the SDL library will guarantee
+ * that the colors set by SDL_SetColors() will be the colors you get.
+ * Otherwise, in 8-bit mode, SDL_SetColors() may not be able to set all
+ * of the colors exactly the way they are requested, and you should look
+ * at the video surface structure to determine the actual palette.
+ * If SDL cannot guarantee that the colors you request can be set, 
+ * i.e. if the colormap is shared, then the video surface may be created
+ * under emulation in system memory, overriding the SDL_HWSURFACE flag.
+ *
+ * If SDL_FULLSCREEN is set in 'flags', the SDL library will try to set
+ * a fullscreen video mode.  The default is to create a windowed mode
+ * if the current graphics system has a window manager.
+ * If the SDL library is able to set a fullscreen video mode, this flag 
+ * will be set in the surface that is returned.
+ *
+ * If SDL_DOUBLEBUF is set in 'flags', the SDL library will try to set up
+ * two surfaces in video memory and swap between them when you call 
+ * SDL_Flip().  This is usually slower than the normal single-buffering
+ * scheme, but prevents "tearing" artifacts caused by modifying video 
+ * memory while the monitor is refreshing.  It should only be used by 
+ * applications that redraw the entire screen on every update.
+ *
+ * If SDL_RESIZABLE is set in 'flags', the SDL library will allow the
+ * window manager, if any, to resize the window at runtime.  When this
+ * occurs, SDL will send a SDL_VIDEORESIZE event to you application,
+ * and you must respond to the event by re-calling SDL_SetVideoMode()
+ * with the requested size (or another size that suits the application).
+ *
+ * If SDL_NOFRAME is set in 'flags', the SDL library will create a window
+ * without any title bar or frame decoration.  Fullscreen video modes have
+ * this flag set automatically.
+ *
+ * This function returns the video framebuffer surface, or NULL if it fails.
+ *
+ * If you rely on functionality provided by certain video flags, check the
+ * flags of the returned surface to make sure that functionality is available.
+ * SDL will fall back to reduced functionality if the exact flags you wanted
+ * are not available.
+ */
+extern DECLSPEC SDL_Surface * SDLCALL SDL_SetVideoMode
+                       (int width, int height, int bpp, Uint32 flags);
+
+/*
+ * Makes sure the given list of rectangles is updated on the given screen.
+ * If 'x', 'y', 'w' and 'h' are all 0, SDL_UpdateRect will update the entire
+ * screen.
+ * These functions should not be called while 'screen' is locked.
+ */
+extern DECLSPEC void SDLCALL SDL_UpdateRects
+               (SDL_Surface *screen, int numrects, SDL_Rect *rects);
+extern DECLSPEC void SDLCALL SDL_UpdateRect
+               (SDL_Surface *screen, Sint32 x, Sint32 y, Uint32 w, Uint32 h);
+
+/*
+ * On hardware that supports double-buffering, this function sets up a flip
+ * and returns.  The hardware will wait for vertical retrace, and then swap
+ * video buffers before the next video surface blit or lock will return.
+ * On hardware that doesn not support double-buffering, this is equivalent
+ * to calling SDL_UpdateRect(screen, 0, 0, 0, 0);
+ * The SDL_DOUBLEBUF flag must have been passed to SDL_SetVideoMode() when
+ * setting the video mode for this function to perform hardware flipping.
+ * This function returns 0 if successful, or -1 if there was an error.
+ */
+extern DECLSPEC int SDLCALL SDL_Flip(SDL_Surface *screen);
+
+/*
+ * Set the gamma correction for each of the color channels.
+ * The gamma values range (approximately) between 0.1 and 10.0
+ * 
+ * If this function isn't supported directly by the hardware, it will
+ * be emulated using gamma ramps, if available.  If successful, this
+ * function returns 0, otherwise it returns -1.
+ */
+extern DECLSPEC int SDLCALL SDL_SetGamma(float red, float green, float blue);
+
+/*
+ * Set the gamma translation table for the red, green, and blue channels
+ * of the video hardware.  Each table is an array of 256 16-bit quantities,
+ * representing a mapping between the input and output for that channel.
+ * The input is the index into the array, and the output is the 16-bit
+ * gamma value at that index, scaled to the output color precision.
+ * 
+ * You may pass NULL for any of the channels to leave it unchanged.
+ * If the call succeeds, it will return 0.  If the display driver or
+ * hardware does not support gamma translation, or otherwise fails,
+ * this function will return -1.
+ */
+extern DECLSPEC int SDLCALL SDL_SetGammaRamp(const Uint16 *red, const Uint16 *green, const Uint16 *blue);
+
+/*
+ * Retrieve the current values of the gamma translation tables.
+ * 
+ * You must pass in valid pointers to arrays of 256 16-bit quantities.
+ * Any of the pointers may be NULL to ignore that channel.
+ * If the call succeeds, it will return 0.  If the display driver or
+ * hardware does not support gamma translation, or otherwise fails,
+ * this function will return -1.
+ */
+extern DECLSPEC int SDLCALL SDL_GetGammaRamp(Uint16 *red, Uint16 *green, Uint16 *blue);
+
+/*
+ * Sets a portion of the colormap for the given 8-bit surface.  If 'surface'
+ * is not a palettized surface, this function does nothing, returning 0.
+ * If all of the colors were set as passed to SDL_SetColors(), it will
+ * return 1.  If not all the color entries were set exactly as given,
+ * it will return 0, and you should look at the surface palette to
+ * determine the actual color palette.
+ *
+ * When 'surface' is the surface associated with the current display, the
+ * display colormap will be updated with the requested colors.  If 
+ * SDL_HWPALETTE was set in SDL_SetVideoMode() flags, SDL_SetColors()
+ * will always return 1, and the palette is guaranteed to be set the way
+ * you desire, even if the window colormap has to be warped or run under
+ * emulation.
+ */
+extern DECLSPEC int SDLCALL SDL_SetColors(SDL_Surface *surface, 
+                       SDL_Color *colors, int firstcolor, int ncolors);
+
+/*
+ * Sets a portion of the colormap for a given 8-bit surface.
+ * 'flags' is one or both of:
+ * SDL_LOGPAL  -- set logical palette, which controls how blits are mapped
+ *                to/from the surface,
+ * SDL_PHYSPAL -- set physical palette, which controls how pixels look on
+ *                the screen
+ * Only screens have physical palettes. Separate change of physical/logical
+ * palettes is only possible if the screen has SDL_HWPALETTE set.
+ *
+ * The return value is 1 if all colours could be set as requested, and 0
+ * otherwise.
+ *
+ * SDL_SetColors() is equivalent to calling this function with
+ *     flags = (SDL_LOGPAL|SDL_PHYSPAL).
+ */
+extern DECLSPEC int SDLCALL SDL_SetPalette(SDL_Surface *surface, int flags,
+                                  SDL_Color *colors, int firstcolor,
+                                  int ncolors);
+
+/*
+ * Maps an RGB triple to an opaque pixel value for a given pixel format
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_MapRGB
+(const SDL_PixelFormat * const format,
+ const Uint8 r, const Uint8 g, const Uint8 b);
+
+/*
+ * Maps an RGBA quadruple to a pixel value for a given pixel format
+ */
+extern DECLSPEC Uint32 SDLCALL SDL_MapRGBA
+(const SDL_PixelFormat * const format,
+ const Uint8 r, const Uint8 g, const Uint8 b, const Uint8 a);
+
+/*
+ * Maps a pixel value into the RGB components for a given pixel format
+ */
+extern DECLSPEC void SDLCALL SDL_GetRGB(Uint32 pixel, SDL_PixelFormat *fmt,
+                               Uint8 *r, Uint8 *g, Uint8 *b);
+
+/*
+ * Maps a pixel value into the RGBA components for a given pixel format
+ */
+extern DECLSPEC void SDLCALL SDL_GetRGBA(Uint32 pixel, SDL_PixelFormat *fmt,
+                                Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a);
+
+/*
+ * Allocate and free an RGB surface (must be called after SDL_SetVideoMode)
+ * If the depth is 4 or 8 bits, an empty palette is allocated for the surface.
+ * If the depth is greater than 8 bits, the pixel format is set using the
+ * flags '[RGB]mask'.
+ * If the function runs out of memory, it will return NULL.
+ *
+ * The 'flags' tell what kind of surface to create.
+ * SDL_SWSURFACE means that the surface should be created in system memory.
+ * SDL_HWSURFACE means that the surface should be created in video memory,
+ * with the same format as the display surface.  This is useful for surfaces
+ * that will not change much, to take advantage of hardware acceleration
+ * when being blitted to the display surface.
+ * SDL_ASYNCBLIT means that SDL will try to perform asynchronous blits with
+ * this surface, but you must always lock it before accessing the pixels.
+ * SDL will wait for current blits to finish before returning from the lock.
+ * SDL_SRCCOLORKEY indicates that the surface will be used for colorkey blits.
+ * If the hardware supports acceleration of colorkey blits between
+ * two surfaces in video memory, SDL will try to place the surface in
+ * video memory. If this isn't possible or if there is no hardware
+ * acceleration available, the surface will be placed in system memory.
+ * SDL_SRCALPHA means that the surface will be used for alpha blits and 
+ * if the hardware supports hardware acceleration of alpha blits between
+ * two surfaces in video memory, to place the surface in video memory
+ * if possible, otherwise it will be placed in system memory.
+ * If the surface is created in video memory, blits will be _much_ faster,
+ * but the surface format must be identical to the video surface format,
+ * and the only way to access the pixels member of the surface is to use
+ * the SDL_LockSurface() and SDL_UnlockSurface() calls.
+ * If the requested surface actually resides in video memory, SDL_HWSURFACE
+ * will be set in the flags member of the returned surface.  If for some
+ * reason the surface could not be placed in video memory, it will not have
+ * the SDL_HWSURFACE flag set, and will be created in system memory instead.
+ */
+#define SDL_AllocSurface    SDL_CreateRGBSurface
+extern DECLSPEC SDL_Surface * SDLCALL SDL_CreateRGBSurface
+                       (Uint32 flags, int width, int height, int depth, 
+                       Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);
+extern DECLSPEC SDL_Surface * SDLCALL SDL_CreateRGBSurfaceFrom(void *pixels,
+                       int width, int height, int depth, int pitch,
+                       Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);
+extern DECLSPEC void SDLCALL SDL_FreeSurface(SDL_Surface *surface);
+
+/*
+ * SDL_LockSurface() sets up a surface for directly accessing the pixels.
+ * Between calls to SDL_LockSurface()/SDL_UnlockSurface(), you can write
+ * to and read from 'surface->pixels', using the pixel format stored in 
+ * 'surface->format'.  Once you are done accessing the surface, you should 
+ * use SDL_UnlockSurface() to release it.
+ *
+ * Not all surfaces require locking.  If SDL_MUSTLOCK(surface) evaluates
+ * to 0, then you can read and write to the surface at any time, and the
+ * pixel format of the surface will not change.  In particular, if the
+ * SDL_HWSURFACE flag is not given when calling SDL_SetVideoMode(), you
+ * will not need to lock the display surface before accessing it.
+ * 
+ * No operating system or library calls should be made between lock/unlock
+ * pairs, as critical system locks may be held during this time.
+ *
+ * SDL_LockSurface() returns 0, or -1 if the surface couldn't be locked.
+ */
+extern DECLSPEC int SDLCALL SDL_LockSurface(SDL_Surface *surface);
+extern DECLSPEC void SDLCALL SDL_UnlockSurface(SDL_Surface *surface);
+
+/*
+ * Load a surface from a seekable SDL data source (memory or file.)
+ * If 'freesrc' is non-zero, the source will be closed after being read.
+ * Returns the new surface, or NULL if there was an error.
+ * The new surface should be freed with SDL_FreeSurface().
+ */
+extern DECLSPEC SDL_Surface * SDLCALL SDL_LoadBMP_RW(SDL_RWops *src, int freesrc);
+
+/* Convenience macro -- load a surface from a file */
+#define SDL_LoadBMP(file)      SDL_LoadBMP_RW(SDL_RWFromFile(file, "rb"), 1)
+
+/*
+ * Save a surface to a seekable SDL data source (memory or file.)
+ * If 'freedst' is non-zero, the source will be closed after being written.
+ * Returns 0 if successful or -1 if there was an error.
+ */
+extern DECLSPEC int SDLCALL SDL_SaveBMP_RW
+               (SDL_Surface *surface, SDL_RWops *dst, int freedst);
+
+/* Convenience macro -- save a surface to a file */
+#define SDL_SaveBMP(surface, file) \
+               SDL_SaveBMP_RW(surface, SDL_RWFromFile(file, "wb"), 1)
+
+/*
+ * Sets the color key (transparent pixel) in a blittable surface.
+ * If 'flag' is SDL_SRCCOLORKEY (optionally OR'd with SDL_RLEACCEL), 
+ * 'key' will be the transparent pixel in the source image of a blit.
+ * SDL_RLEACCEL requests RLE acceleration for the surface if present,
+ * and removes RLE acceleration if absent.
+ * If 'flag' is 0, this function clears any current color key.
+ * This function returns 0, or -1 if there was an error.
+ */
+extern DECLSPEC int SDLCALL SDL_SetColorKey
+                       (SDL_Surface *surface, Uint32 flag, Uint32 key);
+
+/*
+ * This function sets the alpha value for the entire surface, as opposed to
+ * using the alpha component of each pixel. This value measures the range
+ * of transparency of the surface, 0 being completely transparent to 255
+ * being completely opaque. An 'alpha' value of 255 causes blits to be
+ * opaque, the source pixels copied to the destination (the default). Note
+ * that per-surface alpha can be combined with colorkey transparency.
+ *
+ * If 'flag' is 0, alpha blending is disabled for the surface.
+ * If 'flag' is SDL_SRCALPHA, alpha blending is enabled for the surface.
+ * OR:ing the flag with SDL_RLEACCEL requests RLE acceleration for the
+ * surface; if SDL_RLEACCEL is not specified, the RLE accel will be removed.
+ *
+ * The 'alpha' parameter is ignored for surfaces that have an alpha channel.
+ */
+extern DECLSPEC int SDLCALL SDL_SetAlpha(SDL_Surface *surface, Uint32 flag, Uint8 alpha);
+
+/*
+ * Sets the clipping rectangle for the destination surface in a blit.
+ *
+ * If the clip rectangle is NULL, clipping will be disabled.
+ * If the clip rectangle doesn't intersect the surface, the function will
+ * return SDL_FALSE and blits will be completely clipped.  Otherwise the
+ * function returns SDL_TRUE and blits to the surface will be clipped to
+ * the intersection of the surface area and the clipping rectangle.
+ *
+ * Note that blits are automatically clipped to the edges of the source
+ * and destination surfaces.
+ */
+extern DECLSPEC SDL_bool SDLCALL SDL_SetClipRect(SDL_Surface *surface, const SDL_Rect *rect);
+
+/*
+ * Gets the clipping rectangle for the destination surface in a blit.
+ * 'rect' must be a pointer to a valid rectangle which will be filled
+ * with the correct values.
+ */
+extern DECLSPEC void SDLCALL SDL_GetClipRect(SDL_Surface *surface, SDL_Rect *rect);
+
+/*
+ * Creates a new surface of the specified format, and then copies and maps 
+ * the given surface to it so the blit of the converted surface will be as 
+ * fast as possible.  If this function fails, it returns NULL.
+ *
+ * The 'flags' parameter is passed to SDL_CreateRGBSurface() and has those 
+ * semantics.  You can also pass SDL_RLEACCEL in the flags parameter and
+ * SDL will try to RLE accelerate colorkey and alpha blits in the resulting
+ * surface.
+ *
+ * This function is used internally by SDL_DisplayFormat().
+ */
+extern DECLSPEC SDL_Surface * SDLCALL SDL_ConvertSurface
+                       (SDL_Surface *src, SDL_PixelFormat *fmt, Uint32 flags);
+
+/*
+ * This performs a fast blit from the source surface to the destination
+ * surface.  It assumes that the source and destination rectangles are
+ * the same size.  If either 'srcrect' or 'dstrect' are NULL, the entire
+ * surface (src or dst) is copied.  The final blit rectangles are saved
+ * in 'srcrect' and 'dstrect' after all clipping is performed.
+ * If the blit is successful, it returns 0, otherwise it returns -1.
+ *
+ * The blit function should not be called on a locked surface.
+ *
+ * The blit semantics for surfaces with and without alpha and colorkey
+ * are defined as follows:
+ *
+ * RGBA->RGB:
+ *     SDL_SRCALPHA set:
+ *     alpha-blend (using alpha-channel).
+ *     SDL_SRCCOLORKEY ignored.
+ *     SDL_SRCALPHA not set:
+ *     copy RGB.
+ *     if SDL_SRCCOLORKEY set, only copy the pixels matching the
+ *     RGB values of the source colour key, ignoring alpha in the
+ *     comparison.
+ * 
+ * RGB->RGBA:
+ *     SDL_SRCALPHA set:
+ *     alpha-blend (using the source per-surface alpha value);
+ *     set destination alpha to opaque.
+ *     SDL_SRCALPHA not set:
+ *     copy RGB, set destination alpha to source per-surface alpha value.
+ *     both:
+ *     if SDL_SRCCOLORKEY set, only copy the pixels matching the
+ *     source colour key.
+ * 
+ * RGBA->RGBA:
+ *     SDL_SRCALPHA set:
+ *     alpha-blend (using the source alpha channel) the RGB values;
+ *     leave destination alpha untouched. [Note: is this correct?]
+ *     SDL_SRCCOLORKEY ignored.
+ *     SDL_SRCALPHA not set:
+ *     copy all of RGBA to the destination.
+ *     if SDL_SRCCOLORKEY set, only copy the pixels matching the
+ *     RGB values of the source colour key, ignoring alpha in the
+ *     comparison.
+ * 
+ * RGB->RGB: 
+ *     SDL_SRCALPHA set:
+ *     alpha-blend (using the source per-surface alpha value).
+ *     SDL_SRCALPHA not set:
+ *     copy RGB.
+ *     both:
+ *     if SDL_SRCCOLORKEY set, only copy the pixels matching the
+ *     source colour key.
+ *
+ * If either of the surfaces were in video memory, and the blit returns -2,
+ * the video memory was lost, so it should be reloaded with artwork and 
+ * re-blitted:
+       while ( SDL_BlitSurface(image, imgrect, screen, dstrect) == -2 ) {
+               while ( SDL_LockSurface(image) < 0 )
+                       Sleep(10);
+               -- Write image pixels to image->pixels --
+               SDL_UnlockSurface(image);
+       }
+ * This happens under DirectX 5.0 when the system switches away from your
+ * fullscreen application.  The lock will also fail until you have access
+ * to the video memory again.
+ */
+/* You should call SDL_BlitSurface() unless you know exactly how SDL
+   blitting works internally and how to use the other blit functions.
+*/
+#define SDL_BlitSurface SDL_UpperBlit
+
+/* This is the public blit function, SDL_BlitSurface(), and it performs
+   rectangle validation and clipping before passing it to SDL_LowerBlit()
+*/
+extern DECLSPEC int SDLCALL SDL_UpperBlit
+                       (SDL_Surface *src, SDL_Rect *srcrect,
+                        SDL_Surface *dst, SDL_Rect *dstrect);
+/* This is a semi-private blit function and it performs low-level surface
+   blitting only.
+*/
+extern DECLSPEC int SDLCALL SDL_LowerBlit
+                       (SDL_Surface *src, SDL_Rect *srcrect,
+                        SDL_Surface *dst, SDL_Rect *dstrect);
+
+/*
+ * This function performs a fast fill of the given rectangle with 'color'
+ * The given rectangle is clipped to the destination surface clip area
+ * and the final fill rectangle is saved in the passed in pointer.
+ * If 'dstrect' is NULL, the whole surface will be filled with 'color'
+ * The color should be a pixel of the format used by the surface, and 
+ * can be generated by the SDL_MapRGB() function.
+ * This function returns 0 on success, or -1 on error.
+ */
+extern DECLSPEC int SDLCALL SDL_FillRect
+               (SDL_Surface *dst, SDL_Rect *dstrect, Uint32 color);
+
+/* 
+ * This function takes a surface and copies it to a new surface of the
+ * pixel format and colors of the video framebuffer, suitable for fast
+ * blitting onto the display surface.  It calls SDL_ConvertSurface()
+ *
+ * If you want to take advantage of hardware colorkey or alpha blit
+ * acceleration, you should set the colorkey and alpha value before
+ * calling this function.
+ *
+ * If the conversion fails or runs out of memory, it returns NULL
+ */
+extern DECLSPEC SDL_Surface * SDLCALL SDL_DisplayFormat(SDL_Surface *surface);
+
+/* 
+ * This function takes a surface and copies it to a new surface of the
+ * pixel format and colors of the video framebuffer (if possible),
+ * suitable for fast alpha blitting onto the display surface.
+ * The new surface will always have an alpha channel.
+ *
+ * If you want to take advantage of hardware colorkey or alpha blit
+ * acceleration, you should set the colorkey and alpha value before
+ * calling this function.
+ *
+ * If the conversion fails or runs out of memory, it returns NULL
+ */
+extern DECLSPEC SDL_Surface * SDLCALL SDL_DisplayFormatAlpha(SDL_Surface *surface);
+
+
+/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
+/* YUV video surface overlay functions                                       */
+/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
+
+/* This function creates a video output overlay
+   Calling the returned surface an overlay is something of a misnomer because
+   the contents of the display surface underneath the area where the overlay
+   is shown is undefined - it may be overwritten with the converted YUV data.
+*/
+extern DECLSPEC SDL_Overlay * SDLCALL SDL_CreateYUVOverlay(int width, int height,
+                               Uint32 format, SDL_Surface *display);
+
+/* Lock an overlay for direct access, and unlock it when you are done */
+extern DECLSPEC int SDLCALL SDL_LockYUVOverlay(SDL_Overlay *overlay);
+extern DECLSPEC void SDLCALL SDL_UnlockYUVOverlay(SDL_Overlay *overlay);
+
+/* Blit a video overlay to the display surface.
+   The contents of the video surface underneath the blit destination are
+   not defined.  
+   The width and height of the destination rectangle may be different from
+   that of the overlay, but currently only 2x scaling is supported.
+*/
+extern DECLSPEC int SDLCALL SDL_DisplayYUVOverlay(SDL_Overlay *overlay, SDL_Rect *dstrect);
+
+/* Free a video overlay */
+extern DECLSPEC void SDLCALL SDL_FreeYUVOverlay(SDL_Overlay *overlay);
+
+
+/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
+/* OpenGL support functions.                                                 */
+/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
+
+/*
+ * Dynamically load an OpenGL library, or the default one if path is NULL
+ *
+ * If you do this, you need to retrieve all of the GL functions used in
+ * your program from the dynamic library using SDL_GL_GetProcAddress().
+ */
+extern DECLSPEC int SDLCALL SDL_GL_LoadLibrary(const char *path);
+
+/*
+ * Get the address of a GL function
+ */
+extern DECLSPEC void * SDLCALL SDL_GL_GetProcAddress(const char* proc);
+
+/*
+ * Set an attribute of the OpenGL subsystem before intialization.
+ */
+extern DECLSPEC int SDLCALL SDL_GL_SetAttribute(SDL_GLattr attr, int value);
+
+/*
+ * Get an attribute of the OpenGL subsystem from the windowing
+ * interface, such as glX. This is of course different from getting
+ * the values from SDL's internal OpenGL subsystem, which only
+ * stores the values you request before initialization.
+ *
+ * Developers should track the values they pass into SDL_GL_SetAttribute
+ * themselves if they want to retrieve these values.
+ */
+extern DECLSPEC int SDLCALL SDL_GL_GetAttribute(SDL_GLattr attr, int* value);
+
+/*
+ * Swap the OpenGL buffers, if double-buffering is supported.
+ */
+extern DECLSPEC void SDLCALL SDL_GL_SwapBuffers(void);
+
+/*
+ * Internal functions that should not be called unless you have read
+ * and understood the source code for these functions.
+ */
+extern DECLSPEC void SDLCALL SDL_GL_UpdateRects(int numrects, SDL_Rect* rects);
+extern DECLSPEC void SDLCALL SDL_GL_Lock(void);
+extern DECLSPEC void SDLCALL SDL_GL_Unlock(void);
+
+/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
+/* These functions allow interaction with the window manager, if any.        */
+/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
+
+/*
+ * Sets/Gets the title and icon text of the display window (UTF-8 encoded)
+ */
+extern DECLSPEC void SDLCALL SDL_WM_SetCaption(const char *title, const char *icon);
+extern DECLSPEC void SDLCALL SDL_WM_GetCaption(char **title, char **icon);
+
+/*
+ * Sets the icon for the display window.
+ * This function must be called before the first call to SDL_SetVideoMode().
+ * It takes an icon surface, and a mask in MSB format.
+ * If 'mask' is NULL, the entire icon surface will be used as the icon.
+ */
+extern DECLSPEC void SDLCALL SDL_WM_SetIcon(SDL_Surface *icon, Uint8 *mask);
+
+/*
+ * This function iconifies the window, and returns 1 if it succeeded.
+ * If the function succeeds, it generates an SDL_APPACTIVE loss event.
+ * This function is a noop and returns 0 in non-windowed environments.
+ */
+extern DECLSPEC int SDLCALL SDL_WM_IconifyWindow(void);
+
+/*
+ * Toggle fullscreen mode without changing the contents of the screen.
+ * If the display surface does not require locking before accessing
+ * the pixel information, then the memory pointers will not change.
+ *
+ * If this function was able to toggle fullscreen mode (change from 
+ * running in a window to fullscreen, or vice-versa), it will return 1.
+ * If it is not implemented, or fails, it returns 0.
+ *
+ * The next call to SDL_SetVideoMode() will set the mode fullscreen
+ * attribute based on the flags parameter - if SDL_FULLSCREEN is not
+ * set, then the display will be windowed by default where supported.
+ *
+ * This is currently only implemented in the X11 video driver.
+ */
+extern DECLSPEC int SDLCALL SDL_WM_ToggleFullScreen(SDL_Surface *surface);
+
+/*
+ * This function allows you to set and query the input grab state of
+ * the application.  It returns the new input grab state.
+ */
+typedef enum {
+       SDL_GRAB_QUERY = -1,
+       SDL_GRAB_OFF = 0,
+       SDL_GRAB_ON = 1,
+       SDL_GRAB_FULLSCREEN     /* Used internally */
+} SDL_GrabMode;
+/*
+ * Grabbing means that the mouse is confined to the application window,
+ * and nearly all keyboard input is passed directly to the application,
+ * and not interpreted by a window manager, if any.
+ */
+extern DECLSPEC SDL_GrabMode SDLCALL SDL_WM_GrabInput(SDL_GrabMode mode);
+
+/* Not in public API at the moment - do not use! */
+extern DECLSPEC int SDLCALL SDL_SoftStretch(SDL_Surface *src, SDL_Rect *srcrect,
+                                    SDL_Surface *dst, SDL_Rect *dstrect);
+                    
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* _SDL_video_h */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/begin_code.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/begin_code.h
new file mode 100644 (file)
index 0000000..d1ddaa6
--- /dev/null
@@ -0,0 +1,156 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2004 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Library General Public
+    License as published by the Free Software Foundation; either
+    version 2 of the License, or (at your option) any later version.
+
+    This library 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
+    Library General Public License for more details.
+
+    You should have received a copy of the GNU Library General Public
+    License along with this library; if not, write to the Free
+    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+/* This file sets things up for C dynamic library function definitions,
+   static inlined functions, and structures aligned at 4-byte alignment.
+   If you don't like ugly C preprocessor code, don't look at this file. :)
+*/
+
+/* This shouldn't be nested -- included it around code only. */
+#ifdef _begin_code_h
+#error Nested inclusion of begin_code.h
+#endif
+#define _begin_code_h
+
+/* Some compilers use a special export keyword */
+#ifndef DECLSPEC
+# if defined(__BEOS__)
+#  if defined(__GNUC__)
+#   define DECLSPEC    __declspec(dllexport)
+#  else
+#   define DECLSPEC    __declspec(export)
+#  endif
+# elif defined(__WIN32__)
+#  ifdef __BORLANDC__
+#   ifdef BUILD_SDL
+#    define DECLSPEC 
+#   else
+#    define DECLSPEC   __declspec(dllimport)
+#   endif
+#  else
+#   define DECLSPEC    __declspec(dllexport)
+#  endif
+# elif defined(__OS2__)
+#  ifdef __WATCOMC__
+#   ifdef BUILD_SDL
+#    define DECLSPEC   __declspec(dllexport)
+#   else
+#    define DECLSPEC
+#   endif
+#  else
+#   define DECLSPEC
+#  endif
+# else
+#  if defined(__GNUC__) && __GNUC__ >= 4
+#   define DECLSPEC    __attribute__ ((visibility("default")))
+#  else
+#   define DECLSPEC
+#  endif
+# endif
+#endif
+
+/* By default SDL uses the C calling convention */
+#ifndef SDLCALL
+#if defined(__WIN32__) && !defined(__GNUC__)
+#define SDLCALL __cdecl
+#else
+#ifdef __OS2__
+/* But on OS/2, we use the _System calling convention */
+/* to be compatible with every compiler */
+#define SDLCALL _System
+#else
+#define SDLCALL
+#endif
+#endif
+#endif /* SDLCALL */
+
+#ifdef __SYMBIAN32__ 
+#ifndef EKA2 
+#undef DECLSPEC
+#define DECLSPEC
+#elif !defined(__WINS__)
+#undef DECLSPEC
+#define DECLSPEC __declspec(dllexport)
+#endif /* !EKA2 */
+#endif /* __SYMBIAN32__ */
+
+/* Force structure packing at 4 byte alignment.
+   This is necessary if the header is included in code which has structure
+   packing set to an alternate value, say for loading structures from disk.
+   The packing is reset to the previous value in close_code.h
+ */
+#if defined(_MSC_VER) || defined(__MWERKS__) || defined(__BORLANDC__)
+#ifdef _MSC_VER
+#pragma warning(disable: 4103)
+#endif
+#ifdef __BORLANDC__
+#pragma nopackwarning
+#endif
+#pragma pack(push,4)
+#elif (defined(__MWERKS__) && defined(__MACOS__))
+#pragma options align=mac68k4byte
+#pragma enumsalwaysint on
+#endif /* Compiler needs structure packing set */
+
+/* Set up compiler-specific options for inlining functions */
+#ifndef SDL_INLINE_OKAY
+#ifdef __GNUC__
+#define SDL_INLINE_OKAY
+#else
+/* Add any special compiler-specific cases here */
+#if defined(_MSC_VER) || defined(__BORLANDC__) || \
+    defined(__DMC__) || defined(__SC__) || \
+    defined(__WATCOMC__) || defined(__LCC__) || \
+    defined(__DECC) || defined(__EABI__)
+#ifndef __inline__
+#define __inline__     __inline
+#endif
+#define SDL_INLINE_OKAY
+#else
+#if !defined(__MRC__) && !defined(_SGI_SOURCE)
+#ifndef __inline__
+#define __inline__ inline
+#endif
+#define SDL_INLINE_OKAY
+#endif /* Not a funky compiler */
+#endif /* Visual C++ */
+#endif /* GNU C */
+#endif /* SDL_INLINE_OKAY */
+
+/* If inlining isn't supported, remove "__inline__", turning static
+   inlined functions into static functions (resulting in code bloat
+   in all files which include the offending header files)
+*/
+#ifndef SDL_INLINE_OKAY
+#define __inline__
+#endif
+
+/* Apparently this is needed by several Windows compilers */
+#if !defined(__MACH__)
+#ifndef NULL
+#ifdef __cplusplus
+#define NULL 0
+#else
+#define NULL ((void *)0)
+#endif
+#endif /* NULL */
+#endif /* ! Mac OS X - breaks precompiled headers */
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/close_code.h b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Headers/close_code.h
new file mode 100644 (file)
index 0000000..afbb650
--- /dev/null
@@ -0,0 +1,41 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997-2004 Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Library General Public
+    License as published by the Free Software Foundation; either
+    version 2 of the License, or (at your option) any later version.
+
+    This library 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
+    Library General Public License for more details.
+
+    You should have received a copy of the GNU Library General Public
+    License along with this library; if not, write to the Free
+    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
+
+    Sam Lantinga
+    slouken@libsdl.org
+*/
+
+/* This file reverses the effects of begin_code.h and should be included
+   after you finish any function and structure declarations in your headers
+*/
+
+#undef _begin_code_h
+
+/* Reset structure packing at previous byte alignment */
+#if defined(_MSC_VER) || defined(__MWERKS__) || defined(__WATCOMC__)  || defined(__BORLANDC__)
+#ifdef __BORLANDC__
+#pragma nopackwarning
+#endif
+#if (defined(__MWERKS__) && defined(__MACOS__))
+#pragma options align=reset
+#pragma enumsalwaysint reset
+#else
+#pragma pack(pop)
+#endif
+#endif /* Compiler needs structure packing set */
+
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Resources/Info.plist b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Resources/Info.plist
new file mode 100644 (file)
index 0000000..33a3d00
--- /dev/null
@@ -0,0 +1,26 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
+<plist version="1.0">
+<dict>
+       <key>CFBundleDevelopmentRegion</key>
+       <string>English</string>
+       <key>CFBundleExecutable</key>
+       <string>SDL</string>
+       <key>CFBundleGetInfoString</key>
+       <string>http://www.libsdl.org</string>
+       <key>CFBundleIdentifier</key>
+       <string>SDL</string>
+       <key>CFBundleInfoDictionaryVersion</key>
+       <string>6.0</string>
+       <key>CFBundleName</key>
+       <string>Simple DirectMedia Layer</string>
+       <key>CFBundlePackageType</key>
+       <string>FMWK</string>
+       <key>CFBundleShortVersionString</key>
+       <string>1.2.13</string>
+       <key>CFBundleSignature</key>
+       <string>SDLX</string>
+       <key>CFBundleVersion</key>
+       <string>1.2.13</string>
+</dict>
+</plist>
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Resources/SDLMain.nib/classes.nib b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Resources/SDLMain.nib/classes.nib
new file mode 100644 (file)
index 0000000..f8f4e9a
--- /dev/null
@@ -0,0 +1,12 @@
+{
+    IBClasses = (
+        {CLASS = FirstResponder; LANGUAGE = ObjC; SUPERCLASS = NSObject; }, 
+        {
+            ACTIONS = {makeFullscreen = id; quit = id; }; 
+            CLASS = SDLMain; 
+            LANGUAGE = ObjC; 
+            SUPERCLASS = NSObject; 
+        }
+    ); 
+    IBVersion = 1; 
+}
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Resources/SDLMain.nib/info.nib b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Resources/SDLMain.nib/info.nib
new file mode 100644 (file)
index 0000000..2211cf9
--- /dev/null
@@ -0,0 +1,12 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<!DOCTYPE plist SYSTEM "file://localhost/System/Library/DTDs/PropertyList.dtd">
+<plist version="0.9">
+<dict>
+       <key>IBDocumentLocation</key>
+       <string>49 97 356 240 0 0 987 746 </string>
+       <key>IBMainMenuLocation</key>
+       <string>20 515 195 44 0 46 800 532 </string>
+       <key>IBUserGuides</key>
+       <dict/>
+</dict>
+</plist>
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Resources/SDLMain.nib/objects.nib b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Resources/SDLMain.nib/objects.nib
new file mode 100644 (file)
index 0000000..9f697b0
Binary files /dev/null and b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/Resources/SDLMain.nib/objects.nib differ
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/SDL b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/SDL
new file mode 100755 (executable)
index 0000000..3772ba5
Binary files /dev/null and b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/A/SDL differ
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/Current b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Frameworks/SDL.framework/Versions/Current
new file mode 120000 (symlink)
index 0000000..8c7e5a6
--- /dev/null
@@ -0,0 +1 @@
+A
\ No newline at end of file
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Info.plist b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Info.plist
new file mode 100644 (file)
index 0000000..38f69e6
--- /dev/null
@@ -0,0 +1,18 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
+<plist version="1.0">
+<dict>
+       <key>CFBundleDevelopmentRegion</key>
+       <string>English</string>
+       <key>CFBundleExecutable</key>
+       <string>nexuiz-osx-sdl</string>
+       <key>CFBundleIconFile</key>
+       <string>Nexuiz</string>
+       <key>CFBundlePackageType</key>
+       <string>APPL</string>
+       <key>CFBundleSignature</key>
+       <string>????</string>
+       <key>CFBundleVersion</key>
+       <string>1.0</string>
+</dict>
+</plist>
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libfreetype.6.dylib b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libfreetype.6.dylib
new file mode 100755 (executable)
index 0000000..456544f
Binary files /dev/null and b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libfreetype.6.dylib differ
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libfreetype.dylib b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libfreetype.dylib
new file mode 120000 (symlink)
index 0000000..c1597ad
--- /dev/null
@@ -0,0 +1 @@
+libfreetype.6.dylib
\ No newline at end of file
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libjpeg.62.dylib b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libjpeg.62.dylib
new file mode 100644 (file)
index 0000000..45a0c32
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diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libmodplug.0.0.0.dylib b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libmodplug.0.0.0.dylib
new file mode 100755 (executable)
index 0000000..bd4c21e
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diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libmodplug.dylib b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libmodplug.dylib
new file mode 120000 (symlink)
index 0000000..28fd8a4
--- /dev/null
@@ -0,0 +1 @@
+libmodplug.0.0.0.dylib
\ No newline at end of file
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libogg.0.6.0.dylib b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libogg.0.6.0.dylib
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index 0000000..70c9d91
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diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libogg.0.dylib b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libogg.0.dylib
new file mode 120000 (symlink)
index 0000000..f19a424
--- /dev/null
@@ -0,0 +1 @@
+libogg.0.6.0.dylib
\ No newline at end of file
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libogg.dylib b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libogg.dylib
new file mode 120000 (symlink)
index 0000000..1fb90f0
--- /dev/null
@@ -0,0 +1 @@
+libogg.0.dylib
\ No newline at end of file
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libpng12.0.dylib b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libpng12.0.dylib
new file mode 100644 (file)
index 0000000..37cf606
Binary files /dev/null and b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libpng12.0.dylib differ
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libtheora.0.3.4.dylib b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libtheora.0.3.4.dylib
new file mode 100755 (executable)
index 0000000..93b2c9f
Binary files /dev/null and b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libtheora.0.3.4.dylib differ
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libtheora.0.dylib b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libtheora.0.dylib
new file mode 120000 (symlink)
index 0000000..27ba0f4
--- /dev/null
@@ -0,0 +1 @@
+libtheora.0.3.4.dylib
\ No newline at end of file
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libtheora.dylib b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libtheora.dylib
new file mode 120000 (symlink)
index 0000000..dede91c
--- /dev/null
@@ -0,0 +1 @@
+libtheora.0.dylib
\ No newline at end of file
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libvorbis.0.4.3.dylib b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libvorbis.0.4.3.dylib
new file mode 100755 (executable)
index 0000000..8ed3114
Binary files /dev/null and b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libvorbis.0.4.3.dylib differ
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libvorbis.0.dylib b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libvorbis.0.dylib
new file mode 120000 (symlink)
index 0000000..51971ac
--- /dev/null
@@ -0,0 +1 @@
+libvorbis.0.4.3.dylib
\ No newline at end of file
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libvorbis.dylib b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libvorbis.dylib
new file mode 120000 (symlink)
index 0000000..33a5cc7
--- /dev/null
@@ -0,0 +1 @@
+libvorbis.0.dylib
\ No newline at end of file
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libvorbisenc.2.0.6.dylib b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libvorbisenc.2.0.6.dylib
new file mode 100755 (executable)
index 0000000..1fbdb28
Binary files /dev/null and b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libvorbisenc.2.0.6.dylib differ
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libvorbisenc.2.dylib b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libvorbisenc.2.dylib
new file mode 120000 (symlink)
index 0000000..c03ef39
--- /dev/null
@@ -0,0 +1 @@
+libvorbisenc.2.0.6.dylib
\ No newline at end of file
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libvorbisenc.dylib b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libvorbisenc.dylib
new file mode 120000 (symlink)
index 0000000..fa8785b
--- /dev/null
@@ -0,0 +1 @@
+libvorbisenc.2.dylib
\ No newline at end of file
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libvorbisfile.3.3.2.dylib b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libvorbisfile.3.3.2.dylib
new file mode 100755 (executable)
index 0000000..1ac87a0
Binary files /dev/null and b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libvorbisfile.3.3.2.dylib differ
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libvorbisfile.3.dylib b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libvorbisfile.3.dylib
new file mode 120000 (symlink)
index 0000000..131b7bd
--- /dev/null
@@ -0,0 +1 @@
+libvorbisfile.3.3.2.dylib
\ No newline at end of file
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libvorbisfile.dylib b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/libvorbisfile.dylib
new file mode 120000 (symlink)
index 0000000..f8785e8
--- /dev/null
@@ -0,0 +1 @@
+libvorbisfile.3.dylib
\ No newline at end of file
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/nexuiz-osx-sdl b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/MacOS/nexuiz-osx-sdl
new file mode 100755 (executable)
index 0000000..77cdbe5
--- /dev/null
@@ -0,0 +1,6 @@
+#!/bin/sh
+
+export DYLD_LIBRARY_PATH="${0%/*}"
+       # same dir as the executable
+
+exec "$0"-bin "$@" -notexturenonpoweroftwo +"gl_lockarrays 0"
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/PkgInfo b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/PkgInfo
new file mode 100644 (file)
index 0000000..bd04210
--- /dev/null
@@ -0,0 +1 @@
+APPL????
\ No newline at end of file
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Resources/English.lproj/InfoPlist.strings b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Resources/English.lproj/InfoPlist.strings
new file mode 100755 (executable)
index 0000000..3d4330d
Binary files /dev/null and b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Resources/English.lproj/InfoPlist.strings differ
diff --git a/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Resources/Nexuiz.icns b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Resources/Nexuiz.icns
new file mode 100644 (file)
index 0000000..07cc4f3
Binary files /dev/null and b/misc/buildfiles/osx/Nexuiz-SDL.app/Contents/Resources/Nexuiz.icns differ
diff --git a/misc/buildfiles/osx/Nexuiz.app/Contents/Info.plist b/misc/buildfiles/osx/Nexuiz.app/Contents/Info.plist
new file mode 100644 (file)
index 0000000..e027efe
--- /dev/null
@@ -0,0 +1,18 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<!DOCTYPE plist PUBLIC "-//Apple Computer//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
+<plist version="1.0">
+<dict>
+       <key>CFBundleDevelopmentRegion</key>
+       <string>English</string>
+       <key>CFBundleExecutable</key>
+       <string>nexuiz-osx-agl</string>
+       <key>CFBundleIconFile</key>
+       <string>Nexuiz</string>
+       <key>CFBundlePackageType</key>
+       <string>APPL</string>
+       <key>CFBundleSignature</key>
+       <string>????</string>
+       <key>CFBundleVersion</key>
+       <string>1.0</string>
+</dict>
+</plist>
diff --git a/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libfreetype.6.dylib b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libfreetype.6.dylib
new file mode 100755 (executable)
index 0000000..456544f
Binary files /dev/null and b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libfreetype.6.dylib differ
diff --git a/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libfreetype.dylib b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libfreetype.dylib
new file mode 120000 (symlink)
index 0000000..c1597ad
--- /dev/null
@@ -0,0 +1 @@
+libfreetype.6.dylib
\ No newline at end of file
diff --git a/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libjpeg.62.dylib b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libjpeg.62.dylib
new file mode 100644 (file)
index 0000000..45a0c32
Binary files /dev/null and b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libjpeg.62.dylib differ
diff --git a/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libmodplug.0.0.0.dylib b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libmodplug.0.0.0.dylib
new file mode 100755 (executable)
index 0000000..bd4c21e
Binary files /dev/null and b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libmodplug.0.0.0.dylib differ
diff --git a/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libmodplug.dylib b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libmodplug.dylib
new file mode 120000 (symlink)
index 0000000..28fd8a4
--- /dev/null
@@ -0,0 +1 @@
+libmodplug.0.0.0.dylib
\ No newline at end of file
diff --git a/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libogg.0.6.0.dylib b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libogg.0.6.0.dylib
new file mode 100755 (executable)
index 0000000..70c9d91
Binary files /dev/null and b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libogg.0.6.0.dylib differ
diff --git a/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libogg.0.dylib b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libogg.0.dylib
new file mode 120000 (symlink)
index 0000000..f19a424
--- /dev/null
@@ -0,0 +1 @@
+libogg.0.6.0.dylib
\ No newline at end of file
diff --git a/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libogg.dylib b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libogg.dylib
new file mode 120000 (symlink)
index 0000000..1fb90f0
--- /dev/null
@@ -0,0 +1 @@
+libogg.0.dylib
\ No newline at end of file
diff --git a/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libpng12.0.dylib b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libpng12.0.dylib
new file mode 100644 (file)
index 0000000..37cf606
Binary files /dev/null and b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libpng12.0.dylib differ
diff --git a/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libtheora.0.3.4.dylib b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libtheora.0.3.4.dylib
new file mode 100755 (executable)
index 0000000..93b2c9f
Binary files /dev/null and b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libtheora.0.3.4.dylib differ
diff --git a/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libtheora.0.dylib b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libtheora.0.dylib
new file mode 120000 (symlink)
index 0000000..27ba0f4
--- /dev/null
@@ -0,0 +1 @@
+libtheora.0.3.4.dylib
\ No newline at end of file
diff --git a/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libtheora.dylib b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libtheora.dylib
new file mode 120000 (symlink)
index 0000000..dede91c
--- /dev/null
@@ -0,0 +1 @@
+libtheora.0.dylib
\ No newline at end of file
diff --git a/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libvorbis.0.4.3.dylib b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libvorbis.0.4.3.dylib
new file mode 100755 (executable)
index 0000000..8ed3114
Binary files /dev/null and b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libvorbis.0.4.3.dylib differ
diff --git a/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libvorbis.0.dylib b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libvorbis.0.dylib
new file mode 120000 (symlink)
index 0000000..51971ac
--- /dev/null
@@ -0,0 +1 @@
+libvorbis.0.4.3.dylib
\ No newline at end of file
diff --git a/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libvorbis.dylib b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libvorbis.dylib
new file mode 120000 (symlink)
index 0000000..33a5cc7
--- /dev/null
@@ -0,0 +1 @@
+libvorbis.0.dylib
\ No newline at end of file
diff --git a/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libvorbisenc.2.0.6.dylib b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libvorbisenc.2.0.6.dylib
new file mode 100755 (executable)
index 0000000..1fbdb28
Binary files /dev/null and b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libvorbisenc.2.0.6.dylib differ
diff --git a/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libvorbisenc.2.dylib b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libvorbisenc.2.dylib
new file mode 120000 (symlink)
index 0000000..c03ef39
--- /dev/null
@@ -0,0 +1 @@
+libvorbisenc.2.0.6.dylib
\ No newline at end of file
diff --git a/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libvorbisenc.dylib b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libvorbisenc.dylib
new file mode 120000 (symlink)
index 0000000..fa8785b
--- /dev/null
@@ -0,0 +1 @@
+libvorbisenc.2.dylib
\ No newline at end of file
diff --git a/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libvorbisfile.3.3.2.dylib b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libvorbisfile.3.3.2.dylib
new file mode 100755 (executable)
index 0000000..1ac87a0
Binary files /dev/null and b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libvorbisfile.3.3.2.dylib differ
diff --git a/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libvorbisfile.3.dylib b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libvorbisfile.3.dylib
new file mode 120000 (symlink)
index 0000000..131b7bd
--- /dev/null
@@ -0,0 +1 @@
+libvorbisfile.3.3.2.dylib
\ No newline at end of file
diff --git a/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libvorbisfile.dylib b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/libvorbisfile.dylib
new file mode 120000 (symlink)
index 0000000..f8785e8
--- /dev/null
@@ -0,0 +1 @@
+libvorbisfile.3.dylib
\ No newline at end of file
diff --git a/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/nexuiz-osx-agl b/misc/buildfiles/osx/Nexuiz.app/Contents/MacOS/nexuiz-osx-agl
new file mode 100755 (executable)
index 0000000..77cdbe5
--- /dev/null
@@ -0,0 +1,6 @@
+#!/bin/sh
+
+export DYLD_LIBRARY_PATH="${0%/*}"
+       # same dir as the executable
+
+exec "$0"-bin "$@" -notexturenonpoweroftwo +"gl_lockarrays 0"
diff --git a/misc/buildfiles/osx/Nexuiz.app/Contents/PkgInfo b/misc/buildfiles/osx/Nexuiz.app/Contents/PkgInfo
new file mode 100644 (file)
index 0000000..bd04210
--- /dev/null
@@ -0,0 +1 @@
+APPL????
\ No newline at end of file
diff --git a/misc/buildfiles/osx/Nexuiz.app/Contents/Resources/English.lproj/InfoPlist.strings b/misc/buildfiles/osx/Nexuiz.app/Contents/Resources/English.lproj/InfoPlist.strings
new file mode 100755 (executable)
index 0000000..cc3af6f
Binary files /dev/null and b/misc/buildfiles/osx/Nexuiz.app/Contents/Resources/English.lproj/InfoPlist.strings differ
diff --git a/misc/buildfiles/osx/Nexuiz.app/Contents/Resources/Nexuiz.icns b/misc/buildfiles/osx/Nexuiz.app/Contents/Resources/Nexuiz.icns
new file mode 100644 (file)
index 0000000..07cc4f3
Binary files /dev/null and b/misc/buildfiles/osx/Nexuiz.app/Contents/Resources/Nexuiz.icns differ
diff --git a/misc/buildfiles/w32/SDL.dll b/misc/buildfiles/w32/SDL.dll
new file mode 100644 (file)
index 0000000..3ce97a5
Binary files /dev/null and b/misc/buildfiles/w32/SDL.dll differ
diff --git a/misc/buildfiles/w32/libcurl-4.dll b/misc/buildfiles/w32/libcurl-4.dll
new file mode 100755 (executable)
index 0000000..1e41b76
Binary files /dev/null and b/misc/buildfiles/w32/libcurl-4.dll differ
diff --git a/misc/buildfiles/w32/libfreetype-6.dll b/misc/buildfiles/w32/libfreetype-6.dll
new file mode 100755 (executable)
index 0000000..8413207
Binary files /dev/null and b/misc/buildfiles/w32/libfreetype-6.dll differ
diff --git a/misc/buildfiles/w32/libjpeg.dll b/misc/buildfiles/w32/libjpeg.dll
new file mode 100644 (file)
index 0000000..99c0215
Binary files /dev/null and b/misc/buildfiles/w32/libjpeg.dll differ
diff --git a/misc/buildfiles/w32/libmodplug-0.dll b/misc/buildfiles/w32/libmodplug-0.dll
new file mode 100755 (executable)
index 0000000..8390535
Binary files /dev/null and b/misc/buildfiles/w32/libmodplug-0.dll differ
diff --git a/misc/buildfiles/w32/libpng12.dll b/misc/buildfiles/w32/libpng12.dll
new file mode 100644 (file)
index 0000000..db30450
Binary files /dev/null and b/misc/buildfiles/w32/libpng12.dll differ
diff --git a/misc/buildfiles/w32/libtheora.dll b/misc/buildfiles/w32/libtheora.dll
new file mode 100644 (file)
index 0000000..ef66bd7
Binary files /dev/null and b/misc/buildfiles/w32/libtheora.dll differ
diff --git a/misc/buildfiles/w32/ogg.dll b/misc/buildfiles/w32/ogg.dll
new file mode 100644 (file)
index 0000000..76bc621
Binary files /dev/null and b/misc/buildfiles/w32/ogg.dll differ
diff --git a/misc/buildfiles/w32/vorbis.dll b/misc/buildfiles/w32/vorbis.dll
new file mode 100644 (file)
index 0000000..d19353b
Binary files /dev/null and b/misc/buildfiles/w32/vorbis.dll differ
diff --git a/misc/buildfiles/w32/vorbisenc.dll b/misc/buildfiles/w32/vorbisenc.dll
new file mode 100644 (file)
index 0000000..feb0808
Binary files /dev/null and b/misc/buildfiles/w32/vorbisenc.dll differ
diff --git a/misc/buildfiles/w32/vorbisfile.dll b/misc/buildfiles/w32/vorbisfile.dll
new file mode 100644 (file)
index 0000000..2892040
Binary files /dev/null and b/misc/buildfiles/w32/vorbisfile.dll differ
diff --git a/misc/buildfiles/w32/zlib1.dll b/misc/buildfiles/w32/zlib1.dll
new file mode 100644 (file)
index 0000000..2b0072b
Binary files /dev/null and b/misc/buildfiles/w32/zlib1.dll differ
diff --git a/misc/mediasource/crosshairs/crosshair8-11.xcf b/misc/mediasource/crosshairs/crosshair8-11.xcf
new file mode 100644 (file)
index 0000000..c0942b5
Binary files /dev/null and b/misc/mediasource/crosshairs/crosshair8-11.xcf differ
diff --git a/misc/mediasource/crosshairs/crosshair910.psd b/misc/mediasource/crosshairs/crosshair910.psd
new file mode 100644 (file)
index 0000000..3cb8a05
Binary files /dev/null and b/misc/mediasource/crosshairs/crosshair910.psd differ
diff --git a/misc/mediasource/graphics/chatbubble.svg b/misc/mediasource/graphics/chatbubble.svg
new file mode 100644 (file)
index 0000000..1690f85
--- /dev/null
@@ -0,0 +1,346 @@
+<?xml version="1.0" encoding="UTF-8" standalone="no"?>
+<!-- Created with Inkscape (http://www.inkscape.org/) -->
+<svg
+   xmlns:dc="http://purl.org/dc/elements/1.1/"
+   xmlns:cc="http://creativecommons.org/ns#"
+   xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
+   xmlns:svg="http://www.w3.org/2000/svg"
+   xmlns="http://www.w3.org/2000/svg"
+   xmlns:xlink="http://www.w3.org/1999/xlink"
+   xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
+   xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
+   width="128"
+   height="128"
+   id="svg2"
+   sodipodi:version="0.32"
+   inkscape:version="0.46"
+   version="1.0"
+   sodipodi:docname="chatbubble.svg"
+   inkscape:output_extension="org.inkscape.output.svg.inkscape"
+   inkscape:export-filename="/home/sev/.nexuiz/data/models/misc/chatbubble.png"
+   inkscape:export-xdpi="90"
+   inkscape:export-ydpi="90">
+  <defs
+     id="defs4">
+    <linearGradient
+       id="linearGradient3186">
+      <stop
+         id="stop3188"
+         offset="0"
+         style="stop-color:#dfdfdf;stop-opacity:1;" />
+      <stop
+         style="stop-color:#7f7f7f;stop-opacity:1;"
+         offset="0.22940317"
+         id="stop3192" />
+      <stop
+         id="stop3190"
+         offset="1"
+         style="stop-color:#1f1f1f;stop-opacity:1;" />
+    </linearGradient>
+    <linearGradient
+       id="linearGradient3170">
+      <stop
+         style="stop-color:#dfdfdf;stop-opacity:1;"
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diff --git a/misc/mediasource/graphics/sb-flag-carrying.svg b/misc/mediasource/graphics/sb-flag-carrying.svg
new file mode 100644 (file)
index 0000000..4026031
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+</svg>
diff --git a/misc/mediasource/hud/race/newtime.svg b/misc/mediasource/hud/race/newtime.svg
new file mode 100644 (file)
index 0000000..98c18fe
--- /dev/null
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+         sodipodi:absref="/home/sev/Desktop/data/nexrun_icons/newtime_bg.tga"
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diff --git a/misc/mediasource/hud/race/newtime_bg.tga b/misc/mediasource/hud/race/newtime_bg.tga
new file mode 100644 (file)
index 0000000..f5c509f
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diff --git a/misc/mediasource/hud/race/nexrun_icons.txt b/misc/mediasource/hud/race/nexrun_icons.txt
new file mode 100644 (file)
index 0000000..c45a8a0
--- /dev/null
@@ -0,0 +1,10 @@
+The svg files have been created and edited with Inkscape 0.46
+The used images are based on the following files provided with Nexuiz:
+
+textures/ons_boom1.tga
+particles/particlefont.tga
+gfx/hud/sb_scoreboard_bg.tga
+
+License: GNU GPL version 2 or any later version
+
+sev
diff --git a/misc/mediasource/hud/sb_ammobg.xcf b/misc/mediasource/hud/sb_ammobg.xcf
new file mode 100755 (executable)
index 0000000..76a45e1
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diff --git a/misc/mediasource/hud/sb_health.xcf b/misc/mediasource/hud/sb_health.xcf
new file mode 100755 (executable)
index 0000000..f50e3f7
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diff --git a/misc/mediasource/hud/sb_scoreboard_bg.xcf b/misc/mediasource/hud/sb_scoreboard_bg.xcf
new file mode 100644 (file)
index 0000000..2a987f4
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diff --git a/misc/mediasource/hud/sb_timerbg.xcf b/misc/mediasource/hud/sb_timerbg.xcf
new file mode 100755 (executable)
index 0000000..11f4e79
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diff --git a/misc/mediasource/hud/sbar.xcf b/misc/mediasource/hud/sbar.xcf
new file mode 100755 (executable)
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diff --git a/misc/mediasource/hud/sprite-to-num.sh b/misc/mediasource/hud/sprite-to-num.sh
new file mode 100644 (file)
index 0000000..e9407a6
--- /dev/null
@@ -0,0 +1,157 @@
+<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
+<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en">
+<head>
+<title>Nexuiz - Alientrap Development</title>
+<meta http-equiv="content-type" content="text/html; charset=utf-8" />
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+<script src="/javascripts/prototype.js?1238935462" type="text/javascript"></script>
+<script src="/javascripts/effects.js?1238935462" type="text/javascript"></script>
+<script src="/javascripts/dragdrop.js?1238935462" type="text/javascript"></script>
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+<link href="/stylesheets/jstoolbar.css?1238935462" media="screen" rel="stylesheet" type="text/css" />
+<!--[if IE]>
+    <style type="text/css">
+      * html body{ width: expression( document.documentElement.clientWidth < 900 ? '900px' : '100%' ); }
+      body {behavior: url(/stylesheets/csshover.htc?1238935462);}
+    </style>
+<![endif]-->
+  <style type="text/css">
+.question { background-color:#FFEBC1; border:2px solid #FDBD3B; margin-bottom:12px; padding:0px 4px 8px 4px; }
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+td.formatted_questions ol { margin-top: 0px; margin-bottom: 0px; }
+  </style>
+ <link href="/plugin_assets/redmine_vote/stylesheets/stylesheet.css?1241479970" media="screen" rel="stylesheet" type="text/css" />
+<!-- page specific tags -->
+    <link href="/stylesheets/scm.css?1238935462" media="screen" rel="stylesheet" type="text/css" /></head>
+<body>
+<div id="wrapper">
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+    <div id="sidebar">        
+        
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+    
+    <div id="content">
+                               
+        <h2>sprite-to-num.sh</h2>
+
+<div class="attachments">
+<p>fruitiex's script to slice them - 
+   <span class="author">-z-, 06/28/2009 10:56 AM</span></p>
+<p><a href="/attachments/download/273/sprite-to-num.sh">Download</a>   <span class="size">(470 Bytes)</span></p>
+
+</div>
+&nbsp;
+<div class="autoscroll">
+<table class="filecontent CodeRay">
+<tbody>
+
+
+<tr><th class="line-num" id="L1"><a href="#L1">1</a></th><td class="line-code"><pre>#!/bin/bash
+</pre></td></tr>
+
+
+<tr><th class="line-num" id="L2"><a href="#L2">2</a></th><td class="line-code"><pre>offset=0
+</pre></td></tr>
+
+
+<tr><th class="line-num" id="L3"><a href="#L3">3</a></th><td class="line-code"><pre>numsize=64
+</pre></td></tr>
+
+
+<tr><th class="line-num" id="L4"><a href="#L4">4</a></th><td class="line-code"><pre>i=0
+</pre></td></tr>
+
+
+<tr><th class="line-num" id="L5"><a href="#L5">5</a></th><td class="line-code"><pre>while [ $i -lt 13 ];do convert -crop $((numsize))x$numsize+$offset+0 numbers.png num_$i.tga;convert -crop $((numsize))x$numsize+$offset+0 numbers_outline.png num_$((i))_stroke.tga;offset=$((offset+$numsize));i=$((i+1));done
+</pre></td></tr>
+
+
+<tr><th class="line-num" id="L6"><a href="#L6">6</a></th><td class="line-code"><pre>mv num_10.tga num_minus.tga
+</pre></td></tr>
+
+
+<tr><th class="line-num" id="L7"><a href="#L7">7</a></th><td class="line-code"><pre>mv num_10_stroke.tga num_minus_stroke.tga
+</pre></td></tr>
+
+
+<tr><th class="line-num" id="L8"><a href="#L8">8</a></th><td class="line-code"><pre>
+</pre></td></tr>
+
+
+<tr><th class="line-num" id="L9"><a href="#L9">9</a></th><td class="line-code"><pre>mv num_11.tga num_plus.tga
+</pre></td></tr>
+
+
+<tr><th class="line-num" id="L10"><a href="#L10">10</a></th><td class="line-code"><pre>mv num_11_stroke.tga num_plus_stroke.tga
+</pre></td></tr>
+
+
+<tr><th class="line-num" id="L11"><a href="#L11">11</a></th><td class="line-code"><pre>
+</pre></td></tr>
+
+
+<tr><th class="line-num" id="L12"><a href="#L12">12</a></th><td class="line-code"><pre>mv num_12.tga num_colon.tga
+</pre></td></tr>
+
+
+<tr><th class="line-num" id="L13"><a href="#L13">13</a></th><td class="line-code"><pre>mv num_12_stroke.tga num_colon_stroke.tga
+</pre></td></tr>
+
+
+</tbody>
+</table>
+</div>
+
+
+
+        
+    </div>
+</div>
+
+<div id="ajax-indicator" style="display:none;"><span>Loading...</span></div>
+       
+<div id="footer">
+    Powered by <a href="http://www.redmine.org/">Redmine</a> &copy; 2006-2009 Jean-Philippe Lang
+</div>
+</div>
+
+</body>
+</html>
diff --git a/misc/mediasource/hud/votedialog/textures/sb_scoreboard_bg.tga b/misc/mediasource/hud/votedialog/textures/sb_scoreboard_bg.tga
new file mode 100644 (file)
index 0000000..1d9ea76
Binary files /dev/null and b/misc/mediasource/hud/votedialog/textures/sb_scoreboard_bg.tga differ
diff --git a/misc/mediasource/hud/votedialog/voteprogress.svg b/misc/mediasource/hud/votedialog/voteprogress.svg
new file mode 100644 (file)
index 0000000..3cf1ba2
--- /dev/null
@@ -0,0 +1,266 @@
+<?xml version="1.0" encoding="UTF-8" standalone="no"?>
+<!-- Created with Inkscape (http://www.inkscape.org/) -->
+<svg
+   xmlns:dc="http://purl.org/dc/elements/1.1/"
+   xmlns:cc="http://creativecommons.org/ns#"
+   xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
+   xmlns:svg="http://www.w3.org/2000/svg"
+   xmlns="http://www.w3.org/2000/svg"
+   xmlns:xlink="http://www.w3.org/1999/xlink"
+   xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
+   xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
+   width="512"
+   height="128"
+   id="svg2"
+   sodipodi:version="0.32"
+   inkscape:version="0.46"
+   version="1.0"
+   sodipodi:docname="voteprogress.svg"
+   inkscape:output_extension="org.inkscape.output.svg.inkscape"
+   inkscape:export-filename="/home/sev/Desktop/data/voteprogress/votedprogress.png"
+   inkscape:export-xdpi="90"
+   inkscape:export-ydpi="90">
+  <defs
+     id="defs4">
+    <inkscape:perspective
+       sodipodi:type="inkscape:persp3d"
+       inkscape:vp_x="0 : 64 : 1"
+       inkscape:vp_y="0 : 1000 : 0"
+       inkscape:vp_z="512 : 64 : 1"
+       inkscape:persp3d-origin="256 : 42.666667 : 1"
+       id="perspective41" />
+    <pattern
+       patternUnits="userSpaceOnUse"
+       width="1024"
+       height="384"
+       patternTransform="translate(0,-128)"
+       id="pattern3921">
+      <image
+         xlink:href="textures/sb_scoreboard_bg.tga"
+         sodipodi:absref="/home/sev/.nexuiz/data/voteprogress/textures/sb_scoreboard_bg.tga"
+         width="1024"
+         height="384"
+         id="image2418"
+         x="0"
+         y="0" />
+    </pattern>
+    <linearGradient
+       id="linearGradient3960">
+      <stop
+         id="stop3962"
+         offset="0"
+         style="stop-color:#00bf00;stop-opacity:1;" />
+      <stop
+         id="stop3964"
+         offset="1"
+         style="stop-color:#003f00;stop-opacity:1;" />
+    </linearGradient>
+    <linearGradient
+       id="linearGradient3948">
+      <stop
+         style="stop-color:#bf0000;stop-opacity:1;"
+         offset="0"
+         id="stop3950" />
+      <stop
+         style="stop-color:#3f0000;stop-opacity:1;"
+         offset="1"
+         id="stop3952" />
+    </linearGradient>
+    <linearGradient
+       id="linearGradient3930">
+      <stop
+         id="stop3932"
+         offset="0"
+         style="stop-color:#ff0000;stop-opacity:1;" />
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+         id="stop3934"
+         offset="1"
+         style="stop-color:#7f0000;stop-opacity:1;" />
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+    <linearGradient
+       id="linearGradient3910">
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+         style="stop-color:#00ff00;stop-opacity:1;"
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+      <stop
+         style="stop-color:#007f00;stop-opacity:1;"
+         offset="1"
+         id="stop3914" />
+    </linearGradient>
+    <linearGradient
+       inkscape:collect="always"
+       xlink:href="#linearGradient3910"
+       id="linearGradient3189"
+       x1="256"
+       y1="104"
+       x2="0"
+       y2="104"
+       gradientUnits="userSpaceOnUse" />
+    <linearGradient
+       inkscape:collect="always"
+       xlink:href="#linearGradient3960"
+       id="linearGradient3214"
+       x1="256"
+       y1="104"
+       x2="0"
+       y2="104"
+       gradientUnits="userSpaceOnUse" />
+    <linearGradient
+       inkscape:collect="always"
+       xlink:href="#linearGradient3930"
+       id="linearGradient3935"
+       gradientUnits="userSpaceOnUse"
+       x1="9"
+       y1="104"
+       x2="-247"
+       y2="104"
+       gradientTransform="matrix(-1,0,0,1,265,0)" />
+    <linearGradient
+       inkscape:collect="always"
+       xlink:href="#linearGradient3948"
+       id="linearGradient3939"
+       gradientUnits="userSpaceOnUse"
+       x1="99"
+       y1="104"
+       x2="-157"
+       y2="104"
+       gradientTransform="matrix(-1,0,0,1,355,0)" />
+    <filter
+       inkscape:collect="always"
+       id="filter3913">
+      <feGaussianBlur
+         inkscape:collect="always"
+         stdDeviation="0.316"
+         id="feGaussianBlur3915" />
+    </filter>
+  </defs>
+  <sodipodi:namedview
+     id="base"
+     pagecolor="#ffffff"
+     bordercolor="#666666"
+     borderopacity="1.0"
+     inkscape:pageopacity="0"
+     inkscape:pageshadow="2"
+     inkscape:zoom="1.6064939"
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+     inkscape:document-units="px"
+     inkscape:current-layer="layer1"
+     showgrid="true"
+     inkscape:showpageshadow="false"
+     inkscape:snap-bbox="true"
+     gridtolerance="8"
+     inkscape:window-width="1280"
+     inkscape:window-height="961"
+     inkscape:window-x="0"
+     inkscape:window-y="0"
+     showguides="true"
+     inkscape:guide-bbox="true"
+     guidecolor="#00007f"
+     guideopacity="0.49803922"
+     guidehicolor="#ff0000"
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+    <sodipodi:guide
+       orientation="1,0"
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+       orientation="1,0"
+       position="256,0"
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+    <sodipodi:guide
+       orientation="1,0"
+       position="384,0"
+       id="guide3943" />
+  </sodipodi:namedview>
+  <metadata
+     id="metadata7">
+    <rdf:RDF>
+      <cc:Work
+         rdf:about="">
+        <dc:format>image/svg+xml</dc:format>
+        <dc:type
+           rdf:resource="http://purl.org/dc/dcmitype/StillImage" />
+        <cc:license
+           rdf:resource="" />
+      </cc:Work>
+    </rdf:RDF>
+  </metadata>
+  <g
+     inkscape:label="Ebene 1"
+     inkscape:groupmode="layer"
+     id="layer1"
+     style="display:inline;filter:url(#filter3913)">
+    <path
+       style="fill:url(#pattern3921);fill-rule:evenodd;stroke:none;stroke-width:4;stroke-linecap:butt;stroke-linejoin:miter;stroke-opacity:1;fill-opacity:1;stroke-miterlimit:4;stroke-dasharray:none;opacity:0.75"
+       d="M 16,4 L 4,16 L 4,112 L 16,124 L 496,124 L 508,112 L 508,16 L 496,4 L 388,4 L 380,12 L 132,12 L 124,4 L 16,4 z M 112,92 L 244,92 L 252,100 L 260,100 L 268,92 L 400,92 L 408,100 L 500,100 L 500,108 L 492,116 L 268,116 L 260,108 L 252,108 L 244,116 L 20,116 L 12,108 L 12,100 L 104,100 L 112,92 z"
+       id="FrameBack"
+       sodipodi:nodetypes="cccccccccccccccccccccccccccccccc"
+       inkscape:label="Frame" />
+    <path
+       sodipodi:nodetypes="cccccccccccccccccccccccccccccccc"
+       id="FrameBorder"
+       d="M 16,4 L 4,16 L 4,112 L 16,124 L 496,124 L 508,112 L 508,16 L 496,4 L 388,4 L 380,12 L 132,12 L 124,4 L 16,4 z M 112,92 L 244,92 L 252,100 L 260,100 L 268,92 L 400,92 L 408,100 L 500,100 L 500,108 L 492,116 L 268,116 L 260,108 L 252,108 L 244,116 L 20,116 L 12,108 L 12,100 L 104,100 L 112,92 z"
+       style="fill:none;fill-rule:evenodd;stroke:#000000;stroke-width:4;stroke-linecap:butt;stroke-linejoin:miter;stroke-opacity:1;fill-opacity:1;stroke-miterlimit:4;stroke-dasharray:none"
+       inkscape:label="Frame" />
+    <path
+       sodipodi:nodetypes="ccccccccc"
+       id="VotedYesBack"
+       d="M 106,104 L 114,96 L 242,96 L 250,104 L 242,112 L 16,112 L 12,108 L 12,104 L 106,104 z"
+       style="fill:#000000;fill-opacity:1;fill-rule:evenodd;stroke:none;stroke-width:1px;stroke-linecap:butt;stroke-linejoin:miter;stroke-opacity:1"
+       inkscape:label="Voted" />
+    <path
+       style="fill:#000000;fill-opacity:1;fill-rule:evenodd;stroke:none;stroke-width:1px;stroke-linecap:butt;stroke-linejoin:miter;stroke-opacity:1"
+       d="M 406,104 L 398,96 L 270,96 L 262,104 L 270,112 L 496,112 L 500,108 L 500,104 L 406,104 z"
+       id="VotedNoBack"
+       sodipodi:nodetypes="ccccccccc"
+       inkscape:label="Voted" />
+    <path
+       style="fill:url(#linearGradient3189);fill-rule:evenodd;stroke:none;stroke-width:1px;stroke-linecap:butt;stroke-linejoin:miter;stroke-opacity:1;fill-opacity:1"
+       d="M 14,106 L 14,107 L 17,110 L 241,110 L 247,104 L 241,98 L 115,98 L 107,106 L 14,106 z"
+       id="VotedYesProg"
+       sodipodi:nodetypes="ccccccccc"
+       inkscape:label="Voted" />
+    <path
+       sodipodi:nodetypes="ccccccccc"
+       id="VotedNoProg"
+       d="M 498,106 L 498,107 L 495,110 L 271,110 L 265,104 L 271,98 L 397,98 L 405,106 L 498,106 z"
+       style="fill:url(#linearGradient3935);fill-opacity:1.0;fill-rule:evenodd;stroke:none;stroke-width:1px;stroke-linecap:butt;stroke-linejoin:miter;stroke-opacity:1"
+       inkscape:label="Voted" />
+    <path
+       style="fill:url(#linearGradient3214);fill-rule:evenodd;stroke:none;stroke-width:1px;stroke-linecap:butt;stroke-linejoin:miter;stroke-opacity:1;fill-opacity:1"
+       d="M 117,99 L 122,104 L 117,109 L 125,109 L 130,104 L 125,99 L 117,99 z M 133,99 L 138,104 L 133,109 L 141,109 L 146,104 L 141,99 L 133,99 z M 149,99 L 154,104 L 149,109 L 157,109 L 162,104 L 157,99 L 149,99 z M 165,99 L 170,104 L 165,109 L 173,109 L 178,104 L 173,99 L 165,99 z M 181,99 L 186,104 L 181,109 L 189,109 L 194,104 L 189,99 L 181,99 z M 197,99 L 202,104 L 197,109 L 205,109 L 210,104 L 205,99 L 197,99 z M 213,99 L 218,104 L 213,109 L 221,109 L 226,104 L 221,99 L 213,99 z M 229,99 L 234,104 L 229,109 L 237,109 L 242,104 L 237,99 L 229,99 z"
+       id="VotedYesArrows"
+       sodipodi:nodetypes="cccccccccccccccccccccccccccccccccccccccccccccccccccccccc"
+       inkscape:label="Voted" />
+    <path
+       id="VotedNoArrows"
+       d="M 395,99 L 390,104 L 395,109 L 387,109 L 382,104 L 387,99 L 395,99 z M 379,99 L 374,104 L 379,109 L 371,109 L 366,104 L 371,99 L 379,99 z M 363,99 L 358,104 L 363,109 L 355,109 L 350,104 L 355,99 L 363,99 z M 347,99 L 342,104 L 347,109 L 339,109 L 334,104 L 339,99 L 347,99 z M 331,99 L 326,104 L 331,109 L 323,109 L 318,104 L 323,99 L 331,99 z M 315,99 L 310,104 L 315,109 L 307,109 L 302,104 L 307,99 L 315,99 z M 299,99 L 294,104 L 299,109 L 291,109 L 286,104 L 291,99 L 299,99 z M 283,99 L 278,104 L 283,109 L 275,109 L 270,104 L 275,99 L 283,99 z"
+       style="fill:url(#linearGradient3939);fill-opacity:1.0;fill-rule:evenodd;stroke:none;stroke-width:1px;stroke-linecap:butt;stroke-linejoin:miter;stroke-opacity:1"
+       sodipodi:nodetypes="cccccccccccccccccccccccccccccccccccccccccccccccccccccccc"
+       inkscape:label="Voted" />
+    <path
+       style="fill:#00bf00;fill-rule:evenodd;stroke:#000000;stroke-width:1;stroke-linecap:butt;stroke-linejoin:miter;stroke-opacity:1;fill-opacity:1;stroke-miterlimit:4;stroke-dasharray:none"
+       d="M 102,96 L 110,88 L 240,88 L 232,80 L 208,80 L 208,84 L 104,84 L 92,96 L 102,96 z"
+       id="VotedYes"
+       sodipodi:nodetypes="ccccccccc"
+       inkscape:label="Voted" />
+    <path
+       sodipodi:nodetypes="ccccccccc"
+       id="VotedNo"
+       d="M 410,96 L 402,88 L 272,88 L 280,80 L 304,80 L 304,84 L 408,84 L 420,96 L 410,96 z"
+       style="fill:#bf0000;fill-opacity:1;fill-rule:evenodd;stroke:#000000;stroke-width:1;stroke-linecap:butt;stroke-linejoin:miter;stroke-miterlimit:4;stroke-dasharray:none;stroke-opacity:1"
+       inkscape:label="Voted" />
+  </g>
+</svg>
diff --git a/misc/mediasource/hud/zhudmockup_icons.png b/misc/mediasource/hud/zhudmockup_icons.png
new file mode 100755 (executable)
index 0000000..77bda6a
Binary files /dev/null and b/misc/mediasource/hud/zhudmockup_icons.png differ
diff --git a/misc/mediasource/menuskins/silver/psd-silver-1.1.zip b/misc/mediasource/menuskins/silver/psd-silver-1.1.zip
new file mode 100644 (file)
index 0000000..ca8fc31
Binary files /dev/null and b/misc/mediasource/menuskins/silver/psd-silver-1.1.zip differ
diff --git a/misc/mediasource/menuskins/wickedz/background_builder/append.sh b/misc/mediasource/menuskins/wickedz/background_builder/append.sh
new file mode 100755 (executable)
index 0000000..ba21f23
--- /dev/null
@@ -0,0 +1,37 @@
+#!/bin/sh
+#
+# Created by Tyler "-z-" Mulligan to build the version number for Nexuiz
+# in the menu.  Released under the GPLv2
+#
+# Usage: pass a string to be converted to an image
+#
+# ./append 2.5.1
+#
+# _ = space
+# s = svn
+# z = z0rz (just for fun :-P)
+
+# build the image out of the string for the version
+build_version()
+{
+       version=$1
+       imagified=$(echo $version | sed 's/\(.\)/vfont_\1.tga /g' | sed 's/s/svn/g;s/_\./_dot/g;s/__/_nbsp/g;s/z/z0rz/g' )
+       f=`mktemp`
+       convert $imagified +append TGA:"$f"
+       echo "$f"
+}
+
+# place the image string on the big image
+place_on_bg()
+{
+       #convert background_25.tga -page +259+41 TGA:"$1" -flatten "$2"/background.tga
+       #convert background_ingame_25.tga -page +259+41 TGA:"$1" -flatten "$2"/background_ingame.tga
+       convert background_l2.tga -draw "image over 259,41 0,0 'TGA:$1'" "$2"/background_l2.tga
+}
+
+# test case
+#build_version 2.4_sz
+
+f=`build_version "$1"`
+place_on_bg "$f" "$2"
+rm -f "$f"
diff --git a/misc/mediasource/menuskins/wickedz/background_builder/background_25.tga b/misc/mediasource/menuskins/wickedz/background_builder/background_25.tga
new file mode 100644 (file)
index 0000000..183514d
Binary files /dev/null and b/misc/mediasource/menuskins/wickedz/background_builder/background_25.tga differ
diff --git a/misc/mediasource/menuskins/wickedz/background_builder/background_ingame_25.tga b/misc/mediasource/menuskins/wickedz/background_builder/background_ingame_25.tga
new file mode 100644 (file)
index 0000000..0a93c2c
Binary files /dev/null and b/misc/mediasource/menuskins/wickedz/background_builder/background_ingame_25.tga differ
diff --git a/misc/mediasource/menuskins/wickedz/background_builder/background_l2.tga b/misc/mediasource/menuskins/wickedz/background_builder/background_l2.tga
new file mode 100644 (file)
index 0000000..e49d035
Binary files /dev/null and b/misc/mediasource/menuskins/wickedz/background_builder/background_l2.tga differ
diff --git a/misc/mediasource/menuskins/wickedz/background_builder/vfont_0.tga b/misc/mediasource/menuskins/wickedz/background_builder/vfont_0.tga
new file mode 100644 (file)
index 0000000..5a2dc5f
Binary files /dev/null and b/misc/mediasource/menuskins/wickedz/background_builder/vfont_0.tga differ
diff --git a/misc/mediasource/menuskins/wickedz/background_builder/vfont_1.tga b/misc/mediasource/menuskins/wickedz/background_builder/vfont_1.tga
new file mode 100644 (file)
index 0000000..c86f52c
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index 0000000..1c0b338
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index 0000000..9551213
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diff --git a/misc/mediasource/menuskins/wickedz/background_builder/vfont_dot.tga b/misc/mediasource/menuskins/wickedz/background_builder/vfont_dot.tga
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index 0000000..7ebcc69
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index 0000000..22698ae
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diff --git a/misc/mediasource/menuskins/wickedz/wickedz_background.psd.zip b/misc/mediasource/menuskins/wickedz/wickedz_background.psd.zip
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index 0000000..82aeef0
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diff --git a/misc/mediasource/models/a_bullets.smd.zip b/misc/mediasource/models/a_bullets.smd.zip
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index 0000000..ac41006
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diff --git a/misc/mediasource/models/dom_points.zip b/misc/mediasource/models/dom_points.zip
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index 0000000..3d12b56
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diff --git a/misc/mediasource/models/flags_source.7z b/misc/mediasource/models/flags_source.7z
new file mode 100644 (file)
index 0000000..9230778
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diff --git a/misc/mediasource/models/h_weapons/blend/grenademodel.blend b/misc/mediasource/models/h_weapons/blend/grenademodel.blend
new file mode 100644 (file)
index 0000000..3eedd58
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diff --git a/misc/mediasource/models/h_weapons/blend/h_campingrifle.blend b/misc/mediasource/models/h_weapons/blend/h_campingrifle.blend
new file mode 100644 (file)
index 0000000..d6c7161
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diff --git a/misc/mediasource/models/h_weapons/blend/h_crylink.blend b/misc/mediasource/models/h_weapons/blend/h_crylink.blend
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index 0000000..379be3d
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diff --git a/misc/mediasource/models/h_weapons/blend/h_electro.blend b/misc/mediasource/models/h_weapons/blend/h_electro.blend
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index 0000000..a5fb445
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diff --git a/misc/mediasource/models/h_weapons/blend/h_gl.blend b/misc/mediasource/models/h_weapons/blend/h_gl.blend
new file mode 100644 (file)
index 0000000..72688d3
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diff --git a/misc/mediasource/models/h_weapons/blend/h_hagar.blend b/misc/mediasource/models/h_weapons/blend/h_hagar.blend
new file mode 100644 (file)
index 0000000..9a76f68
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diff --git a/misc/mediasource/models/h_weapons/blend/h_hlac.blend b/misc/mediasource/models/h_weapons/blend/h_hlac.blend
new file mode 100644 (file)
index 0000000..2cb904a
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diff --git a/misc/mediasource/models/h_weapons/blend/h_hookgun.blend b/misc/mediasource/models/h_weapons/blend/h_hookgun.blend
new file mode 100644 (file)
index 0000000..5e69c12
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diff --git a/misc/mediasource/models/h_weapons/blend/h_laser.blend b/misc/mediasource/models/h_weapons/blend/h_laser.blend
new file mode 100644 (file)
index 0000000..08f062e
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diff --git a/misc/mediasource/models/h_weapons/blend/h_minstanex.blend b/misc/mediasource/models/h_weapons/blend/h_minstanex.blend
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index 0000000..7755700
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diff --git a/misc/mediasource/models/h_weapons/blend/h_nex.blend b/misc/mediasource/models/h_weapons/blend/h_nex.blend
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index 0000000..f54024b
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diff --git a/misc/mediasource/models/h_weapons/blend/h_porto.blend b/misc/mediasource/models/h_weapons/blend/h_porto.blend
new file mode 100644 (file)
index 0000000..97f4b4d
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diff --git a/misc/mediasource/models/h_weapons/blend/h_rl.blend b/misc/mediasource/models/h_weapons/blend/h_rl.blend
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index 0000000..969837d
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diff --git a/misc/mediasource/models/h_weapons/blend/h_seeker.blend b/misc/mediasource/models/h_weapons/blend/h_seeker.blend
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index 0000000..a794252
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diff --git a/misc/mediasource/models/h_weapons/blend/h_shotgun.blend b/misc/mediasource/models/h_weapons/blend/h_shotgun.blend
new file mode 100644 (file)
index 0000000..e0d7ceb
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diff --git a/misc/mediasource/models/h_weapons/blend/h_uzi.blend b/misc/mediasource/models/h_weapons/blend/h_uzi.blend
new file mode 100644 (file)
index 0000000..da6996b
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diff --git a/misc/mediasource/models/h_weapons/blend/v_hagar.blend b/misc/mediasource/models/h_weapons/blend/v_hagar.blend
new file mode 100644 (file)
index 0000000..fadee89
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diff --git a/misc/mediasource/models/h_weapons/md5/h_campingrifle.md5mesh b/misc/mediasource/models/h_weapons/md5/h_campingrifle.md5mesh
new file mode 100644 (file)
index 0000000..152fdbd
--- /dev/null
@@ -0,0 +1,32 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numJoints 4\r
+numMeshes 1\r
+\r
+joints {\r
+       "origin"        -1 ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )             // \r
+       "weapon"        0 ( 10.291484 -9.986809 -17.929485 ) ( -0.000000 0.000000 0.000332 )            // origin\r
+       "shot"  1 ( 71.345863 -8.693818 -12.667975 ) ( 0.000000 -0.000000 -0.000000 )           // weapon\r
+       "shell" 1 ( 22.424452 -10.940800 -11.986585 ) ( -0.000000 -0.000000 0.000000 )          // weapon\r
+}\r
+\r
+mesh {\r
+       shader "textures/common/nodraw"\r
+\r
+       numverts 4\r
+       vert 0 ( 1.000000 0.000000 ) 0 1\r
+       vert 1 ( 0.000000 0.000000 ) 1 1\r
+       vert 2 ( 0.000000 1.000000 ) 2 1\r
+       vert 3 ( 1.000000 1.000000 ) 3 1\r
+\r
+       numtris 2\r
+       tri 0 0 2 1\r
+       tri 1 0 3 2\r
+\r
+       numweights 4\r
+       weight 0 0 1.000000 ( 0.000000 1.414214 0.000000 )\r
+       weight 1 0 1.000000 ( -1.414214 0.000001 0.000000 )\r
+       weight 2 0 1.000000 ( -0.000000 -1.414214 0.000000 )\r
+       weight 3 0 1.000000 ( 1.414214 0.000000 0.000000 )\r
+}\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_campingrifle.proj b/misc/mediasource/models/h_weapons/md5/h_campingrifle.proj
new file mode 100644 (file)
index 0000000..53b2ebe
--- /dev/null
@@ -0,0 +1,10 @@
+project "h_campingrifle.tmdl"\r
+       importmd5mesh "h_campingrifle.md5mesh"\r
+       normals\r
+       importmd5anim "h_campingrifle_fire.md5anim" "fire"\r
+       importmd5anim "h_campingrifle_fire2.md5anim" "fire2"\r
+       importmd5anim "h_campingrifle_idle.md5anim" "idle"\r
+       importmd5anim "h_campingrifle_reload.md5anim" "reload"\r
+finish\r
+\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_campingrifle_fire.md5anim b/misc/mediasource/models/h_weapons/md5/h_campingrifle_fire.md5anim
new file mode 100644 (file)
index 0000000..0b86d09
--- /dev/null
@@ -0,0 +1,65 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 8\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
+       ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )\r
+       ( 10.291484 -9.986809 -17.929485 ) ( -0.000000 0.000000 0.000332 )\r
+       ( 61.053509 1.333576 5.261511 ) ( 0.000000 0.000000 -0.000333 )\r
+       ( 12.133600 -0.945925 5.942903 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
+       10.291484 -9.986809 -17.929485 -0.000000 0.000000 0.000332\r
+}\r
+\r
+frame 1 {\r
+       9.220350 -9.986096 -17.929485 0.000001 0.004121 0.000332\r
+}\r
+\r
+frame 2 {\r
+       8.552879 -9.985653 -17.938303 0.000003 0.007869 0.000332\r
+}\r
+\r
+frame 3 {\r
+       8.302574 -9.985487 -17.947123 0.000003 0.009607 0.000332\r
+}\r
+\r
+frame 4 {\r
+       8.475563 -9.985601 -17.945555 0.000003 0.008753 0.000332\r
+}\r
+\r
+frame 5 {\r
+       8.954654 -9.985920 -17.941139 0.000002 0.006348 0.000332\r
+}\r
+\r
+frame 6 {\r
+       9.580118 -9.986336 -17.935469 0.000001 0.003259 0.000332\r
+}\r
+\r
+frame 7 {\r
+       10.095868 -9.986679 -17.931053 0.000000 0.000854 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_campingrifle_fire2.md5anim b/misc/mediasource/models/h_weapons/md5/h_campingrifle_fire2.md5anim
new file mode 100644 (file)
index 0000000..82a74c5
--- /dev/null
@@ -0,0 +1,50 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 5\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
+       ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )\r
+       ( 10.291484 -9.986809 -17.929485 ) ( -0.000000 0.000000 0.000332 )\r
+       ( 61.053509 1.333576 5.261511 ) ( 0.000000 0.000000 -0.000333 )\r
+       ( 12.133600 -0.945925 5.942903 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
+       10.291484 -9.986809 -17.929485 -0.000000 0.000000 0.000332\r
+}\r
+\r
+frame 1 {\r
+       9.220350 -9.986096 -17.929485 0.000001 0.004121 0.000332\r
+}\r
+\r
+frame 2 {\r
+       8.558021 -9.985657 -17.938303 0.000003 0.007869 0.000332\r
+}\r
+\r
+frame 3 {\r
+       8.302574 -9.985487 -17.947123 0.000003 0.009607 0.000332\r
+}\r
+\r
+frame 4 {\r
+       9.186689 -9.986074 -17.938303 0.000002 0.004804 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_campingrifle_idle.md5anim b/misc/mediasource/models/h_weapons/md5/h_campingrifle_idle.md5anim
new file mode 100644 (file)
index 0000000..604f5e4
--- /dev/null
@@ -0,0 +1,1025 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 200\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
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diff --git a/misc/mediasource/models/h_weapons/md5/h_campingrifle_reload.md5anim b/misc/mediasource/models/h_weapons/md5/h_campingrifle_reload.md5anim
new file mode 100644 (file)
index 0000000..d593056
--- /dev/null
@@ -0,0 +1,225 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 40\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
+\r
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+}\r
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+}\r
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+frame 34 {\r
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+}\r
+\r
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+}\r
+\r
+frame 36 {\r
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+}\r
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+}\r
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+frame 38 {\r
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+}\r
+\r
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+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_crylink.md5mesh b/misc/mediasource/models/h_weapons/md5/h_crylink.md5mesh
new file mode 100644 (file)
index 0000000..3692fc4
--- /dev/null
@@ -0,0 +1,32 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numJoints 4\r
+numMeshes 1\r
+\r
+joints {\r
+       "origin"        -1 ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )             // \r
+       "weapon"        0 ( 2.516594 -9.984591 -19.776464 ) ( -0.000000 0.000000 0.000332 )             // origin\r
+       "shot"  1 ( 44.955318 -8.691600 -15.303425 ) ( 0.000000 -0.000000 0.000000 )            // weapon\r
+       "shell" 1 ( 24.594803 -13.577013 -15.912516 ) ( 0.000000 -0.000000 -0.000000 )          // weapon\r
+}\r
+\r
+mesh {\r
+       shader "textures/common/nodraw"\r
+\r
+       numverts 4\r
+       vert 0 ( 1.000000 0.000000 ) 0 1\r
+       vert 1 ( 0.000000 0.000000 ) 1 1\r
+       vert 2 ( 0.000000 1.000000 ) 2 1\r
+       vert 3 ( 1.000000 1.000000 ) 3 1\r
+\r
+       numtris 2\r
+       tri 0 0 2 1\r
+       tri 1 0 3 2\r
+\r
+       numweights 4\r
+       weight 0 0 1.000000 ( 0.000000 -1.414214 0.000000 )\r
+       weight 1 0 1.000000 ( -1.414214 -0.000001 0.000000 )\r
+       weight 2 0 1.000000 ( -0.000000 1.414214 -0.000000 )\r
+       weight 3 0 1.000000 ( 1.414214 0.000000 -0.000000 )\r
+}\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_crylink.proj b/misc/mediasource/models/h_weapons/md5/h_crylink.proj
new file mode 100644 (file)
index 0000000..d95acc6
--- /dev/null
@@ -0,0 +1,10 @@
+project "h_crylink.tmdl"\r
+       importmd5mesh "h_crylink.md5mesh"\r
+       normals\r
+       importmd5anim "h_crylink_fire.md5anim" "fire"\r
+       importmd5anim "h_crylink_fire2.md5anim" "fire2"\r
+       importmd5anim "h_crylink_idle.md5anim" "idle"\r
+       importmd5anim "h_crylink_reload.md5anim" "reload"\r
+finish\r
+\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_crylink_fire.md5anim b/misc/mediasource/models/h_weapons/md5/h_crylink_fire.md5anim
new file mode 100644 (file)
index 0000000..eed5dfe
--- /dev/null
@@ -0,0 +1,65 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 8\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
+       ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )\r
+       ( 2.516594 -9.984591 -19.776464 ) ( -0.000000 0.000000 0.000332 )\r
+       ( 42.437859 1.321201 4.473041 ) ( 0.000000 0.000000 -0.000332 )\r
+       ( 22.080593 -3.577745 3.863950 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
+       2.516594 -9.984591 -19.776464 -0.000000 0.000000 0.000332\r
+}\r
+\r
+frame 1 {\r
+       1.445460 -9.983878 -19.776464 0.000001 0.004121 0.000332\r
+}\r
+\r
+frame 2 {\r
+       0.777990 -9.983435 -19.785282 0.000003 0.007869 0.000332\r
+}\r
+\r
+frame 3 {\r
+       0.527684 -9.983269 -19.794102 0.000003 0.009607 0.000332\r
+}\r
+\r
+frame 4 {\r
+       0.700673 -9.983383 -19.792534 0.000003 0.008753 0.000332\r
+}\r
+\r
+frame 5 {\r
+       1.179764 -9.983702 -19.788118 0.000002 0.006348 0.000332\r
+}\r
+\r
+frame 6 {\r
+       1.805228 -9.984118 -19.782448 0.000001 0.003259 0.000332\r
+}\r
+\r
+frame 7 {\r
+       2.320979 -9.984461 -19.778032 0.000000 0.000854 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_crylink_fire2.md5anim b/misc/mediasource/models/h_weapons/md5/h_crylink_fire2.md5anim
new file mode 100644 (file)
index 0000000..a7b9def
--- /dev/null
@@ -0,0 +1,50 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 5\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
+       ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )\r
+       ( 2.516594 -9.984591 -19.776464 ) ( -0.000000 0.000000 0.000332 )\r
+       ( 42.437859 1.321201 4.473041 ) ( 0.000000 0.000000 -0.000332 )\r
+       ( 22.080593 -3.577745 3.863950 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
+       2.516594 -9.984591 -19.776464 -0.000000 0.000000 0.000332\r
+}\r
+\r
+frame 1 {\r
+       1.445460 -9.983878 -19.776464 0.000001 0.004121 0.000332\r
+}\r
+\r
+frame 2 {\r
+       0.783131 -9.983438 -19.785282 0.000003 0.007869 0.000332\r
+}\r
+\r
+frame 3 {\r
+       0.527684 -9.983269 -19.794102 0.000003 0.009607 0.000332\r
+}\r
+\r
+frame 4 {\r
+       1.411800 -9.983856 -19.785282 0.000002 0.004804 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_crylink_idle.md5anim b/misc/mediasource/models/h_weapons/md5/h_crylink_idle.md5anim
new file mode 100644 (file)
index 0000000..a38f48f
--- /dev/null
@@ -0,0 +1,1025 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 200\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
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diff --git a/misc/mediasource/models/h_weapons/md5/h_crylink_reload.md5anim b/misc/mediasource/models/h_weapons/md5/h_crylink_reload.md5anim
new file mode 100644 (file)
index 0000000..d9e25fa
--- /dev/null
@@ -0,0 +1,225 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 40\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
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diff --git a/misc/mediasource/models/h_weapons/md5/h_electro.md5mesh b/misc/mediasource/models/h_weapons/md5/h_electro.md5mesh
new file mode 100644 (file)
index 0000000..637e074
--- /dev/null
@@ -0,0 +1,32 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numJoints 4\r
+numMeshes 1\r
+\r
+joints {\r
+       "origin"        -1 ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )             // \r
+       "weapon"        0 ( 4.487062 -9.985025 -19.690281 ) ( -0.000000 0.000000 0.000332 )             // origin\r
+       "shot"  1 ( 45.405350 -9.522642 -11.006222 ) ( 0.000000 -0.000000 0.000000 )            // weapon\r
+       "shell" 1 ( 16.620024 -15.185362 -17.866199 ) ( -0.000000 -0.000000 -0.000000 )         // weapon\r
+}\r
+\r
+mesh {\r
+       shader "textures/common/nodraw"\r
+\r
+       numverts 4\r
+       vert 0 ( 1.000000 0.000000 ) 0 1\r
+       vert 1 ( 0.000000 0.000000 ) 1 1\r
+       vert 2 ( 0.000000 1.000000 ) 2 1\r
+       vert 3 ( 1.000000 1.000000 ) 3 1\r
+\r
+       numtris 2\r
+       tri 0 0 2 1\r
+       tri 1 0 3 2\r
+\r
+       numweights 4\r
+       weight 0 0 1.000000 ( 0.000000 1.414214 0.000000 )\r
+       weight 1 0 1.000000 ( -1.414214 0.000001 0.000000 )\r
+       weight 2 0 1.000000 ( -0.000000 -1.414214 0.000000 )\r
+       weight 3 0 1.000000 ( 1.414214 0.000000 0.000000 )\r
+}\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_electro.proj b/misc/mediasource/models/h_weapons/md5/h_electro.proj
new file mode 100644 (file)
index 0000000..0e57914
--- /dev/null
@@ -0,0 +1,10 @@
+project "h_electro.tmdl"\r
+       importmd5mesh "h_electro.md5mesh"\r
+       normals\r
+       importmd5anim "h_electro_fire.md5anim" "fire"\r
+       importmd5anim "h_electro_fire2.md5anim" "fire2"\r
+       importmd5anim "h_electro_idle.md5anim" "idle"\r
+       importmd5anim "h_electro_reload.md5anim" "reload"\r
+finish\r
+\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_electro_fire.md5anim b/misc/mediasource/models/h_weapons/md5/h_electro_fire.md5anim
new file mode 100644 (file)
index 0000000..d62e114
--- /dev/null
@@ -0,0 +1,65 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 8\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
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+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
+       ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )\r
+       ( 4.487062 -9.985025 -19.690281 ) ( -0.000000 0.000000 0.000332 )\r
+       ( 40.917973 0.489585 8.684061 ) ( 0.000000 0.000000 -0.000332 )\r
+       ( 12.136416 -5.192269 1.824084 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
+       4.487062 -9.985025 -19.690281 -0.000000 0.000000 0.000332\r
+}\r
+\r
+frame 1 {\r
+       3.415928 -9.984313 -19.690281 0.000001 0.004121 0.000332\r
+}\r
+\r
+frame 2 {\r
+       2.748457 -9.983870 -19.699099 0.000003 0.007869 0.000332\r
+}\r
+\r
+frame 3 {\r
+       2.498152 -9.983704 -19.707918 0.000003 0.009607 0.000332\r
+}\r
+\r
+frame 4 {\r
+       2.671141 -9.983818 -19.706350 0.000003 0.008753 0.000332\r
+}\r
+\r
+frame 5 {\r
+       3.150232 -9.984137 -19.701935 0.000002 0.006348 0.000332\r
+}\r
+\r
+frame 6 {\r
+       3.775696 -9.984552 -19.696264 0.000001 0.003259 0.000332\r
+}\r
+\r
+frame 7 {\r
+       4.291447 -9.984896 -19.691849 0.000000 0.000854 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_electro_fire2.md5anim b/misc/mediasource/models/h_weapons/md5/h_electro_fire2.md5anim
new file mode 100644 (file)
index 0000000..14d9175
--- /dev/null
@@ -0,0 +1,50 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 5\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
+       ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )\r
+       ( 4.487062 -9.985025 -19.690281 ) ( -0.000000 0.000000 0.000332 )\r
+       ( 40.917973 0.489585 8.684061 ) ( 0.000000 0.000000 -0.000332 )\r
+       ( 12.136416 -5.192269 1.824084 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
+       4.487062 -9.985025 -19.690281 -0.000000 0.000000 0.000332\r
+}\r
+\r
+frame 1 {\r
+       3.415928 -9.984313 -19.690281 0.000001 0.004121 0.000332\r
+}\r
+\r
+frame 2 {\r
+       2.753599 -9.983873 -19.699099 0.000003 0.007869 0.000332\r
+}\r
+\r
+frame 3 {\r
+       2.498152 -9.983704 -19.707918 0.000003 0.009607 0.000332\r
+}\r
+\r
+frame 4 {\r
+       3.382267 -9.984291 -19.699099 0.000002 0.004804 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_electro_idle.md5anim b/misc/mediasource/models/h_weapons/md5/h_electro_idle.md5anim
new file mode 100644 (file)
index 0000000..006368f
--- /dev/null
@@ -0,0 +1,1025 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 200\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
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diff --git a/misc/mediasource/models/h_weapons/md5/h_electro_reload.md5anim b/misc/mediasource/models/h_weapons/md5/h_electro_reload.md5anim
new file mode 100644 (file)
index 0000000..ee63e6a
--- /dev/null
@@ -0,0 +1,225 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 40\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
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+}\r
+\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
+\r
+frame 35 {\r
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+}\r
+\r
+frame 36 {\r
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+}\r
+\r
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+}\r
+\r
+frame 38 {\r
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+}\r
+\r
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+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_gl.md5mesh b/misc/mediasource/models/h_weapons/md5/h_gl.md5mesh
new file mode 100644 (file)
index 0000000..2616603
--- /dev/null
@@ -0,0 +1,32 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numJoints 4\r
+numMeshes 1\r
+\r
+joints {\r
+       "origin"        -1 ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )             // \r
+       "weapon"        0 ( 4.350708 -9.984997 -18.587168 ) ( -0.000000 0.000000 0.000332 )             // origin\r
+       "shot"  1 ( 41.478191 -8.466658 -9.903108 ) ( 0.000000 -0.000000 -0.000002 )            // weapon\r
+       "shell" 1 ( 20.696060 -14.222591 -9.433674 ) ( 0.000000 -0.000000 -0.000000 )           // weapon\r
+}\r
+\r
+mesh {\r
+       shader "textures/common/nodraw"\r
+\r
+       numverts 4\r
+       vert 0 ( 1.000000 0.000000 ) 0 1\r
+       vert 1 ( 0.000000 0.000000 ) 1 1\r
+       vert 2 ( 0.000000 1.000000 ) 2 1\r
+       vert 3 ( 1.000000 1.000000 ) 3 1\r
+\r
+       numtris 2\r
+       tri 0 0 2 1\r
+       tri 1 0 3 2\r
+\r
+       numweights 4\r
+       weight 0 0 1.000000 ( 0.000000 1.414214 0.000000 )\r
+       weight 1 0 1.000000 ( -1.414214 0.000001 0.000000 )\r
+       weight 2 0 1.000000 ( -0.000000 -1.414214 0.000000 )\r
+       weight 3 0 1.000000 ( 1.414214 0.000000 0.000000 )\r
+}\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_gl.proj b/misc/mediasource/models/h_weapons/md5/h_gl.proj
new file mode 100644 (file)
index 0000000..c7e57ea
--- /dev/null
@@ -0,0 +1,10 @@
+project "h_gl.tmdl"\r
+       importmd5mesh "h_gl.md5mesh"\r
+       normals\r
+       importmd5anim "h_gl_fire.md5anim" "fire"\r
+       importmd5anim "h_gl_fire2.md5anim" "fire2"\r
+       importmd5anim "h_gl_idle.md5anim" "idle"\r
+       importmd5anim "h_gl_reload.md5anim" "reload"\r
+finish\r
+\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_gl_fire.md5anim b/misc/mediasource/models/h_weapons/md5/h_gl_fire.md5anim
new file mode 100644 (file)
index 0000000..9af4d56
--- /dev/null
@@ -0,0 +1,65 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 8\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
+       ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )\r
+       ( 4.350708 -9.984997 -18.587168 ) ( -0.000000 0.000000 0.000332 )\r
+       ( 37.126469 1.543020 8.684062 ) ( 0.000000 0.000000 -0.000335 )\r
+       ( 16.348166 -4.226727 9.153497 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
+       4.350708 -9.984997 -18.587168 -0.000000 0.000000 0.000332\r
+}\r
+\r
+frame 1 {\r
+       3.279574 -9.984284 -18.587168 0.000001 0.004121 0.000332\r
+}\r
+\r
+frame 2 {\r
+       2.612103 -9.983841 -18.595985 0.000003 0.007869 0.000332\r
+}\r
+\r
+frame 3 {\r
+       2.361798 -9.983675 -18.604805 0.000003 0.009607 0.000332\r
+}\r
+\r
+frame 4 {\r
+       2.534787 -9.983789 -18.603237 0.000003 0.008753 0.000332\r
+}\r
+\r
+frame 5 {\r
+       3.013878 -9.984108 -18.598822 0.000002 0.006348 0.000332\r
+}\r
+\r
+frame 6 {\r
+       3.639342 -9.984524 -18.593151 0.000001 0.003259 0.000332\r
+}\r
+\r
+frame 7 {\r
+       4.155093 -9.984867 -18.588736 0.000000 0.000854 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_gl_fire2.md5anim b/misc/mediasource/models/h_weapons/md5/h_gl_fire2.md5anim
new file mode 100644 (file)
index 0000000..882801a
--- /dev/null
@@ -0,0 +1,50 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 5\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
+       ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )\r
+       ( 4.350708 -9.984997 -18.587168 ) ( -0.000000 0.000000 0.000332 )\r
+       ( 37.126469 1.543020 8.684062 ) ( 0.000000 0.000000 -0.000335 )\r
+       ( 16.348166 -4.226727 9.153497 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
+       4.350708 -9.984997 -18.587168 -0.000000 0.000000 0.000332\r
+}\r
+\r
+frame 1 {\r
+       3.279574 -9.984284 -18.587168 0.000001 0.004121 0.000332\r
+}\r
+\r
+frame 2 {\r
+       2.617245 -9.983845 -18.595985 0.000003 0.007869 0.000332\r
+}\r
+\r
+frame 3 {\r
+       2.361798 -9.983675 -18.604805 0.000003 0.009607 0.000332\r
+}\r
+\r
+frame 4 {\r
+       3.245914 -9.984262 -18.595985 0.000002 0.004804 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_gl_idle.md5anim b/misc/mediasource/models/h_weapons/md5/h_gl_idle.md5anim
new file mode 100644 (file)
index 0000000..899c8a1
--- /dev/null
@@ -0,0 +1,1025 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 200\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
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diff --git a/misc/mediasource/models/h_weapons/md5/h_gl_reload.md5anim b/misc/mediasource/models/h_weapons/md5/h_gl_reload.md5anim
new file mode 100644 (file)
index 0000000..f50c5da
--- /dev/null
@@ -0,0 +1,225 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 40\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
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diff --git a/misc/mediasource/models/h_weapons/md5/h_hagar.md5mesh b/misc/mediasource/models/h_weapons/md5/h_hagar.md5mesh
new file mode 100644 (file)
index 0000000..ff38b67
--- /dev/null
@@ -0,0 +1,32 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numJoints 4\r
+numMeshes 1\r
+\r
+joints {\r
+       "origin"        -1 ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )             // \r
+       "weapon"        0 ( 5.136892 -9.985170 -20.184155 ) ( -0.000000 0.000000 0.000332 )             // origin\r
+       "shot"  1 ( 38.753563 -9.981116 -10.000104 ) ( 0.000000 -0.000000 0.000000 )            // weapon\r
+       "shell" 1 ( 17.269857 -16.871189 -14.313210 ) ( -0.000000 -0.000000 -0.000000 )         // weapon\r
+}\r
+\r
+mesh {\r
+       shader "textures/common/nodraw"\r
+\r
+       numverts 4\r
+       vert 0 ( 1.000000 0.000000 ) 0 1\r
+       vert 1 ( 0.000000 0.000000 ) 1 1\r
+       vert 2 ( 0.000000 1.000000 ) 2 1\r
+       vert 3 ( 1.000000 1.000000 ) 3 1\r
+\r
+       numtris 2\r
+       tri 0 0 2 1\r
+       tri 1 0 3 2\r
+\r
+       numweights 4\r
+       weight 0 0 1.000000 ( 0.000000 1.414214 0.000000 )\r
+       weight 1 0 1.000000 ( -1.414214 0.000001 0.000000 )\r
+       weight 2 0 1.000000 ( -0.000000 -1.414214 0.000000 )\r
+       weight 3 0 1.000000 ( 1.414214 0.000000 0.000000 )\r
+}\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_hagar.proj b/misc/mediasource/models/h_weapons/md5/h_hagar.proj
new file mode 100644 (file)
index 0000000..9b4fe68
--- /dev/null
@@ -0,0 +1,10 @@
+project "h_hagar.tmdl"\r
+       importmd5mesh "h_hagar.md5mesh"\r
+       normals\r
+       importmd5anim "h_hagar_fire.md5anim" "fire"\r
+       importmd5anim "h_hagar_fire2.md5anim" "fire2"\r
+       importmd5anim "h_hagar_idle.md5anim" "idle"\r
+       importmd5anim "h_hagar_reload.md5anim" "reload"\r
+finish\r
+\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_hagar_fire.md5anim b/misc/mediasource/models/h_weapons/md5/h_hagar_fire.md5anim
new file mode 100644 (file)
index 0000000..06a8f3a
--- /dev/null
@@ -0,0 +1,65 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 8\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
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+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
+       ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )\r
+       ( 5.136892 -9.985170 -20.184155 ) ( -0.000000 0.000000 0.000332 )\r
+       ( 33.616661 0.026403 10.184052 ) ( 0.000000 0.000000 -0.000332 )\r
+       ( 12.137541 -6.877951 5.870947 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
+       5.136892 -9.985170 -20.184155 -0.000000 0.000000 0.000332\r
+}\r
+\r
+frame 1 {\r
+       4.065758 -9.984458 -20.184155 0.000001 0.004121 0.000332\r
+}\r
+\r
+frame 2 {\r
+       3.398287 -9.984015 -20.192972 0.000003 0.007869 0.000332\r
+}\r
+\r
+frame 3 {\r
+       3.147982 -9.983849 -20.201792 0.000003 0.009607 0.000332\r
+}\r
+\r
+frame 4 {\r
+       3.320971 -9.983963 -20.200224 0.000003 0.008753 0.000332\r
+}\r
+\r
+frame 5 {\r
+       3.800062 -9.984282 -20.195808 0.000002 0.006348 0.000332\r
+}\r
+\r
+frame 6 {\r
+       4.425526 -9.984697 -20.190138 0.000001 0.003259 0.000332\r
+}\r
+\r
+frame 7 {\r
+       4.941277 -9.985041 -20.185722 0.000000 0.000854 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_hagar_fire2.md5anim b/misc/mediasource/models/h_weapons/md5/h_hagar_fire2.md5anim
new file mode 100644 (file)
index 0000000..742aead
--- /dev/null
@@ -0,0 +1,50 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 5\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
+       ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )\r
+       ( 5.136892 -9.985170 -20.184155 ) ( -0.000000 0.000000 0.000332 )\r
+       ( 33.616661 0.026403 10.184052 ) ( 0.000000 0.000000 -0.000332 )\r
+       ( 12.137541 -6.877951 5.870947 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
+       5.136892 -9.985170 -20.184155 -0.000000 0.000000 0.000332\r
+}\r
+\r
+frame 1 {\r
+       4.065758 -9.984458 -20.184155 0.000001 0.004121 0.000332\r
+}\r
+\r
+frame 2 {\r
+       3.403429 -9.984018 -20.192972 0.000003 0.007869 0.000332\r
+}\r
+\r
+frame 3 {\r
+       3.147982 -9.983849 -20.201792 0.000003 0.009607 0.000332\r
+}\r
+\r
+frame 4 {\r
+       4.032097 -9.984436 -20.192972 0.000002 0.004804 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_hagar_idle.md5anim b/misc/mediasource/models/h_weapons/md5/h_hagar_idle.md5anim
new file mode 100644 (file)
index 0000000..81b0a34
--- /dev/null
@@ -0,0 +1,1025 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 200\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
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+}\r
+\r
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+}\r
+\r
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+       5.136892 -9.985170 -20.184155 0.002746 -0.000311 0.000591\r
+}\r
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+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_hagar_reload.md5anim b/misc/mediasource/models/h_weapons/md5/h_hagar_reload.md5anim
new file mode 100644 (file)
index 0000000..939b3a4
--- /dev/null
@@ -0,0 +1,225 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 40\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
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+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
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+}\r
+\r
+frame 0 {\r
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+}\r
+\r
+frame 1 {\r
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+}\r
+\r
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+}\r
+\r
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+}\r
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+}\r
+\r
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+}\r
+\r
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+}\r
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+}\r
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+}\r
+\r
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+}\r
+\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
+\r
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+}\r
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+}\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
+frame 32 {\r
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+}\r
+\r
+frame 33 {\r
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+}\r
+\r
+frame 34 {\r
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+}\r
+\r
+frame 35 {\r
+       5.141151 -9.979922 -20.189966 0.056693 -0.119014 -0.152655\r
+}\r
+\r
+frame 36 {\r
+       5.138928 -9.982661 -20.186934 0.037199 -0.078097 -0.100063\r
+}\r
+\r
+frame 37 {\r
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+}\r
+\r
+frame 38 {\r
+       5.137107 -9.984904 -20.184448 0.009325 -0.019580 -0.024841\r
+}\r
+\r
+frame 39 {\r
+       5.136917 -9.985140 -20.184189 0.002305 -0.004840 -0.005891\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_hlac.md5mesh b/misc/mediasource/models/h_weapons/md5/h_hlac.md5mesh
new file mode 100644 (file)
index 0000000..37d46e2
--- /dev/null
@@ -0,0 +1,33 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numJoints 4\r
+numMeshes 1\r
+\r
+joints {\r
+       "origin"        -1 ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )             // \r
+       "weapon"        0 ( 5.136892 -9.985170 -21.731905 ) ( -0.000000 0.000000 0.000332 )             // origin\r
+       "shot"  1 ( 48.339375 -9.907645 -11.547856 ) ( 0.000000 -0.000000 0.000000 )            // weapon\r
+       "shell" 1 ( 14.129110 -13.346215 -17.008091 ) ( 0.000000 -0.000000 -0.000000 )          // weapon\r
+}\r
+\r
+mesh {\r
+       shader "textures/common/nodraw"\r
+\r
+       numverts 4\r
+       vert 0 ( 1.000000 0.000000 ) 0 1\r
+       vert 1 ( 0.000000 0.000000 ) 1 1\r
+       vert 2 ( 0.000000 1.000000 ) 2 1\r
+       vert 3 ( 1.000000 1.000000 ) 3 1\r
+\r
+       numtris 2\r
+       tri 0 0 2 1\r
+       tri 1 0 3 2\r
+\r
+       numweights 4\r
+       weight 0 0 1.000000 ( 0.000000 1.414214 0.000000 )\r
+       weight 1 0 1.000000 ( -1.414214 0.000001 0.000000 )\r
+       weight 2 0 1.000000 ( -0.000000 -1.414214 0.000000 )\r
+       weight 3 0 1.000000 ( 1.414214 0.000000 0.000000 )\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_hlac.proj b/misc/mediasource/models/h_weapons/md5/h_hlac.proj
new file mode 100644 (file)
index 0000000..06c30f9
--- /dev/null
@@ -0,0 +1,10 @@
+project "h_hlac.tmdl"\r
+       importmd5mesh "h_hlac.md5mesh"\r
+       normals\r
+       importmd5anim "h_hlac_fire.md5anim" "fire"\r
+       importmd5anim "h_hlac_fire2.md5anim" "fire2"\r
+       importmd5anim "h_hlac_idle.md5anim" "idle"\r
+       importmd5anim "h_hlac_reload.md5anim" "reload"\r
+finish\r
+\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_hlac_fire.md5anim b/misc/mediasource/models/h_weapons/md5/h_hlac_fire.md5anim
new file mode 100644 (file)
index 0000000..fa65a1a
--- /dev/null
@@ -0,0 +1,65 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 8\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
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+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
+       ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )\r
+       ( 5.136892 -9.985170 -21.731905 ) ( -0.000000 0.000000 0.000332 )\r
+       ( 43.202423 0.106245 10.184049 ) ( 0.000000 0.000000 -0.000332 )\r
+       ( 8.994451 -3.355066 4.723814 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
+       5.136892 -9.985170 -21.731905 -0.000000 0.000000 0.000332\r
+}\r
+\r
+frame 1 {\r
+       4.065758 -9.984458 -21.731905 0.000001 0.004121 0.000332\r
+}\r
+\r
+frame 2 {\r
+       3.398287 -9.984015 -21.740723 0.000003 0.007869 0.000332\r
+}\r
+\r
+frame 3 {\r
+       3.147982 -9.983849 -21.749542 0.000003 0.009607 0.000332\r
+}\r
+\r
+frame 4 {\r
+       3.320971 -9.983963 -21.747974 0.000003 0.008753 0.000332\r
+}\r
+\r
+frame 5 {\r
+       3.800062 -9.984282 -21.743559 0.000002 0.006348 0.000332\r
+}\r
+\r
+frame 6 {\r
+       4.425526 -9.984697 -21.737888 0.000001 0.003259 0.000332\r
+}\r
+\r
+frame 7 {\r
+       4.941277 -9.985041 -21.733473 0.000000 0.000854 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_hlac_fire2.md5anim b/misc/mediasource/models/h_weapons/md5/h_hlac_fire2.md5anim
new file mode 100644 (file)
index 0000000..1cae782
--- /dev/null
@@ -0,0 +1,50 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 5\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
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+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
+       ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )\r
+       ( 5.136892 -9.985170 -21.731905 ) ( -0.000000 0.000000 0.000332 )\r
+       ( 43.202423 0.106245 10.184049 ) ( 0.000000 0.000000 -0.000332 )\r
+       ( 8.994451 -3.355066 4.723814 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
+       5.136892 -9.985170 -21.731905 -0.000000 0.000000 0.000332\r
+}\r
+\r
+frame 1 {\r
+       4.065758 -9.984458 -21.731905 0.000001 0.004121 0.000332\r
+}\r
+\r
+frame 2 {\r
+       3.403429 -9.984018 -21.740723 0.000003 0.007869 0.000332\r
+}\r
+\r
+frame 3 {\r
+       3.147982 -9.983849 -21.749542 0.000003 0.009607 0.000332\r
+}\r
+\r
+frame 4 {\r
+       4.032097 -9.984436 -21.740723 0.000002 0.004804 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_hlac_idle.md5anim b/misc/mediasource/models/h_weapons/md5/h_hlac_idle.md5anim
new file mode 100644 (file)
index 0000000..1ea1270
--- /dev/null
@@ -0,0 +1,1025 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 200\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
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diff --git a/misc/mediasource/models/h_weapons/md5/h_hlac_reload.md5anim b/misc/mediasource/models/h_weapons/md5/h_hlac_reload.md5anim
new file mode 100644 (file)
index 0000000..6f8f568
--- /dev/null
@@ -0,0 +1,225 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 40\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
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+}\r
+\r
+baseframe {\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+frame 20 {\r
+       5.136892 -9.985170 -21.731905 0.149590 -0.313982 -0.403258\r
+}\r
+\r
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+}\r
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+}\r
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+}\r
+\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
+\r
+frame 31 {\r
+       5.164884 -9.950676 -21.770111 0.131332 -0.275660 -0.353995\r
+}\r
+\r
+frame 32 {\r
+       5.156454 -9.961066 -21.758600 0.116793 -0.245147 -0.314773\r
+}\r
+\r
+frame 33 {\r
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+}\r
+\r
+frame 34 {\r
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+}\r
+\r
+frame 35 {\r
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+}\r
+\r
+frame 36 {\r
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+}\r
+\r
+frame 37 {\r
+       5.137685 -9.984193 -21.732988 0.021077 -0.044254 -0.056560\r
+}\r
+\r
+frame 38 {\r
+       5.137107 -9.984904 -21.732199 0.009325 -0.019580 -0.024841\r
+}\r
+\r
+frame 39 {\r
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+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_hlacmod.md5mesh b/misc/mediasource/models/h_weapons/md5/h_hlacmod.md5mesh
new file mode 100644 (file)
index 0000000..25f90f6
--- /dev/null
@@ -0,0 +1,32 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numJoints 4\r
+numMeshes 1\r
+\r
+joints {\r
+       "origin"        -1 ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )             // \r
+       "weapon"        0 ( 5.136892 -9.985170 -21.731905 ) ( -0.000000 0.000000 0.000332 )             // origin\r
+       "shot"  1 ( 77.058388 -9.242644 -17.085548 ) ( 0.000000 -0.000000 -0.000000 )           // weapon\r
+       "shell" 1 ( 14.129112 -13.346217 -17.008091 ) ( 0.000000 -0.000000 -0.000000 )          // weapon\r
+}\r
+\r
+mesh {\r
+       shader "textures/common/nodraw"\r
+\r
+       numverts 4\r
+       vert 0 ( 1.000000 0.000000 ) 0 1\r
+       vert 1 ( 0.000000 0.000000 ) 1 1\r
+       vert 2 ( 0.000000 1.000000 ) 2 1\r
+       vert 3 ( 1.000000 1.000000 ) 3 1\r
+\r
+       numtris 2\r
+       tri 0 0 2 1\r
+       tri 1 0 3 2\r
+\r
+       numweights 4\r
+       weight 0 0 1.000000 ( 0.000000 1.414214 0.000000 )\r
+       weight 1 0 1.000000 ( -1.414214 0.000001 0.000000 )\r
+       weight 2 0 1.000000 ( -0.000000 -1.414214 0.000000 )\r
+       weight 3 0 1.000000 ( 1.414214 0.000000 0.000000 )\r
+}\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_hlacmod.proj b/misc/mediasource/models/h_weapons/md5/h_hlacmod.proj
new file mode 100644 (file)
index 0000000..5b6a058
--- /dev/null
@@ -0,0 +1,10 @@
+project "h_hlacmod.tmdl"\r
+       importmd5mesh "h_hlacmod.md5mesh"\r
+       normals\r
+       importmd5anim "h_hlacmod_fire.md5anim" "fire"\r
+       importmd5anim "h_hlacmod_fire2.md5anim" "fire2"\r
+       importmd5anim "h_hlacmod_idle.md5anim" "idle"\r
+       importmd5anim "h_hlacmod_reload.md5anim" "reload"\r
+finish\r
+\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_hlacmod_fire.md5anim b/misc/mediasource/models/h_weapons/md5/h_hlacmod_fire.md5anim
new file mode 100644 (file)
index 0000000..07e7179
--- /dev/null
@@ -0,0 +1,65 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 8\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
+       ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )\r
+       ( 5.136892 -9.985170 -21.731905 ) ( -0.000000 0.000000 0.000332 )\r
+       ( 71.920990 0.790336 4.646356 ) ( 0.000000 0.000000 -0.000333 )\r
+       ( 8.994452 -3.355067 4.723814 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
+       5.136892 -9.985170 -21.731905 -0.000000 0.000000 0.000332\r
+}\r
+\r
+frame 1 {\r
+       4.065758 -9.984458 -21.731905 0.000001 0.004121 0.000332\r
+}\r
+\r
+frame 2 {\r
+       3.398287 -9.984015 -21.740723 0.000003 0.007869 0.000332\r
+}\r
+\r
+frame 3 {\r
+       3.147982 -9.983849 -21.749542 0.000003 0.009607 0.000332\r
+}\r
+\r
+frame 4 {\r
+       3.320971 -9.983963 -21.747974 0.000003 0.008753 0.000332\r
+}\r
+\r
+frame 5 {\r
+       3.800062 -9.984282 -21.743559 0.000002 0.006348 0.000332\r
+}\r
+\r
+frame 6 {\r
+       4.425526 -9.984697 -21.737888 0.000001 0.003259 0.000332\r
+}\r
+\r
+frame 7 {\r
+       4.941277 -9.985041 -21.733473 0.000000 0.000854 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_hlacmod_fire2.md5anim b/misc/mediasource/models/h_weapons/md5/h_hlacmod_fire2.md5anim
new file mode 100644 (file)
index 0000000..1f8cf4e
--- /dev/null
@@ -0,0 +1,50 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 5\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
+       ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )\r
+       ( 5.136892 -9.985170 -21.731905 ) ( -0.000000 0.000000 0.000332 )\r
+       ( 71.920990 0.790336 4.646356 ) ( 0.000000 0.000000 -0.000333 )\r
+       ( 8.994452 -3.355067 4.723814 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
+       5.136892 -9.985170 -21.731905 -0.000000 0.000000 0.000332\r
+}\r
+\r
+frame 1 {\r
+       4.065758 -9.984458 -21.731905 0.000001 0.004121 0.000332\r
+}\r
+\r
+frame 2 {\r
+       3.403429 -9.984018 -21.740723 0.000003 0.007869 0.000332\r
+}\r
+\r
+frame 3 {\r
+       3.147982 -9.983849 -21.749542 0.000003 0.009607 0.000332\r
+}\r
+\r
+frame 4 {\r
+       4.032097 -9.984436 -21.740723 0.000002 0.004804 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_hlacmod_idle.md5anim b/misc/mediasource/models/h_weapons/md5/h_hlacmod_idle.md5anim
new file mode 100644 (file)
index 0000000..400d9af
--- /dev/null
@@ -0,0 +1,1025 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 200\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
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+frame 172 {\r
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+}\r
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+frame 173 {\r
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+}\r
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+}\r
+\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+       5.136892 -9.985170 -21.731905 0.012004 -0.001359 0.001462\r
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+\r
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+}\r
+\r
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+}\r
+\r
+frame 196 {\r
+       5.136892 -9.985170 -21.731905 0.005667 -0.000641 0.000866\r
+}\r
+\r
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+       5.136892 -9.985170 -21.731905 0.004185 -0.000474 0.000726\r
+}\r
+\r
+frame 198 {\r
+       5.136892 -9.985170 -21.731905 0.002746 -0.000311 0.000591\r
+}\r
+\r
+frame 199 {\r
+       5.136892 -9.985170 -21.731905 0.001351 -0.000153 0.000460\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_hlacmod_reload.md5anim b/misc/mediasource/models/h_weapons/md5/h_hlacmod_reload.md5anim
new file mode 100644 (file)
index 0000000..327e0c9
--- /dev/null
@@ -0,0 +1,225 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 40\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
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+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
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+}\r
+\r
+frame 0 {\r
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+}\r
+\r
+frame 1 {\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
+frame 5 {\r
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+}\r
+\r
+frame 6 {\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
+frame 15 {\r
+       5.025849 -10.122048 -21.936789 0.162633 -0.341358 -0.398710\r
+}\r
+\r
+frame 16 {\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
+frame 20 {\r
+       5.136892 -9.985170 -21.731905 0.149590 -0.313982 -0.403258\r
+}\r
+\r
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+}\r
+\r
+frame 22 {\r
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+}\r
+\r
+frame 23 {\r
+       5.470995 -9.573333 -22.171326 0.149590 -0.313982 -0.403258\r
+}\r
+\r
+frame 24 {\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
+frame 27 {\r
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+}\r
+\r
+frame 28 {\r
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+}\r
+\r
+frame 29 {\r
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+}\r
+\r
+frame 30 {\r
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+}\r
+\r
+frame 31 {\r
+       5.164884 -9.950676 -21.770111 0.131332 -0.275660 -0.353995\r
+}\r
+\r
+frame 32 {\r
+       5.156454 -9.961066 -21.758600 0.116793 -0.245147 -0.314773\r
+}\r
+\r
+frame 33 {\r
+       5.149719 -9.969366 -21.749409 0.098534 -0.206828 -0.265522\r
+}\r
+\r
+frame 34 {\r
+       5.144665 -9.975594 -21.742512 0.077848 -0.163414 -0.209723\r
+}\r
+\r
+frame 35 {\r
+       5.141151 -9.979922 -21.737717 0.056693 -0.119014 -0.152655\r
+}\r
+\r
+frame 36 {\r
+       5.138928 -9.982661 -21.734684 0.037199 -0.078097 -0.100063\r
+}\r
+\r
+frame 37 {\r
+       5.137685 -9.984193 -21.732988 0.021077 -0.044254 -0.056560\r
+}\r
+\r
+frame 38 {\r
+       5.137107 -9.984904 -21.732199 0.009325 -0.019580 -0.024841\r
+}\r
+\r
+frame 39 {\r
+       5.136917 -9.985140 -21.731939 0.002305 -0.004840 -0.005891\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_hookgun.md5mesh b/misc/mediasource/models/h_weapons/md5/h_hookgun.md5mesh
new file mode 100644 (file)
index 0000000..a0735d2
--- /dev/null
@@ -0,0 +1,33 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numJoints 4\r
+numMeshes 1\r
+\r
+joints {\r
+       "origin"        -1 ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )             // \r
+       "weapon"        0 ( 5.136892 -9.985170 -21.731905 ) ( -0.000000 0.000000 0.000332 )             // origin\r
+       "shot"  1 ( 26.214781 -9.205911 -15.977212 ) ( 0.000000 -0.000000 -0.000000 )           // weapon\r
+       "shell" 1 ( 14.129116 -13.346217 -17.008091 ) ( 0.000000 -0.000000 -0.000000 )          // weapon\r
+}\r
+\r
+mesh {\r
+       shader "textures/common/nodraw"\r
+\r
+       numverts 4\r
+       vert 0 ( 1.000000 0.000000 ) 0 1\r
+       vert 1 ( 0.000000 0.000000 ) 1 1\r
+       vert 2 ( 0.000000 1.000000 ) 2 1\r
+       vert 3 ( 1.000000 1.000000 ) 3 1\r
+\r
+       numtris 2\r
+       tri 0 0 2 1\r
+       tri 1 0 3 2\r
+\r
+       numweights 4\r
+       weight 0 0 1.000000 ( 0.000000 1.414214 0.000000 )\r
+       weight 1 0 1.000000 ( -1.414214 0.000001 0.000000 )\r
+       weight 2 0 1.000000 ( -0.000000 -1.414214 0.000000 )\r
+       weight 3 0 1.000000 ( 1.414214 0.000000 0.000000 )\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_hookgun.proj b/misc/mediasource/models/h_weapons/md5/h_hookgun.proj
new file mode 100644 (file)
index 0000000..d8ee7dc
--- /dev/null
@@ -0,0 +1,10 @@
+project "h_hookgun.tmdl"\r
+       importmd5mesh "h_hookgun.md5mesh"\r
+       normals\r
+       importmd5anim "h_hookgun_fire.md5anim" "fire"\r
+       importmd5anim "h_hookgun_fire2.md5anim" "fire2"\r
+       importmd5anim "h_hookgun_idle.md5anim" "idle"\r
+       importmd5anim "h_hookgun_reload.md5anim" "reload"\r
+finish\r
+\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_hookgun_fire.md5anim b/misc/mediasource/models/h_weapons/md5/h_hookgun_fire.md5anim
new file mode 100644 (file)
index 0000000..a7a3595
--- /dev/null
@@ -0,0 +1,65 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 8\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
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+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
+       ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )\r
+       ( 5.136892 -9.985170 -21.731905 ) ( -0.000000 0.000000 0.000332 )\r
+       ( 21.077368 0.793272 5.754693 ) ( 0.000000 0.000000 -0.000332 )\r
+       ( 8.994456 -3.355067 4.723814 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
+       5.136892 -9.985170 -21.731905 -0.000000 0.000000 0.000332\r
+}\r
+\r
+frame 1 {\r
+       4.065758 -9.984458 -21.731905 0.000001 0.004121 0.000332\r
+}\r
+\r
+frame 2 {\r
+       3.398287 -9.984015 -21.740723 0.000003 0.007869 0.000332\r
+}\r
+\r
+frame 3 {\r
+       3.147982 -9.983849 -21.749542 0.000003 0.009607 0.000332\r
+}\r
+\r
+frame 4 {\r
+       3.320971 -9.983963 -21.747974 0.000003 0.008753 0.000332\r
+}\r
+\r
+frame 5 {\r
+       3.800062 -9.984282 -21.743559 0.000002 0.006348 0.000332\r
+}\r
+\r
+frame 6 {\r
+       4.425526 -9.984697 -21.737888 0.000001 0.003259 0.000332\r
+}\r
+\r
+frame 7 {\r
+       4.941277 -9.985041 -21.733473 0.000000 0.000854 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_hookgun_fire2.md5anim b/misc/mediasource/models/h_weapons/md5/h_hookgun_fire2.md5anim
new file mode 100644 (file)
index 0000000..e68b156
--- /dev/null
@@ -0,0 +1,50 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 5\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
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+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
+       ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )\r
+       ( 5.136892 -9.985170 -21.731905 ) ( -0.000000 0.000000 0.000332 )\r
+       ( 21.077368 0.793272 5.754693 ) ( 0.000000 0.000000 -0.000332 )\r
+       ( 8.994456 -3.355067 4.723814 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
+       5.136892 -9.985170 -21.731905 -0.000000 0.000000 0.000332\r
+}\r
+\r
+frame 1 {\r
+       4.065758 -9.984458 -21.731905 0.000001 0.004121 0.000332\r
+}\r
+\r
+frame 2 {\r
+       3.403429 -9.984018 -21.740723 0.000003 0.007869 0.000332\r
+}\r
+\r
+frame 3 {\r
+       3.147982 -9.983849 -21.749542 0.000003 0.009607 0.000332\r
+}\r
+\r
+frame 4 {\r
+       4.032097 -9.984436 -21.740723 0.000002 0.004804 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_hookgun_idle.md5anim b/misc/mediasource/models/h_weapons/md5/h_hookgun_idle.md5anim
new file mode 100644 (file)
index 0000000..3492afa
--- /dev/null
@@ -0,0 +1,1025 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 200\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
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diff --git a/misc/mediasource/models/h_weapons/md5/h_hookgun_reload.md5anim b/misc/mediasource/models/h_weapons/md5/h_hookgun_reload.md5anim
new file mode 100644 (file)
index 0000000..e4c78b8
--- /dev/null
@@ -0,0 +1,225 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 40\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
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+}\r
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+}\r
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+}\r
+\r
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+}\r
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+}\r
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+}\r
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+}\r
+\r
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+}\r
+\r
+frame 38 {\r
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+}\r
+\r
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+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_laser.md5mesh b/misc/mediasource/models/h_weapons/md5/h_laser.md5mesh
new file mode 100644 (file)
index 0000000..4db59e9
--- /dev/null
@@ -0,0 +1,32 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numJoints 4\r
+numMeshes 1\r
+\r
+joints {\r
+       "origin"        -1 ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )             // \r
+       "weapon"        0 ( 5.136892 -9.985170 -21.731905 ) ( -0.000000 0.000000 0.000332 )             // origin\r
+       "shot"  1 ( 34.613785 -8.313249 -12.652331 ) ( 0.000000 -0.000000 -0.000000 )           // weapon\r
+       "shell" 1 ( 14.129124 -13.346217 -17.008091 ) ( 0.000000 -0.000000 -0.000000 )          // weapon\r
+}\r
+\r
+mesh {\r
+       shader "textures/common/nodraw"\r
+\r
+       numverts 4\r
+       vert 0 ( 1.000000 0.000000 ) 0 1\r
+       vert 1 ( 0.000000 0.000000 ) 1 1\r
+       vert 2 ( 0.000000 1.000000 ) 2 1\r
+       vert 3 ( 1.000000 1.000000 ) 3 1\r
+\r
+       numtris 2\r
+       tri 0 0 2 1\r
+       tri 1 0 3 2\r
+\r
+       numweights 4\r
+       weight 0 0 1.000000 ( 0.000000 1.414214 0.000000 )\r
+       weight 1 0 1.000000 ( -1.414214 0.000001 0.000000 )\r
+       weight 2 0 1.000000 ( -0.000000 -1.414214 0.000000 )\r
+       weight 3 0 1.000000 ( 1.414214 0.000000 0.000000 )\r
+}\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_laser.proj b/misc/mediasource/models/h_weapons/md5/h_laser.proj
new file mode 100644 (file)
index 0000000..a0af2b9
--- /dev/null
@@ -0,0 +1,10 @@
+project "h_laser.tmdl"\r
+       importmd5mesh "h_laser.md5mesh"\r
+       normals\r
+       importmd5anim "h_laser_fire.md5anim" "fire"\r
+       importmd5anim "h_laser_fire2.md5anim" "fire2"\r
+       importmd5anim "h_laser_idle.md5anim" "idle"\r
+       importmd5anim "h_laser_reload.md5anim" "reload"\r
+finish\r
+\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_laser_fire.md5anim b/misc/mediasource/models/h_weapons/md5/h_laser_fire.md5anim
new file mode 100644 (file)
index 0000000..8542137
--- /dev/null
@@ -0,0 +1,65 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 8\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
+       ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )\r
+       ( 5.136892 -9.985170 -21.731905 ) ( -0.000000 0.000000 0.000332 )\r
+       ( 29.475777 1.691518 9.079573 ) ( 0.000000 0.000000 -0.000332 )\r
+       ( 8.994464 -3.355067 4.723814 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
+       5.136892 -9.985170 -21.731905 -0.000000 0.000000 0.000332\r
+}\r
+\r
+frame 1 {\r
+       4.065758 -9.984458 -21.731905 0.000001 0.004121 0.000332\r
+}\r
+\r
+frame 2 {\r
+       3.398287 -9.984015 -21.740723 0.000003 0.007869 0.000332\r
+}\r
+\r
+frame 3 {\r
+       3.147982 -9.983849 -21.749542 0.000003 0.009607 0.000332\r
+}\r
+\r
+frame 4 {\r
+       3.320971 -9.983963 -21.747974 0.000003 0.008753 0.000332\r
+}\r
+\r
+frame 5 {\r
+       3.800062 -9.984282 -21.743559 0.000002 0.006348 0.000332\r
+}\r
+\r
+frame 6 {\r
+       4.425526 -9.984697 -21.737888 0.000001 0.003259 0.000332\r
+}\r
+\r
+frame 7 {\r
+       4.941277 -9.985041 -21.733473 0.000000 0.000854 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_laser_fire2.md5anim b/misc/mediasource/models/h_weapons/md5/h_laser_fire2.md5anim
new file mode 100644 (file)
index 0000000..76df9e9
--- /dev/null
@@ -0,0 +1,50 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 5\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
+       ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )\r
+       ( 5.136892 -9.985170 -21.731905 ) ( -0.000000 0.000000 0.000332 )\r
+       ( 29.475777 1.691518 9.079573 ) ( 0.000000 0.000000 -0.000332 )\r
+       ( 8.994464 -3.355067 4.723814 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
+       5.136892 -9.985170 -21.731905 -0.000000 0.000000 0.000332\r
+}\r
+\r
+frame 1 {\r
+       4.065758 -9.984458 -21.731905 0.000001 0.004121 0.000332\r
+}\r
+\r
+frame 2 {\r
+       3.403429 -9.984018 -21.740723 0.000003 0.007869 0.000332\r
+}\r
+\r
+frame 3 {\r
+       3.147982 -9.983849 -21.749542 0.000003 0.009607 0.000332\r
+}\r
+\r
+frame 4 {\r
+       4.032097 -9.984436 -21.740723 0.000002 0.004804 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_laser_idle.md5anim b/misc/mediasource/models/h_weapons/md5/h_laser_idle.md5anim
new file mode 100644 (file)
index 0000000..ac01195
--- /dev/null
@@ -0,0 +1,1025 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 200\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+       5.136892 -9.985170 -21.731905 0.003341 -0.000651 -0.000651\r
+}\r
+\r
+frame 198 {\r
+       5.136892 -9.985170 -21.731905 0.002192 -0.000433 -0.000313\r
+}\r
+\r
+frame 199 {\r
+       5.136892 -9.985170 -21.731905 0.001078 -0.000216 0.000015\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_laser_reload.md5anim b/misc/mediasource/models/h_weapons/md5/h_laser_reload.md5anim
new file mode 100644 (file)
index 0000000..adda6a5
--- /dev/null
@@ -0,0 +1,225 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 40\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
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+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
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+}\r
+\r
+frame 0 {\r
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+}\r
+\r
+frame 1 {\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
+frame 5 {\r
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+}\r
+\r
+frame 6 {\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
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+}\r
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+}\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
+frame 22 {\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
+frame 30 {\r
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+}\r
+\r
+frame 31 {\r
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+}\r
+\r
+frame 32 {\r
+       5.156454 -9.961066 -21.758600 0.116793 -0.245147 -0.314773\r
+}\r
+\r
+frame 33 {\r
+       5.149719 -9.969366 -21.749409 0.098534 -0.206828 -0.265522\r
+}\r
+\r
+frame 34 {\r
+       5.144665 -9.975594 -21.742512 0.077848 -0.163414 -0.209723\r
+}\r
+\r
+frame 35 {\r
+       5.141151 -9.979922 -21.737717 0.056693 -0.119014 -0.152655\r
+}\r
+\r
+frame 36 {\r
+       5.138928 -9.982661 -21.734684 0.037199 -0.078097 -0.100063\r
+}\r
+\r
+frame 37 {\r
+       5.137685 -9.984193 -21.732988 0.021077 -0.044254 -0.056560\r
+}\r
+\r
+frame 38 {\r
+       5.137107 -9.984904 -21.732199 0.009325 -0.019580 -0.024841\r
+}\r
+\r
+frame 39 {\r
+       5.136917 -9.985140 -21.731939 0.002305 -0.004840 -0.005891\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_minstanex.md5mesh b/misc/mediasource/models/h_weapons/md5/h_minstanex.md5mesh
new file mode 100644 (file)
index 0000000..bc0c28b
--- /dev/null
@@ -0,0 +1,33 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numJoints 4\r
+numMeshes 1\r
+\r
+joints {\r
+       "origin"        -1 ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )             // \r
+       "weapon"        0 ( 5.136892 -9.985170 -19.668165 ) ( -0.000000 0.000000 0.000332 )             // origin\r
+       "shot"  1 ( 35.815014 -9.670195 -13.410068 ) ( 0.000000 -0.000000 -0.000000 )           // weapon\r
+       "shell" 1 ( 14.129125 -13.945540 -14.944351 ) ( -0.000000 -0.000000 -0.000000 )         // weapon\r
+}\r
+\r
+mesh {\r
+       shader "textures/common/nodraw"\r
+\r
+       numverts 4\r
+       vert 0 ( 1.000000 0.000000 ) 0 1\r
+       vert 1 ( 0.000000 0.000000 ) 1 1\r
+       vert 2 ( 0.000000 1.000000 ) 2 1\r
+       vert 3 ( 1.000000 1.000000 ) 3 1\r
+\r
+       numtris 2\r
+       tri 0 0 2 1\r
+       tri 1 0 3 2\r
+\r
+       numweights 4\r
+       weight 0 0 1.000000 ( 0.000000 1.414214 0.000000 )\r
+       weight 1 0 1.000000 ( -1.414214 0.000001 0.000000 )\r
+       weight 2 0 1.000000 ( -0.000000 -1.414214 0.000000 )\r
+       weight 3 0 1.000000 ( 1.414214 0.000000 0.000000 )\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_minstanex.proj b/misc/mediasource/models/h_weapons/md5/h_minstanex.proj
new file mode 100644 (file)
index 0000000..e000799
--- /dev/null
@@ -0,0 +1,10 @@
+project "h_minstanex.tmdl"\r
+       importmd5mesh "h_minstanex.md5mesh"\r
+       normals\r
+       importmd5anim "h_minstanex_fire.md5anim" "fire"\r
+       importmd5anim "h_minstanex_fire2.md5anim" "fire2"\r
+       importmd5anim "h_minstanex_idle.md5anim" "idle"\r
+       importmd5anim "h_minstanex_reload.md5anim" "reload"\r
+finish\r
+\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_minstanex_fire.md5anim b/misc/mediasource/models/h_weapons/md5/h_minstanex_fire.md5anim
new file mode 100644 (file)
index 0000000..d8489c8
--- /dev/null
@@ -0,0 +1,65 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 8\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
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+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
+       ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )\r
+       ( 5.136892 -9.985170 -19.668165 ) ( -0.000000 0.000000 0.000332 )\r
+       ( 30.677908 0.335370 6.258099 ) ( 0.000000 0.000000 -0.000332 )\r
+       ( 8.994864 -3.954390 4.723816 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
+       5.136892 -9.985170 -19.668165 -0.000000 0.000000 0.000332\r
+}\r
+\r
+frame 1 {\r
+       4.065758 -9.984458 -19.668165 0.000001 0.004121 0.000332\r
+}\r
+\r
+frame 2 {\r
+       3.398287 -9.984015 -19.676983 0.000003 0.007869 0.000332\r
+}\r
+\r
+frame 3 {\r
+       3.147982 -9.983849 -19.685802 0.000003 0.009607 0.000332\r
+}\r
+\r
+frame 4 {\r
+       3.320971 -9.983963 -19.684235 0.000003 0.008753 0.000332\r
+}\r
+\r
+frame 5 {\r
+       3.800062 -9.984282 -19.679819 0.000002 0.006348 0.000332\r
+}\r
+\r
+frame 6 {\r
+       4.425526 -9.984697 -19.674149 0.000001 0.003259 0.000332\r
+}\r
+\r
+frame 7 {\r
+       4.941277 -9.985041 -19.669733 0.000000 0.000854 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_minstanex_fire2.md5anim b/misc/mediasource/models/h_weapons/md5/h_minstanex_fire2.md5anim
new file mode 100644 (file)
index 0000000..a79ffa5
--- /dev/null
@@ -0,0 +1,50 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 5\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
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+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
+       ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )\r
+       ( 5.136892 -9.985170 -19.668165 ) ( -0.000000 0.000000 0.000332 )\r
+       ( 30.677908 0.335370 6.258099 ) ( 0.000000 0.000000 -0.000332 )\r
+       ( 8.994864 -3.954390 4.723816 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
+       5.136892 -9.985170 -19.668165 -0.000000 0.000000 0.000332\r
+}\r
+\r
+frame 1 {\r
+       4.065758 -9.984458 -19.668165 0.000001 0.004121 0.000332\r
+}\r
+\r
+frame 2 {\r
+       3.403429 -9.984018 -19.676983 0.000003 0.007869 0.000332\r
+}\r
+\r
+frame 3 {\r
+       3.147982 -9.983849 -19.685802 0.000003 0.009607 0.000332\r
+}\r
+\r
+frame 4 {\r
+       4.032097 -9.984436 -19.676983 0.000002 0.004804 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_minstanex_idle.md5anim b/misc/mediasource/models/h_weapons/md5/h_minstanex_idle.md5anim
new file mode 100644 (file)
index 0000000..2121302
--- /dev/null
@@ -0,0 +1,1025 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 200\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
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diff --git a/misc/mediasource/models/h_weapons/md5/h_minstanex_reload.md5anim b/misc/mediasource/models/h_weapons/md5/h_minstanex_reload.md5anim
new file mode 100644 (file)
index 0000000..1a9a2cd
--- /dev/null
@@ -0,0 +1,225 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 40\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
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+}\r
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diff --git a/misc/mediasource/models/h_weapons/md5/h_nex.md5mesh b/misc/mediasource/models/h_weapons/md5/h_nex.md5mesh
new file mode 100644 (file)
index 0000000..cae8760
--- /dev/null
@@ -0,0 +1,33 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numJoints 4\r
+numMeshes 1\r
+\r
+joints {\r
+       "origin"        -1 ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )             // \r
+       "weapon"        0 ( 6.930429 -9.985567 -20.237291 ) ( -0.000000 0.000000 0.000332 )             // origin\r
+       "shot"  1 ( 67.176018 -9.964480 -15.204337 ) ( -0.000000 -0.000000 0.000000 )           // weapon\r
+       "shell" 1 ( 18.438971 -13.184451 -15.513476 ) ( 0.000000 -0.000000 -0.000000 )          // weapon\r
+}\r
+\r
+mesh {\r
+       shader "textures/common/nodraw"\r
+\r
+       numverts 4\r
+       vert 0 ( 1.000000 0.000000 ) 0 1\r
+       vert 1 ( 0.000000 0.000000 ) 1 1\r
+       vert 2 ( 0.000000 1.000000 ) 2 1\r
+       vert 3 ( 1.000000 1.000000 ) 3 1\r
+\r
+       numtris 2\r
+       tri 0 0 2 1\r
+       tri 1 0 3 2\r
+\r
+       numweights 4\r
+       weight 0 0 1.000000 ( 0.000000 1.414214 0.000000 )\r
+       weight 1 0 1.000000 ( -1.414214 0.000001 0.000000 )\r
+       weight 2 0 1.000000 ( -0.000000 -1.414214 0.000000 )\r
+       weight 3 0 1.000000 ( 1.414214 0.000000 0.000000 )\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_nex.proj b/misc/mediasource/models/h_weapons/md5/h_nex.proj
new file mode 100644 (file)
index 0000000..0cb9929
--- /dev/null
@@ -0,0 +1,10 @@
+project "h_nex.tmdl"\r
+       importmd5mesh "h_nex.md5mesh"\r
+       normals\r
+       importmd5anim "h_nex_fire.md5anim" "fire"\r
+       importmd5anim "h_nex_fire2.md5anim" "fire2"\r
+       importmd5anim "h_nex_idle.md5anim" "idle"\r
+       importmd5anim "h_nex_reload.md5anim" "reload"\r
+finish\r
+\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_nex_fire.md5anim b/misc/mediasource/models/h_weapons/md5/h_nex_fire.md5anim
new file mode 100644 (file)
index 0000000..9353921
--- /dev/null
@@ -0,0 +1,65 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 8\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
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+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
+       ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )\r
+       ( 6.930429 -9.985567 -20.237291 ) ( -0.000000 0.000000 0.000332 )\r
+       ( 60.245564 0.061135 5.032956 ) ( 0.000000 -0.000000 -0.000332 )\r
+       ( 11.510666 -3.191232 4.723817 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
+       6.930429 -9.985567 -20.237291 -0.000000 0.000000 0.000332\r
+}\r
+\r
+frame 1 {\r
+       5.859295 -9.984855 -20.237291 0.000001 0.004121 0.000332\r
+}\r
+\r
+frame 2 {\r
+       5.191824 -9.984411 -20.246109 0.000003 0.007869 0.000332\r
+}\r
+\r
+frame 3 {\r
+       4.941519 -9.984245 -20.254929 0.000003 0.009607 0.000332\r
+}\r
+\r
+frame 4 {\r
+       5.114508 -9.984360 -20.253361 0.000003 0.008753 0.000332\r
+}\r
+\r
+frame 5 {\r
+       5.593599 -9.984678 -20.248945 0.000002 0.006348 0.000332\r
+}\r
+\r
+frame 6 {\r
+       6.219063 -9.985094 -20.243275 0.000001 0.003259 0.000332\r
+}\r
+\r
+frame 7 {\r
+       6.734814 -9.985437 -20.238859 0.000000 0.000854 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_nex_fire2.md5anim b/misc/mediasource/models/h_weapons/md5/h_nex_fire2.md5anim
new file mode 100644 (file)
index 0000000..d62f9d8
--- /dev/null
@@ -0,0 +1,50 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 5\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
+       ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )\r
+       ( 6.930429 -9.985567 -20.237291 ) ( -0.000000 0.000000 0.000332 )\r
+       ( 60.245564 0.061135 5.032956 ) ( 0.000000 -0.000000 -0.000332 )\r
+       ( 11.510666 -3.191232 4.723817 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
+       6.930429 -9.985567 -20.237291 -0.000000 0.000000 0.000332\r
+}\r
+\r
+frame 1 {\r
+       5.859295 -9.984855 -20.237291 0.000001 0.004121 0.000332\r
+}\r
+\r
+frame 2 {\r
+       5.196966 -9.984415 -20.246109 0.000003 0.007869 0.000332\r
+}\r
+\r
+frame 3 {\r
+       4.941519 -9.984245 -20.254929 0.000003 0.009607 0.000332\r
+}\r
+\r
+frame 4 {\r
+       5.825634 -9.984833 -20.246109 0.000002 0.004804 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_nex_idle.md5anim b/misc/mediasource/models/h_weapons/md5/h_nex_idle.md5anim
new file mode 100644 (file)
index 0000000..ec84f9c
--- /dev/null
@@ -0,0 +1,1025 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 200\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
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diff --git a/misc/mediasource/models/h_weapons/md5/h_nex_reload.md5anim b/misc/mediasource/models/h_weapons/md5/h_nex_reload.md5anim
new file mode 100644 (file)
index 0000000..9083edc
--- /dev/null
@@ -0,0 +1,225 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 40\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
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+}\r
+\r
+baseframe {\r
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+}\r
+\r
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+}\r
+\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
+\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
+\r
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+}\r
+\r
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+}\r
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+}\r
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+}\r
+\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
+frame 35 {\r
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+}\r
+\r
+frame 36 {\r
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+}\r
+\r
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+}\r
+\r
+frame 38 {\r
+       6.930645 -9.985301 -20.237585 0.009325 -0.019580 -0.024841\r
+}\r
+\r
+frame 39 {\r
+       6.930454 -9.985537 -20.237326 0.002305 -0.004840 -0.005891\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_porto.md5mesh b/misc/mediasource/models/h_weapons/md5/h_porto.md5mesh
new file mode 100644 (file)
index 0000000..5b8d300
--- /dev/null
@@ -0,0 +1,32 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numJoints 4\r
+numMeshes 1\r
+\r
+joints {\r
+       "origin"        -1 ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )             // \r
+       "weapon"        0 ( 5.136892 -9.985170 -21.731905 ) ( -0.000000 0.000000 0.000332 )             // origin\r
+       "shot"  1 ( 29.900518 -9.712440 -17.980019 ) ( 0.000000 -0.000000 -0.000000 )           // weapon\r
+       "shell" 1 ( 14.129126 -14.138183 -20.047928 ) ( -0.000000 -0.000000 -0.000000 )         // weapon\r
+}\r
+\r
+mesh {\r
+       shader "textures/common/nodraw"\r
+\r
+       numverts 4\r
+       vert 0 ( 1.000000 0.000000 ) 0 1\r
+       vert 1 ( 0.000000 0.000000 ) 1 1\r
+       vert 2 ( 0.000000 1.000000 ) 2 1\r
+       vert 3 ( 1.000000 1.000000 ) 3 1\r
+\r
+       numtris 2\r
+       tri 0 0 2 1\r
+       tri 1 0 3 2\r
+\r
+       numweights 4\r
+       weight 0 0 1.000000 ( 0.000000 1.414214 0.000000 )\r
+       weight 1 0 1.000000 ( -1.414214 0.000001 0.000000 )\r
+       weight 2 0 1.000000 ( -0.000000 -1.414214 0.000000 )\r
+       weight 3 0 1.000000 ( 1.414214 0.000000 0.000000 )\r
+}\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_porto.proj b/misc/mediasource/models/h_weapons/md5/h_porto.proj
new file mode 100644 (file)
index 0000000..d1d4e40
--- /dev/null
@@ -0,0 +1,10 @@
+project "h_porto.tmdl"\r
+       importmd5mesh "h_porto.md5mesh"\r
+       normals\r
+       importmd5anim "h_porto_fire.md5anim" "fire"\r
+       importmd5anim "h_porto_fire2.md5anim" "fire2"\r
+       importmd5anim "h_porto_idle.md5anim" "idle"\r
+       importmd5anim "h_porto_reload.md5anim" "reload"\r
+finish\r
+\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_porto_fire.md5anim b/misc/mediasource/models/h_weapons/md5/h_porto_fire.md5anim
new file mode 100644 (file)
index 0000000..2d7c9a8
--- /dev/null
@@ -0,0 +1,65 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 8\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
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+}\r
+\r
+baseframe {\r
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+       ( 5.136892 -9.985170 -21.731905 ) ( -0.000000 0.000000 0.000332 )\r
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+       ( 8.994992 -4.147033 1.683978 ) ( 0.000000 -0.000000 -0.000332 )\r
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+frame 0 {\r
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+}\r
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+}\r
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+}\r
+\r
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+}\r
+\r
+frame 4 {\r
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+}\r
+\r
+frame 5 {\r
+       3.800062 -9.984282 -21.743559 0.000002 0.006348 0.000332\r
+}\r
+\r
+frame 6 {\r
+       4.425526 -9.984697 -21.737888 0.000001 0.003259 0.000332\r
+}\r
+\r
+frame 7 {\r
+       4.941277 -9.985041 -21.733473 0.000000 0.000854 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_porto_fire2.md5anim b/misc/mediasource/models/h_weapons/md5/h_porto_fire2.md5anim
new file mode 100644 (file)
index 0000000..a2f7e61
--- /dev/null
@@ -0,0 +1,50 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 5\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
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+}\r
+\r
+baseframe {\r
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+       ( 5.136892 -9.985170 -21.731905 ) ( -0.000000 0.000000 0.000332 )\r
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+       ( 8.994992 -4.147033 1.683978 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
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+}\r
+\r
+frame 1 {\r
+       4.065758 -9.984458 -21.731905 0.000001 0.004121 0.000332\r
+}\r
+\r
+frame 2 {\r
+       3.403429 -9.984018 -21.740723 0.000003 0.007869 0.000332\r
+}\r
+\r
+frame 3 {\r
+       3.147982 -9.983849 -21.749542 0.000003 0.009607 0.000332\r
+}\r
+\r
+frame 4 {\r
+       4.032097 -9.984436 -21.740723 0.000002 0.004804 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_porto_idle.md5anim b/misc/mediasource/models/h_weapons/md5/h_porto_idle.md5anim
new file mode 100644 (file)
index 0000000..002dbb9
--- /dev/null
@@ -0,0 +1,1025 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 200\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
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diff --git a/misc/mediasource/models/h_weapons/md5/h_porto_reload.md5anim b/misc/mediasource/models/h_weapons/md5/h_porto_reload.md5anim
new file mode 100644 (file)
index 0000000..1852ef9
--- /dev/null
@@ -0,0 +1,225 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 40\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
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+}\r
+\r
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+       5.136892 -9.985170 -21.731905 0.001748 -0.003671 -0.005888\r
+}\r
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+}\r
+\r
+frame 3 {\r
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+}\r
+\r
+frame 4 {\r
+       5.136892 -9.985170 -21.731905 0.029077 -0.061047 -0.099506\r
+}\r
+\r
+frame 5 {\r
+       5.136892 -9.985170 -21.731905 0.044986 -0.094440 -0.151624\r
+}\r
+\r
+frame 6 {\r
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+}\r
+\r
+frame 7 {\r
+       5.136892 -9.985170 -21.731905 0.081603 -0.171291 -0.264008\r
+}\r
+\r
+frame 8 {\r
+       5.136892 -9.985170 -21.731905 0.099492 -0.208833 -0.313567\r
+}\r
+\r
+frame 9 {\r
+       5.136892 -9.985170 -21.731905 0.115584 -0.242606 -0.353324\r
+}\r
+\r
+frame 10 {\r
+       5.136892 -9.985170 -21.731905 0.129341 -0.271479 -0.381564\r
+}\r
+\r
+frame 11 {\r
+       5.136892 -9.985170 -21.731905 0.140640 -0.295196 -0.398041\r
+}\r
+\r
+frame 12 {\r
+       5.136892 -9.985170 -21.731905 0.149590 -0.313982 -0.403258\r
+}\r
+\r
+frame 13 {\r
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+}\r
+\r
+frame 14 {\r
+       5.072457 -10.064599 -21.850807 0.160839 -0.337591 -0.400498\r
+}\r
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+frame 15 {\r
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+}\r
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+frame 16 {\r
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+}\r
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+}\r
+\r
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+       5.035727 -10.109850 -21.850815 0.156294 -0.328053 -0.400707\r
+}\r
+\r
+frame 19 {\r
+       5.078721 -10.056867 -21.764807 0.151448 -0.317882 -0.402564\r
+}\r
+\r
+frame 20 {\r
+       5.136892 -9.985170 -21.731905 0.149590 -0.313982 -0.403258\r
+}\r
+\r
+frame 21 {\r
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+}\r
+\r
+frame 22 {\r
+       5.360455 -9.709545 -21.986931 0.149590 -0.313982 -0.403258\r
+}\r
+\r
+frame 23 {\r
+       5.470995 -9.573333 -22.171326 0.149590 -0.313982 -0.403258\r
+}\r
+\r
+frame 24 {\r
+       5.510323 -9.524859 -22.241831 0.149590 -0.313982 -0.403258\r
+}\r
+\r
+frame 25 {\r
+       5.469900 -9.574682 -22.186640 0.149590 -0.313982 -0.403258\r
+}\r
+\r
+frame 26 {\r
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+}\r
+\r
+frame 27 {\r
+       5.250728 -9.844831 -21.887386 0.149590 -0.313982 -0.403258\r
+}\r
+\r
+frame 28 {\r
+       5.199124 -9.908460 -21.816885 0.149590 -0.313982 -0.403258\r
+}\r
+\r
+frame 29 {\r
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+}\r
+\r
+frame 30 {\r
+       5.174917 -9.938308 -21.783812 0.141617 -0.297246 -0.381743\r
+}\r
+\r
+frame 31 {\r
+       5.164884 -9.950676 -21.770111 0.131332 -0.275660 -0.353995\r
+}\r
+\r
+frame 32 {\r
+       5.156454 -9.961066 -21.758600 0.116793 -0.245147 -0.314773\r
+}\r
+\r
+frame 33 {\r
+       5.149719 -9.969366 -21.749409 0.098534 -0.206828 -0.265522\r
+}\r
+\r
+frame 34 {\r
+       5.144665 -9.975594 -21.742512 0.077848 -0.163414 -0.209723\r
+}\r
+\r
+frame 35 {\r
+       5.141151 -9.979922 -21.737717 0.056693 -0.119014 -0.152655\r
+}\r
+\r
+frame 36 {\r
+       5.138928 -9.982661 -21.734684 0.037199 -0.078097 -0.100063\r
+}\r
+\r
+frame 37 {\r
+       5.137685 -9.984193 -21.732988 0.021077 -0.044254 -0.056560\r
+}\r
+\r
+frame 38 {\r
+       5.137107 -9.984904 -21.732199 0.009325 -0.019580 -0.024841\r
+}\r
+\r
+frame 39 {\r
+       5.136917 -9.985140 -21.731939 0.002305 -0.004840 -0.005891\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_rl.md5mesh b/misc/mediasource/models/h_weapons/md5/h_rl.md5mesh
new file mode 100644 (file)
index 0000000..acd2933
--- /dev/null
@@ -0,0 +1,32 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numJoints 4\r
+numMeshes 1\r
+\r
+joints {\r
+       "origin"        -1 ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )             // \r
+       "weapon"        0 ( 5.136892 -9.985170 -21.731905 ) ( -0.000000 0.000000 0.000332 )             // origin\r
+       "shot"  1 ( 39.205276 -9.941910 -14.349358 ) ( -0.000000 -0.000000 0.000000 )           // weapon\r
+       "shell" 1 ( 14.129127 -16.528990 -20.047928 ) ( -0.000000 -0.000000 -0.000000 )         // weapon\r
+}\r
+\r
+mesh {\r
+       shader "textures/common/nodraw"\r
+\r
+       numverts 4\r
+       vert 0 ( 1.000000 0.000000 ) 0 1\r
+       vert 1 ( 0.000000 0.000000 ) 1 1\r
+       vert 2 ( 0.000000 1.000000 ) 2 1\r
+       vert 3 ( 1.000000 1.000000 ) 3 1\r
+\r
+       numtris 2\r
+       tri 0 0 2 1\r
+       tri 1 0 3 2\r
+\r
+       numweights 4\r
+       weight 0 0 1.000000 ( 0.000000 1.414214 0.000000 )\r
+       weight 1 0 1.000000 ( -1.414214 0.000001 0.000000 )\r
+       weight 2 0 1.000000 ( -0.000000 -1.414214 0.000000 )\r
+       weight 3 0 1.000000 ( 1.414214 0.000000 0.000000 )\r
+}\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_rl.proj b/misc/mediasource/models/h_weapons/md5/h_rl.proj
new file mode 100644 (file)
index 0000000..f08376c
--- /dev/null
@@ -0,0 +1,10 @@
+project "h_rl.tmdl"\r
+       importmd5mesh "h_rl.md5mesh"\r
+       normals\r
+       importmd5anim "h_rl_fire.md5anim" "fire"\r
+       importmd5anim "h_rl_fire2.md5anim" "fire2"\r
+       importmd5anim "h_rl_idle.md5anim" "idle"\r
+       importmd5anim "h_rl_reload.md5anim" "reload"\r
+finish\r
+\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_rl_fire.md5anim b/misc/mediasource/models/h_weapons/md5/h_rl_fire.md5anim
new file mode 100644 (file)
index 0000000..02ef704
--- /dev/null
@@ -0,0 +1,65 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 8\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
+       ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )\r
+       ( 5.136892 -9.985170 -21.731905 ) ( -0.000000 0.000000 0.000332 )\r
+       ( 34.068348 0.065909 7.382547 ) ( 0.000000 -0.000000 -0.000332 )\r
+       ( 8.996583 -6.537840 1.683978 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
+       5.136892 -9.985170 -21.731905 -0.000000 0.000000 0.000332\r
+}\r
+\r
+frame 1 {\r
+       4.065758 -9.984458 -21.731905 0.000001 0.004121 0.000332\r
+}\r
+\r
+frame 2 {\r
+       3.398287 -9.984015 -21.740723 0.000003 0.007869 0.000332\r
+}\r
+\r
+frame 3 {\r
+       3.147982 -9.983849 -21.749542 0.000003 0.009607 0.000332\r
+}\r
+\r
+frame 4 {\r
+       3.320971 -9.983963 -21.747974 0.000003 0.008753 0.000332\r
+}\r
+\r
+frame 5 {\r
+       3.800062 -9.984282 -21.743559 0.000002 0.006348 0.000332\r
+}\r
+\r
+frame 6 {\r
+       4.425526 -9.984697 -21.737888 0.000001 0.003259 0.000332\r
+}\r
+\r
+frame 7 {\r
+       4.941277 -9.985041 -21.733473 0.000000 0.000854 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_rl_fire2.md5anim b/misc/mediasource/models/h_weapons/md5/h_rl_fire2.md5anim
new file mode 100644 (file)
index 0000000..d5296d3
--- /dev/null
@@ -0,0 +1,50 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 5\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
+       ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )\r
+       ( 5.136892 -9.985170 -21.731905 ) ( -0.000000 0.000000 0.000332 )\r
+       ( 34.068348 0.065909 7.382547 ) ( 0.000000 -0.000000 -0.000332 )\r
+       ( 8.996583 -6.537840 1.683978 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
+       5.136892 -9.985170 -21.731905 -0.000000 0.000000 0.000332\r
+}\r
+\r
+frame 1 {\r
+       4.065758 -9.984458 -21.731905 0.000001 0.004121 0.000332\r
+}\r
+\r
+frame 2 {\r
+       3.403429 -9.984018 -21.740723 0.000003 0.007869 0.000332\r
+}\r
+\r
+frame 3 {\r
+       3.147982 -9.983849 -21.749542 0.000003 0.009607 0.000332\r
+}\r
+\r
+frame 4 {\r
+       4.032097 -9.984436 -21.740723 0.000002 0.004804 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_rl_idle.md5anim b/misc/mediasource/models/h_weapons/md5/h_rl_idle.md5anim
new file mode 100644 (file)
index 0000000..d0f9eb8
--- /dev/null
@@ -0,0 +1,1025 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 200\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
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+\r
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+}\r
+\r
+frame 198 {\r
+       5.136892 -9.985170 -21.731905 0.000091 -0.001025 0.001025\r
+}\r
+\r
+frame 199 {\r
+       5.136892 -9.985170 -21.731905 0.000047 -0.000504 0.000673\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_rl_reload.md5anim b/misc/mediasource/models/h_weapons/md5/h_rl_reload.md5anim
new file mode 100644 (file)
index 0000000..56ed5ac
--- /dev/null
@@ -0,0 +1,225 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 40\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
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+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
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+}\r
+\r
+frame 0 {\r
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+}\r
+\r
+frame 1 {\r
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+}\r
+\r
+frame 2 {\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
+frame 5 {\r
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+}\r
+\r
+frame 6 {\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
+frame 14 {\r
+       5.072457 -10.064599 -21.850807 0.160839 -0.337591 -0.400498\r
+}\r
+\r
+frame 15 {\r
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+}\r
+\r
+frame 16 {\r
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+}\r
+\r
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+}\r
+\r
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+       5.035727 -10.109850 -21.850815 0.156294 -0.328053 -0.400707\r
+}\r
+\r
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+}\r
+\r
+frame 20 {\r
+       5.136892 -9.985170 -21.731905 0.149590 -0.313982 -0.403258\r
+}\r
+\r
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+}\r
+\r
+frame 22 {\r
+       5.360455 -9.709545 -21.986931 0.149590 -0.313982 -0.403258\r
+}\r
+\r
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+}\r
+\r
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+}\r
+\r
+frame 25 {\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
+frame 28 {\r
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+}\r
+\r
+frame 29 {\r
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+}\r
+\r
+frame 30 {\r
+       5.174917 -9.938308 -21.783812 0.141617 -0.297246 -0.381743\r
+}\r
+\r
+frame 31 {\r
+       5.164884 -9.950676 -21.770111 0.131332 -0.275660 -0.353995\r
+}\r
+\r
+frame 32 {\r
+       5.156454 -9.961066 -21.758600 0.116793 -0.245147 -0.314773\r
+}\r
+\r
+frame 33 {\r
+       5.149719 -9.969366 -21.749409 0.098534 -0.206828 -0.265522\r
+}\r
+\r
+frame 34 {\r
+       5.144665 -9.975594 -21.742512 0.077848 -0.163414 -0.209723\r
+}\r
+\r
+frame 35 {\r
+       5.141151 -9.979922 -21.737717 0.056693 -0.119014 -0.152655\r
+}\r
+\r
+frame 36 {\r
+       5.138928 -9.982661 -21.734684 0.037199 -0.078097 -0.100063\r
+}\r
+\r
+frame 37 {\r
+       5.137685 -9.984193 -21.732988 0.021077 -0.044254 -0.056560\r
+}\r
+\r
+frame 38 {\r
+       5.137107 -9.984904 -21.732199 0.009325 -0.019580 -0.024841\r
+}\r
+\r
+frame 39 {\r
+       5.136917 -9.985140 -21.731939 0.002305 -0.004840 -0.005891\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_seeker.md5mesh b/misc/mediasource/models/h_weapons/md5/h_seeker.md5mesh
new file mode 100644 (file)
index 0000000..bfc39c2
--- /dev/null
@@ -0,0 +1,33 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numJoints 4\r
+numMeshes 1\r
+\r
+joints {\r
+       "origin"        -1 ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )             // \r
+       "weapon"        0 ( 5.136892 -9.985170 -17.183071 ) ( -0.000000 0.000000 0.000332 )             // origin\r
+       "shot"  1 ( 55.915623 -9.941916 -24.662294 ) ( -0.000000 -0.000000 -0.000001 )          // weapon\r
+       "shell" 1 ( 24.006596 -25.846846 -30.434568 ) ( 0.000000 -0.000000 -0.000000 )          // weapon\r
+}\r
+\r
+mesh {\r
+       shader "textures/common/nodraw"\r
+\r
+       numverts 4\r
+       vert 0 ( 1.000000 0.000000 ) 0 1\r
+       vert 1 ( 0.000000 0.000000 ) 1 1\r
+       vert 2 ( 0.000000 1.000000 ) 2 1\r
+       vert 3 ( 1.000000 1.000000 ) 3 1\r
+\r
+       numtris 2\r
+       tri 0 0 2 1\r
+       tri 1 0 3 2\r
+\r
+       numweights 4\r
+       weight 0 0 1.000000 ( 0.000000 1.414214 0.000000 )\r
+       weight 1 0 1.000000 ( -1.414214 0.000001 0.000000 )\r
+       weight 2 0 1.000000 ( -0.000000 -1.414214 0.000000 )\r
+       weight 3 0 1.000000 ( 1.414214 0.000000 0.000000 )\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_seeker.proj b/misc/mediasource/models/h_weapons/md5/h_seeker.proj
new file mode 100644 (file)
index 0000000..98d4eb5
--- /dev/null
@@ -0,0 +1,10 @@
+project "h_seeker.tmdl"\r
+       importmd5mesh "h_seeker.md5mesh"\r
+       normals\r
+       importmd5anim "h_seeker_fire.md5anim" "fire"\r
+       importmd5anim "h_seeker_fire2.md5anim" "fire2"\r
+       importmd5anim "h_seeker_idle.md5anim" "idle"\r
+       importmd5anim "h_seeker_reload.md5anim" "reload"\r
+finish\r
+\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_seeker_fire.md5anim b/misc/mediasource/models/h_weapons/md5/h_seeker_fire.md5anim
new file mode 100644 (file)
index 0000000..6fe79ea
--- /dev/null
@@ -0,0 +1,65 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 8\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
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+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
+       ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )\r
+       ( 5.136892 -9.985170 -17.183071 ) ( -0.000000 0.000000 0.000332 )\r
+       ( 50.778694 0.077008 -7.479221 ) ( 0.000000 -0.000000 -0.000333 )\r
+       ( 18.880243 -15.849132 -13.251493 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
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+}\r
+\r
+frame 1 {\r
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+}\r
+\r
+frame 2 {\r
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+}\r
+\r
+frame 3 {\r
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+}\r
+\r
+frame 4 {\r
+       3.320971 -9.983963 -17.199141 0.000003 0.008753 0.000332\r
+}\r
+\r
+frame 5 {\r
+       3.800062 -9.984282 -17.194725 0.000002 0.006348 0.000332\r
+}\r
+\r
+frame 6 {\r
+       4.425526 -9.984697 -17.189054 0.000001 0.003259 0.000332\r
+}\r
+\r
+frame 7 {\r
+       4.941277 -9.985041 -17.184639 0.000000 0.000854 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_seeker_fire2.md5anim b/misc/mediasource/models/h_weapons/md5/h_seeker_fire2.md5anim
new file mode 100644 (file)
index 0000000..8295d59
--- /dev/null
@@ -0,0 +1,50 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 5\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
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+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
+       ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )\r
+       ( 5.136892 -9.985170 -17.183071 ) ( -0.000000 0.000000 0.000332 )\r
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+       ( 18.880243 -15.849132 -13.251493 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
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+}\r
+\r
+frame 1 {\r
+       4.065758 -9.984458 -17.183071 0.000001 0.004121 0.000332\r
+}\r
+\r
+frame 2 {\r
+       3.403429 -9.984018 -17.191889 0.000003 0.007869 0.000332\r
+}\r
+\r
+frame 3 {\r
+       3.147982 -9.983849 -17.200708 0.000003 0.009607 0.000332\r
+}\r
+\r
+frame 4 {\r
+       4.032097 -9.984436 -17.191889 0.000002 0.004804 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_seeker_idle.md5anim b/misc/mediasource/models/h_weapons/md5/h_seeker_idle.md5anim
new file mode 100644 (file)
index 0000000..0a80c81
--- /dev/null
@@ -0,0 +1,1025 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 200\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
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diff --git a/misc/mediasource/models/h_weapons/md5/h_seeker_reload.md5anim b/misc/mediasource/models/h_weapons/md5/h_seeker_reload.md5anim
new file mode 100644 (file)
index 0000000..d19b415
--- /dev/null
@@ -0,0 +1,225 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 40\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+frame 9 {\r
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+}\r
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+frame 10 {\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
+\r
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+}\r
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+}\r
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+}\r
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+}\r
+\r
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+}\r
+\r
+frame 38 {\r
+       5.137107 -9.984904 -17.183365 0.009325 -0.019580 -0.024841\r
+}\r
+\r
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+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_shotgun.md5mesh b/misc/mediasource/models/h_weapons/md5/h_shotgun.md5mesh
new file mode 100644 (file)
index 0000000..03e90a5
--- /dev/null
@@ -0,0 +1,32 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numJoints 4\r
+numMeshes 1\r
+\r
+joints {\r
+       "origin"        -1 ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )             // \r
+       "weapon"        0 ( 8.256093 -9.985861 -21.731905 ) ( -0.000000 0.000000 0.000332 )             // origin\r
+       "shot"  1 ( 46.763519 -8.731303 -14.130186 ) ( 0.000000 -0.000000 0.000000 )            // weapon\r
+       "shell" 1 ( 25.080605 -12.253957 -14.778423 ) ( 0.000000 -0.000000 -0.000000 )          // weapon\r
+}\r
+\r
+mesh {\r
+       shader "textures/common/nodraw"\r
+\r
+       numverts 4\r
+       vert 0 ( 1.000000 0.000000 ) 0 1\r
+       vert 1 ( 0.000000 0.000000 ) 1 1\r
+       vert 2 ( 0.000000 1.000000 ) 2 1\r
+       vert 3 ( 1.000000 1.000000 ) 3 1\r
+\r
+       numtris 2\r
+       tri 0 0 2 1\r
+       tri 1 0 3 2\r
+\r
+       numweights 4\r
+       weight 0 0 1.000000 ( 0.000000 1.414214 0.000000 )\r
+       weight 1 0 1.000000 ( -1.414214 0.000001 0.000000 )\r
+       weight 2 0 1.000000 ( -0.000000 -1.414214 0.000000 )\r
+       weight 3 0 1.000000 ( 1.414214 0.000000 0.000000 )\r
+}\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_shotgun.proj b/misc/mediasource/models/h_weapons/md5/h_shotgun.proj
new file mode 100644 (file)
index 0000000..9ab228e
--- /dev/null
@@ -0,0 +1,10 @@
+project "h_shotgun.tmdl"\r
+       importmd5mesh "h_shotgun.md5mesh"\r
+       normals\r
+       importmd5anim "h_shotgun_fire.md5anim" "fire"\r
+       importmd5anim "h_shotgun_fire2.md5anim" "fire2"\r
+       importmd5anim "h_shotgun_idle.md5anim" "idle"\r
+       importmd5anim "h_shotgun_reload.md5anim" "reload"\r
+finish\r
+\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_shotgun_fire.md5anim b/misc/mediasource/models/h_weapons/md5/h_shotgun_fire.md5anim
new file mode 100644 (file)
index 0000000..be2082f
--- /dev/null
@@ -0,0 +1,65 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 8\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
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+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
+       ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )\r
+       ( 5.136892 -9.985170 -21.731905 ) ( -0.000000 0.000000 0.000332 )\r
+       ( 38.506573 1.280156 7.601718 ) ( 0.000000 0.000000 -0.000332 )\r
+       ( 15.422113 -2.257837 6.953482 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
+       5.136892 -9.985170 -21.731905 -0.000000 0.000000 0.000332\r
+}\r
+\r
+frame 1 {\r
+       4.065758 -9.984458 -21.731905 0.000001 0.004121 0.000332\r
+}\r
+\r
+frame 2 {\r
+       3.398287 -9.984015 -21.740723 0.000003 0.007869 0.000332\r
+}\r
+\r
+frame 3 {\r
+       3.147982 -9.983849 -21.749542 0.000003 0.009607 0.000332\r
+}\r
+\r
+frame 4 {\r
+       3.320971 -9.983963 -21.747974 0.000003 0.008753 0.000332\r
+}\r
+\r
+frame 5 {\r
+       3.800062 -9.984282 -21.743559 0.000002 0.006348 0.000332\r
+}\r
+\r
+frame 6 {\r
+       4.425526 -9.984697 -21.737888 0.000001 0.003259 0.000332\r
+}\r
+\r
+frame 7 {\r
+       4.941277 -9.985041 -21.733473 0.000000 0.000854 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_shotgun_fire2.md5anim b/misc/mediasource/models/h_weapons/md5/h_shotgun_fire2.md5anim
new file mode 100644 (file)
index 0000000..c2aab7f
--- /dev/null
@@ -0,0 +1,50 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 5\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
+       ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )\r
+       ( 8.256093 -9.985861 -21.731905 ) ( -0.000000 0.000000 0.000332 )\r
+       ( 38.506584 1.280156 7.601718 ) ( 0.000000 0.000000 -0.000332 )\r
+       ( 16.826015 -2.256910 6.953482 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
+       8.256093 -9.985861 -21.731905 -0.000000 0.000000 0.000332\r
+}\r
+\r
+frame 1 {\r
+       7.184959 -9.985148 -21.731905 0.000001 0.004121 0.000332\r
+}\r
+\r
+frame 2 {\r
+       6.522630 -9.984709 -21.740723 0.000003 0.007869 0.000332\r
+}\r
+\r
+frame 3 {\r
+       6.267183 -9.984539 -21.749542 0.000003 0.009607 0.000332\r
+}\r
+\r
+frame 4 {\r
+       7.151299 -9.985126 -21.740723 0.000002 0.004804 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_shotgun_idle.md5anim b/misc/mediasource/models/h_weapons/md5/h_shotgun_idle.md5anim
new file mode 100644 (file)
index 0000000..047358d
--- /dev/null
@@ -0,0 +1,1025 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 200\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
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diff --git a/misc/mediasource/models/h_weapons/md5/h_shotgun_reload.md5anim b/misc/mediasource/models/h_weapons/md5/h_shotgun_reload.md5anim
new file mode 100644 (file)
index 0000000..1736396
--- /dev/null
@@ -0,0 +1,225 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 40\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
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+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
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+}\r
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+}\r
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+}\r
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+}\r
+\r
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+}\r
+\r
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+}\r
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+}\r
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+}\r
+\r
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+}\r
+\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
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+}\r
+\r
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+}\r
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+}\r
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+}\r
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+}\r
+\r
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+}\r
+\r
+frame 35 {\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
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+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_uzi.md5mesh b/misc/mediasource/models/h_weapons/md5/h_uzi.md5mesh
new file mode 100644 (file)
index 0000000..6794543
--- /dev/null
@@ -0,0 +1,32 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numJoints 4\r
+numMeshes 1\r
+\r
+joints {\r
+       "origin"        -1 ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )             // \r
+       "weapon"        0 ( 5.136892 -9.985170 -21.731905 ) ( -0.000000 0.000000 0.000332 )             // origin\r
+       "shot"  1 ( 42.560596 -9.208183 -15.191735 ) ( 0.000000 -0.000000 0.000000 )            // weapon\r
+       "shell" 1 ( 23.825775 -12.253262 -14.651850 ) ( 0.000000 -0.000000 -0.000000 )          // weapon\r
+}\r
+\r
+mesh {\r
+       shader "textures/common/nodraw"\r
+\r
+       numverts 4\r
+       vert 0 ( 1.000000 0.000000 ) 0 1\r
+       vert 1 ( 0.000000 0.000000 ) 1 1\r
+       vert 2 ( 0.000000 1.000000 ) 2 1\r
+       vert 3 ( 1.000000 1.000000 ) 3 1\r
+\r
+       numtris 2\r
+       tri 0 0 2 1\r
+       tri 1 0 3 2\r
+\r
+       numweights 4\r
+       weight 0 0 1.000000 ( 0.000000 1.414214 0.000000 )\r
+       weight 1 0 1.000000 ( -1.414214 0.000001 0.000000 )\r
+       weight 2 0 1.000000 ( -0.000000 -1.414214 0.000000 )\r
+       weight 3 0 1.000000 ( 1.414214 0.000000 0.000000 )\r
+}\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_uzi.proj b/misc/mediasource/models/h_weapons/md5/h_uzi.proj
new file mode 100644 (file)
index 0000000..f3f2faa
--- /dev/null
@@ -0,0 +1,10 @@
+project "h_uzi.tmdl"\r
+       importmd5mesh "h_uzi.md5mesh"\r
+       normals\r
+       importmd5anim "h_uzi_fire.md5anim" "fire"\r
+       importmd5anim "h_uzi_fire2.md5anim" "fire2"\r
+       importmd5anim "h_uzi_idle.md5anim" "idle"\r
+       importmd5anim "h_uzi_reload.md5anim" "reload"\r
+finish\r
+\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_uzi_fire.md5anim b/misc/mediasource/models/h_weapons/md5/h_uzi_fire.md5anim
new file mode 100644 (file)
index 0000000..543b202
--- /dev/null
@@ -0,0 +1,65 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 8\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
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+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
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+       ( 5.136892 -9.985170 -21.731905 ) ( -0.000000 0.000000 0.000332 )\r
+       ( 37.423180 0.801865 6.540169 ) ( 0.000000 0.000000 -0.000332 )\r
+       ( 18.690388 -2.255666 7.080055 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
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+}\r
+\r
+frame 1 {\r
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+}\r
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+}\r
+\r
+frame 3 {\r
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+}\r
+\r
+frame 4 {\r
+       3.320971 -9.983963 -21.747974 0.000003 0.008753 0.000332\r
+}\r
+\r
+frame 5 {\r
+       3.800062 -9.984282 -21.743559 0.000002 0.006348 0.000332\r
+}\r
+\r
+frame 6 {\r
+       4.425526 -9.984697 -21.737888 0.000001 0.003259 0.000332\r
+}\r
+\r
+frame 7 {\r
+       4.941277 -9.985041 -21.733473 0.000000 0.000854 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_uzi_fire2.md5anim b/misc/mediasource/models/h_weapons/md5/h_uzi_fire2.md5anim
new file mode 100644 (file)
index 0000000..de9e334
--- /dev/null
@@ -0,0 +1,50 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 5\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
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+       ( 0.000000 0.000000 0.000000 ) ( 0.000000 0.000000 0.000000 )\r
+}\r
+\r
+baseframe {\r
+       ( 0.000000 0.000000 0.000000 ) ( -0.000000 -0.000000 -0.000000 )\r
+       ( 5.136892 -9.985170 -21.731905 ) ( -0.000000 0.000000 0.000332 )\r
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+       ( 18.690388 -2.255666 7.080055 ) ( 0.000000 -0.000000 -0.000332 )\r
+}\r
+\r
+frame 0 {\r
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+}\r
+\r
+frame 1 {\r
+       4.065758 -9.984458 -21.731905 0.000001 0.004121 0.000332\r
+}\r
+\r
+frame 2 {\r
+       3.403429 -9.984018 -21.740723 0.000003 0.007869 0.000332\r
+}\r
+\r
+frame 3 {\r
+       3.147982 -9.983849 -21.749542 0.000003 0.009607 0.000332\r
+}\r
+\r
+frame 4 {\r
+       4.032097 -9.984436 -21.740723 0.000002 0.004804 0.000332\r
+}\r
+\r
diff --git a/misc/mediasource/models/h_weapons/md5/h_uzi_idle.md5anim b/misc/mediasource/models/h_weapons/md5/h_uzi_idle.md5anim
new file mode 100644 (file)
index 0000000..62f64c2
--- /dev/null
@@ -0,0 +1,1025 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 200\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
+\r
+bounds {\r
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diff --git a/misc/mediasource/models/h_weapons/md5/h_uzi_reload.md5anim b/misc/mediasource/models/h_weapons/md5/h_uzi_reload.md5anim
new file mode 100644 (file)
index 0000000..794a24e
--- /dev/null
@@ -0,0 +1,225 @@
+MD5Version 10\r
+commandline ""\r
+\r
+numFrames 40\r
+numJoints 4\r
+frameRate 24\r
+numAnimatedComponents 6\r
+\r
+hierarchy {\r
+       "origin"        -1 0 0  //\r
+       "weapon"        0 63 0  // origin\r
+       "shot"  1 0 0   // weapon\r
+       "shell" 1 0 0   // weapon\r
+}\r
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diff --git a/misc/mediasource/music/desert3.mmpz b/misc/mediasource/music/desert3.mmpz
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diff --git a/misc/mediasource/music/northern-lights.lso b/misc/mediasource/music/northern-lights.lso
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diff --git a/misc/mediasource/music/northern-lights.txt b/misc/mediasource/music/northern-lights.txt
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index 0000000..53ceded
--- /dev/null
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+.lso file is the project file format of "logic pro"
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diff --git a/misc/mediasource/music/stairs_mt.med b/misc/mediasource/music/stairs_mt.med
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index 0000000..944552b
--- /dev/null
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+<?xml version="1.0"?>
+<muse version="2.0">
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+    <txDeviceId>127</txDeviceId>
+    <rxDeviceId>127</rxDeviceId>
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+    <rxSyncPort>-1</rxSyncPort>
+    <mtctype>1</mtctype>
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+    <acceptMMC>1</acceptMMC>
+    <acceptMC>1</acceptMC>
+    <bigtimeVisible>0</bigtimeVisible>
+    <transportVisible>0</transportVisible>
+    <markerVisible>1</markerVisible>
+    <mixerVisible>0</mixerVisible>
+    <geometryMain x="0" y="0" w="1280" h="1004"></geometryMain>
+    <geometryTransport x="618" y="927" w="656" h="409"></geometryTransport>
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+      <info>1</info>
+      <split>555 719 </split>
+      <list>
+        <header> 7 6 5 4 3 2 1 0 </header>
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+      <xpos>0</xpos>
+      <xmag>266</xmag>
+      <ypos>1</ypos>
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+    <sequencer>
+      <metronom>
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+        <audioClickEnable>1</audioClickEnable>
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+      <compression>100</compression>
+      <automation>1</automation>
+      <part>
+        <name>drums</name>
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+        <event tick="75072" len="191" a="88" b="77" c="64" />
+        <event tick="75264" len="191" a="76" b="84" c="64" />
+        </part>
+      </miditrack>
+    <miditrack>
+      <name>piano</name>
+      <record>0</record>
+      <mute>0</mute>
+      <solo>0</solo>
+      <off>0</off>
+      <channels>0</channels>
+      <height>20</height>
+      <locked>0</locked>
+      <device>0</device>
+      <channel>11</channel>
+      <inportMap>65535</inportMap>
+      <inchannelMap>65535</inchannelMap>
+      <locked>0</locked>
+      <transposition>0</transposition>
+      <velocity>0</velocity>
+      <delay>0</delay>
+      <len>100</len>
+      <compression>100</compression>
+      <automation>1</automation>
+      <part>
+        <name>piano</name>
+        <poslen tick="76800" len="36864" />
+        <selected>0</selected>
+        <color>0</color>
+        <event tick="76800" len="4607" a="64" b="74" c="64" />
+        <event tick="77568" len="1919" a="83" b="56" c="64" />
+        <event tick="78336" len="767" a="76" b="57" c="64" />
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+        <event tick="79872" len="1535" a="79" b="79" c="64" />
+        <event tick="80256" len="1151" a="78" b="79" c="64" />
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+        <event tick="81408" len="767" a="76" b="73" c="64" />
+        <event tick="82176" len="767" a="57" b="72" />
+        <event tick="82176" len="767" a="72" b="84" />
+        <event tick="82944" len="4607" a="64" b="74" c="64" />
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+        <event tick="112128" len="767" a="76" b="73" c="64" />
+        </part>
+      </miditrack>
+    <tempolist fix="500000">
+      <tempo at="21474837">
+        <tick>0</tick>
+        <val>504200</val>
+        </tempo>
+      </tempolist>
+    <siglist>
+      <sig at="21474836">
+        <tick>0</tick>
+        <nom>4</nom>
+        <denom>4</denom>
+        </sig>
+      </siglist>
+    <drummap>
+      </drummap>
+    </song>
+  <toplevels>
+    <marker>
+      </marker>
+    </toplevels>
+  </muse>
diff --git a/misc/mediasource/music/stairs_mt.mid b/misc/mediasource/music/stairs_mt.mid
new file mode 100644 (file)
index 0000000..a057d0d
Binary files /dev/null and b/misc/mediasource/music/stairs_mt.mid differ
diff --git a/misc/mediasource/sb_str_inv.xcf b/misc/mediasource/sb_str_inv.xcf
new file mode 100644 (file)
index 0000000..6f61edb
Binary files /dev/null and b/misc/mediasource/sb_str_inv.xcf differ
diff --git a/misc/mediasource/skies/newsky_asteroids.pk3 b/misc/mediasource/skies/newsky_asteroids.pk3
new file mode 100644 (file)
index 0000000..8aa3676
Binary files /dev/null and b/misc/mediasource/skies/newsky_asteroids.pk3 differ
diff --git a/misc/mediasource/skies/newsky_nebulae.pk3 b/misc/mediasource/skies/newsky_nebulae.pk3
new file mode 100644 (file)
index 0000000..e8af968
Binary files /dev/null and b/misc/mediasource/skies/newsky_nebulae.pk3 differ
diff --git a/misc/mediasource/skies/newsky_planets.pk3 b/misc/mediasource/skies/newsky_planets.pk3
new file mode 100644 (file)
index 0000000..3c87375
Binary files /dev/null and b/misc/mediasource/skies/newsky_planets.pk3 differ
diff --git a/misc/mediasource/textures/cake-pipe1d_msg.xcf b/misc/mediasource/textures/cake-pipe1d_msg.xcf
new file mode 100644 (file)
index 0000000..51f9e6c
Binary files /dev/null and b/misc/mediasource/textures/cake-pipe1d_msg.xcf differ
diff --git a/misc/mediasource/textures/tutorial-floor2e.xcf b/misc/mediasource/textures/tutorial-floor2e.xcf
new file mode 100644 (file)
index 0000000..7310055
Binary files /dev/null and b/misc/mediasource/textures/tutorial-floor2e.xcf differ
diff --git a/misc/netradiant-NexuizPack/games/nexuiz.game b/misc/netradiant-NexuizPack/games/nexuiz.game
new file mode 100644 (file)
index 0000000..5eefbbb
--- /dev/null
@@ -0,0 +1,29 @@
+<?xml version="1.0" encoding="iso-8859-1" standalone="yes"?>
+<!-- generated by Radiant setup, modify at your own risks -->
+<game
+  type="nexuiz"
+  index="1"
+  name="Nexuiz"
+  enginepath_win32="C:/Program Files/Nexuiz/"
+  enginepath_linux="/usr/share/games/nexuiz/"
+  enginepath_macos="/Applications/Nexuiz"
+  engine_win32="nexuiz-sdl.exe"
+  engine_linux="nexuiz-sdl"
+  engine_macos="Nexuiz.app"
+  prefix=".nexuiz"
+  basegame="data"
+  basegamename="Nexuiz"
+  unknowngamename="Custom Nexuiz modification"
+  shaderpath="scripts"
+  archivetypes="pk3"
+  texturetypes="tga jpg png"
+  modeltypes="md3 mdl md2 ase obj"
+  maptypes="mapq3"
+  shaders="quake3"
+  entityclass="quake3"
+  entityclasstype="def"
+  entities="quake3"
+  brushtypes="quake3"
+  patchtypes="quake3"
+  default_scale="0.25"
+/>
diff --git a/misc/netradiant-NexuizPack/gpl.txt b/misc/netradiant-NexuizPack/gpl.txt
new file mode 100755 (executable)
index 0000000..5b6e7c6
--- /dev/null
@@ -0,0 +1,340 @@
+                   GNU GENERAL PUBLIC LICENSE
+                      Version 2, June 1991
+
+ Copyright (C) 1989, 1991 Free Software Foundation, Inc.
+                       59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
+ Everyone is permitted to copy and distribute verbatim copies
+ of this license document, but changing it is not allowed.
+
+                           Preamble
+
+  The licenses for most software are designed to take away your
+freedom to share and change it.  By contrast, the GNU General Public
+License is intended to guarantee your freedom to share and change free
+software--to make sure the software is free for all its users.  This
+General Public License applies to most of the Free Software
+Foundation's software and to any other program whose authors commit to
+using it.  (Some other Free Software Foundation software is covered by
+the GNU Library General Public License instead.)  You can apply it to
+your programs, too.
+
+  When we speak of free software, we are referring to freedom, not
+price.  Our General Public Licenses are designed to make sure that you
+have the freedom to distribute copies of free software (and charge for
+this service if you wish), that you receive source code or can get it
+if you want it, that you can change the software or use pieces of it
+in new free programs; and that you know you can do these things.
+
+  To protect your rights, we need to make restrictions that forbid
+anyone to deny you these rights or to ask you to surrender the rights.
+These restrictions translate to certain responsibilities for you if you
+distribute copies of the software, or if you modify it.
+
+  For example, if you distribute copies of such a program, whether
+gratis or for a fee, you must give the recipients all the rights that
+you have.  You must make sure that they, too, receive or can get the
+source code.  And you must show them these terms so they know their
+rights.
+
+  We protect your rights with two steps: (1) copyright the software, and
+(2) offer you this license which gives you legal permission to copy,
+distribute and/or modify the software.
+
+  Also, for each author's protection and ours, we want to make certain
+that everyone understands that there is no warranty for this free
+software.  If the software is modified by someone else and passed on, we
+want its recipients to know that what they have is not the original, so
+that any problems introduced by others will not reflect on the original
+authors' reputations.
+
+  Finally, any free program is threatened constantly by software
+patents.  We wish to avoid the danger that redistributors of a free
+program will individually obtain patent licenses, in effect making the
+program proprietary.  To prevent this, we have made it clear that any
+patent must be licensed for everyone's free use or not licensed at all.
+
+  The precise terms and conditions for copying, distribution and
+modification follow.
+\f
+                   GNU GENERAL PUBLIC LICENSE
+   TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
+
+  0. This License applies to any program or other work which contains
+a notice placed by the copyright holder saying it may be distributed
+under the terms of this General Public License.  The "Program", below,
+refers to any such program or work, and a "work based on the Program"
+means either the Program or any derivative work under copyright law:
+that is to say, a work containing the Program or a portion of it,
+either verbatim or with modifications and/or translated into another
+language.  (Hereinafter, translation is included without limitation in
+the term "modification".)  Each licensee is addressed as "you".
+
+Activities other than copying, distribution and modification are not
+covered by this License; they are outside its scope.  The act of
+running the Program is not restricted, and the output from the Program
+is covered only if its contents constitute a work based on the
+Program (independent of having been made by running the Program).
+Whether that is true depends on what the Program does.
+
+  1. You may copy and distribute verbatim copies of the Program's
+source code as you receive it, in any medium, provided that you
+conspicuously and appropriately publish on each copy an appropriate
+copyright notice and disclaimer of warranty; keep intact all the
+notices that refer to this License and to the absence of any warranty;
+and give any other recipients of the Program a copy of this License
+along with the Program.
+
+You may charge a fee for the physical act of transferring a copy, and
+you may at your option offer warranty protection in exchange for a fee.
+
+  2. You may modify your copy or copies of the Program or any portion
+of it, thus forming a work based on the Program, and copy and
+distribute such modifications or work under the terms of Section 1
+above, provided that you also meet all of these conditions:
+
+    a) You must cause the modified files to carry prominent notices
+    stating that you changed the files and the date of any change.
+
+    b) You must cause any work that you distribute or publish, that in
+    whole or in part contains or is derived from the Program or any
+    part thereof, to be licensed as a whole at no charge to all third
+    parties under the terms of this License.
+
+    c) If the modified program normally reads commands interactively
+    when run, you must cause it, when started running for such
+    interactive use in the most ordinary way, to print or display an
+    announcement including an appropriate copyright notice and a
+    notice that there is no warranty (or else, saying that you provide
+    a warranty) and that users may redistribute the program under
+    these conditions, and telling the user how to view a copy of this
+    License.  (Exception: if the Program itself is interactive but
+    does not normally print such an announcement, your work based on
+    the Program is not required to print an announcement.)
+\f
+These requirements apply to the modified work as a whole.  If
+identifiable sections of that work are not derived from the Program,
+and can be reasonably considered independent and separate works in
+themselves, then this License, and its terms, do not apply to those
+sections when you distribute them as separate works.  But when you
+distribute the same sections as part of a whole which is a work based
+on the Program, the distribution of the whole must be on the terms of
+this License, whose permissions for other licensees extend to the
+entire whole, and thus to each and every part regardless of who wrote it.
+
+Thus, it is not the intent of this section to claim rights or contest
+your rights to work written entirely by you; rather, the intent is to
+exercise the right to control the distribution of derivative or
+collective works based on the Program.
+
+In addition, mere aggregation of another work not based on the Program
+with the Program (or with a work based on the Program) on a volume of
+a storage or distribution medium does not bring the other work under
+the scope of this License.
+
+  3. You may copy and distribute the Program (or a work based on it,
+under Section 2) in object code or executable form under the terms of
+Sections 1 and 2 above provided that you also do one of the following:
+
+    a) Accompany it with the complete corresponding machine-readable
+    source code, which must be distributed under the terms of Sections
+    1 and 2 above on a medium customarily used for software interchange; or,
+
+    b) Accompany it with a written offer, valid for at least three
+    years, to give any third party, for a charge no more than your
+    cost of physically performing source distribution, a complete
+    machine-readable copy of the corresponding source code, to be
+    distributed under the terms of Sections 1 and 2 above on a medium
+    customarily used for software interchange; or,
+
+    c) Accompany it with the information you received as to the offer
+    to distribute corresponding source code.  (This alternative is
+    allowed only for noncommercial distribution and only if you
+    received the program in object code or executable form with such
+    an offer, in accord with Subsection b above.)
+
+The source code for a work means the preferred form of the work for
+making modifications to it.  For an executable work, complete source
+code means all the source code for all modules it contains, plus any
+associated interface definition files, plus the scripts used to
+control compilation and installation of the executable.  However, as a
+special exception, the source code distributed need not include
+anything that is normally distributed (in either source or binary
+form) with the major components (compiler, kernel, and so on) of the
+operating system on which the executable runs, unless that component
+itself accompanies the executable.
+
+If distribution of executable or object code is made by offering
+access to copy from a designated place, then offering equivalent
+access to copy the source code from the same place counts as
+distribution of the source code, even though third parties are not
+compelled to copy the source along with the object code.
+\f
+  4. You may not copy, modify, sublicense, or distribute the Program
+except as expressly provided under this License.  Any attempt
+otherwise to copy, modify, sublicense or distribute the Program is
+void, and will automatically terminate your rights under this License.
+However, parties who have received copies, or rights, from you under
+this License will not have their licenses terminated so long as such
+parties remain in full compliance.
+
+  5. You are not required to accept this License, since you have not
+signed it.  However, nothing else grants you permission to modify or
+distribute the Program or its derivative works.  These actions are
+prohibited by law if you do not accept this License.  Therefore, by
+modifying or distributing the Program (or any work based on the
+Program), you indicate your acceptance of this License to do so, and
+all its terms and conditions for copying, distributing or modifying
+the Program or works based on it.
+
+  6. Each time you redistribute the Program (or any work based on the
+Program), the recipient automatically receives a license from the
+original licensor to copy, distribute or modify the Program subject to
+these terms and conditions.  You may not impose any further
+restrictions on the recipients' exercise of the rights granted herein.
+You are not responsible for enforcing compliance by third parties to
+this License.
+
+  7. If, as a consequence of a court judgment or allegation of patent
+infringement or for any other reason (not limited to patent issues),
+conditions are imposed on you (whether by court order, agreement or
+otherwise) that contradict the conditions of this License, they do not
+excuse you from the conditions of this License.  If you cannot
+distribute so as to satisfy simultaneously your obligations under this
+License and any other pertinent obligations, then as a consequence you
+may not distribute the Program at all.  For example, if a patent
+license would not permit royalty-free redistribution of the Program by
+all those who receive copies directly or indirectly through you, then
+the only way you could satisfy both it and this License would be to
+refrain entirely from distribution of the Program.
+
+If any portion of this section is held invalid or unenforceable under
+any particular circumstance, the balance of the section is intended to
+apply and the section as a whole is intended to apply in other
+circumstances.
+
+It is not the purpose of this section to induce you to infringe any
+patents or other property right claims or to contest validity of any
+such claims; this section has the sole purpose of protecting the
+integrity of the free software distribution system, which is
+implemented by public license practices.  Many people have made
+generous contributions to the wide range of software distributed
+through that system in reliance on consistent application of that
+system; it is up to the author/donor to decide if he or she is willing
+to distribute software through any other system and a licensee cannot
+impose that choice.
+
+This section is intended to make thoroughly clear what is believed to
+be a consequence of the rest of this License.
+\f
+  8. If the distribution and/or use of the Program is restricted in
+certain countries either by patents or by copyrighted interfaces, the
+original copyright holder who places the Program under this License
+may add an explicit geographical distribution limitation excluding
+those countries, so that distribution is permitted only in or among
+countries not thus excluded.  In such case, this License incorporates
+the limitation as if written in the body of this License.
+
+  9. The Free Software Foundation may publish revised and/or new versions
+of the General Public License from time to time.  Such new versions will
+be similar in spirit to the present version, but may differ in detail to
+address new problems or concerns.
+
+Each version is given a distinguishing version number.  If the Program
+specifies a version number of this License which applies to it and "any
+later version", you have the option of following the terms and conditions
+either of that version or of any later version published by the Free
+Software Foundation.  If the Program does not specify a version number of
+this License, you may choose any version ever published by the Free Software
+Foundation.
+
+  10. If you wish to incorporate parts of the Program into other free
+programs whose distribution conditions are different, write to the author
+to ask for permission.  For software which is copyrighted by the Free
+Software Foundation, write to the Free Software Foundation; we sometimes
+make exceptions for this.  Our decision will be guided by the two goals
+of preserving the free status of all derivatives of our free software and
+of promoting the sharing and reuse of software generally.
+
+                           NO WARRANTY
+
+  11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY
+FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW.  EXCEPT WHEN
+OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES
+PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED
+OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
+MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.  THE ENTIRE RISK AS
+TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU.  SHOULD THE
+PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING,
+REPAIR OR CORRECTION.
+
+  12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR
+REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES,
+INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING
+OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED
+TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY
+YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER
+PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE
+POSSIBILITY OF SUCH DAMAGES.
+
+                    END OF TERMS AND CONDITIONS
+\f
+           How to Apply These Terms to Your New Programs
+
+  If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+  To do so, attach the following notices to the program.  It is safest
+to attach them to the start of each source file to most effectively
+convey the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+    <one line to give the program's name and a brief idea of what it does.>
+    Copyright (C) <year>  <name of author>
+
+    This program 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.
+
+    This program 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 this program; if not, write to the Free Software
+    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
+
+
+Also add information on how to contact you by electronic and paper mail.
+
+If the program is interactive, make it output a short notice like this
+when it starts in an interactive mode:
+
+    Gnomovision version 69, Copyright (C) year name of author
+    Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+    This is free software, and you are welcome to redistribute it
+    under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License.  Of course, the commands you use may
+be called something other than `show w' and `show c'; they could even be
+mouse-clicks or menu items--whatever suits your program.
+
+You should also get your employer (if you work as a programmer) or your
+school, if any, to sign a "copyright disclaimer" for the program, if
+necessary.  Here is a sample; alter the names:
+
+  Yoyodyne, Inc., hereby disclaims all copyright interest in the program
+  `Gnomovision' (which makes passes at compilers) written by James Hacker.
+
+  <signature of Ty Coon>, 1 April 1989
+  Ty Coon, President of Vice
+
+This General Public License does not permit incorporating your program into
+proprietary programs.  If your program is a subroutine library, you may
+consider it more useful to permit linking proprietary applications with the
+library.  If this is what you want to do, use the GNU Library General
+Public License instead of this License.
diff --git a/misc/netradiant-NexuizPack/nexuiz.game/data/default_shaderlist.txt b/misc/netradiant-NexuizPack/nexuiz.game/data/default_shaderlist.txt
new file mode 100644 (file)
index 0000000..4e5dea8
--- /dev/null
@@ -0,0 +1,56 @@
+//**********************************************************************//
+//     shaderlist.txt modified for Q3Radiant                           //
+//     by Eutectic - 13 May 2000                                       //
+//                                                                      //
+//      Rev history:                                                    //
+//      08/11/2000
+//      TTimo - changed liquid to liquids and sky to skies for better   //
+//      consistency with the directories and actual shader names        //
+//                                                                     //
+//     Added the names of the new shader files created as a result     //
+//     of the cleanup of the old shader files so Q3Radiant will read   //
+//     and display all the shaders in the texture window.              //
+//                                                                     //
+//     SHADER FILE NAMES ADDED:                                        //
+//     base_door                                                       //
+//     gothic_button                                                   //
+//     gothic_door                                                     //
+//**********************************************************************//
+
+// this file lists all the separate shader files
+
+common
+dsi
+e7
+el3dm1
+evil3
+evil4_techtrims
+evil5
+evil6
+evil6_floors
+evil6_lights
+evil6_support
+evil6_trims
+evil6_walls
+evil8_base
+gfx
+harlequin_sky
+hell
+kaznexctf2
+liquids
+models
+museum
+official_cmp1
+organics
+reaper
+sav-graysky1
+sav-liquids
+savdm6ish
+sfx
+skies
+skin
+stralenex1
+terrademoQ3
+test
+tznex01
+tznex03
\ No newline at end of file
diff --git a/misc/netradiant-NexuizPack/nexuiz.game/data/entities.def b/misc/netradiant-NexuizPack/nexuiz.game/data/entities.def
new file mode 100644 (file)
index 0000000..436eb49
--- /dev/null
@@ -0,0 +1,1770 @@
+/*QUAKED _skybox (0.77 0.88 1.0) (-4 -4 -4) (4 4 4) 
+Compiler-only entity that specifies a the origin of a sky box (a wholly contained, separate area of the map), similar to some games' portal skies. When compiled with Q3Map2, the sky box surfaces will be visible from any place where sky is normally visible. It will cast shadows on the normal parts of the map, and can be used with cloud layers and other effects. As it is compiler-only, it can't "scale up" entities in its box.
+To use this, carve a small box in some larger structure on your map, place this entity inside that box hole, and make a small version on what should be seen in the sky there.
+-------- KEYS --------
+angle: rotation angle of the sky surfaces.
+angles: Individual control of PITCH, YAW, and ROLL (default 0 0 0).
+_scale: scaling factor (default 64), good values are between 50 and 300, depending on the map.
+*/
+
+/*QUAKED dom_controlpoint (.3 .3 1) (-16 -16 -16) (16 16 16) 
+Domination  control point
+In order to get Domination working well in your map, you need to place dom_team and dom_controlpoint entities.  You *must* have at least 3 dom_team entities - 2 minimum teams and one blank one (empty netname and no team).  You can have up to 4 teams (5 dom_team entities).
+-------- KEYS --------
+message: message to be displayed to all players when this point is captured, preceded by the team's name.  This defaults to " has captured a control point".  You can specify different names for each point, for example " has captured the Lava Room".
+wait: How often this point gives its controlling team frags.
+frags: How many frags this point gives each wait cycle.
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+zbqry="zbqryf/qbzvangvba/qbz_hapynvzrq.zq3"
+
+*/
+
+/*QUAKED dom_team (.3 .3 1) (-16 -16 -16) (16 16 16) 
+Domination team.
+In order to get Domination working well in your map, you need to place dom_team and dom_controlpoint entities.  You *must* have at least 3 dom_team entities - 2 minimum teams and one blank one (empty netname and no team).  You can have up to 4 teams (5 dom_team entities).
+-------- KEYS --------
+netname: name of team (Red Team).  Set to "" or don't define for the required blank team.
+cnt: color of the team.  See the "Helpful Extras" section for info.
+model: When this team captures control points, the points turn to this model.  If this is the neutral team, points start out as this model.
+noise: Sound to be played on the control point when it's captured.  Only players nearby will hear it.
+noise1: Sound to be played to all players when the control point is captured.  Also good for an announcer voice ("Red Team has captured a control point")
+*/
+
+/*QUAKED func_assault_destructible (.5 0 .5) ? - - - - - - - - NOSPLASH
+This is a brush model which can be damaged. Once triggered it's active and will happily receive damage players inflict upon it. Once all health is consumed it'll disappear and trigger the targeted entity/entities. As damage is received the brush model will be tinted in an increasingly visible flavor of red to give visible feedback.
+-------- KEYS --------
+health: The damage this trigger can take
+target: The entity/entities to be triggered once this entity gets invisible
+targetname: The name other entities can use to target this entity
+mdl: particle effect name to show when destroyed
+count: particle effect multiplier
+mdl_dead: optional replacement model to show when destroyed
+debris: names of debris models to show when destroyed, separated by spaces
+noise: sound to play when destroyed
+dmg: damage to deal to the environment when destroyed
+dmg_edge: edge damage to deal to the environment when destroyed
+dmg_radius: damage radius
+dmg_force: damage force
+message: death message when a player gets hit by the explosion
+message2: death message when someone gets pushed into this (default: "was pushed into an explosion by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
+debrismovetype: way in which the debris moves: one of 1 = ANGLENOCLIP, 2 = ANGLECLIP, 3 = WALK, 4 = STEP, 5 = FLY, 6 = TOSS, 7 = PUSH, 8 = NOCLIP, 9 = FLYMISSILE, 10 = BOUNCE, 11 = BOUNCEMISSILE
+debrissolid: solidity of the debris: one of 0 = NOT, 1 = TRIGGER, 2 = BBOX, 3 = SLIDEBOX, 4 = BSP, 5 = CORPSE
+debrisvelocity: initial velocity vector of the debris (static part)
+debrisvelocityjitter: initial velocity vector of the debris (random part)
+debrisavelocityjitter: initial angular velocity vector of the debris (random part)
+debristime: time till the debris fades (average)
+debristimejitter: time till the debris fades (random part)
+debrisfadetime: how long debris takes to fade
+debrisdamageforcescale: how much debris is affected by damage force (e.g. explosions)
+debrisskin: skin number of debris
+-------- SPAWNFLAGS --------
+NOSPLASH: if set, splash damage cannot activate the door, only direct damage can (requires health to be set)
+*/
+
+/*QUAKED func_assault_wall (.5 0 .5) ?
+Brush model that will disappear once the targeted target_objective is fulfilled. This can be used to restrict access to parts of the map until a certain objective has been conquered.
+-------- KEYS --------
+target: targetname of a target_objective
+*/
+
+/*QUAKED func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS
+Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the "noise" key is set. Will crush the player when blocked.
+-------- KEYS --------
+speed: amount of time in seconds for one complete oscillation cycle (default 4).
+height: sets the amount of travel of the oscillation movement (default 32). 
+phase: sets the start offset of the oscillation cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0).
+noise: path/name of .wav or .ogg file to play. Use looping sounds only (e.g. sound/world/drone6.wav - See Notes).
+dmg: damage a player who gets crushed by it receives
+dmgtime: interval to apply dmg to a player who is s in the way
+message: death message when a player gets crushed
+message2: death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
+-------- SPAWNFLAGS --------
+X_AXIS: entity will bob along the X axis.
+Y_AXIS: entity will bob along the Y axis.
+*/
+
+/*QUAKED func_button (0 .5 .8) ? - - - - - - - - NOSPLASH
+When a button is touched by a player, it moves in the direction set by the "angle" key, triggers all its targets, stays pressed by an amount of time set by the "wait" key, then returns to it's original position where it can be operated again.
+-------- KEYS --------
+angle: determines the direction in which the button will move (up = -1, down = -2).
+target: all entities with a matching targetname will be triggered.
+target2: all entities with a matching targetname will be triggered.
+target3: all entities with a matching targetname will be triggered.
+target4: all entities with a matching targetname will be triggered.
+speed: speed of button's displacement (default 40).
+wait: number of seconds button stays pressed (default 1, -1 = return immediately).
+lip: lip remaining at end of move (default 4 units).
+health: (default 0) if set to any non-zero value, the button must take damage (any amount) to activate.
+-------- SPAWNFLAGS --------
+NOSPLASH: if set, splash damage cannot activate the door, only direct damage can (requires health to be set)
+*/
+
+/*QUAKED func_door (0 .5 .8) ? START_OPEN - DOOR_DONT_LINK - - TOGGLE - - NOSPLASH
+Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.
+If DOOR_DONT_LINK is not set, the door will be linked with all doors it touches. Note however that for linked doors to work properly, it is necessary that ALL linked doors have SOME volume of common area (that is, there must be a point that is part of ALL doors).
+-------- KEYS --------
+message: is printed when the door is touched if it is a trigger door and it hasn't been fired yet, or death message if dmg is set
+message2: death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
+angle: determines the opening direction
+targetname: if set, no touch field will be spawned and a remote button or trigger field activates the door.
+health: if set, door must be shot open
+speed: movement speed (100 default)
+wait: wait before returning (3 default, -1 = never return)
+lip: lip remaining at end of move (8 default)
+dmg: damage to inflict when blocked (when triggered and someone is in the way)
+sounds: when 1, use default door sounds
+noise1: sound when the door opens
+noise2: sound when the door closes
+-------- SPAWNFLAGS --------
+START_OPEN: causes the door to move to its destination when spawned, and operate in reverse.  It is used to temporarily or permanently close off an area when triggered (not useful for touch or damage triggered doors).
+DOOR_DONT_LINK: the door won't link with another door it touches
+TOGGLE: causes the door to wait in both the start and end states for a trigger event.
+NOSPLASH: if set, splash damage cannot activate the door, only direct damage can (requires health to be set)
+*/
+
+/*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN BIDIR DOOR_DONT_LINK BIDIR_IN_DOWN - TOGGLE X_AXIS Y_AXIS NOSPLASH
+Normal rotating door entity that opens by rotating around an axis (default: Z). Use an origin brush to specify the rotation axis.
+By default, the door will activate when player walks close to it or when damage is inflicted to it.
+If DOOR_DONT_LINK is not set, the door will be linked with all doors it touches.
+BIDIR makes the door work bidirectional, so that the opening direction is always away from the requestor.
+The usage of bidirectional doors requires two manually instantiated triggers (trigger_multiple), the one to open it in the other direction
+must have set trigger_reverse to 1.
+BIDIR_IN_DOWN will the door prevent from reopening while closing if it is triggered from the other side.
+-------- KEYS --------
+message: is printed when the door is touched if it is a trigger door and it hasn't been fired yet, or death message if dmg is set
+message2: death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
+angle: determines the destination angle for opening. negative values reverse the direction (90 default)
+targetname: if set, no touch field will be spawned and a remote button or trigger field activates the door.
+health: if set, door must be shot open
+speed: speed to rotate (in degrees per second)
+wait: wait before returning (3 default, -1 = never return)
+dmg: damage to inflict when blocked (when triggered and someone is in the way)
+sounds: when 1, use default door sounds
+noise1: sound when the door opens
+noise2: sound when the door closes
+-------- SPAWNFLAGS --------
+START_OPEN: causes the door to move to its destination when spawned, and operate in reverse.  It is used to temporarily or permanently close off an area when triggered (not useful for touch or damage triggered doors).
+DOOR_DONT_LINK: the door won't link with another door it touches
+TOGGLE: causes the door to wait in both the start and end states for a trigger event.
+NOSPLASH: if set, splash damage cannot activate the door, only direct damage can (requires health to be set)
+*/
+
+/*QUAKED func_door_secret (0 .5 .8) ? OPEN_ONCE 1ST_LEFT 1ST_DOWN NO_SHOOT ALWAYS_SHOOT
+Basic secret door. Slides back, then to the side. Angle determines direction. Opens when targeted or when shot; does not create its own trigger field like func_door does.
+-------- KEYS --------
+wait: # of seconds before coming back
+key1: first entity key with one-line description
+key2: second entity key with one-line description
+t_width: override WIDTH to move back (or height if going down)
+t_length: override LENGTH to move sideways
+dmg: damage to inflict when blocked (2 default)
+message: text to display when activating the door, or death message if dmg is set
+message2: death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
+noise1: sound when opening backwards or closing
+noise2: sound when opening sideways
+noise3: sound when stopping
+-------- SPAWNFLAGS --------
+OPEN_ONCE: only work once, then stay open
+1ST_LEFT: 1st move is left of arrow
+1ST_DOWN: 1st move is down from arrow
+NO_SHOOT: never respond to shots
+ALWAYS_SHOOT: even if targetname is set, respond to shots
+*/
+
+/*QUAKED func_group (0 .5 .8) ? 
+This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.
+-------- Q3MAP2 KEYS --------
+_lightmapscale: light map resolution factor
+_castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
+_receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
+_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
+-------- KEYS --------
+_indexmap: Path/name for the TGA file used to guide the mapping of textures on the terrain surface.
+_layers: number of unique root shaders that will be use on the terrain.
+_shader: Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
+_offsets: space separated list of height offsets for the index map
+*/
+
+/*QUAKED func_ladder (0 .5 .8) ? 
+a ladder, need i say no more
+grab a trigger brush and put it in front of the part that you want the player to climb
+*/
+
+/*QUAKED func_plat (0 .5 .8) ? - - CRUSH
+Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off.
+-------- KEYS --------
+speed: determines how fast the plat moves (default 150).
+lip: lip remaining at end of move (default 16). Has no effect if "height" is set.
+height: if set, this will determine the total amount of vertical travel of the plat.
+dmg: damage to inflict on player when he blocks operation of plat. Plat will reverse direction when blocked.
+targetname: if set, the trigger that points to this will lower the plat each time it fires. The plat lowers and lifts someone up later.
+sounds: 2 for alternate sound set, -1 for silence, or use the fields below
+sound1: platform starts moving sound
+sound2: platform stop sound
+message: kill message, when someone gets killed by this plat
+message2: death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
+-------- SPAWNFLAGS --------
+CRUSH: crush players hit by the platform instantly
+-------- NOTES --------
+By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip value. But if the "height" key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat and regardless of the value of the "lip" key. Using the "height" key is the best method for any kind of platforms and the only possible one for thin plats which need to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.
+*/
+
+/*QUAKED func_rain (0 .5 .8) ? 
+This is an invisible area like a trigger, which rain falls inside of.
+-------- KEYS --------
+velocity: falling direction (should be something like '0 0 -700', use the X and Y velocity for wind)
+cnt: sets color of rain in the Quake palette (default 12 - white)
+count: adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
+*/
+
+/*QUAKED func_rotating (0 .5 .8) ? - - X_AXIS Y_AXIS
+Brush entity that spins in place on one axis (default Z). Use an origin brush to specify the rotation axis.
+To rotate around another axis, make a func_wall with an explicit avelocity given.
+-------- KEYS --------
+speed: speed to rotate (in degrees per second)
+noise: path/name of looping .wav file to play.
+dmg: Do this much dmg every .dmgtime interval when blocked
+dmgtime: See above. (0.25s default)
+message: kill message when crushed by this
+message2: death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
+-------- SPAWNFLAGS --------
+X_AXIS: rotate around the X axis
+Y_AXIS: rotate around the Y axis
+*/
+
+/*QUAKED func_snow (0 .5 .8) ? 
+This is an invisible area like a trigger, which snow falls inside of.
+-------- KEYS --------
+velocity: falling direction (should be something like '0 0 -300', use the X and Y velocity for wind)
+cnt: sets color of snow in the Quake palette (default 12 - white)
+count: adjusts density, this many particles fall every second for a 1024x1024 area, default is 2000
+*/
+
+/*QUAKED func_stardust (.5 .5 .5) (-8 -8 -8) (8 8 8) 
+Point entity with EF_STARDUST applied. This will spawn a particle cloud with mostly golden particles. Used as eye-candy.
+*/
+
+/*QUAKED func_train (0 .5 .8) ? 
+Trains are moving solids that follow a cycle of path_corner entities. Origin brushes are NOT supported; they use the "mins" corner as reference (that is, lowest x, y, and z coordinates).
+At each node, the train's mins corner hits exactly the path_corner.
+Trains always start on in the game.
+Trains do not damage the played when blocked.
+Trains cannot emit sound.
+Trains are not trigger-able or toggle-able.
+Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.
+-------- KEYS --------
+speed: default/initial speed of train (default 100 or overridden by speed value of targeted path_corner)
+target: targetname of first path_corner to move to at the default speed; ideally, this path_corner shall be exactly where the train starts
+noise: path/name of .wav or .ogg file to play while moving. Use looping sounds only (e.g. sound/world/drone6.wav - See Notes).
+dmg: damage a player who gets crushed by it receives
+dmgtime: interval to apply dmg to a player who is s in the way
+message: death message when a player gets crushed
+message2: death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
+*/
+
+/*QUAKED info_location (1 1 0) (-8 -8 -8) (8 8 8) 
+Location for use by the %l escape in "say" messages.
+The closest "visible" info_location entity is chosen to find the right location name for a point.
+-------- KEYS --------
+netname: name of location, possibly with color codes
+*/
+
+/*QUAKED info_notnull (0 .5 0) (-8 -8 -8) (8 8 8) 
+Entity that does nothing, but may be targeted (e.g. to use its position)
+-------- KEYS --------
+targetname: must match the target key of entity that uses this for pointing.
+*/
+
+/*QUAKED info_null (0 .5 0) (-8 -8 -8) (8 8 8) 
+Aiming target for q3map2-internal entities like _decal or light. Removes itself when loaded, so it can NOT be used for in-game stuff!
+-------- KEYS --------
+targetname: the entity that requires an aiming direction points to this.
+*/
+
+/*QUAKED info_player_attacker (1 0.5 0) (-16 -16 -24) (16 16 45) 
+Attacking team's player spawning location in Assault. Should touch the floor, but not the walls, and should point where the player should look when he spawns there.
+-------- KEYS --------
+target: this should point to a target_objective to decide when this spawning point is active.
+target2: trigger all entities with this targetname when someone spawns
+cnt: weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1.
+restriction: when 1, only bots can spawn here; when 2, only humans can spawn here (be careful with these, or the game will crash because someone cannot spawn)
+*/
+
+/*QUAKED info_player_deathmatch (0 1 0) (-16 -16 -24) (16 16 45) 
+Normal player spawning location in game types without team spawns. Should touch the floor, but not the walls, and should point where the player should look when he spawns there.
+-------- KEYS --------
+cnt: weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1.
+target: trigger all entities with this targetname when someone spawns
+targetname: when targeted by a func_button, pressing the button will assign the spawn point to the team of the activator as an additional spawn point, or reassign it if it was already assigned. Also used to assign spawn points to Onslaught control points.
+restriction: when 1, only bots can spawn here; when 2, only humans can spawn here (be careful with these, or the game will crash because someone cannot spawn)
+*/
+
+/*QUAKED info_player_defender (.5 .5 .5) (-16 -16 -24) (16 16 45) 
+Defending team's player spawning location in Assault. Should touch the floor, but not the walls, and should point where the player should look when he spawns there.
+-------- KEYS --------
+target: this should point to a target_objective to decide when this spawning point is active.
+target2: trigger all entities with this targetname when someone spawns
+cnt: weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1.
+restriction: when 1, only bots can spawn here; when 2, only humans can spawn here (be careful with these, or the game will crash because someone cannot spawn)
+*/
+
+/*QUAKED info_player_team1 (1 0 0) (-16 -16 -24) (16 16 45) 
+Red team's player spawning location in e.g. CTF and Onslaught. Should touch the floor, but not the walls, and should point where the player should look when he spawns there.
+-------- KEYS --------
+cnt: weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1.
+target: trigger all entities with this targetname when someone spawns
+targetname: when targeted by a func_button, pressing the button will reassign the spawn point to the team of the activator. If a team has no more spawn point left, it immediately loses.
+restriction: when 1, only bots can spawn here; when 2, only humans can spawn here (be careful with these, or the game will crash because someone cannot spawn)
+*/
+
+/*QUAKED info_player_team2 (0 0 1) (-16 -16 -24) (16 16 45) 
+Blue team's player spawning location in e.g. CTF and Onslaught. Should touch the floor, but not the walls, and should point where the player should look when he spawns there.
+-------- KEYS --------
+cnt: weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1.
+target: trigger all entities with this targetname when someone spawns
+targetname: when targeted by a func_button, pressing the button will reassign the spawn point to the team of the activator. If a team has no more spawn point left, it immediately loses.
+restriction: when 1, only bots can spawn here; when 2, only humans can spawn here (be careful with these, or the game will crash because someone cannot spawn)
+*/
+
+/*QUAKED info_player_team3 (1 1 0) (-16 -16 -24) (16 16 45) 
+Yellow team's player spawning location, but there is no game mode to use this yet. Anyway, should touch the floor, but not the walls, and should point where the player should look when he spawns there.
+-------- KEYS --------
+cnt: weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1.
+target: trigger all entities with this targetname when someone spawns
+targetname: when targeted by a func_button, pressing the button will reassign the spawn point to the team of the activator. If a team has no more spawn point left, it immediately loses.
+restriction: when 1, only bots can spawn here; when 2, only humans can spawn here (be careful with these, or the game will crash because someone cannot spawn)
+*/
+
+/*QUAKED info_player_team4 (1 0 1) (-16 -16 -24) (16 16 45) 
+Pink team's player spawning location, but there is no game mode to use this yet. Anyway, should touch the floor, but not the walls, and should point where the player should look when he spawns there.
+-------- KEYS --------
+cnt: weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1.
+target: trigger all entities with this targetname when someone spawns
+targetname: when targeted by a func_button, pressing the button will reassign the spawn point to the team of the activator. If a team has no more spawn point left, it immediately loses.
+restriction: when 1, only bots can spawn here; when 2, only humans can spawn here (be careful with these, or the game will crash because someone cannot spawn)
+*/
+
+/*QUAKED item_armor_large (.4 .8 .4) (-30 -30 0) (30 30 32) FLOATING
+Large Armor (default 100 armor points)
+-------- KEYS --------
+respawntime: time till it respawns (default: 30)
+armorvalue: amount of armor it gives (default: 100 (g_pickup_armorlarge))
+max_armorvalue: max of armor it increases to (default: 999 (g_pickup_armorlarge_max))
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/items/g_a25.md3"
+*/
+
+/*QUAKED item_armor_big (.4 .8 .4) (-30 -30 0) (30 30 32) FLOATING
+Big Armor (default 50 armor points)
+-------- KEYS --------
+respawntime: time till it respawns (default: 20)
+armorvalue: amount of armor it gives (default: 50 (g_pickup_armorlarge))
+max_armorvalue: max of armor it increases to (default: 999 (g_pickup_armorlarge_max))
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/items/g_a50.md3"
+*/
+
+/*QUAKED item_armor_medium (.4 .8 .4) (-30 -30 0) (30 30 32) FLOATING
+Medium Armor (default 25 armor points)
+-------- KEYS --------
+respawntime: time till it respawns (default: 20)
+armorvalue: amount of armor it gives (default: 25 (g_pickup_armormedium))
+max_armorvalue: max of armor it increases to (default: 999 (g_pickup_armormedium_max))
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/items/g_armormedium.md3"
+*/
+
+/*QUAKED item_armor_small (.4 .8 .4) (-30 -30 0) (30 30 32) FLOATING
+Small Armor (default 5 armor points)
+-------- KEYS --------
+respawntime: time till it respawns (default: 15)
+armorvalue: amount of armor it gives (default: 5 (g_pickup_armorsmall))
+max_armorvalue: max of armor it increases to (default: 999 (g_pickup_armorsmall_max))
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/items/g_a1.md3"
+*/
+
+/*QUAKED item_bullets (.3 .3 1) (-30 -30 0) (30 30 32) FLOATING
+Machine Gun ammo
+-------- KEYS --------
+ammo_nails: bullets gained by this item (if unset, g_pickup_nails is used)
+respawntime: time till it respawns (default: 15)
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/items/a_bullets.md3"
+*/
+
+/*QUAKED item_cells (.3 .3 1) (-30 -30 0) (30 30 32) FLOATING
+Nex, Electro and Crylink ammo
+-------- KEYS --------
+ammo_cells: cells gained by this item (if unset, g_pickup_cells is used)
+respawntime: time till it respawns (default: 15)
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/items/a_cells.md3"
+*/
+
+/*QUAKED item_flag_team1 (1 0 0) (-32 -32 0) (32 32 74) 
+CTF flag for team one (Red). Use more than one if you really insist.
+-------- KEYS --------
+model: model to use
+scale: scaling factor (DO set this when using your own model!)
+noise: sound played when flag is picked up
+noise1: sound played when flag is returned
+noise2: sound played when flag is captured
+noise3: sound played when flag is lost in the field and respawns itself
+-------- ZBQRY SBE ENQVNAG BAYL - QB ABG FRG GUVF NF N XRL --------
+zbqry="zbqryf/pgs/enqvnag/synt_erq_enqvnag.zq3"
+*/
+
+/*QUAKED item_flag_team2 (0 0 1) (-32 -32 0) (32 32 74) 
+CTF flag for team two (Blue). Use more than one if you really insist.
+-------- KEYS --------
+model: model to use
+scale: scaling factor (DO set this when using your own model!)
+noise: sound played when flag is picked up
+noise1: sound played when flag is returned
+noise2: sound played when flag is captured
+noise3: sound played when flag is lost in the field and respawns itself
+-------- ZBQRY SBE ENQVNAG BAYL - QB ABG FRG GUVF NF N XRL --------
+zbqry="zbqryf/pgs/enqvnag/synt_oyhr_enqvnag.zq3"
+*/
+
+/*QUAKED item_health_large (.9 .3 .3) (-30 -30 0) (30 30 48) FLOATING
+Large Health (default 50 health points)
+-------- KEYS --------
+respawntime: time till it respawns (default: 20)
+health: amount of health it gives (default: 50 (g_pickup_healthlarge))
+max_health: max of health it increases to (default: 999 (g_pickup_healthlarge_max))
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/items/g_h50.md3"
+*/
+
+/*QUAKED item_health_medium (.9 .3 .3) (-30 -30 0) (30 30 48) FLOATING
+Medium Health (default 25 health points)
+-------- KEYS --------
+respawntime: time till it respawns (default: 15)
+health: amount of health it gives (default: 25 (g_pickup_healthmedium))
+max_health: max of health it increases to (default: 999 (g_pickup_healthmedium_max))
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/items/g_h25.md3"
+*/
+
+/*QUAKED item_health_mega (.9 .3 .3) (-30 -30 0) (30 30 48) FLOATING
+Mega Health (default 100 health points)
+In Minstagib, this randomly turns into either an invisibility, an extra lives or a speed power-up with a default respawn time of 120.
+-------- KEYS --------
+respawntime: time till it respawns (default: 30)
+health: amount of health it gives (default: 100 (g_pickup_healthmega))
+max_health: max of health it increases to (default: 999 (g_pickup_healthmega_max))
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/items/g_h100.md3"
+*/
+
+/*QUAKED item_health_small (.9 .3 .3) (-30 -30 0) (30 30 48) FLOATING
+Small Health (default 5 health points)
+-------- KEYS --------
+respawntime: time till it respawns (default: 15)
+health: amount of health it gives (default: 5 (g_pickup_healthsmall))
+max_health: max of health it increases to (default: 5 (g_pickup_healthsmall_max))
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/items/g_h1.md3"
+*/
+
+/*QUAKED item_invincible (.3 .3 1) (-30 -30 0) (30 30 48) FLOATING
+Strong Shield
+In Minstagib, this randomly turns into either an invisibility, an extra lives or a speed power-up with a default respawn time of 120.
+-------- KEYS --------
+respawntime: time till it respawns (default: 120)
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/items/g_invincible.md3"
+*/
+
+/*QUAKED item_minst_cells (.3 .3 1) (-30 -30 0) (30 30 32) FLOATING
+Minstagib ammo.
+Always contains 5 (g_minstagib_ammo_drop) shots.
+It only appears when playing Minstagib and prevents auto-replacement of weapon_nex & weapon_rocketlauncher when used.
+-------- KEYS --------
+respawntime: time till it respawns (default: 45)
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/items/a_cells.md3"
+*/
+
+/*QUAKED item_rockets (.3 .3 1) (-30 -30 0) (30 30 32) FLOATING
+Rocket Launcher, Hagar and Mortar ammo
+-------- KEYS --------
+ammo_rockets: rockets gained by this item (if unset, g_pickup_rockets is used)
+respawntime: time till it respawns (default: 15)
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/items/a_rockets.md3"
+*/
+
+/*QUAKED item_shells (.3 .3 1) (-30 -30 0) (30 30 32) FLOATING
+Shotgun ammo
+-------- KEYS --------
+ammo_shells: shells gained by this item (if unset, g_pickup_shells is used)
+respawntime: time till it respawns (default: 15)
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/items/a_shells.md3"
+*/
+
+/*QUAKED item_strength (.3 .3 1) (-30 -30 0) (30 30 48) FLOATING
+Strength aka Quad damage
+In Minstagib, this randomly turns into either an invisibility, an extra lives or a speed power-up with a default respawn time of 120.
+-------- KEYS --------
+respawntime: time till it respawns (default: 120)
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/items/g_strength.md3"
+*/
+
+/*QUAKED light (.65 .65 1) (-8 -8 -8) (8 8 8) LINEAR NOANGLE - - NOGRIDLIGHT
+Non-displayed point light source. The -pointscale and -scale arguments to Q3Map2 affect the brightness of these lights. The -skyscale argument affects brightness of entity sun lights.
+Maximum intensity (in a radius 16 sphere around the light): regular lights have light/256, linear lights have light/8000-16*fade.
+Falloff radius to a negligible light amount: regular lights have light have 16*sqrt(light), linear lights have light/(fade*8000).
+By this you see that you HAVE to specify fade for a linear light... use values below 0.01 there.
+-------- KEYS --------
+light: intensity factor (default: 300). A linear
+_color: weighted RGB value of light color (default white - 1.0 1.0 1.0).
+target: Lights pointed at a target will be spotlights.
+radius: radius of a spotlight at the target point (default: 64)
+_anglescale: scales angle attenuation
+fade: Fade factor of light attenuation of linear lights. Linear lights completely vanish at distance light/(fade*8000), so if you want the light to vanish at distance X, specify light/(8000*X) here.
+_filterradius: filter radius for this light, similar to -light -filter
+_sun: if 1, this light is an infinite sun light
+_samples: number of samples to use to get soft shadows from a light
+_deviance: position deviance of the samples of a regular light (distributes the light samples in a cube of side length 2*_deviance around the origin), or angle deviance of the sun light samples in radians
+-------- SPAWNFLAGS --------
+LINEAR: Use a linear falloff. Default is inverse distance squared (more realistic).
+NOANGLE: Ignore angle attenuation.
+NOGRIDLIGHT: Do not affect the light grid (dynamic entity lighting).
+*/
+
+/*QUAKED lightJunior (.65 .65 1) (-8 -8 -8) (8 8 8) LINEAR NOANGLE
+Non-displayed point light source that JUST APPLIES TO THE LIGHT GRID. No idea what this is good for. The -pointscale and -scale arguments to Q3Map2 affect the brightness of these lights. The -skyscale argument affects brightness of entity sun lights.
+Maximum intensity (in a radius 16 sphere around the light): regular lights have light/256, linear lights have light/8000-16*fade.
+Falloff radius to a negligible light amount: regular lights have light have 16*sqrt(light), linear lights have light/(fade*8000).
+By this you see that you HAVE to specify fade for a linear light... use values below 0.01 there.
+-------- KEYS --------
+light: intensity factor (default: 300). A linear
+_color: weighted RGB value of light color (default white - 1.0 1.0 1.0).
+target: Lights pointed at a target will be spotlights.
+radius: radius of a spotlight at the target point (default: 64)
+_anglescale: scales angle attenuation
+fade: Fade factor of light attenuation of linear lights. Linear lights completely vanish at distance light/(fade*8000), so if you want the light to vanish at distance X, specify light/(8000*X) here.
+_filterradius: filter radius for this light, similar to -light -filter
+_sun: if 1, this light is an infinite sun light
+_samples: number of samples to use to get soft shadows from a light
+_deviance: position deviance of the samples of a regular light (distributes the light samples in a cube of side length 2*_deviance around the origin), or angle deviance of the sun light samples in radians
+-------- SPAWNFLAGS --------
+LINEAR: Use a linear falloff. Default is inverse distance squared (more realistic).
+NOANGLE: Ignore angle attenuation.
+*/
+
+/*QUAKED misc_laser (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ON FINITE
+Laser beam emitter. Note that for the laser to be deadly, it has to start OUTSIDE the player's collision box. To ensure this, you may want to put this entity inside the walls (or directly on their surface), or cover it with a playerclip brush.
+-------- KEYS --------
+target: target_position the laser targets (may be another entity, preferably target_position, possibly controlled by misc_follow)
+mdl: name of particle effect for the beam end point (see effectinfo.txt; default is laser_deadly if dmg is set, and none if not)
+colormod: color of the laser beam (default: red, that is, 1 0 0)
+dmg: damage inflicted by the beam per second, or -1 for an instant-death ray
+targetname: name to target this (then its state is toggled)
+alpha: when set, makes a dark laser of the given strength; may be combined with colormod
+scale: scales the beam thickness (default 1)
+modelscale: scales the dynamic light radius at the endpoint (default 1, -1 to turn off)
+-------- SPAWNFLAGS --------
+START_ON: when targeted, the laser will start switched on
+FINITE: the laser does not extend over its target like light would do, but stops there (takes more bandwidth)
+-------- NOTES --------
+Use trigger_monoflop if you want the laser to turn off for a while, then turn back on.
+When the laser's target has itself target set, its targets are triggered when someone enters or leaves the laser.
+*/
+
+/*QUAKED misc_model (1 .5 .25) (-16 -16 -16) (16 16 16) - SOLID - EXTRUDE_NORMALS EXTRUDE_TERRAIN COLOR_TO_ALPHA
+Generic placeholder for inserting MD3 models in game. Requires compilation of map geometry to be added to level. If the map is compiled with Q3Map2, then ASE, 3DS, OBJ and other model formats are supported.
+-------- Q3MAP2 KEYS --------
+model: file name of model to include
+_frame: frame of model to include
+_remap: string of the form from;to specifying which texture name of the model to replace by which shader; * is allowed. Any key starting with this prefix will work, so if you need more remappings, create _remap2, etc.
+angle: view direction of the model
+angles: view direction of the model in PITCH YAW ROLL
+modelscale: scaling factor
+modelscale_vec: scaling vector for non-uniform scaling
+_castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
+_receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
+_lightmapscale: light map resolution factor
+_celshader: the cel shader for this
+-------- SPAWNFLAGS --------
+SOLID: make the model solid
+EXTRUDE_NORMALS: for converting triangles to clip brushes, extrude along the model normals (by default, extrusion happens in a coordinate axis direction that is decided per triangle)
+EXTRUDE_TERRAIN: always extrude downwards (for terrain)
+COLOR_TO_ALPHA: use the color value as alpha (for terrain blending)
+*/
+
+/*QUAKED misc_gamemodel (0 .5 .8) (-8 -8 -8) (8 8 8) ALIGN_ORIGIN ALIGN_BOTTOM
+A way to load models from a map by the engine (e.g. self-animated zym models).
+Is non-solid by default.
+The keys below actually apply to most engine-loaded model entities as they are engine features; however, they are described here as they aren't overridden by game code in misc_gamemodel. Its q3map2 keys below will work on any brush entity!
+-------- KEYS --------
+model: when used as a point entity, file name of model to load; when used as a brush entity, do not specify that
+frame: animation frame to play (for self-animated zym models)
+skin: number of skin to load (when model is used)
+movetype: way in which it moves: one of 0 = NONE, 1 = ANGLENOCLIP, 2 = ANGLECLIP, 3 = WALK, 4 = STEP, 5 = FLY, 6 = TOSS, 7 = PUSH, 8 = NOCLIP, 9 = FLYMISSILE, 10 = BOUNCE, 11 = BOUNCEMISSILE
+solid: solidity: one of 0 = NOT, 1 = TRIGGER, 2 = BBOX, 3 = SLIDEBOX, 4 = BSP, 5 = CORPSE
+avelocity: vector giving its angular velocity (useful for spinning models)
+scale: scale factor of the model (range: 0.0625 to 15.9375)
+colormap: 1024 + 16 * pantscolor + shirtcolor
+velocity: when movetype isn't 0, initial velocity vector
+angles: initial looking direction
+modelscale: scaling factor
+effects: sum of 1 = BRIGHTFIELD, 4 = BRIGHTLIGHT, 8 = DIMLIGHT, 32 = ADDITIVE, 64 = BLUE, 128 = RED, 512 = FULLBRIGHT, 1024 = FLAME, 2048 = STARDUST, 4096 = NOSHADOW, 8192 = NODEPTHTEST, 32768 = DOUBLESIDED, 8388608 = NOMODELFLAGS (ignores the following coming from a model file), 16777216 = ROCKET, 33554432 = GRENADE, 67108864 = GIB, 134217728 = ROTATE, 268435456 = TRACER, 536870912 = ZOMGIB, 1073741824 = TRACER2, -2147483648 = TRACER3
+loddistance1: distance after which to show the first LOD model replacement (default: 1000)
+loddistance2: distance after which to show the second LOD model replacement (default: 2000)
+lodmodel1: file name of the first LOD model replacement
+lodmodel2: file name of the second LOD model replacement
+targetname: when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature.
+originjitter: a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity.
+anglesjitter: a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity.
+anglejitter: a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity.
+gametypefilter: either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity.
+cvarfilter: either a + sign and a space separated list of conditions, or a - sign and the same for an inverted filter. The conditions are ALWAYS combined with AND! Possible conditions are: "cvar==value", "cvar!=value", "cvar<value", "cvar>value", "cvar<=value", "cvar>=value", "cvar===string", "cvar!==string", "cvar", "!cvar". Ridiculous example filter: "-g_balance_health_start<150 g_balance_armor_start==0" spawns an item only if start health is at least 150 or start armor is not 0. Other ideas: "+g_campaign" and "-g_campaign" for enabling/disabling items when the map is played as part of the campaign.
+-------- SPAWNFLAGS --------
+ALIGN_ORIGN: align the origin to the surface below the model
+ALIGN_BOTTOM: align the bottom of the model to the surface below it
+*/
+
+/*QUAKED func_illusionary (0 .5 .8) ? 
+NOTE: THIS ENTITY IS BROKEN REGARDING CLIENT AND PROJECTILE PREDICTION. DO NOT USE IT. USE NONSOLID SHADERS OR FUNC_CLIENTILLUSIONARY INSTEAD.
+A non-solid brush entity. Use func_wall if you want it solid.
+The keys below actually apply to most brush entities as they are engine features; however, they are described here as they aren't overridden by game code in misc_models. Its q3map2 keys below will work on any brush entity!
+-------- KEYS --------
+movetype: way in which it moves: one of 0 = NONE, 1 = ANGLENOCLIP, 2 = ANGLECLIP, 3 = WALK, 4 = STEP, 5 = FLY, 6 = TOSS, 7 = PUSH, 8 = NOCLIP, 9 = FLYMISSILE, 10 = BOUNCE, 11 = BOUNCEMISSILE
+avelocity: vector giving its angular velocity (useful for spinning models)
+scale: scale factor of the model (range: 0.0625 to 15.9375)
+colormap: 1024 + 16 * pantscolor + shirtcolor
+velocity: when movetype isn't 0, initial velocity vector
+angles: initial looking direction
+effects: sum of 1 = BRIGHTFIELD, 4 = BRIGHTLIGHT, 8 = DIMLIGHT, 32 = ADDITIVE, 64 = BLUE, 128 = RED, 512 = FULLBRIGHT, 1024 = FLAME, 2048 = STARDUST, 4096 = NOSHADOW, 8192 = NODEPTHTEST, 32768 = DOUBLESIDED, 8388608 = NOMODELFLAGS (ignores the following coming from a model file), 16777216 = ROCKET, 33554432 = GRENADE, 67108864 = GIB, 134217728 = ROTATE, 268435456 = TRACER, 536870912 = ZOMGIB, 1073741824 = TRACER2, -2147483648 = TRACER3
+loddistance1: distance after which to show the first LOD model replacement (default: 1000)
+loddistance2: distance after which to show the second LOD model replacement (default: 2000)
+lodtarget1: targetname of the first LOD model entity (can be used instead of lodmodel1 to use a brush model instead)
+lodtarget2: targetname of the second LOD model entity (can be used instead of lodmodel2 to use a brush model instead)
+targetname: when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. Works only with _shirt and _pants textures.
+originjitter: a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity.
+anglesjitter: a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity.
+anglejitter: a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity.
+gametypefilter: either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity.
+-------- Q3MAP2 KEYS --------
+_castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
+_receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
+_clone: copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced.
+_clonename: template name so one can clone from it
+min: override automatically found minimum coordinate bounds
+max: override automatically found maximum coordinate bounds
+targetname: if targeted by a misc_model, its brushes get inserted into this
+_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
+*/
+
+/*QUAKED func_wall (0 .5 .8) ? 
+A solid brush entity. Use func_clientillusionary if you want it non-solid.
+The keys below actually apply to most brush entities as they are engine features; however, they are described here as they aren't overridden by game code in misc_models. Its q3map2 keys below will work on any brush entity!
+-------- KEYS --------
+movetype: way in which it moves: one of 0 = NONE, 1 = ANGLENOCLIP, 2 = ANGLECLIP, 3 = WALK, 4 = STEP, 5 = FLY, 6 = TOSS, 7 = PUSH, 8 = NOCLIP, 9 = FLYMISSILE, 10 = BOUNCE, 11 = BOUNCEMISSILE
+solid: solidity: one of 1 = TRIGGER, 2 = BBOX, 3 = SLIDEBOX, 4 = BSP, 5 = CORPSE (default: 4, any other value causes prediction problems and should not be used until further notice)
+avelocity: vector giving its angular velocity (useful for spinning models)
+scale: scale factor of the model (range: 0.0625 to 15.9375)
+colormap: 1024 + 16 * pantscolor + shirtcolor
+velocity: when movetype isn't 0, initial velocity vector
+angles: initial looking direction
+effects: sum of 1 = BRIGHTFIELD, 4 = BRIGHTLIGHT, 8 = DIMLIGHT, 32 = ADDITIVE, 64 = BLUE, 128 = RED, 512 = FULLBRIGHT, 1024 = FLAME, 2048 = STARDUST, 4096 = NOSHADOW, 8192 = NODEPTHTEST, 32768 = DOUBLESIDED, 8388608 = NOMODELFLAGS (ignores the following coming from a model file), 16777216 = ROCKET, 33554432 = GRENADE, 67108864 = GIB, 134217728 = ROTATE, 268435456 = TRACER, 536870912 = ZOMGIB, 1073741824 = TRACER2, -2147483648 = TRACER3
+loddistance1: distance after which to show the first LOD model replacement (default: 1000)
+loddistance2: distance after which to show the second LOD model replacement (default: 2000)
+lodtarget1: targetname of the first LOD model entity (can be used instead of lodmodel1 to use a brush model instead)
+lodtarget2: targetname of the second LOD model entity (can be used instead of lodmodel2 to use a brush model instead)
+targetname: when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. Works only with _shirt and _pants textures.
+originjitter: a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity.
+anglesjitter: a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity.
+anglejitter: a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity.
+gametypefilter: either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity.
+-------- Q3MAP2 KEYS --------
+_castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
+_receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
+_clone: copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced.
+_clonename: template name so one can clone from it
+min: override automatically found minimum coordinate bounds
+max: override automatically found maximum coordinate bounds
+targetname: if targeted by a misc_model, its brushes get inserted into this
+_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
+*/
+
+/*QUAKED misc_clientmodel (0 .5 .8) (-8 -8 -8) (8 8 8) ALIGN_ORIGIN ALIGN_BOTTOM
+A way to load models from a map by the engine (e.g. self-animated zym models) on client side.
+Is non-solid by default.
+-------- KEYS --------
+scale: scale factor of the model (range: 0.0625 to 15.9375)
+colormap: 1024 + 16 * pantscolor + shirtcolor
+angles: initial looking direction
+targetname: when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. Works only with _shirt and _pants textures.
+bgmscript: emitter class from the BGM script (if prefixed with <, movedir is treated as an angle value)
+bgmscriptattack: attack time of the effect strength (0 to 3.9)
+bgmscriptdecay: decay time of the effect strength (0 to 3.9)
+bgmscriptsustain: sustain level of the effect strength (0.1 to 1, set to -1 to disable sustain)
+bgmscriptrelease: release time of the effect strength (0 to 3.9)
+movedir: vector by which the entity moves when "pressed" by the bgmscript
+lip: alpha change when "pressed" by the bgmscript (if > 0, it fades in when pressed, if < 0, it fades out when pressed)
+originjitter: a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity.
+anglesjitter: a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity.
+anglejitter: a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity.
+gametypefilter: either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity.
+-------- SPAWNFLAGS --------
+ALIGN_ORIGN: align the origin to the surface below the model
+ALIGN_BOTTOM: align the bottom of the model to the surface below it
+*/
+
+/*QUAKED func_clientillusionary (0 .5 .8) ? 
+A client-side non-solid brush entity. Use func_wall if you want it solid.
+-------- KEYS --------
+scale: scale factor of the model (range: 0.0625 to 15.9375)
+colormap: 1024 + 16 * pantscolor + shirtcolor
+angles: initial looking direction
+targetname: when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. Works only with _shirt and _pants textures.
+bgmscript: emitter class from the BGM script
+bgmscriptattack: attack time of the effect strength (0 to 3.9)
+bgmscriptdecay: decay time of the effect strength (0 to 3.9)
+bgmscriptsustain: sustain level of the effect strength (0.1 to 1, set to -1 to disable sustain)
+bgmscriptrelease: release time of the effect strength (0 to 3.9)
+movedir: vector by which the entity moves when "pressed" by the bgmscript
+lip: alpha change when "pressed" by the bgmscript (if > 0, it fades in when pressed, if < 0, it fades out when pressed)
+originjitter: a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity.
+anglesjitter: a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity.
+anglejitter: a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity.
+gametypefilter: either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity.
+-------- Q3MAP2 KEYS --------
+_castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
+_receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
+_clone: copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced.
+_clonename: template name so one can clone from it
+min: override automatically found minimum coordinate bounds
+max: override automatically found maximum coordinate bounds
+targetname: if targeted by a misc_model, its brushes get inserted into this
+_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
+*/
+
+/*QUAKED func_clientwall (0 .5 .8) ? 
+NOTE: THIS ENTITY IS IN MOST USE CASES BROKEN REGARDING CLIENT AND PROJECTILE PREDICTION. DO NOT USE IT. USE FUNC_WALL INSTEAD.
+A client-side solid brush entity. Use func_clientillusionary if you want it non-solid.
+-------- KEYS --------
+solid: solidity: one of 1 = TRIGGER, 2 = BBOX, 3 = SLIDEBOX, 4 = BSP, 5 = CORPSE (default: 4, any other value causes prediction problems and should not be used until further notice)
+scale: scale factor of the model (range: 0.0625 to 15.9375)
+colormap: 1024 + 16 * pantscolor + shirtcolor
+angles: initial looking direction
+targetname: when invoking it by a button etc., it changes the color to the initiator of the action (e.g. the one pressing a button). In Onslaught, this can be used to color control points for team who owns them. In other game types, this can be used as a fun feature. Works only with _shirt and _pants textures.
+bgmscript: emitter class from the BGM script
+bgmscriptattack: attack time of the effect strength (0 to 3.9)
+bgmscriptdecay: decay time of the effect strength (0 to 3.9)
+bgmscriptsustain: sustain level of the effect strength (0.1 to 1, set to -1 to disable sustain)
+bgmscriptrelease: release time of the effect strength (0 to 3.9)
+movedir: vector by which the entity moves when "pressed" by the bgmscript
+lip: alpha change when "pressed" by the bgmscript (if > 0, it fades in when pressed, if < 0, it fades out when pressed)
+originjitter: a vector describing a random offset this entity will be moved on initial spawn. This corresponds to the "origin" field. Works on any non-q3map2-only entity.
+anglesjitter: a vector in the order "pitch yaw roll" describing a random angles change on this entity on initial spawn. The value 180 180 180 makes the angles entirely random and uniformly distributed (among euler angles). This corresponds to the "angles" field. Works on any non-q3map2-only entity.
+anglejitter: a float describing a random yaw angle change on this entity on initial spawn. The value 180 makes the yaw angle entirely random (maybe good for items). This corresponds to the "angle" field. Works on any non-q3map2-only entity.
+gametypefilter: either a + sign and a comma separated list of game types or the aliases "teams" and "noteams" to ONLY show the entity in the listed game types, or a - sign and a comma separated list of game types or the aliases "teams" and "noteams" to NOT show the entity in the listed game types. The syntax is the same as in sbar_columns_set strings. Works on any non-q3map2-only entity.
+-------- Q3MAP2 KEYS --------
+_castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
+_receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
+_clone: copies brushes from entity with identical _clonename. Still needs a single brush that will get replaced.
+_clonename: template name so one can clone from it
+min: override automatically found minimum coordinate bounds
+max: override automatically found maximum coordinate bounds
+targetname: if targeted by a misc_model, its brushes get inserted into this
+_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
+*/
+
+/*QUAKED misc_teleporter_dest (1 .5 .25) (-16 -16 -24) (16 16 45) 
+Teleport destination location point for trigger_teleport entities. Do not let it touch the floor, but place it slightly higher (like, 16 units above) for better flow when jumping through it.
+-------- KEYS --------
+targetname: make the trigger_teleporter point to this.
+target: target to activate when a teleporter targeting this is used
+angle: direction in which player will look when teleported, OR use
+angles: pitch and yaw when coming out of the teleporter (also specifies the direction the player will aim when coming out)
+cnt: weight for random selection, in case a teleporter points at multiple misc_teleporter_dest
+speed: maximum speed cap for the teleported player (if -1, teleported players will have no speed)
+*/
+
+/*QUAKED onslaught_controlpoint (0 .5 .8) (-32 -32 0) (32 32 128) 
+Control point.  Be sure to give this enough clearance so that the shootable part has room to exist
+This should link to an onslaught_controlpoint entity or onslaught_generator entity.
+-------- KEYS --------
+targetname: name that onslaught_link entities will use to target this.
+target: target any entities that are tied to this control point, such as vehicles and buildable structure entities.
+message: name of this control point (should reflect the location in the map, such as "center bridge", "north tower", etc)
+*/
+
+/*QUAKED onslaught_generator (0 .5 .8) (-32 -32 -24) (32 32 64) 
+Base generator.
+
+onslaught_link entities can target this.
+-------- KEYS --------
+team: team that owns this generator (5 = red, 14 = blue, etc), MUST BE SET.
+targetname: name that onslaught_link entities will use to target this.
+*/
+
+/*QUAKED onslaught_link (0 .5 .8) (-16 -16 -16) (16 16 16) 
+Link between control points.
+
+This entity targets two different onslaught_controlpoint or onslaught_generator entities, and suppresses shielding on both if they are owned by different teams.
+-------- KEYS --------
+target: first control point.
+target2: second control point.
+*/
+
+/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) 
+Path corner entity that func_train will follow.
+All path_corner entities of a train have to connect in a circular manner, while the func_train shall point to one of the path_corners (ideally the one at the train's starting point)
+-------- KEYS --------
+target: point to next path_corner in the path.
+targetname: the train following the path or the previous path_corner in the path points to this.
+speed: speed of func_train while moving to this path corner. If unset, the value from the func_train will be used.
+wait: number of seconds func_train will pause on this path corner before moving to next path corner (default: 0.1; to not wait, set this to -1
+*/
+
+/*QUAKED runematch_spawn_point (.3 .3 1) (-16 -16 -16) (16 16 16) 
+Spawn point for runes in a runematch.
+Runematch can work without runes also, it then spawn runes at random safe locations.
+*/
+
+/*QUAKED target_assault_roundend (1 0 0) (-8 -8 -8) (8 8 8) 
+This entity ends the current assault round if triggered or if the timelimit is reached.
+Ending a round means swapping attacker/defender teams, resetting objectives and rewarding the winning team.
+Every assault map needs this entity. There should only be one per map.
+-------- KEYS --------
+targetname: Name to target this entity
+*/
+
+/*QUAKED target_assault_roundstart (.5 0 .5) (-8 -8 -8) (8 8 8) 
+This entity triggers its targets whenever a new assault round is started. This can be used to e.g. activate the first objective.
+-------- KEYS --------
+target: targetname of entities to be enabled/triggered on round start (e.g. the first target_objective)
+target2: targetname of entities to be enabled/triggered on round start (e.g. the func_assault_destructibles targeting the target_objective)
+target3: targetname of entities to be enabled/triggered on round start
+target4: targetname of entities to be enabled/triggered on round start
+*/
+
+/*QUAKED target_objective (.5 0 .5) (-8 -8 -8) (8 8 8) 
+target_objective controls an objective. Once triggered the objective is active and has 100 "health" points. If this "health" falls below zero it is assumed this objective has been fulfilled and entities targeted will be triggered (e.g. to activate the next objective or to end this round). Use target_objective_decrease to decrease the objective health.
+-------- KEYS --------
+target: targetname of entities to be enabled/triggered on objective fulfilling (e.g. the next target_objective, or target_assault_roundend)
+target2: targetname of entities to be enabled/triggered on objective fulfilling (e.g. the func_assault_destructibles targeting the target_objective)
+target3: targetname of entities to be enabled/triggered on objective fulfilling
+target4: targetname of entities to be enabled/triggered on objective fulfilling
+targetname: targetname for this entity so it can be triggered by other entities.
+*/
+
+/*QUAKED target_objective_decrease (0 1 0) (-8 -8 -8) (8 8 8) 
+When triggered decreases health of the targeted target_objective by the amount specified in dmg. Remember, target_objective has 100 health points and is considered conquered if health falls below zero.
+If you want e.g. two events to happen to conquer an objective you'd need two target_objective_decrease, each with a value for cnt of e.g. 51. To show attackers and defenders where to go, target_objective_decrease will show a fitting sprite ("Defend" to defenders, "Destroy"/"Push" to attackers) which can be seen through walls.
+-------- KEYS --------
+target: The targetname of the target_objective you want to manipulate.
+targetname: Name for other entities to target this entity.
+dmg: The amount of "health"-points you want to subtract from the objective health. Defaults to 101. Also used as score for triggering this objective.
+*/
+
+/*QUAKED target_position (0 .5 0) (-8 -8 -8) (8 8 8) 
+Aiming target for entities like light and trigger_push.
+-------- KEYS --------
+targetname: the entity that requires an aiming direction points to this.
+target: target to activate when a jumppad targeting this is used
+*/
+
+/*QUAKED target_speaker (0 .7 .7) (-8 -8 -8) (8 8 8) 
+Sound generating entity that plays sound files.
+If targeted, it plays the sound file every time when triggered.
+If not targeted, it loops the sound file as an ambient noise.
+-------- KEYS --------
+noise: path/name of .wav/.ogg file to play
+targetname: the activating button or trigger points to this.
+atten: distance attenuation of the sound (a value from 0.1 to 3.9), default is 0.5 if targeted, 3 otherwise; set to -1 for no attenuation (global sound)
+volume: volume of the sound
+*/
+
+/*QUAKED trigger_counter (.5 .5 .5) ? NOMESSAGE
+Acts as an intermediary for an action that takes multiple inputs.
+After the counter has been triggered "count" times, it will fire all of its targets and remove itself.
+-------- KEYS --------
+count: how many times this needs to be triggered to activate its targets
+target: trigger all entities with this targetname when triggered
+targetname: name that identifies this entity so it can be triggered
+delay: delay the triggering by the given time
+message: print this message to the player who activated the trigger
+killtarget: remove all entities with this targetname when triggered
+-------- SPAWNFLAGS --------
+NOMESSAGE: don't print a "2 more to go..."-like message when triggered
+*/
+
+/*QUAKED trigger_delay (.5 .5 .5) (-8 -8 -8) (8 8 8) 
+Trigger that delays triggering by a given amount of time. Only one action can be waited for; if triggered again before the "wait" time expires, the timer will restart (as opposed to trigger_relay).
+-------- KEYS --------
+wait: delay the triggering by the given time
+target: trigger all entities with this targetname when triggered
+targetname: name that identifies this entity so it can be triggered
+message: print this message to the player who activated the trigger
+killtarget: remove all entities with this targetname when triggered
+*/
+
+/*QUAKED trigger_hurt (.5 .5 .5) ? 
+Any object touching this will be hurt.
+Has the useful effect of automatically returning flags, keys and runes when they touch it.
+-------- KEYS --------
+dmg: amount of damage to deal (default: 1000)
+message: kill message when someone gets killed by this (default: "was in the wrong place")
+message2: kill message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
+*/
+
+/*QUAKED trigger_impulse (.5 .5 .5) ? 
+An accelerator/dampener/wind field.
+Can be used in two ways:
+"dampener field": just set strength to a value from 0 to 1. Entering the field will slow down to this factor.
+"accelerator field": just set strength to a value from 1 to infinity. Entering the field will accelerate by this factor.
+"wind field": set strength to the amount of velocity to add per second, and target a target_position. The field will apply force in the direction from its own origin to the target (use an origin brush to specify its own origin, or this will fail) when touched.
+"gravity field": set strength to the amount of velocity to add per second at the center, and set radius to the radius of the field. Set falloff to the desired falloff characteristics.
+-------- KEYS --------
+target: "wind field": points to the target_position to which the player will get pushed.
+strength: "wind field", "gravity field": amount of force per second to apply. "dampener/accelerator field": slowdown/speedup factor.
+falloff: "gravity field": 0 means no falloff, 1 means linear falloff (zero at the outside), 2 means inverted linear falloff (zero at the inside)
+*/
+
+/*QUAKED trigger_multiple (.5 .5 .5) ? NOTOUCH ALLENTS - - - - - - NOSPLASH
+Variable sized repeatable trigger.  Must be targeted at one or more entities.  If "health" is set, the trigger must be killed to activate each time.
+-------- KEYS --------
+health: amount of damage that has to be dealt to the trigger to activate (it then won't respond to merely touching it)
+wait: prevent triggering again for this amount of time (default: 0.2, set to -1 to wait indefinitely, or -2 to not wait at all)
+sounds: 1 to play misc/secret.wav, 2 to play misc/talk.wav, 3 to play misc/trigger1.wav
+noise: path to sound file, if you want to play something else
+target: trigger all entities with this targetname when triggered
+target2: trigger all entities with this targetname when triggered
+target3: trigger all entities with this targetname when triggered
+target4: trigger all entities with this targetname when triggered
+targetname: name that identifies this entity so it can be triggered
+delay: delay the triggering by the given time
+message: print this message to the player who activated the trigger
+killtarget: remove all entities with this targetname when triggered
+-------- SPAWNFLAGS --------
+NOTOUCH: the trigger can only be triggered by other entities, not by touching or firing (you should probably use trigger_relay or trigger_delay instead)
+ALLENTS: the trigger responds to all entities, not just players (useful for targetting trigger_items)
+NOSPLASH: if set, splash damage cannot activate the door, only direct damage can (requires health to be set)
+*/
+
+/*QUAKED trigger_once (.5 .5 .5) ? NOTOUCH - - - - - - - NOSPLASH
+Variable sized repeatable trigger.  Must be targeted at one or more entities.  If "health" is set, the trigger must be killed to activate each time.
+Basically, it's a use-once trigger_multiple.
+-------- KEYS --------
+health: amount of damage that has to be dealt to the trigger to activate (it then won't respond to merely touching it)
+sounds: 1 to play misc/secret.wav, 2 to play misc/talk.wav, 3 to play misc/trigger1.wav
+noise: path to sound file, if you want to play something else
+target: trigger all entities with this targetname when triggered
+targetname: name that identifies this entity so it can be triggered
+delay: delay the triggering by the given time
+message: print this message to the player who activated the trigger
+killtarget: remove all entities with this targetname when triggered
+-------- SPAWNFLAGS --------
+NOTOUCH: the trigger can only be triggered by other entities, not by touching or firing (you should probably use trigger_relay or trigger_delay instead)
+NOSPLASH: if set, splash damage cannot activate the door, only direct damage can (requires health to be set)
+*/
+
+/*QUAKED trigger_push (1 .5 0) ? - - INVERT_TEAM
+Jump pad. What else?
+Can be used in three ways:
+Nexuiz "target/height" way: put the target_position where the player should land, and tune height to get a nice jump path. A good starting value for height is 100.
+Q3A "target" way: put the target_position at the apex of the jump, and hope the player will land at the right spot. Good luck.
+Quake "movedir/speed" way: player will get velocity movedir * speed * 10 when using the jump pad
+-------- KEYS --------
+target: point the player will fly to when using the jump pad (use a target_position here)
+height: if height is 0, the (player's origin at the) apex of the jump will be at the target; otherwise, the apex will be abs(height) above the higher point of player's origin and the target; if positive, the apex will be reached in the jump from initial origin to target
+movedir: when target is not set, direction vector to push to
+speed: speed of jump pad (default: 1000)
+noise: sound to play when jump pad is used; default is misc/jumppad.wav; you can set it to "" to make the pad silent
+team: team that owns this jump pad (5 = red, 14 = blue, etc) (when set, only this team can teleport)
+targetname: when targeted by a func_button, pressing the button will reassign the teleporter to the team of the activator.
+-------- SPAWNFLAGS --------
+INVERT_TEAM: the team that owns the teleporter will NOT jump when touching this
+*/
+
+/*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8) 
+This fixed size trigger cannot be touched, it can only be fired by other events. It can, like any other trigger, contain killtargets, targets, delays, and messages.
+One possible use is to trigger entities with more than one targetname on an action, e.g. a button. For this, set target of your button to foobar. Create two trigger_relay with targetname=foobar. Give one of the trigger_relay entities target=ent1, and give the other target=ent2.
+More than one "trigger event" can be delayed at once, as opposed to trigger_delay.
+-------- KEYS --------
+target: trigger all entities with this targetname when triggered
+target2: trigger all entities with this targetname when triggered
+target3: trigger all entities with this targetname when triggered
+target4: trigger all entities with this targetname when triggered
+targetname: name that identifies this entity so it can be triggered
+delay: delay the triggering by the given time
+message: print this message to the player who activated the trigger
+killtarget: remove all entities with this targetname when triggered
+*/
+
+/*QUAKED trigger_swamp (.5 .5 .5) ? 
+Players getting into the swamp will get slowed down and damaged
+-------- KEYS --------
+dmg: damage per interval to deal (default is 5)
+swamp_interval: interval of damage when in swamp (default is 1)
+swamp_slowdown: amount of slowdown caused by the swamp (default is 0.5)
+*/
+
+/*QUAKED trigger_teleport (.5 .5 .5) ? - - INVERT_TEAM
+Touching this will teleport players to the location of the targeted misc_teleporter_dest entity.
+Note that in Nexuiz, teleporters preserve momentum of the player using them.
+-------- KEYS --------
+target: this must point to a misc_teleporter_dest entity. If it points to more than one, a destination is randomly selected on teleport.
+team: team that owns this teleporter (5 = red, 14 = blue, etc) (when set, only this team can teleport)
+targetname: when targeted by a func_button, pressing the button will reassign the teleporter to the team of the activator.
+-------- SPAWNFLAGS --------
+INVERT_TEAM: the team that owns the teleporter will NOT teleport when touching this
+*/
+
+/*QUAKED weapon_crylink (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
+the Crylink
+-------- KEYS --------
+ammo_cells: initial cells of the weapon (if unset, g_pickup_cells is used)
+respawntime: time till it respawns (default: 15)
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/weapons/g_crylink.md3"
+*/
+
+/*QUAKED weapon_electro (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
+the Electro
+-------- KEYS --------
+ammo_cells: initial cells of the weapon (if unset, g_pickup_cells is used)
+respawntime: time till it respawns (default: 15)
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/weapons/g_electro.md3"
+*/
+
+/*QUAKED weapon_grenadelauncher (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
+the Mortar
+-------- KEYS --------
+ammo_rockets: initial rockets of the weapon (if unset, g_pickup_rockets is used)
+respawntime: time till it respawns (default: 15)
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/weapons/g_gl.md3"
+*/
+
+/*QUAKED weapon_hagar (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
+the Hagar
+-------- KEYS --------
+ammo_rockets: initial rockets of the weapon (if unset, g_pickup_rockets is used)
+respawntime: time till it respawns (default: 15)
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/weapons/g_hagar.md3"
+*/
+
+/*QUAKED weapon_laser (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
+the Laser. Note that unless you use
+  settemp_for_type all g_start_weapon_laser 0
+in your mapinfo file, everyone will already spawn with one, making this pickup useless.
+-------- KEYS --------
+respawntime: time till it respawns (default: 15)
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/weapons/g_laser.md3"
+*/
+
+/*QUAKED weapon_nex (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
+the Nex
+In Minstagib, this turns into an item_minst_cells if no explicit item_minst_cells have been placed.
+-------- KEYS --------
+ammo_cells: initial cells of the weapon (if unset, g_pickup_cells is used)
+respawntime: time till it respawns (default: 15 * g_balance_nex_respawntime_modifier)
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/weapons/g_nex.md3"
+*/
+
+/*QUAKED weapon_rocketlauncher (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
+the Rocket Launcher
+In Minstagib, this turns into an item_minst_cells if no explicit item_minst_cells have been placed.
+-------- KEYS --------
+ammo_rockets: initial rockets of the weapon (if unset, g_pickup_rockets is used)
+respawntime: time till it respawns (default: 15)
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/weapons/g_rl.md3"
+*/
+
+/*QUAKED weapon_shotgun (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
+the Shotgun. Note that unless you use
+  settemp_for_type all g_start_weapon_shotgun 0
+in your mapinfo file, everyone will already spawn with one, making this pickup useless.
+-------- KEYS --------
+ammo_shells: initial shells of the weapon (if unset, g_pickup_shells is used)
+respawntime: time till it respawns (default: 15)
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/weapons/g_shotgun.md3"
+*/
+
+/*QUAKED weapon_uzi (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
+the Machine Gun
+-------- KEYS --------
+ammo_nails: initial bullets of the weapon (if unset, g_pickup_nails is used)
+respawntime: time till it respawns (default: 15)
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/weapons/g_uzi.md3"
+*/
+
+/*QUAKED worldspawn (0 0 0) ? 
+The world.
+If you see this, the currently selected brush is not of an entity.
+-------- KEYS --------
+fog: fog parameters of the map (density red green blue alpha mindist maxdist); works just like the "fog" console command
+author: name of the author of the map, if not specified in "message". Will get copied to the "author" entry of the mapinfo file when none is present.
+message: text to print at user logon. Used for name of level. Ideally: "NAMEOFLEVEL by AUTHOR". Will get copied to the "title" and "author" entries of the mapinfo file when none is present.
+_description: one-line description of the map. Will get copied to the "description" entry of the mapinfo file when none is present.
+-------- Q3MAP2 KEYS --------
+_blocksize: vector specifying the automatic vis subdivision block size (default: 1024 1024 1024)
+gridsize: lightgrid granularity vector (default: 64 64 128)
+_color: color of the global light parameters
+_ambient: light added to all surfaces
+_mingridlight: minimum grid light
+_minlight: minimum light value on both surfaces and lightgrid
+_keepLights: do not remove light entities from the map (useful e.g. for realtime lighting)
+_floodlight: flood light parameters (red green blue distance intensity), start with 240 240 255 1024 128
+_farplanedist: range after which everything is completely invisible by fog (when fog is being used)
+_noshadersun: turn off sun defined by shaders (useful if you defined your own light entity to be a sun)
+_ignoreleaks: ignore leaks when compiling
+_lightmapscale: light map resolution factor
+_castshadows: Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting.1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
+_receiveshadows: Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
+_celshader: Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
+*/
+
+/*QUAKED trigger_race_checkpoint (0 1 0) ? NOTOUCH STRICTTRIGGER CRUSH FINISH
+A checkpoint, for the race game mode. Be sure to make them quite long, so they actually catch a player reliably!
+-------- KEYS --------
+cnt: Number of the checkpoint. 0 for start/finish line, and at least two other checkpoints have to exist. They MUST be touched in sequential order!
+message: Death message, when touching checkpoints in the wrong order.
+message2: Death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
+targetname: Name of the checkpoint. info_player_race can target this to assign a spawn to a checkpoint. Also used for triggering a checkpoint by an event.
+target: when the checkpoint is passed, these entities are triggered. Useful for forcing items in certain areas using trigger_items
+race_penalty: when set, this penalty time is given if passing this checkpoint, and the checkpoint does not show up with a sprite. Useful for invisible checkpoints to detect driving around the intended checkpoint
+race_penalty_reason: reason to display when the penalty time is imposed. Default: "missing a checkpoint"
+-------- SPAWNFLAGS --------
+NOTOUCH: the checkpoint will not become active when touched, it HAS to be targeted
+STRICTTRIGGER: only trigger the targets when the checkpoint actually was reached in a valid way (that is, not when going back)
+CRUSH: the checkpoint kills when used at the wrong time
+FINISH: when set on the last checkpoint (i.e. the one with highest cnt), it is marked as finish line and the CP with cnt=0 is the start line
+*/
+
+/*QUAKED trigger_race_penalty (0 1 0) ? NOTOUCH
+A penalty trigger.
+-------- KEYS --------
+race_penalty: this penalty time is given if passing this trigger
+race_penalty_reason: reason to display when the penalty time is imposed. Default: "leaving the track"
+-------- SPAWNFLAGS --------
+NOTOUCH: the trigger will not become active when touched, it HAS to be targeted
+*/
+
+/*QUAKED info_player_race (1 0.5 0) (-16 -16 -24) (16 16 45) 
+Race spawn point.
+NOTE for race_place: when the race starts after the qualifying, the player with the fastest lap ends up at the info_player_race with race_place 1, and so on. If there are too many players, or if someone comes in later, he will spawn at an info_player_race with highest race_place. If someone dies after reaching the the starting checkpoint, he will spawn at race_place 0. So for each trigger_race_checkpoint, there must be at least one corresponding info_player_race with race_place NOT set.
+-------- KEYS --------
+target: this should point to a trigger_race_checkpoint to decide when this spawning point is active. The checkpoint has to be AFTER this spawn.
+target2: trigger all entities with this targetname when someone spawns
+cnt: weight of spawn point for random selection. Set to a lower value if you have many spawn points close together. Default value is 1.
+race_place: if target points to the trigger_race_checkpoint with cnt 0 (finish line), this sets which place the spawn corresponds to; the special value 0 stands for spawns for players who died in game, and -1 marks the spawnpoint for qualifying mode only; any race map must have spawnpoints with race_place being 1, 2, 3 or it gets marked as a frustrating map
+restriction: when 1, only bots can spawn here; when 2, only humans can spawn here (be careful with these, or the game will crash because someone cannot spawn)
+*/
+
+/*QUAKED func_pointparticles (.5 .5 .5) ? START_ON IMPULSE
+A brush that emits particles.
+-------- KEYS --------
+mdl: particle effect name from effectinfo.txt
+impulse: when positive, number of particles to emit per second; when negative; number of particles to emit per second and 64^3 block
+velocity: particle direction and speed
+waterlevel: extra velocity jitter amount
+count: particle count multiplier (per spawned particle)
+movedir: when set, trace direction (particles will then be emitted from the surface the trace hits); the length of the vector is used as strength of taking the normal of the trace into account
+noise: sound to play when the particle is emitted
+atten: distance attenuation of the sound (a value from 0.1 to 3.9), default is 0.5; set to -1 for no attenuation (global sound)
+volume: volume of the sound
+targetname: name to target this (then its state is toggled)
+bgmscript: emitter class from the BGM script
+bgmscriptattack: attack time of the effect strength (0 to 3.9)
+bgmscriptdecay: decay time of the effect strength (0 to 3.9)
+bgmscriptsustain: sustain level of the effect strength (0.1 to 1, set to -1 to disable sustain)
+bgmscriptrelease: release time of the effect strength (0 to 3.9)
+-------- SPAWNFLAGS --------
+START_ON: when targeted, the particle emitter will start switched on
+IMPULSE: only send the full amount of impulse particles when the entity is triggered
+-------- NOTES --------
+Use trigger_monoflop if you want the particles to turn off for a while, then turn back on.
+A BGM script is a .bgs file named like the map, in the maps directory. Its format is lines of the form
+  <emitter class> <time since start of background music> <0 if the emitters are to be switched off, >0 and <=1 if they are to be switched on>
+e.g.
+  smokers 4.7 1
+  smokers 4.9 0
+The lines MUST be sorted by emitter class as primary key, and by the time since start of the BGM as secondary key.
+*/
+
+/*QUAKED trigger_flipflop (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ON
+"Flip-flop" trigger gate... lets only every second trigger event through
+-------- KEYS --------
+target: trigger all entities with this targetname when triggered
+targetname: name that identifies this entity so it can be triggered
+-------- SPAWNFLAGS --------
+START_ON: assume it is already turned on (so the first event is NOT passed through)
+*/
+
+/*QUAKED trigger_monoflop (.5 .5 .5) (-8 -8 -8) (8 8 8) FIXED
+"Mono-flop" trigger gate... turns trigger events into pairs of events
+-------- KEYS --------
+target: trigger all entities with this targetname when triggered
+targetname: name that identifies this entity so it can be triggered
+wait: time to wait until the "off" event is fired
+-------- SPAWNFLAGS --------
+FIXED: do pulses of fixed length (so the "off" delay is NOT extended as usual and new events are just ignored)
+*/
+
+/*QUAKED trigger_multivibrator (.5 .5 .5) (-8 -8 -8) (8 8 8) START_ON
+"Multivibrator" trigger gate... repeatedly sends trigger events. When triggered, turns on or off.
+-------- KEYS --------
+target: trigger all entities with this targetname when it goes off
+targetname: name that identifies this entity so it can be triggered
+phase: phase of the multivibrator (it is added to the time)
+wait: "on" cycle time (default: 1)
+respawntime: "off" cycle time (default: same as wait)
+-------- SPAWNFLAGS --------
+START_ON: assume it is already turned on (when targeted)
+*/
+
+/*QUAKED trigger_gamestart (.5 .5 .5) (-8 -8 -8) (8 8 8)
+Triggers once when the game starts, then no longer does anything.
+-------- KEYS --------
+target: trigger all entities with this targetname when starting the game
+target2: trigger all entities with this targetname when starting the game
+target3: trigger all entities with this targetname when starting the game
+target4: trigger all entities with this targetname when starting the game
+wait: wait so many seconds before triggering
+*/
+
+/*QUAKED misc_follow (.5 .5 .5) (-8 -8 -8) (8 8 8) ATTACH LOCAL
+Makes one entity follow another. Will not work with all entities.
+-------- KEYS --------
+target: points to the entity to move (e.g. something that won't move by itself)
+killtarget: points to the entity that is to be used as the source (e.g. a func_plat)
+message: tag name to attach to (if ATTACH is used)
+punchangle: angle modifier (if LOCAL is used, and ATTACH is not)
+-------- SPAWNFLAGS --------
+ATTACH: attachment will be used instead of MOVETYPE_FOLLOW (mostly useful for attaching stuff to ZYM models)
+LOCAL: do not untransform the coordinates (that is, the map specifies local coordinates, not global ones). Mostly useful with ATTACH.
+*/
+
+/*QUAKED weapon_minstanex (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
+Placing this entity on a map kills your cat, voids the warranty on your toaster, and makes your map an unenjoyable campers' paradise.
+the MinstaGib Nex. Always kills with one shot.
+-------- KEYS --------
+ammo_cells: initial cells of the weapon (if unset, g_pickup_cells is used)
+respawntime: time till it respawns (default: 15)
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/weapons/g_minstanex.md3"
+*/
+
+/*QUAKED weapon_porto (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
+the Port-O-Launch. Only can be shot once.
+Portals cannot be made on noimpact surfaces, and the portal missile will bounce on slick surfaces.
+-------- KEYS --------
+respawntime: time till it respawns (default: 120)
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/weapons/g_porto.md3"
+*/
+
+/*QUAKED target_items (0 0 1) (-8 -8 -8) (8 8 8) AND OR ANDNOT
+Sets the items of any player who triggers this.
+For the number fields, not specifying a value means not changing it. To clear armor, you need to explicitly set "armor" to "-1".
+You may want to target this by a race checkpoint, a teleporter, or a trigger_multiple with ALLENTS set (so it removes weapons thrown through the field to avoid getting a weapon through it).
+-------- KEYS --------
+targetname: used to trigger this
+netname: space separated list of items (either weapon short names (like in g_start_weapon_* cvars), or item short names "unlimited_ammo", "unlimited_weapon_ammo", "unlimited_superweapons", "invincible", "strength", "jetpack" and "fuel_regen"
+message: message to print
+ammo_shells: amount of shells
+ammo_nails: amount of bullets
+ammo_rockets: amount of rockets
+ammo_cells: amount of cells
+ammo_fuel: amount of fuel
+health: amount of health
+armorvalue: amount of armor
+strength_finished: if "strength" is specified, the time in seconds for which the strength will hold
+invincible_finished: if "invincible" is specified, the time in seconds for which the invincibility will hold
+-------- SPAWNFLAGS --------
+AND: any items not listed will get removed, and none will get added
+OR: the player may keep items not listed
+ANDNOT: the items listed will get removed from the player
+*/
+
+/*QUAKED target_spawn (1 0 1) (-8 -8 -8) (8 8 8) - ONLOAD
+Spawns or modifies an entity when triggered.
+The entity field list is a single string of the form:
+'field' 'value' 'field' 'value' ... 'classname' 'item_bullets' ... 'field' 'value'
+The special "field" name $ calls a void(void) function, for example a spawn function.
+Special function names available are _setmodel and _setsize.
+Field values can use various variable replacements:
+$E
+$E.field
+$E.field+offset
+$E.field+offset+randomoffset
+where "E" can be self, activator, target (the entity being created/modified), killtarget, target2, target3, target4 and pusher.
+Example is a Mario-style question mark block which could throw a new weapon_nex when activated like this:
+{
+"classname" "func_button"
+"angle" "-1"
+"wait" "5"
+"target" "makenex"
+"speed" "1000"
+"lip" "64"
+...
+}
+{
+"classname" "target_spawn"
+"origin" "0 0 448"
+"targetname" "makenex"
+"message" "origin $self.origin owner $activator flags 65536 colormap $activator.colormap classname droppedweapon $ spawnfunc_weapon_nex think thrown_wep_think nextthink $time+0.5 velocity $activator.velocity velocity_z 512 movetype 3"
+}
+-------- KEYS --------
+targetname: used to trigger this
+message: entity field list
+target: when set, target_spawn edits entities, instead of creating new ones
+count: make sure no more than count entities have been created by this (refuse to spawn new ones if exceeded)
+killtarget: reference entity (can be used as $killtarget)
+target2: reference entity (can be used as $target2)
+target3: reference entity (can be used as $target3)
+target4: reference entity (can be used as $target4)
+-------- SPAWNFLAGS --------
+ONLOAD: create a first entity on map load
+*/
+
+/*QUAKED func_breakable (1 0 0) ? DISABLED INDICATE - - - - - - NOSPLASH
+This is a brush model which can be damaged.
+Once all health is consumed it'll disappear and trigger the targeted entity/entities.
+When triggered, it resets to full health, and unbreaks.
+-------- KEYS --------
+health: The damage this trigger can take
+target: The entity/entities to be triggered once this entity gets invisible
+targetname: The name other entities can use to target this entity
+mdl: particle effect name to show when destroyed
+count: particle effect multiplier
+mdl_dead: optional replacement model to show when destroyed
+debris: names of debris models to show when destroyed, separated by spaces
+noise: sound to play when destroyed
+dmg: damage to deal to the environment when destroyed
+dmg_edge: edge damage to deal to the environment when destroyed
+dmg_radius: damage radius
+dmg_force: damage force
+message: death message when a player gets hit by the explosion
+message2: death message when someone gets pushed into this (default: "was pushed into an explosion by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
+debrismovetype: way in which the debris moves: one of 1 = ANGLENOCLIP, 2 = ANGLECLIP, 3 = WALK, 4 = STEP, 5 = FLY, 6 = TOSS, 7 = PUSH, 8 = NOCLIP, 9 = FLYMISSILE, 10 = BOUNCE, 11 = BOUNCEMISSILE
+debrissolid: solidity of the debris: one of 0 = NOT, 1 = TRIGGER, 2 = BBOX, 3 = SLIDEBOX, 4 = BSP, 5 = CORPSE
+debrisvelocity: initial velocity vector of the debris (static part)
+debrisvelocityjitter: initial velocity vector of the debris (random part)
+debrisavelocityjitter: initial angular velocity vector of the debris (random part)
+debristime: time till the debris fades (average)
+debristimejitter: time till the debris fades (random part)
+debrisfadetime: how long debris takes to fade
+debrisdamageforcescale: how much debris is affected by damage force (e.g. explosions)
+debrisskin: skin number of debris
+-------- SPAWNFLAGS --------
+DISABLED: do not allow damaging this until it is first activated
+INDICATE: indicate amount of damage already taken by coloring
+NOSPLASH: if set, splash damage cannot activate the door, only direct damage can (requires health to be set)
+*/
+
+/*QUAKED trigger_relay_if (0 1 0) (-8 -8 -8) (8 8 8) NEGATE
+Relays the trigger event if a cvar is set to a specified value.
+-------- KEYS --------
+target: The entity/entities to relay the trigger events to
+targetname: The name other entities can use to target this entity
+netname: The name of the cvar to check
+message: The value of the cvar to check
+count: The count of entities that must be found
+-------- SPAWNFLAGS --------
+NEGATE: trigger if the cvar does NOT match the value.
+*/
+
+/*QUAKED weapon_hlac (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
+the Heavy Laser Assault Cannon.
+-------- KEYS --------
+ammo_cells: initial cells of the weapon (if unset, g_pickup_cells is used)
+respawntime: time till it respawns (default: 30)
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/weapons/g_hlac.md3"
+*/
+
+/*QUAKED weapon_hook (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
+the on-hand Grappling Hook.
+-------- KEYS --------
+ammo_cells: initial cells of the weapon (if unset, g_pickup_cells is used)
+respawntime: time till it respawns (default: 30)
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/weapons/g_hookgun.md3"
+*/
+
+/*QUAKED trigger_heal (.5 .5 .5) ?
+Any object touching this will be healed.
+-------- KEYS --------
+health: health to give per second (default 10)
+max_health: max health this trigger will give (default 200)
+noise: sound file to play (use misc/null.wav to make it silent), default = item_health_medium sound
+*/
+
+/*QUAKED weapon_campingrifle (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
+the Camping Rifle.
+-------- KEYS --------
+ammo_nails: initial bullets of the weapon (if unset, g_pickup_nails is used)
+respawntime: time till it respawns (default: 30)
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/weapons/g_campingrifle.md3"
+*/
+
+/*QUAKED func_fourier (0 .5 .8) ?
+Solid entity that oscillates according to a sum of sine waves.
+-------- KEYS --------
+speed: amount of time in seconds for one complete oscillation cycle in the base frequency (default 4).
+height: sets the amount of travel of the oscillation movement (default 32). 
+phase: sets the start offset of the oscillation cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0).
+noise: path/name of .wav or .ogg file to play. Use looping sounds only (e.g. sound/world/drone6.wav - See Notes).
+dmg: damage a player who gets crushed by it receives
+dmgtime: interval to apply dmg to a player who is s in the way
+message: death message when a player gets crushed
+message2: death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
+netname: list of <frequencymultiplier> <phase> <x> <y> <z> quadruples, separated by spaces; note that phase 0 represents a sine wave, and phase 0.25 a cosine wave (by default, it uses 1 0 0 0 1, to match func_bobbing's defaults
+*/
+
+/*QUAKED func_vectormamamam (0 .5 .8) ? PROJECT_ON_TARGETNORMAL TARGET2NORMAL_IS_DIRECTION TARGET3NORMAL_IS_DIRECTION TARGET4NORMAL_IS_DIRECTION
+Solid entity that moves according to the movement of multiple given entities (max 4)
+-------- KEYS --------
+target: first reference entity
+targetfactor: factor by which to take the first reference entity (default 1).
+targetnormal: if set, the first reference entity's location is first projected onto a plane with that normal
+target2: second reference entity
+target2factor: factor by which to take the second reference entity (default 1).
+target2normal: if set, the second reference entity's location is first projected onto a plane with that normal
+target3: third reference entity (optional)
+target3factor: factor by which to take the third reference entity (default 1).
+target3normal: if set, the third reference entity's location is first projected onto a plane with that normal
+target4: fourth reference entity (optional)
+target4factor: factor by which to take the fourth reference entity (default 1).
+target4normal: if set, the fourth reference entity's location is first projected onto a plane with that normal
+noise: path/name of .wav or .ogg file to play. Use looping sounds only (e.g. sound/world/drone6.wav - See Notes).
+dmg: damage a player who gets crushed by it receives
+dmgtime: interval to apply dmg to a player who is s in the way
+message: death message when a player gets crushed
+message2: death message when someone gets pushed into this (default: "was thrown into a world of hurt by"). The # character is replaced by the attacker name if present (and it instead does not get appended to the end)
+-------- SPAWNFLAGS --------
+PROJECT_ON_TARGETNORMAL: target's origin is projected onto the given direction vector, not on the plane perpendicular to it
+PROJECT_ON_TARGET2NORMAL: target2's origin is projected onto the given direction vector, not on the plane perpendicular to it
+PROJECT_ON_TARGET3NORMAL: target3's origin is projected onto the given direction vector, not on the plane perpendicular to it
+PROJECT_ON_TARGET4NORMAL: target4's origin is projected onto the given direction vector, not on the plane perpendicular to it
+*/
+
+/*QUAKED trigger_relay_teamcheck (.5 .5 .5) (-8 -8 -8) (8 8 8) NOTEAM_TOO INVERT
+Works similar to trigger_relay, but only relays trigger events if the team of the activator matches this entity's team
+-------- KEYS --------
+target: trigger all entities with this targetname when triggered
+target2: trigger all entities with this targetname when triggered
+target3: trigger all entities with this targetname when triggered
+target4: trigger all entities with this targetname when triggered
+targetname: name that identifies this entity so it can be triggered
+delay: delay the triggering by the given time
+message: print this message to the player who activated the trigger
+killtarget: remove all entities with this targetname when triggered
+team: 5 for red, 14 for blue, 13 for yellow, 10 for pink team
+-------- SPAWNFLAGS --------
+NOTEAM_TOO: also relay events if the activator has no team set
+INVERT: only relay the event if this entity has the matching team
+*/
+
+/*QUAKED trigger_disablerelay (.5 .5 .5) (-8 -8 -8) (8 8 8) 
+Disables a trigger_relay temporarily (until triggered again)
+-------- KEYS --------
+target: disable/enable all relays with this targetname when triggered
+targetname: name that identifies this entity so it can be triggered
+*/
+
+/*QUAKED nexball_redgoal (1 0 0) ?
+Red goal. Defended by the red team.
+-------- KEYS --------
+noise: sound played when a point is scored
+-------- SPAWNFLAGS --------
+GOAL_TOUCHPLAYER: The trigger also affects ball-carrying players (the ball is then auto-dropped)
+*/
+
+/*QUAKED nexball_bluegoal (0 0 1) ?
+Blue goal. Defended by the blue team.
+-------- KEYS --------
+noise: sound played when a point is scored
+-------- SPAWNFLAGS --------
+GOAL_TOUCHPLAYER: The trigger also affects ball-carrying players (the ball is then auto-dropped)
+*/
+
+/*QUAKED nexball_yellowgoal (1 1 0) ?
+Yellow goal. Defended by the yellow team. Needs both red and blue goals on the map to work.
+-------- KEYS --------
+noise: sound played when a point is scored
+-------- SPAWNFLAGS --------
+GOAL_TOUCHPLAYER: The trigger also affects ball-carrying players (the ball is then auto-dropped)
+*/
+
+/*QUAKED nexball_pinkgoal (1 0 1) ?
+Pink goal. Defended by the pink team. Needs red, blue and yellow goals on the map to work.
+-------- KEYS --------
+noise: sound played when a point is scored
+-------- SPAWNFLAGS --------
+GOAL_TOUCHPLAYER: The trigger also affects ball-carrying players (the ball is then auto-dropped)
+*/
+
+
+/*QUAKED nexball_fault (0.6 0.1 0) ?
+This acts as a goal that always gives points to the opposing team.
+-------- KEYS --------
+noise: sound played when a point is scored
+-------- SPAWNFLAGS --------
+GOAL_TOUCHPLAYER: The trigger also affects ball-carrying players (the ball is then auto-dropped)
+*/
+
+/*QUAKED nexball_out (0.1 0.6 0) ?
+When the ball touches this, it is returned.
+-------- KEYS --------
+noise: sound played when a point is scored
+-------- SPAWNFLAGS --------
+GOAL_TOUCHPLAYER: The trigger also affects ball-carrying players (the ball is then auto-dropped)
+*/
+
+/*QUAKED nexball_football (.9 .9 .9) (-16 -16 -16) (16 16 16)
+The soccer type Nexball.
+-------- KEYS --------
+model: set this if you want to use your own model
+scale: if you're using your own model, change this to scale it to 32*32*32
+noise: played when the ball bounces
+noise1: played when the ball is dropped on the map
+*/
+
+/*QUAKED nexball_basketball (.5 .2 0) (-16 -16 -16) (16 16 16)
+The basket ball type Nexball.
+-------- KEYS --------
+model: set this if you want to use your own model
+scale: if you're using your own model, change this to scale it to 32*32*32
+noise: played when the ball bounces
+noise1: played when the ball is dropped on the map
+noise2: played when the ball is stolen from the enemy
+*/
+
+/*QUAKED item_fuel (.3 .3 1) (-30 -30 0) (30 30 32) FLOATING
+Jetpack fuel
+-------- KEYS --------
+ammo_fuel: fuel units gained by this item (if unset, g_pickup_fuel is used)
+respawntime: time till it respawns (default: 15)
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/items/g_fuel.md3"
+*/
+
+/*QUAKED item_fuel_regen (1 .3 1) (-30 -30 0) (30 30 48) FLOATING
+Fuel regenerator
+-------- KEYS --------
+respawntime: time till it respawns (default: 120)
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/items/g_fuelregen.md3"
+*/
+
+/*QUAKED item_jetpack (.3 .3 1) (-30 -30 0) (30 30 48) FLOATING
+Jetpack
+-------- KEYS --------
+ammo_fuel: fuel units gained by this item (if unset, g_pickup_fuel_jetpack is used)
+respawntime: time till it respawns (default: 120)
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/items/g_jetpack.md3"
+*/
+
+/*QUAKED trigger_magicear (0 0 1) (-8 -8 -8) (8 8 8) IGNORE_SAY IGNORE_TEAMSAY IGNORE_TELL IGNORE_INVALIDTELL REPLACE_WHOLE_MESSAGE REPLACE_OUTSIDE CONTINUE NODECOLORIZE
+Triggers targets when a given magic word has been said
+-------- KEYS --------
+message: message to wait for (can start or end with * for wildcards)
+netname: replacement text (by default, no replacement is performed if empty)
+radius: radius in which the player has to be for this to match
+target: all entities with a matching targetname will be triggered.
+target2: all entities with a matching targetname will be triggered.
+target3: all entities with a matching targetname will be triggered.
+target4: all entities with a matching targetname will be triggered.
+-------- SPAWNFLAGS --------
+IGNORE_SAY: do not respond to "say" messages
+IGNORE_TEAMSAY: do not respond to "say_team" messages
+IGNORE_TELL: do not respond to "tell" messages
+IGNORE_INVALIDTELL: do not respond to "tell" messages of invalid syntax
+REPLACE_WHOLE_MESSAGE: replace the whole message by netname, or drop the message if netname is empty
+REPLACE_OUTSIDE: also perform the replacement when outside the radius (to hide the "secret word")
+CONTINUE: even if this magic ear matched, continue looking for further matches/replacements (useful for swear word filters)
+NODECOLORIZE: do not decolorize the input string before matching
+*/
+
+/*QUAKED weapon_fireball (1 0 .5) (-30 -30 0) (30 30 32) FLOATING
+the Fireball
+-------- KEYS --------
+ammo_rockets: initial rockets of the weapon (if unset, g_pickup_rockets is used)
+respawntime: time till it respawns (default: 15)
+team: out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot.
+cnt: weight of this item for random selection using "team". Set to a lower value for items you want to see less likely.
+-------- SPAWNFLAGS --------
+FLOATING: the item will float in air, instead of aligning to the floor by falling
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/weapons/g_fireball.md3"
+*/
+
+/*QUAKED trigger_warpzone (1 .5 1) ?
+A warp zone, i.e. seamlessly connecting two parts of the map.
+One surface of this entity must have the common/warpzone shader - this will be the warp plane - the others should be common/trigger.
+Must target, or be targeted by, another trigger_warpzone with a congruent common/warpzone surface.
+Should target a target_position, or be targeted by a misc_warpzone_position.
+Should be thick enough to fit a player entity (i.e. 32 units), preferably even thicker.
+-------- KEYS --------
+target: must point to another trigger_warpzone, or...
+targetname: must be pointed to by another trigger_warpzone. Should be pointed to by a misc_warpzone_position entity, or...
+killtarget: should point to a target_position entity, or
+*/
+
+/*QUAKED misc_warpzone_position (1 .5 .25) (-8 -8 -8) (8 8 8) 
+Orientation specification for a trigger_warpzone
+-------- KEYS --------
+target: must point to a trigger_warpzone
+angles: must point perpendicular to the common/warpzone surface of the trigger_warpzone, and away from the trigger brush
+origin: must be on the common/warpzone surface of the trigger_warpzone
+*/
+
+/*QUAKED func_camera (1 .5 1) ?
+A camera, i.e. a surface that shows a view from another part of the map.
+One surface of this entity must have the common/camera shader, the others should be common/caulk.
+Must target a target_position that indicates the view to be shown (and whose angles also indicate the orientation of the view)
+-------- KEYS --------
+target: must point to a target_position
+*/
+
diff --git a/misc/netradiant-NexuizPack/nexuiz.game/data/turrets.def b/misc/netradiant-NexuizPack/nexuiz.game/data/turrets.def
new file mode 100644 (file)
index 0000000..08ba719
--- /dev/null
@@ -0,0 +1,246 @@
+/*QUAKED turret_machinegun (1 0 0) (-32 -32 0) (32 32 50) - PILLAR
+Fast firing moderate damage bullet (hitscan) turret.
+-------- KEYS --------
+turret_scale_damage: 2 = double damage, 0.5 = half
+turret_scale_range: 2 = double range, 0.5 = half
+turret_scale_refire: 2 = double refire (SLOWER!), 0.5 = half (FASTER!)
+turret_scale_ammo: 2 = double ammo carry & regen, 0.5 = half ammo carry & regen
+turret_scale_aim: 2 = aim twice as fast, 0,5 = aim at half speed
+turret_scale_health: 2 = double health, 0.5 = half
+master_name: This turret controls what all turrets with master_nameof set to this aim at
+master_nameof: Dont select own targets, use the target of the turret with this master_name
+target: Defend the position of this entity
+team: 5=red, 14=blue
+-------- SPAWNFLAGS --------
+PILLAR: Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals)
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/turrets/radiant/mg.md3"
+*/
+
+/*QUAKED turret_plasma (1 0 0) (-32 -32 0) (32 32 50) - PILLAR
+-------- KEYS --------
+turret_scale_damage: 2 = double damage, 0.5 = half
+turret_scale_range: 2 = double range, 0.5 = half
+turret_scale_refire: 2 = double refire (SLOWER!), 0.5 = half (FASTER!)
+turret_scale_ammo: 2 = double ammo carry & regen, 0.5 = half ammo carry & regen
+turret_scale_aim: 2 = aim twice as fast, 0,5 = aim at half speed
+turret_scale_health: 2 = double health, 0.5 = half
+master_name: This turret controls what all turrets with master_nameof set to this aim at
+master_nameof: Dont select own targets, use the target of the turret with this master_name
+target: Defend the position of this entity
+team: 5=red, 14=blue
+-------- SPAWNFLAGS --------
+PILLAR: Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals)
+---------NOTES----------
+Basic energy cannon
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/turrets/radiant/plasma.md3"
+*/
+
+/*QUAKED turret_plasma_dual (1 0 0) (-32 -32 0) (32 32 50) - PILLAR
+basic energy cannon * 2
+-------- KEYS --------
+turret_scale_damage: 2 = double damage, 0.5 = half
+turret_scale_range: 2 = double range, 0.5 = half
+turret_scale_refire: 2 = double refire (SLOWER!), 0.5 = half (FASTER!)
+turret_scale_ammo: 2 = double ammo carry & regen, 0.5 = half ammo carry & regen
+turret_scale_aim: 2 = aim twice as fast, 0,5 = aim at half speed
+turret_scale_health: 2 = double health, 0.5 = half
+master_name: This turret controls what all turrets with master_nameof set to this aim at
+master_nameof: Dont select own targets, use the target of the turret with this master_name
+target: Defend the position of this entity
+team: 5=red, 14=blue
+-------- SPAWNFLAGS --------
+PILLAR: Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals)
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/turrets/radiant/plasma2.md3"
+*/
+
+/*QUAKED turret_flac (1 0 0) (-32 -32 0) (32 32 50) - PILLAR
+Only kills missiles, rockets, grenadelauncher & electro secondaries to be precise.
+-------- KEYS --------
+turret_scale_damage: 2 = double damage, 0.5 = half
+turret_scale_range: 2 = double range, 0.5 = half
+turret_scale_refire: 2 = double refire (SLOWER!), 0.5 = half (FASTER!)
+turret_scale_ammo: 2 = double ammo carry & regen, 0.5 = half ammo carry & regen
+turret_scale_aim: 2 = aim twice as fast, 0,5 = aim at half speed
+turret_scale_health: 2 = double health, 0.5 = half
+master_name: This turret controls what all turrets with master_nameof set to this aim at
+master_nameof: Dont select own targets, use the target of the turret with this master_name
+target: Defend the position of this entity
+team: 5=red, 14=blue
+-------- SPAWNFLAGS --------
+PILLAR: Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals)
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/turrets/radiant/flac.md3"
+*/
+
+/*QUAKED turret_mlrs (1 0 0) (-32 -32 0) (32 32 50)
+6 unguided rockers fired in a rapid burst.
+-------- KEYS --------
+turret_scale_damage: 2 = double damage, 0.5 = half
+turret_scale_range: 2 = double range, 0.5 = half
+turret_scale_refire: 2 = double refire (SLOWER!), 0.5 = half (FASTER!)
+turret_scale_ammo: 2 = double ammo carry & regen, 0.5 = half ammo carry & regen
+turret_scale_aim: 2 = aim twice as fast, 0,5 = aim at half speed
+turret_scale_health: 2 = double health, 0.5 = half
+master_name: This turret controls what all turrets with master_nameof set to this aim at
+master_nameof: Dont select own targets, use the target of the turret with this master_name
+target: Defend the position of this entity
+team: 5=red, 14=blue
+-------- SPAWNFLAGS --------
+PILLAR: Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals)
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/turrets/radiant/mlrs.md3"
+*/
+
+/*QUAKED turret_hellion (1 0 0) (-32 -32 0) (32 32 50)
+2 guided moderate damage accelerating rockets 
+-------- KEYS --------
+turret_scale_damage: 2 = double damage, 0.5 = half
+turret_scale_range: 2 = double range, 0.5 = half
+turret_scale_refire: 2 = double refire (SLOWER!), 0.5 = half (FASTER!)
+turret_scale_ammo: 2 = double ammo carry & regen, 0.5 = half ammo carry & regen
+turret_scale_aim: 2 = aim twice as fast, 0,5 = aim at half speed
+turret_scale_health: 2 = double health, 0.5 = half
+master_name: This turret controls what all turrets with master_nameof set to this aim at
+master_nameof: Dont select own targets, use the target of the turret with this master_name
+target: Defend the position of this entity
+team: 5=red, 14=blue
+-------- SPAWNFLAGS --------
+PILLAR: Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals)
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/turrets/radiant/hellion.md3"
+*/
+
+
+/*QUAKED turret_hk (1 0 0) (-32 -32 0) (32 32 50)
+Single powerful rocket with the ability to evade obstacles to find its target. Varied speed.
+-------- KEYS --------
+turret_scale_damage: 2 = double damage, 0.5 = half
+turret_scale_range: 2 = double range, 0.5 = half
+turret_scale_refire: 2 = double refire (SLOWER!), 0.5 = half (FASTER!)
+turret_scale_ammo: 2 = double ammo carry & regen, 0.5 = half ammo carry & regen
+turret_scale_aim: 2 = aim twice as fast, 0,5 = aim at half speed
+turret_scale_health: 2 = double health, 0.5 = half
+master_name: This turret controls what all turrets with master_nameof set to this aim at
+master_nameof: Dont select own targets, use the target of the turret with this master_name
+target: Defend the position of this entity
+team: 5=red, 14=blue
+-------- SPAWNFLAGS --------
+PILLAR: Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals)
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/turrets/radiant/hk.md3"
+*/
+
+/*QUAKED turret_tesla (1 0 0) (-32 -32 0) (32 32 50)
+Fires a lightning bolt that will jump to up to 10 targets if they are close enough to each other. Missiles included.
+-------- KEYS --------
+turret_scale_damage: 2 = double damage, 0.5 = half
+turret_scale_range: 2 = double range, 0.5 = half
+turret_scale_refire: 2 = double refire (SLOWER!), 0.5 = half (FASTER!)
+turret_scale_ammo: 2 = double ammo carry & regen, 0.5 = half ammo carry & regen
+turret_scale_aim: 2 = aim twice as fast, 0,5 = aim at half speed
+turret_scale_health: 2 = double health, 0.5 = half
+master_name: This turret controls what all turrets with master_nameof set to this aim at
+master_nameof: Dont select own targets, use the target of the turret with this master_name
+target: Defend the position of this entity
+team: 5=red, 14=blue
+-------- SPAWNFLAGS --------
+PILLAR: Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals)
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/turrets/radiant/tesla.md3"
+*/
+
+/*QUAKED turret_phaser (1 0 0) (-32 -32 0) (32 32 50)
+Constant beam weapon that will considerably slow its target down while dealing low but constant damage.
+-------- KEYS --------
+turret_scale_damage: 2 = double damage, 0.5 = half
+turret_scale_range: 2 = double range, 0.5 = half
+turret_scale_refire: 2 = double refire (SLOWER!), 0.5 = half (FASTER!)
+turret_scale_ammo: 2 = double ammo carry & regen, 0.5 = half ammo carry & regen
+turret_scale_aim: 2 = aim twice as fast, 0,5 = aim at half speed
+turret_scale_health: 2 = double health, 0.5 = half
+master_name: This turret controls what all turrets with master_nameof set to this aim at
+master_nameof: Dont select own targets, use the target of the turret with this master_name
+target: Defend the position of this entity
+team: 5=red, 14=blue
+-------- SPAWNFLAGS --------
+PILLAR: Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals)
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/turrets/radiant/phaser.md3"
+*/
+
+
+/*QUAKED turret_fusionreactor (1 0 0) (-32 -32 0) (32 32 50)
+-------- KEYS --------
+turret_scale_damage: 2 = double damage, 0.5 = half
+turret_scale_range: 2 = double range, 0.5 = half
+turret_scale_refire: 2 = double refire (SLOWER!), 0.5 = half (FASTER!)
+turret_scale_ammo: 2 = double ammo carry & regen, 0.5 = half ammo carry & regen
+turret_scale_aim: 2 = aim twice as fast, 0,5 = aim at half speed
+turret_scale_health: 2 = double health, 0.5 = half
+team: 5=red, 14=blue
+-------- SPAWNFLAGS --------
+PILLAR: Adds a supporting pillar under this turret, for turrets on terrain/uneven surfaces. (only for visuals)
+---------NOTES----------
+Supplies neerby energy based turrets with more power so they can fire more often.
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/turrets/radiant/reactor.md3"
+*/
+
+/*QUAKED turret_targettrigger (.5 .5 .5) ?
+Used to feed turrets capable of it with remote target info. currently only turret_hk supports this.
+*/
+
+
+/*QUAKED turret_walker (1 0 0) (-32 -32 0) (32 32 50)
+-----------KEYS------------
+turret_scale_damage: 2 = double damage, 0.5 = half
+turret_scale_range:  2 = double range, 0.5 = half
+turret_scale_refire: 2 = doubble refire (SLOWER!), 0.5 = half (FASTER!)
+turret_scale_ammo:   2 = doubble ammo carry & regen, 0.5 = half ammo carry & regen
+turret_scale_aim:    2 = aim twice as fast, 0,5 = aim at half speed
+turret_scale_health: 2 = double health, 0.5 = half
+
+team : 5=red, 14=blue
+-----------SPAWNFLAGS-----------
+---------NOTES----------
+
+A nasty mechanical ceature that will engage longrange target with missiles, midrange with its miniguna and meele things up close and personal.
+
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/turrets/radiant/walker.md3"
+*/
+
+
+/*QUAKED turret_ewheel (1 0 0) (-32 -32 0) (32 32 50)
+-----------KEYS------------
+turret_scale_damage: 2 = double damage, 0.5 = half
+turret_scale_range:  2 = double range, 0.5 = half
+turret_scale_refire: 2 = doubble refire (SLOWER!), 0.5 = half (FASTER!)
+turret_scale_ammo:   2 = doubble ammo carry & regen, 0.5 = half ammo carry & regen
+turret_scale_aim:    2 = aim twice as fast, 0,5 = aim at half speed
+turret_scale_health: 2 = double health, 0.5 = half
+
+team : 5=red, 14=blue
+-----------SPAWNFLAGS-----------
+---------NOTES----------
+
+Small, agile and move capable turret.
+
+-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
+model="models/turrets/radiant/ewheel.md3"
+*/
+
+
+/*QUAKED turret_checkpoint (1 0 1) (-32 -32 -32) (32 32 32)
+-----------KEYS------------
+target: .targetname of next wapoint in chain.
+wait:   Pause at this point # seconds.
+-----------SPAWNFLAGS-----------
+
+---------NOTES----------
+If a loop is of targets are formed, any unit entering this loop will patrol it indefinitly.
+If the checkpoint chain in not looped, the unit will go "Roaming" when the last point is reached.
+*/
\ No newline at end of file
diff --git a/misc/netradiant-NexuizPack/nexuiz.game/default_build_menu.xml b/misc/netradiant-NexuizPack/nexuiz.game/default_build_menu.xml
new file mode 100644 (file)
index 0000000..bb44de7
--- /dev/null
@@ -0,0 +1,77 @@
+<?xml version="1.0"?>
+<!--
+build commands
+[RadiantPath]: path to Radiant .. C:\Program Files\Gtkradiant
+[EnginePath]: path to the engine .. C:\quake3\ C:\Program Files\Quake III Arena\ /usr/local/games/quake3/
+-->
+<project version="2.0">
+<var name="q3map2">"[RadiantPath]q3map2.[ExecutableType]" -v<cond value="[MonitorAddress]"> -connect [MonitorAddress]</cond> -game nexuiz -fs_basepath "[EnginePath]"<cond value="[GameName]"> -fs_game [GameName]</cond></var>
+<build name="Q3Map2: (single) BSP">
+<command>[q3map2] -meta "[MapFile]"</command>
+</build>
+<build name="Q3Map2: (single) -vis">
+<command>[q3map2] -vis "[MapFile]"</command>
+</build>
+<build name="Q3Map2: (single) -light, low quality">
+<command>[q3map2] -light -deluxe -cheapgrid -faster "[MapFile]"</command>
+</build>
+<build name="Q3Map2: (single) -light, medium quality">
+<command>[q3map2] -light -deluxe -fast "[MapFile]"</command>
+</build>
+<build name="Q3Map2: (single) -light, high quality">
+<command>[q3map2] -light -deluxe -fast -samples 3 "[MapFile]"</command>
+</build>
+<build name="Q3Map2: (single) -minimap">
+<command>[q3map2] -minimap "[MapFile]"</command>
+</build>
+<build name="Q3Map2: (rebuild only entitys) ">
+<command>[q3map2] -onlyents "[MapFile]"</command>
+</build>
+<build name="Q3Map2: (test)">
+<command>[q3map2] -meta -v -mv 1000000 -mi 6000000 "[MapFile]"</command>
+<command>[q3map2] -vis -saveprt "[MapFile]"</command>
+<command>[q3map2] -light -deluxe -fast -samples 3 "[MapFile]"</command>
+</build>
+<build name="Q3Map2: (test) fast vis, fast light">
+<command>[q3map2] -meta -v -mv 1000000 -mi 6000000 "[MapFile]"</command>
+<command>[q3map2] -vis -saveprt -fast "[MapFile]"</command>
+<command>[q3map2] -light -deluxe -faster -cheapgrid -filter "[MapFile]"</command>
+</build>
+<build name="Q3Map2: (test) fast vis, good light">
+<command>[q3map2] -meta -v -mv 1000000 -mi 6000000 "[MapFile]"</command>
+<command>[q3map2] -vis -saveprt -fast "[MapFile]"</command>
+<command>[q3map2] -light -deluxe -fast -samples 2 "[MapFile]"</command>
+<command>[q3map2] -minimap "[MapFile]"</command>
+</build>
+<build name="Q3Map2: (final) simple lighting">
+<command>[q3map2] -meta -v -samplesize 8 -minsamplesize 4 -mv 1000000 -mi 6000000 "[MapFile]"</command>
+<command>[q3map2] -vis -saveprt "[MapFile]"</command>
+<command>[q3map2] -light -deluxe -fast -patchshadows -samples 2 "[MapFile]"</command>
+<command>[q3map2] -minimap "[MapFile]"</command>
+</build>
+<build name="Q3Map2: (final) long distance lighting">
+<command>[q3map2] -meta -v -samplesize 8 -minsamplesize 4 -mv 1000000 -mi 6000000 "[MapFile]"</command>
+<command>[q3map2] -vis -saveprt "[MapFile]"</command>
+<command>[q3map2] -light -deluxe -patchshadows -samples 3 "[MapFile]"</command>
+<command>[q3map2] -minimap "[MapFile]"</command>
+</build>
+<build name="Q3Map2: (final) + radiosity (Nexuiz 2.4.2 default)">
+<command>[q3map2] -meta -v -samplesize 8 -minsamplesize 4 -mv 1000000 -mi 6000000 "[MapFile]"</command>
+<command>[q3map2] -vis -saveprt "[MapFile]"</command>
+<command>[q3map2] -light -deluxe -patchshadows -samples 3 -bounce 8 -fastbounce -bouncegrid "[MapFile]"</command>
+<command>[q3map2] -minimap "[MapFile]"</command>
+</build>
+<build name="Q3Map2: (final) + highres external lightmaps (Nexuiz 2.5 default, 2.5 required)">
+<command>[q3map2] -meta -v -samplesize 8 -minsamplesize 4 -mv 1000000 -mi 6000000 "[MapFile]"</command>
+<command>[q3map2] -vis -saveprt "[MapFile]"</command>
+<command>[q3map2] -light -deluxe -patchshadows -samples 3 -lightmapsize 512 -bounce 8 -fastbounce -bouncegrid "[MapFile]"</command>
+<command>[q3map2] -minimap "[MapFile]"</command>
+</build>
+<build name="Q3Map2: (final) + ambient occlusion (Nexuiz 2.5 required)">
+<command>[q3map2] -meta -v -samplesize 8 -minsamplesize 4 -mv 1000000 -mi 6000000 "[MapFile]"</command>
+<command>[q3map2] -vis -saveprt "[MapFile]"</command>
+<command>[q3map2] -light -deluxe -patchshadows -samples 3 -lightmapsize 512 -bounce 8 -fastbounce -bouncegrid -dirty -dirtscale 2 "[MapFile]"</command>
+<command>[q3map2] -minimap "[MapFile]"</command>
+</build>
+</project>
+
diff --git a/misc/netradiant-NexuizPack/nexuiz.game/game.xlink b/misc/netradiant-NexuizPack/nexuiz.game/game.xlink
new file mode 100644 (file)
index 0000000..62b0f6d
--- /dev/null
@@ -0,0 +1,5 @@
+<?xml version="1.0" encoding="iso-8859-1" standalone="yes"?>
+<!-- generated by Radiant setup, modify at your own risks -->
+<links>
+<item name="Nexuiz website" url="http://www.alientrap.org/nexuiz/"/>
+</links>
diff --git a/misc/tools/ImgToMap/build.xml b/misc/tools/ImgToMap/build.xml
new file mode 100644 (file)
index 0000000..669d13e
--- /dev/null
@@ -0,0 +1,69 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<!-- You may freely edit this file. See commented blocks below for -->
+<!-- some examples of how to customize the build. -->
+<!-- (If you delete it and reopen the project it will be recreated.) -->
+<project name="ImgToMap" default="default" basedir=".">
+    <description>Builds, tests, and runs the project ImgToMap.</description>
+    <import file="nbproject/build-impl.xml"/>
+    <!--
+
+    There exist several targets which are by default empty and which can be 
+    used for execution of your tasks. These targets are usually executed 
+    before and after some main targets. They are: 
+
+      -pre-init:                 called before initialization of project properties
+      -post-init:                called after initialization of project properties
+      -pre-compile:              called before javac compilation
+      -post-compile:             called after javac compilation
+      -pre-compile-single:       called before javac compilation of single file
+      -post-compile-single:      called after javac compilation of single file
+      -pre-compile-test:         called before javac compilation of JUnit tests
+      -post-compile-test:        called after javac compilation of JUnit tests
+      -pre-compile-test-single:  called before javac compilation of single JUnit test
+      -post-compile-test-single: called after javac compilation of single JUunit test
+      -pre-jar:                  called before JAR building
+      -post-jar:                 called after JAR building
+      -post-clean:               called after cleaning build products
+
+    (Targets beginning with '-' are not intended to be called on their own.)
+
+    Example of inserting an obfuscator after compilation could look like this:
+
+        <target name="-post-compile">
+            <obfuscate>
+                <fileset dir="${build.classes.dir}"/>
+            </obfuscate>
+        </target>
+
+    For list of available properties check the imported 
+    nbproject/build-impl.xml file. 
+
+
+    Another way to customize the build is by overriding existing main targets.
+    The targets of interest are: 
+
+      -init-macrodef-javac:     defines macro for javac compilation
+      -init-macrodef-junit:     defines macro for junit execution
+      -init-macrodef-debug:     defines macro for class debugging
+      -init-macrodef-java:      defines macro for class execution
+      -do-jar-with-manifest:    JAR building (if you are using a manifest)
+      -do-jar-without-manifest: JAR building (if you are not using a manifest)
+      run:                      execution of project 
+      -javadoc-build:           Javadoc generation
+      test-report:              JUnit report generation
+
+    An example of overriding the target for project execution could look like this:
+
+        <target name="run" depends="ImgToMap-impl.jar">
+            <exec dir="bin" executable="launcher.exe">
+                <arg file="${dist.jar}"/>
+            </exec>
+        </target>
+
+    Notice that the overridden target depends on the jar target and not only on 
+    the compile target as the regular run target does. Again, for a list of available 
+    properties which you can use, check the target you are overriding in the
+    nbproject/build-impl.xml file. 
+
+    -->
+</project>
diff --git a/misc/tools/ImgToMap/manifest.mf b/misc/tools/ImgToMap/manifest.mf
new file mode 100644 (file)
index 0000000..328e8e5
--- /dev/null
@@ -0,0 +1,3 @@
+Manifest-Version: 1.0
+X-COMMENT: Main-Class will be added automatically by build
+
diff --git a/misc/tools/ImgToMap/master.jnlp b/misc/tools/ImgToMap/master.jnlp
new file mode 100644 (file)
index 0000000..1333aa8
--- /dev/null
@@ -0,0 +1,21 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<jnlp spec="1.0+" codebase="${jnlp.codebase}" href="launch.jnlp">
+    <information>
+        <title>${APPLICATION.TITLE}</title>
+        <vendor>${APPLICATION.VENDOR}</vendor>
+        <homepage href="${APPLICATION.HOMEPAGE}"/>
+        <description>${APPLICATION.DESC}</description>
+        <description kind="short">${APPLICATION.DESC.SHORT}</description>
+<!--${JNLP.ICONS}-->
+<!--${JNLP.OFFLINE.ALLOWED}-->
+    </information>
+<!--${JNLP.SECURITY}-->
+    <resources>
+<!--${JNLP.RESOURCES.RUNTIME}-->
+<!--${JNLP.RESOURCES.MAIN.JAR}-->
+<!--${JNLP.RESOURCES.JARS}-->
+    </resources>
+    <application-desc main-class="${jnlp.main.class}">
+<!--${JNLP.APPLICATION.ARGS}-->
+    </application-desc>
+</jnlp>
diff --git a/misc/tools/ImgToMap/nbproject/build-impl.xml b/misc/tools/ImgToMap/nbproject/build-impl.xml
new file mode 100644 (file)
index 0000000..81b5344
--- /dev/null
@@ -0,0 +1,630 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<!--
+*** GENERATED FROM project.xml - DO NOT EDIT  ***
+***         EDIT ../build.xml INSTEAD         ***
+
+For the purpose of easier reading the script
+is divided into following sections:
+
+  - initialization
+  - compilation
+  - jar
+  - execution
+  - debugging
+  - javadoc
+  - junit compilation
+  - junit execution
+  - junit debugging
+  - applet
+  - cleanup
+
+        -->
+<project xmlns:j2seproject1="http://www.netbeans.org/ns/j2se-project/1" xmlns:j2seproject3="http://www.netbeans.org/ns/j2se-project/3" xmlns:jaxrpc="http://www.netbeans.org/ns/j2se-project/jax-rpc" basedir=".." default="default" name="ImgToMap-impl">
+    <import file="jnlp-impl.xml"/>
+    <target depends="test,jar,javadoc" description="Build and test whole project." name="default"/>
+    <!-- 
+                ======================
+                INITIALIZATION SECTION 
+                ======================
+            -->
+    <target name="-pre-init">
+        <!-- Empty placeholder for easier customization. -->
+        <!-- You can override this target in the ../build.xml file. -->
+    </target>
+    <target depends="-pre-init" name="-init-private">
+        <property file="nbproject/private/config.properties"/>
+        <property file="nbproject/private/configs/${config}.properties"/>
+        <property file="nbproject/private/private.properties"/>
+    </target>
+    <target depends="-pre-init,-init-private" name="-init-user">
+        <property file="${user.properties.file}"/>
+        <!-- The two properties below are usually overridden -->
+        <!-- by the active platform. Just a fallback. -->
+        <property name="default.javac.source" value="1.4"/>
+        <property name="default.javac.target" value="1.4"/>
+    </target>
+    <target depends="-pre-init,-init-private,-init-user" name="-init-project">
+        <property file="nbproject/configs/${config}.properties"/>
+        <property file="nbproject/project.properties"/>
+    </target>
+    <target depends="-pre-init,-init-private,-init-user,-init-project,-init-macrodef-property" name="-do-init">
+        <available file="${manifest.file}" property="manifest.available"/>
+        <condition property="manifest.available+main.class">
+            <and>
+                <isset property="manifest.available"/>
+                <isset property="main.class"/>
+                <not>
+                    <equals arg1="${main.class}" arg2="" trim="true"/>
+                </not>
+            </and>
+        </condition>
+        <condition property="manifest.available+main.class+mkdist.available">
+            <and>
+                <istrue value="${manifest.available+main.class}"/>
+                <isset property="libs.CopyLibs.classpath"/>
+            </and>
+        </condition>
+        <condition property="have.tests">
+            <or>
+                <available file="${test.src.dir}"/>
+            </or>
+        </condition>
+        <condition property="have.sources">
+            <or>
+                <available file="${src.dir}"/>
+            </or>
+        </condition>
+        <condition property="netbeans.home+have.tests">
+            <and>
+                <isset property="netbeans.home"/>
+                <isset property="have.tests"/>
+            </and>
+        </condition>
+        <condition property="no.javadoc.preview">
+            <and>
+                <isset property="javadoc.preview"/>
+                <isfalse value="${javadoc.preview}"/>
+            </and>
+        </condition>
+        <property name="run.jvmargs" value=""/>
+        <property name="javac.compilerargs" value=""/>
+        <property name="work.dir" value="${basedir}"/>
+        <condition property="no.deps">
+            <and>
+                <istrue value="${no.dependencies}"/>
+            </and>
+        </condition>
+        <property name="javac.debug" value="true"/>
+        <property name="javadoc.preview" value="true"/>
+        <property name="application.args" value=""/>
+        <property name="source.encoding" value="${file.encoding}"/>
+        <condition property="javadoc.encoding.used" value="${javadoc.encoding}">
+            <and>
+                <isset property="javadoc.encoding"/>
+                <not>
+                    <equals arg1="${javadoc.encoding}" arg2=""/>
+                </not>
+            </and>
+        </condition>
+        <property name="javadoc.encoding.used" value="${source.encoding}"/>
+        <property name="includes" value="**"/>
+        <property name="excludes" value=""/>
+        <property name="do.depend" value="false"/>
+        <condition property="do.depend.true">
+            <istrue value="${do.depend}"/>
+        </condition>
+        <condition else="" property="javac.compilerargs.jaxws" value="-Djava.endorsed.dirs='${jaxws.endorsed.dir}'">
+            <and>
+                <isset property="jaxws.endorsed.dir"/>
+                <available file="nbproject/jaxws-build.xml"/>
+            </and>
+        </condition>
+    </target>
+    <target name="-post-init">
+        <!-- Empty placeholder for easier customization. -->
+        <!-- You can override this target in the ../build.xml file. -->
+    </target>
+    <target depends="-pre-init,-init-private,-init-user,-init-project,-do-init" name="-init-check">
+        <fail unless="src.dir">Must set src.dir</fail>
+        <fail unless="test.src.dir">Must set test.src.dir</fail>
+        <fail unless="build.dir">Must set build.dir</fail>
+        <fail unless="dist.dir">Must set dist.dir</fail>
+        <fail unless="build.classes.dir">Must set build.classes.dir</fail>
+        <fail unless="dist.javadoc.dir">Must set dist.javadoc.dir</fail>
+        <fail unless="build.test.classes.dir">Must set build.test.classes.dir</fail>
+        <fail unless="build.test.results.dir">Must set build.test.results.dir</fail>
+        <fail unless="build.classes.excludes">Must set build.classes.excludes</fail>
+        <fail unless="dist.jar">Must set dist.jar</fail>
+    </target>
+    <target name="-init-macrodef-property">
+        <macrodef name="property" uri="http://www.netbeans.org/ns/j2se-project/1">
+            <attribute name="name"/>
+            <attribute name="value"/>
+            <sequential>
+                <property name="@{name}" value="${@{value}}"/>
+            </sequential>
+        </macrodef>
+    </target>
+    <target name="-init-macrodef-javac">
+        <macrodef name="javac" uri="http://www.netbeans.org/ns/j2se-project/3">
+            <attribute default="${src.dir}" name="srcdir"/>
+            <attribute default="${build.classes.dir}" name="destdir"/>
+            <attribute default="${javac.classpath}" name="classpath"/>
+            <attribute default="${includes}" name="includes"/>
+            <attribute default="${excludes}" name="excludes"/>
+            <attribute default="${javac.debug}" name="debug"/>
+            <attribute default="" name="sourcepath"/>
+            <element name="customize" optional="true"/>
+            <sequential>
+                <javac debug="@{debug}" deprecation="${javac.deprecation}" destdir="@{destdir}" encoding="${source.encoding}" excludes="@{excludes}" includeantruntime="false" includes="@{includes}" source="${javac.source}" sourcepath="@{sourcepath}" srcdir="@{srcdir}" target="${javac.target}">
+                    <classpath>
+                        <path path="@{classpath}"/>
+                    </classpath>
+                    <compilerarg line="${javac.compilerargs} ${javac.compilerargs.jaxws}"/>
+                    <customize/>
+                </javac>
+            </sequential>
+        </macrodef>
+        <macrodef name="depend" uri="http://www.netbeans.org/ns/j2se-project/3">
+            <attribute default="${src.dir}" name="srcdir"/>
+            <attribute default="${build.classes.dir}" name="destdir"/>
+            <attribute default="${javac.classpath}" name="classpath"/>
+            <sequential>
+                <depend cache="${build.dir}/depcache" destdir="@{destdir}" excludes="${excludes}" includes="${includes}" srcdir="@{srcdir}">
+                    <classpath>
+                        <path path="@{classpath}"/>
+                    </classpath>
+                </depend>
+            </sequential>
+        </macrodef>
+        <macrodef name="force-recompile" uri="http://www.netbeans.org/ns/j2se-project/3">
+            <attribute default="${build.classes.dir}" name="destdir"/>
+            <sequential>
+                <fail unless="javac.includes">Must set javac.includes</fail>
+                <pathconvert pathsep="," property="javac.includes.binary">
+                    <path>
+                        <filelist dir="@{destdir}" files="${javac.includes}"/>
+                    </path>
+                    <globmapper from="*.java" to="*.class"/>
+                </pathconvert>
+                <delete>
+                    <files includes="${javac.includes.binary}"/>
+                </delete>
+            </sequential>
+        </macrodef>
+    </target>
+    <target name="-init-macrodef-junit">
+        <macrodef name="junit" uri="http://www.netbeans.org/ns/j2se-project/3">
+            <attribute default="${includes}" name="includes"/>
+            <attribute default="${excludes}" name="excludes"/>
+            <attribute default="**" name="testincludes"/>
+            <sequential>
+                <junit dir="${work.dir}" errorproperty="tests.failed" failureproperty="tests.failed" fork="true" showoutput="true">
+                    <batchtest todir="${build.test.results.dir}">
+                        <fileset dir="${test.src.dir}" excludes="@{excludes},${excludes}" includes="@{includes}">
+                            <filename name="@{testincludes}"/>
+                        </fileset>
+                    </batchtest>
+                    <classpath>
+                        <path path="${run.test.classpath}"/>
+                    </classpath>
+                    <syspropertyset>
+                        <propertyref prefix="test-sys-prop."/>
+                        <mapper from="test-sys-prop.*" to="*" type="glob"/>
+                    </syspropertyset>
+                    <formatter type="brief" usefile="false"/>
+                    <formatter type="xml"/>
+                    <jvmarg line="${run.jvmargs}"/>
+                </junit>
+            </sequential>
+        </macrodef>
+    </target>
+    <target name="-init-macrodef-nbjpda">
+        <macrodef name="nbjpdastart" uri="http://www.netbeans.org/ns/j2se-project/1">
+            <attribute default="${main.class}" name="name"/>
+            <attribute default="${debug.classpath}" name="classpath"/>
+            <attribute default="" name="stopclassname"/>
+            <sequential>
+                <nbjpdastart addressproperty="jpda.address" name="@{name}" stopclassname="@{stopclassname}" transport="dt_socket">
+                    <classpath>
+                        <path path="@{classpath}"/>
+                    </classpath>
+                </nbjpdastart>
+            </sequential>
+        </macrodef>
+        <macrodef name="nbjpdareload" uri="http://www.netbeans.org/ns/j2se-project/1">
+            <attribute default="${build.classes.dir}" name="dir"/>
+            <sequential>
+                <nbjpdareload>
+                    <fileset dir="@{dir}" includes="${fix.classes}">
+                        <include name="${fix.includes}*.class"/>
+                    </fileset>
+                </nbjpdareload>
+            </sequential>
+        </macrodef>
+    </target>
+    <target name="-init-debug-args">
+        <property name="version-output" value="java version &quot;${ant.java.version}"/>
+        <condition property="have-jdk-older-than-1.4">
+            <or>
+                <contains string="${version-output}" substring="java version &quot;1.0"/>
+                <contains string="${version-output}" substring="java version &quot;1.1"/>
+                <contains string="${version-output}" substring="java version &quot;1.2"/>
+                <contains string="${version-output}" substring="java version &quot;1.3"/>
+            </or>
+        </condition>
+        <condition else="-Xdebug" property="debug-args-line" value="-Xdebug -Xnoagent -Djava.compiler=none">
+            <istrue value="${have-jdk-older-than-1.4}"/>
+        </condition>
+    </target>
+    <target depends="-init-debug-args" name="-init-macrodef-debug">
+        <macrodef name="debug" uri="http://www.netbeans.org/ns/j2se-project/3">
+            <attribute default="${main.class}" name="classname"/>
+            <attribute default="${debug.classpath}" name="classpath"/>
+            <element name="customize" optional="true"/>
+            <sequential>
+                <java classname="@{classname}" dir="${work.dir}" fork="true">
+                    <jvmarg line="${debug-args-line}"/>
+                    <jvmarg value="-Xrunjdwp:transport=dt_socket,address=${jpda.address}"/>
+                    <jvmarg line="${run.jvmargs}"/>
+                    <classpath>
+                        <path path="@{classpath}"/>
+                    </classpath>
+                    <syspropertyset>
+                        <propertyref prefix="run-sys-prop."/>
+                        <mapper from="run-sys-prop.*" to="*" type="glob"/>
+                    </syspropertyset>
+                    <customize/>
+                </java>
+            </sequential>
+        </macrodef>
+    </target>
+    <target name="-init-macrodef-java">
+        <macrodef name="java" uri="http://www.netbeans.org/ns/j2se-project/1">
+            <attribute default="${main.class}" name="classname"/>
+            <element name="customize" optional="true"/>
+            <sequential>
+                <java classname="@{classname}" dir="${work.dir}" fork="true">
+                    <jvmarg line="${run.jvmargs}"/>
+                    <classpath>
+                        <path path="${run.classpath}"/>
+                    </classpath>
+                    <syspropertyset>
+                        <propertyref prefix="run-sys-prop."/>
+                        <mapper from="run-sys-prop.*" to="*" type="glob"/>
+                    </syspropertyset>
+                    <customize/>
+                </java>
+            </sequential>
+        </macrodef>
+    </target>
+    <target name="-init-presetdef-jar">
+        <presetdef name="jar" uri="http://www.netbeans.org/ns/j2se-project/1">
+            <jar compress="${jar.compress}" jarfile="${dist.jar}">
+                <j2seproject1:fileset dir="${build.classes.dir}"/>
+            </jar>
+        </presetdef>
+    </target>
+    <target depends="-pre-init,-init-private,-init-user,-init-project,-do-init,-post-init,-init-check,-init-macrodef-property,-init-macrodef-javac,-init-macrodef-junit,-init-macrodef-nbjpda,-init-macrodef-debug,-init-macrodef-java,-init-presetdef-jar" name="init"/>
+    <!--
+                ===================
+                COMPILATION SECTION
+                ===================
+            -->
+    <target depends="init" name="deps-jar" unless="no.deps"/>
+    <target depends="init,deps-jar" name="-pre-pre-compile">
+        <mkdir dir="${build.classes.dir}"/>
+    </target>
+    <target name="-pre-compile">
+        <!-- Empty placeholder for easier customization. -->
+        <!-- You can override this target in the ../build.xml file. -->
+    </target>
+    <target if="do.depend.true" name="-compile-depend">
+        <j2seproject3:depend/>
+    </target>
+    <target depends="init,deps-jar,-pre-pre-compile,-pre-compile,-compile-depend" if="have.sources" name="-do-compile">
+        <j2seproject3:javac/>
+        <copy todir="${build.classes.dir}">
+            <fileset dir="${src.dir}" excludes="${build.classes.excludes},${excludes}" includes="${includes}"/>
+        </copy>
+    </target>
+    <target name="-post-compile">
+        <!-- Empty placeholder for easier customization. -->
+        <!-- You can override this target in the ../build.xml file. -->
+    </target>
+    <target depends="init,deps-jar,-pre-pre-compile,-pre-compile,-do-compile,-post-compile" description="Compile project." name="compile"/>
+    <target name="-pre-compile-single">
+        <!-- Empty placeholder for easier customization. -->
+        <!-- You can override this target in the ../build.xml file. -->
+    </target>
+    <target depends="init,deps-jar,-pre-pre-compile" name="-do-compile-single">
+        <fail unless="javac.includes">Must select some files in the IDE or set javac.includes</fail>
+        <j2seproject3:force-recompile/>
+        <j2seproject3:javac excludes="" includes="${javac.includes}" sourcepath="${src.dir}"/>
+    </target>
+    <target name="-post-compile-single">
+        <!-- Empty placeholder for easier customization. -->
+        <!-- You can override this target in the ../build.xml file. -->
+    </target>
+    <target depends="init,deps-jar,-pre-pre-compile,-pre-compile-single,-do-compile-single,-post-compile-single" name="compile-single"/>
+    <!--
+                ====================
+                JAR BUILDING SECTION
+                ====================
+            -->
+    <target depends="init" name="-pre-pre-jar">
+        <dirname file="${dist.jar}" property="dist.jar.dir"/>
+        <mkdir dir="${dist.jar.dir}"/>
+    </target>
+    <target name="-pre-jar">
+        <!-- Empty placeholder for easier customization. -->
+        <!-- You can override this target in the ../build.xml file. -->
+    </target>
+    <target depends="init,compile,-pre-pre-jar,-pre-jar" name="-do-jar-without-manifest" unless="manifest.available">
+        <j2seproject1:jar/>
+    </target>
+    <target depends="init,compile,-pre-pre-jar,-pre-jar" if="manifest.available" name="-do-jar-with-manifest" unless="manifest.available+main.class">
+        <j2seproject1:jar manifest="${manifest.file}"/>
+    </target>
+    <target depends="init,compile,-pre-pre-jar,-pre-jar" if="manifest.available+main.class" name="-do-jar-with-mainclass" unless="manifest.available+main.class+mkdist.available">
+        <j2seproject1:jar manifest="${manifest.file}">
+            <j2seproject1:manifest>
+                <j2seproject1:attribute name="Main-Class" value="${main.class}"/>
+            </j2seproject1:manifest>
+        </j2seproject1:jar>
+        <echo>To run this application from the command line without Ant, try:</echo>
+        <property location="${build.classes.dir}" name="build.classes.dir.resolved"/>
+        <property location="${dist.jar}" name="dist.jar.resolved"/>
+        <pathconvert property="run.classpath.with.dist.jar">
+            <path path="${run.classpath}"/>
+            <map from="${build.classes.dir.resolved}" to="${dist.jar.resolved}"/>
+        </pathconvert>
+        <echo>java -cp "${run.classpath.with.dist.jar}" ${main.class}</echo>
+    </target>
+    <target depends="init,compile,-pre-pre-jar,-pre-jar" if="manifest.available+main.class+mkdist.available" name="-do-jar-with-libraries">
+        <property location="${build.classes.dir}" name="build.classes.dir.resolved"/>
+        <pathconvert property="run.classpath.without.build.classes.dir">
+            <path path="${run.classpath}"/>
+            <map from="${build.classes.dir.resolved}" to=""/>
+        </pathconvert>
+        <pathconvert pathsep=" " property="jar.classpath">
+            <path path="${run.classpath.without.build.classes.dir}"/>
+            <chainedmapper>
+                <flattenmapper/>
+                <globmapper from="*" to="lib/*"/>
+            </chainedmapper>
+        </pathconvert>
+        <taskdef classname="org.netbeans.modules.java.j2seproject.copylibstask.CopyLibs" classpath="${libs.CopyLibs.classpath}" name="copylibs"/>
+        <copylibs compress="${jar.compress}" jarfile="${dist.jar}" manifest="${manifest.file}" runtimeclasspath="${run.classpath.without.build.classes.dir}">
+            <fileset dir="${build.classes.dir}"/>
+            <manifest>
+                <attribute name="Main-Class" value="${main.class}"/>
+                <attribute name="Class-Path" value="${jar.classpath}"/>
+            </manifest>
+        </copylibs>
+        <echo>To run this application from the command line without Ant, try:</echo>
+        <property location="${dist.jar}" name="dist.jar.resolved"/>
+        <echo>java -jar "${dist.jar.resolved}"</echo>
+    </target>
+    <target name="-post-jar">
+        <!-- Empty placeholder for easier customization. -->
+        <!-- You can override this target in the ../build.xml file. -->
+    </target>
+    <target depends="init,compile,-pre-jar,-do-jar-with-manifest,-do-jar-without-manifest,-do-jar-with-mainclass,-do-jar-with-libraries,-post-jar,jnlp" description="Build JAR." name="jar"/>
+    <!--
+                =================
+                EXECUTION SECTION
+                =================
+            -->
+    <target depends="init,compile" description="Run a main class." name="run">
+        <j2seproject1:java>
+            <customize>
+                <arg line="${application.args}"/>
+            </customize>
+        </j2seproject1:java>
+    </target>
+    <target name="-do-not-recompile">
+        <property name="javac.includes.binary" value=""/>
+    </target>
+    <target depends="init,-do-not-recompile,compile-single" name="run-single">
+        <fail unless="run.class">Must select one file in the IDE or set run.class</fail>
+        <j2seproject1:java classname="${run.class}"/>
+    </target>
+    <!--
+                =================
+                DEBUGGING SECTION
+                =================
+            -->
+    <target depends="init" if="netbeans.home" name="-debug-start-debugger">
+        <j2seproject1:nbjpdastart name="${debug.class}"/>
+    </target>
+    <target depends="init,compile" name="-debug-start-debuggee">
+        <j2seproject3:debug>
+            <customize>
+                <arg line="${application.args}"/>
+            </customize>
+        </j2seproject3:debug>
+    </target>
+    <target depends="init,compile,-debug-start-debugger,-debug-start-debuggee" description="Debug project in IDE." if="netbeans.home" name="debug"/>
+    <target depends="init" if="netbeans.home" name="-debug-start-debugger-stepinto">
+        <j2seproject1:nbjpdastart stopclassname="${main.class}"/>
+    </target>
+    <target depends="init,compile,-debug-start-debugger-stepinto,-debug-start-debuggee" if="netbeans.home" name="debug-stepinto"/>
+    <target depends="init,compile-single" if="netbeans.home" name="-debug-start-debuggee-single">
+        <fail unless="debug.class">Must select one file in the IDE or set debug.class</fail>
+        <j2seproject3:debug classname="${debug.class}"/>
+    </target>
+    <target depends="init,-do-not-recompile,compile-single,-debug-start-debugger,-debug-start-debuggee-single" if="netbeans.home" name="debug-single"/>
+    <target depends="init" name="-pre-debug-fix">
+        <fail unless="fix.includes">Must set fix.includes</fail>
+        <property name="javac.includes" value="${fix.includes}.java"/>
+    </target>
+    <target depends="init,-pre-debug-fix,compile-single" if="netbeans.home" name="-do-debug-fix">
+        <j2seproject1:nbjpdareload/>
+    </target>
+    <target depends="init,-pre-debug-fix,-do-debug-fix" if="netbeans.home" name="debug-fix"/>
+    <!--
+                ===============
+                JAVADOC SECTION
+                ===============
+            -->
+    <target depends="init" name="-javadoc-build">
+        <mkdir dir="${dist.javadoc.dir}"/>
+        <javadoc additionalparam="${javadoc.additionalparam}" author="${javadoc.author}" charset="UTF-8" destdir="${dist.javadoc.dir}" docencoding="UTF-8" encoding="${javadoc.encoding.used}" failonerror="true" noindex="${javadoc.noindex}" nonavbar="${javadoc.nonavbar}" notree="${javadoc.notree}" private="${javadoc.private}" source="${javac.source}" splitindex="${javadoc.splitindex}" use="${javadoc.use}" useexternalfile="true" version="${javadoc.version}" windowtitle="${javadoc.windowtitle}">
+            <classpath>
+                <path path="${javac.classpath}"/>
+            </classpath>
+            <fileset dir="${src.dir}" excludes="${excludes}" includes="${includes}">
+                <filename name="**/*.java"/>
+            </fileset>
+        </javadoc>
+    </target>
+    <target depends="init,-javadoc-build" if="netbeans.home" name="-javadoc-browse" unless="no.javadoc.preview">
+        <nbbrowse file="${dist.javadoc.dir}/index.html"/>
+    </target>
+    <target depends="init,-javadoc-build,-javadoc-browse" description="Build Javadoc." name="javadoc"/>
+    <!--
+                =========================
+                JUNIT COMPILATION SECTION
+                =========================
+            -->
+    <target depends="init,compile" if="have.tests" name="-pre-pre-compile-test">
+        <mkdir dir="${build.test.classes.dir}"/>
+    </target>
+    <target name="-pre-compile-test">
+        <!-- Empty placeholder for easier customization. -->
+        <!-- You can override this target in the ../build.xml file. -->
+    </target>
+    <target if="do.depend.true" name="-compile-test-depend">
+        <j2seproject3:depend classpath="${javac.test.classpath}" destdir="${build.test.classes.dir}" srcdir="${test.src.dir}"/>
+    </target>
+    <target depends="init,compile,-pre-pre-compile-test,-pre-compile-test,-compile-test-depend" if="have.tests" name="-do-compile-test">
+        <j2seproject3:javac classpath="${javac.test.classpath}" debug="true" destdir="${build.test.classes.dir}" srcdir="${test.src.dir}"/>
+        <copy todir="${build.test.classes.dir}">
+            <fileset dir="${test.src.dir}" excludes="${build.classes.excludes},${excludes}" includes="${includes}"/>
+        </copy>
+    </target>
+    <target name="-post-compile-test">
+        <!-- Empty placeholder for easier customization. -->
+        <!-- You can override this target in the ../build.xml file. -->
+    </target>
+    <target depends="init,compile,-pre-pre-compile-test,-pre-compile-test,-do-compile-test,-post-compile-test" name="compile-test"/>
+    <target name="-pre-compile-test-single">
+        <!-- Empty placeholder for easier customization. -->
+        <!-- You can override this target in the ../build.xml file. -->
+    </target>
+    <target depends="init,compile,-pre-pre-compile-test,-pre-compile-test-single" if="have.tests" name="-do-compile-test-single">
+        <fail unless="javac.includes">Must select some files in the IDE or set javac.includes</fail>
+        <j2seproject3:force-recompile destdir="${build.test.classes.dir}"/>
+        <j2seproject3:javac classpath="${javac.test.classpath}" debug="true" destdir="${build.test.classes.dir}" excludes="" includes="${javac.includes}" sourcepath="${test.src.dir}" srcdir="${test.src.dir}"/>
+        <copy todir="${build.test.classes.dir}">
+            <fileset dir="${test.src.dir}" excludes="${build.classes.excludes},${excludes}" includes="${includes}"/>
+        </copy>
+    </target>
+    <target name="-post-compile-test-single">
+        <!-- Empty placeholder for easier customization. -->
+        <!-- You can override this target in the ../build.xml file. -->
+    </target>
+    <target depends="init,compile,-pre-pre-compile-test,-pre-compile-test-single,-do-compile-test-single,-post-compile-test-single" name="compile-test-single"/>
+    <!--
+                =======================
+                JUNIT EXECUTION SECTION
+                =======================
+            -->
+    <target depends="init" if="have.tests" name="-pre-test-run">
+        <mkdir dir="${build.test.results.dir}"/>
+    </target>
+    <target depends="init,compile-test,-pre-test-run" if="have.tests" name="-do-test-run">
+        <j2seproject3:junit testincludes="**/*Test.java"/>
+    </target>
+    <target depends="init,compile-test,-pre-test-run,-do-test-run" if="have.tests" name="-post-test-run">
+        <fail if="tests.failed">Some tests failed; see details above.</fail>
+    </target>
+    <target depends="init" if="have.tests" name="test-report"/>
+    <target depends="init" if="netbeans.home+have.tests" name="-test-browse"/>
+    <target depends="init,compile-test,-pre-test-run,-do-test-run,test-report,-post-test-run,-test-browse" description="Run unit tests." name="test"/>
+    <target depends="init" if="have.tests" name="-pre-test-run-single">
+        <mkdir dir="${build.test.results.dir}"/>
+    </target>
+    <target depends="init,compile-test-single,-pre-test-run-single" if="have.tests" name="-do-test-run-single">
+        <fail unless="test.includes">Must select some files in the IDE or set test.includes</fail>
+        <j2seproject3:junit excludes="" includes="${test.includes}"/>
+    </target>
+    <target depends="init,compile-test-single,-pre-test-run-single,-do-test-run-single" if="have.tests" name="-post-test-run-single">
+        <fail if="tests.failed">Some tests failed; see details above.</fail>
+    </target>
+    <target depends="init,-do-not-recompile,compile-test-single,-pre-test-run-single,-do-test-run-single,-post-test-run-single" description="Run single unit test." name="test-single"/>
+    <!--
+                =======================
+                JUNIT DEBUGGING SECTION
+                =======================
+            -->
+    <target depends="init,compile-test" if="have.tests" name="-debug-start-debuggee-test">
+        <fail unless="test.class">Must select one file in the IDE or set test.class</fail>
+        <property location="${build.test.results.dir}/TEST-${test.class}.xml" name="test.report.file"/>
+        <delete file="${test.report.file}"/>
+        <mkdir dir="${build.test.results.dir}"/>
+        <j2seproject3:debug classname="org.apache.tools.ant.taskdefs.optional.junit.JUnitTestRunner" classpath="${ant.home}/lib/ant.jar:${ant.home}/lib/ant-junit.jar:${debug.test.classpath}">
+            <customize>
+                <syspropertyset>
+                    <propertyref prefix="test-sys-prop."/>
+                    <mapper from="test-sys-prop.*" to="*" type="glob"/>
+                </syspropertyset>
+                <arg value="${test.class}"/>
+                <arg value="showoutput=true"/>
+                <arg value="formatter=org.apache.tools.ant.taskdefs.optional.junit.BriefJUnitResultFormatter"/>
+                <arg value="formatter=org.apache.tools.ant.taskdefs.optional.junit.XMLJUnitResultFormatter,${test.report.file}"/>
+            </customize>
+        </j2seproject3:debug>
+    </target>
+    <target depends="init,compile-test" if="netbeans.home+have.tests" name="-debug-start-debugger-test">
+        <j2seproject1:nbjpdastart classpath="${debug.test.classpath}" name="${test.class}"/>
+    </target>
+    <target depends="init,-do-not-recompile,compile-test-single,-debug-start-debugger-test,-debug-start-debuggee-test" name="debug-test"/>
+    <target depends="init,-pre-debug-fix,compile-test-single" if="netbeans.home" name="-do-debug-fix-test">
+        <j2seproject1:nbjpdareload dir="${build.test.classes.dir}"/>
+    </target>
+    <target depends="init,-pre-debug-fix,-do-debug-fix-test" if="netbeans.home" name="debug-fix-test"/>
+    <!--
+                =========================
+                APPLET EXECUTION SECTION
+                =========================
+            -->
+    <target depends="init,compile-single" name="run-applet">
+        <fail unless="applet.url">Must select one file in the IDE or set applet.url</fail>
+        <j2seproject1:java classname="sun.applet.AppletViewer">
+            <customize>
+                <arg value="${applet.url}"/>
+            </customize>
+        </j2seproject1:java>
+    </target>
+    <!--
+                =========================
+                APPLET DEBUGGING  SECTION
+                =========================
+            -->
+    <target depends="init,compile-single" if="netbeans.home" name="-debug-start-debuggee-applet">
+        <fail unless="applet.url">Must select one file in the IDE or set applet.url</fail>
+        <j2seproject3:debug classname="sun.applet.AppletViewer">
+            <customize>
+                <arg value="${applet.url}"/>
+            </customize>
+        </j2seproject3:debug>
+    </target>
+    <target depends="init,compile-single,-debug-start-debugger,-debug-start-debuggee-applet" if="netbeans.home" name="debug-applet"/>
+    <!--
+                ===============
+                CLEANUP SECTION
+                ===============
+            -->
+    <target depends="init" name="deps-clean" unless="no.deps"/>
+    <target depends="init" name="-do-clean">
+        <delete dir="${build.dir}"/>
+        <delete dir="${dist.dir}"/>
+    </target>
+    <target name="-post-clean">
+        <!-- Empty placeholder for easier customization. -->
+        <!-- You can override this target in the ../build.xml file. -->
+    </target>
+    <target depends="init,deps-clean,-do-clean,-post-clean" description="Clean build products." name="clean"/>
+</project>
diff --git a/misc/tools/ImgToMap/nbproject/configs/JWS_generated.properties b/misc/tools/ImgToMap/nbproject/configs/JWS_generated.properties
new file mode 100644 (file)
index 0000000..3d81d62
--- /dev/null
@@ -0,0 +1,4 @@
+#Thu May 22 18:35:34 CEST 2008
+$label=Web Start
+$target.debug=jws-debug
+$target.run=jws-run
diff --git a/misc/tools/ImgToMap/nbproject/genfiles.properties b/misc/tools/ImgToMap/nbproject/genfiles.properties
new file mode 100644 (file)
index 0000000..17f851b
--- /dev/null
@@ -0,0 +1,8 @@
+build.xml.data.CRC32=a4571390
+build.xml.script.CRC32=a4849b96
+build.xml.stylesheet.CRC32=be360661
+# This file is used by a NetBeans-based IDE to track changes in generated files such as build-impl.xml.
+# Do not edit this file. You may delete it but then the IDE will never regenerate such files for you.
+nbproject/build-impl.xml.data.CRC32=a4571390
+nbproject/build-impl.xml.script.CRC32=00daec73
+nbproject/build-impl.xml.stylesheet.CRC32=487672f9
diff --git a/misc/tools/ImgToMap/nbproject/jnlp-impl.xml b/misc/tools/ImgToMap/nbproject/jnlp-impl.xml
new file mode 100644 (file)
index 0000000..1bdfcc2
--- /dev/null
@@ -0,0 +1,461 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<!--
+DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS HEADER.
+
+Copyright 1997-2007 Sun Microsystems, Inc. All rights reserved.
+
+
+The contents of this file are subject to the terms of either the GNU
+General Public License Version 2 only ("GPL") or the Common
+Development and Distribution License("CDDL") (collectively, the
+"License"). You may not use this file except in compliance with the
+License. You can obtain a copy of the License at
+http://www.netbeans.org/cddl-gplv2.html
+or nbbuild/licenses/CDDL-GPL-2-CP. See the License for the
+specific language governing permissions and limitations under the
+License.  When distributing the software, include this License Header
+Notice in each file and include the License file at
+nbbuild/licenses/CDDL-GPL-2-CP.  Sun designates this
+particular file as subject to the "Classpath" exception as provided
+by Sun in the GPL Version 2 section of the License file that
+accompanied this code. If applicable, add the following below the
+License Header, with the fields enclosed by brackets [] replaced by
+your own identifying information:
+"Portions Copyrighted [year] [name of copyright owner]"
+
+Contributor(s):
+
+The Original Software is NetBeans. The Initial Developer of the Original
+Software is Sun Microsystems, Inc. Portions Copyright 1997-2006 Sun
+Microsystems, Inc. All Rights Reserved.
+
+If you wish your version of this file to be governed by only the CDDL
+or only the GPL Version 2, indicate your decision by adding
+"[Contributor] elects to include this software in this distribution
+under the [CDDL or GPL Version 2] license." If you do not indicate a
+single choice of license, a recipient has the option to distribute
+your version of this file under either the CDDL, the GPL Version 2 or
+to extend the choice of license to its licensees as provided above.
+However, if you add GPL Version 2 code and therefore, elected the GPL
+Version 2 license, then the option applies only if the new code is
+made subject to such option by the copyright holder.
+-->
+
+<project name="jnlp-impl" default="default" basedir="..">
+
+    <property name="master.jnlp.file" location="master.jnlp"/>
+    <property name="launch.jnlp.file" value="launch.jnlp"/>
+    <property name="jnlp.dest.dir" location="dist"/>
+    
+    <!-- helper file to create list of arguments, etc. -->
+    <property name="helper.file" location="helper.txt"/>
+    
+    <target name="default">
+        <echo message="Default target is not set."/>
+    </target>
+    
+    <!-- Main target -->
+    
+    <target name="jnlp" depends="-init-check,-test-jnlp-enabled" if="is.jnlp.enabled">
+        <delete file="dist/lib/javaws.jar" failonerror="false"/>
+        <antcall target="generate-jnlp"/>
+    </target>
+    
+    <!-- Generate master -->
+    
+    <target name="-check-for-master.jnlp">
+        <available file="${master.jnlp.file}" property="master.jnlp.exists"/>
+    </target>
+    <target name="jnlp-init-generate-master" depends="-check-for-master.jnlp" unless="master.jnlp.exists">
+        <echo file="${master.jnlp.file}" encoding="UTF-8"><![CDATA[<?xml version="1.0" encoding="UTF-8"?>
+<jnlp spec="1.0+" codebase="$${jnlp.codebase}" href="launch.jnlp">
+    <information>
+        <title>$${APPLICATION.TITLE}</title>
+        <vendor>$${APPLICATION.VENDOR}</vendor>
+        <homepage href="$${APPLICATION.HOMEPAGE}"/>
+        <description>$${APPLICATION.DESC}</description>
+        <description kind="short">$${APPLICATION.DESC.SHORT}</description>
+<!--$${JNLP.ICONS}-->
+<!--$${JNLP.OFFLINE.ALLOWED}-->
+    </information>
+<!--$${JNLP.SECURITY}-->
+    <resources>
+<!--$${JNLP.RESOURCES.RUNTIME}-->
+<!--$${JNLP.RESOURCES.MAIN.JAR}-->
+<!--$${JNLP.RESOURCES.JARS}-->
+    </resources>
+    <application-desc main-class="$${jnlp.main.class}">
+<!--$${JNLP.APPLICATION.ARGS}-->
+    </application-desc>
+</jnlp>
+]]></echo>
+    </target>
+    
+    <!-- Initial check -->
+    
+    <target name="-init-check">
+        <fail unless="application.title" message="Must set application title."/>
+        <fail unless="application.vendor" message="Must set application vendor."/>
+    </target>
+    
+    <!-- Icons -->
+    
+    <target name="-init-icons" depends="-preinit-icons,-set-icon-elem,-set-splash-elem">
+        <property name="jnlp.icon.elem" value=""/>
+        <property name="application.splash.elem" value=""/>
+        <property name="icon.separator" value=""/>
+        <property name="jnlp.icons.value" value="${jnlp.icon.elem}${icon.separator}${application.splash.elem}"/>
+    </target>
+    <target name="-preinit-icons" depends="-copy-app-icon,-copy-app-splash"/>
+    <target name="-copy-app-icon" if="jnlp.icon" depends="-get-app-icon-name">
+        <copy file="${jnlp.icon}" todir="${jnlp.dest.dir}" failonerror="false"/>
+        <available file="${jnlp.dest.dir}${file.separator}${jnlp.icon.name}" property="jnlp.icon.copied"/>
+    </target>
+    <target name="-copy-app-splash" if="application.splash" depends="-get-app-splash-name">
+        <copy file="${application.splash}" todir="${jnlp.dest.dir}" failonerror="false"/>
+        <available file="${jnlp.dest.dir}${file.separator}${application.splash.name}" property="application.splash.copied"/>
+    </target>
+    <target name="-get-app-icon-name" if="jnlp.icon">
+        <dirname file="${jnlp.icon}" property="jnlp.icon.basedir"/>
+        <pathconvert property="jnlp.icon.name" setonempty="false">
+            <path location="${jnlp.icon}"/>
+            <map from="${jnlp.icon.basedir}${file.separator}" to=""/>
+        </pathconvert>
+    </target>
+    <target name="-get-app-splash-name" if="application.splash">
+        <dirname file="${application.splash}" property="application.splash.basedir"/>
+        <pathconvert property="application.splash.name" setonempty="false">
+            <path location="${application.splash}"/>
+            <map from="${application.splash.basedir}${file.separator}" to=""/>
+        </pathconvert>
+    </target>
+    <target name="-set-icon-elem" if="jnlp.icon.copied">
+        <property name="jnlp.icon.elem" value='        &lt;icon href="${jnlp.icon.name}" kind="default"/&gt;'/>
+    </target>
+    <target name="-set-splash-elem" if="application.splash.copied" depends="-set-icon-elem">
+        <property name="application.splash.elem" value='        &lt;icon href="${application.splash.name}" kind="splash"/&gt;'/>
+        <condition property="icon.separator" value="${line.separator}">
+            <isset property="jnlp.icon.elem"/>
+        </condition>
+    </target>
+    
+    <!-- Offline-Allowed -->
+    
+    <target name="-init-offline" if="offline.allowed.set" depends="-preinit-offline">
+        <property name="jnlp.offline.allowed.value" value="        &lt;offline-allowed/&gt;"/>
+    </target>
+    <target name="-preinit-offline">
+        <condition property="offline.allowed.set">
+            <equals arg1="${jnlp.offline-allowed}" arg2="true" trim="true"/>
+        </condition>
+    </target>
+    
+    <!-- Descriptions -->
+    
+    <target name="-init-descriptions" depends="-descriptions-props-check,-init-desc-value,-init-desc-value-short">
+        <property name="application.desc.value" value="${application.title}"/>
+        <property name="application.desc.short.value" value="${application.title}"/>
+    </target>
+    <target name="-descriptions-props-check">
+        <condition property="application.desc.set">
+            <and>
+                <isset property="application.desc"/>
+                <not>
+                    <equals arg1="${application.desc}" arg2="" trim="true"/>
+                </not>
+            </and>
+        </condition>
+        <condition property="application.desc.short.set">
+            <and>
+                <isset property="application.desc.short"/>
+                <not>
+                    <equals arg1="${application.desc.short}" arg2="" trim="true"/>
+                </not>
+            </and>
+        </condition>
+    </target>
+    <target name="-init-desc-value" if="application.desc.set">
+        <property name="application.desc.value" value="${application.desc}"/>
+    </target>
+    <target name="-init-desc-value-short" if="application.desc.short.set">
+        <property name="application.desc.short.value" value="${application.desc.short}"/>
+    </target>
+    
+    <!-- Security -->
+    
+    <target name="-init-security" depends="-check-signing-possible" if="jnlp.signed.true+signjarstask.available">
+        <property name="jnlp.security" value="    &lt;security&gt;${line.separator}        &lt;all-permissions/&gt;${line.separator}    &lt;/security&gt;"/>
+    </target>
+    <target name="-security-props-check">
+        <condition property="jnlp.signed.true">
+            <istrue value="${jnlp.signed}"/>
+        </condition>
+    </target>
+    <target name="-jnlp-init-keystore" depends="-jnlp-init-keystore-props,-check-keystore-exists" unless="jnlp.signjar.keystore.exists">
+        <echo message="${application.vendor}" file="${helper.file}"/>
+        <loadfile property="application.vendor.filtered" srcfile="${helper.file}">
+            <filterchain>
+                <deletecharacters chars=","/>
+            </filterchain>
+        </loadfile>
+        <delete file="${helper.file}"/>
+        <property name="jnlp.signjar.vendor" value="CN=${application.vendor.filtered}"/>
+        <echo message="Going to create default keystore in ${jnlp.signjar.keystore}"/>
+        <genkey dname="${jnlp.signjar.vendor}" alias="${jnlp.signjar.alias}" keystore="${jnlp.signjar.keystore}"
+            storepass="${jnlp.signjar.storepass}" keypass="${jnlp.signjar.keypass}"/>
+    </target>
+    <target name="-check-keystore-exists">
+        <available property="jnlp.signjar.keystore.exists" file="${jnlp.signjar.keystore}"/>
+    </target>
+    <target name="-jnlp-init-keystore-props">
+        <property name="jnlp.signjar.keystore" value="${basedir}/build/nb-jws.ks"/>
+        <property name="jnlp.signjar.storepass" value="storepass"/>
+        <property name="jnlp.signjar.keypass" value="keypass"/>
+        <property name="jnlp.signjar.alias" value="nb-jws"/>
+    </target>    
+    
+    <!-- Generating JNLP file -->
+    
+    <target name="generate-jnlp" depends="jnlp-init-generate-master,-init-codebase,-init-resources-runtime,-init-security,-init-resources-jars,-init-application-args,-init-icons,-init-offline,-init-descriptions,jnlp-init-notinited">
+        <copy file="${master.jnlp.file}" tofile="${jnlp.dest.dir}/${launch.jnlp.file}__" overwrite="true" encoding="UTF-8">
+            <filterchain>
+                <replacestring from="$${jnlp.codebase}" to="${jnlp.codebase.value}"/>
+                <replacestring from="&lt;!--$${JNLP.ICONS}--&gt;" to="${jnlp.icons.value}"/>
+                <replacestring from="&lt;!--$${JNLP.SECURITY}--&gt;" to="${jnlp.security}"/>
+                <replacestring from="&lt;!--$${JNLP.OFFLINE.ALLOWED}--&gt;" to="${jnlp.offline.allowed.value}"/>
+                <replacestring from="&lt;!--$${JNLP.RESOURCES.RUNTIME}--&gt;" to="${jnlp.resources.runtime.value}"/>
+                <replacestring from="&lt;!--$${JNLP.RESOURCES.MAIN.JAR}--&gt;" to="${jnlp.resources.main.jar.value}"/>
+                <replacestring from="&lt;!--$${JNLP.RESOURCES.JARS}--&gt;" to="${jnlp.resources.jars.value}"/>
+                <replacestring from="&lt;!--$${JNLP.APPLICATION.ARGS}--&gt;" to="${jnlp.application.args.value}"/>
+                <replacestring from="$${APPLICATION.TITLE}" to="${application.title}"/>
+                <replacestring from="$${APPLICATION.VENDOR}" to="${application.vendor}"/>
+                <replacestring from="$${APPLICATION.DESC}" to="${application.desc.value}"/>
+                <replacestring from="$${APPLICATION.DESC.SHORT}" to="${application.desc.short.value}"/>
+                <replacestring from="$${APPLICATION.HOMEPAGE}" to="${application.homepage}"/>
+                <replacestring from="$${jnlp.main.class}" to="${main.class}"/>
+            </filterchain>
+        </copy>
+        <antcall target="-strip-empty-lines"/>
+        <antcall target="-generate-html-page"/>
+    </target>
+    <target name="jnlp-init-notinited">
+        <property name="jnlp.security" value=""/>
+        <property name="jnlp.offline.allowed.value" value=""/>
+        <property name="application.homepage" value=""/>
+        <property name="jnlp.application.args.value" value=""/>
+    </target>
+    <target name="-strip-empty-lines">
+        <move file="${jnlp.dest.dir}/${launch.jnlp.file}__" tofile="${jnlp.dest.dir}/${launch.jnlp.file}" overwrite="true" encoding="UTF-8">
+            <filterchain>
+                <linecontainsregexp>
+                    <regexp pattern=".+"/>
+                </linecontainsregexp>
+            </filterchain>
+        </move>
+    </target>
+    
+    <!-- Codebase processing -->
+    
+    <target name="-init-codebase" depends="-codebase-props-check,-init-non-user-codebase,-init-user-codebase"/>
+    <target name="-codebase-props-check">
+        <condition property="local.codebase">
+            <or>
+                <not>
+                    <isset property="jnlp.codebase.type"/>
+                </not>
+                <equals arg1="${jnlp.codebase.type}" arg2="local" trim="true"/>
+            </or>
+        </condition>
+        <condition property="non.user.codebase">
+            <or>
+                <not>
+                    <isset property="jnlp.codebase.type"/>
+                </not>
+                <equals arg1="${jnlp.codebase.type}" arg2="local" trim="true"/>
+                <equals arg1="${jnlp.codebase.type}" arg2="web" trim="true"/>
+            </or>
+        </condition>
+        <condition property="user.codebase">
+            <equals arg1="${jnlp.codebase.type}" arg2="user" trim="true"/>
+        </condition>
+    </target>
+    <target name="-init-non-user-codebase" if="non.user.codebase">
+        <property name="jnlp.codebase.value" value="${jnlp.codebase.url}"/>
+    </target>
+    <target name="-init-user-codebase" if="user.codebase">
+        <property name="jnlp.codebase.value" value="${jnlp.codebase.user}"/>
+    </target>
+    
+    <!-- j2se resources -->
+    
+    <target name="-init-resources-runtime" depends="-init-runtime-props">
+        <property name="run.jvmargs.value" value=""/>
+        <property name="initial-heap-size.value" value=""/>
+        <property name="max-heap-size.value" value=""/>
+        <property name="jnlp.resources.runtime.value" 
+            value='        &lt;j2se version="${javac.target}+"${initial-heap-size.value}${max-heap-size.value}${run.jvmargs.value}/&gt;'/>
+    </target>
+    <target name="-init-runtime-props" depends="-runtime-props-check,-init-run-jvmargs-value,-init-initial-heap-size-value,-init-max-heap-size-value"/>
+    <target name="-runtime-props-check">
+        <condition property="run.jvmargs.set">
+            <and>
+                <isset property="run.jvmargs"/>
+                <not>
+                    <equals arg1="${run.jvmargs}" arg2="" trim="true"/>
+                </not>
+            </and>
+        </condition>
+        <condition property="jnlp.initial-heap-size.set">
+            <and>
+                <isset property="jnlp.initial-heap-size"/>
+                <not>
+                    <equals arg1="${jnlp.initial-heap-size}" arg2="" trim="true"/>
+                </not>
+            </and>
+        </condition>
+        <condition property="jnlp.max-heap-size.set">
+            <and>
+                <isset property="jnlp.max-heap-size"/>
+                <not>
+                    <equals arg1="${jnlp.max-heap-size}" arg2="" trim="true"/>
+                </not>
+            </and>
+        </condition>
+    </target>
+    <target name="-init-run-jvmargs-value" if="run.jvmargs.set">
+        <property name="run.jvmargs.value" value=' java-vm-args="${run.jvmargs}"'/>
+    </target>
+    <target name="-init-initial-heap-size-value" if="jnlp.initial-heap-size.set">
+        <property name="initial-heap-size.value" value=' initial-heap-size="${jnlp.initial-heap-size}"'/>
+    </target>
+    <target name="-init-max-heap-size-value" if="jnlp.max-heap-size.set">
+        <property name="max-heap-size.value" value=' max-heap-size="${jnlp.max-heap-size}"'/>
+    </target>
+    
+    <!-- JAR resources -->
+    
+    <target name="-init-resources-jars" depends="-preinit-resources-unsigned-jars,-preinit-resources-signed-jars,-preinit-resources-main-jar"/>
+    <target name="-preinit-resources-unsigned-jars" depends="-exclude-javaws-from-cp,-check-signing-possible" unless="jnlp.signed.true+signjarstask.available">
+        <pathconvert pathsep="${line.separator}" property="jnlp.resources.jars.value">
+            <path path="${run.classpath.without.javaws.jar}"/>
+            <mapper type="regexp" from="^.*[/\\]([^/\\]+\.jar)"
+                to='        &lt;jar href="lib/\1" download="eager"/&gt;'/>
+        </pathconvert>
+    </target>
+    <target name="-preinit-resources-main-jar">
+        <pathconvert pathsep="${line.separator}" property="jnlp.resources.main.jar.value">
+            <path location="${dist.jar}"/>
+            <mapper type="regexp" from="^.*[/\\]([^/\\]+\.jar)"
+                to='        &lt;jar href="\1" main="true" download="eager"/&gt;'/>
+        </pathconvert>
+    </target>
+    <target name="-exclude-javaws-from-cp">
+        <pathconvert property="path.element.to.be.removed">
+            <path path="${run.classpath}"/>
+            <mapper type="regexp" from="(^.*[/\\]javaws.jar)" to="\1"/>
+        </pathconvert>
+        <pathconvert property="run.classpath.without.javaws.jar">
+            <path path="${run.classpath}"/>
+            <map from="${path.element.to.be.removed}" to=""/>
+        </pathconvert>
+    </target>
+    <target name="-check-task-available">
+        <condition property="signjarstask.available">
+            <isset property="netbeans.home"/>
+        </condition>
+    </target>
+    <target name="-check-signing-possible" depends="-security-props-check,-check-task-available">
+        <condition property="jnlp.signed.true+signjarstask.available">
+            <and>
+                <isset property="jnlp.signed.true"/>
+                <isset property="signjarstask.available"/>
+            </and>
+        </condition>
+    </target>
+    <target name="-unavailable-task-warning" depends="-check-task-available" unless="signjarstask.available">
+        <echo message="Signtask is not available, jar files will not be signed. Task is available only when running inside NetBeans IDE."/>
+        <echo message="You can fix the problem by adding following jar file to Ant classpath: [NetBeans install dir]/java2/ant/nblib/org-netbeans-modules-javawebstart-signtask.jar"/>
+    </target>
+    <target name="-preinit-resources-signed-jars" depends="-unavailable-task-warning,-sign-jars" if="jnlp.signed.true+signjarstask.available">
+        <property name="jnlp.resources.jars.value" value="${jnlp.signed.jars}${jnlp.components}"/>
+    </target>
+    <target name="-sign-jars" depends="-jnlp-init-keystore,-check-signing-possible" if="jnlp.signed.true+signjarstask.available">
+        <jnlpsignjars keystore="${jnlp.signjar.keystore}" storepass="${jnlp.signjar.storepass}" 
+                keypass="${jnlp.signjar.keypass}" alias="${jnlp.signjar.alias}" mainjar="${dist.jar}" destdir="dist"
+                codebase="${jnlp.codebase.value}" signedjarsprop="jnlp.signed.jars"
+                componentsprop="jnlp.components">
+            <fileset dir="dist/lib">
+                <include name="*.jar"/>
+            </fileset>
+        </jnlpsignjars>
+    </target>
+    
+    <!-- Application arguments -->
+    
+    <target name="-init-application-args" if="application.args">
+        <echo message="${application.args}" file="${helper.file}"/>
+        <loadfile srcfile="${helper.file}" property="jnlp.application.args.value">
+            <filterchain>
+                <tokenfilter delimoutput="\n">
+                    <stringtokenizer/>
+                    <replaceregex pattern="(.+)" replace="        &lt;argument&gt;\1&lt;/argument&gt;"/>
+                </tokenfilter>
+            </filterchain>
+        </loadfile>
+        <delete file="${helper.file}"/>
+    </target>
+    
+    <!-- Running/Debugging -->
+    
+    <target name="jws-run" depends="jar,-verify-jnlp-enabled,-verify-codebase" description="Start javaws execution">
+        <exec executable="${java.home}/bin/javaws">
+            <arg file="${jnlp.dest.dir}/${launch.jnlp.file}"/>
+        </exec>
+    </target>
+    <target name="jws-debug" if="netbeans.home" depends="jar,-verify-jnlp-enabled,-verify-codebase,-debug-start-debugger,-debug-javaws-debuggee" 
+        description="Debug javaws project in IDE"/>
+    <target name="-debug-javaws-debuggee">
+        <exec executable="${java.home}/bin/javaws">
+            <env key="JAVAWS_VM_ARGS" value="-Xdebug -Xnoagent -Djava.compiler=none -Xrunjdwp:transport=dt_socket,address=${jpda.address}"/>
+            <arg file="${jnlp.dest.dir}/${launch.jnlp.file}"/>
+        </exec>
+    </target>
+    <target name="-verify-codebase" depends="-codebase-props-check" unless="local.codebase">
+        <fail message="Project cannot be run with non-local codebase. Open project properties dialog and set Web Start Codebase to Local Execution."/>
+    </target>
+    <target name="-verify-jnlp-enabled" depends="-test-jnlp-enabled" unless="is.jnlp.enabled">
+        <fail message="Project cannot be run with selected Run Configuration when Java Web Start is disabled."/>
+    </target>
+    
+    <!-- Test JNLP enabled-->
+    
+    <target name="-test-jnlp-enabled">
+        <condition property="is.jnlp.enabled">
+            <equals arg1="${jnlp.enabled}" arg2="true" casesensitive="false" trim="true"/>
+        </condition>
+    </target>
+    
+    <!-- Generate simple HTML test page -->
+    
+    <target name="-generate-html-page">
+        <echo file="${jnlp.dest.dir}/launch.html"><![CDATA[<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
+<html>
+    <head>
+        <title>Test page for launching the application via JNLP</title>
+    </head>
+    <body>
+        <h3>Test page for launching the application via JNLP</h3>
+        <a href="launch.jnlp">Launch the application</a>
+        <!-- or use following script element to launch via Deployment Toolkit
+        <script src="http://java.com/js/deployJava.js"></script>
+        <script>
+            var url="http://[fill in your URL]/launch.jnlp";
+            deployJava.createWebStartLaunchButton(url, "1.6");
+        </script>
+        -->
+    </body>
+</html>
+]]></echo>
+    </target>
+    
+</project>
diff --git a/misc/tools/ImgToMap/nbproject/project.properties b/misc/tools/ImgToMap/nbproject/project.properties
new file mode 100644 (file)
index 0000000..e53eb34
--- /dev/null
@@ -0,0 +1,67 @@
+application.title=ImgToMap
+application.vendor=merten
+build.classes.dir=${build.dir}/classes
+build.classes.excludes=**/*.java,**/*.form
+# This directory is removed when the project is cleaned:
+build.dir=build
+build.generated.dir=${build.dir}/generated
+# Only compile against the classpath explicitly listed here:
+build.sysclasspath=ignore
+build.test.classes.dir=${build.dir}/test/classes
+build.test.results.dir=${build.dir}/test/results
+debug.classpath=\
+    ${run.classpath}
+debug.test.classpath=\
+    ${run.test.classpath}
+# This directory is removed when the project is cleaned:
+dist.dir=dist
+dist.jar=${dist.dir}/ImgToMap.jar
+dist.javadoc.dir=${dist.dir}/javadoc
+excludes=
+includes=**
+jar.compress=true
+javac.classpath=\
+    ${libs.swing-layout.classpath}
+# Space-separated list of extra javac options
+javac.compilerargs=
+javac.deprecation=false
+javac.source=1.5
+javac.target=1.5
+javac.test.classpath=\
+    ${javac.classpath}:\
+    ${build.classes.dir}:\
+    ${libs.junit.classpath}:\
+    ${libs.junit_4.classpath}
+javadoc.additionalparam=
+javadoc.author=false
+javadoc.encoding=${source.encoding}
+javadoc.noindex=false
+javadoc.nonavbar=false
+javadoc.notree=false
+javadoc.private=false
+javadoc.splitindex=true
+javadoc.use=true
+javadoc.version=false
+javadoc.windowtitle=
+jnlp.codebase.type=local
+jnlp.codebase.url=file:/mnt/data/nexuizsvn/nexuiz/trunk/tools/ImgToMap/dist/
+jnlp.enabled=false
+jnlp.offline-allowed=false
+jnlp.signed=false
+main.class=imgtomap.Main
+manifest.file=manifest.mf
+meta.inf.dir=${src.dir}/META-INF
+platform.active=default_platform
+run.classpath=\
+    ${javac.classpath}:\
+    ${build.classes.dir}
+# Space-separated list of JVM arguments used when running the project
+# (you may also define separate properties like run-sys-prop.name=value instead of -Dname=value
+# or test-sys-prop.name=value to set system properties for unit tests):
+run.jvmargs=
+run.test.classpath=\
+    ${javac.test.classpath}:\
+    ${build.test.classes.dir}
+source.encoding=UTF-8
+src.dir=src
+test.src.dir=test
diff --git a/misc/tools/ImgToMap/nbproject/project.xml b/misc/tools/ImgToMap/nbproject/project.xml
new file mode 100644 (file)
index 0000000..4ed29ea
--- /dev/null
@@ -0,0 +1,16 @@
+<?xml version="1.0" encoding="UTF-8"?>
+<project xmlns="http://www.netbeans.org/ns/project/1">
+    <type>org.netbeans.modules.java.j2seproject</type>
+    <configuration>
+        <data xmlns="http://www.netbeans.org/ns/j2se-project/3">
+            <name>ImgToMap</name>
+            <minimum-ant-version>1.6.5</minimum-ant-version>
+            <source-roots>
+                <root id="src.dir"/>
+            </source-roots>
+            <test-roots>
+                <root id="test.src.dir"/>
+            </test-roots>
+        </data>
+    </configuration>
+</project>
diff --git a/misc/tools/ImgToMap/src/imgtomap/JFrameMain.form b/misc/tools/ImgToMap/src/imgtomap/JFrameMain.form
new file mode 100644 (file)
index 0000000..e679289
--- /dev/null
@@ -0,0 +1,367 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+
+<Form version="1.5" maxVersion="1.6" type="org.netbeans.modules.form.forminfo.JFrameFormInfo">
+  <Properties>
+    <Property name="defaultCloseOperation" type="int" value="3"/>
+    <Property name="title" type="java.lang.String" value="ImgToMap"/>
+  </Properties>
+  <SyntheticProperties>
+    <SyntheticProperty name="formSizePolicy" type="int" value="1"/>
+  </SyntheticProperties>
+  <AuxValues>
+    <AuxValue name="FormSettings_autoResourcing" type="java.lang.Integer" value="0"/>
+    <AuxValue name="FormSettings_autoSetComponentName" type="java.lang.Boolean" value="false"/>
+    <AuxValue name="FormSettings_generateMnemonicsCode" type="java.lang.Boolean" value="false"/>
+    <AuxValue name="FormSettings_i18nAutoMode" type="java.lang.Boolean" value="false"/>
+    <AuxValue name="FormSettings_layoutCodeTarget" type="java.lang.Integer" value="2"/>
+    <AuxValue name="FormSettings_listenerGenerationStyle" type="java.lang.Integer" value="0"/>
+    <AuxValue name="FormSettings_variablesLocal" type="java.lang.Boolean" value="false"/>
+    <AuxValue name="FormSettings_variablesModifier" type="java.lang.Integer" value="2"/>
+  </AuxValues>
+
+  <Layout>
+    <DimensionLayout dim="0">
+      <Group type="103" groupAlignment="0" attributes="0">
+          <Group type="102" attributes="0">
+              <EmptySpace max="-2" attributes="0"/>
+              <Group type="103" groupAlignment="0" attributes="0">
+                  <Component id="jPanel1" alignment="0" max="32767" attributes="0"/>
+                  <Component id="jPanel2" alignment="0" max="32767" attributes="0"/>
+                  <Component id="jPanelSky" alignment="0" max="32767" attributes="0"/>
+                  <Component id="jButtonOK" alignment="0" min="-2" max="-2" attributes="0"/>
+              </Group>
+              <EmptySpace max="-2" attributes="0"/>
+          </Group>
+      </Group>
+    </DimensionLayout>
+    <DimensionLayout dim="1">
+      <Group type="103" groupAlignment="0" attributes="0">
+          <Group type="102" alignment="0" attributes="0">
+              <EmptySpace max="-2" attributes="0"/>
+              <Component id="jPanel1" min="-2" max="-2" attributes="0"/>
+              <EmptySpace max="-2" attributes="0"/>
+              <Component id="jPanel2" min="-2" max="-2" attributes="0"/>
+              <EmptySpace max="-2" attributes="0"/>
+              <Component id="jPanelSky" min="-2" max="-2" attributes="0"/>
+              <EmptySpace type="unrelated" max="-2" attributes="0"/>
+              <Component id="jButtonOK" min="-2" max="-2" attributes="0"/>
+              <EmptySpace max="32767" attributes="0"/>
+          </Group>
+      </Group>
+    </DimensionLayout>
+  </Layout>
+  <SubComponents>
+    <Container class="javax.swing.JPanel" name="jPanel1">
+      <Properties>
+        <Property name="border" type="javax.swing.border.Border" editor="org.netbeans.modules.form.editors2.BorderEditor">
+          <Border info="org.netbeans.modules.form.compat2.border.TitledBorderInfo">
+            <TitledBorder title="Files"/>
+          </Border>
+        </Property>
+      </Properties>
+
+      <Layout>
+        <DimensionLayout dim="0">
+          <Group type="103" groupAlignment="0" attributes="0">
+              <Group type="102" alignment="1" attributes="0">
+                  <EmptySpace max="-2" attributes="0"/>
+                  <Group type="103" groupAlignment="1" attributes="0">
+                      <Component id="jTextFieldOutput" alignment="0" pref="299" max="32767" attributes="2"/>
+                      <Component id="jTextFieldInput" alignment="0" pref="299" max="32767" attributes="2"/>
+                  </Group>
+                  <EmptySpace min="-2" max="-2" attributes="0"/>
+                  <Group type="103" groupAlignment="0" max="-2" attributes="0">
+                      <Component id="jButtonInput" alignment="1" pref="142" max="32767" attributes="1"/>
+                      <Component id="jButtonOutput" alignment="1" min="-2" pref="142" max="-2" attributes="1"/>
+                  </Group>
+                  <EmptySpace max="-2" attributes="0"/>
+              </Group>
+          </Group>
+        </DimensionLayout>
+        <DimensionLayout dim="1">
+          <Group type="103" groupAlignment="0" attributes="0">
+              <Group type="102" alignment="0" attributes="0">
+                  <Group type="103" groupAlignment="3" attributes="0">
+                      <Component id="jButtonInput" alignment="3" min="-2" max="-2" attributes="0"/>
+                      <Component id="jTextFieldInput" alignment="3" min="-2" pref="27" max="-2" attributes="0"/>
+                  </Group>
+                  <EmptySpace max="-2" attributes="0"/>
+                  <Group type="103" groupAlignment="3" attributes="0">
+                      <Component id="jButtonOutput" alignment="3" min="-2" max="-2" attributes="0"/>
+                      <Component id="jTextFieldOutput" alignment="3" min="-2" pref="26" max="-2" attributes="0"/>
+                  </Group>
+                  <EmptySpace max="32767" attributes="0"/>
+              </Group>
+          </Group>
+        </DimensionLayout>
+      </Layout>
+      <SubComponents>
+        <Component class="javax.swing.JTextField" name="jTextFieldInput">
+        </Component>
+        <Component class="javax.swing.JButton" name="jButtonInput">
+          <Properties>
+            <Property name="text" type="java.lang.String" value="Select input file"/>
+          </Properties>
+          <Events>
+            <EventHandler event="actionPerformed" listener="java.awt.event.ActionListener" parameters="java.awt.event.ActionEvent" handler="jButtonInputActionPerformed"/>
+          </Events>
+        </Component>
+        <Component class="javax.swing.JTextField" name="jTextFieldOutput">
+        </Component>
+        <Component class="javax.swing.JButton" name="jButtonOutput">
+          <Properties>
+            <Property name="text" type="java.lang.String" value="Select output file"/>
+          </Properties>
+          <Events>
+            <EventHandler event="actionPerformed" listener="java.awt.event.ActionListener" parameters="java.awt.event.ActionEvent" handler="jButtonOutputActionPerformed"/>
+          </Events>
+        </Component>
+      </SubComponents>
+    </Container>
+    <Component class="javax.swing.JButton" name="jButtonOK">
+      <Properties>
+        <Property name="text" type="java.lang.String" value="Start conversion!"/>
+      </Properties>
+      <Events>
+        <EventHandler event="actionPerformed" listener="java.awt.event.ActionListener" parameters="java.awt.event.ActionEvent" handler="jButtonOKActionPerformed"/>
+      </Events>
+    </Component>
+    <Container class="javax.swing.JPanel" name="jPanel2">
+      <Properties>
+        <Property name="border" type="javax.swing.border.Border" editor="org.netbeans.modules.form.editors2.BorderEditor">
+          <Border info="org.netbeans.modules.form.compat2.border.TitledBorderInfo">
+            <TitledBorder title="Terrain configuration"/>
+          </Border>
+        </Property>
+      </Properties>
+
+      <Layout>
+        <DimensionLayout dim="0">
+          <Group type="103" groupAlignment="0" attributes="0">
+              <Group type="102" alignment="0" attributes="0">
+                  <EmptySpace min="-2" max="-2" attributes="0"/>
+                  <Group type="103" groupAlignment="0" attributes="0">
+                      <Group type="102" alignment="0" attributes="0">
+                          <Component id="jTextFieldTexture" pref="447" max="32767" attributes="1"/>
+                          <EmptySpace max="-2" attributes="0"/>
+                      </Group>
+                      <Group type="102" alignment="0" max="-2" attributes="0">
+                          <Group type="103" groupAlignment="0" attributes="0">
+                              <Component id="jLabel3" alignment="0" min="-2" max="-2" attributes="0"/>
+                              <Group type="102" alignment="0" attributes="0">
+                                  <Component id="jCheckBoxDetail" min="-2" max="-2" attributes="0"/>
+                                  <EmptySpace type="separate" max="-2" attributes="0"/>
+                                  <Component id="jCheckBoxVisBlocker" min="-2" max="-2" attributes="0"/>
+                              </Group>
+                              <Group type="102" alignment="0" attributes="0">
+                                  <Group type="103" groupAlignment="1" attributes="0">
+                                      <Component id="jLabel1" min="-2" max="-2" attributes="0"/>
+                                      <Component id="jLabel2" alignment="1" min="-2" max="-2" attributes="0"/>
+                                  </Group>
+                                  <EmptySpace max="-2" attributes="0"/>
+                                  <Group type="103" groupAlignment="0" max="-2" attributes="0">
+                                      <Component id="jSpinnerHeight" min="0" pref="0" max="32767" attributes="1"/>
+                                      <Component id="jSpinnerUnits" alignment="0" max="32767" attributes="1"/>
+                                  </Group>
+                                  <EmptySpace max="-2" attributes="0"/>
+                                  <Component id="jLabel4" min="-2" max="-2" attributes="1"/>
+                                  <EmptySpace max="-2" attributes="0"/>
+                                  <Component id="jSpinnerTextureScale" min="-2" pref="89" max="-2" attributes="1"/>
+                              </Group>
+                          </Group>
+                          <EmptySpace min="-2" pref="0" max="-2" attributes="0"/>
+                      </Group>
+                  </Group>
+              </Group>
+          </Group>
+        </DimensionLayout>
+        <DimensionLayout dim="1">
+          <Group type="103" groupAlignment="0" attributes="0">
+              <Group type="102" alignment="0" attributes="0">
+                  <Group type="103" groupAlignment="3" attributes="0">
+                      <Component id="jSpinnerUnits" alignment="3" min="-2" max="-2" attributes="0"/>
+                      <Component id="jLabel1" alignment="3" min="-2" max="-2" attributes="0"/>
+                      <Component id="jLabel4" alignment="3" min="-2" max="-2" attributes="0"/>
+                      <Component id="jSpinnerTextureScale" alignment="3" min="-2" max="-2" attributes="0"/>
+                  </Group>
+                  <EmptySpace max="-2" attributes="0"/>
+                  <Group type="103" groupAlignment="3" attributes="0">
+                      <Component id="jLabel2" alignment="3" min="-2" max="-2" attributes="0"/>
+                      <Component id="jSpinnerHeight" alignment="3" min="-2" max="-2" attributes="0"/>
+                  </Group>
+                  <EmptySpace max="-2" attributes="0"/>
+                  <Group type="103" groupAlignment="3" attributes="0">
+                      <Component id="jCheckBoxDetail" alignment="3" min="-2" max="-2" attributes="0"/>
+                      <Component id="jCheckBoxVisBlocker" alignment="3" min="-2" max="-2" attributes="0"/>
+                  </Group>
+                  <EmptySpace min="-2" pref="14" max="-2" attributes="0"/>
+                  <Component id="jLabel3" min="-2" max="-2" attributes="0"/>
+                  <EmptySpace max="-2" attributes="0"/>
+                  <Component id="jTextFieldTexture" min="-2" max="-2" attributes="0"/>
+                  <EmptySpace max="32767" attributes="0"/>
+              </Group>
+          </Group>
+        </DimensionLayout>
+      </Layout>
+      <SubComponents>
+        <Component class="javax.swing.JCheckBox" name="jCheckBoxDetail">
+          <Properties>
+            <Property name="selected" type="boolean" value="true"/>
+            <Property name="text" type="java.lang.String" value="make detail"/>
+          </Properties>
+        </Component>
+        <Component class="javax.swing.JTextField" name="jTextFieldTexture">
+          <Properties>
+            <Property name="text" type="java.lang.String" value="terrain/terrain1"/>
+          </Properties>
+        </Component>
+        <Component class="javax.swing.JLabel" name="jLabel3">
+          <Properties>
+            <Property name="text" type="java.lang.String" value="Cover terrain surface with texture:"/>
+          </Properties>
+        </Component>
+        <Component class="javax.swing.JSpinner" name="jSpinnerUnits">
+          <Properties>
+            <Property name="model" type="javax.swing.SpinnerModel" editor="org.netbeans.modules.form.editors2.SpinnerModelEditor">
+              <SpinnerModel initial="256" maximum="2048" minimum="1" numberType="java.lang.Integer" stepSize="1" type="number"/>
+            </Property>
+          </Properties>
+        </Component>
+        <Component class="javax.swing.JSpinner" name="jSpinnerHeight">
+          <Properties>
+            <Property name="model" type="javax.swing.SpinnerModel" editor="org.netbeans.modules.form.editors2.SpinnerModelEditor">
+              <SpinnerModel initial="2048" maximum="16384" minimum="256" numberType="java.lang.Integer" stepSize="1" type="number"/>
+            </Property>
+          </Properties>
+          <Events>
+            <EventHandler event="stateChanged" listener="javax.swing.event.ChangeListener" parameters="javax.swing.event.ChangeEvent" handler="jSpinnerHeightStateChanged"/>
+          </Events>
+        </Component>
+        <Component class="javax.swing.JSpinner" name="jSpinnerTextureScale">
+          <Properties>
+            <Property name="model" type="javax.swing.SpinnerModel" editor="org.netbeans.modules.form.editors2.SpinnerModelEditor">
+              <SpinnerModel initial="1.0" maximum="16.0" minimum="0.25" numberType="java.lang.Double" stepSize="0.25" type="number"/>
+            </Property>
+          </Properties>
+        </Component>
+        <Component class="javax.swing.JLabel" name="jLabel4">
+          <Properties>
+            <Property name="text" type="java.lang.String" value="Texture scale:"/>
+          </Properties>
+        </Component>
+        <Component class="javax.swing.JLabel" name="jLabel2">
+          <Properties>
+            <Property name="text" type="java.lang.String" value="Height for white:"/>
+          </Properties>
+        </Component>
+        <Component class="javax.swing.JLabel" name="jLabel1">
+          <Properties>
+            <Property name="text" type="java.lang.String" value="Units per pixel:"/>
+          </Properties>
+        </Component>
+        <Component class="javax.swing.JCheckBox" name="jCheckBoxVisBlocker">
+          <Properties>
+            <Property name="selected" type="boolean" value="true"/>
+            <Property name="text" type="java.lang.String" value="generate visblockers"/>
+          </Properties>
+        </Component>
+      </SubComponents>
+    </Container>
+    <Container class="javax.swing.JPanel" name="jPanelSky">
+      <Properties>
+        <Property name="border" type="javax.swing.border.Border" editor="org.netbeans.modules.form.editors2.BorderEditor">
+          <Border info="org.netbeans.modules.form.compat2.border.TitledBorderInfo">
+            <TitledBorder title="Sky configuration"/>
+          </Border>
+        </Property>
+      </Properties>
+
+      <Layout>
+        <DimensionLayout dim="0">
+          <Group type="103" groupAlignment="0" attributes="0">
+              <Group type="102" alignment="0" attributes="0">
+                  <EmptySpace max="-2" attributes="0"/>
+                  <Group type="103" groupAlignment="0" attributes="0">
+                      <Component id="jTextFieldSkyTexture" alignment="0" pref="447" max="32767" attributes="0"/>
+                      <Group type="102" alignment="0" attributes="0">
+                          <Component id="jCheckBoxSky" min="-2" max="-2" attributes="0"/>
+                          <EmptySpace min="18" pref="18" max="-2" attributes="0"/>
+                          <Component id="jCheckBoxSkyFill" min="-2" max="-2" attributes="0"/>
+                      </Group>
+                      <Group type="102" alignment="0" attributes="0">
+                          <Component id="jLabel5" min="-2" max="-2" attributes="0"/>
+                          <EmptySpace max="-2" attributes="0"/>
+                          <Component id="jSpinnerSkyHeight" min="-2" pref="82" max="-2" attributes="0"/>
+                      </Group>
+                      <Component id="jLabel6" alignment="0" min="-2" max="-2" attributes="0"/>
+                  </Group>
+                  <EmptySpace max="-2" attributes="0"/>
+              </Group>
+          </Group>
+        </DimensionLayout>
+        <DimensionLayout dim="1">
+          <Group type="103" groupAlignment="0" attributes="0">
+              <Group type="102" alignment="0" attributes="0">
+                  <Group type="103" groupAlignment="3" attributes="0">
+                      <Component id="jCheckBoxSky" alignment="3" min="-2" max="-2" attributes="0"/>
+                      <Component id="jCheckBoxSkyFill" alignment="3" min="-2" max="-2" attributes="0"/>
+                  </Group>
+                  <EmptySpace max="-2" attributes="0"/>
+                  <Group type="103" groupAlignment="3" attributes="0">
+                      <Component id="jLabel5" alignment="3" min="-2" max="-2" attributes="0"/>
+                      <Component id="jSpinnerSkyHeight" alignment="3" min="-2" max="-2" attributes="0"/>
+                  </Group>
+                  <EmptySpace type="unrelated" max="-2" attributes="0"/>
+                  <Component id="jLabel6" min="-2" max="-2" attributes="0"/>
+                  <EmptySpace max="-2" attributes="0"/>
+                  <Component id="jTextFieldSkyTexture" min="-2" max="-2" attributes="0"/>
+                  <EmptySpace max="32767" attributes="0"/>
+              </Group>
+          </Group>
+        </DimensionLayout>
+      </Layout>
+      <SubComponents>
+        <Component class="javax.swing.JCheckBox" name="jCheckBoxSky">
+          <Properties>
+            <Property name="selected" type="boolean" value="true"/>
+            <Property name="text" type="java.lang.String" value="generate a skybox"/>
+          </Properties>
+          <Events>
+            <EventHandler event="actionPerformed" listener="java.awt.event.ActionListener" parameters="java.awt.event.ActionEvent" handler="jCheckBoxSkyActionPerformed"/>
+          </Events>
+        </Component>
+        <Component class="javax.swing.JLabel" name="jLabel5">
+          <Properties>
+            <Property name="text" type="java.lang.String" value="Sky height:"/>
+          </Properties>
+        </Component>
+        <Component class="javax.swing.JSpinner" name="jSpinnerSkyHeight">
+          <Properties>
+            <Property name="model" type="javax.swing.SpinnerModel" editor="org.netbeans.modules.form.editors2.SpinnerModelEditor">
+              <SpinnerModel initial="2048" minimum="256" numberType="java.lang.Integer" stepSize="1" type="number"/>
+            </Property>
+          </Properties>
+          <Events>
+            <EventHandler event="stateChanged" listener="javax.swing.event.ChangeListener" parameters="javax.swing.event.ChangeEvent" handler="jSpinnerSkyHeightStateChanged"/>
+          </Events>
+        </Component>
+        <Component class="javax.swing.JCheckBox" name="jCheckBoxSkyFill">
+          <Properties>
+            <Property name="selected" type="boolean" value="true"/>
+            <Property name="text" type="java.lang.String" value="fill alpha-gaps with sky"/>
+          </Properties>
+        </Component>
+        <Component class="javax.swing.JLabel" name="jLabel6">
+          <Properties>
+            <Property name="text" type="java.lang.String" value="Sky texture:"/>
+          </Properties>
+        </Component>
+        <Component class="javax.swing.JTextField" name="jTextFieldSkyTexture">
+          <Properties>
+            <Property name="text" type="java.lang.String" value="skies/sky1"/>
+          </Properties>
+        </Component>
+      </SubComponents>
+    </Container>
+  </SubComponents>
+</Form>
diff --git a/misc/tools/ImgToMap/src/imgtomap/JFrameMain.java b/misc/tools/ImgToMap/src/imgtomap/JFrameMain.java
new file mode 100644 (file)
index 0000000..cc2469b
--- /dev/null
@@ -0,0 +1,408 @@
+/*
+ * JFrameMain.java
+ *
+ * Created on 17. Mai 2008, 15:02
+ */
+
+package imgtomap;
+
+import java.io.File;
+import javax.swing.JFileChooser;
+import javax.swing.JOptionPane;
+
+/**
+ *
+ * @author  maik
+ */
+public class JFrameMain extends javax.swing.JFrame {
+
+    /** Creates new form JFrameMain */
+    public JFrameMain() {
+        initComponents();
+        String testinput = "/mnt/data/nexuizsvn/nexuiz/trunk/tools/ImgToMap/test1.png";
+        String testoutput = "/tmp/test.map";
+        
+        if(new File(testinput).exists()) {
+            jTextFieldInput.setText(testinput);
+            jTextFieldOutput.setText(testoutput);
+        }
+        
+        enableSkyPanel(jCheckBoxSky.isSelected());
+    }
+
+    /** This method is called from within the constructor to
+     * initialize the form.
+     * WARNING: Do NOT modify this code. The content of this method is
+     * always regenerated by the Form Editor.
+     */
+    @SuppressWarnings("unchecked")
+    // <editor-fold defaultstate="collapsed" desc="Generated Code">//GEN-BEGIN:initComponents
+    private void initComponents() {
+
+        jPanel1 = new javax.swing.JPanel();
+        jTextFieldInput = new javax.swing.JTextField();
+        jButtonInput = new javax.swing.JButton();
+        jTextFieldOutput = new javax.swing.JTextField();
+        jButtonOutput = new javax.swing.JButton();
+        jButtonOK = new javax.swing.JButton();
+        jPanel2 = new javax.swing.JPanel();
+        jCheckBoxDetail = new javax.swing.JCheckBox();
+        jTextFieldTexture = new javax.swing.JTextField();
+        jLabel3 = new javax.swing.JLabel();
+        jSpinnerUnits = new javax.swing.JSpinner();
+        jSpinnerHeight = new javax.swing.JSpinner();
+        jSpinnerTextureScale = new javax.swing.JSpinner();
+        jLabel4 = new javax.swing.JLabel();
+        jLabel2 = new javax.swing.JLabel();
+        jLabel1 = new javax.swing.JLabel();
+        jCheckBoxVisBlocker = new javax.swing.JCheckBox();
+        jPanelSky = new javax.swing.JPanel();
+        jCheckBoxSky = new javax.swing.JCheckBox();
+        jLabel5 = new javax.swing.JLabel();
+        jSpinnerSkyHeight = new javax.swing.JSpinner();
+        jCheckBoxSkyFill = new javax.swing.JCheckBox();
+        jLabel6 = new javax.swing.JLabel();
+        jTextFieldSkyTexture = new javax.swing.JTextField();
+
+        setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE);
+        setTitle("ImgToMap");
+
+        jPanel1.setBorder(javax.swing.BorderFactory.createTitledBorder("Files"));
+
+        jButtonInput.setText("Select input file");
+        jButtonInput.addActionListener(new java.awt.event.ActionListener() {
+            public void actionPerformed(java.awt.event.ActionEvent evt) {
+                jButtonInputActionPerformed(evt);
+            }
+        });
+
+        jButtonOutput.setText("Select output file");
+        jButtonOutput.addActionListener(new java.awt.event.ActionListener() {
+            public void actionPerformed(java.awt.event.ActionEvent evt) {
+                jButtonOutputActionPerformed(evt);
+            }
+        });
+
+        org.jdesktop.layout.GroupLayout jPanel1Layout = new org.jdesktop.layout.GroupLayout(jPanel1);
+        jPanel1.setLayout(jPanel1Layout);
+        jPanel1Layout.setHorizontalGroup(
+            jPanel1Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.LEADING)
+            .add(org.jdesktop.layout.GroupLayout.TRAILING, jPanel1Layout.createSequentialGroup()
+                .addContainerGap()
+                .add(jPanel1Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.TRAILING)
+                    .add(org.jdesktop.layout.GroupLayout.LEADING, jTextFieldOutput, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, 299, Short.MAX_VALUE)
+                    .add(org.jdesktop.layout.GroupLayout.LEADING, jTextFieldInput, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, 299, Short.MAX_VALUE))
+                .addPreferredGap(org.jdesktop.layout.LayoutStyle.RELATED)
+                .add(jPanel1Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.LEADING, false)
+                    .add(org.jdesktop.layout.GroupLayout.TRAILING, jButtonInput, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, 142, Short.MAX_VALUE)
+                    .add(org.jdesktop.layout.GroupLayout.TRAILING, jButtonOutput, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE, 142, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE))
+                .addContainerGap())
+        );
+        jPanel1Layout.setVerticalGroup(
+            jPanel1Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.LEADING)
+            .add(jPanel1Layout.createSequentialGroup()
+                .add(jPanel1Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.BASELINE)
+                    .add(jButtonInput)
+                    .add(jTextFieldInput, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE, 27, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE))
+                .addPreferredGap(org.jdesktop.layout.LayoutStyle.RELATED)
+                .add(jPanel1Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.BASELINE)
+                    .add(jButtonOutput)
+                    .add(jTextFieldOutput, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE, 26, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE))
+                .addContainerGap(org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, Short.MAX_VALUE))
+        );
+
+        jButtonOK.setText("Start conversion!");
+        jButtonOK.addActionListener(new java.awt.event.ActionListener() {
+            public void actionPerformed(java.awt.event.ActionEvent evt) {
+                jButtonOKActionPerformed(evt);
+            }
+        });
+
+        jPanel2.setBorder(javax.swing.BorderFactory.createTitledBorder("Terrain configuration"));
+
+        jCheckBoxDetail.setSelected(true);
+        jCheckBoxDetail.setText("make detail");
+
+        jTextFieldTexture.setText("terrain/terrain1");
+
+        jLabel3.setText("Cover terrain surface with texture:");
+
+        jSpinnerUnits.setModel(new javax.swing.SpinnerNumberModel(256, 1, 2048, 1));
+
+        jSpinnerHeight.setModel(new javax.swing.SpinnerNumberModel(2048, 256, 16384, 1));
+        jSpinnerHeight.addChangeListener(new javax.swing.event.ChangeListener() {
+            public void stateChanged(javax.swing.event.ChangeEvent evt) {
+                jSpinnerHeightStateChanged(evt);
+            }
+        });
+
+        jSpinnerTextureScale.setModel(new javax.swing.SpinnerNumberModel(1.0d, 0.25d, 16.0d, 0.25d));
+
+        jLabel4.setText("Texture scale:");
+
+        jLabel2.setText("Height for white:");
+
+        jLabel1.setText("Units per pixel:");
+
+        jCheckBoxVisBlocker.setSelected(true);
+        jCheckBoxVisBlocker.setText("generate visblockers");
+
+        org.jdesktop.layout.GroupLayout jPanel2Layout = new org.jdesktop.layout.GroupLayout(jPanel2);
+        jPanel2.setLayout(jPanel2Layout);
+        jPanel2Layout.setHorizontalGroup(
+            jPanel2Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.LEADING)
+            .add(jPanel2Layout.createSequentialGroup()
+                .addContainerGap()
+                .add(jPanel2Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.LEADING)
+                    .add(jPanel2Layout.createSequentialGroup()
+                        .add(jTextFieldTexture, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, 447, Short.MAX_VALUE)
+                        .addContainerGap())
+                    .add(jPanel2Layout.createSequentialGroup()
+                        .add(jPanel2Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.LEADING)
+                            .add(jLabel3)
+                            .add(jPanel2Layout.createSequentialGroup()
+                                .add(jCheckBoxDetail)
+                                .add(18, 18, 18)
+                                .add(jCheckBoxVisBlocker))
+                            .add(jPanel2Layout.createSequentialGroup()
+                                .add(jPanel2Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.TRAILING)
+                                    .add(jLabel1)
+                                    .add(jLabel2))
+                                .addPreferredGap(org.jdesktop.layout.LayoutStyle.RELATED)
+                                .add(jPanel2Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.LEADING, false)
+                                    .add(jSpinnerHeight, 0, 0, Short.MAX_VALUE)
+                                    .add(jSpinnerUnits))
+                                .addPreferredGap(org.jdesktop.layout.LayoutStyle.RELATED)
+                                .add(jLabel4)
+                                .addPreferredGap(org.jdesktop.layout.LayoutStyle.RELATED)
+                                .add(jSpinnerTextureScale, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE, 89, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE)))
+                        .add(0, 0, 0))))
+        );
+        jPanel2Layout.setVerticalGroup(
+            jPanel2Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.LEADING)
+            .add(jPanel2Layout.createSequentialGroup()
+                .add(jPanel2Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.BASELINE)
+                    .add(jSpinnerUnits, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE)
+                    .add(jLabel1)
+                    .add(jLabel4)
+                    .add(jSpinnerTextureScale, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE))
+                .addPreferredGap(org.jdesktop.layout.LayoutStyle.RELATED)
+                .add(jPanel2Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.BASELINE)
+                    .add(jLabel2)
+                    .add(jSpinnerHeight, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE))
+                .addPreferredGap(org.jdesktop.layout.LayoutStyle.RELATED)
+                .add(jPanel2Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.BASELINE)
+                    .add(jCheckBoxDetail)
+                    .add(jCheckBoxVisBlocker))
+                .add(14, 14, 14)
+                .add(jLabel3)
+                .addPreferredGap(org.jdesktop.layout.LayoutStyle.RELATED)
+                .add(jTextFieldTexture, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE)
+                .addContainerGap(org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, Short.MAX_VALUE))
+        );
+
+        jPanelSky.setBorder(javax.swing.BorderFactory.createTitledBorder("Sky configuration"));
+
+        jCheckBoxSky.setSelected(true);
+        jCheckBoxSky.setText("generate a skybox");
+        jCheckBoxSky.addActionListener(new java.awt.event.ActionListener() {
+            public void actionPerformed(java.awt.event.ActionEvent evt) {
+                jCheckBoxSkyActionPerformed(evt);
+            }
+        });
+
+        jLabel5.setText("Sky height:");
+
+        jSpinnerSkyHeight.setModel(new javax.swing.SpinnerNumberModel(Integer.valueOf(2048), Integer.valueOf(256), null, Integer.valueOf(1)));
+        jSpinnerSkyHeight.addChangeListener(new javax.swing.event.ChangeListener() {
+            public void stateChanged(javax.swing.event.ChangeEvent evt) {
+                jSpinnerSkyHeightStateChanged(evt);
+            }
+        });
+
+        jCheckBoxSkyFill.setSelected(true);
+        jCheckBoxSkyFill.setText("fill alpha-gaps with sky");
+
+        jLabel6.setText("Sky texture:");
+
+        jTextFieldSkyTexture.setText("skies/sky1");
+
+        org.jdesktop.layout.GroupLayout jPanelSkyLayout = new org.jdesktop.layout.GroupLayout(jPanelSky);
+        jPanelSky.setLayout(jPanelSkyLayout);
+        jPanelSkyLayout.setHorizontalGroup(
+            jPanelSkyLayout.createParallelGroup(org.jdesktop.layout.GroupLayout.LEADING)
+            .add(jPanelSkyLayout.createSequentialGroup()
+                .addContainerGap()
+                .add(jPanelSkyLayout.createParallelGroup(org.jdesktop.layout.GroupLayout.LEADING)
+                    .add(jTextFieldSkyTexture, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, 447, Short.MAX_VALUE)
+                    .add(jPanelSkyLayout.createSequentialGroup()
+                        .add(jCheckBoxSky)
+                        .add(18, 18, 18)
+                        .add(jCheckBoxSkyFill))
+                    .add(jPanelSkyLayout.createSequentialGroup()
+                        .add(jLabel5)
+                        .addPreferredGap(org.jdesktop.layout.LayoutStyle.RELATED)
+                        .add(jSpinnerSkyHeight, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE, 82, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE))
+                    .add(jLabel6))
+                .addContainerGap())
+        );
+        jPanelSkyLayout.setVerticalGroup(
+            jPanelSkyLayout.createParallelGroup(org.jdesktop.layout.GroupLayout.LEADING)
+            .add(jPanelSkyLayout.createSequentialGroup()
+                .add(jPanelSkyLayout.createParallelGroup(org.jdesktop.layout.GroupLayout.BASELINE)
+                    .add(jCheckBoxSky)
+                    .add(jCheckBoxSkyFill))
+                .addPreferredGap(org.jdesktop.layout.LayoutStyle.RELATED)
+                .add(jPanelSkyLayout.createParallelGroup(org.jdesktop.layout.GroupLayout.BASELINE)
+                    .add(jLabel5)
+                    .add(jSpinnerSkyHeight, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE))
+                .addPreferredGap(org.jdesktop.layout.LayoutStyle.UNRELATED)
+                .add(jLabel6)
+                .addPreferredGap(org.jdesktop.layout.LayoutStyle.RELATED)
+                .add(jTextFieldSkyTexture, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE)
+                .addContainerGap(org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, Short.MAX_VALUE))
+        );
+
+        org.jdesktop.layout.GroupLayout layout = new org.jdesktop.layout.GroupLayout(getContentPane());
+        getContentPane().setLayout(layout);
+        layout.setHorizontalGroup(
+            layout.createParallelGroup(org.jdesktop.layout.GroupLayout.LEADING)
+            .add(layout.createSequentialGroup()
+                .addContainerGap()
+                .add(layout.createParallelGroup(org.jdesktop.layout.GroupLayout.LEADING)
+                    .add(jPanel1, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, Short.MAX_VALUE)
+                    .add(jPanel2, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, Short.MAX_VALUE)
+                    .add(jPanelSky, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, Short.MAX_VALUE)
+                    .add(jButtonOK))
+                .addContainerGap())
+        );
+        layout.setVerticalGroup(
+            layout.createParallelGroup(org.jdesktop.layout.GroupLayout.LEADING)
+            .add(layout.createSequentialGroup()
+                .addContainerGap()
+                .add(jPanel1, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE)
+                .addPreferredGap(org.jdesktop.layout.LayoutStyle.RELATED)
+                .add(jPanel2, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE)
+                .addPreferredGap(org.jdesktop.layout.LayoutStyle.RELATED)
+                .add(jPanelSky, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE)
+                .addPreferredGap(org.jdesktop.layout.LayoutStyle.UNRELATED)
+                .add(jButtonOK)
+                .addContainerGap(org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, Short.MAX_VALUE))
+        );
+
+        pack();
+    }// </editor-fold>//GEN-END:initComponents
+
+private void jButtonInputActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_jButtonInputActionPerformed
+    JFileChooser fc = new JFileChooser();
+    int ret = fc.showOpenDialog(this);
+    
+    if(ret == fc.APPROVE_OPTION) {
+        File f = fc.getSelectedFile();
+        if(f.exists()) {
+            jTextFieldInput.setText(f.getAbsolutePath());
+        }
+    }
+}//GEN-LAST:event_jButtonInputActionPerformed
+
+private void jButtonOKActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_jButtonOKActionPerformed
+    this.setVisible(false);
+    Parameters p = new Parameters();
+    p.infile = jTextFieldInput.getText();
+    p.outfile = jTextFieldOutput.getText();
+    p.texture = jTextFieldTexture.getText();
+    p.skytexture = jTextFieldSkyTexture.getText();
+    p.pixelsize = (Integer)jSpinnerUnits.getValue();
+    p.height = (Integer)jSpinnerHeight.getValue();
+    p.sky = jCheckBoxSky.isSelected();
+    p.skyfill = jCheckBoxSkyFill.isSelected() && p.sky;
+    p.visblockers = jCheckBoxVisBlocker.isSelected();
+    p.skyheight = (Integer)jSpinnerSkyHeight.getValue();
+    p.texturescale = (Double)jSpinnerTextureScale.getValue();
+    p.detail = jCheckBoxDetail.isSelected();
+    int ret = new MapWriter().writeMap(p);
+    if(ret == 0) {
+        JOptionPane.showMessageDialog(this, "Map successfully generated!", "Success!", JOptionPane.INFORMATION_MESSAGE);
+    } else {
+        JOptionPane.showMessageDialog(this, "Error occured! Oh no!", "Error!", JOptionPane.ERROR_MESSAGE);
+    }
+    
+    
+    this.setVisible(true);
+}//GEN-LAST:event_jButtonOKActionPerformed
+
+private void jButtonOutputActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_jButtonOutputActionPerformed
+    JFileChooser fc = new JFileChooser();
+    int ret = fc.showOpenDialog(this);
+    
+    if(ret == fc.APPROVE_OPTION) {
+        File f = fc.getSelectedFile();
+        jTextFieldOutput.setText(f.getAbsolutePath());
+    }
+}//GEN-LAST:event_jButtonOutputActionPerformed
+
+private void jCheckBoxSkyActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_jCheckBoxSkyActionPerformed
+    enableSkyPanel(jCheckBoxSky.isSelected());
+}//GEN-LAST:event_jCheckBoxSkyActionPerformed
+
+private void jSpinnerHeightStateChanged(javax.swing.event.ChangeEvent evt) {//GEN-FIRST:event_jSpinnerHeightStateChanged
+    int value = (Integer)jSpinnerHeight.getValue();
+    int skyheight = (Integer)jSpinnerSkyHeight.getValue();
+    if(skyheight < value) {
+        jSpinnerSkyHeight.setValue(value);
+    }
+}//GEN-LAST:event_jSpinnerHeightStateChanged
+
+private void jSpinnerSkyHeightStateChanged(javax.swing.event.ChangeEvent evt) {//GEN-FIRST:event_jSpinnerSkyHeightStateChanged
+    int value =(Integer)jSpinnerSkyHeight.getValue();
+    int height = (Integer)jSpinnerHeight.getValue();
+    if(height > value) {
+        jSpinnerHeight.setValue(value);
+    }
+}//GEN-LAST:event_jSpinnerSkyHeightStateChanged
+
+private void enableSkyPanel(boolean b) {
+    jCheckBoxSkyFill.setEnabled(b);
+    jSpinnerSkyHeight.setEnabled(b);
+    jTextFieldSkyTexture.setEnabled(b);
+}
+
+    /**
+    * @param args the command line arguments
+    */
+    public static void main(String args[]) {
+        java.awt.EventQueue.invokeLater(new Runnable() {
+            public void run() {
+                new JFrameMain().setVisible(true);
+            }
+        });
+    }
+
+    // Variables declaration - do not modify//GEN-BEGIN:variables
+    private javax.swing.JButton jButtonInput;
+    private javax.swing.JButton jButtonOK;
+    private javax.swing.JButton jButtonOutput;
+    private javax.swing.JCheckBox jCheckBoxDetail;
+    private javax.swing.JCheckBox jCheckBoxSky;
+    private javax.swing.JCheckBox jCheckBoxSkyFill;
+    private javax.swing.JCheckBox jCheckBoxVisBlocker;
+    private javax.swing.JLabel jLabel1;
+    private javax.swing.JLabel jLabel2;
+    private javax.swing.JLabel jLabel3;
+    private javax.swing.JLabel jLabel4;
+    private javax.swing.JLabel jLabel5;
+    private javax.swing.JLabel jLabel6;
+    private javax.swing.JPanel jPanel1;
+    private javax.swing.JPanel jPanel2;
+    private javax.swing.JPanel jPanelSky;
+    private javax.swing.JSpinner jSpinnerHeight;
+    private javax.swing.JSpinner jSpinnerSkyHeight;
+    private javax.swing.JSpinner jSpinnerTextureScale;
+    private javax.swing.JSpinner jSpinnerUnits;
+    private javax.swing.JTextField jTextFieldInput;
+    private javax.swing.JTextField jTextFieldOutput;
+    private javax.swing.JTextField jTextFieldSkyTexture;
+    private javax.swing.JTextField jTextFieldTexture;
+    // End of variables declaration//GEN-END:variables
+
+}
diff --git a/misc/tools/ImgToMap/src/imgtomap/Main.java b/misc/tools/ImgToMap/src/imgtomap/Main.java
new file mode 100644 (file)
index 0000000..481e747
--- /dev/null
@@ -0,0 +1,35 @@
+package imgtomap;
+
+import java.util.logging.Level;
+import java.util.logging.Logger;
+import javax.swing.SwingUtilities;
+import javax.swing.UIManager;
+import javax.swing.UnsupportedLookAndFeelException;
+
+/**
+ *
+ * @author maik
+ */
+public class Main {
+
+    /**
+     * @param args the command line arguments
+     */
+    public static void main(String[] args) {
+        SwingUtilities.invokeLater(new Runnable() {
+
+            public void run() {
+
+                try {
+                    UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
+                } catch (Exception ex) {
+                    // not critical, just ignore
+                }
+
+                JFrameMain frame = new JFrameMain();
+                frame.setVisible(true);
+            }
+        });
+
+    }
+}
diff --git a/misc/tools/ImgToMap/src/imgtomap/MapWriter.java b/misc/tools/ImgToMap/src/imgtomap/MapWriter.java
new file mode 100644 (file)
index 0000000..e21fe71
--- /dev/null
@@ -0,0 +1,562 @@
+/*
+ * To change this template, choose Tools | Templates
+ * and open the template in the editor.
+ */
+package imgtomap;
+
+import java.awt.image.BufferedImage;
+import java.awt.image.Raster;
+import java.io.File;
+import java.io.FileNotFoundException;
+import java.io.FileOutputStream;
+import java.io.IOException;
+import java.io.PrintWriter;
+import java.util.LinkedList;
+import java.util.List;
+import java.util.logging.Level;
+import java.util.logging.Logger;
+import javax.imageio.ImageIO;
+
+/**
+ *
+ * @author maik
+ */
+public class MapWriter {
+
+    public int writeMap(Parameters p) {
+        if (!(new File(p.infile).exists())) {
+            return 1;
+        }
+
+        double[][] height = getHeightmap(p.infile);
+        double[][] columns = getColumns(height);
+        double units = 1d * p.pixelsize;
+        double max = p.height;
+
+        PrintWriter pw = null;
+        try {
+            pw = new PrintWriter(new FileOutputStream(new File(p.outfile)));
+        } catch (FileNotFoundException ex) {
+            Logger.getLogger(MapWriter.class.getName()).log(Level.SEVERE, null, ex);
+            return 1;
+        }
+
+        // worldspawn start
+        pw.print("{\n\"classname\" \"worldspawn\"\n");
+        pw.print("\n\"gridsize\" \"128 128 256\"\n");
+        pw.print("\n\"blocksize\" \"2048 2048 2048\"\n");
+
+        double xmax = (columns.length - 1) * units;
+        double ymax = (columns[0].length - 1) * units;
+
+        if (p.skyfill) {
+            List<Block> fillers = genSkyFillers(columns);
+            for (Block b : fillers) {
+                double x = b.x * units;
+                double y = (b.y + b.ydim) * units;
+                x = x > xmax ? xmax : x;
+                y = y > ymax ? ymax : y;
+                Vector3D p1 = new Vector3D(x, -y, -32.0);
+
+                x = (b.x + b.xdim) * units;
+                y = b.y * units;
+                x = x > xmax ? xmax : x;
+                y = y > ymax ? ymax : y;
+                Vector3D p2 = new Vector3D(x, -y, p.skyheight);
+
+                writeBoxBrush(pw, p1, p2, false, p.skytexture, 1.0);
+            }
+        }
+
+        if (p.sky) {
+            // generate skybox
+            int x = height.length - 1;
+            int y = height[0].length - 1;
+
+            // top
+            Vector3D p1 = new Vector3D(0, -y * units, p.skyheight);
+            Vector3D p2 = new Vector3D(x * units, 0, p.skyheight + 32.0);
+            writeBoxBrush(pw, p1, p2, false, p.skytexture, 1.0);
+
+            // bottom
+            p1 = new Vector3D(0, -y * units, -64.0);
+            p2 = new Vector3D(x * units, 0, -32.0);
+            writeBoxBrush(pw, p1, p2, false, p.skytexture, 1.0);
+
+            // north
+            p1 = new Vector3D(0, 0, -32.0);
+            p2 = new Vector3D(x * units, 32, p.skyheight);
+            writeBoxBrush(pw, p1, p2, false, p.skytexture, 1.0);
+
+            // east
+            p1 = new Vector3D(x * units, -y * units, -32.0);
+            p2 = new Vector3D(x * units + 32.0, 0, p.skyheight);
+            writeBoxBrush(pw, p1, p2, false, p.skytexture, 1.0);
+
+            // south
+            p1 = new Vector3D(0, -y * units - 32, -32.0);
+            p2 = new Vector3D(x * units, -y * units, p.skyheight);
+            writeBoxBrush(pw, p1, p2, false, p.skytexture, 1.0);
+
+
+            // west
+            p1 = new Vector3D(0 - 32.0, -y * units, -32.0);
+            p2 = new Vector3D(0, 0, p.skyheight);
+            writeBoxBrush(pw, p1, p2, false, p.skytexture, 1.0);
+
+        }
+
+        // genBlockers screws the columns array!
+        // this should be the last step!
+        if (p.visblockers) {
+            List<Block> blockers = genBlockers(columns, 0.15);
+            for (Block b : blockers) {
+                double z = b.minheight * p.height - 1;
+                z = Math.floor(z / 16);
+                z = z * 16;
+
+                if (z > 0) {
+                    double x = b.x * units;
+                    double y = (b.y + b.ydim) * units;
+                    x = x > xmax ? xmax : x;
+                    y = y > ymax ? ymax : y;
+                    Vector3D p1 = new Vector3D(x, -y, -32.0);
+
+                    x = (b.x + b.xdim) * units;
+                    y = b.y * units;
+                    x = x > xmax ? xmax : x;
+                    y = y > ymax ? ymax : y;
+                    Vector3D p2 = new Vector3D(x, -y, z);
+
+                    writeBoxBrush(pw, p1, p2, false, "common/caulk", 1.0);
+                }
+
+            }
+        }
+
+        // worldspawn end
+        pw.print("}\n");
+
+        // func_group start
+        pw.print("{\n\"classname\" \"func_group\"\n");
+        pw.print("\n\"terrain\" \"1\"\n");
+        // wander through grid
+        for (int x = 0; x < height.length - 1; ++x) {
+            for (int y = 0; y < height[0].length - 1; ++y) {
+
+                boolean skip = getMinMaxForRegion(height, x, y, 2)[0] < 0;
+
+                if (!skip) {
+
+                    /*
+                     * 
+                     *      a +-------+ b
+                     *       /       /|
+                     *      /       / |
+                     *     /       /  |
+                     *  c +-------+ d + f   (e occluded, unused)
+                     *    |       |  /
+                     *    |       | /
+                     *    |       |/
+                     *  g +-------+ h
+                     * 
+                     */
+
+
+                    // delta a - d
+                    double grad1 = Math.abs(height[x][y] - height[x + 1][y + 1]);
+
+                    /// delta b - c
+                    double grad2 = Math.abs(height[x + 1][y] - height[x][y + 1]);
+
+                    Vector3D a = new Vector3D(x * units, -y * units, Math.floor(height[x][y] * max));
+                    Vector3D b = new Vector3D((x + 1) * units, -y * units, Math.floor(height[x + 1][y] * max));
+                    Vector3D c = new Vector3D(x * units, -(y + 1) * units, Math.floor(height[x][y + 1] * max));
+                    Vector3D d = new Vector3D((x + 1) * units, -(y + 1) * units, Math.floor(height[x + 1][y + 1] * max));
+                    //Vector3D e = new Vector3D(x * units, -y * units, -16.0);
+                    Vector3D f = new Vector3D((x + 1) * units, -y * units, -16.0);
+                    Vector3D g = new Vector3D(x * units, -(y + 1) * units, -16.0);
+                    Vector3D h = new Vector3D((x + 1) * units, -(y + 1) * units, -16.0);
+
+                    if (grad1 > grad2) {
+                        pw.print("{\n");
+                        pw.print(getMapPlaneString(a, b, c, p.detail, p.texture, p.texturescale));
+                        pw.print(getMapPlaneString(f, b, a, p.detail, "common/caulk", p.texturescale));
+                        pw.print(getMapPlaneString(a, c, g, p.detail, "common/caulk", p.texturescale));
+                        pw.print(getMapPlaneString(g, h, f, p.detail, "common/caulk", p.texturescale));
+                        pw.print(getMapPlaneString(g, c, b, p.detail, "common/caulk", p.texturescale));
+                        pw.print("}\n");
+
+
+                        pw.print("{\n");
+                        pw.print(getMapPlaneString(b, d, c, p.detail, p.texture, p.texturescale));
+                        pw.print(getMapPlaneString(d, h, g, p.detail, "common/caulk", p.texturescale));
+                        pw.print(getMapPlaneString(d, b, f, p.detail, "common/caulk", p.texturescale));
+                        pw.print(getMapPlaneString(f, b, c, p.detail, "common/caulk", p.texturescale));
+                        pw.print(getMapPlaneString(g, h, f, p.detail, "common/caulk", p.texturescale));
+                        pw.print("}\n");
+
+                    } else {
+
+                        pw.print("{\n");
+                        pw.print(getMapPlaneString(a, b, d, p.detail, p.texture, p.texturescale));
+                        pw.print(getMapPlaneString(d, b, f, p.detail, "common/caulk", p.texturescale));
+                        pw.print(getMapPlaneString(f, b, a, p.detail, "common/caulk", p.texturescale));
+                        pw.print(getMapPlaneString(a, d, h, p.detail, "common/caulk", p.texturescale));
+                        pw.print(getMapPlaneString(g, h, f, p.detail, "common/caulk", p.texturescale));
+                        pw.print("}\n");
+
+
+                        pw.print("{\n");
+                        pw.print(getMapPlaneString(d, c, a, p.detail, p.texture, p.texturescale));
+                        pw.print(getMapPlaneString(g, c, d, p.detail, "common/caulk", p.texturescale));
+                        pw.print(getMapPlaneString(c, g, a, p.detail, "common/caulk", p.texturescale));
+                        pw.print(getMapPlaneString(h, d, a, p.detail, "common/caulk", p.texturescale));
+                        pw.print(getMapPlaneString(g, h, f, p.detail, "common/caulk", p.texturescale));
+                        pw.print("}\n");
+                    }
+                }
+            }
+        }
+        // func_group end
+        pw.print("}\n");
+
+        pw.close();
+        return 0;
+    }
+
+    private void writeBoxBrush(PrintWriter pw, Vector3D p1, Vector3D p2, boolean detail, String texture, double scale) {
+        Vector3D a = new Vector3D(p1.x, p2.y, p2.z);
+        Vector3D b = p2;
+        Vector3D c = new Vector3D(p1.x, p1.y, p2.z);
+        Vector3D d = new Vector3D(p2.x, p1.y, p2.z);
+        //Vector3D e unused
+        Vector3D f = new Vector3D(p2.x, p2.y, p1.z);
+        Vector3D g = p1;
+        Vector3D h = new Vector3D(p2.x, p1.y, p1.z);
+
+        pw.print("{\n");
+        pw.print(getMapPlaneString(a, b, d, detail, texture, scale));
+        pw.print(getMapPlaneString(d, b, f, detail, texture, scale));
+        pw.print(getMapPlaneString(c, d, h, detail, texture, scale));
+        pw.print(getMapPlaneString(a, c, g, detail, texture, scale));
+        pw.print(getMapPlaneString(f, b, a, detail, texture, scale));
+        pw.print(getMapPlaneString(g, h, f, detail, texture, scale));
+        pw.print("}\n");
+
+    }
+
+    private String getMapPlaneString(Vector3D p1, Vector3D p2, Vector3D p3, boolean detail, String material, double scale) {
+        int flag;
+        if (detail) {
+            flag = 134217728;
+        } else {
+            flag = 0;
+        }
+        return "( " + p1.x + " " + p1.y + " " + p1.z + " ) ( " + p2.x + " " + p2.y + " " + p2.z + " ) ( " + p3.x + " " + p3.y + " " + p3.z + " ) " + material + " 0 0 0 " + scale + " " + scale + " " + flag + " 0 0\n";
+    }
+
+    private double[][] getHeightmap(String file) {
+        try {
+            BufferedImage bimg = ImageIO.read(new File(file));
+            Raster raster = bimg.getRaster();
+            int x = raster.getWidth();
+            int y = raster.getHeight();
+
+            double[][] result = new double[x][y];
+
+            for (int xi = 0; xi < x; ++xi) {
+                for (int yi = 0; yi < y; ++yi) {
+                    float[] pixel = raster.getPixel(xi, yi, (float[]) null);
+
+                    int channels;
+                    boolean alpha;
+                    if (pixel.length == 3) {
+                        // RGB
+                        channels = 3;
+                        alpha = false;
+                    } else if (pixel.length == 4) {
+                        // RGBA
+                        channels = 3;
+                        alpha = true;
+                    } else if (pixel.length == 1) {
+                        // grayscale
+                        channels = 1;
+                        alpha = false;
+                    } else {
+                        // grayscale with alpha
+                        channels = 1;
+                        alpha = true;
+                    }
+
+                    float tmp = 0f;
+                    for (int i = 0; i < channels; ++i) {
+                        tmp += pixel[i];
+                    }
+                    result[xi][yi] = tmp / (channels * 255f);
+
+                    if (alpha) {
+                        // mark this pixel to be skipped
+                        if (pixel[pixel.length - 1] < 64.0) {
+                            result[xi][yi] = -1.0;
+                        }
+                    }
+                }
+            }
+
+
+            return result;
+        } catch (IOException ex) {
+            Logger.getLogger(MapWriter.class.getName()).log(Level.SEVERE, null, ex);
+        }
+
+        return null;
+    }
+
+    private double[][] getColumns(double[][] heights) {
+        double[][] result = new double[heights.length][heights[0].length];
+
+        for (int x = 0; x < heights.length; ++x) {
+            for (int y = 0; y < heights[0].length; ++y) {
+                result[x][y] = getMinMaxForRegion(heights, x, y, 2)[0];
+            }
+        }
+
+        return result;
+    }
+
+    private double[] getMinMaxForRegion(double[][] field, int x, int y, int dim) {
+        return getMinMaxForRegion(field, x, y, dim, dim);
+    }
+
+    private double[] getMinMaxForRegion(double[][] field, int x, int y, int xdim, int ydim) {
+        double max = -100d;
+        double min = 100d;
+
+        for (int i = x; i < x + xdim; ++i) {
+            for (int j = y; j < y + ydim; ++j) {
+                if (i >= 0 && j >= 0 && i < field.length && j < field[0].length) {
+                    min = field[i][j] < min ? field[i][j] : min;
+                    max = field[i][j] > max ? field[i][j] : max;
+                }
+            }
+        }
+
+        double[] result = {min, max};
+        return result;
+    }
+
+    private List<Block> genBlockers(double[][] columns, double delta) {
+
+        Block[][] blockers = new Block[columns.length][columns[0].length];
+        LinkedList<Block> result = new LinkedList<Block>();
+
+        for (int x = 0; x < columns.length; ++x) {
+            for (int y = 0; y < columns[0].length; ++y) {
+                if (blockers[x][y] == null && columns[x][y] >= 0) {
+                    // this pixel isn't covered by a blocker yet... so let's create one!
+                    Block b = new Block();
+                    result.add(b);
+                    b.x = x;
+                    b.y = y;
+                    b.minheight = b.origheight = columns[x][y];
+
+                    // grow till the delta hits
+                    int xdim = 1;
+                    int ydim = 1;
+                    boolean xgrow = true;
+                    boolean ygrow = true;
+                    double min = b.minheight;
+                    for (; xdim < columns.length && ydim < columns[0].length;) {
+                        double[] minmax = getMinMaxForRegion(columns, x, y, xdim + 1, ydim);
+                        if (Math.abs(b.origheight - minmax[0]) > delta || Math.abs(b.origheight - minmax[1]) > delta) {
+                            xgrow = false;
+                        }
+
+                        minmax = getMinMaxForRegion(columns, x, y, xdim, ydim + 1);
+                        if (Math.abs(b.origheight - minmax[0]) > delta || Math.abs(b.origheight - minmax[1]) > delta) {
+                            ygrow = false;
+                        }
+
+                        min = minmax[0];
+
+                        if (xgrow) {
+                            ++xdim;
+                        }
+                        if (ygrow) {
+                            ++ydim;
+                        }
+
+                        minmax = getMinMaxForRegion(columns, x, y, xdim, ydim);
+                        min = minmax[0];
+
+                        if (!(xgrow || ygrow)) {
+                            break;
+                        }
+                    }
+
+                    b.xdim = xdim;
+                    b.ydim = ydim;
+                    b.minheight = min;
+
+                    for (int i = x; i < x + b.xdim; ++i) {
+                        for (int j = y; j < y + b.ydim; ++j) {
+                            if (i >= 0 && j >= 0 && i < blockers.length && j < blockers[0].length) {
+                                blockers[i][j] = b;
+                                columns[i][j] = -1337.0;
+                            }
+                        }
+                    }
+
+                }
+            }
+        }
+        return result;
+    }
+
+    private List<Block> genSkyFillers(double[][] columns) {
+
+        double delta = 0;
+
+        for (int x = 0; x < columns.length; ++x) {
+            for (int y = 0; y < columns[0].length; ++y) {
+                if (columns[x][y] < 0) {
+                    // this is a skipped block, see if it neighbours a
+                    // relevant block
+                    if (getMinMaxForRegion(columns, x - 1, y - 1, 3)[1] >= 0) {
+                        columns[x][y] = -100d;
+                    }
+                }
+            }
+        }
+
+
+        Block[][] fillers = new Block[columns.length][columns[0].length];
+        LinkedList<Block> result = new LinkedList<Block>();
+
+        for (int x = 0; x < columns.length; ++x) {
+            for (int y = 0; y < columns[0].length; ++y) {
+                if (fillers[x][y] == null && columns[x][y] == -100d) {
+                    // this pixel is marked to be skyfill
+                    Block b = new Block();
+                    result.add(b);
+                    b.x = x;
+                    b.y = y;
+                    b.minheight = b.origheight = columns[x][y];
+
+                    // grow till the delta hits
+                    int xdim = 1;
+                    int ydim = 1;
+                    boolean xgrow = true;
+                    boolean ygrow = true;
+                    double min = b.minheight;
+                    for (; xdim < columns.length && ydim < columns[0].length;) {
+                        double[] minmax = getMinMaxForRegion(columns, x, y, xdim + 1, ydim);
+                        if (Math.abs(b.origheight - minmax[0]) > delta || Math.abs(b.origheight - minmax[1]) > delta) {
+                            xgrow = false;
+                        }
+
+                        minmax = getMinMaxForRegion(columns, x, y, xdim, ydim + 1);
+                        if (Math.abs(b.origheight - minmax[0]) > delta || Math.abs(b.origheight - minmax[1]) > delta) {
+                            ygrow = false;
+                        }
+
+                        min = minmax[0];
+
+                        if (xgrow) {
+                            ++xdim;
+                        }
+                        if (ygrow) {
+                            ++ydim;
+                        }
+
+                        minmax = getMinMaxForRegion(columns, x, y, xdim, ydim);
+                        min = minmax[0];
+
+                        if (!(xgrow || ygrow)) {
+                            break;
+                        }
+                    }
+
+                    b.xdim = xdim;
+                    b.ydim = ydim;
+                    b.minheight = min;
+
+                    for (int i = x; i < x + b.xdim; ++i) {
+                        for (int j = y; j < y + b.ydim; ++j) {
+                            if (i >= 0 && j >= 0 && i < fillers.length && j < fillers[0].length) {
+                                fillers[i][j] = b;
+                                columns[i][j] = -1337.0;
+                            }
+                        }
+                    }
+
+                }
+            }
+        }
+        return result;
+    }
+
+    private class Vector3D {
+
+        public double x,  y,  z;
+
+        public Vector3D() {
+            this(0.0, 0.0, 0.0);
+        }
+
+        public Vector3D(double x, double y, double z) {
+            this.x = x;
+            this.y = y;
+            this.z = z;
+        }
+
+        public Vector3D crossproduct(Vector3D p1) {
+            Vector3D result = new Vector3D();
+
+            result.x = this.y * p1.z - this.z * p1.y;
+            result.y = this.z * p1.x - this.x * p1.z;
+            result.z = this.x * p1.y - this.y * p1.x;
+
+            return result;
+        }
+
+        public double dotproduct(Vector3D p1) {
+            return this.x * p1.x + this.y * p1.y + this.z * p1.z;
+        }
+
+        public Vector3D substract(Vector3D p1) {
+            Vector3D result = new Vector3D();
+
+            result.x = this.x - p1.x;
+            result.y = this.y - p1.y;
+            result.z = this.z - p1.z;
+
+            return result;
+        }
+
+        public void scale(double factor) {
+            x *= factor;
+            y *= factor;
+            z *= factor;
+        }
+
+        public double length() {
+            return Math.sqrt((x * x) + (y * y) + (z * z));
+        }
+
+        public void normalize() {
+            double l = length();
+
+            x /= l;
+            y /= l;
+            z /= l;
+        }
+    }
+
+    private class Block {
+
+        public int x,  y,  xdim,  ydim;
+        public double origheight,  minheight;
+    }
+}
\ No newline at end of file
diff --git a/misc/tools/ImgToMap/src/imgtomap/Parameters.java b/misc/tools/ImgToMap/src/imgtomap/Parameters.java
new file mode 100644 (file)
index 0000000..984786c
--- /dev/null
@@ -0,0 +1,19 @@
+/*
+ * To change this template, choose Tools | Templates
+ * and open the template in the editor.
+ */
+
+package imgtomap;
+
+/**
+ *
+ * @author maik
+ */
+public class Parameters {
+    public String infile, outfile, texture, skytexture;
+    public int pixelsize, height, skyheight;
+    public boolean detail, sky, skyfill, visblockers;
+    public double texturescale = 0.5;
+    
+
+}
diff --git a/misc/tools/ImgToMap/test1.png b/misc/tools/ImgToMap/test1.png
new file mode 100644 (file)
index 0000000..7623111
Binary files /dev/null and b/misc/tools/ImgToMap/test1.png differ
diff --git a/misc/tools/ImgToMap/test2.png b/misc/tools/ImgToMap/test2.png
new file mode 100644 (file)
index 0000000..02cc57c
Binary files /dev/null and b/misc/tools/ImgToMap/test2.png differ
diff --git a/misc/tools/ImgToMap/test3.png b/misc/tools/ImgToMap/test3.png
new file mode 100644 (file)
index 0000000..5aab9e5
Binary files /dev/null and b/misc/tools/ImgToMap/test3.png differ
diff --git a/misc/tools/NexuizDemoRecorder/main/pom.xml b/misc/tools/NexuizDemoRecorder/main/pom.xml
new file mode 100644 (file)
index 0000000..0390194
--- /dev/null
@@ -0,0 +1,83 @@
+<project xmlns="http://maven.apache.org/POM/4.0.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
+       xsi:schemaLocation="http://maven.apache.org/POM/4.0.0 http://maven.apache.org/maven-v4_0_0.xsd">
+       <modelVersion>4.0.0</modelVersion>
+       <groupId>NexuizDemoRecorder</groupId>
+       <artifactId>NexuizDemoRecorder</artifactId>
+       <packaging>jar</packaging>
+       <version>0.3</version>
+       <name>NexuizDemoRecorder</name>
+       <url>http://maven.apache.org</url>
+       <dependencies>
+               <dependency>
+                       <groupId>com.miglayout</groupId>
+                       <artifactId>miglayout</artifactId>
+                       <version>3.7.2</version>
+               </dependency>
+               <dependency>
+                       <groupId>org.swinglabs</groupId>
+                       <artifactId>swingx</artifactId>
+                       <version>1.6</version>
+                       <exclusions>
+                       <!-- Exclude unneeded libs that have been transitively resolved for SwingX -->
+                               <exclusion>
+                                       <groupId>org.swinglabs</groupId>
+                                       <artifactId>swing-worker</artifactId>
+                               </exclusion>
+                               <exclusion>
+                                       <groupId>com.jhlabs</groupId>
+                                       <artifactId>filters</artifactId>
+                               </exclusion>
+                       </exclusions>
+               </dependency>
+               <dependency>
+                       <groupId>javax.help</groupId>
+                       <artifactId>javahelp</artifactId>
+                       <version>2.0.02</version>
+               </dependency>
+       </dependencies>
+       <build>
+               <resources>
+                       <resource>
+                               <directory>src/main/resources</directory>
+                       </resource>
+               </resources>
+               <plugins>
+                       <plugin>
+                               <groupId>org.apache.maven.plugins</groupId>
+                               <artifactId>maven-compiler-plugin</artifactId>
+                               <version>2.0.2</version>
+                               <configuration>
+                                       <source>1.6</source>
+                                       <target>1.6</target>
+                               </configuration>
+                       </plugin>
+                       <plugin>
+                               <groupId>org.apache.maven.plugins</groupId>
+                               <artifactId>maven-jar-plugin</artifactId>
+                               <configuration>
+                                       <archive>
+                                               <manifest>
+                                                       <addClasspath>true</addClasspath>
+                                                       <classpathPrefix>lib/</classpathPrefix>
+                                                       <mainClass>com.nexuiz.demorecorder.main.Driver</mainClass>
+                                               </manifest>
+                                       </archive>
+                               </configuration>
+                       </plugin>
+                       <plugin>
+                               <artifactId>maven-dependency-plugin</artifactId>
+                               <executions>
+                                       <execution>
+                                               <phase>package</phase>
+                                               <goals>
+                                                       <goal>copy-dependencies</goal>
+                                               </goals>
+                                               <configuration>
+                                                       <outputDirectory>${project.build.directory}/lib</outputDirectory>
+                                               </configuration>
+                                       </execution>
+                               </executions>
+                       </plugin>
+               </plugins>
+       </build>
+</project>
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/DemoRecorderApplication.java b/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/DemoRecorderApplication.java
new file mode 100644 (file)
index 0000000..d6717c6
--- /dev/null
@@ -0,0 +1,458 @@
+package com.nexuiz.demorecorder.application;\r
+\r
+import java.io.File;\r
+import java.io.FileInputStream;\r
+import java.io.FileNotFoundException;\r
+import java.io.FileOutputStream;\r
+import java.io.IOException;\r
+import java.io.ObjectInputStream;\r
+import java.io.ObjectOutputStream;\r
+import java.net.MalformedURLException;\r
+import java.net.URL;\r
+import java.net.URLClassLoader;\r
+import java.util.ArrayList;\r
+import java.util.List;\r
+import java.util.Properties;\r
+import java.util.ServiceLoader;\r
+import java.util.concurrent.CopyOnWriteArrayList;\r
+\r
+import com.nexuiz.demorecorder.application.jobs.EncoderJob;\r
+import com.nexuiz.demorecorder.application.jobs.RecordJob;\r
+import com.nexuiz.demorecorder.application.jobs.RecordsDoneJob;\r
+import com.nexuiz.demorecorder.application.plugins.EncoderPlugin;\r
+import com.nexuiz.demorecorder.ui.DemoRecorderUI;\r
+\r
+public class DemoRecorderApplication {\r
+       \r
+       public static class Preferences {\r
+               public static final String OVERWRITE_VIDEO_FILE = "Overwrite final video destination file if it exists";\r
+               public static final String DISABLE_RENDERING = "Disable rendering while fast-forwarding";\r
+               public static final String DISABLE_SOUND = "Disable sound while fast-forwarding";\r
+               public static final String FFW_SPEED_FIRST_STAGE = "Fast-forward speed (first stage)";\r
+               public static final String FFW_SPEED_SECOND_STAGE = "Fast-forward speed (second stage)";\r
+               public static final String DO_NOT_DELETE_CUT_DEMOS = "Do not delete cut demos";\r
+               public static final String JOB_NAME_APPEND_DUPLICATE = "Append this suffix to job-name when duplicating jobs";\r
+               \r
+               public static final String[] PREFERENCES_ORDER = {\r
+                       OVERWRITE_VIDEO_FILE,\r
+                       DISABLE_RENDERING,\r
+                       DISABLE_SOUND,\r
+                       FFW_SPEED_FIRST_STAGE,\r
+                       FFW_SPEED_SECOND_STAGE,\r
+                       DO_NOT_DELETE_CUT_DEMOS,\r
+                       JOB_NAME_APPEND_DUPLICATE\r
+               };\r
+       }\r
+       \r
+       public static final String PREFERENCES_DIRNAME = "settings";\r
+       public static final String LOGS_DIRNAME = "logs";\r
+       public static final String PLUGINS_DIRNAME = "plugins";\r
+       public static final String APP_PREFERENCES_FILENAME = "app_preferences.xml";\r
+       public static final String JOBQUEUE_FILENAME = "jobs.dat";\r
+       \r
+       public static final int STATE_WORKING = 0;\r
+       public static final int STATE_IDLE = 1;\r
+       \r
+       private RecorderJobPoolExecutor poolExecutor;\r
+       private List<RecordJob> jobs;\r
+       private NDRPreferences preferences = null;\r
+       private List<DemoRecorderUI> registeredUserInterfaces;\r
+       private List<EncoderPlugin> encoderPlugins;\r
+       private int state = STATE_IDLE;\r
+       \r
+       public DemoRecorderApplication() {\r
+               poolExecutor = new RecorderJobPoolExecutor();\r
+               jobs = new CopyOnWriteArrayList<RecordJob>();\r
+               this.registeredUserInterfaces = new ArrayList<DemoRecorderUI>();\r
+               this.encoderPlugins = new ArrayList<EncoderPlugin>();\r
+               this.getPreferences();\r
+               this.loadPlugins();\r
+               this.configurePlugins();\r
+               this.loadJobQueue();\r
+       }\r
+       \r
+       public void setPreference(String category, String preference, boolean value) {\r
+               this.preferences.setProperty(category, preference, String.valueOf(value));\r
+       }\r
+       \r
+       public void setPreference(String category, String preference, int value) {\r
+               this.preferences.setProperty(category, preference, String.valueOf(value));\r
+       }\r
+       \r
+       public void setPreference(String category, String preference, String value) {\r
+               this.preferences.setProperty(category, preference, value);\r
+       }\r
+       \r
+       public NDRPreferences getPreferences() {\r
+               if (this.preferences == null) {\r
+                       this.preferences = new NDRPreferences();\r
+                       this.createPreferenceDefaultValues();\r
+                       File preferencesFile = DemoRecorderUtils.computeLocalFile(PREFERENCES_DIRNAME, APP_PREFERENCES_FILENAME);\r
+                       if (preferencesFile.exists()) {\r
+                               FileInputStream fis = null;\r
+                               try {\r
+                                       fis = new FileInputStream(preferencesFile);\r
+                                       this.preferences.loadFromXML(fis);\r
+                               } catch (Exception e) {\r
+                                       DemoRecorderUtils.showNonCriticalErrorDialog("Could not load the application preferences file!", e, true);\r
+                               }\r
+                       }\r
+               }\r
+               \r
+               return this.preferences;\r
+       }\r
+       \r
+       private void createPreferenceDefaultValues() {\r
+               this.preferences.setProperty(NDRPreferences.MAIN_APPLICATION, Preferences.OVERWRITE_VIDEO_FILE, "false");\r
+               this.preferences.setProperty(NDRPreferences.MAIN_APPLICATION, Preferences.DISABLE_RENDERING, "true");\r
+               this.preferences.setProperty(NDRPreferences.MAIN_APPLICATION, Preferences.DISABLE_SOUND, "true");\r
+               this.preferences.setProperty(NDRPreferences.MAIN_APPLICATION, Preferences.FFW_SPEED_FIRST_STAGE, "100");\r
+               this.preferences.setProperty(NDRPreferences.MAIN_APPLICATION, Preferences.FFW_SPEED_SECOND_STAGE, "10");\r
+               this.preferences.setProperty(NDRPreferences.MAIN_APPLICATION, Preferences.DO_NOT_DELETE_CUT_DEMOS, "false");\r
+               this.preferences.setProperty(NDRPreferences.MAIN_APPLICATION, Preferences.JOB_NAME_APPEND_DUPLICATE, " duplicate");\r
+       }\r
+       \r
+       public void savePreferences() {\r
+               File preferencesFile = DemoRecorderUtils.computeLocalFile(PREFERENCES_DIRNAME, APP_PREFERENCES_FILENAME);\r
+               if (!preferencesFile.exists()) {\r
+                       try {\r
+                               preferencesFile.createNewFile();\r
+                       } catch (IOException e) {\r
+                               File parentDir = preferencesFile.getParentFile();\r
+                               if (!parentDir.exists()) {\r
+                                       try {\r
+                                               if (parentDir.mkdirs() == true) {\r
+                                                       try {\r
+                                                               preferencesFile.createNewFile();\r
+                                                       } catch (Exception ex) {}\r
+                                               }\r
+                                       } catch (Exception ex) {}\r
+                               }\r
+                       }\r
+               }\r
+               \r
+               if (!preferencesFile.exists()) {\r
+                       DemoRecorderException ex = new DemoRecorderException("Could not create the preferences file " + preferencesFile.getAbsolutePath());\r
+                       DemoRecorderUtils.showNonCriticalErrorDialog(ex);\r
+                       return;\r
+               }\r
+               \r
+               FileOutputStream fos;\r
+               try {\r
+                       fos = new FileOutputStream(preferencesFile);\r
+               } catch (FileNotFoundException e) {\r
+                       DemoRecorderUtils.showNonCriticalErrorDialog("Could not create the preferences file " + preferencesFile.getAbsolutePath() + ". Unsufficient rights?", e, true);\r
+                       return;\r
+               }\r
+               try {\r
+                       this.preferences.storeToXML(fos, null);\r
+               } catch (IOException e) {\r
+                       DemoRecorderUtils.showNonCriticalErrorDialog("Could not create the preferences file " + preferencesFile.getAbsolutePath(), e, true);\r
+               }\r
+       }\r
+       \r
+       public List<RecordJob> getRecordJobs() {\r
+               return new ArrayList<RecordJob>(this.jobs);\r
+       }\r
+       \r
+       public void startRecording() {\r
+               if (this.state != STATE_WORKING) {\r
+                       this.state = STATE_WORKING;\r
+                       \r
+                       for (RecordJob currentJob : this.jobs) {\r
+                               if (currentJob.getState() == RecordJob.State.WAITING) {\r
+                                       this.poolExecutor.runJob(currentJob);\r
+                               }\r
+                       }\r
+                       \r
+                       //notify ourself when job is done\r
+                       this.poolExecutor.runJob(new RecordsDoneJob(this));\r
+               }\r
+       }\r
+       \r
+       public void recordSelectedJobs(List<RecordJob> jobList) {\r
+               if (this.state == STATE_IDLE) {\r
+                       this.state = STATE_WORKING;\r
+                       for (RecordJob currentJob : jobList) {\r
+                               if (currentJob.getState() == RecordJob.State.WAITING) {\r
+                                       this.poolExecutor.runJob(currentJob);\r
+                               }\r
+                       }\r
+                       \r
+                       //notify ourself when job is done\r
+                       this.poolExecutor.runJob(new RecordsDoneJob(this));\r
+               }\r
+       }\r
+       \r
+       public void executePluginForSelectedJobs(EncoderPlugin plugin, List<RecordJob> jobList) {\r
+               if (this.state == STATE_IDLE) {\r
+                       this.state = STATE_WORKING;\r
+                       for (RecordJob currentJob : jobList) {\r
+                               if (currentJob.getState() == RecordJob.State.DONE) {\r
+                                       this.poolExecutor.runJob(new EncoderJob(currentJob, plugin));\r
+                               }\r
+                       }\r
+                       \r
+                       //notify ourself when job is done\r
+                       this.poolExecutor.runJob(new RecordsDoneJob(this));\r
+               }\r
+       }\r
+       \r
+       public void notifyAllJobsDone() {\r
+               this.state = STATE_IDLE;\r
+               \r
+               //notify all UIs\r
+               for (DemoRecorderUI currentUI : this.registeredUserInterfaces) {\r
+                       currentUI.recordingFinished();\r
+               }\r
+       }\r
+       \r
+       public synchronized void stopRecording() {\r
+               if (this.state == STATE_WORKING) {\r
+                       //clear the queue of the threadpoolexecutor and add the GUI/applayer notify job again\r
+                       this.poolExecutor.clearUnfinishedJobs();\r
+                       this.poolExecutor.runJob(new RecordsDoneJob(this));\r
+               }\r
+       }\r
+       \r
+       public RecordJob createRecordJob(\r
+               String name,\r
+               File enginePath,\r
+               String engineParameters,\r
+               File demoFile,\r
+               String relativeDemoPath,\r
+               File dpVideoPath,\r
+               File videoDestination,\r
+               String executeBeforeCap,\r
+               String executeAfterCap,\r
+               float startSecond,\r
+               float endSecond\r
+       ) {\r
+               int jobIndex = -1;\r
+               if (name == null || name.equals("")) {\r
+                       //we don't have a name, so use a generic one \r
+                       jobIndex = this.getNewJobIndex();\r
+                       name = "Job " + jobIndex;\r
+               } else {\r
+                       //just use the name and keep jobIndex at -1. Jobs with real names don't need an index\r
+               }\r
+               \r
+               \r
+               \r
+               RecordJob newJob = new RecordJob(\r
+                       this,\r
+                       name,\r
+                       jobIndex,\r
+                       enginePath,\r
+                       engineParameters,\r
+                       demoFile,\r
+                       relativeDemoPath,\r
+                       dpVideoPath,\r
+                       videoDestination,\r
+                       executeBeforeCap,\r
+                       executeAfterCap,\r
+                       startSecond,\r
+                       endSecond\r
+               );\r
+               this.jobs.add(newJob);\r
+               this.fireUserInterfaceUpdate(newJob);\r
+               \r
+               return newJob;\r
+       }\r
+       \r
+       public synchronized boolean deleteRecordJob(RecordJob job) {\r
+               if (!this.jobs.contains(job)) {\r
+                       return false;\r
+               }\r
+               \r
+               //don't delete jobs that are scheduled for execution\r
+               if (this.poolExecutor.getJobList().contains(job)) {\r
+                       return false;\r
+               }\r
+               \r
+               this.jobs.remove(job);\r
+               return true;\r
+       }\r
+       \r
+       public void addUserInterfaceListener(DemoRecorderUI ui) {\r
+               this.registeredUserInterfaces.add(ui);\r
+       }\r
+       \r
+       /**\r
+        * Makes sure that all registered user interfaces can update their view/display.\r
+        * @param job either a job that's new to the UI, or one the UI already knows but of which details changed\r
+        */\r
+       public void fireUserInterfaceUpdate(RecordJob job) {\r
+               for (DemoRecorderUI ui : this.registeredUserInterfaces) {\r
+                       ui.RecordJobPropertiesChange(job);\r
+               }\r
+       }\r
+       \r
+       public int getNewJobIndex() {\r
+               int jobIndex;\r
+               if (this.jobs.size() == 0) {\r
+                       jobIndex = 1;\r
+               } else {\r
+                       int greatestIndex = -1;\r
+                       for (RecordJob j : this.jobs) {\r
+                               if (j.getJobIndex() > greatestIndex) {\r
+                                       greatestIndex = j.getJobIndex();\r
+                               }\r
+                       }\r
+                       if (greatestIndex == -1) {\r
+                               jobIndex = 1;\r
+                       } else {\r
+                               jobIndex = greatestIndex + 1;\r
+                       }\r
+               }\r
+               \r
+               return jobIndex;\r
+       }\r
+       \r
+       private void loadJobQueue() {\r
+               File defaultFile = DemoRecorderUtils.computeLocalFile(PREFERENCES_DIRNAME, JOBQUEUE_FILENAME);\r
+               this.loadJobQueue(defaultFile, true);\r
+       }\r
+       \r
+       /**\r
+        * Loads the jobs from the given file path. If override is enabled, the previous\r
+        * job list will be overwritten with the newly loaded list. Otherwise the loaded jobs\r
+        * are added to the already existing list.\r
+        * @param path\r
+        * @param override\r
+        * @return the number of jobs loaded from the file\r
+        */\r
+       @SuppressWarnings("unchecked")\r
+       public int loadJobQueue(File path, boolean override) {\r
+               if (!path.exists()) {\r
+                       return 0;\r
+               }\r
+               \r
+               try {\r
+                       FileInputStream fin = new FileInputStream(path);\r
+                       ObjectInputStream ois = new ObjectInputStream(fin);\r
+                       List<RecordJob> newList = (List<RecordJob>) ois.readObject();\r
+                       for (RecordJob currentJob : newList) {\r
+                               currentJob.setAppLayer(this);\r
+                       }\r
+                       if (override) {\r
+                               this.jobs = newList;\r
+                       } else {\r
+                               this.jobs.addAll(newList);\r
+                       }\r
+                       return newList.size();\r
+               } catch (Exception e) {\r
+                       DemoRecorderUtils.showNonCriticalErrorDialog("Could not load the job queue file " + path.getAbsolutePath(), e, true);\r
+                       return 0;\r
+               }\r
+       }\r
+       \r
+       public void saveJobQueue() {\r
+               File defaultFile = DemoRecorderUtils.computeLocalFile(PREFERENCES_DIRNAME, JOBQUEUE_FILENAME);\r
+               this.saveJobQueue(defaultFile);\r
+       }\r
+       \r
+       public void saveJobQueue(File path) {\r
+               if (!path.exists()) {\r
+                       try {\r
+                               path.createNewFile();\r
+                       } catch (IOException e) {\r
+                               File parentDir = path.getParentFile();\r
+                               if (!parentDir.exists()) {\r
+                                       try {\r
+                                               if (parentDir.mkdirs() == true) {\r
+                                                       try {\r
+                                                               path.createNewFile();\r
+                                                       } catch (Exception ex) {}\r
+                                               }\r
+                                       } catch (Exception ex) {}\r
+                               }\r
+                       }\r
+               }\r
+               \r
+               String exceptionMessage = "Could not save the job queue file " + path.getAbsolutePath();\r
+               \r
+               if (!path.exists()) {\r
+                       DemoRecorderException ex = new DemoRecorderException(exceptionMessage);\r
+                       DemoRecorderUtils.showNonCriticalErrorDialog(ex);\r
+                       return;\r
+               }\r
+               \r
+               //make sure that for the next start of the program the state is set to waiting again\r
+               for (RecordJob job : this.jobs) {\r
+                       if (job.getState() == RecordJob.State.PROCESSING) {\r
+                               job.setState(RecordJob.State.WAITING);\r
+                       }\r
+                       job.setAppLayer(null); //we don't want to serialize the app layer!\r
+               }\r
+               \r
+               try {\r
+                       FileOutputStream fout = new FileOutputStream(path);\r
+                       ObjectOutputStream oos = new ObjectOutputStream(fout);\r
+                       oos.writeObject(this.jobs);\r
+                       oos.close();\r
+               } catch (Exception e) {\r
+                       DemoRecorderUtils.showNonCriticalErrorDialog(exceptionMessage, e, true);\r
+               }\r
+               \r
+               //we sometimes also save the jobqueue and don't exit the program, so restore the applayer again\r
+               for (RecordJob job : this.jobs) {\r
+                       job.setAppLayer(this);\r
+               }\r
+       }\r
+       \r
+       public void shutDown() {\r
+               this.poolExecutor.shutDown();\r
+               this.savePreferences();\r
+               this.saveJobQueue();\r
+       }\r
+       \r
+       public int getState() {\r
+               return this.state;\r
+       }\r
+       \r
+       private void loadPlugins() {\r
+               File pluginDir = DemoRecorderUtils.computeLocalFile(PLUGINS_DIRNAME, "");\r
+\r
+               if (!pluginDir.exists()) {\r
+                       pluginDir.mkdir();\r
+               }\r
+\r
+               File[] jarFiles = pluginDir.listFiles();\r
+\r
+               List<URL> urlList = new ArrayList<URL>();\r
+               for (File f : jarFiles) {\r
+                       try {\r
+                               urlList.add(f.toURI().toURL());\r
+                       } catch (MalformedURLException ex) {}\r
+               }\r
+               ClassLoader parentLoader = Thread.currentThread().getContextClassLoader();\r
+               URL[] urls = new URL[urlList.size()];\r
+               urls = urlList.toArray(urls);\r
+               URLClassLoader classLoader = new URLClassLoader(urls, parentLoader);\r
+               \r
+               ServiceLoader<EncoderPlugin> loader = ServiceLoader.load(EncoderPlugin.class, classLoader);\r
+               for (EncoderPlugin implementation : loader) {\r
+                       this.encoderPlugins.add(implementation);\r
+               }\r
+       }\r
+       \r
+       private void configurePlugins() {\r
+               for (EncoderPlugin plugin : this.encoderPlugins) {\r
+                       plugin.setApplicationLayer(this);\r
+                       Properties pluginPreferences = plugin.getGlobalPreferences();\r
+                       for (Object preference : pluginPreferences.keySet()) {\r
+                               String preferenceString = (String) preference;\r
+                               \r
+                               if (this.preferences.getProperty(plugin.getName(), preferenceString) == null) {\r
+                                       String defaultValue = pluginPreferences.getProperty(preferenceString);\r
+                                       this.preferences.setProperty(plugin.getName(), preferenceString, defaultValue);\r
+                               }\r
+                       }\r
+               }\r
+       }\r
+\r
+       public List<EncoderPlugin> getEncoderPlugins() {\r
+               return encoderPlugins;\r
+       }\r
+}\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/DemoRecorderException.java b/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/DemoRecorderException.java
new file mode 100644 (file)
index 0000000..f9318f4
--- /dev/null
@@ -0,0 +1,13 @@
+package com.nexuiz.demorecorder.application;\r
+\r
+public class DemoRecorderException extends RuntimeException {\r
+       \r
+       private static final long serialVersionUID = 965053013957793155L;\r
+       public DemoRecorderException(String message) {\r
+               super(message);\r
+       }\r
+       public DemoRecorderException(String message, Throwable cause) {\r
+               super(message, cause);\r
+       }\r
+\r
+}\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/DemoRecorderUtils.java b/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/DemoRecorderUtils.java
new file mode 100644 (file)
index 0000000..e46e7ed
--- /dev/null
@@ -0,0 +1,95 @@
+package com.nexuiz.demorecorder.application;\r
+\r
+import java.io.File;\r
+import java.io.IOException;\r
+\r
+import org.jdesktop.swingx.JXErrorPane;\r
+import org.jdesktop.swingx.error.ErrorInfo;\r
+\r
+public class DemoRecorderUtils {\r
+       \r
+       public static void showNonCriticalErrorDialog(Throwable e) {\r
+               if (!(e instanceof DemoRecorderException)) {\r
+                       e = new DemoRecorderException("Internal error", e);\r
+               }\r
+               ErrorInfo info = new ErrorInfo("Error occurred", e.getMessage(), null, null, e, null, null);\r
+               JXErrorPane.showDialog(null, info);\r
+       }\r
+       \r
+       /**\r
+        * Shows an error dialog that contains the stack trace, catching the exception so that the program flow\r
+        * won't be interrupted.\r
+        * This method will maybe wrap e in a DemoRecorderException with the given message.\r
+        * @param customMessage\r
+        * @param e\r
+        * @param wrapException set to true if Exception should be wrapped into a DemoRecorderException\r
+        */\r
+       public static void showNonCriticalErrorDialog(String customMessage, Throwable e, boolean wrapException) {\r
+               Throwable ex = e;\r
+               if (wrapException && !(e instanceof DemoRecorderException)) {\r
+                       ex = new DemoRecorderException(customMessage, e);\r
+               }\r
+               \r
+               ErrorInfo info = new ErrorInfo("Error occurred", ex.getMessage(), null, null, ex, null, null);\r
+               JXErrorPane.showDialog(null, info);\r
+       }\r
+       \r
+       public static File computeLocalFile(String subDir, String fileName) {\r
+               String path = System.getProperty("user.dir");\r
+               if (subDir != null && !subDir.equals("")) {\r
+                       path += File.separator + subDir;\r
+               }\r
+               path += File.separator + fileName;\r
+               return new File(path);\r
+       }\r
+       \r
+       /**\r
+        * Returns just the name of the file for a given File. E.g. if the File points to\r
+        * /home/someuser/somedir/somefile.end the function will return "somefile.end"\r
+        * @param file\r
+        * @return just the name of the file\r
+        */\r
+       public static String getJustFileNameOfPath(File file) {\r
+               String fileString = file.getAbsolutePath();\r
+               int lastIndex = fileString.lastIndexOf(File.separator);\r
+               String newString = fileString.substring(lastIndex+1, fileString.length());\r
+               return newString;\r
+       }\r
+       \r
+       /**\r
+        * Attempts to create an empty file (unless it already exists), including the creation\r
+        * of parent directories. If it succeeds to do so (or if the file already existed), true\r
+        * will be returned. Otherwise false will be returned\r
+        * @param file the file to be created\r
+        * @return true if file already existed or could successfully created, false otherwise\r
+        */\r
+       public static boolean attemptFileCreation(File file) {\r
+               if (!file.exists()) {\r
+                       try {\r
+                               file.createNewFile();\r
+                               return true;\r
+                       } catch (IOException e) {\r
+                               File parentDir = file.getParentFile();\r
+                               if (!parentDir.exists()) {\r
+                                       try {\r
+                                               if (parentDir.mkdirs() == true) {\r
+                                                       try {\r
+                                                               file.createNewFile();\r
+                                                               return true;\r
+                                                       } catch (Exception ex) {}\r
+                                               }\r
+                                       } catch (Exception ex) {}\r
+                               }\r
+                               return false;\r
+                       }\r
+               } else {\r
+                       return true;\r
+               }\r
+       }\r
+       \r
+       public static final String getFileExtension(File file) {\r
+               String fileName = file.getAbsolutePath();\r
+               String ext = (fileName.lastIndexOf(".") == -1) ? "" : fileName.substring(fileName.lastIndexOf(".") + 1,fileName.length());\r
+               return ext;\r
+       }\r
+}\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/NDRPreferences.java b/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/NDRPreferences.java
new file mode 100644 (file)
index 0000000..b599e4a
--- /dev/null
@@ -0,0 +1,66 @@
+package com.nexuiz.demorecorder.application;\r
+\r
+import java.util.Properties;\r
+\r
+/**\r
+ * Class that stores the application and global plug-in preferences of the Nexuiz\r
+ * Demo Recorder application. Set and Get property methods have been modified to \r
+ * now supply a category.\r
+ */\r
+public class NDRPreferences extends Properties {\r
+       \r
+       private static final long serialVersionUID = 4363913054294979418L;\r
+       private static final String CONCATENATOR = ".";\r
+       /**\r
+        * Category that defines a setting to be a setting of the NDR application itself\r
+        * (and not of one of the plugins).\r
+        */\r
+       public static final String MAIN_APPLICATION = "NDR";\r
+\r
+       /**\r
+     * Searches for the property with the specified key in this property list.\r
+     * If the key is not found in this property list, the default property list,\r
+     * and its defaults, recursively, are then checked. The method returns\r
+     * <code>null</code> if the property is not found.\r
+     *\r
+     * @param   category the category of the setting\r
+     * @param   key   the property key.\r
+     * @return  the value in this property list with the specified category+key value.\r
+     */\r
+       public String getProperty(String category, String key) {\r
+               return getProperty(getConcatenatedKey(category, key));\r
+       }\r
+       \r
+       /**\r
+     * Calls the <tt>Hashtable</tt> method <code>put</code>. Provided for\r
+     * parallelism with the <tt>getProperty</tt> method. Enforces use of\r
+     * strings for property keys and values. The value returned is the\r
+     * result of the <tt>Hashtable</tt> call to <code>put</code>.\r
+     *\r
+     * @param category the category of the setting\r
+     * @param key the key to be placed into this property list.\r
+     * @param value the value corresponding to <tt>key</tt>.\r
+     * @return     the previous value of the specified key in this property\r
+     *             list, or <code>null</code> if it did not have one.\r
+     */\r
+       public void setProperty(String category, String key, String value) {\r
+               setProperty(getConcatenatedKey(category, key), value);\r
+       }\r
+       \r
+       /**\r
+        * Returns only the category of a key that is a concatenated string of category and key.\r
+        * @param concatenatedString\r
+        * @return\r
+        */\r
+       public static String getCategory(String concatenatedString) {\r
+               return concatenatedString.substring(0, concatenatedString.indexOf(CONCATENATOR));\r
+       }\r
+       \r
+       public static String getKey(String concatenatedString) {\r
+               return concatenatedString.substring(concatenatedString.indexOf(CONCATENATOR) + 1, concatenatedString.length());\r
+       }\r
+       \r
+       public static String getConcatenatedKey(String category, String key) {\r
+               return category + CONCATENATOR + key;\r
+       }\r
+}\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/RecorderJobPoolExecutor.java b/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/RecorderJobPoolExecutor.java
new file mode 100644 (file)
index 0000000..7f4181f
--- /dev/null
@@ -0,0 +1,48 @@
+package com.nexuiz.demorecorder.application;\r
+\r
+\r
+import java.util.ArrayList;\r
+import java.util.List;\r
+import java.util.concurrent.ArrayBlockingQueue;\r
+import java.util.concurrent.ThreadPoolExecutor;\r
+import java.util.concurrent.TimeUnit;\r
+\r
+import com.nexuiz.demorecorder.application.jobs.RecordJob;\r
+\r
+public class RecorderJobPoolExecutor {\r
+       \r
+       private int poolSize = 1;\r
+       private int maxPoolSize = 1;\r
+       private long keepAliveTime = 10;\r
+       private ThreadPoolExecutor threadPool = null;\r
+       private ArrayBlockingQueue<Runnable> queue = null;\r
+\r
+       public RecorderJobPoolExecutor() {\r
+               queue = new ArrayBlockingQueue<Runnable>(99999);\r
+               threadPool = new ThreadPoolExecutor(poolSize, maxPoolSize, keepAliveTime, TimeUnit.SECONDS, queue);\r
+       }\r
+\r
+       public void runJob(Runnable task) {\r
+               threadPool.execute(task);\r
+       }\r
+       \r
+       public void clearUnfinishedJobs() {\r
+               threadPool.getQueue().clear();\r
+       }\r
+\r
+       public void shutDown() {\r
+               threadPool.shutdownNow();\r
+       }\r
+       \r
+       public synchronized List<RecordJob> getJobList() {\r
+               List<RecordJob> list = new ArrayList<RecordJob>();\r
+               for (Runnable job : this.queue) {\r
+                       try {\r
+                               RecordJob j = (RecordJob)job;\r
+                               list.add(j);\r
+                       } catch (ClassCastException e) {}\r
+               }\r
+               \r
+               return list;\r
+       }\r
+}\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/democutter/DemoCutter.java b/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/democutter/DemoCutter.java
new file mode 100644 (file)
index 0000000..0aff553
--- /dev/null
@@ -0,0 +1,220 @@
+package com.nexuiz.demorecorder.application.democutter;\r
+import java.io.DataInputStream;\r
+import java.io.DataOutputStream;\r
+import java.io.EOFException;\r
+import java.io.File;\r
+import java.io.FileInputStream;\r
+import java.io.FileNotFoundException;\r
+import java.io.FileOutputStream;\r
+import java.io.IOException;\r
+import java.io.UnsupportedEncodingException;\r
+\r
+public class DemoCutter {\r
+\r
+       private static final byte CDTRACK_SEPARATOR = 0x0A;\r
+\r
+       private DataInputStream inStream;\r
+       private DataOutputStream outStream;\r
+       private File inFile;\r
+       private File outFile;\r
+\r
+       /**\r
+        * Calls the cutDemo method with reasonable default values for the second and first fast-forward stage.\r
+        * @param inFile @see other cutDemo method\r
+        * @param outFile @see other cutDemo method\r
+        * @param startTime @see other cutDemo method\r
+        * @param endTime @see other cutDemo method\r
+        * @param injectAtStart @see other cutDemo method\r
+        * @param injectBeforeCap @see other cutDemo method\r
+        * @param injectAfterCap @see other cutDemo method\r
+        */\r
+       public void cutDemo(File inFile, File outFile, float startTime, float endTime, String injectAtStart, String injectBeforeCap, String injectAfterCap) {\r
+               this.cutDemo(inFile, outFile, startTime, endTime, injectAtStart, injectBeforeCap, injectAfterCap, 100, 10);\r
+       }\r
+       \r
+       /**\r
+        * Cuts the demo by injecting a 2-phase fast forward command until startTime is reached, then injects the cl_capturevideo 1 command\r
+        * and once endTime is reached the cl_capturevideo 0 command is injected.\r
+        * @param inFile the original demo file\r
+        * @param outFile the new cut demo file\r
+        * @param startTime when to start capturing (use the gametime in seconds)\r
+        * @param endTime when to stop capturing\r
+        * @param injectAtStart a String that will be injected right at the beginning of the demo\r
+        *                                              can be anything that would make sense and can be parsed by DP's console\r
+        * @param injectBeforeCap a String that will be injected 5 seconds before capturing starts\r
+        * @param injectAfterCap a String that will be injected shortly after capturing ended\r
+        * @param ffwSpeedFirstStage fast-forward speed at first stage, when the startTime is still about a minute away (use high values, e.g. 100)\r
+        * @param ffwSpeedSecondStage fast-forward speed when coming a few seconds close to startTime, use lower values e.g. 5 or 10\r
+        */\r
+       public void cutDemo(File inFile, File outFile, float startTime, float endTime, String injectAtStart, String injectBeforeCap, String injectAfterCap, int ffwSpeedFirstStage, int ffwSpeedSecondStage) {\r
+               this.inFile = inFile;\r
+               this.outFile = outFile;\r
+               this.prepareStreams();\r
+               this.readCDTrack();\r
+               injectAfterCap = this.checkInjectString(injectAfterCap);\r
+               injectAtStart = this.checkInjectString(injectAtStart);\r
+               injectBeforeCap = this.checkInjectString(injectBeforeCap);\r
+\r
+               byte[] data;\r
+               float svctime = -1;\r
+               boolean firstLoop = true;\r
+               String injectBuffer = "";\r
+               int demoStarted = 0;\r
+               boolean endIsReached = false;\r
+               boolean finalInjectionDone = false;\r
+               boolean disconnectIssued = false;\r
+               int svcLoops = 0;\r
+               float firstSvcTime = -1;\r
+               float lastSvcTime = -1;\r
+               \r
+               try {\r
+                       while (true) {\r
+                               DemoPacket demoPacket = new DemoPacket(this.inStream);\r
+                               if (demoPacket.isEndOfFile()) {\r
+                                       break;\r
+                               }\r
+                               \r
+                               if (demoPacket.isClientToServerPacket()) {\r
+                                       try {\r
+                                               this.outStream.write(demoPacket.getOriginalLengthAsByte());\r
+                                               this.outStream.write(demoPacket.getAngles());\r
+                                               this.outStream.write(demoPacket.getOriginalData());\r
+                                       } catch (IOException e) {\r
+                                               throw new DemoCutterException("Unexpected I/O Exception occurred when writing to the cut demo", e);\r
+                                       }\r
+                                       \r
+                                       continue;\r
+                               }\r
+\r
+                               if (demoPacket.getSvcTime() != -1) {\r
+                                       svctime = demoPacket.getSvcTime();\r
+                               }\r
+\r
+                               if (svctime != -1) {\r
+                                       if (firstSvcTime == -1) {\r
+                                               firstSvcTime = svctime;\r
+                                       }\r
+                                       lastSvcTime = svctime;\r
+                                       \r
+                                       if (firstLoop) {\r
+                                               injectBuffer = "\011\n" + injectAtStart + ";slowmo " + ffwSpeedFirstStage + "\n\000";\r
+                                               firstLoop = false;\r
+                                       }\r
+                                       if (demoStarted < 1 && svctime > (startTime - 50)) {\r
+                                               if (svcLoops == 0) {\r
+                                                       //make sure that for short demos (duration less than 50 sec)\r
+                                                       //the injectAtStart is still honored\r
+                                                       injectBuffer = "\011\n" + injectAtStart + ";slowmo " + ffwSpeedSecondStage + "\n\000";\r
+                                               } else {\r
+                                                       injectBuffer = "\011\nslowmo " + ffwSpeedSecondStage + "\n\000";\r
+                                               }\r
+                                               \r
+                                               demoStarted = 1;\r
+                                       }\r
+                                       if (demoStarted < 2 && svctime > (startTime - 5)) {\r
+                                               injectBuffer = "\011\nslowmo 1;" + injectBeforeCap +"\n\000";\r
+                                               demoStarted = 2;\r
+                                       }\r
+                                       if (demoStarted < 3 && svctime > startTime) {\r
+                                               injectBuffer = "\011\ncl_capturevideo 1\n\000";\r
+                                               demoStarted = 3;\r
+                                       }\r
+                                       if (!endIsReached && svctime > endTime) {\r
+                                               injectBuffer = "\011\ncl_capturevideo 0\n\000";\r
+                                               endIsReached = true;\r
+                                       }\r
+                                       if (endIsReached && !finalInjectionDone && svctime > (endTime + 1)) {\r
+                                               injectBuffer = "\011\n" + injectAfterCap + "\n\000";\r
+                                               finalInjectionDone = true;\r
+                                       }\r
+                                       if (finalInjectionDone && !disconnectIssued && svctime > (endTime + 2)) {\r
+                                               injectBuffer = "\011\ndisconnect\n\000";\r
+                                               disconnectIssued = true;\r
+                                       }\r
+                                       svcLoops++;\r
+                               }\r
+\r
+                               byte[] injectBufferAsBytes = null;\r
+                               try {\r
+                                       injectBufferAsBytes = injectBuffer.getBytes("US-ASCII");\r
+                               } catch (UnsupportedEncodingException e) {\r
+                                       throw new DemoCutterException("Could not convert String to bytes using US-ASCII charset!", e);\r
+                               }\r
+\r
+                               data = demoPacket.getOriginalData();\r
+                               if ((injectBufferAsBytes.length + data.length) < 65536) {\r
+                                       data = DemoCutterUtils.mergeByteArrays(injectBufferAsBytes, data);\r
+                                       injectBuffer = "";\r
+                               }\r
+                               \r
+                               byte[] newLengthLittleEndian = DemoCutterUtils.convertLittleEndian(data.length);\r
+                               try {\r
+                                       this.outStream.write(newLengthLittleEndian);\r
+                                       this.outStream.write(demoPacket.getAngles());\r
+                                       this.outStream.write(data);\r
+                               } catch (IOException e) {\r
+                                       throw new DemoCutterException("Unexpected I/O Exception occurred when writing to the cut demo", e);\r
+                               }\r
+\r
+                       }\r
+                       \r
+                       if (startTime < firstSvcTime) {\r
+                               throw new DemoCutterException("Start time for the demo is " + startTime + ", but demo doesn't start before " + firstSvcTime);\r
+                       }\r
+                       if (endTime > lastSvcTime) {\r
+                               throw new DemoCutterException("End time for the demo is " + endTime + ", but demo already stops at " + lastSvcTime);\r
+                       }\r
+               } catch (DemoCutterException e) {\r
+                       throw e;\r
+               } catch (Throwable e) {\r
+                       throw new DemoCutterException("Internal error in demo cutter sub-route (invalid demo file?)", e);\r
+               } finally {\r
+                       try {\r
+                               this.outStream.close();\r
+                               this.inStream.close();\r
+                       } catch (IOException e) {}\r
+               }\r
+       }\r
+\r
+       \r
+\r
+       /**\r
+        * Seeks forward in the inStream until CDTRACK_SEPARATOR byte was reached.\r
+        * All the content is copied to the outStream.\r
+        */\r
+       private void readCDTrack() {\r
+               byte lastByte;\r
+               try {\r
+                       while ((lastByte = inStream.readByte()) != CDTRACK_SEPARATOR) {\r
+                               this.outStream.write(lastByte);\r
+                       }\r
+                       this.outStream.write(CDTRACK_SEPARATOR);\r
+               } catch (EOFException e) {\r
+                       throw new DemoCutterException("Unexpected EOF occurred when reading CD track of demo " + inFile.getPath(), e);\r
+               }\r
+               catch (IOException e) {\r
+                       throw new DemoCutterException("Unexpected I/O Exception occurred when reading CD track of demo " + inFile.getPath(), e);\r
+               }\r
+       }\r
+\r
+       private void prepareStreams() {\r
+               try {\r
+                       this.inStream = new DataInputStream(new FileInputStream(this.inFile));\r
+               } catch (FileNotFoundException e) {\r
+                       throw new DemoCutterException("Could not open demo file " + inFile.getPath(), e);\r
+               }\r
+               \r
+               try {\r
+                       this.outStream = new DataOutputStream(new FileOutputStream(this.outFile));\r
+               } catch (FileNotFoundException e) {\r
+                       throw new DemoCutterException("Could not open demo file " + outFile.getPath(), e);\r
+               }\r
+       }\r
+       \r
+       private String checkInjectString(String injectionString) {\r
+               while (injectionString.endsWith(";") || injectionString.endsWith("\n")) {\r
+                       injectionString = injectionString.substring(0, injectionString.length()-1);\r
+               }\r
+               return injectionString;\r
+       }\r
+}\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/democutter/DemoCutterException.java b/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/democutter/DemoCutterException.java
new file mode 100644 (file)
index 0000000..6b6666b
--- /dev/null
@@ -0,0 +1,14 @@
+package com.nexuiz.demorecorder.application.democutter;\r
+\r
+public class DemoCutterException extends RuntimeException {\r
+       \r
+       private static final long serialVersionUID = -1419472153834762285L;\r
+       \r
+       public DemoCutterException(String message) {\r
+               super(message);\r
+       }\r
+       public DemoCutterException(String message, Throwable cause) {\r
+               super(message, cause);\r
+       }\r
+\r
+}\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/democutter/DemoCutterUtils.java b/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/democutter/DemoCutterUtils.java
new file mode 100644 (file)
index 0000000..dd8f9ca
--- /dev/null
@@ -0,0 +1,40 @@
+package com.nexuiz.demorecorder.application.democutter;\r
+import java.nio.ByteBuffer;\r
+import java.nio.ByteOrder;\r
+\r
+\r
+public class DemoCutterUtils {\r
+\r
+       public static float byteArrayToFloat(byte[] array) {\r
+               byte[] tmp = new byte[4];\r
+               System.arraycopy(array, 0, tmp, 0, 4);\r
+               int accum = 0;\r
+               int i = 0;\r
+               for (int shiftBy = 0; shiftBy < 32; shiftBy += 8) {\r
+                       accum |= ((long) (tmp[i++] & 0xff)) << shiftBy;\r
+               }\r
+               return Float.intBitsToFloat(accum);\r
+       }\r
+\r
+       public static byte[] convertLittleEndian(int i) {\r
+               ByteBuffer bb = ByteBuffer.allocate(4);\r
+               bb.order(ByteOrder.LITTLE_ENDIAN);\r
+               bb.putInt(i);\r
+               return bb.array();\r
+       }\r
+\r
+       public static byte[] mergeByteArrays(byte[] array1, byte[] array2) {\r
+               ByteBuffer bb = ByteBuffer.allocate(array1.length + array2.length);\r
+               bb.put(array1);\r
+               bb.put(array2);\r
+               return bb.array();\r
+       }\r
+\r
+       public static int convertLittleEndian(byte[] b) {\r
+               ByteBuffer bb = ByteBuffer.allocate(4);\r
+               bb.order(ByteOrder.LITTLE_ENDIAN);\r
+               bb.put(b);\r
+               bb.position(0);\r
+               return bb.getInt();\r
+       }\r
+}\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/democutter/DemoPacket.java b/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/democutter/DemoPacket.java
new file mode 100644 (file)
index 0000000..dcca821
--- /dev/null
@@ -0,0 +1,102 @@
+package com.nexuiz.demorecorder.application.democutter;\r
+import java.io.DataInputStream;\r
+import java.io.EOFException;\r
+import java.io.IOException;\r
+import java.nio.ByteBuffer;\r
+\r
+\r
+public class DemoPacket {\r
+       \r
+       private static final int DEMOMSG_CLIENT_TO_SERVER = 0x80000000;\r
+       \r
+       private DataInputStream inStream = null;\r
+       private boolean isEndOfFile = false;\r
+       private byte[] buffer = new byte[4]; //contains packet length\r
+       private byte[] angles = new byte[12];\r
+       private byte[] data;\r
+       private int packetLength;\r
+       private boolean isClientToServer = false;\r
+       private float svcTime = -1;\r
+\r
+       public DemoPacket(DataInputStream inStream) {\r
+               this.inStream = inStream;\r
+               \r
+               try {\r
+                       inStream.readFully(buffer);\r
+               } catch (EOFException e) {\r
+                       this.isEndOfFile = true;\r
+                       return;\r
+               } catch (IOException e) {\r
+                       throw new DemoCutterException("Unexpected I/O Exception occurred when processing demo");\r
+               }\r
+               \r
+               packetLength = DemoCutterUtils.convertLittleEndian(buffer);\r
+               if ((packetLength & DEMOMSG_CLIENT_TO_SERVER) != 0) {\r
+                       packetLength = packetLength & ~DEMOMSG_CLIENT_TO_SERVER;\r
+\r
+                       this.isClientToServer = true;\r
+                       this.readAnglesAndData();\r
+                       return;\r
+               }\r
+               \r
+               this.readAnglesAndData();\r
+               \r
+               // extract svc_time\r
+               this.readSvcTime();\r
+               \r
+       }\r
+       \r
+       public boolean isEndOfFile() {\r
+               return this.isEndOfFile;\r
+       }\r
+       \r
+       public boolean isClientToServerPacket() {\r
+               return this.isClientToServer;\r
+       }\r
+       \r
+       public byte[] getOriginalLengthAsByte() {\r
+               return this.buffer;\r
+       }\r
+       \r
+       public byte[] getAngles() {\r
+               return this.angles;\r
+       }\r
+       \r
+       public byte[] getOriginalData() {\r
+               return this.data;\r
+       }\r
+       \r
+       public float getSvcTime() {\r
+               return this.svcTime;\r
+       }\r
+       \r
+       private void readAnglesAndData() {\r
+               // read angles\r
+               try {\r
+                       inStream.readFully(angles);\r
+               } catch (EOFException e) {\r
+                       throw new DemoCutterException("Invalid Demo Packet");\r
+               } catch (IOException e) {\r
+                       throw new DemoCutterException("Unexpected I/O Exception occurred when processing demo");\r
+               }\r
+\r
+               // read data\r
+               data = new byte[packetLength];\r
+               try {\r
+                       inStream.readFully(data);\r
+               } catch (EOFException e) {\r
+                       throw new DemoCutterException("Invalid Demo Packet");\r
+               } catch (IOException e) {\r
+                       throw new DemoCutterException("Unexpected I/O Exception occurred when processing demo");\r
+               }\r
+       }\r
+       \r
+       private void readSvcTime() {\r
+               if (data[0] == 0x07) {\r
+                       ByteBuffer bb = ByteBuffer.allocate(4);\r
+                       bb.put(data, 1, 4);\r
+                       byte[] array = bb.array();\r
+                       this.svcTime = DemoCutterUtils.byteArrayToFloat(array);\r
+               }\r
+       }\r
+}\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/jobs/EncoderJob.java b/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/jobs/EncoderJob.java
new file mode 100644 (file)
index 0000000..430c988
--- /dev/null
@@ -0,0 +1,24 @@
+package com.nexuiz.demorecorder.application.jobs;\r
+\r
+import com.nexuiz.demorecorder.application.plugins.EncoderPlugin;\r
+\r
+/**\r
+ * Job for the ThreadPoolExecutor that will just call the encoder-plugin's execute\r
+ * method.\r
+ */\r
+public class EncoderJob implements Runnable {\r
+       \r
+       private RecordJob job;\r
+       private EncoderPlugin plugin;\r
+       \r
+       public EncoderJob(RecordJob job, EncoderPlugin plugin) {\r
+               this.job = job;\r
+               this.plugin = plugin;\r
+       }\r
+\r
+       @Override\r
+       public void run() {\r
+               this.job.executePlugin(this.plugin);\r
+       }\r
+\r
+}\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/jobs/RecordJob.java b/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/jobs/RecordJob.java
new file mode 100644 (file)
index 0000000..32f6631
--- /dev/null
@@ -0,0 +1,639 @@
+package com.nexuiz.demorecorder.application.jobs;\r
+\r
+import java.io.BufferedReader;\r
+import java.io.File;\r
+import java.io.IOException;\r
+import java.io.InputStream;\r
+import java.io.InputStreamReader;\r
+import java.io.Serializable;\r
+import java.util.ArrayList;\r
+import java.util.HashMap;\r
+import java.util.List;\r
+import java.util.Map;\r
+import java.util.Properties;\r
+\r
+import com.nexuiz.demorecorder.application.DemoRecorderApplication;\r
+import com.nexuiz.demorecorder.application.DemoRecorderException;\r
+import com.nexuiz.demorecorder.application.DemoRecorderUtils;\r
+import com.nexuiz.demorecorder.application.NDRPreferences;\r
+import com.nexuiz.demorecorder.application.DemoRecorderApplication.Preferences;\r
+import com.nexuiz.demorecorder.application.democutter.DemoCutter;\r
+import com.nexuiz.demorecorder.application.democutter.DemoCutterException;\r
+import com.nexuiz.demorecorder.application.plugins.EncoderPlugin;\r
+import com.nexuiz.demorecorder.application.plugins.EncoderPluginException;\r
+\r
+public class RecordJob implements Runnable, Serializable {\r
+       \r
+       private static final long serialVersionUID = -4585637490345587912L;\r
+\r
+       public enum State {\r
+               WAITING, PROCESSING, ERROR, ERROR_PLUGIN, DONE\r
+       }\r
+       \r
+       public static final String CUT_DEMO_FILE_SUFFIX = "_autocut";\r
+       public static final String CUT_DEMO_CAPVIDEO_NAMEFORMAT_OVERRIDE = "autocap";\r
+       public static final String CUT_DEMO_CAPVIDEO_NUMBER_OVERRIDE = "1234567";\r
+       protected static final String[] VIDEO_FILE_ENDINGS = {"avi", "ogv"};\r
+       \r
+       private DemoRecorderApplication appLayer;\r
+       protected String jobName;\r
+       private int jobIndex;\r
+       protected File enginePath;\r
+       protected String engineParameters;\r
+       protected File demoFile;\r
+       protected String relativeDemoPath;\r
+       protected File dpVideoPath;\r
+       protected File videoDestination;\r
+       protected String executeBeforeCap;\r
+       protected String executeAfterCap;\r
+       protected float startSecond;\r
+       protected float endSecond;\r
+       protected State state = State.WAITING;\r
+       protected DemoRecorderException lastException = null;\r
+       \r
+       /**\r
+        * Points to the actual final file, including possible suffixes, e.g. _copy1, and the actualy ending\r
+        */\r
+       protected File actualVideoDestination = null;\r
+       /**\r
+        * Map that identifies the plug-in by its name (String) and maps to the plug-in's job-specific settings\r
+        */\r
+       protected Map<String, Properties> encoderPluginSettings = new HashMap<String, Properties>();\r
+       \r
+       private List<File> cleanUpFiles = null;\r
+       \r
+       public RecordJob(\r
+               DemoRecorderApplication appLayer,\r
+               String jobName,\r
+               int jobIndex,\r
+               File enginePath,\r
+               String engineParameters,\r
+               File demoFile,\r
+               String relativeDemoPath,\r
+               File dpVideoPath,\r
+               File videoDestination,\r
+               String executeBeforeCap,\r
+               String executeAfterCap,\r
+               float startSecond,\r
+               float endSecond\r
+       ) {\r
+               this.appLayer = appLayer;\r
+               this.jobName = jobName;\r
+               this.jobIndex = jobIndex;\r
+               \r
+               this.setEnginePath(enginePath);\r
+               this.setEngineParameters(engineParameters);\r
+               this.setDemoFile(demoFile);\r
+               this.setRelativeDemoPath(relativeDemoPath);\r
+               this.setDpVideoPath(dpVideoPath);\r
+               this.setVideoDestination(videoDestination);\r
+               this.setExecuteBeforeCap(executeBeforeCap);\r
+               this.setExecuteAfterCap(executeAfterCap);\r
+               this.setStartSecond(startSecond);\r
+               this.setEndSecond(endSecond);\r
+       }\r
+       \r
+       public RecordJob(){}\r
+       \r
+       /**\r
+        * Constructor that can be used by other classes such as job templates. Won't throw exceptions\r
+        * as it won't check the input for validity.\r
+        */\r
+       protected RecordJob(\r
+               File enginePath,\r
+               String engineParameters,\r
+               File demoFile,\r
+               String relativeDemoPath,\r
+               File dpVideoPath,\r
+               File videoDestination,\r
+               String executeBeforeCap,\r
+               String executeAfterCap,\r
+               float startSecond,\r
+               float endSecond\r
+               ) {\r
+               this.jobIndex = -1;\r
+               this.enginePath = enginePath;\r
+               this.engineParameters = engineParameters;\r
+               this.demoFile = demoFile;\r
+               this.relativeDemoPath = relativeDemoPath;\r
+               this.dpVideoPath = dpVideoPath;\r
+               this.videoDestination = videoDestination;\r
+               this.executeBeforeCap = executeBeforeCap;\r
+               this.executeAfterCap = executeAfterCap;\r
+               this.startSecond = startSecond;\r
+               this.endSecond = endSecond;\r
+       }\r
+       \r
+       public void execute() {\r
+               if (this.state == State.PROCESSING) {\r
+                       return;\r
+               }\r
+               boolean errorOccurred = false;\r
+               this.setState(State.PROCESSING);\r
+               this.appLayer.fireUserInterfaceUpdate(this);\r
+               cleanUpFiles = new ArrayList<File>();\r
+               \r
+               File cutDemo = computeCutDemoFile();\r
+               cutDemo.delete(); //delete possibly old cutDemoFile\r
+               \r
+               EncoderPlugin recentEncoder = null;\r
+               \r
+               try {\r
+                       this.cutDemo(cutDemo);\r
+                       this.removeOldAutocaps();\r
+                       this.recordClip(cutDemo);\r
+                       this.moveRecordedClip();\r
+                       for (EncoderPlugin plugin : this.appLayer.getEncoderPlugins()) {\r
+                               recentEncoder = plugin;\r
+                               plugin.executeEncoder(this);\r
+                       }\r
+               } catch (DemoRecorderException e) {\r
+                       errorOccurred = true;\r
+                       this.lastException = e;\r
+                       this.setState(State.ERROR);\r
+               } catch (EncoderPluginException e) {\r
+                       errorOccurred = true;\r
+                       this.lastException = new DemoRecorderException("Encoder plug-in " + recentEncoder.getName() + " failed: "\r
+                                       + e.getMessage(), e);\r
+                       this.setState(State.ERROR_PLUGIN);\r
+               } catch (Exception e) {\r
+                       errorOccurred = true;\r
+                       this.lastException = new DemoRecorderException("Executing job failed, click on details for more info", e);\r
+               } finally {\r
+                       NDRPreferences preferences = this.appLayer.getPreferences();\r
+                       if (!Boolean.valueOf(preferences.getProperty(NDRPreferences.MAIN_APPLICATION, Preferences.DO_NOT_DELETE_CUT_DEMOS))) {\r
+                               cleanUpFiles.add(cutDemo);\r
+                       }\r
+                       if (!errorOccurred) {\r
+                               this.setState(State.DONE);\r
+                       }\r
+                       this.cleanUpFiles();\r
+                       this.appLayer.fireUserInterfaceUpdate(this);\r
+                       this.appLayer.saveJobQueue();\r
+               }\r
+       }\r
+       \r
+       /**\r
+        * Will execute just the specified encoder plug-in on an already "done" job.\r
+        * @param pluginName\r
+        */\r
+       public void executePlugin(EncoderPlugin plugin) {\r
+               if (this.getState() != State.DONE) {\r
+                       return;\r
+               }\r
+               this.setState(State.PROCESSING);\r
+               this.appLayer.fireUserInterfaceUpdate(this);\r
+               \r
+               try {\r
+                       plugin.executeEncoder(this);\r
+                       this.setState(State.DONE);\r
+               } catch (EncoderPluginException e) {\r
+                       this.lastException = new DemoRecorderException("Encoder plug-in " + plugin.getName() + " failed: "\r
+                                       + e.getMessage(), e);\r
+                       this.setState(State.ERROR_PLUGIN);\r
+               }\r
+               \r
+               this.appLayer.fireUserInterfaceUpdate(this);\r
+       }\r
+       \r
+       private void cleanUpFiles() {\r
+               try {\r
+                       for (File f : this.cleanUpFiles) {\r
+                               f.delete();\r
+                       }\r
+               } catch (Exception e) {}\r
+               \r
+       }\r
+       \r
+       private void moveRecordedClip() {\r
+               //1. Figure out whether the file is .avi or .ogv\r
+               File sourceFile = null;\r
+               for (String videoExtension : VIDEO_FILE_ENDINGS) {\r
+                       String fileString = this.dpVideoPath.getAbsolutePath() + File.separator + CUT_DEMO_CAPVIDEO_NAMEFORMAT_OVERRIDE\r
+                       + CUT_DEMO_CAPVIDEO_NUMBER_OVERRIDE + "." + videoExtension;\r
+                       File videoFile = new File(fileString);\r
+                       if (videoFile.exists()) {\r
+                               sourceFile = videoFile;\r
+                               break;\r
+                       }\r
+               }\r
+               \r
+               if (sourceFile == null) {\r
+                       String p = this.dpVideoPath.getAbsolutePath() + File.separator + CUT_DEMO_CAPVIDEO_NAMEFORMAT_OVERRIDE\r
+                       + CUT_DEMO_CAPVIDEO_NUMBER_OVERRIDE;\r
+                       throw new DemoRecorderException("Could not locate the expected video file being generated by Nexuiz (should have been at "\r
+                                       + p + ".avi/.ogv");\r
+               }\r
+               cleanUpFiles.add(sourceFile);\r
+               \r
+               File destinationFile = null;\r
+               NDRPreferences preferences = this.appLayer.getPreferences();\r
+               String sourceFileExtension = DemoRecorderUtils.getFileExtension(sourceFile);\r
+               String destinationFilePath = this.videoDestination + "." + sourceFileExtension;\r
+               destinationFile = new File(destinationFilePath);\r
+               if (destinationFile.exists()) {\r
+                       if (Boolean.valueOf(preferences.getProperty(NDRPreferences.MAIN_APPLICATION, Preferences.OVERWRITE_VIDEO_FILE))) {\r
+                               if (!destinationFile.delete()) {\r
+                                       throw new DemoRecorderException("Could not delete the existing video destinatin file " + destinationFile.getAbsolutePath()\r
+                                                       + " (application setting to overwrite existing video files is enabled!)");\r
+                               }\r
+                       } else {\r
+                               destinationFilePath = this.videoDestination + "_copy" + this.getVideoDestinationCopyNr(sourceFileExtension) + "." + sourceFileExtension;\r
+                               destinationFile = new File(destinationFilePath);\r
+                       }\r
+               }\r
+               \r
+               //finally move the file\r
+               if (!sourceFile.renameTo(destinationFile)) {\r
+                       cleanUpFiles.add(destinationFile);\r
+                       throw new DemoRecorderException("Could not move the video file from " + sourceFile.getAbsolutePath()\r
+                                       + " to " + destinationFile.getAbsolutePath());\r
+               }\r
+               \r
+               this.actualVideoDestination = destinationFile;\r
+       }\r
+       \r
+       /**\r
+        * As destination video files, e.g. "test"[.avi] can already exist, we have to save the\r
+        * the video file to a file name such as test_copy1 or test_copy2.\r
+        * This function will figure out what the number (1, 2....) is.\r
+        * @return\r
+        */\r
+       private int getVideoDestinationCopyNr(String sourceFileExtension) {\r
+               int i = 1;\r
+               File lastFile;\r
+               while (true) {\r
+                       lastFile = new File(this.videoDestination + "_copy" + i + "." + sourceFileExtension);\r
+                       if (!lastFile.exists()) {\r
+                               break;\r
+                       }\r
+                       \r
+                       i++;\r
+               }\r
+               return i;\r
+       }\r
+\r
+       private File computeCutDemoFile() {\r
+               String origFileString = this.demoFile.getAbsolutePath();\r
+               int lastIndex = origFileString.lastIndexOf(File.separator);\r
+               String autoDemoFileName = origFileString.substring(lastIndex+1, origFileString.length());\r
+               //strip .dem ending\r
+               autoDemoFileName = autoDemoFileName.substring(0, autoDemoFileName.length()-4);\r
+               autoDemoFileName = autoDemoFileName + CUT_DEMO_FILE_SUFFIX + ".dem";\r
+               String finalString = origFileString.substring(0, lastIndex) + File.separator + autoDemoFileName;\r
+               File f = new File(finalString);\r
+               \r
+               return f;\r
+       }\r
+       \r
+       private void cutDemo(File cutDemo) {\r
+               String injectAtStart = "";\r
+               String injectBeforeCap = "";\r
+               String injectAfterCap = "";\r
+               \r
+               NDRPreferences preferences = this.appLayer.getPreferences();\r
+               if (Boolean.valueOf(preferences.getProperty(NDRPreferences.MAIN_APPLICATION, Preferences.DISABLE_RENDERING))) {\r
+                       injectAtStart += "r_render 0;";\r
+                       injectBeforeCap += "r_render 1;";\r
+               }\r
+               if (Boolean.valueOf(preferences.getProperty(NDRPreferences.MAIN_APPLICATION, Preferences.DISABLE_SOUND))) {\r
+                       injectAtStart += "set _volume $volume;volume 0;";\r
+                       injectBeforeCap += "set volume $_volume;";\r
+               }\r
+               injectBeforeCap += this.executeBeforeCap + "\n";\r
+               injectBeforeCap += "set _cl_capturevideo_nameformat $cl_capturevideo_nameformat;set _cl_capturevideo_number $cl_capturevideo_number;";\r
+               injectBeforeCap += "cl_capturevideo_nameformat " + CUT_DEMO_CAPVIDEO_NAMEFORMAT_OVERRIDE + ";";\r
+               injectBeforeCap += "cl_capturevideo_number " + CUT_DEMO_CAPVIDEO_NUMBER_OVERRIDE + ";";\r
+               \r
+               injectAfterCap += this.executeAfterCap + "\n";\r
+               injectAfterCap += "cl_capturevideo_nameformat $_cl_capturevideo_nameformat;cl_capturevideo_number $_cl_capturevideo_number;";\r
+               \r
+               \r
+               DemoCutter cutter = new DemoCutter();\r
+               int fwdSpeedFirstStage, fwdSpeedSecondStage;\r
+               try {\r
+                       fwdSpeedFirstStage = Integer.parseInt(preferences.getProperty(NDRPreferences.MAIN_APPLICATION, Preferences.FFW_SPEED_FIRST_STAGE));\r
+                       fwdSpeedSecondStage = Integer.parseInt(preferences.getProperty(NDRPreferences.MAIN_APPLICATION, Preferences.FFW_SPEED_SECOND_STAGE));\r
+               } catch (NumberFormatException e) {\r
+                       throw new DemoRecorderException("Make sure that you specified valid numbers for the settings "\r
+                                       + Preferences.FFW_SPEED_FIRST_STAGE + " and " + Preferences.FFW_SPEED_SECOND_STAGE, e);\r
+               }\r
+               \r
+               try {\r
+                       cutter.cutDemo(\r
+                               this.demoFile,\r
+                               cutDemo,\r
+                               this.startSecond,\r
+                               this.endSecond,\r
+                               injectAtStart,\r
+                               injectBeforeCap,\r
+                               injectAfterCap,\r
+                               fwdSpeedFirstStage,\r
+                               fwdSpeedSecondStage\r
+                       );\r
+               } catch (DemoCutterException e) {\r
+                       throw new DemoRecorderException("Error occurred while trying to cut the demo: " + e.getMessage(), e);\r
+               }\r
+               \r
+       }\r
+       \r
+       private void removeOldAutocaps() {\r
+               for (String videoExtension : VIDEO_FILE_ENDINGS) {\r
+                       String fileString = this.dpVideoPath.getAbsolutePath() + File.separator + CUT_DEMO_CAPVIDEO_NAMEFORMAT_OVERRIDE\r
+                       + CUT_DEMO_CAPVIDEO_NUMBER_OVERRIDE + "." + videoExtension;\r
+                       File videoFile = new File(fileString);\r
+                       cleanUpFiles.add(videoFile);\r
+                       if (videoFile.exists()) {\r
+                               if (!videoFile.delete()) {\r
+                                       throw new DemoRecorderException("Could not delete old obsolete video file " + fileString);\r
+                               }\r
+                       }\r
+               }\r
+       }\r
+       \r
+       private void recordClip(File cutDemo) {\r
+               Process nexProc;\r
+               String demoFileName = DemoRecorderUtils.getJustFileNameOfPath(cutDemo);\r
+               String execPath = this.enginePath.getAbsolutePath() + " " + this.engineParameters + " -demo "\r
+                                               + this.relativeDemoPath + "/" + demoFileName;\r
+               File engineDir = this.enginePath.getParentFile();\r
+               try {\r
+                       nexProc = Runtime.getRuntime().exec(execPath, null, engineDir);\r
+                       nexProc.getErrorStream();\r
+                       nexProc.getOutputStream();\r
+                       InputStream is = nexProc.getInputStream();\r
+                       InputStreamReader isr = new InputStreamReader(is);\r
+                       BufferedReader br = new BufferedReader(isr);\r
+                       while (br.readLine() != null) {\r
+                               //System.out.println(line);\r
+                       }\r
+               } catch (IOException e) {\r
+                       throw new DemoRecorderException("I/O Exception occurred when trying to execute the Nexuiz binary", e);\r
+               }\r
+       }\r
+\r
+       public void run() {\r
+               this.execute();\r
+       }\r
+       \r
+       public void setAppLayer(DemoRecorderApplication appLayer) {\r
+               this.appLayer = appLayer;\r
+       }\r
+\r
+       public int getJobIndex() {\r
+               return jobIndex;\r
+       }\r
+\r
+       public File getEnginePath() {\r
+               return enginePath;\r
+       }\r
+\r
+       public void setEnginePath(File enginePath) {\r
+               this.checkForProcessingState();\r
+               if (enginePath == null || !enginePath.exists()) {\r
+                       throw new DemoRecorderException("Could not locate engine binary!");\r
+               }\r
+               if (!enginePath.canExecute()) {\r
+                       throw new DemoRecorderException("The file you specified is not executable!");\r
+               }\r
+               this.enginePath = enginePath.getAbsoluteFile();\r
+       }\r
+\r
+       public String getEngineParameters() {\r
+               return engineParameters;\r
+       }\r
+\r
+       public void setEngineParameters(String engineParameters) {\r
+               this.checkForProcessingState();\r
+               if (engineParameters == null) {\r
+                       engineParameters = "";\r
+               }\r
+               this.engineParameters = engineParameters.trim();\r
+       }\r
+\r
+       public File getDemoFile() {\r
+               return demoFile;\r
+       }\r
+\r
+       public void setDemoFile(File demoFile) {\r
+               this.checkForProcessingState();\r
+               if (demoFile == null) {\r
+                       throw new DemoRecorderException("Could not locate demo file!");\r
+               }\r
+               if (!demoFile.exists()) {\r
+                       throw new DemoRecorderException("Could not locate demo file!: " + demoFile.getAbsolutePath());\r
+               }\r
+               if (!doReadWriteTest(demoFile.getParentFile())) {\r
+                       throw new DemoRecorderException("The directory you specified for the demo to be recorded is not writable!");\r
+               }\r
+               if (!demoFile.getAbsolutePath().endsWith(".dem")) {\r
+                       throw new DemoRecorderException("The demo file you specified must have the ending .dem");\r
+               }\r
+               \r
+               this.demoFile = demoFile.getAbsoluteFile();\r
+       }\r
+\r
+       public String getRelativeDemoPath() {\r
+               return relativeDemoPath;\r
+       }\r
+\r
+       public void setRelativeDemoPath(String relativeDemoPath) {\r
+               this.checkForProcessingState();\r
+               if (relativeDemoPath == null) {\r
+                       relativeDemoPath = "";\r
+               }\r
+               \r
+               //get rid of possible slashes\r
+               while (relativeDemoPath.startsWith("/") || relativeDemoPath.startsWith("\\")) {\r
+                       relativeDemoPath = relativeDemoPath.substring(1, relativeDemoPath.length());\r
+               }\r
+               while (relativeDemoPath.endsWith("/") || relativeDemoPath.endsWith("\\")) {\r
+                       relativeDemoPath = relativeDemoPath.substring(0, relativeDemoPath.length() - 1);\r
+               }\r
+               \r
+               this.relativeDemoPath = relativeDemoPath.trim();\r
+       }\r
+\r
+       public File getDpVideoPath() {\r
+               return dpVideoPath;\r
+       }\r
+\r
+       public void setDpVideoPath(File dpVideoPath) {\r
+               this.checkForProcessingState();\r
+               if (dpVideoPath == null || !dpVideoPath.isDirectory()) {\r
+                       throw new DemoRecorderException("Could not locate the specified DPVideo directory!");\r
+               }\r
+               \r
+               if (!this.doReadWriteTest(dpVideoPath)) {\r
+                       throw new DemoRecorderException("The DPVideo directory is not writable! It needs to be writable so that the file can be moved to its new location");\r
+               }\r
+               this.dpVideoPath = dpVideoPath.getAbsoluteFile();\r
+       }\r
+\r
+       public File getVideoDestination() {\r
+               return videoDestination;\r
+       }\r
+\r
+       public void setVideoDestination(File videoDestination) {\r
+               this.checkForProcessingState();\r
+               //keep in mind, the parameter videoDestination points to the final avi/ogg file w/o extension!\r
+               if (videoDestination == null || !videoDestination.getParentFile().isDirectory()) {\r
+                       throw new DemoRecorderException("Could not locate the specified video destination");\r
+               }\r
+               \r
+               if (!this.doReadWriteTest(videoDestination.getParentFile())) {\r
+                       throw new DemoRecorderException("The video destination directory is not writable! It needs to be writable so that the file can be moved to its new location");\r
+               }\r
+               \r
+               this.videoDestination = videoDestination.getAbsoluteFile();\r
+       }\r
+\r
+       public String getExecuteBeforeCap() {\r
+               return executeBeforeCap;\r
+       }\r
+\r
+       public void setExecuteBeforeCap(String executeBeforeCap) {\r
+               this.checkForProcessingState();\r
+               if (executeBeforeCap == null) {\r
+                       executeBeforeCap = "";\r
+               }\r
+               executeBeforeCap = executeBeforeCap.trim();\r
+               while (executeBeforeCap.endsWith(";")) {\r
+                       executeBeforeCap = executeBeforeCap.substring(0, executeBeforeCap.length()-1);\r
+               }\r
+               this.executeBeforeCap = executeBeforeCap;\r
+       }\r
+\r
+       public String getExecuteAfterCap() {\r
+               return executeAfterCap;\r
+       }\r
+\r
+       public void setExecuteAfterCap(String executeAfterCap) {\r
+               this.checkForProcessingState();\r
+               if (executeAfterCap == null) {\r
+                       executeAfterCap = "";\r
+               }\r
+               executeAfterCap = executeAfterCap.trim();\r
+               while (executeAfterCap.endsWith(";")) {\r
+                       executeAfterCap = executeAfterCap.substring(0, executeAfterCap.length()-1);\r
+               }\r
+               if (executeAfterCap.contains("cl_capturevideo_number") || executeAfterCap.contains("cl_capturevideo_nameformat")) {\r
+                       throw new DemoRecorderException("Execute after String cannot contain cl_capturevideo_number or _nameformat changes!");\r
+               }\r
+               this.executeAfterCap = executeAfterCap;\r
+       }\r
+\r
+       public float getStartSecond() {\r
+               return startSecond;\r
+       }\r
+\r
+       public void setStartSecond(float startSecond) {\r
+               this.checkForProcessingState();\r
+               if (startSecond < 0) {\r
+                       throw new DemoRecorderException("Start second cannot be < 0");\r
+               }\r
+               this.startSecond = startSecond;\r
+       }\r
+\r
+       public float getEndSecond() {\r
+               return endSecond;\r
+       }\r
+\r
+       public void setEndSecond(float endSecond) {\r
+               this.checkForProcessingState();\r
+               if (endSecond < this.startSecond) {\r
+                       throw new DemoRecorderException("End second cannot be < start second");\r
+               }\r
+               this.endSecond = endSecond;\r
+       }\r
+\r
+       public State getState() {\r
+               return state;\r
+       }\r
+\r
+       public void setState(State state) {\r
+               this.state = state;\r
+               this.appLayer.fireUserInterfaceUpdate(this);\r
+       }\r
+\r
+       public String getJobName() {\r
+               if (this.jobName == null || this.jobName.equals("")) {\r
+                       return "Job " + this.jobIndex;\r
+               }\r
+               return this.jobName;\r
+       }\r
+       \r
+       public void setJobName(String jobName) {\r
+               if (jobName == null || jobName.equals("")) {\r
+                       this.jobIndex = appLayer.getNewJobIndex();\r
+                       this.jobName = "Job " + this.jobIndex;\r
+               } else {\r
+                       this.jobName = jobName;\r
+               }\r
+       }\r
+\r
+       public DemoRecorderException getLastException() {\r
+               return lastException;\r
+       }\r
+       \r
+       /**\r
+        * Tests whether the given directory is writable by creating a file in there and deleting\r
+        * it again.\r
+        * @param directory\r
+        * @return true if directory is writable\r
+        */\r
+       protected boolean doReadWriteTest(File directory) {\r
+               boolean writable = false;\r
+               String fileName = "tmp." + Math.random()*10000 + ".dat";\r
+               File tempFile = new File(directory, fileName);\r
+               try {\r
+                       writable = tempFile.createNewFile();\r
+                       if (writable) {\r
+                               tempFile.delete();\r
+                       }\r
+               } catch (IOException e) {\r
+                       writable = false;\r
+               }\r
+               return writable;\r
+       }\r
+       \r
+       private void checkForProcessingState() {\r
+               if (this.state == State.PROCESSING) {\r
+                       throw new DemoRecorderException("Cannot modify this job while it is processing!");\r
+               }\r
+       }\r
+\r
+       public Properties getEncoderPluginSettings(EncoderPlugin plugin) {\r
+               if (this.encoderPluginSettings.containsKey(plugin.getName())) {\r
+                       return this.encoderPluginSettings.get(plugin.getName());\r
+               } else {\r
+                       return new Properties();\r
+               }\r
+       }\r
+\r
+       public void setEncoderPluginSetting(String pluginName, String pluginSettingKey, String value) {\r
+               Properties p = this.encoderPluginSettings.get(pluginName);\r
+               if (p == null) {\r
+                       p = new Properties();\r
+                       this.encoderPluginSettings.put(pluginName, p);\r
+               }\r
+               \r
+               p.put(pluginSettingKey, value);\r
+       }\r
+\r
+       public Map<String, Properties> getEncoderPluginSettings() {\r
+               return encoderPluginSettings;\r
+       }\r
+\r
+       public void setEncoderPluginSettings(Map<String, Properties> encoderPluginSettings) {\r
+               this.encoderPluginSettings = encoderPluginSettings;\r
+       }\r
+\r
+       public File getActualVideoDestination() {\r
+               return actualVideoDestination;\r
+       }\r
+       \r
+       public void setActualVideoDestination(File actualVideoDestination) {\r
+               this.actualVideoDestination = actualVideoDestination;\r
+       }\r
+}\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/jobs/RecordsDoneJob.java b/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/jobs/RecordsDoneJob.java
new file mode 100644 (file)
index 0000000..d1bcd67
--- /dev/null
@@ -0,0 +1,17 @@
+package com.nexuiz.demorecorder.application.jobs;\r
+\r
+import com.nexuiz.demorecorder.application.DemoRecorderApplication;\r
+\r
+public class RecordsDoneJob implements Runnable {\r
+       \r
+       private DemoRecorderApplication appLayer;\r
+       \r
+       public RecordsDoneJob(DemoRecorderApplication appLayer) {\r
+               this.appLayer = appLayer;\r
+       }\r
+\r
+       public void run() {\r
+               this.appLayer.notifyAllJobsDone();\r
+       }\r
+\r
+}\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/plugins/EncoderPlugin.java b/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/plugins/EncoderPlugin.java
new file mode 100644 (file)
index 0000000..b3c7de1
--- /dev/null
@@ -0,0 +1,69 @@
+package com.nexuiz.demorecorder.application.plugins;\r
+\r
+import java.util.Properties;\r
+\r
+import com.nexuiz.demorecorder.application.DemoRecorderApplication;\r
+import com.nexuiz.demorecorder.application.jobs.RecordJob;\r
+\r
+public interface EncoderPlugin {\r
+       \r
+       /**\r
+        * Makes the application layer known to the plug-in, which is required so that the plug-in\r
+        * can access the preferences of the application. Call this method first before using any\r
+        * of the others.\r
+        */\r
+       public void setApplicationLayer(DemoRecorderApplication appLayer);\r
+\r
+       /**\r
+        * Returns the name of the plug-in. Must not contain a "."\r
+        */\r
+       public String getName();\r
+       \r
+       /**\r
+        * Returns true if the plug-in is enabled (checked from the preferences of the app layer)\r
+        * @return true if the plug-in is enabled\r
+        */\r
+       public boolean isEnabled();\r
+       \r
+       /**\r
+        * Global preferences are preferences of a plug-in that are application-wide and not job-\r
+        * specific. They should be shown in a global preferences dialog.\r
+        * Use this method in order to tell the application layer and GUI which global settings your\r
+        * encoder plug-in offers, and set a reasonable default. Note that for the default-values being\r
+        * set you can either set to "true" or "false", any String (can be empty), or "filechooser" if\r
+        * you want the user to select a file. \r
+        * @return\r
+        */\r
+       public Properties getGlobalPreferences();\r
+       \r
+       /**\r
+        * In order to influence the order of settings being displayed to the user in a UI, return an array\r
+        * of all keys used in the Properties object returned in getGlobalPreferences(), with your desired\r
+        * order.\r
+        * @return\r
+        */\r
+       public String[] getGlobalPreferencesOrder();\r
+       \r
+       /**\r
+        * Here you can return a Properties object that contains keys for values that can be specific to each\r
+        * individual RecordJob. \r
+        * @return\r
+        */\r
+       public Properties getJobSpecificPreferences();\r
+       \r
+       /**\r
+        * In order to influence the order of job-specific settings being displayed to the user in a UI,\r
+        * return an array of all keys used in the Properties object returned in getJobSpecificPreferences(), with\r
+        * your desired order.\r
+        * @return\r
+        */\r
+       public String[] getJobSpecificPreferencesOrder();\r
+       \r
+       /**\r
+        * Will be called by the application layer when a job has been successfully recorded and moved to its\r
+        * final destination. This method has to perform the specific tasks your plug-in is supposed to do.\r
+        * @param job\r
+        * @throws EncoderPluginException\r
+        */\r
+       public void executeEncoder(RecordJob job) throws EncoderPluginException;\r
+}\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/plugins/EncoderPluginException.java b/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/application/plugins/EncoderPluginException.java
new file mode 100644 (file)
index 0000000..70a98b3
--- /dev/null
@@ -0,0 +1,14 @@
+package com.nexuiz.demorecorder.application.plugins;\r
+\r
+public class EncoderPluginException extends Exception {\r
+\r
+       private static final long serialVersionUID = 2200737027476726978L;\r
+\r
+       public EncoderPluginException(String message) {\r
+               super(message);\r
+       }\r
+       \r
+       public EncoderPluginException(String message, Throwable t) {\r
+               super(message, t);\r
+       }\r
+}\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/main/Driver.java b/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/main/Driver.java
new file mode 100644 (file)
index 0000000..d7188b6
--- /dev/null
@@ -0,0 +1,18 @@
+package com.nexuiz.demorecorder.main;\r
+\r
+import com.nexuiz.demorecorder.application.DemoRecorderApplication;\r
+import com.nexuiz.demorecorder.ui.swinggui.SwingGUI;\r
+import com.nexuiz.demorecorder.ui.swinggui.utils.ShowErrorDialogExceptionHandler;\r
+\r
+public class Driver {\r
+       \r
+       public static void main(String[] args) {\r
+               SwingGUI.setSystemLAF();\r
+               Thread.setDefaultUncaughtExceptionHandler(new ShowErrorDialogExceptionHandler());\r
+               DemoRecorderApplication appLayer = new DemoRecorderApplication();\r
+               \r
+               SwingGUI gui = new SwingGUI(appLayer);\r
+               appLayer.addUserInterfaceListener(gui);\r
+               \r
+       }\r
+}\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/DemoRecorderUI.java b/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/DemoRecorderUI.java
new file mode 100644 (file)
index 0000000..c8dc355
--- /dev/null
@@ -0,0 +1,20 @@
+package com.nexuiz.demorecorder.ui;\r
+\r
+import com.nexuiz.demorecorder.application.jobs.RecordJob;\r
+\r
+public interface DemoRecorderUI {\r
+\r
+       /**\r
+        * Called by the application layer to inform the GUI about the fact that\r
+        * one or more properties of the given job changed (most likely the status).\r
+        * The given job might also be new to the GUI.\r
+        * @param job the affected job\r
+        */\r
+       public void RecordJobPropertiesChange(RecordJob job);\r
+       \r
+       /**\r
+        * Called by the application layer to inform the GUI that it finished\r
+        * recording all assigned jobs.\r
+        */\r
+       public void recordingFinished();\r
+}\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/ApplyTemplateDialog.java b/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/ApplyTemplateDialog.java
new file mode 100644 (file)
index 0000000..84b2c29
--- /dev/null
@@ -0,0 +1,175 @@
+package com.nexuiz.demorecorder.ui.swinggui;\r
+\r
+import java.awt.Frame;\r
+import java.awt.event.ActionEvent;\r
+import java.awt.event.ActionListener;\r
+import java.awt.event.ItemEvent;\r
+import java.awt.event.ItemListener;\r
+import java.io.File;\r
+import java.util.List;\r
+\r
+import javax.swing.JButton;\r
+import javax.swing.JCheckBox;\r
+import javax.swing.JDialog;\r
+import javax.swing.JLabel;\r
+import javax.swing.JOptionPane;\r
+\r
+import net.miginfocom.swing.MigLayout;\r
+\r
+import com.nexuiz.demorecorder.application.DemoRecorderUtils;\r
+import com.nexuiz.demorecorder.application.jobs.RecordJob;\r
+\r
+public class ApplyTemplateDialog extends JDialog implements ActionListener, ItemListener {\r
+\r
+       private static final long serialVersionUID = 4807155579295688578L;\r
+       private Frame parentFrame;\r
+       private RecordJobTemplate template;\r
+       private List<RecordJob> jobs;\r
+       \r
+       private JCheckBox engineCB = new JCheckBox("Engine", true);\r
+       private JCheckBox engineParametersCB = new JCheckBox("Engine parameters", true);\r
+       private JCheckBox dpVideoDirCB = new JCheckBox("DPVideo directory", true);\r
+       private JCheckBox relativeDemoPathCB = new JCheckBox("Relative demo path", true);\r
+       private JCheckBox jobNameCB = new JCheckBox("Job name", true);\r
+       private JCheckBox demoDirectoryCB = new JCheckBox("Demo directory", true);\r
+       private JCheckBox execBeforeCapCB = new JCheckBox("Exec before capture", true);\r
+       private JCheckBox execAfterCB = new JCheckBox("Exec after capture", true);\r
+       private JCheckBox videoDestination = new JCheckBox("Video destination", true);\r
+       private JCheckBox pluginSettingsCB = new JCheckBox("Plug-in settings", true);\r
+       private JCheckBox selectAllCB = new JCheckBox("Select/deselect all", true);\r
+       \r
+       private JButton applyButton = new JButton("Apply");\r
+       private JButton cancelButton = new JButton("Cancel");\r
+       \r
+       public ApplyTemplateDialog(Frame owner, RecordJobTemplate template, List<RecordJob> jobs) {\r
+               super(owner, true);\r
+               this.parentFrame = owner;\r
+               this.template = template;\r
+               this.jobs = jobs;\r
+               \r
+               setDefaultCloseOperation(DISPOSE_ON_CLOSE);\r
+               setTitle("Apply template");\r
+               this.setupLayout();\r
+       }\r
+       \r
+       public void showDialog() {\r
+               this.pack();\r
+               this.setLocationRelativeTo(this.parentFrame);\r
+               this.setVisible(true);\r
+       }\r
+\r
+       private void setupLayout() {\r
+               setLayout(new MigLayout());\r
+               getContentPane().add(new JLabel("Select which properties you want to apply to the selected jobs"), "wrap");\r
+               \r
+               this.setupCheckBoxes();\r
+               \r
+               applyButton.addActionListener(this);\r
+               cancelButton.addActionListener(this);\r
+               getContentPane().add(applyButton);\r
+               getContentPane().add(cancelButton);\r
+       }\r
+       \r
+       private void setupCheckBoxes() {\r
+               getContentPane().add(engineCB, "wrap");\r
+               getContentPane().add(engineParametersCB, "wrap");\r
+               getContentPane().add(dpVideoDirCB, "wrap");\r
+               getContentPane().add(relativeDemoPathCB, "wrap");\r
+               getContentPane().add(jobNameCB, "wrap");\r
+               getContentPane().add(demoDirectoryCB, "wrap");\r
+               getContentPane().add(execBeforeCapCB, "wrap");\r
+               getContentPane().add(execAfterCB, "wrap");\r
+               getContentPane().add(videoDestination, "wrap");\r
+               getContentPane().add(pluginSettingsCB, "wrap");\r
+               getContentPane().add(selectAllCB, "wrap");\r
+               \r
+               selectAllCB.addItemListener(this);\r
+       }\r
+\r
+       @Override\r
+       public void actionPerformed(ActionEvent e) {\r
+               if (e.getSource() == applyButton) {\r
+                       this.applyTemplates();\r
+                       dispose();\r
+               } else if (e.getSource() == cancelButton) {\r
+                       dispose();\r
+               }\r
+       }\r
+       \r
+       private void applyTemplates() {\r
+               String errors = "";\r
+               for (RecordJob job : this.jobs) {\r
+                       try {\r
+                               this.applyTemplate(job);\r
+                       } catch (Throwable e) {\r
+                               errors += "Job <B>" + job.getJobName() + "</B>: " + e.getMessage() + "<BR>";\r
+                       }\r
+               }\r
+               \r
+               if (!errors.equals("")) {\r
+                       //error occurred!\r
+                       String errorMsg = "<HTML><BODY>Error occurred while trying to apply templates:<BR><BR>" + errors + "</BODY></HTML>";\r
+                       JOptionPane.showMessageDialog(this.parentFrame, errorMsg, "Error(s) while applying template", JOptionPane.INFORMATION_MESSAGE);\r
+               }\r
+       }\r
+       \r
+       private void applyTemplate(RecordJob job) {\r
+               if (engineCB.isSelected()) {\r
+                       job.setEnginePath(template.getEnginePath());\r
+               }\r
+               if (engineParametersCB.isSelected()) {\r
+                       job.setEngineParameters(template.getEngineParameters());\r
+               }\r
+               if (dpVideoDirCB.isSelected()) {\r
+                       job.setDpVideoPath(template.getDpVideoPath());\r
+               }\r
+               if (relativeDemoPathCB.isSelected()) {\r
+                       job.setRelativeDemoPath(template.getRelativeDemoPath());\r
+               }\r
+               if (jobNameCB.isSelected()) {\r
+                       job.setJobName(template.getJobName());\r
+               }\r
+               if (demoDirectoryCB.isSelected()) {\r
+                       File demoDir = template.getDemoFile();\r
+                       String demoFileName = DemoRecorderUtils.getJustFileNameOfPath(job.getDemoFile());\r
+                       String newDemoPath = demoDir.getAbsolutePath() + File.separator + demoFileName;\r
+                       job.setDemoFile(new File(newDemoPath));\r
+               }\r
+               if (execBeforeCapCB.isEnabled()) {\r
+                       job.setExecuteBeforeCap(template.getExecuteBeforeCap());\r
+               }\r
+               if (execAfterCB.isSelected()) {\r
+                       job.setExecuteAfterCap(template.getExecuteAfterCap());\r
+               }\r
+               if (videoDestination.isSelected()) {\r
+                       File videoDestinatinDir = template.getVideoDestination();\r
+                       String videoFileName = DemoRecorderUtils.getJustFileNameOfPath(job.getVideoDestination());\r
+                       String newVideoPath = videoDestinatinDir.getAbsolutePath() + File.separator + videoFileName;\r
+                       job.setVideoDestination(new File(newVideoPath));\r
+               }\r
+               if (pluginSettingsCB.isSelected()) {\r
+                       job.setEncoderPluginSettings(template.getEncoderPluginSettings());\r
+               }\r
+       }\r
+\r
+       @Override\r
+       public void itemStateChanged(ItemEvent e) {\r
+               if (e.getSource() == selectAllCB) {\r
+                       boolean selected = false;\r
+                       if (e.getStateChange() == ItemEvent.SELECTED) {\r
+                               selected = true;\r
+                       }\r
+                       \r
+                       engineCB.setSelected(selected);\r
+                       engineParametersCB.setSelected(selected);\r
+                       dpVideoDirCB.setSelected(selected);\r
+                       relativeDemoPathCB.setSelected(selected);\r
+                       jobNameCB.setSelected(selected);\r
+                       demoDirectoryCB.setSelected(selected);\r
+                       execBeforeCapCB.setSelected(selected);\r
+                       execAfterCB.setSelected(selected);\r
+                       videoDestination.setSelected(selected);\r
+                       pluginSettingsCB.setSelected(selected);\r
+               }\r
+       }\r
+}\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/JobDialog.java b/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/JobDialog.java
new file mode 100644 (file)
index 0000000..adb0f99
--- /dev/null
@@ -0,0 +1,737 @@
+package com.nexuiz.demorecorder.ui.swinggui;\r
+\r
+import java.awt.Dimension;\r
+import java.awt.Frame;\r
+import java.awt.Toolkit;\r
+import java.awt.event.ActionEvent;\r
+import java.awt.event.ActionListener;\r
+import java.io.File;\r
+import java.util.HashMap;\r
+import java.util.Map;\r
+import java.util.Properties;\r
+import java.util.Set;\r
+\r
+import javax.swing.JButton;\r
+import javax.swing.JCheckBox;\r
+import javax.swing.JComponent;\r
+import javax.swing.JDialog;\r
+import javax.swing.JFileChooser;\r
+import javax.swing.JLabel;\r
+import javax.swing.JPanel;\r
+import javax.swing.JScrollPane;\r
+import javax.swing.JTextArea;\r
+import javax.swing.JTextField;\r
+import javax.swing.ScrollPaneConstants;\r
+import javax.swing.border.EmptyBorder;\r
+import javax.swing.filechooser.FileFilter;\r
+\r
+import net.miginfocom.swing.MigLayout;\r
+\r
+import org.jdesktop.swingx.JXTable;\r
+import org.jdesktop.swingx.JXTitledSeparator;\r
+\r
+import com.nexuiz.demorecorder.application.DemoRecorderApplication;\r
+import com.nexuiz.demorecorder.application.DemoRecorderUtils;\r
+import com.nexuiz.demorecorder.application.NDRPreferences;\r
+import com.nexuiz.demorecorder.application.jobs.RecordJob;\r
+import com.nexuiz.demorecorder.application.plugins.EncoderPlugin;\r
+import com.nexuiz.demorecorder.ui.swinggui.tablemodels.RecordJobTemplatesTableModel;\r
+import com.nexuiz.demorecorder.ui.swinggui.utils.SwingGUIUtils;\r
+\r
+/**\r
+ * Shows the dialog that allows to create a new job, create one from a template\r
+ * or edit an existing job.\r
+ */\r
+\r
+public class JobDialog extends JDialog implements ActionListener {\r
+       private static final long serialVersionUID = 6926246716804560522L;\r
+       public static final int CREATE_NEW_JOB = 0;\r
+       public static final int EDIT_JOB = 1;\r
+       public static final int CREATE_NEW_TEMPLATE = 2;\r
+       public static final int EDIT_TEMPLATE = 3;\r
+       public static final int CREATE_JOB_FROM_TEMPLATE = 4;\r
+\r
+       private DemoRecorderApplication appLayer;\r
+       private RecordJobTemplatesTableModel tableModel;\r
+//     private JXTable templatesTable;\r
+       private Frame parentFrame;\r
+       private int dialogType;\r
+       private RecordJob job = null;\r
+       private JPanel inputPanel;\r
+       private JPanel buttonPanel;\r
+\r
+       private JTextField templateNameField;\r
+       private JTextField templateSummaryField;\r
+       private JTextField enginePathField;\r
+       private JButton enginePathChooserButton;\r
+       private JTextField engineParameterField;\r
+       private JTextField dpVideoDirField;\r
+       private JButton dpVideoDirChooserButton;\r
+       private JTextField relativeDemoPathField;\r
+       private JTextField jobNameField;\r
+       private JTextField demoFileField;\r
+       private JButton demoFileChooserButton;\r
+       private JTextField startSecondField;\r
+       private JTextField endSecondField;\r
+       private JTextArea execBeforeField;\r
+       private JTextArea execAfterField;\r
+       private JTextField videoDestinationField;\r
+       private JButton videoDestinationChooserButton;\r
+       \r
+       private JButton createButton;\r
+       private JButton cancelButton;\r
+       \r
+       //file choosers\r
+       private JFileChooser enginePathFC;\r
+       private JFileChooser dpVideoDirFC;\r
+       private JFileChooser demoFileFC;\r
+       private JFileChooser videoDestinationFC;\r
+       \r
+       private FileFilter userDirFilter = new NexuizUserDirFilter();\r
+       \r
+       private Map<String, JComponent> pluginDialogSettings = new HashMap<String, JComponent>();\r
+\r
+       /**\r
+        * Constructor to create a dialog when creating a new job.\r
+        * @param owner\r
+        * @param appLayer\r
+        */\r
+       public JobDialog(Frame owner, DemoRecorderApplication appLayer) {\r
+               super(owner, true);\r
+               this.parentFrame = owner;\r
+               this.dialogType = CREATE_NEW_JOB;\r
+               this.appLayer = appLayer;\r
+               setDefaultCloseOperation(DISPOSE_ON_CLOSE);\r
+\r
+               setTitle("Create new job");\r
+\r
+               this.setupLayout();\r
+       }\r
+       \r
+       /**\r
+        * Constructor to create a dialog when creating a new template.\r
+        * @param owner\r
+        * @param dialogType\r
+        * @param appLayer\r
+        */\r
+       public JobDialog(Frame owner, RecordJobTemplatesTableModel tableModel, JXTable templatesTable, DemoRecorderApplication appLayer) {\r
+               super(owner, true);\r
+               this.parentFrame = owner;\r
+               this.dialogType = CREATE_NEW_TEMPLATE;\r
+               this.tableModel = tableModel;\r
+               this.appLayer = appLayer;\r
+//             this.templatesTable = templatesTable; seems we don't need it\r
+               setDefaultCloseOperation(DISPOSE_ON_CLOSE);\r
+               setTitle("Create new template");\r
+\r
+               this.setupLayout();\r
+       }\r
+       \r
+       /**\r
+        * Constructor to use when creating a new job from a template, or when editing a template.\r
+        * @param owner\r
+        * @param template\r
+        * @param type either CREATE_JOB_FROM_TEMPLATE or EDIT_TEMPLATE\r
+        */\r
+       public JobDialog(Frame owner, RecordJobTemplate template, DemoRecorderApplication appLayer, int type) {\r
+               super(owner, true);\r
+               this.parentFrame = owner;\r
+               \r
+               this.job = template;\r
+               this.appLayer = appLayer;\r
+               setDefaultCloseOperation(DISPOSE_ON_CLOSE);\r
+               \r
+               if (type != CREATE_JOB_FROM_TEMPLATE && type != EDIT_TEMPLATE) {\r
+                       throw new RuntimeException("Illegal paraameter \"type\"");\r
+               }\r
+               \r
+               this.dialogType = type;\r
+               if (type == CREATE_JOB_FROM_TEMPLATE) {\r
+                       setTitle("Create job from template");\r
+               } else {\r
+                       setTitle("Edit template");\r
+               }\r
+\r
+               this.setupLayout();\r
+       }\r
+       \r
+       /**\r
+        * Constructor to create a dialog to be used when editing an existing job.\r
+        * @param owner\r
+        * @param job\r
+        */\r
+       public JobDialog(Frame owner, RecordJob job, DemoRecorderApplication appLayer) {\r
+               super(owner, true);\r
+               this.parentFrame = owner;\r
+               this.dialogType = EDIT_JOB;\r
+               this.appLayer = appLayer;\r
+               setDefaultCloseOperation(DISPOSE_ON_CLOSE);\r
+\r
+               setTitle("Edit job");\r
+               this.job = job;\r
+\r
+               this.setupLayout();\r
+       }\r
+       \r
+       \r
+       \r
+       public void showDialog() {\r
+               this.pack();\r
+               Toolkit t = Toolkit.getDefaultToolkit();\r
+               Dimension screenSize = t.getScreenSize();\r
+               if (getHeight() > screenSize.height) {\r
+                       Dimension newPreferredSize = getPreferredSize();\r
+                       newPreferredSize.height = screenSize.height - 100;\r
+                       setPreferredSize(newPreferredSize);\r
+                       this.pack();\r
+               }\r
+               this.setLocationRelativeTo(this.parentFrame);\r
+               this.setVisible(true);\r
+       }\r
+\r
+       private void setupLayout() {\r
+//             setLayout(new MigLayout("wrap 1", "[grow,fill]", "[]20[]"));\r
+               setLayout(new MigLayout("wrap 1", "[grow,fill]", "[][]"));\r
+               this.setupInputMask();\r
+               this.setupButtonPart();\r
+\r
+       }\r
+\r
+       private void setupInputMask() {\r
+               inputPanel = new JPanel(new MigLayout("insets 0,wrap 3", "[][250::,grow,fill][30::]"));\r
+               JScrollPane inputScrollPane = new JScrollPane(inputPanel, ScrollPaneConstants.VERTICAL_SCROLLBAR_AS_NEEDED, ScrollPaneConstants.HORIZONTAL_SCROLLBAR_NEVER);\r
+               inputScrollPane.setBorder(new EmptyBorder(0,0,0,0));\r
+               \r
+               JXTitledSeparator environmentHeading = new JXTitledSeparator("Environment settings");\r
+               inputPanel.add(environmentHeading, "span 3,grow");\r
+\r
+               this.setupTemplateNameAndSummary();\r
+               this.setupEnginePath();\r
+               this.setupEngineParameters();\r
+               this.setupDPVideoDir();\r
+               this.setupRelativeDemoPath();\r
+\r
+               JXTitledSeparator jobSettingsHeading = new JXTitledSeparator("Job settings");\r
+               inputPanel.add(jobSettingsHeading, "span 3,grow");\r
+\r
+               this.setupJobName();\r
+               this.setupDemoFile();\r
+               this.setupStartSecond();\r
+               this.setupEndSecond();\r
+               this.setupExecBefore();\r
+               this.setupExecAfter();\r
+               this.setupVideoDestination();\r
+               \r
+               this.setupPluginPreferences();\r
+\r
+               getContentPane().add(inputScrollPane);\r
+       }\r
+       \r
+       private void setupTemplateNameAndSummary() {\r
+               if (this.dialogType != CREATE_NEW_TEMPLATE && this.dialogType != EDIT_TEMPLATE) {\r
+                       return;\r
+               }\r
+               \r
+               //layout stuff\r
+               inputPanel.add(new JLabel("Template name:"));\r
+               templateNameField = new JTextField();\r
+               inputPanel.add(templateNameField, "wrap");\r
+               \r
+               inputPanel.add(new JLabel("Summary:"));\r
+               templateSummaryField = new JTextField();\r
+               inputPanel.add(templateSummaryField, "wrap");\r
+               \r
+               //UI logic stuff\r
+               if (this.dialogType == EDIT_TEMPLATE) {\r
+                       RecordJobTemplate template = (RecordJobTemplate) this.job;\r
+                       templateNameField.setText(template.getName());\r
+                       templateSummaryField.setText(template.getSummary());\r
+               }\r
+       }\r
+       \r
+       private void setupEnginePath() {\r
+               //layout stuff\r
+               inputPanel.add(new JLabel("Engine:"));\r
+               enginePathField = new JTextField();\r
+               enginePathField.setEditable(false);\r
+               inputPanel.add(enginePathField);\r
+               enginePathChooserButton = new FileChooserButton();\r
+               inputPanel.add(enginePathChooserButton);\r
+               \r
+               //UI logic stuff\r
+               this.enginePathFC = createConfiguredFileChooser();\r
+               enginePathChooserButton.addActionListener(this);\r
+               if (this.dialogType == EDIT_JOB || this.dialogType == EDIT_TEMPLATE || this.dialogType == CREATE_JOB_FROM_TEMPLATE) {\r
+                       this.enginePathFC.setSelectedFile(this.job.getEnginePath());\r
+                       this.enginePathField.setText(this.job.getEnginePath().getAbsolutePath());\r
+               }\r
+       }\r
+       \r
+       private void setupEngineParameters() {\r
+               //layout stuff\r
+               inputPanel.add(new JLabel("Engine parameters:"));\r
+               engineParameterField = new JTextField();\r
+               inputPanel.add(engineParameterField, "wrap");\r
+               \r
+               //UI logic stuff\r
+               if (this.dialogType == EDIT_JOB || this.dialogType == EDIT_TEMPLATE || this.dialogType == CREATE_JOB_FROM_TEMPLATE) {\r
+                       engineParameterField.setText(this.job.getEngineParameters());\r
+               }\r
+       }\r
+       \r
+       private void setupDPVideoDir() {\r
+               //layout stuff\r
+               inputPanel.add(new JLabel("DPVideo directory:"));\r
+               dpVideoDirField = new JTextField();\r
+               dpVideoDirField.setEditable(false);\r
+               inputPanel.add(dpVideoDirField);\r
+               dpVideoDirChooserButton = new FileChooserButton();\r
+               inputPanel.add(dpVideoDirChooserButton);\r
+               \r
+               //UI logic stuff\r
+               dpVideoDirChooserButton.addActionListener(this);\r
+               this.dpVideoDirFC = createConfiguredFileChooser();\r
+               this.dpVideoDirFC.setFileSelectionMode(JFileChooser.DIRECTORIES_ONLY);\r
+               if (this.dialogType == EDIT_JOB || this.dialogType == EDIT_TEMPLATE || this.dialogType == CREATE_JOB_FROM_TEMPLATE) {\r
+                       this.dpVideoDirFC.setSelectedFile(this.job.getDpVideoPath());\r
+                       this.dpVideoDirField.setText(this.job.getDpVideoPath().getAbsolutePath());\r
+               }\r
+       }\r
+       \r
+       private void setupRelativeDemoPath() {\r
+               //layout stuff\r
+               inputPanel.add(new JLabel("Relative demo path:"));\r
+               relativeDemoPathField = new JTextField();\r
+               inputPanel.add(relativeDemoPathField, "wrap 20");\r
+               \r
+               //UI logic stuff\r
+               if (this.dialogType == CREATE_NEW_JOB || this.dialogType == CREATE_NEW_TEMPLATE) {\r
+                       relativeDemoPathField.setText("demos");\r
+               }\r
+               if (this.dialogType == EDIT_JOB || this.dialogType == EDIT_TEMPLATE || this.dialogType == CREATE_JOB_FROM_TEMPLATE) {\r
+                       relativeDemoPathField.setText(this.job.getRelativeDemoPath());\r
+               }\r
+       }\r
+       \r
+       private void setupJobName() {\r
+               inputPanel.add(new JLabel("Job name:"));\r
+               \r
+               jobNameField = new JTextField();\r
+               inputPanel.add(jobNameField, "wrap");\r
+               \r
+               //UI logic stuff\r
+               if (this.dialogType != CREATE_NEW_TEMPLATE && this.dialogType != CREATE_NEW_JOB) {\r
+                       jobNameField.setText(this.job.getJobName());\r
+               }\r
+       }\r
+       \r
+       private void setupDemoFile() {\r
+               String label;\r
+               if (this.dialogType == CREATE_NEW_JOB || this.dialogType == EDIT_JOB || this.dialogType == CREATE_JOB_FROM_TEMPLATE) {\r
+                       label = "Demo file:";\r
+               } else {\r
+                       label = "Demo directory:";\r
+               }\r
+               \r
+               //layout stuff\r
+               inputPanel.add(new JLabel(label));\r
+               demoFileField = new JTextField();\r
+               demoFileField.setEditable(false);\r
+               inputPanel.add(demoFileField);\r
+               demoFileChooserButton = new FileChooserButton();\r
+               inputPanel.add(demoFileChooserButton);\r
+               \r
+               //UI logic stuff\r
+               this.demoFileFC = createConfiguredFileChooser();\r
+               demoFileChooserButton.addActionListener(this);\r
+               if (this.dialogType == EDIT_JOB || this.dialogType == EDIT_TEMPLATE || this.dialogType == CREATE_JOB_FROM_TEMPLATE) {\r
+                       if (this.dialogType == CREATE_JOB_FROM_TEMPLATE) {\r
+                               this.demoFileFC.setCurrentDirectory(this.job.getDemoFile());\r
+                       } else {\r
+                               this.demoFileFC.setSelectedFile(this.job.getDemoFile());\r
+                       }\r
+                       \r
+                       this.demoFileField.setText(this.job.getDemoFile().getAbsolutePath());\r
+               }\r
+               \r
+               //only specify directories for templates\r
+               if (this.dialogType == CREATE_NEW_TEMPLATE || this.dialogType == EDIT_TEMPLATE) {\r
+                       this.demoFileFC.setFileSelectionMode(JFileChooser.DIRECTORIES_ONLY);\r
+               }\r
+       }\r
+       \r
+       private void setupStartSecond() {\r
+               //only exists for jobs, not for templates\r
+               if (this.dialogType != CREATE_NEW_JOB && this.dialogType != EDIT_JOB && this.dialogType != CREATE_JOB_FROM_TEMPLATE) {\r
+                       return;\r
+               }\r
+               \r
+               //layout stuff\r
+               inputPanel.add(new JLabel("Start second:"));\r
+               startSecondField = new JTextField();\r
+               inputPanel.add(startSecondField, "wrap");\r
+               \r
+               //UI logic stuff\r
+               if (this.dialogType == EDIT_JOB) {\r
+                       startSecondField.setText(String.valueOf( this.job.getStartSecond() ));\r
+               }\r
+       }\r
+       \r
+       private void setupEndSecond() {\r
+               //only exists for jobs, not for templates\r
+               if (this.dialogType != CREATE_NEW_JOB && this.dialogType != EDIT_JOB && this.dialogType != CREATE_JOB_FROM_TEMPLATE) {\r
+                       return;\r
+               }\r
+               \r
+               //layout stuff\r
+               inputPanel.add(new JLabel("End second:"));\r
+               endSecondField = new JTextField();\r
+               inputPanel.add(endSecondField, "wrap");\r
+               \r
+               //UI logic stuff\r
+               if (this.dialogType == EDIT_JOB) {\r
+                       endSecondField.setText(String.valueOf( this.job.getEndSecond() ));\r
+               }\r
+       }\r
+       \r
+       private void setupExecBefore() {\r
+               //layout stuff\r
+               inputPanel.add(new JLabel("Exec before capture:"));\r
+               execBeforeField = new JTextArea(3, 1);\r
+               inputPanel.add(new JScrollPane(execBeforeField), "wrap");\r
+               \r
+               //UI logic stuff\r
+               if (this.dialogType == EDIT_JOB || this.dialogType == EDIT_TEMPLATE || this.dialogType == CREATE_JOB_FROM_TEMPLATE) {\r
+                       execBeforeField.setText(this.job.getExecuteBeforeCap());\r
+               }\r
+       }\r
+       \r
+       private void setupExecAfter() {\r
+               //layout stuff\r
+               inputPanel.add(new JLabel("Exec after capture:"));\r
+               execAfterField = new JTextArea(3, 1);\r
+               inputPanel.add(new JScrollPane(execAfterField), "wrap");\r
+               \r
+               //UI logic stuff\r
+               if (this.dialogType == EDIT_JOB || this.dialogType == EDIT_TEMPLATE || this.dialogType == CREATE_JOB_FROM_TEMPLATE) {\r
+                       execAfterField.setText(this.job.getExecuteAfterCap());\r
+               }\r
+       }\r
+       \r
+       private void setupVideoDestination() {\r
+               //layout stuff\r
+               inputPanel.add(new JLabel("Video destination:"));\r
+               videoDestinationField = new JTextField();\r
+               videoDestinationField.setEditable(false);\r
+               inputPanel.add(videoDestinationField);\r
+               videoDestinationChooserButton = new FileChooserButton();\r
+               inputPanel.add(videoDestinationChooserButton, "wrap 20");\r
+               \r
+               //UI logic stuff\r
+               videoDestinationChooserButton.addActionListener(this);\r
+               this.videoDestinationFC = createConfiguredFileChooser();\r
+               if (this.dialogType == EDIT_JOB || this.dialogType == EDIT_TEMPLATE || this.dialogType == CREATE_JOB_FROM_TEMPLATE) {\r
+                       if (this.dialogType == CREATE_JOB_FROM_TEMPLATE) {\r
+                               this.videoDestinationFC.setCurrentDirectory(this.job.getVideoDestination());\r
+                       } else {\r
+                               this.videoDestinationFC.setSelectedFile(this.job.getVideoDestination());\r
+                       }\r
+                       \r
+                       this.videoDestinationField.setText(this.job.getVideoDestination().getAbsolutePath());\r
+               }\r
+               if (this.dialogType == CREATE_NEW_TEMPLATE || this.dialogType == EDIT_TEMPLATE) {\r
+                       this.videoDestinationFC.setFileSelectionMode(JFileChooser.DIRECTORIES_ONLY);\r
+               }\r
+       }\r
+       \r
+       private void setupPluginPreferences() {\r
+               for (EncoderPlugin plugin : this.appLayer.getEncoderPlugins()) {\r
+                       String pluginName = plugin.getName();\r
+                       //only display settings if the plugin actually has any...\r
+                       Properties jobSpecificDefaultPluginPreferences = plugin.getJobSpecificPreferences();\r
+                       Properties jobPluginPreferences = null;\r
+                       if (this.job != null) {\r
+                               jobPluginPreferences = this.job.getEncoderPluginSettings(plugin);\r
+                       }\r
+                       if (jobSpecificDefaultPluginPreferences.size() > 0 && plugin.isEnabled()) {\r
+                               //add heading\r
+                               JXTitledSeparator pluginHeading = new JXTitledSeparator(pluginName + " plugin settings");\r
+                               inputPanel.add(pluginHeading, "span 3,grow");\r
+                               \r
+                               for (String pluginPreferenceKey : plugin.getJobSpecificPreferencesOrder()) {\r
+                                       String value = jobSpecificDefaultPluginPreferences.getProperty(pluginPreferenceKey);\r
+                                       if (this.job != null) {\r
+                                               if (jobPluginPreferences.containsKey(pluginPreferenceKey)) {\r
+                                                       value = jobPluginPreferences.getProperty(pluginPreferenceKey);\r
+                                               }\r
+                                       }\r
+                                       \r
+                                       this.setupSinglePluginSetting(plugin, pluginPreferenceKey, value);\r
+                               }\r
+                       }\r
+               }\r
+       }\r
+       \r
+       private void setupSinglePluginSetting(EncoderPlugin plugin, String key, String value) {\r
+               inputPanel.add(new JLabel(key + ":"));\r
+               \r
+               if (SwingGUIUtils.isBooleanValue(value)) {\r
+                       JCheckBox checkbox = new JCheckBox();\r
+                       checkbox.setSelected(Boolean.valueOf(value));\r
+                       inputPanel.add(checkbox, "wrap");\r
+                       this.pluginDialogSettings.put(NDRPreferences.getConcatenatedKey(plugin.getName(), key), checkbox);\r
+               } else if (SwingGUIUtils.isFileChooser(value)) {\r
+                       final JFileChooser fc = new JFileChooser();\r
+                       fc.setFileSelectionMode(JFileChooser.FILES_AND_DIRECTORIES);\r
+                       JButton fcButton = new JButton("...");\r
+                       final JTextField filePathField = new JTextField();\r
+                       filePathField.setEditable(false);\r
+                       inputPanel.add(filePathField);\r
+                       fcButton.addActionListener(new ActionListener() {\r
+                               @Override\r
+                               public void actionPerformed(ActionEvent e) {\r
+                                       int returnValue = fc.showOpenDialog(JobDialog.this);\r
+                                       if (returnValue == JFileChooser.APPROVE_OPTION) {\r
+                                               File selectedFile = fc.getSelectedFile();\r
+                                               filePathField.setText(selectedFile.getAbsolutePath());\r
+                                       }\r
+                               }\r
+                       });\r
+                       \r
+                       try {\r
+                               File selectedFile = new File(value);\r
+                               if (selectedFile.exists()) {\r
+                                       fc.setSelectedFile(selectedFile);\r
+                                       filePathField.setText(selectedFile.getAbsolutePath());\r
+                               }\r
+                       } catch (Throwable e) {}\r
+                       this.pluginDialogSettings.put(NDRPreferences.getConcatenatedKey(plugin.getName(), key), fc);\r
+                       inputPanel.add(fcButton);\r
+               } else {\r
+                       //textfield\r
+                       JTextField textField = new JTextField();\r
+                       textField.setText(value);\r
+                       this.pluginDialogSettings.put(NDRPreferences.getConcatenatedKey(plugin.getName(), key), textField);\r
+                       inputPanel.add(textField, "wrap");\r
+               }\r
+       }\r
+\r
+       private void setupButtonPart() {\r
+               String createButtonText;\r
+               if (this.dialogType == CREATE_NEW_JOB || this.dialogType == CREATE_NEW_TEMPLATE || this.dialogType == CREATE_JOB_FROM_TEMPLATE) {\r
+                       createButtonText = "Create";\r
+               } else {\r
+                       createButtonText = "Save";\r
+               }\r
+               buttonPanel = new JPanel(new MigLayout("insets 0"));\r
+               createButton = new JButton(createButtonText);\r
+               createButton.addActionListener(this);\r
+               cancelButton = new JButton("Cancel");\r
+               cancelButton.addActionListener(this);\r
+               \r
+               buttonPanel.add(createButton);\r
+               buttonPanel.add(cancelButton);\r
+\r
+               getContentPane().add(buttonPanel);\r
+       }\r
+       \r
+       \r
+       public void actionPerformed(ActionEvent e) {\r
+               if (e.getSource() == enginePathChooserButton) {\r
+                       int returnValue = this.enginePathFC.showOpenDialog(this);\r
+                       if (returnValue == JFileChooser.APPROVE_OPTION) {\r
+                               File selectedFile = this.enginePathFC.getSelectedFile();\r
+                               this.enginePathField.setText(selectedFile.getAbsolutePath());\r
+                       }\r
+               } else if (e.getSource() == dpVideoDirChooserButton) {\r
+                       int returnValue = this.dpVideoDirFC.showOpenDialog(this);\r
+                       if (returnValue == JFileChooser.APPROVE_OPTION) {\r
+                               File selectedFile = this.dpVideoDirFC.getSelectedFile();\r
+                               this.dpVideoDirField.setText(selectedFile.getAbsolutePath());\r
+                       }\r
+               } else if (e.getSource() == demoFileChooserButton) {\r
+                       int returnValue = this.demoFileFC.showOpenDialog(this);\r
+                       if (returnValue == JFileChooser.APPROVE_OPTION) {\r
+                               File selectedFile = this.demoFileFC.getSelectedFile();\r
+                               if (this.dialogType == CREATE_NEW_JOB || this.dialogType == EDIT_JOB || this.dialogType == CREATE_JOB_FROM_TEMPLATE) {\r
+                                       this.demoFileField.setText(DemoRecorderUtils.getJustFileNameOfPath(selectedFile));\r
+                               } else {\r
+                                       //template, show full path of directory\r
+                                       this.demoFileField.setText(selectedFile.getAbsolutePath());\r
+                               }\r
+                               \r
+                       }\r
+               } else if (e.getSource() == videoDestinationChooserButton) {\r
+                       int returnValue = this.videoDestinationFC.showSaveDialog(this);\r
+                       if (returnValue == JFileChooser.APPROVE_OPTION) {\r
+                               File selectedFile = this.videoDestinationFC.getSelectedFile();\r
+                               this.videoDestinationField.setText(selectedFile.getAbsolutePath());\r
+                       }\r
+               } else if (e.getSource() == createButton) {\r
+                       switch (this.dialogType) {\r
+                       case CREATE_NEW_JOB:\r
+                       case CREATE_JOB_FROM_TEMPLATE:\r
+                               this.requestNewRecordJob(); break;\r
+                       case CREATE_NEW_TEMPLATE:\r
+                               this.createNewTemplate();\r
+                               break;\r
+                       case EDIT_JOB:\r
+                               this.editJob();\r
+                               break;\r
+                       case EDIT_TEMPLATE:\r
+                               this.editTemplate();\r
+                               break;\r
+                       }\r
+               } else if (e.getSource() == cancelButton) {\r
+                       dispose();\r
+               }\r
+       }\r
+       \r
+       private void requestNewRecordJob() {\r
+               float startSecond, endSecond = -1;\r
+               try {\r
+                       startSecond = Float.valueOf(this.startSecondField.getText());\r
+                       endSecond = Float.valueOf(this.endSecondField.getText());\r
+               } catch (Exception e) {\r
+                       DemoRecorderUtils.showNonCriticalErrorDialog("Make sure that start and end second are floating point numbers", e, true);\r
+                       return;\r
+               }\r
+               \r
+               try {\r
+                       RecordJob j = this.appLayer.createRecordJob(\r
+                               this.jobNameField.getText(),\r
+                               this.enginePathFC.getSelectedFile(),\r
+                               this.engineParameterField.getText(),\r
+                               this.demoFileFC.getSelectedFile(),\r
+                               this.relativeDemoPathField.getText(),\r
+                               this.dpVideoDirFC.getSelectedFile(),\r
+                               this.videoDestinationFC.getSelectedFile(),\r
+                               this.execBeforeField.getText(),\r
+                               this.execAfterField.getText(),\r
+                               startSecond,\r
+                               endSecond\r
+                       );\r
+                       this.saveEncoderPluginSettings(j);\r
+                       dispose();\r
+               } catch (Exception e) {\r
+                       DemoRecorderUtils.showNonCriticalErrorDialog(e);\r
+                       return;\r
+               }\r
+               \r
+       }\r
+       \r
+       private void editJob() {\r
+               float startSecond, endSecond = -1;\r
+               try {\r
+                       startSecond = Float.valueOf(this.startSecondField.getText());\r
+                       endSecond = Float.valueOf(this.endSecondField.getText());\r
+               } catch (Exception e) {\r
+                       DemoRecorderUtils.showNonCriticalErrorDialog("Make sure that start and end second are floating point numbers", e, true);\r
+                       return;\r
+               }\r
+               \r
+               try {\r
+                       this.job.setJobName(this.jobNameField.getText());\r
+                       this.job.setEnginePath(this.enginePathFC.getSelectedFile());\r
+                       this.job.setEngineParameters(this.engineParameterField.getText());\r
+                       this.job.setDemoFile(this.demoFileFC.getSelectedFile());\r
+                       this.job.setRelativeDemoPath(this.relativeDemoPathField.getText());\r
+                       this.job.setDpVideoPath(this.dpVideoDirFC.getSelectedFile());\r
+                       this.job.setVideoDestination(this.videoDestinationFC.getSelectedFile());\r
+                       this.job.setExecuteBeforeCap(this.execBeforeField.getText());\r
+                       this.job.setExecuteAfterCap(this.execAfterField.getText());\r
+                       this.job.setStartSecond(startSecond);\r
+                       this.job.setEndSecond(endSecond);\r
+                       this.saveEncoderPluginSettings(this.job);\r
+                       this.appLayer.fireUserInterfaceUpdate(this.job);\r
+                       dispose();\r
+               } catch (Exception e) {\r
+                       DemoRecorderUtils.showNonCriticalErrorDialog(e);\r
+                       return;\r
+               }\r
+               \r
+       }\r
+       \r
+       private void createNewTemplate() {\r
+               try {\r
+                       RecordJobTemplate templ = new RecordJobTemplate(\r
+                               this.templateNameField.getText(),\r
+                               this.templateSummaryField.getText(),\r
+                               this.jobNameField.getText(),\r
+                               this.enginePathFC.getSelectedFile(),\r
+                               this.engineParameterField.getText(),\r
+                               this.demoFileFC.getSelectedFile(),\r
+                               this.relativeDemoPathField.getText(),\r
+                               this.dpVideoDirFC.getSelectedFile(),\r
+                               this.videoDestinationFC.getSelectedFile(),\r
+                               this.execBeforeField.getText(),\r
+                               this.execAfterField.getText()\r
+                       );\r
+                       this.saveEncoderPluginSettings(templ);\r
+                       this.tableModel.addRecordJobTemplate(templ);\r
+                       dispose();\r
+               } catch (NullPointerException e) {\r
+                       DemoRecorderUtils.showNonCriticalErrorDialog("Make sure that you chose a file/directory in each case!", e, true);\r
+               } catch (Exception e) {\r
+                       DemoRecorderUtils.showNonCriticalErrorDialog(e);\r
+                       return;\r
+               }\r
+       }\r
+       \r
+       private void editTemplate() {\r
+               try {\r
+                       RecordJobTemplate template = (RecordJobTemplate) this.job;\r
+                       template.setName(this.templateNameField.getText());\r
+                       template.setSummary(this.templateSummaryField.getText());\r
+                       template.setJobName(this.jobNameField.getText());\r
+                       template.setEnginePath(this.enginePathFC.getSelectedFile());\r
+                       template.setEngineParameters(this.engineParameterField.getText());\r
+                       template.setDpVideoPath(this.dpVideoDirFC.getSelectedFile());\r
+                       template.setRelativeDemoPath(this.relativeDemoPathField.getText());\r
+                       template.setDemoFile(this.demoFileFC.getSelectedFile());\r
+                       template.setExecuteBeforeCap(this.execBeforeField.getText());\r
+                       template.setExecuteAfterCap(this.execAfterField.getText());\r
+                       template.setVideoDestination(this.videoDestinationFC.getSelectedFile());\r
+                       this.saveEncoderPluginSettings(template);\r
+                       dispose();\r
+               } catch (Exception e) {\r
+                       DemoRecorderUtils.showNonCriticalErrorDialog(e);\r
+                       return;\r
+               }\r
+       }\r
+       \r
+       private void saveEncoderPluginSettings(RecordJob job) {\r
+               Set<String> keys = this.pluginDialogSettings.keySet();\r
+               //remember, the keys are concatenated, containing both the category and actual key \r
+               for (String key : keys) {\r
+                       JComponent component = this.pluginDialogSettings.get(key);\r
+                       if (component instanceof JCheckBox) {\r
+                               JCheckBox checkbox = (JCheckBox) component;\r
+                               job.setEncoderPluginSetting(NDRPreferences.getCategory(key), NDRPreferences.getKey(key), String.valueOf(checkbox.isSelected()));\r
+                       } else if (component instanceof JFileChooser) {\r
+                               JFileChooser fileChooser = (JFileChooser) component;\r
+                               if (fileChooser.getSelectedFile() != null) {\r
+                                       String path = fileChooser.getSelectedFile().getAbsolutePath();\r
+                                       job.setEncoderPluginSetting(NDRPreferences.getCategory(key), NDRPreferences.getKey(key), path);\r
+                               }\r
+                       } else if (component instanceof JTextField) {\r
+                               JTextField textField = (JTextField) component;\r
+                               job.setEncoderPluginSetting(NDRPreferences.getCategory(key), NDRPreferences.getKey(key), textField.getText());\r
+                       }\r
+               }\r
+       }\r
+       \r
+       private static class FileChooserButton extends JButton {\r
+               private static final long serialVersionUID = 1335571540372856959L;\r
+               public FileChooserButton() {\r
+                       super("...");\r
+               }\r
+       }\r
+       \r
+       private JFileChooser createConfiguredFileChooser() {\r
+               JFileChooser fc = new JFileChooser();\r
+               fc.setFileHidingEnabled(false);\r
+               fc.setFileFilter(userDirFilter);\r
+               return fc;\r
+       }\r
+}\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/NexuizUserDirFilter.java b/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/NexuizUserDirFilter.java
new file mode 100644 (file)
index 0000000..e4864b2
--- /dev/null
@@ -0,0 +1,31 @@
+package com.nexuiz.demorecorder.ui.swinggui;\r
+\r
+import java.io.File;\r
+\r
+import javax.swing.filechooser.FileFilter;\r
+\r
+import com.nexuiz.demorecorder.application.DemoRecorderUtils;\r
+\r
+/**\r
+ * File filter that makes sure that the hidden .nexuiz directory is being shown in the\r
+ * file dialog, but other hidden directories are not.\r
+ */\r
+public class NexuizUserDirFilter extends FileFilter {\r
+\r
+       @Override\r
+       public boolean accept(File f) {\r
+               if (f.isHidden()) {\r
+                       if (f.isDirectory() && DemoRecorderUtils.getJustFileNameOfPath(f).equals(".nexuiz")) {\r
+                               return true;\r
+                       }\r
+                       return false; //don't show other hidden directories/files\r
+               }\r
+               return true;\r
+       }\r
+\r
+       @Override\r
+       public String getDescription() {\r
+               return null;\r
+       }\r
+\r
+}\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/PreferencesDialog.java b/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/PreferencesDialog.java
new file mode 100644 (file)
index 0000000..7af4a2b
--- /dev/null
@@ -0,0 +1,195 @@
+package com.nexuiz.demorecorder.ui.swinggui;\r
+\r
+import java.awt.Frame;\r
+import java.awt.event.ActionEvent;\r
+import java.awt.event.ActionListener;\r
+import java.io.File;\r
+import java.util.HashMap;\r
+import java.util.Map;\r
+import java.util.Properties;\r
+import java.util.Set;\r
+\r
+import javax.swing.JButton;\r
+import javax.swing.JCheckBox;\r
+import javax.swing.JComponent;\r
+import javax.swing.JDialog;\r
+import javax.swing.JFileChooser;\r
+import javax.swing.JLabel;\r
+import javax.swing.JPanel;\r
+import javax.swing.JTextField;\r
+\r
+import net.miginfocom.swing.MigLayout;\r
+\r
+import org.jdesktop.swingx.JXTitledSeparator;\r
+\r
+import com.nexuiz.demorecorder.application.DemoRecorderApplication;\r
+import com.nexuiz.demorecorder.application.NDRPreferences;\r
+import com.nexuiz.demorecorder.application.plugins.EncoderPlugin;\r
+import com.nexuiz.demorecorder.ui.swinggui.utils.SwingGUIUtils;\r
+\r
+public class PreferencesDialog extends JDialog implements ActionListener {\r
+\r
+       private static final long serialVersionUID = 7328399646538571333L;\r
+       private Frame parentFrame;\r
+       private DemoRecorderApplication appLayer;\r
+       private NDRPreferences preferences;\r
+       private Map<String, JComponent> dialogSettings;\r
+       \r
+       private JButton saveButton = new JButton("Save");\r
+       private JButton cancelButton = new JButton("Cancel");\r
+       \r
+       public PreferencesDialog(Frame owner, DemoRecorderApplication appLayer) {\r
+               super(owner, true);\r
+               this.parentFrame = owner;\r
+               this.appLayer = appLayer;\r
+               this.preferences = appLayer.getPreferences();\r
+               this.dialogSettings = new HashMap<String, JComponent>();\r
+               setDefaultCloseOperation(DISPOSE_ON_CLOSE);\r
+\r
+               setTitle("Preferences");\r
+\r
+               this.setupLayout();\r
+       }\r
+\r
+       private void setupLayout() {\r
+               setLayout(new MigLayout("wrap 2", "[][::150,fill]"));\r
+               \r
+               //add heading\r
+               JXTitledSeparator applicationHeading = new JXTitledSeparator("Application settings");\r
+               getContentPane().add(applicationHeading, "span 2,grow");\r
+               \r
+               for (int i = 0; i < DemoRecorderApplication.Preferences.PREFERENCES_ORDER.length; i++) {\r
+                       String currentSetting = DemoRecorderApplication.Preferences.PREFERENCES_ORDER[i];\r
+                       if (this.preferences.getProperty(NDRPreferences.MAIN_APPLICATION, currentSetting) != null) {\r
+                               this.setupSingleSetting(NDRPreferences.MAIN_APPLICATION, currentSetting);\r
+                       }\r
+               }\r
+               \r
+               //add plugin settings\r
+               for (EncoderPlugin plugin : this.appLayer.getEncoderPlugins()) {\r
+                       String pluginName = plugin.getName();\r
+                       //only display settings if the plugin actually has any...\r
+                       Properties pluginPreferences = plugin.getGlobalPreferences();\r
+                       if (pluginPreferences.size() > 0) {\r
+                               //add heading\r
+                               JXTitledSeparator pluginHeading = new JXTitledSeparator(pluginName + " plugin settings");\r
+                               getContentPane().add(pluginHeading, "span 2,grow");\r
+                               \r
+                               for (String pluginKey : plugin.getGlobalPreferencesOrder()) {\r
+                                       if (this.preferences.getProperty(pluginName, pluginKey) != null) {\r
+                                               this.setupSingleSetting(pluginName, pluginKey);\r
+                                       }\r
+                               }\r
+                       }\r
+               }\r
+               \r
+               JPanel buttonPanel = new JPanel();\r
+               buttonPanel.add(saveButton);\r
+               buttonPanel.add(cancelButton);\r
+               saveButton.addActionListener(this);\r
+               cancelButton.addActionListener(this);\r
+               getContentPane().add(buttonPanel, "span 2");\r
+       }\r
+       \r
+       private void setupSingleSetting(String category, String setting) {\r
+               getContentPane().add(new JLabel(setting + ":"));\r
+               \r
+               String value = this.preferences.getProperty(category, setting);\r
+               if (SwingGUIUtils.isBooleanValue(value)) {\r
+                       JCheckBox checkbox = new JCheckBox();\r
+                       this.dialogSettings.put(NDRPreferences.getConcatenatedKey(category, setting), checkbox);\r
+                       getContentPane().add(checkbox);\r
+               } else if (SwingGUIUtils.isFileChooser(value)) {\r
+                       final JFileChooser fc = new JFileChooser();\r
+                       fc.setFileSelectionMode(JFileChooser.FILES_AND_DIRECTORIES);\r
+                       JButton fcButton = new JButton("...");\r
+                       fcButton.addActionListener(new ActionListener() {\r
+                               @Override\r
+                               public void actionPerformed(ActionEvent e) {\r
+                                       fc.showOpenDialog(PreferencesDialog.this);\r
+                               }\r
+                       });\r
+                       this.dialogSettings.put(NDRPreferences.getConcatenatedKey(category, setting), fc);\r
+                       getContentPane().add(fcButton);\r
+               } else {\r
+                       JTextField textField = new JTextField();\r
+                       this.dialogSettings.put(NDRPreferences.getConcatenatedKey(category, setting), textField);\r
+                       getContentPane().add(textField);\r
+               }\r
+       }\r
+       \r
+       \r
+       \r
+       public void showDialog() {\r
+               this.loadSettings();\r
+               this.pack();\r
+               this.setLocationRelativeTo(this.parentFrame);\r
+               setResizable(false);\r
+               this.setVisible(true);\r
+       }\r
+       \r
+       /**\r
+        * Loads the settings from the application layer (and global plug-in settings) to the form.\r
+        */\r
+       private void loadSettings() {\r
+               Set<Object> keys = this.preferences.keySet();\r
+               for (Object keyObj : keys) {\r
+                       String concatenatedKey = (String) keyObj;\r
+                       String value;\r
+                       JComponent component = null;\r
+                       if ((value = this.preferences.getProperty(concatenatedKey)) != null) {\r
+                               if (SwingGUIUtils.isBooleanValue(value)) {\r
+                                       component = this.dialogSettings.get(concatenatedKey);\r
+                                       if (component != null) {\r
+                                               ((JCheckBox) component).setSelected(Boolean.valueOf(value));\r
+                                       }\r
+                               } else if (SwingGUIUtils.isFileChooser(value)) {\r
+                                       component = this.dialogSettings.get(concatenatedKey);\r
+                                       try {\r
+                                               File selectedFile = new File(value);\r
+                                               if (selectedFile.exists() && component != null) {\r
+                                                       ((JFileChooser) component).setSelectedFile(selectedFile);\r
+                                               }\r
+                                       } catch (Throwable e) {}\r
+                                       \r
+                               } else {\r
+                                       component = this.dialogSettings.get(concatenatedKey);\r
+                                       if (component != null) {\r
+                                               ((JTextField) component).setText(value);\r
+                                       }\r
+                               }\r
+                       }\r
+               }\r
+       }\r
+\r
+       @Override\r
+       public void actionPerformed(ActionEvent e) {\r
+               if (e.getSource() == cancelButton) {\r
+                       this.setVisible(false);\r
+               } else if (e.getSource() == saveButton) {\r
+                       this.saveSettings();\r
+               }\r
+       }\r
+\r
+       private void saveSettings() {\r
+               Set<String> keys = this.dialogSettings.keySet();\r
+               //remember, the keys are concatenated, containing both the category and actual key \r
+               for (String key : keys) {\r
+                       JComponent component = this.dialogSettings.get(key);\r
+                       if (component instanceof JCheckBox) {\r
+                               JCheckBox checkbox = (JCheckBox) component;\r
+                               this.appLayer.setPreference(NDRPreferences.getCategory(key), NDRPreferences.getKey(key), checkbox.isSelected());\r
+                       } else if (component instanceof JFileChooser) {\r
+                               JFileChooser fileChooser = (JFileChooser) component;\r
+                               if (fileChooser.getSelectedFile() != null) {\r
+                                       String path = fileChooser.getSelectedFile().getAbsolutePath();\r
+                                       this.appLayer.setPreference(NDRPreferences.getCategory(key), NDRPreferences.getKey(key), path);\r
+                               }\r
+                       } else if (component instanceof JTextField) {\r
+                               JTextField textField = (JTextField) component;\r
+                               this.appLayer.setPreference(NDRPreferences.getCategory(key), NDRPreferences.getKey(key), textField.getText());\r
+                       }\r
+               }\r
+               this.setVisible(false);\r
+       }\r
+}\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/RecordJobTemplate.java b/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/RecordJobTemplate.java
new file mode 100644 (file)
index 0000000..89ab61c
--- /dev/null
@@ -0,0 +1,113 @@
+package com.nexuiz.demorecorder.ui.swinggui;\r
+\r
+import java.io.File;\r
+\r
+import com.nexuiz.demorecorder.application.DemoRecorderException;\r
+import com.nexuiz.demorecorder.application.jobs.RecordJob;\r
+\r
+public class RecordJobTemplate extends RecordJob {\r
+\r
+       private static final long serialVersionUID = 8311386509410161395L;\r
+       private String templateName;\r
+       private String summary;\r
+\r
+       public RecordJobTemplate(\r
+               String templateName,\r
+               String summary,\r
+               String jobName,\r
+               File enginePath,\r
+               String engineParameters,\r
+               File demoFile,\r
+               String relativeDemoPath,\r
+               File dpVideoPath,\r
+               File videoDestination,\r
+               String executeBeforeCap,\r
+               String executeAfterCap\r
+               ) {\r
+               super();\r
+               \r
+               /*\r
+                * Differences to jobs:\r
+                * - name and summary exist\r
+                * - "Demo file:" -> "Demo directory:"\r
+                * - no start/end second\r
+                */\r
+               \r
+               if (templateName == null || summary == null || jobName == null || enginePath == null || engineParameters == null || \r
+                               demoFile == null || relativeDemoPath == null || dpVideoPath == null || videoDestination == null \r
+                               || executeBeforeCap == null || executeAfterCap == null) {\r
+                       throw new DemoRecorderException("Error: Make sure that you filled the necessary fields! (file choosers!)");\r
+               }\r
+               \r
+               this.templateName = templateName;\r
+               this.summary = summary;\r
+               this.jobName = jobName;\r
+               this.enginePath = enginePath;\r
+               this.engineParameters = engineParameters;\r
+               this.demoFile = demoFile;\r
+               this.relativeDemoPath = relativeDemoPath;\r
+               this.dpVideoPath = dpVideoPath;\r
+               this.videoDestination = videoDestination;\r
+               this.executeBeforeCap = executeBeforeCap;\r
+               this.executeAfterCap = executeAfterCap;\r
+       }\r
+\r
+       public String getName() {\r
+               return templateName;\r
+       }\r
+\r
+       public String getSummary() {\r
+               return summary;\r
+       }\r
+       \r
+       public void setName(String name) {\r
+               this.templateName = name;\r
+       }\r
+\r
+       public void setSummary(String summary) {\r
+               this.summary = summary;\r
+       }\r
+\r
+       /*\r
+        * (non-Javadoc)\r
+        * Overwrite this method because here we want to do the read/write test for the path directly\r
+        * (as this one already is the directory), and not its parent directory.\r
+        * @see com.nexuiz.demorecorder.application.jobs.RecordJob#setDemoFile(java.io.File)\r
+        */\r
+       public void setDemoFile(File demoFile) {\r
+               if (demoFile == null || !demoFile.exists()) {\r
+                       throw new DemoRecorderException("Could not locate demo file!");\r
+               }\r
+               if (!doReadWriteTest(demoFile)) {\r
+                       throw new DemoRecorderException("The directory you specified for the demo to be recorded is not writable!");\r
+               }\r
+               this.demoFile = demoFile.getAbsoluteFile();\r
+       }\r
+       \r
+       /*\r
+        * (non-Javadoc)\r
+        * Overwrite this method because here we want to do the read/write test for the path directly\r
+        * (as this one already is the directory), and not its parent directory.\r
+        * @see com.nexuiz.demorecorder.application.jobs.RecordJob#setVideoDestination(java.io.File)\r
+        */\r
+       public void setVideoDestination(File videoDestination) {\r
+               //keep in mind, here videoDestination points to the destination directory, not the destination file\r
+               if (videoDestination == null || !videoDestination.isDirectory()) {\r
+                       throw new DemoRecorderException("Could not locate the specified video destination directory");\r
+               }\r
+               \r
+               if (!this.doReadWriteTest(videoDestination)) {\r
+                       throw new DemoRecorderException("The video destination directory is not writable! It needs to be writable so that the file can be moved to its new location");\r
+               }\r
+               \r
+               this.videoDestination = videoDestination.getAbsoluteFile();\r
+       }\r
+       \r
+       public String getJobName() {\r
+               return this.jobName;\r
+       }\r
+       \r
+       public void setJobName(String jobName) {\r
+               this.jobName = jobName;\r
+       }\r
+}\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/StatusBar.java b/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/StatusBar.java
new file mode 100644 (file)
index 0000000..ed33c9c
--- /dev/null
@@ -0,0 +1,86 @@
+package com.nexuiz.demorecorder.ui.swinggui;\r
+\r
+import java.awt.BorderLayout;\r
+import java.awt.Color;\r
+import java.awt.Component;\r
+import java.awt.Graphics;\r
+import java.awt.SystemColor;\r
+\r
+import javax.swing.BorderFactory;\r
+import javax.swing.Icon;\r
+import javax.swing.JLabel;\r
+import javax.swing.JPanel;\r
+\r
+public class StatusBar extends JPanel {\r
+\r
+       private static final long serialVersionUID = -1471757496863555741L;\r
+       private JLabel currentActivity = null;\r
+       \r
+       private static final String STATE_IDLE = "Idle";\r
+       private static final String STATE_WORKING = "Working";\r
+\r
+       public StatusBar() {\r
+               BorderLayout borderLayout = new BorderLayout(0, 0);\r
+               setLayout(borderLayout);\r
+               JPanel rightPanel = new JPanel(new BorderLayout());\r
+               rightPanel.add(new JLabel(new AngledLinesWindowsCornerIcon()), BorderLayout.SOUTH);\r
+               rightPanel.setOpaque(false);\r
+\r
+               add(rightPanel, BorderLayout.EAST);\r
+\r
+               this.currentActivity = new JLabel("Idle");\r
+               add(this.currentActivity, BorderLayout.WEST);\r
+               setBackground(SystemColor.control);\r
+               setBorder(BorderFactory.createMatteBorder(1, 0, 0, 0, Color.black));\r
+       }\r
+       \r
+       /**\r
+        * Sets the state/display of the status bar to "idle" (false) or "working" (true).\r
+        * @param state\r
+        */\r
+       public void showState(boolean state) {\r
+               if (state) {\r
+                       currentActivity.setText(STATE_WORKING);\r
+               } else {\r
+                       currentActivity.setText(STATE_IDLE);\r
+               }\r
+       }\r
+\r
+       private static class AngledLinesWindowsCornerIcon implements Icon {\r
+               private static final Color WHITE_LINE_COLOR = new Color(255, 255, 255);\r
+\r
+               private static final Color GRAY_LINE_COLOR = new Color(172, 168, 153);\r
+               private static final int WIDTH = 13;\r
+\r
+               private static final int HEIGHT = 13;\r
+\r
+               public int getIconHeight() {\r
+                       return HEIGHT;\r
+               }\r
+\r
+               public int getIconWidth() {\r
+                       return WIDTH;\r
+               }\r
+\r
+               public void paintIcon(Component c, Graphics g, int x, int y) {\r
+\r
+                       g.setColor(WHITE_LINE_COLOR);\r
+                       g.drawLine(0, 12, 12, 0);\r
+                       g.drawLine(5, 12, 12, 5);\r
+                       g.drawLine(10, 12, 12, 10);\r
+\r
+                       g.setColor(GRAY_LINE_COLOR);\r
+                       g.drawLine(1, 12, 12, 1);\r
+                       g.drawLine(2, 12, 12, 2);\r
+                       g.drawLine(3, 12, 12, 3);\r
+\r
+                       g.drawLine(6, 12, 12, 6);\r
+                       g.drawLine(7, 12, 12, 7);\r
+                       g.drawLine(8, 12, 12, 8);\r
+\r
+                       g.drawLine(11, 12, 12, 11);\r
+                       g.drawLine(12, 12, 12, 12);\r
+\r
+               }\r
+       }\r
+}\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/SwingGUI.java b/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/SwingGUI.java
new file mode 100644 (file)
index 0000000..7b1d8cc
--- /dev/null
@@ -0,0 +1,1154 @@
+package com.nexuiz.demorecorder.ui.swinggui;\r
+\r
+import java.awt.Container;\r
+import java.awt.Dimension;\r
+import java.awt.Point;\r
+import java.awt.event.ActionEvent;\r
+import java.awt.event.ActionListener;\r
+import java.awt.event.MouseEvent;\r
+import java.awt.event.MouseListener;\r
+import java.awt.event.WindowEvent;\r
+import java.awt.event.WindowListener;\r
+import java.io.File;\r
+import java.io.FileInputStream;\r
+import java.io.FileOutputStream;\r
+import java.io.IOException;\r
+import java.io.InputStream;\r
+import java.io.ObjectInputStream;\r
+import java.io.ObjectOutputStream;\r
+import java.net.URL;\r
+import java.util.ArrayList;\r
+import java.util.List;\r
+\r
+import javax.help.HelpBroker;\r
+import javax.help.HelpSet;\r
+import javax.swing.BorderFactory;\r
+import javax.swing.Icon;\r
+import javax.swing.ImageIcon;\r
+import javax.swing.JButton;\r
+import javax.swing.JFileChooser;\r
+import javax.swing.JFrame;\r
+import javax.swing.JMenu;\r
+import javax.swing.JMenuBar;\r
+import javax.swing.JMenuItem;\r
+import javax.swing.JOptionPane;\r
+import javax.swing.JPanel;\r
+import javax.swing.JPopupMenu;\r
+import javax.swing.JScrollPane;\r
+import javax.swing.JTable;\r
+import javax.swing.UIManager;\r
+import javax.swing.border.TitledBorder;\r
+\r
+import net.miginfocom.swing.MigLayout;\r
+\r
+import org.jdesktop.swingx.JXTable;\r
+\r
+import com.nexuiz.demorecorder.application.DemoRecorderApplication;\r
+import com.nexuiz.demorecorder.application.DemoRecorderUtils;\r
+import com.nexuiz.demorecorder.application.NDRPreferences;\r
+import com.nexuiz.demorecorder.application.DemoRecorderApplication.Preferences;\r
+import com.nexuiz.demorecorder.application.jobs.RecordJob;\r
+import com.nexuiz.demorecorder.application.jobs.RecordJob.State;\r
+import com.nexuiz.demorecorder.application.plugins.EncoderPlugin;\r
+import com.nexuiz.demorecorder.ui.DemoRecorderUI;\r
+import com.nexuiz.demorecorder.ui.swinggui.tablemodels.RecordJobTemplatesTableModel;\r
+import com.nexuiz.demorecorder.ui.swinggui.tablemodels.RecordJobsTableModel;\r
+import com.nexuiz.demorecorder.ui.swinggui.utils.ShowErrorDialogExceptionHandler;\r
+import com.nexuiz.demorecorder.ui.swinggui.utils.XProperties;\r
+import com.nexuiz.demorecorder.ui.swinggui.utils.XProperties.XTableState;\r
+\r
+public class SwingGUI extends JFrame implements WindowListener, DemoRecorderUI {\r
+       \r
+       private static final long serialVersionUID = -7287303462488231068L;\r
+       public static final String JOB_TABLE_PREFERENCES_FILENAME = "jobsTable.pref";\r
+       public static final String TEMPLATE_TABLE_PREFERENCES_FILENAME = "templatesTable.pref";\r
+       public static final String TEMPLATE_TABLE_CONTENT_FILENAME = "templates.dat";\r
+\r
+       private DemoRecorderApplication appLayer;\r
+       private PreferencesDialog preferencesDialog;\r
+       \r
+       private JXTable jobsTable = null;\r
+       private JPopupMenu jobsTablePopupMenu;\r
+       private ActionListener jobButtonActionListener = new JobButtonActionListener();\r
+       private MouseListener jobsTableMouseListener = new JobsTableMouseListener();\r
+       \r
+       private JXTable templatesTable = null;\r
+       private JPopupMenu templatesTablePopupMenu;\r
+       private ActionListener templateButtonActionListener = new TemplateButtonActionListener();\r
+       private MouseListener templatesTableMouseListener = new TemplatesTableMouseListener();\r
+       \r
+       private ActionListener recordButtonActionListener = new RecordButtonActionListener();\r
+       \r
+       private static final String LABEL_JOB_CREATE = "Create";\r
+       private static final String LABEL_JOB_CREATE_FROM_TEMPL = "Create from template";\r
+       private static final String LABEL_JOB_DELETE = "Delete";\r
+       private static final String LABEL_JOB_CLEAR = "Clear";\r
+       private static final String LABEL_JOB_EDIT = "Edit job";\r
+       private static final String LABEL_JOB_DUPLICATE = "Duplicate job";\r
+       private static final String LABEL_JOB_APPLYTEMPL = "Apply template";\r
+       private static final String LABEL_JOB_START = "Start job";\r
+       private static final String LABEL_JOB_SHOWERROR = "Show error message";\r
+       private static final String LABEL_JOB_RESET_STATE_WAITING = "Reset job status to 'waiting'";\r
+       private static final String LABEL_JOB_RESET_STATE_DONE = "Reset job status to 'done'";\r
+       \r
+       private static final String LABEL_TEMPL_CREATE = "Create";\r
+       private static final String LABEL_TEMPL_CREATE_FROM_JOB = "Create from job";\r
+       private static final String LABEL_TEMPL_DELETE = "Delete";\r
+       private static final String LABEL_TEMPL_CLEAR = "Clear";\r
+       private static final String LABEL_TEMPL_EDIT = "Edit template";\r
+       private static final String LABEL_TEMPL_DUPLICATE = "Duplicate template";\r
+       \r
+       private ActionListener menuButtonActionListener = new MenuButtonActionListener();\r
+       private JMenuItem fileLoadQueue = new JMenuItem("Load job queue", getIcon("fileopen.png"));\r
+       private JMenuItem fileSaveQueue = new JMenuItem("Save job queue", getIcon("filesave.png"));\r
+       private JMenuItem fileLoadTemplates = new JMenuItem("Load templates", getIcon("fileopen.png"));\r
+       private JMenuItem fileSaveTemplates = new JMenuItem("Save templates", getIcon("filesave.png"));\r
+       private JMenuItem filePreferences = new JMenuItem("Preferences", getIcon("advanced.png"));\r
+       private JMenuItem fileExit = new JMenuItem("Exit", getIcon("exit.png"));\r
+       private JMenuItem helpHelp = new JMenuItem("Show help", getIcon("help.png"));\r
+       private JMenuItem helpAbout = new JMenuItem("About", getIcon("info.png"));\r
+       private JFileChooser jobQueueSaveAsFC = new JFileChooser();\r
+       private JFileChooser templatesSaveAsFC = new JFileChooser();\r
+       \r
+       private JButton jobs_create = new JButton(LABEL_JOB_CREATE, getIcon("edit_add.png"));\r
+       private JButton jobs_createFromTempl = new JButton(LABEL_JOB_CREATE_FROM_TEMPL, getIcon("view_right_p.png"));\r
+       private JButton jobs_delete = new JButton(LABEL_JOB_DELETE, getIcon("editdelete.png"));\r
+       private JButton jobs_clear = new JButton(LABEL_JOB_CLEAR, getIcon("editclear.png"));\r
+       private JMenuItem jobs_contextmenu_edit = new JMenuItem(LABEL_JOB_EDIT, getIcon("edit.png"));\r
+       private JMenuItem jobs_contextmenu_duplicate = new JMenuItem(LABEL_JOB_DUPLICATE, getIcon("editcopy.png"));\r
+       private JMenuItem jobs_contextmenu_applytempl = new JMenuItem(LABEL_JOB_APPLYTEMPL, getIcon("editpaste.png"));\r
+       private JMenuItem jobs_contextmenu_delete = new JMenuItem(LABEL_JOB_DELETE, getIcon("editdelete.png"));\r
+       private JMenuItem jobs_contextmenu_start = new JMenuItem(LABEL_JOB_START, getIcon("player_play.png"));\r
+       private JMenuItem jobs_contextmenu_showerror = new JMenuItem(LABEL_JOB_SHOWERROR, getIcon("status_unknown.png"));\r
+       private JMenuItem jobs_contextmenu_resetstate_waiting = new JMenuItem(LABEL_JOB_RESET_STATE_WAITING, getIcon("quick_restart.png"));\r
+       private JMenuItem jobs_contextmenu_resetstate_done = new JMenuItem(LABEL_JOB_RESET_STATE_DONE, getIcon("quick_restart_blue.png"));\r
+       private List<JMenuItem> jobs_contextmenu_runPluginMenuItems = new ArrayList<JMenuItem>();\r
+       \r
+       private JButton templ_create = new JButton(LABEL_TEMPL_CREATE, getIcon("edit_add.png"));\r
+       private JButton templ_createFromJob = new JButton(LABEL_TEMPL_CREATE_FROM_JOB, getIcon("view_right_p.png"));\r
+       private JButton templ_delete = new JButton(LABEL_TEMPL_DELETE, getIcon("editdelete.png"));\r
+       private JButton templ_clear = new JButton(LABEL_TEMPL_CLEAR, getIcon("editclear.png"));\r
+       private JMenuItem templ_contextmenu_edit = new JMenuItem(LABEL_TEMPL_EDIT, getIcon("edit.png"));\r
+       private JMenuItem templ_contextmenu_duplicate = new JMenuItem(LABEL_TEMPL_DUPLICATE, getIcon("editcopy.png"));\r
+       private JMenuItem templ_contextmenu_delete = new JMenuItem(LABEL_TEMPL_DELETE, getIcon("editdelete.png"));\r
+       \r
+       private static final String PROCESSING_START = "Start processing";\r
+       private static final String PROCESSING_STOP_NOW = "Stop processing";\r
+       private static final String PROCESSING_STOP_LATER = "Processing will stop after current job finished";\r
+       private JButton processing_start = new JButton(PROCESSING_START, getIcon("player_play.png"));\r
+       private JButton processing_stop = new JButton(PROCESSING_STOP_NOW, getIcon("player_pause.png"));\r
+       \r
+       private StatusBar statusBar = new StatusBar();\r
+       \r
+       private static HelpBroker mainHelpBroker = null;\r
+       private static final String mainHelpSetName = "help/DemoRecorderHelp.hs";\r
+\r
+       public SwingGUI(DemoRecorderApplication appLayer) {\r
+               super("Nexuiz Demo Recorder v0.3");\r
+               addWindowListener(this);\r
+\r
+               this.appLayer = appLayer;\r
+\r
+               this.setupLayout();\r
+               this.setupHelp();\r
+               this.preferencesDialog = new PreferencesDialog(this, appLayer);\r
+\r
+               setDefaultCloseOperation(JFrame.DO_NOTHING_ON_CLOSE);\r
+               // Display the window.\r
+               pack();\r
+               setVisible(true);\r
+               //now that we have the GUI we can set the parent window for the error dialog\r
+               ShowErrorDialogExceptionHandler.setParentWindow(this);\r
+       }\r
+\r
+       private void setupHelp() {\r
+               if (mainHelpBroker == null){\r
+                       HelpSet mainHelpSet = null;\r
+\r
+                       try {\r
+                               URL hsURL = HelpSet.findHelpSet(null, mainHelpSetName);\r
+                               mainHelpSet = new HelpSet(null, hsURL);\r
+                       } catch (Exception e) {\r
+                               DemoRecorderUtils.showNonCriticalErrorDialog("Could not properly create the help", e, true);\r
+                       }\r
+\r
+                       if (mainHelpSet != null)\r
+                               mainHelpBroker = mainHelpSet.createHelpBroker();\r
+                       }\r
+       }\r
+\r
+       private void setupLayout() {\r
+               setLayout(new MigLayout("wrap 1,insets 10", "[400:700:,grow,fill]",\r
+                               "[grow,fill][grow,fill][][]"));\r
+               Container contentPane = getContentPane();\r
+               setJMenuBar(this.buildMenu());\r
+\r
+               this.setupTemplatePanel();\r
+               this.setupJobPanel();\r
+               this.setupRecordPanel();\r
+\r
+               contentPane.add(statusBar, "south,height 23::");\r
+       }\r
+\r
+       private void setupTemplatePanel() {\r
+               JPanel templatePanel = new JPanel(new MigLayout("", "[500:500:,grow,fill][170!,fill,grow]", "[grow,fill]"));\r
+               TitledBorder templatePanelTitle = BorderFactory.createTitledBorder("Templates");\r
+               templatePanel.setBorder(templatePanelTitle);\r
+               getContentPane().add(templatePanel);\r
+               \r
+               this.setupTemplatesTable();\r
+               this.loadTableStates(this.templatesTable);\r
+               JScrollPane templateScrollPane = new JScrollPane(templatesTable);\r
+               templatePanel.add(templateScrollPane);\r
+               \r
+               this.templ_create.addActionListener(this.templateButtonActionListener);\r
+               this.templ_createFromJob.addActionListener(this.templateButtonActionListener);\r
+               this.templ_delete.addActionListener(this.templateButtonActionListener);\r
+               this.templ_clear.addActionListener(this.templateButtonActionListener);\r
+               \r
+               this.templ_contextmenu_edit.addActionListener(this.templateButtonActionListener);\r
+               this.templ_contextmenu_duplicate.addActionListener(this.templateButtonActionListener);\r
+               this.templ_contextmenu_delete.addActionListener(this.templateButtonActionListener);\r
+               \r
+               this.configureTableButtons();\r
+               \r
+               JPanel templateControlButtonPanel = new JPanel(new MigLayout("wrap 1", "fill,grow"));\r
+               templateControlButtonPanel.add(this.templ_create);\r
+               templateControlButtonPanel.add(this.templ_createFromJob);\r
+               templateControlButtonPanel.add(this.templ_delete);\r
+               templateControlButtonPanel.add(this.templ_clear);\r
+               templatePanel.add(templateControlButtonPanel);\r
+       }\r
+\r
+       private void setupJobPanel() {\r
+               JPanel jobPanel = new JPanel(new MigLayout("", "[500:500:,grow,fill][170!,fill,grow]", "[grow,fill]"));\r
+               TitledBorder jobPanelTitle = BorderFactory.createTitledBorder("Jobs");\r
+               jobPanel.setBorder(jobPanelTitle);\r
+               getContentPane().add(jobPanel);\r
+\r
+               this.setupJobsTable();\r
+               this.loadTableStates(this.jobsTable);\r
+               \r
+               JScrollPane jobScrollPane = new JScrollPane(jobsTable);\r
+               jobPanel.add(jobScrollPane);\r
+               \r
+               this.jobs_create.addActionListener(this.jobButtonActionListener);\r
+               this.jobs_createFromTempl.addActionListener(this.jobButtonActionListener);\r
+               this.jobs_delete.addActionListener(this.jobButtonActionListener);\r
+               this.jobs_clear.addActionListener(this.jobButtonActionListener);\r
+               \r
+               this.jobs_contextmenu_edit.addActionListener(this.jobButtonActionListener);\r
+               this.jobs_contextmenu_duplicate.addActionListener(this.jobButtonActionListener);\r
+               this.jobs_contextmenu_applytempl.addActionListener(this.jobButtonActionListener);\r
+               this.jobs_contextmenu_delete.addActionListener(this.jobButtonActionListener);\r
+               this.jobs_contextmenu_start.addActionListener(this.jobButtonActionListener);\r
+               this.jobs_contextmenu_showerror.addActionListener(this.jobButtonActionListener);\r
+               this.jobs_contextmenu_resetstate_waiting.addActionListener(this.jobButtonActionListener);\r
+               this.jobs_contextmenu_resetstate_done.addActionListener(this.jobButtonActionListener);\r
+               \r
+               //initialize button states\r
+               configureTableButtons();\r
+               \r
+               JPanel jobControlButtonPanel = new JPanel(new MigLayout("wrap 1", "fill,grow"));\r
+               jobControlButtonPanel.add(this.jobs_create);\r
+               jobControlButtonPanel.add(this.jobs_createFromTempl);\r
+               jobControlButtonPanel.add(this.jobs_delete);\r
+               jobControlButtonPanel.add(this.jobs_clear);\r
+               jobPanel.add(jobControlButtonPanel);\r
+       }\r
+       \r
+       private void setupJobsTable() {\r
+               RecordJobsTableModel tableModel = new RecordJobsTableModel(this.appLayer);\r
+               jobsTable = new JXTable(tableModel);\r
+               jobsTable.setColumnControlVisible(true);\r
+               jobsTable.setPreferredScrollableViewportSize(new Dimension(400, 100));\r
+               jobsTable.addMouseListener(this.jobsTableMouseListener);\r
+       }\r
+       \r
+       private void setupTemplatesTable() {\r
+               RecordJobTemplatesTableModel tableModel = new RecordJobTemplatesTableModel();\r
+               templatesTable = new JXTable(tableModel);\r
+               templatesTable.setColumnControlVisible(true);\r
+               templatesTable.setPreferredScrollableViewportSize(new Dimension(400, 100));\r
+               templatesTable.addMouseListener(this.templatesTableMouseListener);\r
+       }\r
+\r
+       private void setupRecordPanel() {\r
+               JPanel recButtonPanel = new JPanel(new MigLayout());\r
+               recButtonPanel.add(processing_start);\r
+               recButtonPanel.add(processing_stop);\r
+               processing_stop.setEnabled(false);\r
+               processing_start.addActionListener(recordButtonActionListener);\r
+               processing_stop.addActionListener(recordButtonActionListener);\r
+               getContentPane().add(recButtonPanel);\r
+       }\r
+\r
+       public static void setSystemLAF() {\r
+               try {\r
+                       // Set System L&F\r
+                       UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());\r
+               } catch (Exception e) {\r
+               }\r
+       }\r
+       \r
+       public void RecordJobPropertiesChange(RecordJob job) {\r
+               RecordJobsTableModel jobsTableModel = (RecordJobsTableModel) this.jobsTable.getModel();\r
+               List<RecordJob> recordJobs = jobsTableModel.getRecordJobs();\r
+               int jobIndex = recordJobs.indexOf(job);\r
+               if (jobIndex == -1) {\r
+                       //new job\r
+                       recordJobs.add(job);\r
+                       //add job at the end of the table:\r
+                       int position = jobsTableModel.getRowCount() - 1;\r
+                       jobsTableModel.fireTableRowsInserted(position, position);\r
+               } else {\r
+                       //job already existed\r
+                       jobIndex = this.jobsTable.convertRowIndexToView(jobIndex); //convert due to possible view sorting\r
+                       jobsTableModel.fireTableRowsUpdated(jobIndex, jobIndex);\r
+               }\r
+       }\r
+\r
+       public void recordingFinished() {\r
+               JOptionPane.showMessageDialog(SwingGUI.this, "Finished recording all jobs", "Recording done", JOptionPane.INFORMATION_MESSAGE);\r
+               statusBar.showState(false);\r
+               processing_start.setEnabled(true);\r
+               processing_stop.setEnabled(false);\r
+               processing_stop.setText(PROCESSING_STOP_NOW);\r
+       }\r
+\r
+       private JMenuBar buildMenu() {\r
+               JMenuBar menuBar = new JMenuBar();\r
+\r
+               JMenu fileMenu = new JMenu("File");\r
+               fileMenu.add(fileLoadQueue);\r
+               fileMenu.add(fileSaveQueue);\r
+               fileMenu.add(fileLoadTemplates);\r
+               fileMenu.add(fileSaveTemplates);\r
+               fileMenu.add(filePreferences);\r
+               fileMenu.add(fileExit);\r
+               menuBar.add(fileMenu);\r
+               \r
+               fileLoadQueue.addActionListener(menuButtonActionListener);\r
+               fileSaveQueue.addActionListener(menuButtonActionListener);\r
+               fileLoadTemplates.addActionListener(menuButtonActionListener);\r
+               fileSaveTemplates.addActionListener(menuButtonActionListener);\r
+               filePreferences.addActionListener(menuButtonActionListener);\r
+               fileExit.addActionListener(menuButtonActionListener);\r
+\r
+               JMenu helpMenu = new JMenu("Help");\r
+               helpMenu.add(helpHelp);\r
+               helpMenu.add(helpAbout);\r
+               menuBar.add(helpMenu);\r
+               \r
+               helpHelp.addActionListener(menuButtonActionListener);\r
+               helpAbout.addActionListener(menuButtonActionListener);\r
+               \r
+               this.setupEncoderPluginButtons();\r
+               \r
+               this.jobsTablePopupMenu = new JPopupMenu();\r
+               this.jobsTablePopupMenu.add(jobs_contextmenu_edit);\r
+               this.jobsTablePopupMenu.add(jobs_contextmenu_duplicate);\r
+               this.jobsTablePopupMenu.add(jobs_contextmenu_applytempl);\r
+               this.jobsTablePopupMenu.add(jobs_contextmenu_delete);\r
+               this.jobsTablePopupMenu.add(jobs_contextmenu_start);\r
+               //add JMenus for plugins\r
+               for (JMenuItem menuItem : jobs_contextmenu_runPluginMenuItems) {\r
+                       this.jobsTablePopupMenu.add(menuItem);\r
+               }\r
+               this.jobsTablePopupMenu.add(jobs_contextmenu_showerror);\r
+               this.jobsTablePopupMenu.add(jobs_contextmenu_resetstate_waiting);\r
+               this.jobsTablePopupMenu.add(jobs_contextmenu_resetstate_done);\r
+               \r
+               \r
+               \r
+               \r
+               this.templatesTablePopupMenu = new JPopupMenu();\r
+               this.templatesTablePopupMenu.add(templ_contextmenu_edit);\r
+               this.templatesTablePopupMenu.add(templ_contextmenu_duplicate);\r
+               this.templatesTablePopupMenu.add(templ_contextmenu_delete);\r
+\r
+               return menuBar;\r
+       }\r
+       \r
+       private void setupEncoderPluginButtons() {\r
+               for (EncoderPlugin plugin : appLayer.getEncoderPlugins()) {\r
+                       JMenuItem pluginMenuItem = new JMenuItem("Just run " + plugin.getName() + " plugin", getIcon("package.png"));\r
+                       pluginMenuItem.addActionListener(jobButtonActionListener);\r
+                       this.jobs_contextmenu_runPluginMenuItems.add(pluginMenuItem);\r
+               }\r
+       }\r
+\r
+       private void saveTableStates(JXTable table) {\r
+               String fileName;\r
+               if (table == jobsTable) {\r
+                       fileName = JOB_TABLE_PREFERENCES_FILENAME;\r
+               } else {\r
+                       fileName = TEMPLATE_TABLE_PREFERENCES_FILENAME;\r
+               }\r
+               String exceptionMessage = "An error occurred while trying to save the table state file " + fileName;\r
+               \r
+               XProperties.XTableProperty t = new XProperties.XTableProperty();\r
+               XTableState tableState;\r
+               try {\r
+                       tableState = (XTableState) t.getSessionState(table);\r
+               } catch (Exception e) { //most likely ClassCastException\r
+                       DemoRecorderUtils.showNonCriticalErrorDialog(exceptionMessage, e, true);\r
+                       return;\r
+               }\r
+               \r
+               File tableStateFile = DemoRecorderUtils.computeLocalFile(DemoRecorderApplication.PREFERENCES_DIRNAME, fileName);\r
+               DemoRecorderUtils.attemptFileCreation(tableStateFile);\r
+               \r
+               try {\r
+                       FileOutputStream fout = new FileOutputStream(tableStateFile);\r
+                       ObjectOutputStream oos = new ObjectOutputStream(fout);\r
+                       oos.writeObject(tableState);\r
+                       oos.close();\r
+               } catch (Exception e) {\r
+                       DemoRecorderUtils.showNonCriticalErrorDialog(exceptionMessage, e, true);\r
+               }\r
+       }\r
+       \r
+       private void loadTableStates(JXTable table) {\r
+               String fileName;\r
+               if (table == jobsTable) {\r
+                       fileName = JOB_TABLE_PREFERENCES_FILENAME;\r
+               } else {\r
+                       fileName = TEMPLATE_TABLE_PREFERENCES_FILENAME;\r
+               }\r
+               \r
+               XProperties.XTableProperty t = new XProperties.XTableProperty();\r
+               \r
+               File tableStateFile = DemoRecorderUtils.computeLocalFile(DemoRecorderApplication.PREFERENCES_DIRNAME, fileName);\r
+               \r
+               XTableState tableState;\r
+               \r
+               try {\r
+                       FileInputStream fin = new FileInputStream(tableStateFile);\r
+                       ObjectInputStream ois = new ObjectInputStream(fin);\r
+                       tableState = (XTableState) ois.readObject();\r
+                       t.setSessionState(table, tableState);\r
+               } catch (Exception e) {\r
+                        //manually hide columns\r
+                       if (table == jobsTable) {\r
+                               //re-create table to be sure\r
+                               this.setupJobsTable();\r
+                               //manually hide some columns\r
+                               jobsTable.getColumnExt(RecordJobsTableModel.EXECUTE_AFTER_CAP).setVisible(false);\r
+                               jobsTable.getColumnExt(RecordJobsTableModel.EXECUTE_BEFORE_CAP).setVisible(false);\r
+                               jobsTable.getColumnExt(RecordJobsTableModel.VIDEO_DESTINATION_PATH).setVisible(false);\r
+                               jobsTable.getColumnExt(RecordJobsTableModel.DPVIDEO_PATH).setVisible(false);\r
+                               jobsTable.getColumnExt(RecordJobsTableModel.RELATIVE_DEMO_PATH).setVisible(false);\r
+                               jobsTable.getColumnExt(RecordJobsTableModel.ENGINE_PARAMETERS).setVisible(false);\r
+                               jobsTable.getColumnExt(RecordJobsTableModel.ENGINE_PATH).setVisible(false);\r
+                       } else {\r
+                               //re-create table to be sure\r
+                               this.setupTemplatesTable();\r
+                               //manually hide some columns\r
+                               templatesTable.getColumnExt(RecordJobTemplatesTableModel.EXECUTE_AFTER_CAP).setVisible(false);\r
+                               templatesTable.getColumnExt(RecordJobTemplatesTableModel.EXECUTE_BEFORE_CAP).setVisible(false);\r
+                               templatesTable.getColumnExt(RecordJobTemplatesTableModel.VIDEO_DESTINATION_PATH).setVisible(false);\r
+                               templatesTable.getColumnExt(RecordJobTemplatesTableModel.DPVIDEO_PATH).setVisible(false);\r
+                               templatesTable.getColumnExt(RecordJobTemplatesTableModel.RELATIVE_DEMO_PATH).setVisible(false);\r
+                               templatesTable.getColumnExt(RecordJobTemplatesTableModel.DEMO_FILE_PATH).setVisible(false);\r
+                               templatesTable.getColumnExt(RecordJobTemplatesTableModel.ENGINE_PARAMETERS).setVisible(false);\r
+                               templatesTable.getColumnExt(RecordJobTemplatesTableModel.ENGINE_PATH).setVisible(false);\r
+                               templatesTable.getColumnExt(RecordJobTemplatesTableModel.JOB_NAME).setVisible(false);\r
+                       }\r
+               }\r
+       }\r
+       \r
+       private class MenuButtonActionListener implements ActionListener {\r
+\r
+               public void actionPerformed(ActionEvent e) {\r
+                       if (e.getSource() == fileLoadQueue) {\r
+                               int result = jobQueueSaveAsFC.showOpenDialog(SwingGUI.this);\r
+                               if (result == JFileChooser.APPROVE_OPTION) {\r
+                                       File selectedFile = jobQueueSaveAsFC.getSelectedFile();\r
+                                       if (selectedFile.isFile()) {\r
+                                               RecordJobsTableModel tableModel = (RecordJobsTableModel) jobsTable.getModel();\r
+                                               tableModel.loadNewJobQueue(SwingGUI.this, selectedFile, jobsTable);\r
+                                               configureTableButtons();\r
+                                       }\r
+                               }\r
+                               \r
+                       } else if (e.getSource() == fileSaveQueue) {\r
+                               int result = jobQueueSaveAsFC.showSaveDialog(SwingGUI.this);\r
+                               if (result == JFileChooser.APPROVE_OPTION) {\r
+                                       File selectedFile = jobQueueSaveAsFC.getSelectedFile();\r
+                                       if (!DemoRecorderUtils.getFileExtension(selectedFile).equals("queue")) {\r
+                                               //if file is not a .queue file, make it one\r
+                                               selectedFile = new File(selectedFile.getAbsoluteFile() + ".queue");\r
+                                       }\r
+                                       if (selectedFile.exists()) {\r
+                                               int confirm = JOptionPane.showConfirmDialog(SwingGUI.this, "File already exists. Are you sure you want to overwrite it?", "Confirm overwrite", JOptionPane.YES_NO_OPTION);\r
+                                               if (confirm == JOptionPane.NO_OPTION) {\r
+                                                       return;\r
+                                               }\r
+                                       }\r
+                                       appLayer.saveJobQueue(selectedFile);\r
+                               }\r
+                       } else if (e.getSource() == fileLoadTemplates) {\r
+                               int result = templatesSaveAsFC.showOpenDialog(SwingGUI.this);\r
+                               if (result == JFileChooser.APPROVE_OPTION) {\r
+                                       File selectedFile = templatesSaveAsFC.getSelectedFile();\r
+                                       if (selectedFile.isFile()) {\r
+                                               RecordJobTemplatesTableModel tableModel = (RecordJobTemplatesTableModel) templatesTable.getModel();\r
+                                               tableModel.loadNewTemplateList(SwingGUI.this, selectedFile, templatesTable);\r
+                                               configureTableButtons();\r
+                                       }\r
+                               }\r
+                       } else if (e.getSource() == fileSaveTemplates) {\r
+                               int result = templatesSaveAsFC.showSaveDialog(SwingGUI.this);\r
+                               if (result == JFileChooser.APPROVE_OPTION) {\r
+                                       File selectedFile = templatesSaveAsFC.getSelectedFile();\r
+                                       if (!DemoRecorderUtils.getFileExtension(selectedFile).equals("templ")) {\r
+                                               selectedFile = new File(selectedFile.getAbsoluteFile() + ".templ");\r
+                                       }\r
+                                       if (selectedFile.exists()) {\r
+                                               int confirm = JOptionPane.showConfirmDialog(SwingGUI.this, "File already exists. Are you sure you want to overwrite it?", "Confirm overwrite", JOptionPane.YES_NO_OPTION);\r
+                                               if (confirm == JOptionPane.NO_OPTION) {\r
+                                                       return;\r
+                                               }\r
+                                       }\r
+                                       RecordJobTemplatesTableModel model = (RecordJobTemplatesTableModel) templatesTable.getModel();\r
+                                       model.saveTemplateListToFile(selectedFile);\r
+                               }\r
+                       } else if (e.getSource() == filePreferences) {\r
+                               preferencesDialog.showDialog();\r
+                       } else if (e.getSource() == fileExit) {\r
+                               shutDown();\r
+                       } else if (e.getSource() == helpHelp) {\r
+                               if (mainHelpBroker != null) {\r
+                                       mainHelpBroker.setDisplayed(true);\r
+                               }\r
+                       } else if (e.getSource() == helpAbout) {\r
+                               showAboutBox();\r
+                       }\r
+               }\r
+               \r
+       }\r
+\r
+       /**\r
+        * Listens to the clicks on buttons that are in the job panel (next to the jobs table)\r
+        * or its context menu.\r
+        */\r
+       private class JobButtonActionListener implements ActionListener {\r
+\r
+               public void actionPerformed(ActionEvent e) {\r
+                       List<RecordJob> selectedJobs = getSelectedRecordJobs(jobsTable);\r
+                       List<RecordJob> selectedTemplates = getSelectedRecordJobs(templatesTable);\r
+                       if (e.getSource() == jobs_create) {\r
+                               JobDialog jobDialog = new JobDialog(SwingGUI.this, appLayer);\r
+                               jobDialog.showDialog();\r
+                               configureTableButtons();\r
+                       }\r
+                       else if (e.getSource() == jobs_createFromTempl) {\r
+                               if (selectedTemplates.size() != 1) {\r
+                                       return;\r
+                               }\r
+                               RecordJobTemplate template = (RecordJobTemplate) selectedTemplates.get(0);\r
+//                             JobDialog jobDialog = new JobDialog(SwingGUI.this, template, appLayer);\r
+                               JobDialog jobDialog = new JobDialog(SwingGUI.this, template, appLayer, JobDialog.CREATE_JOB_FROM_TEMPLATE);\r
+                               jobDialog.showDialog();\r
+                               configureTableButtons();\r
+                       }\r
+                       else if (e.getSource() == jobs_delete || e.getSource() == jobs_contextmenu_delete) {\r
+                               int result = JOptionPane.showConfirmDialog(SwingGUI.this, "Are you sure you want to delete the selected job(s)?", "Confirm delete", JOptionPane.YES_NO_OPTION);\r
+                               if (result == JOptionPane.YES_OPTION) {\r
+                                       deleteSelectedJobs(false);\r
+                                       configureTableButtons();\r
+                               }\r
+                       }\r
+                       else if (e.getSource() == jobs_clear) {\r
+                               int result = JOptionPane.showConfirmDialog(SwingGUI.this, "Are you sure you want to clear the job list?", "Confirm clear", JOptionPane.YES_NO_OPTION);\r
+                               if (result == JOptionPane.YES_OPTION) {\r
+                                       deleteSelectedJobs(true);\r
+                                       configureTableButtons();\r
+                               }\r
+                       } else if (e.getSource() == jobs_contextmenu_edit) {\r
+                               if (selectedJobs.size() == 1) {\r
+                                       RecordJob selectedJob = selectedJobs.get(0);\r
+                                       JobDialog jobDialog = new JobDialog(SwingGUI.this, selectedJob, appLayer);\r
+                                       jobDialog.showDialog();\r
+                                       configureTableButtons();\r
+                               }\r
+                       } else if (e.getSource() == jobs_contextmenu_showerror) {\r
+                               if (selectedJobs.size() == 1) {\r
+                                       RecordJob selectedJob = selectedJobs.get(0);\r
+                                       DemoRecorderUtils.showNonCriticalErrorDialog(selectedJob.getLastException());\r
+                               }\r
+                       } else if (e.getSource() == jobs_contextmenu_resetstate_waiting) {\r
+                               for (RecordJob job : selectedJobs) {\r
+                                       job.setState(RecordJob.State.WAITING);\r
+                               }\r
+                       } else if (e.getSource() == jobs_contextmenu_resetstate_done) {\r
+                               for (RecordJob job : selectedJobs) {\r
+                                       if (job.getState() == State.ERROR_PLUGIN) {\r
+                                               job.setState(RecordJob.State.DONE);\r
+                                       }\r
+                               }\r
+                       } else if (e.getSource() == jobs_contextmenu_start) {\r
+                               appLayer.recordSelectedJobs(selectedJobs);\r
+                               if (appLayer.getState() == DemoRecorderApplication.STATE_WORKING) {\r
+                                       processing_start.setEnabled(false);\r
+                                       processing_stop.setEnabled(true);\r
+                                       statusBar.showState(true);\r
+                               }\r
+                       } else if (e.getSource() == jobs_contextmenu_duplicate) {\r
+                               if (selectedJobs.size() > 0) {\r
+                                       this.duplicateRecordJobs(selectedJobs);\r
+                                       //select all new duplicates in the table automatically\r
+                                       jobsTable.setRowSelectionInterval(jobsTable.getRowCount() - selectedJobs.size(), jobsTable.getRowCount() - 1);\r
+                                       configureTableButtons();\r
+                               }\r
+                       } else if (e.getSource() == jobs_contextmenu_applytempl) {\r
+                               if (selectedTemplates.size() == 1 && selectedJobs.size() > 0) {\r
+                                       RecordJobTemplate template = (RecordJobTemplate) selectedTemplates.get(0);\r
+                                       ApplyTemplateDialog applyDialog = new ApplyTemplateDialog(SwingGUI.this, template, selectedJobs);\r
+                                       applyDialog.showDialog();\r
+                               }\r
+                       } else if (jobs_contextmenu_runPluginMenuItems.contains(e.getSource())) {\r
+                               int index = jobs_contextmenu_runPluginMenuItems.indexOf(e.getSource());\r
+                               EncoderPlugin selectedPlugin = appLayer.getEncoderPlugins().get(index);\r
+                               \r
+                               appLayer.executePluginForSelectedJobs(selectedPlugin, selectedJobs);\r
+                               if (appLayer.getState() == DemoRecorderApplication.STATE_WORKING) {\r
+                                       processing_start.setEnabled(false);\r
+                                       processing_stop.setEnabled(true);\r
+                                       statusBar.showState(true);\r
+                               }\r
+                       }\r
+               }\r
+               \r
+               private void duplicateRecordJobs(List<RecordJob> jobs) {\r
+                       String nameSuffix = appLayer.getPreferences().getProperty(NDRPreferences.MAIN_APPLICATION, Preferences.JOB_NAME_APPEND_DUPLICATE);\r
+                       for (RecordJob job : jobs) {\r
+                               RecordJob newJob = appLayer.createRecordJob(\r
+                                       job.getJobName() + nameSuffix,\r
+                                       job.getEnginePath(),\r
+                                       job.getEngineParameters(),\r
+                                       job.getDemoFile(),\r
+                                       job.getRelativeDemoPath(),\r
+                                       job.getDpVideoPath(),\r
+                                       job.getVideoDestination(),\r
+                                       job.getExecuteBeforeCap(),\r
+                                       job.getExecuteAfterCap(),\r
+                                       job.getStartSecond(),\r
+                                       job.getEndSecond()\r
+                               );\r
+                               newJob.setEncoderPluginSettings(job.getEncoderPluginSettings());\r
+                       }\r
+               }\r
+               \r
+       }\r
+       \r
+       private class TemplateButtonActionListener implements ActionListener {\r
+               public void actionPerformed(ActionEvent e) {\r
+                       if (e.getSource() == templ_create) {\r
+                               RecordJobTemplatesTableModel tableModel = (RecordJobTemplatesTableModel) templatesTable.getModel();\r
+                               JobDialog jobDialog = new JobDialog(SwingGUI.this, tableModel, templatesTable, appLayer);\r
+                               jobDialog.showDialog();\r
+                               configureTableButtons();\r
+                       }\r
+                       else if (e.getSource() == templ_createFromJob) {\r
+                               this.createTemplateFromJob();\r
+                               configureTableButtons();\r
+                       }\r
+                       else if (e.getSource() == templ_delete || e.getSource() == templ_contextmenu_delete) {\r
+                               int result = JOptionPane.showConfirmDialog(SwingGUI.this, "Are you sure you want to delete the selected template(s)?", "Confirm delete", JOptionPane.YES_NO_OPTION);\r
+                               if (result == JOptionPane.YES_OPTION) {\r
+                                       deleteSelectedTemplates(false);\r
+                               }\r
+                               configureTableButtons();\r
+                       }\r
+                       else if (e.getSource() == templ_clear) {\r
+                               int result = JOptionPane.showConfirmDialog(SwingGUI.this, "Are you sure you want to clear the template list?", "Confirm clear", JOptionPane.YES_NO_OPTION);\r
+                               if (result == JOptionPane.YES_OPTION) {\r
+                                       deleteSelectedTemplates(true);\r
+                               }\r
+                               configureTableButtons();\r
+                       }\r
+                       else if (e.getSource() == templ_contextmenu_edit) {\r
+                               List<RecordJob> selectedTemplates = getSelectedRecordJobs(templatesTable);\r
+                               if (selectedTemplates.size() == 1) {\r
+                                       RecordJobTemplate selectedTemplate = (RecordJobTemplate) selectedTemplates.get(0);\r
+                                       JobDialog jobDialog = new JobDialog(SwingGUI.this, selectedTemplate, appLayer, JobDialog.EDIT_TEMPLATE);\r
+                                       jobDialog.showDialog();\r
+                                       configureTableButtons();\r
+                               }\r
+                       }\r
+                       else if (e.getSource() == templ_contextmenu_duplicate) {\r
+                               List<RecordJob> selectedTemplates = getSelectedRecordJobs(templatesTable);\r
+                               if (selectedTemplates.size() > 0) {\r
+                                       this.duplicateTemplates(selectedTemplates);\r
+                                       //select all new duplicates in the table automatically\r
+                                       templatesTable.setRowSelectionInterval(templatesTable.getRowCount() - selectedTemplates.size(), templatesTable.getRowCount() - 1);\r
+                                       configureTableButtons();\r
+                               }\r
+                       }\r
+               }\r
+               \r
+               private void createTemplateFromJob() {\r
+                       List<RecordJob> selectedJobs = getSelectedRecordJobs(jobsTable);\r
+                       if (selectedJobs.size() == 1) {\r
+                               RecordJob job = selectedJobs.get(0);\r
+                               RecordJobTemplate templ = new RecordJobTemplate(\r
+                                       "Generated from job",\r
+                                       "Generated from job",\r
+                                       job.getJobName(),\r
+                                       job.getEnginePath(),\r
+                                       job.getEngineParameters(),\r
+                                       job.getDemoFile().getParentFile(),\r
+                                       job.getRelativeDemoPath(),\r
+                                       job.getDpVideoPath(),\r
+                                       job.getVideoDestination().getParentFile(),\r
+                                       job.getExecuteBeforeCap(),\r
+                                       job.getExecuteAfterCap()\r
+                               );\r
+                               templ.setEncoderPluginSettings(job.getEncoderPluginSettings());\r
+                               \r
+                               RecordJobTemplatesTableModel tableModel = (RecordJobTemplatesTableModel) templatesTable.getModel();\r
+                               tableModel.addRecordJobTemplate(templ);\r
+                       }\r
+               }\r
+               \r
+               private void duplicateTemplates(List<RecordJob> selectedTemplates) {\r
+                       for (RecordJob job : selectedTemplates) {\r
+                               RecordJobTemplate template = (RecordJobTemplate) job;\r
+                               RecordJobTemplate templ = new RecordJobTemplate(\r
+                                       template.getName(),\r
+                                       template.getSummary(),\r
+                                       template.getJobName(),\r
+                                       template.getEnginePath(),\r
+                                       template.getEngineParameters(),\r
+                                       template.getDemoFile(),\r
+                                       template.getRelativeDemoPath(),\r
+                                       template.getDpVideoPath(),\r
+                                       template.getVideoDestination(),\r
+                                       template.getExecuteBeforeCap(),\r
+                                       template.getExecuteAfterCap()\r
+                               );\r
+                               templ.setEncoderPluginSettings(template.getEncoderPluginSettings());\r
+                               \r
+                               RecordJobTemplatesTableModel tableModel = (RecordJobTemplatesTableModel) templatesTable.getModel();\r
+                               tableModel.addRecordJobTemplate(templ);\r
+                       }\r
+               }\r
+       }\r
+       \r
+       private class RecordButtonActionListener implements ActionListener {\r
+\r
+               public void actionPerformed(ActionEvent e) {\r
+                       if (e.getSource() == processing_start) {\r
+                               appLayer.startRecording();\r
+                               if (appLayer.getState() == DemoRecorderApplication.STATE_WORKING) {\r
+                                       processing_start.setEnabled(false);\r
+                                       processing_stop.setEnabled(true);\r
+                                       statusBar.showState(true);\r
+                               }\r
+                       } else if (e.getSource() == processing_stop) {\r
+                               if (appLayer.getState() == DemoRecorderApplication.STATE_WORKING) {\r
+                                       appLayer.stopRecording();\r
+                                       processing_stop.setEnabled(false);\r
+                                       processing_stop.setText(PROCESSING_STOP_LATER);\r
+                               }\r
+                       }\r
+               }\r
+       }\r
+       \r
+       private void deleteSelectedJobs(boolean deleteAllJobs) {\r
+               RecordJobsTableModel tableModel = (RecordJobsTableModel) jobsTable.getModel();\r
+               if (deleteAllJobs) {\r
+                       int rowCount = jobsTable.getRowCount();\r
+                       for (int i = rowCount - 1; i >= 0; i--) {\r
+                               int modelRowIndex = jobsTable.convertRowIndexToModel(i);\r
+                               tableModel.deleteRecordJob(modelRowIndex, i);\r
+                       }\r
+               } else {\r
+                       int[] selectedRows = jobsTable.getSelectedRows();\r
+                       for (int i = selectedRows.length - 1; i >= 0; i--) {\r
+                               int modelRowIndex = jobsTable.convertRowIndexToModel(selectedRows[i]);\r
+                               tableModel.deleteRecordJob(modelRowIndex, selectedRows[i]);\r
+                       }\r
+               }\r
+       }\r
+       \r
+       private void deleteSelectedTemplates(boolean deleteAllTemplates) {\r
+               RecordJobTemplatesTableModel tableModel = (RecordJobTemplatesTableModel) templatesTable.getModel();\r
+               if (deleteAllTemplates) {\r
+                       int rowCount = templatesTable.getRowCount();\r
+                       for (int i = rowCount - 1; i >= 0; i--) {\r
+                               int modelRowIndex = templatesTable.convertRowIndexToModel(i);\r
+                               tableModel.deleteRecordJobTemplate(modelRowIndex, i);\r
+                       }\r
+               } else {\r
+                       int[] selectedRows = templatesTable.getSelectedRows();\r
+                       for (int i = selectedRows.length - 1; i >= 0; i--) {\r
+                               int modelRowIndex = templatesTable.convertRowIndexToModel(selectedRows[i]);\r
+                               tableModel.deleteRecordJobTemplate(modelRowIndex, selectedRows[i]);\r
+                       }\r
+               }\r
+               //update the button state of buttons dealing with jobs\r
+               this.configureTableButtons();\r
+       }\r
+       \r
+       /**\r
+        * Iterates through all RecordJob objects (or just the selected ones) and returns true\r
+        * if at least one of them has one or more has the given state(s).\r
+        * @param state\r
+        * @param justSelectedJobs\r
+        * @return\r
+        */\r
+       private boolean checkJobStates(RecordJob.State[] state, boolean justSelectedJobs) {\r
+               boolean foundState = false;\r
+               List<RecordJob> jobsToLookAt = null;\r
+               if (!justSelectedJobs) {\r
+                       jobsToLookAt = this.appLayer.getRecordJobs();\r
+               } else {\r
+                       jobsToLookAt = getSelectedRecordJobs(jobsTable);\r
+               }\r
+               \r
+               for (RecordJob currentJob : jobsToLookAt) {\r
+                       for (int i = 0; i < state.length; i++) {\r
+                               if (currentJob.getState() == state[i]) {\r
+                                       foundState = true;\r
+                                       break;\r
+                               }\r
+                       }\r
+               }\r
+               return foundState;\r
+       }\r
+       \r
+       /**\r
+        * Returns the list of selected RecordJobs or RecordJobTemplates.\r
+        * @param table jobsTable or templatesTable\r
+        * @return list of selected RecordJobs or RecordJobTemplates\r
+        */\r
+       private List<RecordJob> getSelectedRecordJobs(JXTable table) {\r
+               List<RecordJob> list = new ArrayList<RecordJob>();\r
+               if (table.getSelectedRowCount() > 0) {\r
+                       int[] selectedRows = table.getSelectedRows();\r
+                       for (int i = 0; i < selectedRows.length; i++) {\r
+                               int modelRowIndex = table.convertRowIndexToModel(selectedRows[i]);\r
+                               if (table == jobsTable) {\r
+                                       RecordJobsTableModel tableModel = (RecordJobsTableModel) table.getModel();\r
+                                       RecordJob job = tableModel.getRecordJob(modelRowIndex);\r
+                                       if (job != null) {\r
+                                               list.add(job);\r
+                                       }\r
+                               } else {\r
+                                       RecordJobTemplatesTableModel tableModel = (RecordJobTemplatesTableModel) table.getModel();\r
+                                       RecordJobTemplate template = tableModel.getRecordJobTemplate(modelRowIndex);\r
+                                       if (template != null) {\r
+                                               list.add(template);\r
+                                       }\r
+                               }\r
+                       }\r
+               }\r
+               \r
+               return list;\r
+       }\r
+       \r
+       private void configureTableButtons() {\r
+               if (jobsTable != null) {\r
+                       if (jobsTable.getRowCount() == 0) {\r
+                               jobs_clear.setEnabled(false);\r
+                               jobs_delete.setEnabled(false);\r
+                       } else {\r
+                               jobs_clear.setEnabled(true);\r
+                               jobs_delete.setEnabled(true);\r
+                               if (jobsTable.getSelectedRowCount() == 0) {\r
+                                       jobs_delete.setEnabled(false);\r
+                               } else {\r
+                                       //go through all elements and check for attributes PROCESSING\r
+                                       RecordJob.State[] lookForState = {RecordJob.State.PROCESSING};\r
+                                       boolean foundState = checkJobStates(lookForState, false);\r
+                                       if (foundState) {\r
+                                               //we have to disable the clear and delete button\r
+                                               jobs_delete.setEnabled(false);\r
+                                       }\r
+                               }\r
+                       }\r
+                       if (templatesTable.getSelectedRowCount() == 1) {\r
+                               jobs_createFromTempl.setEnabled(true);\r
+                       } else {\r
+                               jobs_createFromTempl.setEnabled(false);\r
+                       }\r
+               }\r
+               \r
+               if (templatesTable != null) {\r
+                       templ_createFromJob.setEnabled(false);\r
+                       templ_delete.setEnabled(false);\r
+                       templ_clear.setEnabled(false);\r
+                       \r
+                       if (jobsTable != null && jobsTable.getSelectedRowCount() == 1) {\r
+                               templ_createFromJob.setEnabled(true);\r
+                       }\r
+                       \r
+                       if (templatesTable.getSelectedRowCount() > 0) {\r
+                               templ_delete.setEnabled(true);\r
+                       }\r
+                       \r
+                       if (templatesTable.getRowCount() > 0) {\r
+                               templ_clear.setEnabled(true);\r
+                       }\r
+               }\r
+       }\r
+       \r
+       private class JobsTableMouseListener implements MouseListener {\r
+\r
+               public void mouseClicked(MouseEvent e) {\r
+                       if (e != null && e.getClickCount() == 2) {\r
+                               List<RecordJob> selectedJobs = getSelectedRecordJobs(jobsTable);\r
+                               if (selectedJobs.size() == 1) {\r
+                                       RecordJob selectedJob = selectedJobs.get(0);\r
+                                       if (selectedJob.getState() != RecordJob.State.PROCESSING) {\r
+                                               JobDialog jobDialog = new JobDialog(SwingGUI.this, selectedJob, appLayer);\r
+                                               jobDialog.showDialog();\r
+                                       }\r
+                               }\r
+                       } else {\r
+                               configureTableButtons();\r
+                       }\r
+               }\r
+\r
+               public void mouseEntered(MouseEvent e) {}\r
+\r
+               public void mouseExited(MouseEvent e) {}\r
+\r
+               public void mousePressed(MouseEvent e) {\r
+                       this.showPopupMenu(e);\r
+               }\r
+\r
+               public void mouseReleased(MouseEvent e) {\r
+                       this.showPopupMenu(e);\r
+               }\r
+               \r
+               private void showPopupMenu(MouseEvent e) {\r
+                       if (e.isPopupTrigger()) {\r
+                               JTable table = (JTable)(e.getSource());\r
+                               Point p = e.getPoint();\r
+                               int row = table.rowAtPoint(p);\r
+                               int[] selectedRows = table.getSelectedRows();\r
+                               //figure out whether we have to reselect the current row under the pointer,\r
+                               //which is only the case if the already selected rows don't include the one under\r
+                               //the pointer yet\r
+                               boolean reSelect = true;\r
+                               for (int i = 0; i < selectedRows.length; i++) {\r
+                                       if (row == selectedRows[i]) {\r
+                                               reSelect = false;\r
+                                               break;\r
+                                       }\r
+                               }\r
+                               \r
+                               if (row != -1 && reSelect) {\r
+                                       table.setRowSelectionInterval(row, row);\r
+                               }\r
+                               \r
+                               this.configurePopupMenu();\r
+                               configureTableButtons();\r
+                               jobsTablePopupMenu.show(e.getComponent(), e.getX(), e.getY());\r
+                       }\r
+               }\r
+               \r
+               private void configurePopupMenu() {\r
+                       //Disable all buttons first\r
+                       jobs_contextmenu_edit.setEnabled(false);\r
+                       jobs_contextmenu_duplicate.setEnabled(false);\r
+                       jobs_contextmenu_applytempl.setEnabled(false);\r
+                       jobs_contextmenu_delete.setEnabled(false);\r
+                       jobs_contextmenu_resetstate_waiting.setEnabled(false);\r
+                       jobs_contextmenu_resetstate_done.setEnabled(false);\r
+                       jobs_contextmenu_showerror.setEnabled(false);\r
+                       jobs_contextmenu_start.setEnabled(false);\r
+                       for (JMenuItem pluginItem : jobs_contextmenu_runPluginMenuItems) {\r
+                               pluginItem.setEnabled(false);\r
+                       }\r
+                       \r
+                       //edit, duplicate, and show error buttons\r
+                       if (jobsTable.getSelectedRowCount() == 1) {\r
+                               jobs_contextmenu_edit.setEnabled(true);\r
+                               \r
+                               //Show error button\r
+                               List<RecordJob> selectedJobs = getSelectedRecordJobs(jobsTable);\r
+                               RecordJob selectedJob = selectedJobs.get(0);\r
+                               if (selectedJob.getState() == RecordJob.State.ERROR || selectedJob.getState() == RecordJob.State.ERROR_PLUGIN) {\r
+                                       jobs_contextmenu_showerror.setEnabled(true);\r
+                               }\r
+                       }\r
+                       \r
+                       if (jobsTable.getSelectedRowCount() > 0) {\r
+                               jobs_contextmenu_duplicate.setEnabled(true);\r
+                               //Delete button\r
+                               RecordJob.State[] states = {RecordJob.State.PROCESSING};\r
+                               if (!checkJobStates(states, false)) {\r
+                                       //none of the jobs is processing\r
+                                       jobs_contextmenu_delete.setEnabled(true);\r
+                                       jobs_contextmenu_resetstate_waiting.setEnabled(true);\r
+                                       \r
+                                       if (templatesTable.getSelectedRowCount() == 1) {\r
+                                               jobs_contextmenu_applytempl.setEnabled(true);\r
+                                       }\r
+                               }\r
+                               \r
+                               //Start button\r
+                               RecordJob.State[] states2 = {RecordJob.State.ERROR, RecordJob.State.DONE, RecordJob.State.PROCESSING, RecordJob.State.ERROR_PLUGIN};\r
+                               if (!checkJobStates(states2, true)) {\r
+                                       //only enable start if none of the selected jobs as any of the States above\r
+                                       //as the only job State that is not listed is "waiting", we only enable the button if all jobs are waiting\r
+                                       jobs_contextmenu_start.setEnabled(true);\r
+                               }\r
+                               \r
+                               //reset to 'done' button\r
+                               RecordJob.State[] states3 = {RecordJob.State.ERROR, RecordJob.State.WAITING, RecordJob.State.PROCESSING};\r
+                               if (!checkJobStates(states3, true)) {\r
+                                       //only enable the "reset to done" button when processes have the state DONE or ERROR_PLUGIN\r
+                                       jobs_contextmenu_resetstate_done.setEnabled(true);\r
+                               }\r
+                               \r
+                               //plugin buttons, enable only when state of the job is DONE\r
+                               RecordJob.State[] states4 = {RecordJob.State.ERROR, RecordJob.State.WAITING, RecordJob.State.PROCESSING, RecordJob.State.ERROR_PLUGIN};\r
+                               if (!checkJobStates(states4, true)) {\r
+                                       int counter = 0;\r
+                                       for (JMenuItem pluginItem : jobs_contextmenu_runPluginMenuItems) {\r
+                                               if (appLayer.getEncoderPlugins().get(counter).isEnabled()) {\r
+                                                       pluginItem.setEnabled(true);\r
+                                               }\r
+                                               counter++;\r
+                                       }\r
+                               }\r
+                       }\r
+               }\r
+               \r
+       }\r
+       \r
+       private class TemplatesTableMouseListener implements MouseListener {\r
+\r
+               public void mouseClicked(MouseEvent e) {\r
+                       if (e != null && e.getClickCount() == 2) {\r
+                               List<RecordJob> selectedJobs = getSelectedRecordJobs(templatesTable);\r
+                               if (selectedJobs.size() == 1) {\r
+                                       RecordJobTemplate selectedJob = (RecordJobTemplate) selectedJobs.get(0);\r
+                                       JobDialog jobDialog = new JobDialog(SwingGUI.this, selectedJob, appLayer, JobDialog.EDIT_TEMPLATE);\r
+                                       jobDialog.showDialog();\r
+                                       configureTableButtons();\r
+                               }\r
+                       } else {\r
+                               configureTableButtons();\r
+                       }\r
+               }\r
+\r
+               public void mouseEntered(MouseEvent e) {}\r
+\r
+               public void mouseExited(MouseEvent e) {}\r
+\r
+               public void mousePressed(MouseEvent e) {\r
+                       this.showPopupMenu(e);\r
+               }\r
+\r
+               public void mouseReleased(MouseEvent e) {\r
+                       this.showPopupMenu(e);\r
+               }\r
+               \r
+               private void showPopupMenu(MouseEvent e) {\r
+                       if (e.isPopupTrigger()) {\r
+                               JTable table = (JTable)(e.getSource());\r
+                               Point p = e.getPoint();\r
+                               int row = table.rowAtPoint(p);\r
+                               int[] selectedRows = table.getSelectedRows();\r
+                               //figure out whether we have to reselect the current row under the pointer,\r
+                               //which is only the case if the already selected rows don't include the one under\r
+                               //the pointer yet\r
+                               boolean reSelect = true;\r
+                               for (int i = 0; i < selectedRows.length; i++) {\r
+                                       if (row == selectedRows[i]) {\r
+                                               reSelect = false;\r
+                                               break;\r
+                                       }\r
+                               }\r
+                               \r
+                               if (row != -1 && reSelect) {\r
+                                       table.setRowSelectionInterval(row, row);\r
+                               }\r
+                               \r
+                               this.configurePopupMenu();\r
+                               configureTableButtons();\r
+                               templatesTablePopupMenu.show(e.getComponent(), e.getX(), e.getY());\r
+                       }\r
+               }\r
+               \r
+               private void configurePopupMenu() {\r
+                       //Various buttons\r
+                       templ_contextmenu_edit.setEnabled(false);\r
+                       templ_contextmenu_duplicate.setEnabled(false);\r
+                       templ_contextmenu_delete.setEnabled(false);\r
+                       \r
+                       //Edit button\r
+                       if (templatesTable.getSelectedRowCount() == 1) {\r
+                               templ_contextmenu_edit.setEnabled(true);\r
+                       }\r
+                       \r
+                       //Delete and duplicate button\r
+                       if (templatesTable.getSelectedRowCount() > 0) {\r
+                               templ_contextmenu_delete.setEnabled(true);\r
+                               templ_contextmenu_duplicate.setEnabled(true);\r
+                       }\r
+               }\r
+       }\r
+               \r
+       private void showAboutBox() {\r
+        try {\r
+            InputStream inStream = ClassLoader.getSystemResourceAsStream("about.html");\r
+            StringBuffer out = new StringBuffer();\r
+            byte[] b = new byte[4096];\r
+            for (int n; (n = inStream.read(b)) != -1;) {\r
+                out.append(new String(b, 0, n));\r
+            }\r
+            String htmlString = out.toString();\r
+            htmlString = htmlString.replaceAll("[\\r\\n]", "");\r
+            JOptionPane.showMessageDialog(this, htmlString, "About", JOptionPane.PLAIN_MESSAGE);\r
+        } catch (IOException ex) {\r
+            ex.printStackTrace();\r
+        }\r
+    }\r
+\r
+       public void windowActivated(WindowEvent e) {}\r
+       public void windowClosed(WindowEvent e) {}\r
+       public void windowDeactivated(WindowEvent e) {}\r
+       public void windowDeiconified(WindowEvent e) {}\r
+       public void windowIconified(WindowEvent e) {}\r
+       public void windowOpened(WindowEvent e) {}\r
+\r
+       public void windowClosing(WindowEvent e) {\r
+               this.shutDown();\r
+       }\r
+\r
+       private void shutDown() {\r
+               if (this.appLayer.getState() == DemoRecorderApplication.STATE_WORKING) {\r
+                       int result = JOptionPane.showConfirmDialog(this, "There are still jobs being recorded. Are you sure you want to exit?", "Confirm close", JOptionPane.YES_NO_OPTION);\r
+                       if (result == JOptionPane.NO_OPTION) {\r
+                               return;\r
+                       }\r
+               }\r
+               saveTableStates(jobsTable);\r
+               saveTableStates(templatesTable);\r
+               saveTemplateTableContent();\r
+               this.appLayer.shutDown();\r
+               this.dispose();\r
+               System.exit(0);\r
+       }\r
+       \r
+       private void saveTemplateTableContent() {\r
+               File path = DemoRecorderUtils.computeLocalFile(DemoRecorderApplication.PREFERENCES_DIRNAME, TEMPLATE_TABLE_CONTENT_FILENAME);\r
+               RecordJobTemplatesTableModel tableModel = (RecordJobTemplatesTableModel) templatesTable.getModel();\r
+               tableModel.saveTemplateListToFile(path);\r
+       }\r
+       \r
+       private Icon getIcon(String iconString) {\r
+               URL url = ClassLoader.getSystemResource("icons/" + iconString);\r
+               Icon i = new ImageIcon(url);\r
+               return i;\r
+       }\r
+\r
+}\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/tablemodels/RecordJobTemplatesTableModel.java b/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/tablemodels/RecordJobTemplatesTableModel.java
new file mode 100644 (file)
index 0000000..f5aa069
--- /dev/null
@@ -0,0 +1,242 @@
+package com.nexuiz.demorecorder.ui.swinggui.tablemodels;\r
+\r
+import java.io.File;\r
+import java.io.FileInputStream;\r
+import java.io.FileOutputStream;\r
+import java.io.ObjectInputStream;\r
+import java.io.ObjectOutputStream;\r
+import java.util.ArrayList;\r
+import java.util.List;\r
+\r
+import javax.swing.JOptionPane;\r
+import javax.swing.table.AbstractTableModel;\r
+\r
+import org.jdesktop.swingx.JXTable;\r
+\r
+import com.nexuiz.demorecorder.application.DemoRecorderApplication;\r
+import com.nexuiz.demorecorder.application.DemoRecorderException;\r
+import com.nexuiz.demorecorder.application.DemoRecorderUtils;\r
+import com.nexuiz.demorecorder.ui.swinggui.RecordJobTemplate;\r
+import com.nexuiz.demorecorder.ui.swinggui.SwingGUI;\r
+\r
+/**\r
+ * Columns:\r
+ * - Job Name\r
+ * - Engine path\r
+ * - Engine parameters\r
+ * - Demo file\r
+ * - Relative demo path\r
+ * - dpvideo path\r
+ * - video destination\r
+ * - execute before cap\r
+ * - execute after cap\r
+ * - start second\r
+ * - end second\r
+ * - status\r
+ * @author Marius\r
+ *\r
+ */\r
+public class RecordJobTemplatesTableModel extends AbstractTableModel {\r
+       \r
+       private static final long serialVersionUID = 6541517890817708306L;\r
+       \r
+       public static final int TEMPLATE_NAME = 0;\r
+       public static final int TEMPLATE_SUMMARY = 1;\r
+       public static final int JOB_NAME = 2;\r
+       public static final int ENGINE_PATH = 3;\r
+       public static final int ENGINE_PARAMETERS = 4;\r
+       public static final int DEMO_FILE_PATH = 5;\r
+       public static final int RELATIVE_DEMO_PATH = 6;\r
+       public static final int DPVIDEO_PATH = 7;\r
+       public static final int VIDEO_DESTINATION_PATH = 8;\r
+       public static final int EXECUTE_BEFORE_CAP = 9;\r
+       public static final int EXECUTE_AFTER_CAP = 10;\r
+       \r
+       private static final int columns[] = {\r
+               TEMPLATE_NAME,\r
+               TEMPLATE_SUMMARY,\r
+               JOB_NAME,\r
+               ENGINE_PATH,\r
+               ENGINE_PARAMETERS,\r
+               DEMO_FILE_PATH,\r
+               RELATIVE_DEMO_PATH,\r
+               DPVIDEO_PATH,\r
+               VIDEO_DESTINATION_PATH,\r
+               EXECUTE_BEFORE_CAP,\r
+               EXECUTE_AFTER_CAP\r
+       };\r
+       \r
+       private List<RecordJobTemplate> templates;\r
+       \r
+       public RecordJobTemplatesTableModel() {\r
+               templates = new ArrayList<RecordJobTemplate>();\r
+               \r
+               //load table content\r
+               File path = DemoRecorderUtils.computeLocalFile(DemoRecorderApplication.PREFERENCES_DIRNAME, SwingGUI.TEMPLATE_TABLE_CONTENT_FILENAME);\r
+               this.loadTemplateListFromFile(path, true);\r
+       }\r
+       \r
+       public void deleteRecordJobTemplate(int modelRowIndex, int viewRowIndex) {\r
+               try {\r
+                       this.templates.remove(modelRowIndex);\r
+                       fireTableRowsDeleted(viewRowIndex, viewRowIndex);\r
+               } catch (IndexOutOfBoundsException e) {\r
+                       throw new DemoRecorderException("Couldn't find correspondig template for modelRowIndex " + modelRowIndex\r
+                                       + " and viewRowIndex " + viewRowIndex, e);\r
+               }\r
+       }\r
+       \r
+       public void addRecordJobTemplate(RecordJobTemplate template) {\r
+               this.templates.add(template);\r
+               int position = this.templates.size() - 1;\r
+               fireTableRowsInserted(position, position);\r
+       }\r
+       \r
+       public RecordJobTemplate getRecordJobTemplate(int modelRowIndex) {\r
+               return this.templates.get(modelRowIndex);\r
+       }\r
+\r
+       public int getColumnCount() {\r
+               return columns.length;\r
+       }\r
+\r
+       public int getRowCount() {\r
+               return this.templates.size();\r
+       }\r
+       \r
+       public void saveTemplateListToFile(File path) {\r
+               DemoRecorderUtils.attemptFileCreation(path);\r
+               \r
+               String exceptionMessage = "Could not save the templates to file " + path.getAbsolutePath();\r
+               \r
+               if (!path.exists()) {\r
+                       DemoRecorderException ex = new DemoRecorderException(exceptionMessage);\r
+                       DemoRecorderUtils.showNonCriticalErrorDialog(ex);\r
+                       return;\r
+               }\r
+               \r
+               try {\r
+                       FileOutputStream fout = new FileOutputStream(path);\r
+                       ObjectOutputStream oos = new ObjectOutputStream(fout);\r
+                       oos.writeObject(this.templates);\r
+                       oos.close();\r
+               } catch (Exception e) {\r
+                       DemoRecorderUtils.showNonCriticalErrorDialog(exceptionMessage, e, true);\r
+               }\r
+       }\r
+       \r
+       @SuppressWarnings("unchecked")\r
+       private int loadTemplateListFromFile(File path, boolean overwrite) {\r
+               if (!path.exists()) {\r
+                       return 0;\r
+               }\r
+               \r
+               List<RecordJobTemplate> newTemplateList;\r
+               try {\r
+                       FileInputStream fin = new FileInputStream(path);\r
+                       ObjectInputStream ois = new ObjectInputStream(fin);\r
+                       newTemplateList = (List<RecordJobTemplate>) ois.readObject();\r
+                       if (overwrite) {\r
+                               this.templates = newTemplateList;\r
+                       } else {\r
+                               this.templates.addAll(newTemplateList);\r
+                       }\r
+                       return newTemplateList.size();\r
+               } catch (Exception e) {\r
+                       DemoRecorderUtils.showNonCriticalErrorDialog("Could not load the templates from file " + path.getAbsolutePath(), e, true);\r
+                       return 0;\r
+               }\r
+               \r
+       }\r
+       \r
+       public void loadNewTemplateList(SwingGUI gui, File path, JXTable templatesTable) {\r
+               int result = JOptionPane.showConfirmDialog(gui, "Do you want to overwrite the current template list? When pressing 'no' the loaded templates will be added to the current list!", "Confirm overwrite", JOptionPane.YES_NO_OPTION);\r
+               boolean overwrite = false;\r
+               if (result == JOptionPane.YES_OPTION) {\r
+                       overwrite = true;\r
+               }\r
+               int count = loadTemplateListFromFile(path, overwrite);\r
+               fireTableDataChanged();\r
+               if (count > 0) {\r
+                       templatesTable.setRowSelectionInterval(templatesTable.getRowCount() - count, templatesTable.getRowCount() - 1);\r
+               }\r
+       }\r
+\r
+       public Object getValueAt(int rowIndex, int columnIndex) {\r
+               RecordJobTemplate template = this.templates.get(rowIndex);\r
+               if (template == null) {\r
+                       return null;\r
+               }\r
+               \r
+               if (columnIndex < 0 || columnIndex >= columns.length) {\r
+                       return null;\r
+               }\r
+               \r
+               String cellData = "UNDEF";\r
+               switch (columnIndex) {\r
+               case TEMPLATE_NAME:\r
+                       cellData = template.getName(); break;\r
+               case TEMPLATE_SUMMARY:\r
+                       cellData = template.getSummary(); break;\r
+               case JOB_NAME:\r
+                       cellData = template.getJobName(); break;\r
+               case ENGINE_PATH:\r
+                       cellData = template.getEnginePath().getAbsolutePath(); break;\r
+               case ENGINE_PARAMETERS:\r
+                       cellData = template.getEngineParameters(); break;\r
+               case DEMO_FILE_PATH:\r
+                       cellData = DemoRecorderUtils.getJustFileNameOfPath(template.getDemoFile()); break;\r
+               case RELATIVE_DEMO_PATH:\r
+                       cellData = template.getRelativeDemoPath(); break;\r
+               case DPVIDEO_PATH:\r
+                       cellData = template.getDpVideoPath().getAbsolutePath(); break;\r
+               case VIDEO_DESTINATION_PATH:\r
+                       cellData = template.getVideoDestination().getAbsolutePath(); break;\r
+               case EXECUTE_BEFORE_CAP:\r
+                       cellData = template.getExecuteBeforeCap(); break;\r
+               case EXECUTE_AFTER_CAP:\r
+                       cellData = template.getExecuteAfterCap(); break;\r
+               }\r
+               \r
+               return cellData;\r
+       }\r
+\r
+       @Override\r
+       public String getColumnName(int column) {\r
+               if (column < 0 || column >= columns.length) {\r
+                       return "";\r
+               }\r
+               \r
+               String columnName = "UNDEFINED";\r
+               switch (column) {\r
+               case TEMPLATE_NAME:\r
+                       columnName = "Name"; break;\r
+               case TEMPLATE_SUMMARY:\r
+                       columnName = "Summary"; break;\r
+               case JOB_NAME:\r
+                       columnName = "Job name"; break;\r
+               case ENGINE_PATH:\r
+                       columnName = "Engine path"; break;\r
+               case ENGINE_PARAMETERS:\r
+                       columnName = "Engine parameters"; break;\r
+               case DEMO_FILE_PATH:\r
+                       columnName = "Demo directory"; break;\r
+               case RELATIVE_DEMO_PATH:\r
+                       columnName = "Relative demo path"; break;\r
+               case DPVIDEO_PATH:\r
+                       columnName = "DPVideo path"; break;\r
+               case VIDEO_DESTINATION_PATH:\r
+                       columnName = "Video destination"; break;\r
+               case EXECUTE_BEFORE_CAP:\r
+                       columnName = "Exec before"; break;\r
+               case EXECUTE_AFTER_CAP:\r
+                       columnName = "Exec after"; break;\r
+               }\r
+               \r
+               return columnName;\r
+       }\r
+       \r
+       public List<RecordJobTemplate> getRecordJobTemplates() {\r
+               return this.templates;\r
+       }\r
+}\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/tablemodels/RecordJobsTableModel.java b/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/tablemodels/RecordJobsTableModel.java
new file mode 100644 (file)
index 0000000..d789696
--- /dev/null
@@ -0,0 +1,204 @@
+package com.nexuiz.demorecorder.ui.swinggui.tablemodels;\r
+\r
+import java.io.File;\r
+import java.util.List;\r
+\r
+import javax.swing.JOptionPane;\r
+import javax.swing.table.AbstractTableModel;\r
+\r
+import org.jdesktop.swingx.JXTable;\r
+\r
+import com.nexuiz.demorecorder.application.DemoRecorderApplication;\r
+import com.nexuiz.demorecorder.application.DemoRecorderException;\r
+import com.nexuiz.demorecorder.application.DemoRecorderUtils;\r
+import com.nexuiz.demorecorder.application.jobs.RecordJob;\r
+import com.nexuiz.demorecorder.ui.swinggui.SwingGUI;\r
+\r
+/**\r
+ * Columns:\r
+ * - Job Name\r
+ * - Engine path\r
+ * - Engine parameters\r
+ * - Demo file\r
+ * - Relative demo path\r
+ * - dpvideo path\r
+ * - video destination\r
+ * - execute before cap\r
+ * - execute after cap\r
+ * - start second\r
+ * - end second\r
+ * - status\r
+ * @author Marius\r
+ *\r
+ */\r
+public class RecordJobsTableModel extends AbstractTableModel {\r
+       \r
+       private static final long serialVersionUID = 5024144640874313910L;\r
+       \r
+       public static final int JOB_NAME = 0;\r
+       public static final int ENGINE_PATH = 1;\r
+       public static final int ENGINE_PARAMETERS = 2;\r
+       public static final int DEMO_FILE_PATH = 3;\r
+       public static final int RELATIVE_DEMO_PATH = 4;\r
+       public static final int DPVIDEO_PATH = 5;\r
+       public static final int VIDEO_DESTINATION_PATH = 6;\r
+       public static final int EXECUTE_BEFORE_CAP = 7;\r
+       public static final int EXECUTE_AFTER_CAP = 8;\r
+       public static final int START_SECOND = 9;\r
+       public static final int END_SECOND = 10;\r
+       public static final int STATUS = 11;\r
+       \r
+       private static final int columns[] = {\r
+               JOB_NAME,\r
+               ENGINE_PATH,\r
+               ENGINE_PARAMETERS,\r
+               DEMO_FILE_PATH,\r
+               RELATIVE_DEMO_PATH,\r
+               DPVIDEO_PATH,\r
+               VIDEO_DESTINATION_PATH,\r
+               EXECUTE_BEFORE_CAP,\r
+               EXECUTE_AFTER_CAP,\r
+               START_SECOND,\r
+               END_SECOND,\r
+               STATUS\r
+       };\r
+       \r
+       private DemoRecorderApplication appLayer;\r
+       private List<RecordJob> jobList = null;\r
+       \r
+       public RecordJobsTableModel(DemoRecorderApplication appLayer) {\r
+               this.appLayer = appLayer;\r
+               this.jobList = this.appLayer.getRecordJobs();\r
+       }\r
+       \r
+       public void deleteRecordJob(int modelRowIndex, int viewRowIndex) {\r
+               try {\r
+                       RecordJob job = this.jobList.get(modelRowIndex);\r
+                       if (this.appLayer.deleteRecordJob(job)) {\r
+                               this.jobList.remove(job);\r
+                               fireTableRowsDeleted(viewRowIndex, viewRowIndex);\r
+                       }\r
+               } catch (IndexOutOfBoundsException e) {\r
+                       throw new DemoRecorderException("Couldn't find correspondig job for modelRowIndex " + modelRowIndex\r
+                                       + " and viewRowIndex " + viewRowIndex, e);\r
+               }\r
+       }\r
+       \r
+       public void loadNewJobQueue(SwingGUI gui, File path, JXTable jobsTable) {\r
+               int result = JOptionPane.showConfirmDialog(gui, "Do you want to overwrite the current job queue? When pressing 'no' the loaded jobs will be added to the current queue!", "Confirm overwrite", JOptionPane.YES_NO_OPTION);\r
+               boolean overwrite = false;\r
+               if (result == JOptionPane.YES_OPTION) {\r
+                       overwrite = true;\r
+               }\r
+               int count = this.appLayer.loadJobQueue(path, overwrite);\r
+               this.jobList = this.appLayer.getRecordJobs();\r
+               fireTableDataChanged();\r
+               if (count > 0) {\r
+                       jobsTable.setRowSelectionInterval(jobsTable.getRowCount() - count, jobsTable.getRowCount() - 1);\r
+               }\r
+       }\r
+       \r
+       public RecordJob getRecordJob(int modelRowIndex) {\r
+               return this.jobList.get(modelRowIndex);\r
+       }\r
+\r
+       public int getColumnCount() {\r
+               return columns.length;\r
+       }\r
+\r
+       public int getRowCount() {\r
+               return this.jobList.size();\r
+       }\r
+\r
+       public Object getValueAt(int rowIndex, int columnIndex) {\r
+               RecordJob job = this.jobList.get(rowIndex);\r
+               if (job == null) {\r
+                       return null;\r
+               }\r
+               \r
+               if (columnIndex < 0 || columnIndex >= columns.length) {\r
+                       return null;\r
+               }\r
+               \r
+               String cellData = "UNDEF";\r
+               switch (columnIndex) {\r
+               case JOB_NAME:\r
+                       cellData = job.getJobName(); break;\r
+               case ENGINE_PATH:\r
+                       cellData = job.getEnginePath().getAbsolutePath(); break;\r
+               case ENGINE_PARAMETERS:\r
+                       cellData = job.getEngineParameters(); break;\r
+               case DEMO_FILE_PATH:\r
+                       cellData = DemoRecorderUtils.getJustFileNameOfPath(job.getDemoFile()); break;\r
+               case RELATIVE_DEMO_PATH:\r
+                       cellData = job.getRelativeDemoPath(); break;\r
+               case DPVIDEO_PATH:\r
+                       cellData = job.getDpVideoPath().getAbsolutePath(); break;\r
+               case VIDEO_DESTINATION_PATH:\r
+                       cellData = job.getVideoDestination().getAbsolutePath(); break;\r
+               case EXECUTE_BEFORE_CAP:\r
+                       cellData = job.getExecuteBeforeCap(); break;\r
+               case EXECUTE_AFTER_CAP:\r
+                       cellData = job.getExecuteAfterCap(); break;\r
+               case START_SECOND:\r
+                       cellData = String.valueOf(job.getStartSecond()); break;\r
+               case END_SECOND:\r
+                       cellData = String.valueOf(job.getEndSecond()); break;\r
+               case STATUS:\r
+                       if (job.getState() == RecordJob.State.DONE) {\r
+                               cellData = "done";\r
+                       } else if (job.getState() == RecordJob.State.ERROR) {\r
+                               cellData = "error";\r
+                       } else if (job.getState() == RecordJob.State.ERROR_PLUGIN) {\r
+                               cellData = "plug-in error";\r
+                       } else if (job.getState() == RecordJob.State.PROCESSING) {\r
+                               cellData = "processing";\r
+                       } else if (job.getState() == RecordJob.State.WAITING) {\r
+                               cellData = "waiting";\r
+                       }\r
+               }\r
+               \r
+               return cellData;\r
+       }\r
+\r
+       @Override\r
+       public String getColumnName(int column) {\r
+               if (column < 0 || column >= columns.length) {\r
+                       return "";\r
+               }\r
+               \r
+               String columnName = "UNDEFINED";\r
+               switch (column) {\r
+               case JOB_NAME:\r
+                       columnName = "Name"; break;\r
+               case ENGINE_PATH:\r
+                       columnName = "Engine path"; break;\r
+               case ENGINE_PARAMETERS:\r
+                       columnName = "Engine parameters"; break;\r
+               case DEMO_FILE_PATH:\r
+                       columnName = "Demo name"; break;\r
+               case RELATIVE_DEMO_PATH:\r
+                       columnName = "Relative demo path"; break;\r
+               case DPVIDEO_PATH:\r
+                       columnName = "DPVideo path"; break;\r
+               case VIDEO_DESTINATION_PATH:\r
+                       columnName = "Video destination"; break;\r
+               case EXECUTE_BEFORE_CAP:\r
+                       columnName = "Exec before"; break;\r
+               case EXECUTE_AFTER_CAP:\r
+                       columnName = "Exec after"; break;\r
+               case START_SECOND:\r
+                       columnName = "Start"; break;\r
+               case END_SECOND:\r
+                       columnName = "End"; break;\r
+               case STATUS:\r
+                       columnName = "Status"; break;\r
+               }\r
+               \r
+               return columnName;\r
+       }\r
+       \r
+       public List<RecordJob> getRecordJobs() {\r
+               return this.jobList;\r
+       }\r
+}\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/utils/ShowErrorDialogExceptionHandler.java b/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/utils/ShowErrorDialogExceptionHandler.java
new file mode 100644 (file)
index 0000000..41e9b78
--- /dev/null
@@ -0,0 +1,21 @@
+package com.nexuiz.demorecorder.ui.swinggui.utils;\r
+\r
+import java.awt.Component;\r
+import java.lang.Thread.UncaughtExceptionHandler;\r
+\r
+import org.jdesktop.swingx.JXErrorPane;\r
+import org.jdesktop.swingx.error.ErrorInfo;\r
+\r
+public class ShowErrorDialogExceptionHandler implements UncaughtExceptionHandler {\r
+\r
+       private static Component parentWindow = null;\r
+       \r
+       public void uncaughtException(Thread t, Throwable e) {\r
+               ErrorInfo info = new ErrorInfo("Error occurred", e.getMessage(), null, null, e, null, null);\r
+               JXErrorPane.showDialog(parentWindow, info);\r
+       }\r
+\r
+       public static void setParentWindow(Component c) {\r
+               parentWindow = c;\r
+       }\r
+}\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/utils/SwingGUIUtils.java b/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/utils/SwingGUIUtils.java
new file mode 100644 (file)
index 0000000..65462e7
--- /dev/null
@@ -0,0 +1,26 @@
+package com.nexuiz.demorecorder.ui.swinggui.utils;\r
+\r
+import java.io.File;\r
+\r
+public class SwingGUIUtils {\r
+       public static boolean isBooleanValue(String value) {\r
+               if (value.equalsIgnoreCase("true") || value.equalsIgnoreCase("false")) {\r
+                       return true;\r
+               }\r
+               return false;\r
+       }\r
+\r
+       public static boolean isFileChooser(String value) {\r
+               if (value.equalsIgnoreCase("filechooser")) {\r
+                       return true;\r
+               }\r
+               try {\r
+                       File file = new File(value);\r
+                       if (file.exists()) {\r
+                               return true;\r
+                       }\r
+               } catch (Throwable e) {\r
+               }\r
+               return false;\r
+       }\r
+}\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/utils/XProperties.java b/misc/tools/NexuizDemoRecorder/main/src/main/java/com/nexuiz/demorecorder/ui/swinggui/utils/XProperties.java
new file mode 100644 (file)
index 0000000..004b626
--- /dev/null
@@ -0,0 +1,432 @@
+/*\r
+ * Created on 08.02.2007\r
+ *\r
+ */\r
+package com.nexuiz.demorecorder.ui.swinggui.utils;\r
+\r
+import java.awt.Component;\r
+import java.beans.DefaultPersistenceDelegate;\r
+import java.beans.XMLEncoder;\r
+import java.io.Serializable;\r
+import java.util.ArrayList;\r
+import java.util.Collections;\r
+import java.util.Comparator;\r
+import java.util.List;\r
+\r
+import javax.swing.SortOrder;\r
+import javax.swing.RowSorter.SortKey;\r
+import javax.swing.table.TableColumn;\r
+import javax.swing.table.TableColumnModel;\r
+\r
+import org.jdesktop.swingx.JXTable;\r
+import org.jdesktop.swingx.JXTaskPane;\r
+import org.jdesktop.swingx.sort.SortUtils;\r
+import org.jdesktop.swingx.table.TableColumnExt;\r
+\r
+/**\r
+ * Container class for SwingX specific SessionStorage Properties. Is Factory for\r
+ * custom PersistanceDelegates\r
+ */\r
+public class XProperties {\r
+\r
+       /**\r
+        * \r
+        * Registers all custom PersistenceDelegates needed by contained Property\r
+        * classes.\r
+        * <p>\r
+        * \r
+        * PersistenceDelegates are effectively static properties shared by all\r
+        * encoders. In other words: Register once on an arbitrary encoder makes\r
+        * them available for all. Example usage:\r
+        * \r
+        * <pre>\r
+        * <code>\r
+        * new XProperties.registerPersistenceDelegates();\r
+        * </code>\r
+        * </pre>\r
+        * \r
+        * PENDING JW: cleanup for 1.6 sorting/filtering incomplete. Missing storage\r
+        * - multiple sort keys\r
+        * \r
+        * PENDING JW: except for comparators: didn't before and is not state that's\r
+        * configurable by users ... so probably won't, not sure, need to revisit -\r
+        * comparator (?) - filters (?) - renderers/stringvalues (?) - enhanced\r
+        * sort-related table state (?)\r
+        */\r
+       public void registerPersistenceDelegates() {\r
+               XMLEncoder encoder = new XMLEncoder(System.out);\r
+               encoder.setPersistenceDelegate(SortKeyState.class, new DefaultPersistenceDelegate(\r
+                               new String[] { "ascending", "modelIndex" }));\r
+               encoder.setPersistenceDelegate(ColumnState.class, new DefaultPersistenceDelegate(\r
+                               new String[] { "width", "preferredWidth", "modelIndex", "visible", "viewIndex" }));\r
+               encoder.setPersistenceDelegate(XTableState.class, new DefaultPersistenceDelegate(\r
+                               new String[] { "columnStates", "sortKeyState", "horizontalScrollEnabled" }));\r
+       }\r
+\r
+       /**\r
+        * Session storage support for JXTaskPane.\r
+        */\r
+       public static class XTaskPaneProperty implements Serializable {\r
+\r
+               private static final long serialVersionUID = -4069436038178318216L;\r
+\r
+               public Object getSessionState(Component c) {\r
+                       checkComponent(c);\r
+                       return new XTaskPaneState(((JXTaskPane) c).isCollapsed());\r
+               }\r
+\r
+               public void setSessionState(Component c, Object state) {\r
+                       checkComponent(c);\r
+                       if ((state != null) && !(state instanceof XTaskPaneState)) {\r
+                               throw new IllegalArgumentException("invalid state");\r
+                       }\r
+                       ((JXTaskPane) c).setCollapsed(((XTaskPaneState) state).isCollapsed());\r
+               }\r
+\r
+               private void checkComponent(Component component) {\r
+                       if (component == null) {\r
+                               throw new IllegalArgumentException("null component");\r
+                       }\r
+                       if (!(component instanceof JXTaskPane)) {\r
+                               throw new IllegalArgumentException("invalid component");\r
+                       }\r
+               }\r
+\r
+       }\r
+\r
+       public static class XTaskPaneState implements Serializable {\r
+               private static final long serialVersionUID = 3363688961112031969L;\r
+               private boolean collapsed;\r
+\r
+               public XTaskPaneState() {\r
+                       this(false);\r
+               }\r
+\r
+               /**\r
+                * @param b\r
+                */\r
+               public XTaskPaneState(boolean collapsed) {\r
+                       this.setCollapsed(collapsed);\r
+               }\r
+\r
+               /**\r
+                * @param collapsed\r
+                *            the collapsed to set\r
+                */\r
+               public void setCollapsed(boolean collapsed) {\r
+                       this.collapsed = collapsed;\r
+               }\r
+\r
+               /**\r
+                * @return the collapsed\r
+                */\r
+               public boolean isCollapsed() {\r
+                       return collapsed;\r
+               }\r
+\r
+       }\r
+\r
+       /**\r
+        * Session storage support for JXTable.\r
+        */\r
+       public static class XTableProperty implements Serializable {\r
+\r
+               private static final long serialVersionUID = -5064142292091374301L;\r
+\r
+               public Object getSessionState(Component c) {\r
+                       checkComponent(c);\r
+                       JXTable table = (JXTable) c;\r
+                       List<ColumnState> columnStates = new ArrayList<ColumnState>();\r
+                       List<TableColumn> columns = table.getColumns(true);\r
+                       List<TableColumn> visibleColumns = table.getColumns();\r
+                       for (TableColumn column : columns) {\r
+                               columnStates.add(new ColumnState((TableColumnExt) column, visibleColumns\r
+                                               .indexOf(column)));\r
+                       }\r
+                       XTableState tableState = new XTableState(columnStates\r
+                                       .toArray(new ColumnState[columnStates.size()]));\r
+                       tableState.setHorizontalScrollEnabled(table.isHorizontalScrollEnabled());\r
+                       List<? extends SortKey> sortKeys = null;\r
+                       if (table.getRowSorter() != null) {\r
+                               sortKeys = table.getRowSorter().getSortKeys();\r
+                       }\r
+                       // PENDING: store all!\r
+                       if ((sortKeys != null) && (sortKeys.size() > 0)) {\r
+                               tableState.setSortKey(sortKeys.get(0));\r
+                       }\r
+                       return tableState;\r
+               }\r
+\r
+               public void setSessionState(Component c, Object state) {\r
+                       checkComponent(c);\r
+                       JXTable table = (JXTable) c;\r
+                       XTableState tableState = ((XTableState) state);\r
+                       ColumnState[] columnState = tableState.getColumnStates();\r
+                       List<TableColumn> columns = table.getColumns(true);\r
+                       if (canRestore(columnState, columns)) {\r
+                               for (int i = 0; i < columnState.length; i++) {\r
+                                       columnState[i].configureColumn((TableColumnExt) columns.get(i));\r
+                               }\r
+                               restoreVisibleSequence(columnState, table.getColumnModel());\r
+                       }\r
+                       table.setHorizontalScrollEnabled(tableState.getHorizontalScrollEnabled());\r
+                       if (tableState.getSortKey() != null) {\r
+                               table.getRowSorter()\r
+                                               .setSortKeys(Collections.singletonList(tableState.getSortKey()));\r
+                       }\r
+               }\r
+\r
+               private void restoreVisibleSequence(ColumnState[] columnStates, TableColumnModel model) {\r
+                       List<ColumnState> visibleStates = getSortedVisibleColumnStates(columnStates);\r
+                       for (int i = 0; i < visibleStates.size(); i++) {\r
+                               TableColumn column = model.getColumn(i);\r
+                               int modelIndex = visibleStates.get(i).getModelIndex();\r
+                               if (modelIndex != column.getModelIndex()) {\r
+                                       int currentIndex = -1;\r
+                                       for (int j = i + 1; j < model.getColumnCount(); j++) {\r
+                                               TableColumn current = model.getColumn(j);\r
+                                               if (current.getModelIndex() == modelIndex) {\r
+                                                       currentIndex = j;\r
+                                                       break;\r
+                                               }\r
+                                       }\r
+                                       model.moveColumn(currentIndex, i);\r
+                               }\r
+                       }\r
+\r
+               }\r
+\r
+               private List<ColumnState> getSortedVisibleColumnStates(ColumnState[] columnStates) {\r
+                       List<ColumnState> visibleStates = new ArrayList<ColumnState>();\r
+                       for (ColumnState columnState : columnStates) {\r
+                               if (columnState.getVisible()) {\r
+                                       visibleStates.add(columnState);\r
+                               }\r
+                       }\r
+                       Collections.sort(visibleStates, new VisibleColumnIndexComparator());\r
+                       return visibleStates;\r
+               }\r
+\r
+               /**\r
+                * Returns a boolean to indicate if it's reasonably safe to restore the\r
+                * properties of columns in the list from the columnStates. Here:\r
+                * returns true if the length of both are the same and the modelIndex of\r
+                * the items at the same position are the same, otherwise returns false.\r
+                * \r
+                * @param columnState\r
+                * @param columns\r
+                * @return\r
+                */\r
+               private boolean canRestore(ColumnState[] columnState, List<TableColumn> columns) {\r
+                       if ((columnState == null) || (columnState.length != columns.size()))\r
+                               return false;\r
+                       for (int i = 0; i < columnState.length; i++) {\r
+                               if (columnState[i].getModelIndex() != columns.get(i).getModelIndex()) {\r
+                                       return false;\r
+                               }\r
+                       }\r
+                       return true;\r
+               }\r
+\r
+               private void checkComponent(Component component) {\r
+                       if (component == null) {\r
+                               throw new IllegalArgumentException("null component");\r
+                       }\r
+                       if (!(component instanceof JXTable)) {\r
+                               throw new IllegalArgumentException("invalid component - expected JXTable");\r
+                       }\r
+               }\r
+\r
+       }\r
+\r
+       public static class XTableState implements Serializable {\r
+               private static final long serialVersionUID = -3566913244872587438L;\r
+               ColumnState[] columnStates = new ColumnState[0];\r
+               boolean horizontalScrollEnabled;\r
+               SortKeyState sortKeyState;\r
+\r
+               public XTableState(ColumnState[] columnStates, SortKeyState sortKeyState,\r
+                               boolean horizontalScrollEnabled) {\r
+                       this.columnStates = copyColumnStates(columnStates);\r
+                       this.sortKeyState = sortKeyState;\r
+                       setHorizontalScrollEnabled(horizontalScrollEnabled);\r
+\r
+               }\r
+\r
+               public void setSortKey(SortKey sortKey) {\r
+                       this.sortKeyState = new SortKeyState(sortKey);\r
+\r
+               }\r
+\r
+               private SortKey getSortKey() {\r
+                       if (sortKeyState != null) {\r
+                               return sortKeyState.getSortKey();\r
+                       }\r
+                       return null;\r
+               }\r
+\r
+               public XTableState(ColumnState[] columnStates) {\r
+                       this.columnStates = copyColumnStates(columnStates);\r
+               }\r
+\r
+               public ColumnState[] getColumnStates() {\r
+                       return copyColumnStates(this.columnStates);\r
+               }\r
+\r
+               public boolean getHorizontalScrollEnabled() {\r
+                       return horizontalScrollEnabled;\r
+               }\r
+\r
+               public void setHorizontalScrollEnabled(boolean horizontalScrollEnabled) {\r
+                       this.horizontalScrollEnabled = horizontalScrollEnabled;\r
+               }\r
+\r
+               private ColumnState[] copyColumnStates(ColumnState[] states) {\r
+                       if (states == null) {\r
+                               throw new IllegalArgumentException("invalid columnWidths");\r
+                       }\r
+                       ColumnState[] copy = new ColumnState[states.length];\r
+                       System.arraycopy(states, 0, copy, 0, states.length);\r
+                       return copy;\r
+               }\r
+\r
+               public SortKeyState getSortKeyState() {\r
+                       return sortKeyState;\r
+               }\r
+       }\r
+\r
+       /**\r
+        * Quick hack to make SortKey encodable. How to write a PersistenceDelegate\r
+        * for a SortKey? Boils down to how to write a delegate for the\r
+        * uninstantiable class (SwingX) SortOrder which does enum-mimickry (defines\r
+        * privately intantiated constants)\r
+        * \r
+        */\r
+       public static class SortKeyState implements Serializable {\r
+               private static final long serialVersionUID = 5819342622261460894L;\r
+\r
+               int modelIndex;\r
+\r
+               boolean ascending;\r
+\r
+               /**\r
+                * Constructor used by the custom PersistenceDelegate.\r
+                * \r
+                * @param ascending\r
+                * @param modelIndex\r
+                * @param comparator\r
+                */\r
+               public SortKeyState(boolean ascending, int modelIndex) {\r
+                       this.ascending = ascending;\r
+                       this.modelIndex = modelIndex;\r
+               }\r
+\r
+               /**\r
+                * Constructor used by property.\r
+                * \r
+                * @param sortKey\r
+                */\r
+               public SortKeyState(SortKey sortKey) {\r
+                       this(SortUtils.isAscending(sortKey.getSortOrder()), sortKey.getColumn());\r
+               }\r
+\r
+               protected SortKey getSortKey() {\r
+                       SortOrder sortOrder = getAscending() ? SortOrder.ASCENDING : SortOrder.DESCENDING;\r
+                       return new SortKey(getModelIndex(), sortOrder);\r
+               }\r
+\r
+               public boolean getAscending() {\r
+                       return ascending;\r
+               }\r
+\r
+               public int getModelIndex() {\r
+                       return modelIndex;\r
+               }\r
+       }\r
+\r
+       public static class ColumnState implements Serializable {\r
+               private static final long serialVersionUID = 6037947151025126049L;\r
+               private int width;\r
+               private int preferredWidth;\r
+               private int modelIndex;\r
+               private boolean visible;\r
+               private int viewIndex;\r
+\r
+               /**\r
+                * Constructor used by the custom PersistenceDelegate.\r
+                * \r
+                * @param width\r
+                * @param preferredWidth\r
+                * @param modelColumn\r
+                * @param visible\r
+                * @param viewIndex\r
+                */\r
+               public ColumnState(int width, int preferredWidth, int modelColumn, boolean visible,\r
+                               int viewIndex) {\r
+                       this.width = width;\r
+                       this.preferredWidth = preferredWidth;\r
+                       this.modelIndex = modelColumn;\r
+                       this.visible = visible;\r
+                       this.viewIndex = viewIndex;\r
+               }\r
+\r
+               /**\r
+                * Constructor used by the Property.\r
+                * \r
+                * @param columnExt\r
+                * @param viewIndex\r
+                */\r
+               public ColumnState(TableColumnExt columnExt, int viewIndex) {\r
+                       this(columnExt.getWidth(), columnExt.getPreferredWidth(), columnExt.getModelIndex(),\r
+                                       columnExt.isVisible(), viewIndex);\r
+               }\r
+\r
+               /**\r
+                * Restores column properties if the model index is the same as the\r
+                * column's model index. Does nothing otherwise.\r
+                * <p>\r
+                * \r
+                * Here the properties are: width, preferredWidth, visible.\r
+                * \r
+                * @param columnExt\r
+                *            the column to configure\r
+                */\r
+               public void configureColumn(TableColumnExt columnExt) {\r
+                       if (modelIndex != columnExt.getModelIndex())\r
+                               return;\r
+                       columnExt.setPreferredWidth(preferredWidth);\r
+                       columnExt.setWidth(width);\r
+                       columnExt.setVisible(visible);\r
+               }\r
+\r
+               public int getModelIndex() {\r
+                       return modelIndex;\r
+               }\r
+\r
+               public int getViewIndex() {\r
+                       return viewIndex;\r
+               }\r
+\r
+               public boolean getVisible() {\r
+                       return visible;\r
+               }\r
+\r
+               public int getWidth() {\r
+                       return width;\r
+               }\r
+\r
+               public int getPreferredWidth() {\r
+                       return preferredWidth;\r
+               }\r
+\r
+       }\r
+\r
+       public static class VisibleColumnIndexComparator implements Comparator<Object> {\r
+\r
+               public int compare(Object o1, Object o2) {\r
+                       return ((ColumnState) o1).getViewIndex() - ((ColumnState) o2).getViewIndex();\r
+               }\r
+\r
+       }\r
+\r
+}\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/about.html b/misc/tools/NexuizDemoRecorder/main/src/main/resources/about.html
new file mode 100644 (file)
index 0000000..c831190
--- /dev/null
@@ -0,0 +1,21 @@
+<html>\r
+    <h1>Nexuiz Demo Recorder v0.3</h1>\r
+    Written by GreEn`mArine<br>\r
+    <h2>Credits</h2>\r
+    <ul>\r
+       <li>\r
+               Thanks for the used icons goes to<br>\r
+               <a href="http://www.everaldo.com/crystal/?action=downloads">http://www.everaldo.com/crystal/?action=downloads</a>\r
+               </li>\r
+               <li>\r
+                       Thanks to divVerent for the demotc.pl script without which<br>\r
+                       this project would have been impossible.\r
+               </li>\r
+    </ul>\r
+    \r
+    <h2>Usage</h2>\r
+    Open the help in order to find out how to use this software.\r
+    \r
+    <h2>License</h2>\r
+    GPL v2\r
+</html>
\ No newline at end of file
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/DemoRecorderHelp.hs b/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/DemoRecorderHelp.hs
new file mode 100644 (file)
index 0000000..2bd2efd
--- /dev/null
@@ -0,0 +1,42 @@
+<?xml version="1.0" encoding="ISO-8859-1" standalone="no"?>\r
+<!--generated by JHelpDev Version: 0.63, 14 May 2008, see jhelpdev.sourceforge.net--><!DOCTYPE helpset PUBLIC "-//Sun Microsystems Inc.//DTD JavaHelp HelpSet Version 2.0//EN" "http://java.sun.com/products/javahelp/helpset_2_0.dtd">\r
+\r
+<helpset version="1.0">\r
+ <title>Demo Recorder Help </title>\r
+ <maps>\r
+  <homeID>\r
+top\r
+  </homeID>\r
+  <mapref location="Map.jhm"/>\r
+\r
+ </maps>\r
+ <view>\r
+  <name>\r
+TOC\r
+  </name>\r
+  <label>\r
+TOC \r
+  </label>\r
+  <type>\r
+javax.help.TOCView\r
+  </type>\r
+  <data>\r
+DemoRecorderHelpTOC.xml\r
+  </data>\r
+ </view>\r
\r
+ <view>\r
+  <name>\r
+Search\r
+  </name>\r
+  <label>\r
+Search \r
+  </label>\r
+  <type>\r
+javax.help.SearchView\r
+  </type>\r
+  <data engine="com.sun.java.help.search.DefaultSearchEngine">\r
+JavaHelpSearch\r
+  </data>\r
+ </view>\r
+</helpset>\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/DemoRecorderHelpIndex.xml b/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/DemoRecorderHelpIndex.xml
new file mode 100644 (file)
index 0000000..e2b1691
--- /dev/null
@@ -0,0 +1,4 @@
+<?xml version="1.0" encoding="ISO-8859-1"?>\r
+<!DOCTYPE index PUBLIC "-//Sun Microsystems Inc.//DTD JavaHelp Index Version 1.0//EN" "http://java.sun.com/products/javahelp/index_2_0.dtd"><!--generated by JHelpDev Version: 0.63, 14 May 2008, see jhelpdev.sourceforge.net-->\r
+\r
+<index version="1.0"/>\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/DemoRecorderHelpTOC.xml b/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/DemoRecorderHelpTOC.xml
new file mode 100644 (file)
index 0000000..d2581f4
--- /dev/null
@@ -0,0 +1,39 @@
+<?xml version="1.0" encoding="ISO-8859-1"?>\r
+<!DOCTYPE toc PUBLIC "-//Sun Microsystems Inc.//DTD JavaHelp TOC Version 1.0//EN" "http://java.sun.com/products/javahelp/toc_2_0.dtd"><!--generated by JHelpDev Version: 0.63, 14 May 2008, see jhelpdev.sourceforge.net-->\r
+\r
+<toc version="1.0">\r
+ <tocitem text="Introduction " target="html.introduction"/>\r
+\r
+ <tocitem text="Basic tutorial " target="html.basic_tutorial"/>\r
+\r
+ <tocitem text="Templates " target="html.templates"/>\r
+\r
+ <tocitem text="Applying templates " target="html.apply_templates"/>\r
+\r
+ <tocitem text="Open/Save Jobs and Templates " target="html.open-save"/>\r
+\r
+ <tocitem text="Preferences dialog " target="html.preferences"/>\r
+\r
+ <tocitem text="Compatibility and limitations " target="html.compat-limitations"/>\r
+\r
+ <tocitem text="FAQ " target="html.faq"/>\r
+\r
+ <tocitem text="Advanced user topics " target="html.advanced-topics">\r
+  <tocitem text="How it works " target="html.advanced-how-it-works"/>\r
+\r
+  <tocitem text="Table settings " target="html.advanced-table-settings"/>\r
+\r
+  <tocitem text="Preliminary stop " target="html.advanced-prelim-stop"/>\r
+\r
+ </tocitem>\r
+ <tocitem text="Plug-in architecture " target="html.plugin-architecture">\r
+  <tocitem text="VirtualDub plug-in " target="html.plugin-virtualdub"/>\r
+\r
+ </tocitem>\r
+ <tocitem text="Credits " target="html.credits"/>\r
+\r
+ <tocitem text="License " target="html.license"/>\r
+\r
+ <tocitem text="Changelog " target="html.changelog"/>\r
+\r
+</toc>
\ No newline at end of file
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/JHelpDev Project.xml b/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/JHelpDev Project.xml
new file mode 100644 (file)
index 0000000..e8611a2
--- /dev/null
@@ -0,0 +1,32 @@
+<?xml version="1.0" encoding="ISO-8859-1"?>\r
+<!DOCTYPE jhelpdev PUBLIC "-//jhelpdev.sourcefore.net//JHelpDev Configuration Settings 1.2" "http://jhelpdev.sourceforge.net/dtd/jhelpdev_1_2.dtd"><!--generated by JHelpDev Version: 0.63, 14 May 2008, see jhelpdev.sourceforge.org-->\r
+\r
+<jhelpdev version="1.2">\r
+ <config>\r
+  <project>\r
+DemoRecorderHelp\r
+  </project>\r
+  <projectdir>\r
+D:\Daten\Eclipse Projects\NexuizDemoRecorder\src\main\resources\help\r
+  </projectdir>\r
+  <startpage>\r
+html/introduction.html\r
+  </startpage>\r
+  <popupicon>\r
+\r
+  </popupicon>\r
+ </config>\r
+ <view>\r
+  <helptitle>\r
+Demo Recorder Help\r
+  </helptitle>\r
+  <toc showing="yes" label="Table of Contents"/>\r
+\r
+  <index showing="no" label="Index"/>\r
+\r
+  <search showing="yes" label="Search"/>\r
+\r
+ </view>\r
+ <encoding value="ISO-8859-1"/>\r
+\r
+</jhelpdev>
\ No newline at end of file
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/JavaHelpSearch/DOCS b/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/JavaHelpSearch/DOCS
new file mode 100644 (file)
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diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/JavaHelpSearch/DOCS.TAB b/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/JavaHelpSearch/DOCS.TAB
new file mode 100644 (file)
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+3öBÍ,Ú(Ø£J3(â\8d+£J3²£=\92,⮣\8b
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+£2Î*ÎB¨Ò¬Âªª\8c\8d/0³
+øÂëê®4¼Âͪ*îÌ,È£
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+ªªºªªèȺ\8c(ªªÌ(ª\8c*ªª\8c*£(³
+ªª£
+«ªê«\8c*0ªÌ,ÂÿÌ,Âó\vÿüÂó\vÿÿÿÿÿÿüÂÿ0³"Ì/ÿüÂÿÿÌ,È¿ÿÿüÂÿ0¿Ì/þªªªªªªª¯ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿö
\ No newline at end of file
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/JavaHelpSearch/OFFSETS b/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/JavaHelpSearch/OFFSETS
new file mode 100644 (file)
index 0000000..1d01078
--- /dev/null
@@ -0,0 +1 @@
+\a\81jQØ\8a-m¹¸ÊlNz=ù/z?$   \80>)\96\14¥¹ÆPKx\8elbªÕL\1a\9d!N'&ÔÜ4\bÔñ¹ß\ 6\8d¡Þr=Æ2Ìï\18Ü·IÇ\18r.\91\80
\ No newline at end of file
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/JavaHelpSearch/POSITIONS b/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/JavaHelpSearch/POSITIONS
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diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/JavaHelpSearch/SCHEMA b/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/JavaHelpSearch/SCHEMA
new file mode 100644 (file)
index 0000000..67474c8
--- /dev/null
@@ -0,0 +1,2 @@
+JavaSearch 1.0
+TMAP bs=2048 rt=1 fl=-1 id1=1083 id2=1
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/JavaHelpSearch/TMAP b/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/JavaHelpSearch/TMAP
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diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/Map.jhm b/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/Map.jhm
new file mode 100644 (file)
index 0000000..eba21ca
--- /dev/null
@@ -0,0 +1,43 @@
+<?xml version="1.0" encoding="ISO-8859-1"?>
+<!DOCTYPE map PUBLIC "-//Sun Microsystems Inc.//DTD JavaHelp Map Version 1.0//EN" "http://java.sun.com/products/javahelp/map_2_0.dtd"><!--generated by JHelpDev Version: 0.63, 14 May 2008, see jhelpdev.sourceforge.net-->
+
+<map version="1.0">
+<mapID target="top" url="html/introduction.html "/>
+
+<mapID target="html.preferences" url="html/preferences.html"/>
+
+<mapID target="html.advanced-prelim-stop" url="html/advanced-prelim-stop.html"/>
+
+<mapID target="html.license" url="html/license.html"/>
+
+<mapID target="html.open-save" url="html/open-save.html"/>
+
+<mapID target="html.compat-limitations" url="html/compat-limitations.html"/>
+
+<mapID target="html.apply_templates" url="html/apply_templates.html"/>
+
+<mapID target="html.introduction" url="html/introduction.html"/>
+
+<mapID target="html.advanced-topics" url="html/advanced-topics.html"/>
+
+<mapID target="html.credits" url="html/credits.html"/>
+
+<mapID target="html.advanced-how-it-works" url="html/advanced-how-it-works.html"/>
+
+<mapID target="html.plugin-architecture" url="html/plugin-architecture.html"/>
+
+<mapID target="html.changelog" url="html/changelog.html"/>
+
+<mapID target="html.faq" url="html/faq.html"/>
+
+<mapID target="html.advanced-table-settings" url="html/advanced-table-settings.html"/>
+
+<mapID target="html.basic_tutorial_jobs_create" url="html/basic_tutorial.html#jobs_create"/>
+
+<mapID target="html.templates" url="html/templates.html"/>
+
+<mapID target="html.plugin-virtualdub" url="html/plugin-virtualdub.html"/>
+
+<mapID target="html.basic_tutorial" url="html/basic_tutorial.html"/>
+
+</map>
\ No newline at end of file
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/advanced-how-it-works.html b/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/advanced-how-it-works.html
new file mode 100644 (file)
index 0000000..4597748
--- /dev/null
@@ -0,0 +1,77 @@
+<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 3.2//EN">\r
+\r
+<html>\r
+  <head>\r
+    <meta name="generator" content="HTML Tidy, see www.w3.org">\r
+\r
+    <title></title>\r
+  </head>\r
+\r
+  <body>\r
+    <H1>How it works</H1>\r
+<P>The following is a description of how\r
+the program processes a single job:</P>\r
+<UL>\r
+       <LI><P>The program takes your original\r
+       demo, e.g. &ldquo;C:\Nexuiz\data\demos\test.dem&rdquo; and creates a\r
+       copy of it, the <I>cut demo</I>. This file has the name\r
+       &lt;original_demo_name&gt;<B>_autocut</B>.dem. The cut demo is\r
+       different to the original demo in a way that console commands have\r
+       been <I>injected</I>, so basically the engine thinks that you had\r
+       entered them yourself (e.g. cl_capturevideo 1 to start recording).</P>\r
+       <UL>\r
+               <LI><P>Since it is possible to inject\r
+               any possible console command, the first command that is injected is\r
+               to disable rendering (r_render 0), save the value of your &ldquo;volume&rdquo;\r
+               setting and then setting it to 0 (as long as you have sound and\r
+               rendering disabled while fast-forwarding in the preferences of the\r
+               Demo Recorder). Then a slowmo 100 command (first stage value from\r
+               the Demo Recorder preferences) is injected in order to fast-forward\r
+               the demo.</P>\r
+               <LI><P>Then, when the game time in the\r
+               demo is about 1 minute less than your specified start time of the\r
+               job, slowmo is reduced to 10 (second stage value from the\r
+               preferences)</P>\r
+               <LI><P>Then, when the game time in the\r
+               demo is about 5 seconds less than your specified start time, <B>slowmo</B>\r
+               is set to <B>1</B>, rendering and sound is enabled again, and\r
+               whatever your put into the <B>exec before capture</B> field is\r
+               being injected, too. Then, the values of cl_capturevideo_nameformat\r
+               and _number are being saved to a temporary variable and are\r
+               overwritten with defined values (<B>autorec</B> and <B>1234567</B>),\r
+               so that the Nexuiz Demo Recorder will know the exact name of the\r
+               output file (which is necessary so that it can move that file to\r
+               your desired video destination/location)</P>\r
+               <LI><P>When the the start time is\r
+               reached, cl_capturevideo 1 is injected, once the end time is\r
+               reached, cl_capturevideo 0 is injected.</P>\r
+               <LI><P>Shortly after, whatever you put\r
+               into the exec after capture field is executed, and then the\r
+               original values of cl_capturevideo_nameformat and _number are being\r
+               restored.</P>\r
+               <LI><P>Then a disconnect command is\r
+               injected</P>\r
+       </UL>\r
+       <LI><P>Next, your specified Nexuiz\r
+       engine binary is launched. The parameters given to the binary are:</P>\r
+       <UL>\r
+               <LI><P>The content of the <B>engine\r
+               parameters</B> field of the job, and</P>\r
+               <LI><P><B>-demo\r
+               &lt;relative-demo-path&gt;/&lt;demo-file-name&gt;</B> (this will\r
+               start Nexuiz, e.g. <B>-demo demos/test.dem</B>, launch the <B>test.dem</B>\r
+               demo, and the engine will play the complete demo until a disconnect\r
+               is issued (which we have injected above), and then Nexuiz will\r
+               close automatically. This -demo parameter exists since Nexuiz 1.0</P>\r
+       </UL>\r
+       <LI><P>Once the Nexuiz Demo Recorder\r
+       notices that your Nexuiz engine binary closed, it will look for the\r
+       recorded video file in &lt;DPVideo-directory&gt;/autorec1234567.&lt;avi/ogv&gt;\r
+       and move it (rename it) to your desired &lt;video-destination&gt;,\r
+       keeping the original extension of the file. In case the preferences\r
+       are setup to not overwrite an existing video file, a file with\r
+       ending _copy1 (2, 3, &hellip;) will be created.</P>\r
+</UL>\r
+  </body>\r
+</html>\r
+\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/advanced-prelim-stop.html b/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/advanced-prelim-stop.html
new file mode 100644 (file)
index 0000000..dd37b2f
--- /dev/null
@@ -0,0 +1,23 @@
+<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 3.2//EN">\r
+\r
+<html>\r
+  <head>\r
+    <meta name="generator" content="HTML Tidy, see www.w3.org">\r
+\r
+    <title></title>\r
+  </head>\r
+\r
+  <body>\r
+    <H1>Preliminary stop</H1>\r
+<P>If you want to preliminarily stop the\r
+recording process, the only thing you can do is to switch to the\r
+Nexuiz Demo Recorder window and click on <B>stop processing</B>.\r
+However, if Nexuiz is still open and processing a demo, you have to\r
+end it manually of wait for it to end. This means that clicking on\r
+<B>stop processing</B> button will simply remove all jobs that\r
+haven't been started yet from the internal queue of jobs that would\r
+normally be processed (of course they <B>won't</B> be removed from\r
+your jobs table).</P>\r
+  </body>\r
+</html>\r
+\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/advanced-table-settings.html b/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/advanced-table-settings.html
new file mode 100644 (file)
index 0000000..26e28a0
--- /dev/null
@@ -0,0 +1,26 @@
+<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 3.2//EN">\r
+\r
+<html>\r
+  <head>\r
+    <meta name="generator" content="HTML Tidy, see www.w3.org">\r
+\r
+    <title></title>\r
+  </head>\r
+\r
+  <body>\r
+    <H1>Table settings</H1>\r
+<P>Both the jobs and templates table can\r
+be customized. You can define whether to sort the jobs/templates\r
+according to a particular column, you can change the order of\r
+columns, and you can add and remove (hide) additional columns by\r
+clicking the small icon as shown here on this image:</P>\r
+<P><img src="images/customize_tables.gif" /></P>\r
+<P>These settings are being saved and\r
+automatically restored whenever you close and open the program. In\r
+case you messed the columns and want them to be reset to default, go\r
+into the settings sub-folder of the Nexuiz Demo Recorder and delete\r
+the jobsTable.pref or templatesTable.pref file (.pref for\r
+&ldquo;preferences&rdquo;)</P>\r
+  </body>\r
+</html>\r
+\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/advanced-topics.html b/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/advanced-topics.html
new file mode 100644 (file)
index 0000000..11524c3
--- /dev/null
@@ -0,0 +1,18 @@
+<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 3.2//EN">\r
+\r
+<html>\r
+  <head>\r
+    <meta name="generator" content="HTML Tidy, see www.w3.org">\r
+\r
+    <title></title>\r
+  </head>\r
+\r
+  <body>\r
+    <H1>Advanced user topics</H1>\r
+<P>Here you find additional information\r
+that is not mandatory for you to know, but might help you\r
+understanding what and how the tool does stuff, or what you can do\r
+with it.</P>\r
+  </body>\r
+</html>\r
+\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/apply_templates.html b/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/apply_templates.html
new file mode 100644 (file)
index 0000000..660e364
--- /dev/null
@@ -0,0 +1,77 @@
+<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 3.2//EN">\r
+\r
+<html>\r
+  <head>\r
+    <meta name="generator" content="HTML Tidy, see www.w3.org">\r
+\r
+    <title></title>\r
+  </head>\r
+\r
+  <body>\r
+<H1>Applying templates</H1>\r
+<P>Since version 0.3 you are able to\r
+selectively apply settings from a template of your choice to any job\r
+you like. One reason might be that you want jobs that have already\r
+been recorded to be recorded using different config settings (e.g.\r
+other quality settings, resolution, etc.). If you wanted to do this\r
+for many jobs at once, it would be very tedious to edit each job\r
+manually, setting up changes.</P>\r
+<P>You can apply properties of templates\r
+very easily:</P>\r
+<UL>\r
+       <LI><P>Select the template you want to\r
+       use</P>\r
+       <LI><P>Select the job(s) whose\r
+       properties you want to be affected by the template</P>\r
+       <LI><P>Right-click inside the jobs\r
+       table and select &ldquo;Apply template&rdquo;</P>\r
+       <LI><P>A new dialog will open where you\r
+       will be able to select which one of the settings should be copied\r
+       from the template to the job. Please, be aware that old settings of\r
+       the job will be overwritten!</P>\r
+       <LI><P>Usually the settings will be\r
+       copied 1:1 from the template to the job. <B>There are 2 exceptions,\r
+       though</B>:</P>\r
+       <UL>\r
+               <LI><P><B>Demo directory:</B> Here\r
+               copying the value from the template to the job would not make\r
+               sense, because in a template you actually specified a <B>directory</B>,\r
+               <U>not</U> a <B>file</B>. However, a job needs to point at a <B>file</B>.\r
+               What will happen shall be demonstrated by the following example:\r
+               Let's say that the job's path to the demo file (before applying the\r
+               template) has been <B>C:\Nexuiz\data\demos\mydemo.dem</B>\r
+               and the path setup in the template has been pointing to the\r
+               directory<B> C:\Games\Nexuiz2.5.2\data\demos</B>.\r
+               The new demo file path, after the &ldquo;apply&rdquo; process is\r
+               done, would be <B>C:\Games\Nexuiz2.5.2\data\demos\mydemo.dem</B>;\r
+               this means that from the <B>job's</B>\r
+               demo path the program will just take the name of the demo by itself\r
+               (mydemo.dem), and put the path from the <B>template</B>\r
+               in front of it</P>\r
+               <LI><P><b>Video\r
+               destination:</b> Here the same thing happens like for the Demo\r
+               directory. The new video destination will be &lt;Directory set up\r
+               in the template&gt; + &lt;just the filename of the setting of the\r
+               job&gt;</P>\r
+       </UL>\r
+</UL>\r
+<P>Another example of how this feature could be useful is this one: Suppose some\r
+movie maker was to create a community movie with frags from different\r
+people, or a movie maker was to continue or finish a movie from\r
+someone else. If one person creates a queue of jobs (which naturally\r
+includes the demo's names, start second and end second) and then\r
+decides not to record the frags herself but send it to some other\r
+movie maker, all that needs to be done is to save the job queue and\r
+send it to the other movie maker, together with the demos. The other\r
+movie maker can then copy the demos into his own demo directory and\r
+import the job queue. Of course the problem would then be that all\r
+these imported jobs could not really be executed right away, because\r
+all these paths might be incorrect, I mean, would simply not exist or\r
+match to the system of the movie maker who wants to record the jobs\r
+(e.g. path to Nexuiz engine or demo directory). But this can easily\r
+be fixed. The movie maker just needs to select the imported jobs and\r
+apply one of her own templates to them, and by doing so, fix all\r
+incorrect paths.</P>\r
+  </body>\r
+</html>\r
+\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/basic_tutorial.html b/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/basic_tutorial.html
new file mode 100644 (file)
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--- /dev/null
@@ -0,0 +1,169 @@
+<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 3.2//EN">\r
+\r
+<html>\r
+  <head>\r
+    <meta name="generator" content="HTML Tidy, see www.w3.org">\r
+\r
+    <title></title>\r
+  </head>\r
+\r
+  <body>\r
+   <H1>Basic tutorial</H1>\r
+<P>The following images shows the main window:</P>\r
+<img src="images/main_window.gif" />\r
+<P>You will notice that the main window is separated into\r
+4 areas:</P>\r
+<UL>\r
+       <LI><P>The menu bar (File, Help)</P>\r
+       <LI><P>The &quot;Templates&quot; area which has a table\r
+       and 4 buttons on the right</P>\r
+       <LI><P>The &quot;Jobs&quot; area which also has a table\r
+       and 4 buttons on the right</P>\r
+       <LI><P>The Start/stop processing buttons</P>\r
+</UL>\r
+<H2>Step 1</H2>\r
+<P>Minimize this demo recorder application for a moment\r
+and figure out which demo(s) you actually want to record. Once you\r
+know the names of the demo files, you have to figure out the start\r
+time and end time (when you want the recording process to start and\r
+end). You have to be aware that the Nexuiz demo recorder needs a\r
+value in seconds. The problem is that there are 2 different kinds of\r
+values.\r
+</P>\r
+<UL>\r
+       <LI><P>The first one is the one you see in your HUD in\r
+       the top right corner. This value is not useful for the Nexuiz demo\r
+       recorder, because the time is shown in the &lt;minutes:seconds&gt;\r
+       format. Also this value will be changed/reset to 0 in case the\r
+       ready-restart feature was using in the game, which resets the time.</P>\r
+       <LI><P>On the other hand there is the <B>absolute time\r
+       value</B>. It represents the amount of time that passed on the\r
+       server since the map was loaded. This value will always increase\r
+       each second, and won't be reset to 0 after a ready-restart call\r
+       either. This is the value you need for this tool. You can obtain it\r
+       the following ways</P>\r
+       <UL>\r
+               <LI><P>1: There is a sub-folder &quot;tools&quot; in\r
+               this package which contains a .patch file that allows you to patch\r
+               the source-code of the Nexuiz 2.5.2 engine. What this patch does is\r
+               to add a new variable &quot;showgametime&quot;. Once you patched\r
+               your source-code and compiled the engine, you can set this variable\r
+               to 1, and then in the lower right corner you will see the current\r
+               game time. Please note that I cannot help you with patching the\r
+               sources and compiling the engine. For Microsoft Windows users I put\r
+               the Nexuiz binary (darkplaces.exe) into the package as well, so you\r
+               can use this one (copy it into your Nexuiz directory)</P>\r
+               <LI><P>2: If the demo was recorded with Nexuiz 2.5 or\r
+               newer you can obtain the time values by opening the console and\r
+               entering this: prvm_global client time</P>\r
+               <LI><P>3: If the demo was recorded with a Nexuiz version\r
+               older than 2.5, just pause the demo at the desired moment, open the\r
+               scoreboard (by default: hold tabulator key). The scoreboard will\r
+               show you the current time in &lt;minutes&gt;:&lt;seconds&gt;.\r
+               Calculate the time using a calculator (time = minutes * 60 +\r
+               seconds)</P>\r
+       </UL>\r
+</UL>\r
+<P>Make sure that you know the demo file name, start and\r
+end time, then open the Nexuiz demo recorder tool again</P>\r
+<H2>Step 2</H2>\r
+<P><a name="jobs_create">In the &quot;Jobs&quot; panel</a>, click on the +Create\r
+button. A new dialog will open which asks you for all different kinds\r
+of things:</P>\r
+<img src="images/create_job.gif" />\r
+<UL>\r
+       <LI><P><b>Engine:</b> click on the ... button and specify the\r
+       Nexuiz engine that should be used for recording</P>\r
+       <LI><P><b>Engine parameters:</b> Only fill this out if you already know what it\r
+       means. Examples include to execute a particular config (+exec\r
+       someConfig.cfg), or set a special directory (-userdir option) so\r
+       that your Engine will use a different set of configs</P>\r
+       <LI><P><b>DPVideo directory:</b> here you have to specify the\r
+       path where your Nexuiz usually creates new .avi or .ogv files. This\r
+       is one of the items where you will see that it is required that you\r
+       already have recorded demos previously. Usually the path will be\r
+       Nexuiz/data/video (on Windows) or ~/.nexuiz/data/video</P>\r
+       <LI><P><b>Relative demo path:</b> This is the path that is being\r
+       used within the virtual file-system of Nexuiz in order to find your\r
+       demo. Normally, when starting a demo by hand, you would enter\r
+       something like &quot;playdemo demos/stormkeep_demo.dem&quot;,\r
+       because usually demos are stored in the directory &quot;demos&quot;.\r
+       In case you changed that (e.g. If the demo is in a sub-directory of\r
+       the demos directory), make sure to put this into the field. But\r
+       usually you <B>won't</B> have to change the value (demos) to\r
+       anything else. Just leave it as it is.</P>\r
+       <LI><P><b>Job name:</b> Here you can specify a name for this job. If\r
+       you don't specify any name, a name will be automatically chosen, using\r
+       the format "Job x", where <b>x</b> is a index number.</P>\r
+       <LI><P><b>Demo file:</b> obviously you have to specify the demo\r
+       file here</P>\r
+       <LI><P><b>Start second</b> and <b>end second</b> are self-explanatory</P>\r
+       <LI><P><b>Exec before capture:</b> Here you have the chance to\r
+       enter console commands (that is, commands that you could otherwise\r
+       also enter into the console of the game). One example could be to\r
+       execute a config here that will make sure that the HUD is hidden. Or\r
+       you might want to change the FPS for the rendered video by setting\r
+       cl_capturevideo_fps to another value. If you want to put several\r
+       commands in here you can either separate them by a new-line, or by ;\r
+       (semi-colon)</P>\r
+       <LI><P><b>Exec after capture:</b> works like the &quot;exec\r
+       before capture&quot; field. Can be used for anything, e.g. Restoring\r
+       settings that you altered in the exec before field.</P>\r
+       <LI><P><b>Video destination:</b> Here you have to specify where\r
+       you want the recorded video file to be moved once the recording\r
+       process is done. Please note that you have to enter a name for the\r
+       file, however you should not enter the extension (.avi or .ogv). You\r
+       don't have to, because the Nexuiz demo recorder will automatically\r
+       figure out whether the Nexuiz engine generated an avi or ogv file,\r
+       and will keep its ending when moving the file to its destination.</P>\r
+</UL>\r
+<P>Once you filled out all fields, click on create. In\r
+case you did something wrong with one of the fields, you will\r
+hopefully get an error message immediately, which allows you to\r
+correct the mistake. If nothing was filled out incorrectly the dialog\r
+should close and you should now see a &quot;Job 1&quot; in the job\r
+queue.</P>\r
+<P>In order to edit a job, either double-click on it, or\r
+right-click it and click on Edit</P>\r
+<H2>Step 3</H2>\r
+<P>Now that you have setup your first job, click on the\r
+<B>Start processing</B> button. After a short moment you should see\r
+Nexuiz opening. Don't be surprised if the &quot;Loading&quot; image\r
+appears for a long time. What you don't see is that Nexuiz is\r
+fast-forwarding your demo to the start time you specified, which can\r
+take some time. After that, once Nexuiz started and finished\r
+recording the stuff you wanted it to record, it should close\r
+automatically. The demo recorder should show you a new message dialog\r
+that it finished recording all jobs. The &quot;Status&quot; column of\r
+your first job should now be showing &quot;done&quot;.</P>\r
+<H2>Trouble-shooting:</H2>\r
+<P>In case something went wrong, the status column of your job will\r
+show &quot;error&quot; (in the jobs table). In order to find out what the problem was,\r
+right-click on the job and click on &quot;Show error message&quot;.\r
+The message dialog that pops up will hopefully help you to figure out\r
+what went wrong. If it is something that you think you can fix, do so\r
+(by editing the job settings), then right-click the job again and click on\r
+&quot;Reset job status to waiting&quot;. This will set the status of the job to\r
+&quot;waiting&quot; again.</P>\r
+<H2>Job queue processing</H2>\r
+<P>You need to be aware that once you click on the <b>Start\r
+processing</b> button only the jobs with status &quot;waiting&quot; will be\r
+put into a queue and will be executed one after another. All other jobs\r
+(with status &quot;error&quot; or &quot;done&quot; will not be started.\r
+If an error occurs while processing one of the jobs this job will set its state to\r
+&quot;error&quot; and the next job in queue will be executed. That is, the behavior\r
+of the Nexuiz demo recorder is to continue working even if one or more individual\r
+jobs failed.</P>\r
+<P>In case you already have a job list with several\r
+jobs but you want to just record one particular job (even though all\r
+other jobs also have the state &quot;waiting&quot;), just right-click\r
+on the particular job and click on &quot;Start job&quot;. Note that this only\r
+works if the Nexuiz demo recorder is currently not working on any other jobs.</P>\r
+<H2>Further reading</H2>\r
+<P>Congratulations, you managed your\r
+first steps using this program. You should read the other help\r
+chapters as well in order to be able to fully utilize the\r
+functionality of the program.</P>\r
+  </body>\r
+</html>\r
+\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/changelog.html b/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/changelog.html
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@@ -0,0 +1,52 @@
+<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 3.2//EN">\r
+\r
+<html>\r
+  <head>\r
+    <meta name="generator" content="HTML Tidy, see www.w3.org">\r
+\r
+    <title></title>\r
+  </head>\r
+\r
+  <body>\r
+<H1>Changelog</H1>\r
+<H2>v0.2 -&gt; v0.3</H2>\r
+<H3>Compatibility changes</H3>\r
+<P>None. Job and template queues are completely compatible between v0.2 and v0.3</P>\r
+<H3>Functionality changes and fixes</H3>\r
+<UL>\r
+       <LI><P>New feature: loading and saving of the template list to file is now\r
+       possible</P>\r
+       <LI><P>Open dialogs for jobs or templates allow you to select whether to overwrite\r
+       the current list/queue or not (if not, the loaded items will be added to the\r
+       current list/queue)</P>\r
+       <LI><P>New feature: <a href="apply_templates.html">Applying properties of a template </a>\r
+       selectively to one or more selected jobs</P>\r
+</UL>\r
+\r
+\r
+<H2>v0.1 -&gt; v0.2</H2>\r
+<H3>Compatibility changes</H3>\r
+<UL>\r
+       <LI><P>Table preferences, job queues and template lists are not compatible\r
+       between v0.1 and 0.2! Make sure you install v0.2 in a new direcory!</P>\r
+       <LI><P>NDR v0.2 requires Java SE 6 now (instead of Java SE 5 which was\r
+       required for v0.1)</P>\r
+</UL>\r
+<H3>Functionality changes and fixes</H3>\r
+<UL>\r
+       <LI><P><a href="plugin-architecture.html">Plugin architecture</a> that allows other Java developers to include\r
+       their own plug-ins that can encode the recorded job to\r
+       another format (e.g. H.264)</P>\r
+       <LI><P>Ships with <a href="plugin-virtualdub.html">encoder plug-in for VirtualDub</a> (MS Windows,\r
+       www.virtualdub.org)</P>\r
+       <LI><P>Duplicates can now be created with <b>more than one job</b> selected,\r
+       duplicating <b>all</b> selected ones at once</P>\r
+       <LI><P><b>Templates</b> can now be duplicated</P>\r
+       <LI><P>Fixed bug where deleting selected rows in the tables caused\r
+       a weird exception</P>\r
+       <LI><P>Jobs can be given individual names (don't have to be "Job 1",\r
+       "Job 2", ... anymore)</P>\r
+</UL>\r
+  </body>\r
+</html>\r
+\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/compat-limitations.html b/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/compat-limitations.html
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--- /dev/null
@@ -0,0 +1,55 @@
+<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 3.2//EN">\r
+\r
+<html>\r
+  <head>\r
+    <meta name="generator" content="HTML Tidy, see www.w3.org">\r
+\r
+    <title></title>\r
+  </head>\r
+\r
+  <body>\r
+   <H1>Compatibility and limitations</H1>\r
+<P><BR><BR>\r
+</P>\r
+<H1>Compatibility</H1>\r
+<H2>Operating system</H2>\r
+<P>Since this tool is written in Java\r
+you can use it on Windows, Linux and Mac OS. This means that it can\r
+be used on all platforms supported by Nexuiz. You do need Java 6.</P>\r
+<H2>Nexuiz engine version</H2>\r
+<P>In order to use this tool you will\r
+need to use a Nexuiz engine of version 2.5 or newer. The reason is\r
+that the engine needs to have the variables\r
+cl_capturevideo_nameformat and cl_capturevideo_number. If you use\r
+older engines, such as the 2.3 engine, recording will work, but the\r
+tool will be unable to move the avi clip rendered by the engine to\r
+your desired location. However, you can manually move it and simply\r
+ignore the fact that the job finished with an &ldquo;error&rdquo;.</P>\r
+<H2>Demo file version</H2>\r
+<P>There is not really any limitation\r
+about the Nexuiz version that was used when recording the demo. That\r
+means that you should be able to use the Nexuiz demo recorder with\r
+demos from previous Nexuiz versions (they can be older than 2.5). You\r
+just have to make sure that the engine binary you use for recording\r
+them is v2.5 and newer. Keep in mind that using a newer-generation\r
+engine such as the 2.5 one for older demos should usually work\r
+without problems. You might have to move the dataXXXXXX.pk3 files\r
+from the Nexuiz version that corresponds to the demo version into the\r
+data directory.</P>\r
+<H2>Nexuiz Demo Recorder job queues</H2>\r
+<P>Table preferences, job queues and template lists are not compatible\r
+between v0.1 and newer versions! Make sure you install this in a different\r
+direcory than v0.1!</P>\r
+<H1>Limitations</H1>\r
+<P>This tool only works with 1-map demos\r
+(such as the one being automatically recorded by Nexuiz when using\r
+the cl_autodemo feature). If you manually recorded a demo that\r
+contains several maps, you can only specify a start- and endtime for\r
+the first map. However, you can try to use the demosplit.pl script\r
+from svn (trunk/misc/tools/demosplit.pl) to split demos having\r
+several maps into several 1-map demos. However, note that this tool\r
+will probably only work properly for older demos (up to Nexuiz v2.4.2\r
+demos).</P>\r
+  </body>\r
+</html>\r
+\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/credits.html b/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/credits.html
new file mode 100644 (file)
index 0000000..4baabcd
--- /dev/null
@@ -0,0 +1,27 @@
+<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 3.2//EN">\r
+\r
+<html>\r
+  <head>\r
+    <meta name="generator" content="HTML Tidy, see www.w3.org">\r
+\r
+    <title></title>\r
+  </head>\r
+\r
+  <body>\r
+    <H1>Credits</H1>\r
+<P>Credits to the <A HREF="http://www.everaldo.com/crystal/">the\r
+Crystal project</A> (<A HREF="http://www.everaldo.com/crystal/">http://www.everaldo.com/crystal/</A>)\r
+for the icons. Thanks to the development teams of\r
+<A HREF="https://javahelp.dev.java.net/" target="_blank">JavaHelp</A>\r
+(<A HREF="https://javahelp.dev.java.net/" target="_blank">https://javahelp.dev.java.net/</A>,\r
+<A HREF="https://swingx.dev.java.net/">SwingX</A> (<A HREF="https://swingx.dev.java.net/">https://swingx.dev.java.net/</A>)\r
+and <A HREF="http://www.miglayout.com/">MigLayout</A> (<A HREF="http://www.miglayout.com/">http://www.miglayout.com/</A>).\r
+Thanks to the <A HREF="http://jhelpdev.sourceforge.net/">JHelpDev</A> team\r
+(<A HREF="http://jhelpdev.sourceforge.net/">http://jhelpdev.sourceforge.net/</A>) for developing the\r
+tool that allowed me to create this documentation without much hassle.\r
+Thanks to divverent (div0) for the <b>demotc</b> perl script. Thanks to merlijn for\r
+some suggestions and hints. Thanks to Dave who offered some "useless" patches :P.\r
+Thank <B>you</B> for using the Nexuiz Demo Recorder.</P>\r
+  </body>\r
+</html>\r
+\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/faq.html b/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/faq.html
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+<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 3.2//EN">\r
+\r
+<html>\r
+  <head>\r
+    <meta name="generator" content="HTML Tidy, see www.w3.org">\r
+\r
+    <title></title>\r
+  </head>\r
+\r
+  <body>\r
+    <H1>FAQ</H1>\r
+<P><I>Question: Is it possible to have a\r
+job being recorded with one of the Nexuiz presets (Low, medium,\r
+normal, high, ultra), without affecting my Nexuiz installation in\r
+general (so that this configuration is just active during capturing\r
+the current demo?</I></P>\r
+<P>Yes it is. In Nexuiz there are config\r
+files for this, which are called:</P>\r
+<UL>\r
+       <LI><P>effects-low.cfg</P>\r
+       <LI><P>effects-med.cfg</P>\r
+       <LI><P>effects-normal.cfg</P>\r
+       <LI><P>effects-high.cfg</P>\r
+       <LI><P>effects-ultra.cfg</P>\r
+       <LI><P>effects-ultimate.cfg</P>\r
+       <LI><P>effects-omg.cfg</P>\r
+</UL>\r
+<P>In order to use them, there are 2\r
+approaches</P>\r
+<P><B>Approach 1:</B> You should\r
+consider to use a new directory for each new set of effect configs\r
+you want to try out. This will simply help you to avoid loss of your\r
+original config, or any unwanted modification to it. For example,\r
+setup Nexuiz manually by starting it with some userdir, e.g. <B>-userdir\r
+effectTestUltimate</B>, start Nexuiz, go into the menu and set the\r
+effects to ultimate (e<I>xec effects-ultimate.cfg</I> in the\r
+console). Maybe fine-tune settings as you like. Then put the <B>-userdir\r
+effectTestUltimate</B> directive into the <B>engine parameters</B>\r
+field of the job.</P>\r
+<P><b>Approach 2:</b> For this approach it is\r
+recommended that you do a backup of your config somewhere else, even\r
+though everything should work fine and your original config should\r
+not be modified at all after the demo was recorded.</P>\r
+<P>Add these 4 lines to the <b>exec before\r
+capture</b> field:</P>\r
+<P><B>saveconfig backup.cfg</B></P>\r
+<P><B>cvar_resettodefaults_all</B></P>\r
+<P><B>exec effects-ultimate.cfg</B></P>\r
+<P><B>r_restart</B></P>\r
+<P>The first line will backup your\r
+current config to &ldquo;backup.cfg&rdquo;. The second line resets\r
+all variables (you can remove this if you want, but sometimes these\r
+effect-xyz.cfg config files will not set every single variable to the\r
+new value, but assume that some values have their default value,\r
+which might not be the case in your config. So resetting everything\r
+to defaults is recommended. Of course you can choose to use another\r
+effects config than <B>effects-ultimate.cfg</B>. After executing that\r
+effects config a restart of the renderer (<B>r_restart</B>) is\r
+mandatory, because of some of the changes of the effects config not\r
+being applied without a renderer-restart. Also, keep in mind that the\r
+cvar_resettodefaults_all will have changed your Nexuiz screen\r
+resolution (vid_height, vid_width). The r_restart command however\r
+won't take these changes into account (it will still use your old resolution),\r
+only <B>vid_restart</B> would.\r
+This just means that you do not have to change these 2 variables\r
+manually to &ldquo;keep&rdquo; your old screen resolution, as long as\r
+you don't use vid_restart.</P>\r
+<P>Also add this to your <b>exec after\r
+capture</b> field:</P>\r
+<P><B>cvar_resettodefaults_all</B></P>\r
+<P><B>exec backup.cfg</B></P>\r
+<P>Please note: in case you want to\r
+setup other special things, e.g. whether to record in the AVI instead\r
+of OGV format, the video FPS, etc, you'd have to put these settings\r
+some place <B>after</B> the <B>cvar_resettodefaults_all</B> command\r
+in the <B>exec before capture</B> field.</P>\r
+<P><BR><BR>\r
+</P>\r
+<P><I>Question: Is it possible to record\r
+a job in a particular screen resolution?</I></P>\r
+<P>Yes it is. The height and width are\r
+configured by setting the value vid_height and vid_width to your\r
+desired value. For example to record a demo in the HD resolution,\r
+which is 1280x720, put this into the <B>exec before capture</B>\r
+field:</P>\r
+<P ALIGN=LEFT><B>vid_width 1280</B></P>\r
+<P ALIGN=LEFT><B>vid_height 720</B></P>\r
+<P ALIGN=LEFT><B>vid_restart</B></P>\r
+<P><BR><BR>\r
+</P>\r
+<P><I>Question: I have found a bug, or I\r
+encountered some other problem, what do I do? </I>\r
+</P>\r
+<P>Well, truth to be told, I cannot\r
+guarantee for any support of this tool. You can put questions or\r
+comments into the forum thread of the AlienTrap forums where you\r
+downloaded the tool from.</P>\r
+  </body>\r
+</html>\r
+\r
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diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/introduction.html b/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/introduction.html
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+<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 3.2//EN">\r
+\r
+<html>\r
+  <head>\r
+    <meta name="generator" content="HTML Tidy, see www.w3.org">\r
+\r
+    <title></title>\r
+  </head>\r
+\r
+  <body>\r
+    <H1>Introduction</H1>\r
+<P>Welcome to the Nexuiz demo recorder. This tool is made\r
+for people <B>who are already familiar</B> with the manual demo\r
+recording process and are looking for a way to automate this process.\r
+In simple words, this tool allows you to create jobs that are being\r
+put into a job queue, so that they can be executed one after another,\r
+at a point in time when you don't need to access your computer\r
+anymore. For each job you have to specify the demo you want to\r
+record, the second when the record is supposed to start and end, as\r
+well as the location where to save the final video file to. You can\r
+also use one or more of the available plug-ins to encode the resulting\r
+video file to another format.</P>\r
+<P>To get started, take a look at the <a href="basic_tutorial.html">basic tutorial</a></P>\r
+<P>Click <a href="changelog.html">here</a> to learn about the new features of\r
+this release.</P>\r
+  </body>\r
+</html>\r
+\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/license.html b/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/license.html
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--- /dev/null
@@ -0,0 +1,15 @@
+<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 3.2//EN">\r
+\r
+<html>\r
+  <head>\r
+    <meta name="generator" content="HTML Tidy, see www.w3.org">\r
+\r
+    <title></title>\r
+  </head>\r
+\r
+  <body>\r
+    <H1>License</H1>\r
+<P>This tool is released under the <b>GPL v2</b> (same license as Nexuiz).</P>\r
+  </body>\r
+</html>\r
+\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/open-save.html b/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/open-save.html
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+<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 3.2//EN">\r
+\r
+<html>\r
+  <head>\r
+    <meta name="generator" content="HTML Tidy, see www.w3.org">\r
+\r
+    <title></title>\r
+  </head>\r
+\r
+  <body>\r
+   <H1>Open/Save Jobs and Templates</H1>\r
+<P>First of all, all your templates and\r
+jobs will automatically be saved when closing the program (and\r
+automatically loaded when starting it again). You can find these\r
+files in the sub-directory &ldquo;settings&rdquo;of the program, the\r
+files are called <B>templates.dat</B> and <B>jobs.dat</B>. Please\r
+note that the job queue will also be saved each time a job finished\r
+its execution (so that you don't lose the progress of your jobs in\r
+case your computer crashes while processing).</P>\r
+<P>You have the possibility to manually\r
+save and load other job queues (this might be handy if you are\r
+working on different projects). For this simply use the <B>File menu</B>\r
+and click on <B>Load job queue</B> or <B>Save job queue</B>\r
+respectively. The same applies to templates.</P>\r
+  </body>\r
+</html>\r
+\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/plugin-architecture.html b/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/plugin-architecture.html
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+<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 3.2//EN">\r
+\r
+<html>\r
+  <head>\r
+    <meta name="generator" content="HTML Tidy, see www.w3.org">\r
+\r
+    <title></title>\r
+  </head>\r
+\r
+  <body>\r
+<H1>Plug-in architecture</H1>\r
+<H2>Introduction</H2>\r
+<P>While the Nexuiz Demo Recorder (NDR)\r
+saves you a lot of time, what many video editors still need to do is\r
+to transcode/convert/encode/you-name-it the resulting huge avi clip\r
+to another (lossless) format. Or, if you are not an editor but just a\r
+player who wants to distribute the recorded clip, unless you had\r
+Nexuiz encode the clip in the Ogg Theora codec (cl_capturevideo_ogg\r
+1), you might want to encode it in XviD, H.264 or some other lossy\r
+codec. For encoding people use all different kinds of tools. Some\r
+have a GUI, some don't. Some are available on just one platform, some\r
+are cross-platform to some extent. However, since this release the\r
+NDR is now able to also encode clips to whatever format you like by\r
+the use of <B>encoder plug-ins</B>. For this the NDR has been\r
+extended with a plug-in architecture that will look for plug-ins in\r
+the &ldquo;plugins&rdquo; folder. NDR plug-ins are basically just a\r
+bridge between the NDR application and an actual encoder. Examples\r
+for actual encoders are <B>VirtualDub</B> for MS Windows, or <B>mencoder</B>\r
+for Linux. What a plug-in will do is to assemble a command line that\r
+will execute this encoder and hand it the required parameters.</P>\r
+<H2>Extension is easy</H2>\r
+<P>In this release the NDR ships with\r
+just one plug-in: the VirtualDub plug-in. However, if you are a Java\r
+developer it is really easy for you to write your own plug-ins that\r
+will be able to handle whatever encoder you want to use. If you are\r
+interested, have a look into the <B>src</B> folder at the <B>Sample\r
+Plugin</B>. All you need to do is to implement an interface, edit\r
+some meta-information files and build a jar file that is being put\r
+into the <B>plugins</B> directory of the NDR.</P>\r
+<H2>Plug-in settings</H2>\r
+<P>Each plug-in allows the user to\r
+interact with it, by offering settings (or &ldquo;preferences&rdquo;).\r
+There are 2 kinds of settings:</P>\r
+<UL>\r
+       <LI><P>Global settings, which will be\r
+       shown in the File &rarr; Preferences dialog</P>\r
+       <LI><P>Job/template-specific settings,\r
+       which will be shown in the dialog you use when creating or editing\r
+       jobs or templates</P>\r
+</UL>\r
+<H2>Use plug-ins later on</H2>\r
+<P>In order to invoke the functionality\r
+of the plug-in you are not required to set up everything at the very\r
+beginning (before the clip has actually been recorded). Of course,\r
+you can do so, and in this case the job would be recorded and, right\r
+after that, be encoded as well. But you can also choose to have jobs\r
+recorded first, and then later when you see the need to encode them,\r
+edit the job settings (add your plug-in settings there), and then\r
+right-click the job and select &ldquo;just run the xyz plug-in&rdquo;.\r
+Basically this menu item will work on any job with status = <B>done</B>.</P>\r
+<P>Of course you may not move the\r
+recorded clip from the destination that you set up, because otherwise\r
+the plug-in would not find the file to encode it.</P>\r
+<H2>Error handling</H2>\r
+<P>In case something went wrong during\r
+the execution of the plug-in itself, you will see a &ldquo;plug-in\r
+error&rdquo; in the <B>status</B> column of the jobs table. Like for\r
+normal &ldquo;errors&rdquo;, you can right-click the job and click on\r
+&ldquo;show error message&rdquo; in order to see the error message of\r
+the plug-in. In case you can repair whatever went wrong, do so, then\r
+right-click the job and click on &ldquo;reset job status to <B>done</B>&rdquo;.\r
+Then you can run the plug-in again.</P>\r
+<P>If a plug-in appeared to do its job\r
+just fine but you suspect that something went wrong, you might want\r
+to have a look at the <B>logs</B> directory in the NDR folder.\r
+Depending on whether the one who created the plug-in implemented it,\r
+you might see log files which are basically text files containing the\r
+output of the encoder itself.</P>\r
+  </body>\r
+</html>\r
+\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/plugin-virtualdub.html b/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/plugin-virtualdub.html
new file mode 100644 (file)
index 0000000..9824ee7
--- /dev/null
@@ -0,0 +1,163 @@
+<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 3.2//EN">\r
+\r
+<html>\r
+  <head>\r
+    <meta name="generator" content="HTML Tidy, see www.w3.org">\r
+\r
+    <title></title>\r
+  </head>\r
+\r
+  <body>\r
+<H1>VirtualDub plug-in</H1>\r
+<H2>Introduction</H2>\r
+<P><B><U>Important:</U> Make sure that\r
+you read this documentation carefully in order to avoid mistakes!</B></P>\r
+<P>The prerequisite for using this\r
+plug-in is that you already familiar with the &ldquo;manual&rdquo;\r
+process of encoding clips with VirtualDub (<A HREF="http://www.virtualdub.org/">www.virtualdub.org</A>).\r
+The great thing about VirtualDub is that it offers both a graphical\r
+user interface (GUI), accessible via <B>virtualdub.exe</B>, and a\r
+command line interface (CLI), accessible via <B>vdub.exe</B>.</P>\r
+<H2>Step 1: create VDub configuration\r
+files (VCF)</H2>\r
+<P>Let's say we had a clip that we\r
+wanted to encode not only once, but twice &ndash; into different\r
+formats. Let's say that the first goal is to encode it to a loss-less\r
+Huffyuv clip, and the second goal is to encode it to a quality-based\r
+1-pass XviD clip using MP3 sound.</P>\r
+<P>What you need to do first is to open\r
+VirtualDub, set up the settings for one of the goals (by going into\r
+the video compression and audio compression dialogs) and then click\r
+on File &rarr; Save processing settings (CTRL+S). You will end up\r
+with saving a .vcf file somewhere on your hard drive &hellip;\r
+remember where you put it! After that, you'd set up the settings for\r
+your second goal and save these processing settings as well, as a new\r
+.vcf file.</P>\r
+<H2>Step 2: Enable and set up the VDub\r
+plug-in</H2>\r
+<P>First we need to set up the global\r
+settings of the plug-in. Go into the preferences dialog and enable\r
+the plug-in.</P>\r
+<P><img src="images/preferences_global_vdub.gif"/></P>\r
+<P>Use the &ldquo;...&rdquo; button to\r
+specify the path to the vdub.exe file. The setting <B>max number of\r
+VCFs per job</B> is important, because the number you put in there\r
+will influence how many VCF files you will be able to select in the\r
+<B>job dialog</B> (the dialog where you create or edit a\r
+job/template). For our example we need to set it to 2, but it doesn't\r
+matter if you choose a higher value. Since VDub will encode <B>two</B>\r
+files for us, we will have to tell VDub under which filenames to save\r
+them. You can select which approach you want to use by configuring\r
+the setting <B>output as suffix(0) or file(1)</B>. If you <B>don't</B>\r
+check the checkbox this means that you will enter a small part of the\r
+file name, the <B>suffix</B>, that will be put at the end of the\r
+original file name. E.g. if your original filename was\r
+&ldquo;C:\render\myVideoFile.avi&rdquo;, and the suffix is\r
+&ldquo;_huffyuv&rdquo;, the resulting file would be\r
+&ldquo;C:\render\myVideoFile_huffyuv.avi&rdquo;. However, if you\r
+checked that checkbox, you would instead get a &ldquo;...&rdquo;\r
+button that allows you to specify the filename for the resulting file\r
+manually (this is handy if you wanted to save the file to another\r
+folder for example).</P>\r
+<P>The <B>show extra options</B> setting\r
+will be explained at the end of this page.</P>\r
+<P>Let's now have a look at the dialog\r
+when editing a job</P>\r
+<H2>Step 3: Set up the job-specific\r
+settings</H2>\r
+<P>Open the job dialog.</P>\r
+<P><img src="images/edit_job_vdub.gif" />/P>\r
+<P>Let's ignore the 2 checkboxes at the\r
+top for a moment. What you will need to do is to specify the path to\r
+the 2 .vcf files you created previously in VirtualDub in step 1. Then\r
+you need to specify the suffix (or the file using the file-chooser)\r
+so that VDub knows where to save the encoded videos.</P>\r
+<H2>Step 4: Run the plug-in</H2>\r
+<UL>\r
+       <LI><P>If you had your job recorded\r
+       (without using the plug-in) then the status of the job will already\r
+       be &ldquo;<B>done&rdquo;</B> and you can right-click the job and run\r
+       the VirtualDub plug-in</P>\r
+       <LI><P>If the job has <B>not</B> been\r
+       recorded yet, just click on Start processing and wait for the result</P>\r
+</UL>\r
+<H2>Additional information</H2>\r
+<H3>Empty VCF paths</H3>\r
+<P>As you know you can specify any\r
+number in the <B>preferences dialog</B> for the setting <B>max number\r
+of VCFs per job</B>. In case of our example that consists of 2 jobs,\r
+if you selected 3 (or more) as max. number, and then opened the <B>job\r
+dialog</B>, you would see 3 fields each for the <B>path to VCF file</B>\r
+and <B>output file</B> setting. This, however, is not a problem. The\r
+plug-in will only execute those VCF jobs for which both the path to\r
+the VCF and the output file fields are filled with proper\r
+information.</P>\r
+<H3>VDub job control</H3>\r
+<P>You still don't know what the 2\r
+checkboxes in the <B>job dialog</B> at the top of the VDub settings\r
+mean. What you need to know is that VirtualDub is having its own &ldquo;job\r
+queue&rdquo;, which, however, is called <B>&ldquo;job control&rdquo;</B>.</P>\r
+<P>The following scenarios can make\r
+sense:</P>\r
+<UL>\r
+       <LI><P>Having <B>both</B> checkboxes\r
+       <B>enabled</B>: Each time a new NDR job is executed which has\r
+       VirtualDub jobs, the <B>job control</B> of VirtualDub will be\r
+       cleared. This means that if you had other, old things in there\r
+       (possibly when working with VirtualDub outside of the NDR) that\r
+       these will be deleted from VirtualDub's job control, before the new\r
+       jobs are added there. Checking the second checkbox means that after\r
+       adding one of the VirtualDub jobs from within the the NDR,\r
+       VirtualDub will actually encode them right away (which you will\r
+       want, at least under normal circumstances).</P>\r
+       <LI><P>Having <B>both</B> checkboxes\r
+       <B>disabled</B>: In this case the only thing the NDR would do would\r
+       be to add the two jobs to the job control of VirtualDub, but\r
+       VirtualDub won't be encoding them. They are just put into the queue.\r
+       This means that if you were to start the the graphical user\r
+       interface of VirtualDub after the NDR completed processing, and open\r
+       the Job Control (F4), you'd see these jobs &ldquo;waiting&rdquo;,\r
+       and you could render them by pressing the Start button in Virtual\r
+       Dub.</P>\r
+</UL>\r
+<P>The reason why these checkboxes exist\r
+is flexibility. I often want the NDR to record stuff over night,\r
+because during the recording process my PC is virtually unusable.\r
+However, encoding clips in VirtualDub is a task that, depending on\r
+the codec, can be done in the background and allows me to use the PC\r
+for other things. In this case I'd disable both checkboxes, have the\r
+NDR record all clips and add them to VirtualDub's job control, and\r
+then on the next day, I decide when and which jobs to encode into\r
+different formats from within the VirtualDub GUI.</P>\r
+<P>And btw, just to be clear, the <B>second</B>\r
+checkbox means that, <B>when enabled</B>, VirtualDub would actually\r
+start encoding <U><B>all</B></U> clips that have already been in\r
+VirtualDub's job control and that have not been encoded yet.</P>\r
+<H3>Extra options</H3>\r
+<P>If you selected the <B>show extra\r
+options</B> checkbox in the <B>preferences dialog</B>, you will\r
+notice that, in the <B>job dialog</B>, you got 2 additional\r
+settings/checkboxes for each VCF file. Their names are pretty much\r
+self-explanatory. I added these checkboxes because, after a scene was\r
+rendered, I usually have the clip encoded into a loss-less format\r
+(e.g. Huffyuv) right away. Since it is no problem to encode further\r
+things (e.g. compressed XviD movies) based on the Huffyuv clip\r
+(instead of always using the original avi file), enabling both these\r
+checkboxes for VCF 1 would mean that the 2<SUP>nd</SUP> (3<SUP>rd</SUP>,\r
+4<SUP>th</SUP> &hellip;) VCF jobs will be based on the\r
+huffyuv-encoded file, and I got rid of original, big video as well,\r
+saving hard disk space.</P>\r
+<H3>Trouble shooting</H3>\r
+<P>In case you suspect that the\r
+expected, encoded file(s) is somehow incorrect (or even missing),\r
+have a look at the <B>logs</B> directory in the NDR folder. You will\r
+see log-files with the following format:</P>\r
+<P>VirtualDub_NameOfTheJob_vcf1.log</P>\r
+<P>Instead of &ldquo;vcf1&rdquo; you\r
+might also find &ldquo;vcf2&rdquo;, &ldquo;vcf3&rdquo;... it\r
+specifies for which VCF file of that job the log file stands for.</P>\r
+<P><BR><BR>\r
+</P>\r
+  </body>\r
+</html>\r
+\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/preferences.html b/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/preferences.html
new file mode 100644 (file)
index 0000000..00a9c12
--- /dev/null
@@ -0,0 +1,64 @@
+<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 3.2//EN">\r
+\r
+<html>\r
+  <head>\r
+    <meta name="generator" content="HTML Tidy, see www.w3.org">\r
+\r
+    <title></title>\r
+  </head>\r
+\r
+  <body>\r
+    <H1>Preferences dialog</H1>\r
+<P>The preferences dialog allows you to\r
+change the behavior of the program in certain situaitons.</P>\r
+<P><img src="images/preferences_dialog.gif" /></P>\r
+<UL>\r
+       <LI><P><b>Overwrite final video\r
+       destination file if it exists:</b> This checkbox allows you to determine\r
+       whether the final destination video file (e.g.\r
+       <B>C:\render\fragOfTheMonth.avi</B>) should be overwritten by a job\r
+       if that file already existed from your harddrive. By default this\r
+       option is disabled. The program will, in this case, not overwrite\r
+       any existing files, but save the video file with a &ldquo;copyX&rdquo;\r
+       suffix, for example <B>C:\render\fragOfTheMonth_copy1.avi</B></P>\r
+       <LI><P><b>Disable rendering while\r
+       fast-forwarding:</b> As the Nexuiz demo recorder creates a cutted demo\r
+       that has slowmo-commands in it to fast-forward it to the desired\r
+       start time, the fast-forwarding process is often slowed down due to\r
+       the action taking place on your screen (and your graphic card\r
+       choking with the mere speed of the demo, e.g. during a &ldquo;slowmo\r
+       100&rdquo; period). However, there is a variable called r_render in\r
+       the engine which can be set to 0, which will disable any render\r
+       updates. This will speed up the fast-forwarding process massively.\r
+       Of course, r_render is being set to 1 a few seconds before start\r
+       time is reached.</P>\r
+       <LI><P><b>Disable sound while\r
+       fast-forwarding:</b> The value of the variable volume is saved and the\r
+       set to 0 right after the demo was loaded. The reason is that it can\r
+       be annoying to hear the in-game sounds while fast-forwarding.</P>\r
+       <LI><P><b>Fast-forward speed (first stage\r
+       or second stage):</b> The demo is fast-forwarded using two different\r
+       fast-forward speeds. In the first stage, when the start time is\r
+       still about a minute away, the &ldquo;first stage&rdquo; value is\r
+       used. Then, until 5 seconds before the start time, the &ldquo;second\r
+       stage&rdquo; value is used. You will only need to manipulate these\r
+       values if you discover that the final recorded video is inaccurate\r
+       when it comes to the time when the recording starts (e.g. when then\r
+       video recording starts too late, reduce these 2 values for first and\r
+       second stage a bit &ndash; you will have to experiment)</P>\r
+       <LI><P><b>Do not delete cut demos:</b> The\r
+       file name of the automatically created cut demo is like the original\r
+       name of your demo, but ends with &ldquo;_autocut.dem&rdquo;.\r
+       Normally this demo is created, being recorded from, and then deleted\r
+       again. If you enable this option the demo file is not deleted, and\r
+       you can inspect it with a Hex editor or whatever else you want to do\r
+       with it (maybe send it to a friend to have him record it?)</P>\r
+       <LI><P><b>Append this suffix to job-name when duplicating jobs:</b>\r
+       As you now have customizable job names it would probably be a bad idea to\r
+       give duplicated jobs the same name as the original jobs. This is why you can\r
+       set up a suffix that will be appended to the original job name.</P>\r
+\r
+</UL>\r
+  </body>\r
+</html>\r
+\r
diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/templates.html b/misc/tools/NexuizDemoRecorder/main/src/main/resources/help/html/templates.html
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+<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 3.2//EN">\r
+\r
+<html>\r
+  <head>\r
+    <meta name="generator" content="HTML Tidy, see www.w3.org">\r
+\r
+    <title></title>\r
+  </head>\r
+\r
+  <body>\r
+<H1>Templates</H1>\r
+<P>The Nexuiz demo recorder offers you\r
+templates that you can use to create new jobs (which are based on a\r
+template) more quickly and efficiently. Imagine these &quot;templates&quot;\r
+didn't exist ... you would always have to specify the complete path\r
+to the engine, the video file, the demo file, and the final video\r
+file &ndash; each single time when creating a job, from scratch. This\r
+would take a long time and would be inefficient.</P>\r
+<P>Instead you are encouraged to create\r
+templates. Templates can be created either from scratch (click on the\r
+<B>+ Create</B> button next to the template table) or from an\r
+existing job (select the job, then click on the button <B>Create from\r
+job</B>).</P>\r
+<P>The latter will just add a new entry\r
+in the templates table, without prompting you for any further\r
+information. The template's name and summary will be &quot;Generated\r
+from job&quot;, and you can change this by double-clicking this\r
+generated template, renaming it and giving it a meaningful summary,\r
+then click save. You will notice that all other values have been\r
+taken from the job and don't need to be filled out by you anymore.</P>\r
+<P>Here you can see the template dialog\r
+when creating a new template:</P>\r
+<P><img src="images/create_template.gif" /></P>\r
+<P>The dialog looks very much alike the\r
+&quot;create job&quot; dialog presented to you in the <a href="basic_tutorial.html#jobs_create">Basic\r
+tutorial</a>. There are a few differences, however:</P>\r
+<UL>\r
+       <LI><P>The dialog shows you a <B>template\r
+       name</B> and <B>description</B></P>\r
+       <LI><P>Instead of specifying a <B>demo\r
+       file</B> you are now specifying a <B>demo directory</B></P>\r
+       <LI><P>Instead of specifying a <B>video\r
+       destination file</B>, you now just specify the <B>directory</B></P>\r
+       <LI><P>You\r
+       don't specify a <B>start time</B> or <B>end time</B> for templates,\r
+       because these 2 input parameters are specific for each job and don't\r
+       make sense to be saved for a template</P>\r
+</UL>\r
+<P>Once you have a template you can\r
+create new jobs easily by selecting a template in the templates table\r
+and then click on the <B>Create from template</B> button in the jobs\r
+panel.\r
+</P>\r
+<H2>What could templates also be good\r
+for?</H2>\r
+<UL>\r
+       <LI><P>Using different configs for\r
+       recording (you can set a config to be used either in the &ldquo;engine\r
+       parameters&rdquo; field, e.g. <B>+exec myconfig.cfg</B>, or you\r
+       could put the <B>exec myconfig.cfg</B> into the &ldquo;exec before&rdquo;\r
+       field.</P>\r
+       <LI><P>Recording with different Nexuiz\r
+       engines to compare the visual quality</P>\r
+       <LI><P>Inspire me &hellip; what do you\r
+       use templates for? Post it to the forum!</P>\r
+</UL>\r
+  </body>\r
+</html>\r
+\r
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diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/icons/view_right_p.png b/misc/tools/NexuizDemoRecorder/main/src/main/resources/icons/view_right_p.png
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diff --git a/misc/tools/NexuizDemoRecorder/main/src/main/resources/jsmooth exe project.jsmooth b/misc/tools/NexuizDemoRecorder/main/src/main/resources/jsmooth exe project.jsmooth
new file mode 100644 (file)
index 0000000..c06f85b
--- /dev/null
@@ -0,0 +1,45 @@
+<?xml version="1.0" encoding="ISO-8859-1"?>
+<jsmoothproject>
+<JVMSearchPath>registry</JVMSearchPath>
+<JVMSearchPath>javahome</JVMSearchPath>
+<JVMSearchPath>jrepath</JVMSearchPath>
+<JVMSearchPath>jdkpath</JVMSearchPath>
+<JVMSearchPath>exepath</JVMSearchPath>
+<JVMSearchPath>jview</JVMSearchPath>
+<arguments></arguments>
+<classPath>..\..\..\..\..\Nexuiz Demo Recorder\Build v0.2\NexuizDemoRecorder-0.2.jar</classPath>
+<currentDirectory>${EXECUTABLEPATH}</currentDirectory>
+<embeddedJar>false</embeddedJar>
+<executableName>..\..\..\..\..\Nexuiz Demo Recorder\Build v0.2\NexuizDemoRecorder.exe</executableName>
+<iconLocation>..\..\..\..\..\..\temp\128x128\filesystems\folder_video.png</iconLocation>
+<initialMemoryHeap>-1</initialMemoryHeap>
+<mainClassName>com.nexuiz.demorecorder.main.Driver</mainClassName>
+<maximumMemoryHeap>-1</maximumMemoryHeap>
+<maximumVersion></maximumVersion>
+<minimumVersion>1.6</minimumVersion>
+<skeletonName>Windowed Wrapper</skeletonName>
+<skeletonProperties>
+<key>Message</key>
+<value>Java has not been found on your computer. Do you want to download it?</value>
+</skeletonProperties>
+<skeletonProperties>
+<key>URL</key>
+<value>http://www.java.com</value>
+</skeletonProperties>
+<skeletonProperties>
+<key>SingleProcess</key>
+<value>1</value>
+</skeletonProperties>
+<skeletonProperties>
+<key>SingleInstance</key>
+<value>1</value>
+</skeletonProperties>
+<skeletonProperties>
+<key>JniSmooth</key>
+<value>0</value>
+</skeletonProperties>
+<skeletonProperties>
+<key>Debug</key>
+<value>0</value>
+</skeletonProperties>
+</jsmoothproject>
diff --git a/misc/tools/NexuizDemoRecorder/plugins/sample/pom.xml b/misc/tools/NexuizDemoRecorder/plugins/sample/pom.xml
new file mode 100644 (file)
index 0000000..5854795
--- /dev/null
@@ -0,0 +1,35 @@
+<project xmlns="http://maven.apache.org/POM/4.0.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"\r
+       xsi:schemaLocation="http://maven.apache.org/POM/4.0.0 http://maven.apache.org/maven-v4_0_0.xsd">\r
+       <modelVersion>4.0.0</modelVersion>\r
+       <groupId>NexuizDemoRecorder</groupId>\r
+       <artifactId>SamplePlugin</artifactId>\r
+       <version>0.0.1-SNAPSHOT</version>\r
+       <dependencies>\r
+               <dependency>\r
+                       <groupId>NexuizDemoRecorder</groupId>\r
+                       <artifactId>NexuizDemoRecorder</artifactId>\r
+                       <version>0.3</version>\r
+                       <scope>provided</scope>\r
+               </dependency>\r
+       </dependencies>\r
+       <build>\r
+               <resources>\r
+                       <resource>\r
+                               <directory>src/main/resources</directory>\r
+                       </resource>\r
+               </resources>\r
+               <plugins>\r
+                       <plugin>\r
+                               <groupId>org.apache.maven.plugins</groupId>\r
+                               <artifactId>maven-compiler-plugin</artifactId>\r
+                               <version>2.0.2</version>\r
+                               <configuration>\r
+                                       <source>1.6</source>\r
+                                       <target>1.6</target>\r
+                               </configuration>\r
+                       </plugin>\r
+\r
+\r
+               </plugins>\r
+       </build>\r
+</project>
\ No newline at end of file
diff --git a/misc/tools/NexuizDemoRecorder/plugins/sample/src/main/java/com/nexuiz/demorecorder/application/plugins/impl/sample/SamplePlugin.java b/misc/tools/NexuizDemoRecorder/plugins/sample/src/main/java/com/nexuiz/demorecorder/application/plugins/impl/sample/SamplePlugin.java
new file mode 100644 (file)
index 0000000..72b0f73
--- /dev/null
@@ -0,0 +1,202 @@
+package com.nexuiz.demorecorder.application.plugins.impl.sample;\r
+\r
+import java.util.Properties;\r
+\r
+import com.nexuiz.demorecorder.application.DemoRecorderApplication;\r
+import com.nexuiz.demorecorder.application.jobs.RecordJob;\r
+import com.nexuiz.demorecorder.application.plugins.EncoderPlugin;\r
+import com.nexuiz.demorecorder.application.plugins.EncoderPluginException;\r
+\r
+/**\r
+ * This is a sample plug-in implementation. It does not really do anything, but it\r
+ * is supposed to show you how to implement a plug-in and where to do what.\r
+ * \r
+ * First of all, it is important that your final jar file (you can have Maven create\r
+ * it for you) contains the META-INF folder (it will have that one anyway), and within\r
+ * that folder you must have the folder "services", in which you must have a file called\r
+ * com.nexuiz.demorecorder.application.plugins.EncoderPlugin (this is the fully\r
+ * qualified name of the interface you need to implement, EncoderPlugin).\r
+ * This file needs to contain just one line: the fully qualified name to your\r
+ * implementation class!\r
+ * \r
+ * Okay. The Nexuiz Demo Recorder (NDR) gives your plug-in 2 kinds of possibilities to\r
+ * configure it ("set it up") from within the NDR. Configuring the plug-in is also \r
+ * referred to as "setting preferences". There are \r
+ * - Global preferences: these will be shown in the "Preferences" dialog of the NDR\r
+ * - Job-specific preferences: these will be shown in the dialog you get when creating\r
+ *   new jobs or templates, or when editing them\r
+ * \r
+ * Once the NDR loaded your plug-in, the first thing it will do is to call \r
+ * setApplicationLayer(), handing your plug-in the reference to the app-layer. Make sure that\r
+ * you save it in a private member variable!\r
+ * \r
+ * NDR will ask your plug-in to tell it about its global and job-specific preferences that exist.\r
+ * For each of these 2 kinds of preferences it will also ask you for the order in which you want\r
+ * these settings to appear in dialogs.\r
+ * \r
+ * The methods that ask you to return a Properties object: create a new Properties object and fill\r
+ * it with KEYS (that identify the setting), and VALUES (reasonable default values). The app-layer\r
+ * will save these "new" settings in the app_preferences.xml in the "settings" folder once NDR\r
+ * is closed (this applies only to the global settings!). That just means that, later on, to figure\r
+ * out whether the user changed settings from their default value, you need to ask the app-layer\r
+ * for its preferences object (that might have been manipulated by the user using the GUI) and look\r
+ * for "your" settings in that Properties object. A good example is the isEnabled() method.\r
+ */\r
+public class SamplePlugin implements EncoderPlugin {\r
+       \r
+       /**\r
+        *  Do not put the word "plug-in" in here, that would be redundant.\r
+        */\r
+       private static final String PLUGIN_NAME = "Sample";\r
+       \r
+       /**\r
+        * Here we store our preferences. It is not necessary that these are in a inner-class, do it in\r
+        * your way if you want.\r
+        */\r
+       private static class Preferences {\r
+               /*\r
+                * Lets start with GLOBAL settings which will be seen in the Preferences dialog of the NDR\r
+                */\r
+               public static final String ENABLED = "Enabled"; //we will need this! "Enabled" means that\r
+                                                                       //that the preferences dialog will show the exact word "Enabled"\r
+               \r
+               public static final String SAMPLE_SETTING = "Some sample setting";\r
+               \r
+               /*\r
+                * Now we define the order in which we want these to be shown.\r
+                */\r
+               public static final String[] GLOBAL_PREFERENCES_ORDER = {\r
+                       ENABLED,\r
+                       SAMPLE_SETTING\r
+               };\r
+               \r
+               //job-specific preferences\r
+               public static final String IN_USE_FOR_THIS_JOB = "Do something for this job";\r
+               \r
+               /*\r
+                * OK, so far we have actually only created labels. But we also need default values\r
+                * So let's have a function that sets the default values up.\r
+                */\r
+               public static Properties globalDefaultPreferences = new Properties();\r
+               public static void createPreferenceDefaultValues() {\r
+                       globalDefaultPreferences.setProperty(ENABLED, "false");\r
+                       globalDefaultPreferences.setProperty(SAMPLE_SETTING, "filechooser");\r
+                       /*\r
+                        * Note that the values for the defaults can be:\r
+                        * - "true" or "false", in this case the GUI will show a check-box\r
+                        * - "filechooser", in this case the GUI will show a button that allows the user to select\r
+                        *    a file\r
+                        * - anything else (also empty string if you like): will show a text field in the GUI\r
+                        *   (you are in charge of parsing it)\r
+                        */\r
+               }\r
+               \r
+       }\r
+       \r
+       private DemoRecorderApplication appLayer;\r
+       \r
+       /**\r
+        * You must only have a default constructor without parameters!\r
+        */\r
+       public SamplePlugin() {\r
+               Preferences.createPreferenceDefaultValues();\r
+       }\r
+\r
+       \r
+\r
+       @Override\r
+       public Properties getGlobalPreferences() {\r
+               return Preferences.globalDefaultPreferences;\r
+       }\r
+\r
+       @Override\r
+       public String[] getGlobalPreferencesOrder() {\r
+               return Preferences.GLOBAL_PREFERENCES_ORDER;\r
+       }\r
+\r
+       @Override\r
+       public Properties getJobSpecificPreferences() {\r
+               /*\r
+                * This method is called whenever the dialog to create new jobs/templates (or edit them)\r
+                * is opened. This means that you can dynamically create the returned Properties object\r
+                * if you like, or you could of course also return something static.\r
+                */\r
+               Properties preferences = new Properties();\r
+               preferences.setProperty(Preferences.IN_USE_FOR_THIS_JOB, "true");\r
+               return preferences;\r
+       }\r
+\r
+       @Override\r
+       public String[] getJobSpecificPreferencesOrder() {\r
+               String[] order = {Preferences.IN_USE_FOR_THIS_JOB};\r
+               return order;\r
+       }\r
+\r
+       @Override\r
+       public String getName() {\r
+               return PLUGIN_NAME;\r
+       }\r
+       \r
+       @Override\r
+       public void setApplicationLayer(DemoRecorderApplication appLayer) {\r
+               this.appLayer = appLayer;\r
+       }\r
+\r
+       @Override\r
+       public boolean isEnabled() {\r
+               /*\r
+                * Here we get the Properties object of the app-layer. Notice that this is actually a\r
+                * NDRPreferences object. It has a new method getProperty(String category, String key).\r
+                * The category is the name of our plug-in. The key is obviously our own ENABLED key.\r
+                */\r
+               String enabledString = this.appLayer.getPreferences().getProperty(PLUGIN_NAME, Preferences.ENABLED);\r
+               return Boolean.valueOf(enabledString);\r
+       }\r
+       \r
+       @Override\r
+       public void executeEncoder(RecordJob job) throws EncoderPluginException {\r
+               /*\r
+                * This is where the party gets started.\r
+                * Of course you need to check whether your plug-in is enabled by the user, and whether the\r
+                * job-specific settings are set correctly. So let's do this now:\r
+                */\r
+               if (!this.isEnabled()) {\r
+                       return;\r
+               }\r
+               \r
+               if (job.getActualVideoDestination() == null) {\r
+                       //should never happen... but just to make sure!\r
+                       throw new EncoderPluginException("Actual video destination is not set (should have been set when processing the job)");\r
+               }\r
+               \r
+               if (!job.getActualVideoDestination().exists()) {\r
+                       throw new EncoderPluginException("Could not locate recorded video file (source) at location "\r
+                                       + job.getActualVideoDestination().getAbsolutePath());\r
+               }\r
+               \r
+               //check for a job-specific setting ... this time we need it from the job:\r
+               Properties jobSpecificSettings = job.getEncoderPluginSettings(this);\r
+               String isEnabled = jobSpecificSettings.getProperty(Preferences.IN_USE_FOR_THIS_JOB);\r
+               if (!Boolean.valueOf(isEnabled)) {\r
+                       //the job does not want our plug-in to be executed, d'oh\r
+                       throw new EncoderPluginException("We are not enabled to do anything for this job :-(");\r
+                       //of course in a real implementation, instead of throwing an exception we'd just "return;"\r
+               }\r
+               \r
+               /*\r
+                * Now we can start doing the work. What you'll normally do is to construct a big string that you then have executed\r
+                * Have a look at the VirtualDub plug-in implementation to see how I did it.\r
+                * \r
+                * IMPORTANT: unless you parse the output of the console when executing a shell command (to check whether\r
+                * the encoder threw error messages at you), it is recommended that you create a log file of each job.\r
+                * The VirtualDub plug-in also provides an example of how to do that.\r
+                * \r
+                * Also notice the use of the EncoderPluginException. Whenever something goes wrong, throw this exception.\r
+                * Note that there is also another constructor EncoderPluginException(String message, Throwable t) where you\r
+                * can attach the original exception.\r
+                */\r
+       }\r
+\r
+       \r
+\r
+}\r
diff --git a/misc/tools/NexuizDemoRecorder/plugins/sample/src/main/resources/META-INF/services/com.nexuiz.demorecorder.application.plugins.EncoderPlugin b/misc/tools/NexuizDemoRecorder/plugins/sample/src/main/resources/META-INF/services/com.nexuiz.demorecorder.application.plugins.EncoderPlugin
new file mode 100644 (file)
index 0000000..b90fe46
--- /dev/null
@@ -0,0 +1 @@
+com.nexuiz.demorecorder.application.plugins.impl.sample.SamplePlugin\r
diff --git a/misc/tools/NexuizDemoRecorder/plugins/virtualdub/pom.xml b/misc/tools/NexuizDemoRecorder/plugins/virtualdub/pom.xml
new file mode 100644 (file)
index 0000000..5b1e476
--- /dev/null
@@ -0,0 +1,38 @@
+<project xmlns="http://maven.apache.org/POM/4.0.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
+       xsi:schemaLocation="http://maven.apache.org/POM/4.0.0 http://maven.apache.org/maven-v4_0_0.xsd">
+       <modelVersion>4.0.0</modelVersion>
+       <groupId>NexuizDemoRecorder</groupId>
+       <artifactId>VirtualDubPlugin</artifactId>
+       <packaging>jar</packaging>
+       <version>1.0</version>
+       <name>VirtualDubPlugin</name>
+       <url>http://maven.apache.org</url>
+       <dependencies>
+               <dependency>
+                       <groupId>NexuizDemoRecorder</groupId>
+                       <artifactId>NexuizDemoRecorder</artifactId>
+                       <version>0.3</version>
+                       <scope>provided</scope>
+               </dependency>
+       </dependencies>
+       <build>
+               <resources>
+                       <resource>
+                               <directory>src/main/resources</directory>
+                       </resource>
+               </resources>
+               <plugins>
+                       <plugin>
+                               <groupId>org.apache.maven.plugins</groupId>
+                               <artifactId>maven-compiler-plugin</artifactId>
+                               <version>2.0.2</version>
+                               <configuration>
+                                       <source>1.6</source>
+                                       <target>1.6</target>
+                               </configuration>
+                       </plugin>
+
+
+               </plugins>
+       </build>
+</project>
diff --git a/misc/tools/NexuizDemoRecorder/plugins/virtualdub/src/main/java/com/nexuiz/demorecorder/application/plugins/impl/virtualdub/VirtualDubPlugin.java b/misc/tools/NexuizDemoRecorder/plugins/virtualdub/src/main/java/com/nexuiz/demorecorder/application/plugins/impl/virtualdub/VirtualDubPlugin.java
new file mode 100644 (file)
index 0000000..6f95540
--- /dev/null
@@ -0,0 +1,355 @@
+package com.nexuiz.demorecorder.application.plugins.impl.virtualdub;\r
+\r
+import java.io.BufferedReader;\r
+import java.io.BufferedWriter;\r
+import java.io.File;\r
+import java.io.FileWriter;\r
+import java.io.IOException;\r
+import java.io.InputStreamReader;\r
+import java.util.ArrayList;\r
+import java.util.List;\r
+import java.util.Properties;\r
+\r
+import com.nexuiz.demorecorder.application.DemoRecorderApplication;\r
+import com.nexuiz.demorecorder.application.DemoRecorderException;\r
+import com.nexuiz.demorecorder.application.DemoRecorderUtils;\r
+import com.nexuiz.demorecorder.application.jobs.RecordJob;\r
+import com.nexuiz.demorecorder.application.plugins.EncoderPlugin;\r
+import com.nexuiz.demorecorder.application.plugins.EncoderPluginException;\r
+\r
+public class VirtualDubPlugin implements EncoderPlugin {\r
+       \r
+       private static final String PLUGIN_NAME = "Virtual Dub";\r
+       \r
+       private static class Preferences {\r
+               public static final String ENABLED = "Enabled";\r
+               public static final String VIRTUAL_DUB_BINARY_PATH = "Path to vdub.exe";\r
+               public static final String VCF_PER_JOB_LIMIT = "Max. number of VCFs per job";\r
+               public static final String OUTPUT_FILE_MODE = "Output as suffix (0) or file (1)";\r
+               public static final String EXTRA_OPTIONS = "Show extra options";\r
+               \r
+               public static final String[] GLOBAL_PREFERENCES_ORDER = {\r
+                       ENABLED,\r
+                       VIRTUAL_DUB_BINARY_PATH,\r
+                       VCF_PER_JOB_LIMIT,\r
+                       OUTPUT_FILE_MODE,\r
+                       EXTRA_OPTIONS\r
+               };\r
+               \r
+               //job-specific preferences\r
+               public static final String CLEAR_JOBCONTROL = "Clear VDub job control on first VCF";\r
+               public static final String RENDER_OUTPUT = "VDub renders queued jobs";\r
+               public static final String VCF_PATH = "Path to VCF file "; //x will be attached, e.g. "Path to VCF file 1"\r
+               public static final String OUTPUT_SUFFIX = "Suffix for output file "; //x will be attached, e.g. "Suffix for output file 1"\r
+               public static final String OUTPUT_FILE = "Output file "; //x will be attached\r
+               public static final String USE_ENCODED_VIDEO = "<HTML><BODY>Use encoded video from VCF "; //x will be attached\r
+               public static final String USE_ENCODED_VIDEO_2 = "<BR>for consecutive VCFs</BODY></HTML>";\r
+               public static final String DELETE_ORIG_FILE = "Delete orig. file after processing VCF "; //x will be attached\r
+       }\r
+       \r
+       private DemoRecorderApplication appLayer = null;\r
+       private Properties globalDefaultPreferences = new Properties();\r
+       \r
+       public VirtualDubPlugin() {\r
+               this.createPreferenceDefaultValues();\r
+       }\r
+\r
+       @Override\r
+       public void executeEncoder(RecordJob job) throws EncoderPluginException {\r
+               this.checkAppLayer();\r
+               if (!this.isEnabled()) {\r
+                       return;\r
+               }\r
+               \r
+               if (job.getActualVideoDestination() == null) {\r
+                       //should never happen... but just to make sure!\r
+                       throw new EncoderPluginException("Actual video destination is not set (should have been set when processing the job)");\r
+               }\r
+               \r
+               if (!job.getActualVideoDestination().exists()) {\r
+                       throw new EncoderPluginException("Could not locate video file (source) at location "\r
+                                       + job.getActualVideoDestination().getAbsolutePath());\r
+               }\r
+               \r
+               String limitStr = this.appLayer.getPreferences().getProperty(this.getName(), Preferences.VCF_PER_JOB_LIMIT);\r
+               int vcfCounter;\r
+               try {\r
+                       vcfCounter = Integer.valueOf(limitStr);\r
+               } catch (NumberFormatException e) {\r
+                       throw new EncoderPluginException("Invalid value \"" + limitStr + "\" for setting " + Preferences.VCF_PER_JOB_LIMIT);\r
+               }\r
+               \r
+               //check vdub.exe\r
+               String vDubBinary = this.appLayer.getPreferences().getProperty(this.getName(), Preferences.VIRTUAL_DUB_BINARY_PATH);\r
+               File vDubBinaryFile = new File(vDubBinary);\r
+               if (!vDubBinaryFile.exists() || !vDubBinaryFile.canExecute()) {\r
+                       throw new EncoderPluginException("Invalid location for the vdub.exe: " + vDubBinary);\r
+               }\r
+               \r
+               this.doEncoding(job, vcfCounter);\r
+       }\r
+\r
+       @Override\r
+       public Properties getGlobalPreferences() {\r
+               return this.globalDefaultPreferences;\r
+       }\r
+\r
+       @Override\r
+       public String[] getGlobalPreferencesOrder() {\r
+               return Preferences.GLOBAL_PREFERENCES_ORDER;\r
+       }\r
+\r
+       @Override\r
+       public Properties getJobSpecificPreferences() {\r
+               this.checkAppLayer();\r
+               Properties jobSpecificPreferences = new Properties();\r
+               \r
+               //static properties\r
+               jobSpecificPreferences.setProperty(Preferences.CLEAR_JOBCONTROL, "true");\r
+               jobSpecificPreferences.setProperty(Preferences.RENDER_OUTPUT, "true");\r
+               \r
+               //dynamic properties\r
+               String limitStr = this.appLayer.getPreferences().getProperty(this.getName(), Preferences.VCF_PER_JOB_LIMIT);\r
+               try {\r
+                       int limit = Integer.valueOf(limitStr);\r
+                       if (limit > 0) {\r
+                               for (int i = 1; i <= limit; i++) {\r
+                                       jobSpecificPreferences.setProperty(Preferences.VCF_PATH + i, "filechooser");\r
+                                       if (Boolean.valueOf(this.appLayer.getPreferences().getProperty(this.getName(), Preferences.OUTPUT_FILE_MODE))) {\r
+                                               //filechooser\r
+                                               jobSpecificPreferences.setProperty(Preferences.OUTPUT_FILE + i, "filechooser");\r
+                                       } else {\r
+                                               //suffix\r
+                                               jobSpecificPreferences.setProperty(Preferences.OUTPUT_SUFFIX + i, "_vdub" + i);\r
+                                       }\r
+                                       \r
+                                       if (Boolean.valueOf(this.appLayer.getPreferences().getProperty(this.getName(), Preferences.EXTRA_OPTIONS))) {\r
+                                               String useEncStringKey = Preferences.USE_ENCODED_VIDEO + i + Preferences.USE_ENCODED_VIDEO_2;\r
+                                               jobSpecificPreferences.setProperty(useEncStringKey, "false");\r
+                                               jobSpecificPreferences.setProperty(Preferences.DELETE_ORIG_FILE + i, "false");\r
+                                       }\r
+                               }\r
+                       }\r
+               } catch (NumberFormatException e) {\r
+                       throw new DemoRecorderException("Invalid value \"" + limitStr + "\" for setting " + Preferences.VCF_PER_JOB_LIMIT);\r
+               }\r
+               \r
+               return jobSpecificPreferences;\r
+       }\r
+       \r
+       @Override\r
+       public String[] getJobSpecificPreferencesOrder() {\r
+               this.checkAppLayer();\r
+               List<String> preferencesOrderList = new ArrayList<String>();\r
+               \r
+               //static properties\r
+               preferencesOrderList.add(Preferences.CLEAR_JOBCONTROL);\r
+               preferencesOrderList.add(Preferences.RENDER_OUTPUT);\r
+               \r
+               //dynamic properties\r
+               String limitStr = this.appLayer.getPreferences().getProperty(this.getName(), Preferences.VCF_PER_JOB_LIMIT);\r
+               try {\r
+                       int limit = Integer.valueOf(limitStr);\r
+                       if (limit > 0) {\r
+                               for (int i = 1; i <= limit; i++) {\r
+                                       preferencesOrderList.add(Preferences.VCF_PATH + i);\r
+                                       if (Boolean.valueOf(this.appLayer.getPreferences().getProperty(this.getName(), Preferences.OUTPUT_FILE_MODE))) {\r
+                                               //filechooser\r
+                                               preferencesOrderList.add(Preferences.OUTPUT_FILE + i);\r
+                                       } else {\r
+                                               //suffix\r
+                                               preferencesOrderList.add(Preferences.OUTPUT_SUFFIX + i);\r
+                                       }\r
+                                       \r
+                                       if (Boolean.valueOf(this.appLayer.getPreferences().getProperty(this.getName(), Preferences.EXTRA_OPTIONS))) {\r
+                                               String useEncStringKey = Preferences.USE_ENCODED_VIDEO + i + Preferences.USE_ENCODED_VIDEO_2;\r
+                                               preferencesOrderList.add(useEncStringKey);\r
+                                               preferencesOrderList.add(Preferences.DELETE_ORIG_FILE + i);\r
+                                       }\r
+                               }\r
+                       }\r
+               } catch (NumberFormatException e) {\r
+                       throw new DemoRecorderException("Invalid value \"" + limitStr + "\" for setting " + Preferences.VCF_PER_JOB_LIMIT);\r
+               }\r
+               \r
+               Object[] arr = preferencesOrderList.toArray();\r
+               String[] stringArr = new String[arr.length];\r
+               for (int i = 0; i < arr.length; i++) {\r
+                       stringArr[i] = (String) arr[i];\r
+               }\r
+               \r
+               return stringArr;\r
+       }\r
+\r
+       @Override\r
+       public String getName() {\r
+               return PLUGIN_NAME;\r
+       }\r
+\r
+       @Override\r
+       public boolean isEnabled() {\r
+               this.checkAppLayer();\r
+               String enabledString = this.appLayer.getPreferences().getProperty(this.getName(), Preferences.ENABLED);\r
+               return Boolean.valueOf(enabledString);\r
+       }\r
+\r
+       @Override\r
+       public void setApplicationLayer(DemoRecorderApplication appLayer) {\r
+               this.appLayer = appLayer;\r
+       }\r
+       \r
+       private void checkAppLayer() {\r
+               if (this.appLayer == null) {\r
+                       throw new DemoRecorderException("Error in plugin " + PLUGIN_NAME + "! Application layer not set!");\r
+               }\r
+       }\r
+       \r
+       private void createPreferenceDefaultValues() {\r
+               this.globalDefaultPreferences.setProperty(Preferences.ENABLED, "false");\r
+               this.globalDefaultPreferences.setProperty(Preferences.VIRTUAL_DUB_BINARY_PATH, "filechooser");\r
+               this.globalDefaultPreferences.setProperty(Preferences.VCF_PER_JOB_LIMIT, "1");\r
+               this.globalDefaultPreferences.setProperty(Preferences.OUTPUT_FILE_MODE, "false");\r
+               this.globalDefaultPreferences.setProperty(Preferences.EXTRA_OPTIONS, "false");\r
+       }\r
+       \r
+       private void doEncoding(RecordJob job, int vcfCounter) throws EncoderPluginException {\r
+               boolean firstValidVCF = true;\r
+               for (int i = 1; i <= vcfCounter; i++) {\r
+                       Properties jobSpecificSettings = job.getEncoderPluginSettings(this);\r
+                       String path = jobSpecificSettings.getProperty(Preferences.VCF_PATH + i);\r
+                       if (path != null) {\r
+                               File vcfFile = new File(path);\r
+                               if (vcfFile.exists()) {\r
+                                       if (Boolean.valueOf(this.appLayer.getPreferences().getProperty(this.getName(), Preferences.OUTPUT_FILE_MODE))) {\r
+                                               //filechooser\r
+                                               String outputPath = jobSpecificSettings.getProperty(Preferences.OUTPUT_FILE + i, "filechooser");\r
+                                               if (outputPath == null || outputPath.equals("") || outputPath.equals("filechoose")) {\r
+                                                       //user has not yet selected a file\r
+                                                       continue;\r
+                                               }\r
+                                       } else {\r
+                                               //suffix\r
+                                               String suffix = jobSpecificSettings.getProperty(Preferences.OUTPUT_SUFFIX + i);\r
+                                               if (suffix == null || suffix.equals("")) {\r
+                                                       continue;\r
+                                               }\r
+                                       }\r
+                                       BufferedWriter logWriter = this.getLogWriter(job.getJobName(), i);\r
+                                       this.executeVDub(job, i, firstValidVCF, logWriter);\r
+                                       firstValidVCF = false;\r
+                               }\r
+                       }\r
+               }\r
+       }\r
+       \r
+       private void executeVDub(RecordJob job, int index, boolean firstValidVCF, BufferedWriter logWriter) throws EncoderPluginException {\r
+               String shellString = "";\r
+               Properties jobSpecificSettings = job.getEncoderPluginSettings(this);\r
+               File vcfFile = new File(jobSpecificSettings.getProperty(Preferences.VCF_PATH + index));\r
+               File sourceFile = job.getActualVideoDestination();\r
+               \r
+               String vDubBinary = this.appLayer.getPreferences().getProperty(this.getName(), Preferences.VIRTUAL_DUB_BINARY_PATH);\r
+               shellString += '"' + vDubBinary.trim() + '"';\r
+               \r
+               shellString += " /s " + '"' + vcfFile.getAbsolutePath() + '"';\r
+               \r
+               boolean clearJobControl = Boolean.valueOf(jobSpecificSettings.getProperty(Preferences.CLEAR_JOBCONTROL, "true"));\r
+               if (clearJobControl && firstValidVCF) {\r
+                       shellString += " /c";\r
+               }\r
+               \r
+               String outputFilePath = this.getOutputFilePath(job, index);\r
+               File outputFile = new File(outputFilePath);\r
+               shellString += " /p " + '"' + sourceFile.getAbsolutePath() + '"';\r
+               shellString += " " + '"' + outputFilePath + '"';\r
+               \r
+               boolean renderOutput = Boolean.valueOf(jobSpecificSettings.getProperty(Preferences.RENDER_OUTPUT, "true"));\r
+               if (renderOutput) {\r
+                       shellString += " /r";\r
+               }\r
+               \r
+               shellString += " /x";\r
+               \r
+               try {\r
+                       logWriter.write("Executing commandline: " + shellString);\r
+                       logWriter.newLine();\r
+                       File vdubDir = new File(vDubBinary).getParentFile();\r
+                       Process vDubProc;\r
+                       vDubProc = Runtime.getRuntime().exec(shellString, null, vdubDir);\r
+                       vDubProc.getOutputStream();\r
+                       InputStreamReader isr = new InputStreamReader(vDubProc.getInputStream());\r
+                       BufferedReader bufferedInputStream = new BufferedReader(isr);\r
+                       String currentLine;\r
+                       while ((currentLine = bufferedInputStream.readLine()) != null) {\r
+                               logWriter.write(currentLine);\r
+                               logWriter.newLine();\r
+                       }\r
+                       InputStreamReader isrErr = new InputStreamReader(vDubProc.getErrorStream());\r
+                       BufferedReader bufferedInputStreamErr = new BufferedReader(isrErr);\r
+                       while ((currentLine = bufferedInputStreamErr.readLine()) != null) {\r
+                               logWriter.write(currentLine);\r
+                               logWriter.newLine();\r
+                       }\r
+                       logWriter.close();\r
+                       \r
+               } catch (IOException e) {\r
+                       throw new EncoderPluginException("I/O Exception occurred when trying to execute the VDub binary or logging output", e);\r
+               }\r
+               \r
+               //extra options: replace original video with encoded one, possibly delete original one\r
+               if (Boolean.valueOf(this.appLayer.getPreferences().getProperty(this.getName(), Preferences.EXTRA_OPTIONS))) {\r
+                       String useEncStringKey = Preferences.USE_ENCODED_VIDEO + index + Preferences.USE_ENCODED_VIDEO_2;\r
+                       String useEncVideo = jobSpecificSettings.getProperty(useEncStringKey);\r
+                       File origFile = job.getActualVideoDestination();\r
+                       if (useEncVideo != null && Boolean.valueOf(useEncVideo)) {\r
+                               job.setActualVideoDestination(outputFile);\r
+                       }\r
+                       \r
+                       String deleteOrigFile = jobSpecificSettings.getProperty(Preferences.DELETE_ORIG_FILE + index);\r
+                       if (deleteOrigFile != null && Boolean.valueOf(deleteOrigFile)) {\r
+                               //only delete the original file if the encoded one exists:\r
+                               if (outputFile.exists() && outputFile.length() > 0) {\r
+                                       origFile.delete();\r
+                               }\r
+                       }\r
+               }\r
+       }\r
+       \r
+       private String getOutputFilePath(RecordJob job, int index) {\r
+               File sourceFile = job.getActualVideoDestination();\r
+               String ext = DemoRecorderUtils.getFileExtension(sourceFile);\r
+               String outputFilePath;\r
+               Properties jobSpecificSettings = job.getEncoderPluginSettings(this);\r
+               if (Boolean.valueOf(this.appLayer.getPreferences().getProperty(this.getName(), Preferences.OUTPUT_FILE_MODE))) {\r
+                       //filechooser\r
+                       outputFilePath = jobSpecificSettings.getProperty(Preferences.OUTPUT_FILE + index);\r
+               } else {\r
+                       //suffix\r
+                       outputFilePath = sourceFile.getAbsolutePath();\r
+                       String suffix = jobSpecificSettings.getProperty(Preferences.OUTPUT_SUFFIX + index);\r
+                       int idx = outputFilePath.indexOf("." + ext);\r
+                       outputFilePath = outputFilePath.substring(0, idx);\r
+                       outputFilePath += suffix + "." + ext;\r
+               }\r
+               \r
+               return outputFilePath;\r
+       }\r
+       \r
+       private BufferedWriter getLogWriter(String jobName, int vcfIndex) throws EncoderPluginException {\r
+               File logDir = DemoRecorderUtils.computeLocalFile(DemoRecorderApplication.LOGS_DIRNAME, "");\r
+               if (jobName == null || jobName.equals("")) {\r
+                       jobName = "unnamed_job";\r
+               }\r
+               String path = logDir.getAbsolutePath() + File.separator + PLUGIN_NAME + '_' + jobName + '_' + "vcf" + vcfIndex + ".log";\r
+               File logFile = new File(path);\r
+               if (!DemoRecorderUtils.attemptFileCreation(logFile)) {\r
+                       throw new EncoderPluginException("Could not create log file for VDub job at location: " + path);\r
+               }\r
+               try {\r
+                       FileWriter fileWriter = new FileWriter(logFile);\r
+                       return new BufferedWriter(fileWriter);\r
+               } catch (IOException e) {\r
+                       throw new EncoderPluginException("Could not create log file for VDub job at location: " + path, e);\r
+               }\r
+       }\r
+}\r
diff --git a/misc/tools/NexuizDemoRecorder/plugins/virtualdub/src/main/resources/META-INF/services/com.nexuiz.demorecorder.application.plugins.EncoderPlugin b/misc/tools/NexuizDemoRecorder/plugins/virtualdub/src/main/resources/META-INF/services/com.nexuiz.demorecorder.application.plugins.EncoderPlugin
new file mode 100644 (file)
index 0000000..4292f93
--- /dev/null
@@ -0,0 +1 @@
+com.nexuiz.demorecorder.application.plugins.impl.virtualdub.VirtualDubPlugin\r
diff --git a/misc/tools/ObjToMap/objtomap/AutoTexturingEntry.java b/misc/tools/ObjToMap/objtomap/AutoTexturingEntry.java
new file mode 100644 (file)
index 0000000..71b3f16
--- /dev/null
@@ -0,0 +1,11 @@
+package objtomap;
+
+public class AutoTexturingEntry {
+    public double angle;
+    public String texturename;
+    
+    public AutoTexturingEntry() {
+        angle = 0.0;
+        texturename = "common/caulk";
+    }
+}
diff --git a/misc/tools/ObjToMap/objtomap/Configuration.java b/misc/tools/ObjToMap/objtomap/Configuration.java
new file mode 100644 (file)
index 0000000..c3c021f
--- /dev/null
@@ -0,0 +1,23 @@
+
+package objtomap;
+
+import java.util.Vector;
+
+public class Configuration {
+    
+    public double brush_thickness, scale, texture_scale, minz;
+    public boolean detail, autotexture, simpleterrain;
+    public String objfile, mapfile;
+    public Vector autotexturing;
+    
+    
+    /** Creates a new instance of Configuration */
+    public Configuration() {
+        brush_thickness = 4.0;
+        texture_scale = 0.5;
+        scale = 128.0;
+        detail = true;
+        autotexturing = new Vector();
+    }
+    
+}
diff --git a/misc/tools/ObjToMap/objtomap/JFrameMain.form b/misc/tools/ObjToMap/objtomap/JFrameMain.form
new file mode 100644 (file)
index 0000000..d681750
--- /dev/null
@@ -0,0 +1,348 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+
+<Form version="1.3" type="org.netbeans.modules.form.forminfo.JFrameFormInfo">
+  <Properties>
+    <Property name="defaultCloseOperation" type="int" value="3"/>
+    <Property name="title" type="java.lang.String" value="ObjToMap"/>
+  </Properties>
+  <SyntheticProperties>
+    <SyntheticProperty name="formSizePolicy" type="int" value="1"/>
+  </SyntheticProperties>
+  <AuxValues>
+    <AuxValue name="FormSettings_generateMnemonicsCode" type="java.lang.Boolean" value="false"/>
+    <AuxValue name="FormSettings_layoutCodeTarget" type="java.lang.Integer" value="2"/>
+    <AuxValue name="FormSettings_listenerGenerationStyle" type="java.lang.Integer" value="0"/>
+    <AuxValue name="FormSettings_variablesLocal" type="java.lang.Boolean" value="false"/>
+    <AuxValue name="FormSettings_variablesModifier" type="java.lang.Integer" value="2"/>
+  </AuxValues>
+
+  <Layout>
+    <DimensionLayout dim="0">
+      <Group type="103" groupAlignment="0" attributes="0">
+          <Group type="102" alignment="1" attributes="0">
+              <EmptySpace max="-2" attributes="0"/>
+              <Group type="103" groupAlignment="1" attributes="0">
+                  <Component id="jPanel4" alignment="0" max="32767" attributes="0"/>
+                  <Component id="jPanel3" alignment="0" max="32767" attributes="0"/>
+                  <Component id="jPanel2" alignment="0" max="32767" attributes="0"/>
+                  <Component id="jPanel1" alignment="0" max="32767" attributes="0"/>
+                  <Component id="jButtonStart" alignment="1" min="-2" max="-2" attributes="0"/>
+              </Group>
+              <EmptySpace max="-2" attributes="0"/>
+          </Group>
+      </Group>
+    </DimensionLayout>
+    <DimensionLayout dim="1">
+      <Group type="103" groupAlignment="0" attributes="0">
+          <Group type="102" alignment="0" attributes="0">
+              <EmptySpace max="-2" attributes="0"/>
+              <Component id="jPanel1" min="-2" max="-2" attributes="0"/>
+              <EmptySpace max="-2" attributes="0"/>
+              <Component id="jPanel2" min="-2" max="-2" attributes="0"/>
+              <EmptySpace max="-2" attributes="0"/>
+              <Component id="jPanel3" min="-2" max="-2" attributes="0"/>
+              <EmptySpace max="-2" attributes="0"/>
+              <Component id="jPanel4" max="32767" attributes="0"/>
+              <EmptySpace max="-2" attributes="0"/>
+              <Component id="jButtonStart" min="-2" max="-2" attributes="0"/>
+              <EmptySpace max="-2" attributes="0"/>
+          </Group>
+      </Group>
+    </DimensionLayout>
+  </Layout>
+  <SubComponents>
+    <Container class="javax.swing.JPanel" name="jPanel1">
+      <Properties>
+        <Property name="border" type="javax.swing.border.Border" editor="org.netbeans.modules.form.editors2.BorderEditor">
+          <Border info="org.netbeans.modules.form.compat2.border.TitledBorderInfo">
+            <TitledBorder title="Input File (.obj)"/>
+          </Border>
+        </Property>
+      </Properties>
+
+      <Layout>
+        <DimensionLayout dim="0">
+          <Group type="103" groupAlignment="0" attributes="0">
+              <Group type="102" alignment="1" attributes="0">
+                  <EmptySpace max="-2" attributes="0"/>
+                  <Component id="jTextFieldInputFile" pref="477" max="32767" attributes="0"/>
+                  <EmptySpace max="-2" attributes="0"/>
+                  <Component id="jButtonSelectInputFile" min="-2" max="-2" attributes="0"/>
+                  <EmptySpace max="-2" attributes="0"/>
+              </Group>
+          </Group>
+        </DimensionLayout>
+        <DimensionLayout dim="1">
+          <Group type="103" groupAlignment="0" attributes="0">
+              <Group type="102" attributes="0">
+                  <Group type="103" groupAlignment="0" attributes="0">
+                      <Component id="jButtonSelectInputFile" alignment="0" min="-2" max="-2" attributes="0"/>
+                      <Component id="jTextFieldInputFile" alignment="0" min="-2" max="-2" attributes="0"/>
+                  </Group>
+                  <EmptySpace max="32767" attributes="0"/>
+              </Group>
+          </Group>
+        </DimensionLayout>
+      </Layout>
+      <SubComponents>
+        <Component class="javax.swing.JTextField" name="jTextFieldInputFile">
+          <Events>
+            <EventHandler event="focusLost" listener="java.awt.event.FocusListener" parameters="java.awt.event.FocusEvent" handler="jTextFieldInputFileFocusLost"/>
+          </Events>
+        </Component>
+        <Component class="javax.swing.JButton" name="jButtonSelectInputFile">
+          <Properties>
+            <Property name="text" type="java.lang.String" value="Select file"/>
+          </Properties>
+          <Events>
+            <EventHandler event="actionPerformed" listener="java.awt.event.ActionListener" parameters="java.awt.event.ActionEvent" handler="jButtonSelectInputFileActionPerformed"/>
+          </Events>
+        </Component>
+      </SubComponents>
+    </Container>
+    <Container class="javax.swing.JPanel" name="jPanel2">
+      <Properties>
+        <Property name="border" type="javax.swing.border.Border" editor="org.netbeans.modules.form.editors2.BorderEditor">
+          <Border info="org.netbeans.modules.form.compat2.border.TitledBorderInfo">
+            <TitledBorder title="Output File (.map)"/>
+          </Border>
+        </Property>
+      </Properties>
+
+      <Layout>
+        <DimensionLayout dim="0">
+          <Group type="103" groupAlignment="0" attributes="0">
+              <Group type="102" alignment="1" attributes="0">
+                  <EmptySpace max="-2" attributes="0"/>
+                  <Component id="jTextFieldOutputFile" pref="477" max="32767" attributes="0"/>
+                  <EmptySpace max="-2" attributes="0"/>
+                  <Component id="jButtonSelectOutputFile" min="-2" max="-2" attributes="0"/>
+                  <EmptySpace max="-2" attributes="0"/>
+              </Group>
+          </Group>
+        </DimensionLayout>
+        <DimensionLayout dim="1">
+          <Group type="103" groupAlignment="0" attributes="0">
+              <Group type="102" attributes="0">
+                  <Group type="103" groupAlignment="0" attributes="0">
+                      <Component id="jTextFieldOutputFile" min="-2" max="-2" attributes="0"/>
+                      <Component id="jButtonSelectOutputFile" alignment="0" min="-2" max="-2" attributes="0"/>
+                  </Group>
+                  <EmptySpace max="32767" attributes="0"/>
+              </Group>
+          </Group>
+        </DimensionLayout>
+      </Layout>
+      <SubComponents>
+        <Component class="javax.swing.JTextField" name="jTextFieldOutputFile">
+          <Events>
+            <EventHandler event="focusLost" listener="java.awt.event.FocusListener" parameters="java.awt.event.FocusEvent" handler="jTextFieldOutputFileFocusLost"/>
+          </Events>
+        </Component>
+        <Component class="javax.swing.JButton" name="jButtonSelectOutputFile">
+          <Properties>
+            <Property name="text" type="java.lang.String" value="Select file"/>
+          </Properties>
+          <Events>
+            <EventHandler event="actionPerformed" listener="java.awt.event.ActionListener" parameters="java.awt.event.ActionEvent" handler="jButtonSelectOutputFileActionPerformed"/>
+          </Events>
+        </Component>
+      </SubComponents>
+    </Container>
+    <Container class="javax.swing.JPanel" name="jPanel3">
+      <Properties>
+        <Property name="border" type="javax.swing.border.Border" editor="org.netbeans.modules.form.editors2.BorderEditor">
+          <Border info="org.netbeans.modules.form.compat2.border.TitledBorderInfo">
+            <TitledBorder title="Configuration"/>
+          </Border>
+        </Property>
+      </Properties>
+
+      <Layout>
+        <DimensionLayout dim="0">
+          <Group type="103" groupAlignment="0" attributes="0">
+              <Group type="102" attributes="0">
+                  <EmptySpace max="-2" attributes="0"/>
+                  <Group type="103" groupAlignment="0" attributes="0">
+                      <Group type="102" attributes="0">
+                          <Group type="103" groupAlignment="1" attributes="0">
+                              <Component id="jLabel2" alignment="1" min="-2" max="-2" attributes="0"/>
+                              <Component id="jLabel1" alignment="1" min="-2" max="-2" attributes="0"/>
+                          </Group>
+                          <EmptySpace max="-2" attributes="0"/>
+                          <Group type="103" groupAlignment="0" max="-2" attributes="0">
+                              <Component id="jTextFieldScale" max="32767" attributes="1"/>
+                              <Component id="jTextFieldThickness" alignment="0" pref="56" max="32767" attributes="1"/>
+                          </Group>
+                          <EmptySpace min="-2" pref="29" max="-2" attributes="0"/>
+                          <Component id="jLabel3" min="-2" max="-2" attributes="0"/>
+                          <EmptySpace min="12" pref="12" max="-2" attributes="0"/>
+                          <Component id="jTextFieldTextureScale" min="-2" pref="58" max="-2" attributes="0"/>
+                      </Group>
+                      <Component id="jCheckDetail" alignment="0" min="-2" max="-2" attributes="0"/>
+                  </Group>
+                  <EmptySpace pref="234" max="32767" attributes="0"/>
+              </Group>
+          </Group>
+        </DimensionLayout>
+        <DimensionLayout dim="1">
+          <Group type="103" groupAlignment="0" attributes="0">
+              <Group type="102" alignment="0" attributes="0">
+                  <Group type="103" groupAlignment="3" attributes="0">
+                      <Component id="jLabel1" alignment="3" min="-2" max="-2" attributes="0"/>
+                      <Component id="jTextFieldThickness" alignment="3" min="-2" max="-2" attributes="0"/>
+                      <Component id="jLabel3" alignment="3" min="-2" max="-2" attributes="0"/>
+                      <Component id="jTextFieldTextureScale" alignment="3" min="-2" max="-2" attributes="0"/>
+                  </Group>
+                  <EmptySpace max="-2" attributes="0"/>
+                  <Group type="103" groupAlignment="3" attributes="0">
+                      <Component id="jLabel2" alignment="3" min="-2" max="-2" attributes="0"/>
+                      <Component id="jTextFieldScale" alignment="3" min="-2" max="-2" attributes="0"/>
+                  </Group>
+                  <EmptySpace pref="19" max="32767" attributes="0"/>
+                  <Component id="jCheckDetail" min="-2" max="-2" attributes="0"/>
+                  <EmptySpace max="-2" attributes="0"/>
+              </Group>
+          </Group>
+        </DimensionLayout>
+      </Layout>
+      <SubComponents>
+        <Component class="javax.swing.JLabel" name="jLabel1">
+          <Properties>
+            <Property name="text" type="java.lang.String" value="Brush thickness:"/>
+          </Properties>
+        </Component>
+        <Component class="javax.swing.JLabel" name="jLabel2">
+          <Properties>
+            <Property name="text" type="java.lang.String" value="Model scale:"/>
+          </Properties>
+        </Component>
+        <Component class="javax.swing.JCheckBox" name="jCheckDetail">
+          <Properties>
+            <Property name="text" type="java.lang.String" value="Make generated brushes detail"/>
+            <Property name="border" type="javax.swing.border.Border" editor="org.netbeans.modules.form.editors2.BorderEditor">
+              <Border info="org.netbeans.modules.form.compat2.border.EmptyBorderInfo">
+                <EmptyBorder bottom="0" left="0" right="0" top="0"/>
+              </Border>
+            </Property>
+            <Property name="margin" type="java.awt.Insets" editor="org.netbeans.beaninfo.editors.InsetsEditor">
+              <Insets value="[0, 0, 0, 0]"/>
+            </Property>
+          </Properties>
+          <Events>
+            <EventHandler event="actionPerformed" listener="java.awt.event.ActionListener" parameters="java.awt.event.ActionEvent" handler="jCheckDetailActionPerformed"/>
+          </Events>
+        </Component>
+        <Component class="javax.swing.JTextField" name="jTextFieldThickness">
+          <Events>
+            <EventHandler event="focusLost" listener="java.awt.event.FocusListener" parameters="java.awt.event.FocusEvent" handler="jTextFieldThicknessFocusLost"/>
+          </Events>
+        </Component>
+        <Component class="javax.swing.JTextField" name="jTextFieldScale">
+          <Events>
+            <EventHandler event="focusLost" listener="java.awt.event.FocusListener" parameters="java.awt.event.FocusEvent" handler="jTextFieldScaleFocusLost"/>
+          </Events>
+        </Component>
+        <Component class="javax.swing.JLabel" name="jLabel3">
+          <Properties>
+            <Property name="text" type="java.lang.String" value="Texture scale:"/>
+          </Properties>
+        </Component>
+        <Component class="javax.swing.JTextField" name="jTextFieldTextureScale">
+          <Events>
+            <EventHandler event="focusLost" listener="java.awt.event.FocusListener" parameters="java.awt.event.FocusEvent" handler="jTextFieldTextureScaleFocusLost"/>
+          </Events>
+        </Component>
+      </SubComponents>
+    </Container>
+    <Component class="javax.swing.JButton" name="jButtonStart">
+      <Properties>
+        <Property name="text" type="java.lang.String" value="Start conversion"/>
+      </Properties>
+      <Events>
+        <EventHandler event="actionPerformed" listener="java.awt.event.ActionListener" parameters="java.awt.event.ActionEvent" handler="jButtonStartActionPerformed"/>
+      </Events>
+    </Component>
+    <Container class="javax.swing.JPanel" name="jPanel4">
+      <Properties>
+        <Property name="border" type="javax.swing.border.Border" editor="org.netbeans.modules.form.editors2.BorderEditor">
+          <Border info="org.netbeans.modules.form.compat2.border.TitledBorderInfo">
+            <TitledBorder title="Auto-texturing"/>
+          </Border>
+        </Property>
+      </Properties>
+
+      <Layout>
+        <DimensionLayout dim="0">
+          <Group type="103" groupAlignment="0" attributes="0">
+              <Group type="102" alignment="1" attributes="0">
+                  <EmptySpace max="-2" attributes="0"/>
+                  <Component id="jScrollPane1" pref="473" max="32767" attributes="0"/>
+                  <EmptySpace max="-2" attributes="0"/>
+                  <Group type="103" groupAlignment="1" max="-2" attributes="0">
+                      <Component id="jButtonAdd" max="32767" attributes="1"/>
+                      <Component id="jButtonDelte" alignment="1" pref="104" max="32767" attributes="1"/>
+                  </Group>
+                  <EmptySpace max="-2" attributes="0"/>
+              </Group>
+          </Group>
+        </DimensionLayout>
+        <DimensionLayout dim="1">
+          <Group type="103" groupAlignment="0" attributes="0">
+              <Group type="102" attributes="0">
+                  <Group type="103" groupAlignment="0" attributes="0">
+                      <Group type="102" attributes="0">
+                          <EmptySpace max="-2" attributes="0"/>
+                          <Component id="jButtonAdd" min="-2" max="-2" attributes="0"/>
+                          <EmptySpace max="-2" attributes="0"/>
+                          <Component id="jButtonDelte" min="-2" max="-2" attributes="0"/>
+                      </Group>
+                      <Component id="jScrollPane1" alignment="1" pref="167" max="32767" attributes="0"/>
+                  </Group>
+                  <EmptySpace max="-2" attributes="0"/>
+              </Group>
+          </Group>
+        </DimensionLayout>
+      </Layout>
+      <SubComponents>
+        <Container class="javax.swing.JScrollPane" name="jScrollPane1">
+          <AuxValues>
+            <AuxValue name="autoScrollPane" type="java.lang.Boolean" value="true"/>
+          </AuxValues>
+
+          <Layout class="org.netbeans.modules.form.compat2.layouts.support.JScrollPaneSupportLayout"/>
+          <SubComponents>
+            <Component class="javax.swing.JTable" name="jTableTexturing">
+              <Properties>
+                <Property name="model" type="javax.swing.table.TableModel" editor="org.netbeans.modules.form.editors2.TableModelEditor">
+                  <Table columnCount="4" rowCount="4">
+                    <Column editable="true" title="Title 1" type="java.lang.Object"/>
+                    <Column editable="true" title="Title 2" type="java.lang.Object"/>
+                    <Column editable="true" title="Title 3" type="java.lang.Object"/>
+                    <Column editable="true" title="Title 4" type="java.lang.Object"/>
+                  </Table>
+                </Property>
+              </Properties>
+            </Component>
+          </SubComponents>
+        </Container>
+        <Component class="javax.swing.JButton" name="jButtonAdd">
+          <Properties>
+            <Property name="text" type="java.lang.String" value="New"/>
+          </Properties>
+          <Events>
+            <EventHandler event="actionPerformed" listener="java.awt.event.ActionListener" parameters="java.awt.event.ActionEvent" handler="jButtonAddActionPerformed"/>
+          </Events>
+        </Component>
+        <Component class="javax.swing.JButton" name="jButtonDelte">
+          <Properties>
+            <Property name="text" type="java.lang.String" value="Remove"/>
+          </Properties>
+          <Events>
+            <EventHandler event="actionPerformed" listener="java.awt.event.ActionListener" parameters="java.awt.event.ActionEvent" handler="jButtonDelteActionPerformed"/>
+          </Events>
+        </Component>
+      </SubComponents>
+    </Container>
+  </SubComponents>
+</Form>
diff --git a/misc/tools/ObjToMap/objtomap/JFrameMain.java b/misc/tools/ObjToMap/objtomap/JFrameMain.java
new file mode 100644 (file)
index 0000000..a356874
--- /dev/null
@@ -0,0 +1,475 @@
+/*
+ * JFrameMain.java
+ *
+ * Created on 16. Januar 2007, 15:36
+ */
+
+package objtomap;
+
+import java.io.IOException;
+import java.util.Vector;
+import javax.swing.JFileChooser;
+import javax.swing.table.AbstractTableModel;
+
+/**
+ *
+ * @author  user
+ */
+public class JFrameMain extends javax.swing.JFrame {
+    
+    private Configuration config;
+    
+    /** Creates new form JFrameMain */
+    public JFrameMain(Configuration c) {
+        config = c;
+        initComponents();
+        
+        updateForms();
+    }
+    
+    private void updateForms() {
+        jTextFieldInputFile.setText(config.objfile);
+        jTextFieldOutputFile.setText(config.mapfile);
+        jTextFieldScale.setText(Double.toString(config.scale));
+        jTextFieldTextureScale.setText(Double.toString(config.texture_scale));
+        jTextFieldThickness.setText(Double.toString(config.brush_thickness));
+        jCheckDetail.setSelected(config.detail);
+        
+        jTableTexturing.setModel(new AutoTexturingTableModel(config.autotexturing));
+        
+        /*try {
+            jTableRelations.setDefaultEditor(Class.forName("businesslearner.Letter"), new DefaultCellEditor(comboBoxLetters));
+            jTableRelations.setDefaultEditor("".getClass(), new DefaultCellEditor(comboBoxRelations));
+        } catch (ClassNotFoundException ex) {
+            ex.printStackTrace();
+        }*/
+        
+    }
+    
+    
+    
+    
+    /** This method is called from within the constructor to
+     * initialize the form.
+     * WARNING: Do NOT modify this code. The content of this method is
+     * always regenerated by the Form Editor.
+     */
+    // <editor-fold defaultstate="collapsed" desc=" Generated Code ">//GEN-BEGIN:initComponents
+    private void initComponents() {
+        jPanel1 = new javax.swing.JPanel();
+        jTextFieldInputFile = new javax.swing.JTextField();
+        jButtonSelectInputFile = new javax.swing.JButton();
+        jPanel2 = new javax.swing.JPanel();
+        jTextFieldOutputFile = new javax.swing.JTextField();
+        jButtonSelectOutputFile = new javax.swing.JButton();
+        jPanel3 = new javax.swing.JPanel();
+        jLabel1 = new javax.swing.JLabel();
+        jLabel2 = new javax.swing.JLabel();
+        jCheckDetail = new javax.swing.JCheckBox();
+        jTextFieldThickness = new javax.swing.JTextField();
+        jTextFieldScale = new javax.swing.JTextField();
+        jLabel3 = new javax.swing.JLabel();
+        jTextFieldTextureScale = new javax.swing.JTextField();
+        jButtonStart = new javax.swing.JButton();
+        jPanel4 = new javax.swing.JPanel();
+        jScrollPane1 = new javax.swing.JScrollPane();
+        jTableTexturing = new javax.swing.JTable();
+        jButtonAdd = new javax.swing.JButton();
+        jButtonDelte = new javax.swing.JButton();
+
+        setDefaultCloseOperation(javax.swing.WindowConstants.EXIT_ON_CLOSE);
+        setTitle("ObjToMap");
+        jPanel1.setBorder(javax.swing.BorderFactory.createTitledBorder("Input File (.obj)"));
+        jTextFieldInputFile.addFocusListener(new java.awt.event.FocusAdapter() {
+            public void focusLost(java.awt.event.FocusEvent evt) {
+                jTextFieldInputFileFocusLost(evt);
+            }
+        });
+
+        jButtonSelectInputFile.setText("Select file");
+        jButtonSelectInputFile.addActionListener(new java.awt.event.ActionListener() {
+            public void actionPerformed(java.awt.event.ActionEvent evt) {
+                jButtonSelectInputFileActionPerformed(evt);
+            }
+        });
+
+        org.jdesktop.layout.GroupLayout jPanel1Layout = new org.jdesktop.layout.GroupLayout(jPanel1);
+        jPanel1.setLayout(jPanel1Layout);
+        jPanel1Layout.setHorizontalGroup(
+            jPanel1Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.LEADING)
+            .add(org.jdesktop.layout.GroupLayout.TRAILING, jPanel1Layout.createSequentialGroup()
+                .addContainerGap()
+                .add(jTextFieldInputFile, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, 477, Short.MAX_VALUE)
+                .addPreferredGap(org.jdesktop.layout.LayoutStyle.RELATED)
+                .add(jButtonSelectInputFile)
+                .addContainerGap())
+        );
+        jPanel1Layout.setVerticalGroup(
+            jPanel1Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.LEADING)
+            .add(jPanel1Layout.createSequentialGroup()
+                .add(jPanel1Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.LEADING)
+                    .add(jButtonSelectInputFile)
+                    .add(jTextFieldInputFile, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE))
+                .addContainerGap(org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, Short.MAX_VALUE))
+        );
+
+        jPanel2.setBorder(javax.swing.BorderFactory.createTitledBorder("Output File (.map)"));
+        jTextFieldOutputFile.addFocusListener(new java.awt.event.FocusAdapter() {
+            public void focusLost(java.awt.event.FocusEvent evt) {
+                jTextFieldOutputFileFocusLost(evt);
+            }
+        });
+
+        jButtonSelectOutputFile.setText("Select file");
+        jButtonSelectOutputFile.addActionListener(new java.awt.event.ActionListener() {
+            public void actionPerformed(java.awt.event.ActionEvent evt) {
+                jButtonSelectOutputFileActionPerformed(evt);
+            }
+        });
+
+        org.jdesktop.layout.GroupLayout jPanel2Layout = new org.jdesktop.layout.GroupLayout(jPanel2);
+        jPanel2.setLayout(jPanel2Layout);
+        jPanel2Layout.setHorizontalGroup(
+            jPanel2Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.LEADING)
+            .add(org.jdesktop.layout.GroupLayout.TRAILING, jPanel2Layout.createSequentialGroup()
+                .addContainerGap()
+                .add(jTextFieldOutputFile, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, 477, Short.MAX_VALUE)
+                .addPreferredGap(org.jdesktop.layout.LayoutStyle.RELATED)
+                .add(jButtonSelectOutputFile)
+                .addContainerGap())
+        );
+        jPanel2Layout.setVerticalGroup(
+            jPanel2Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.LEADING)
+            .add(jPanel2Layout.createSequentialGroup()
+                .add(jPanel2Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.LEADING)
+                    .add(jTextFieldOutputFile, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE)
+                    .add(jButtonSelectOutputFile))
+                .addContainerGap(org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, Short.MAX_VALUE))
+        );
+
+        jPanel3.setBorder(javax.swing.BorderFactory.createTitledBorder("Configuration"));
+        jLabel1.setText("Brush thickness:");
+
+        jLabel2.setText("Model scale:");
+
+        jCheckDetail.setText("Make generated brushes detail");
+        jCheckDetail.setBorder(javax.swing.BorderFactory.createEmptyBorder(0, 0, 0, 0));
+        jCheckDetail.setMargin(new java.awt.Insets(0, 0, 0, 0));
+        jCheckDetail.addActionListener(new java.awt.event.ActionListener() {
+            public void actionPerformed(java.awt.event.ActionEvent evt) {
+                jCheckDetailActionPerformed(evt);
+            }
+        });
+
+        jTextFieldThickness.addFocusListener(new java.awt.event.FocusAdapter() {
+            public void focusLost(java.awt.event.FocusEvent evt) {
+                jTextFieldThicknessFocusLost(evt);
+            }
+        });
+
+        jTextFieldScale.addFocusListener(new java.awt.event.FocusAdapter() {
+            public void focusLost(java.awt.event.FocusEvent evt) {
+                jTextFieldScaleFocusLost(evt);
+            }
+        });
+
+        jLabel3.setText("Texture scale:");
+
+        jTextFieldTextureScale.addFocusListener(new java.awt.event.FocusAdapter() {
+            public void focusLost(java.awt.event.FocusEvent evt) {
+                jTextFieldTextureScaleFocusLost(evt);
+            }
+        });
+
+        org.jdesktop.layout.GroupLayout jPanel3Layout = new org.jdesktop.layout.GroupLayout(jPanel3);
+        jPanel3.setLayout(jPanel3Layout);
+        jPanel3Layout.setHorizontalGroup(
+            jPanel3Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.LEADING)
+            .add(jPanel3Layout.createSequentialGroup()
+                .addContainerGap()
+                .add(jPanel3Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.LEADING)
+                    .add(jPanel3Layout.createSequentialGroup()
+                        .add(jPanel3Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.TRAILING)
+                            .add(jLabel2)
+                            .add(jLabel1))
+                        .addPreferredGap(org.jdesktop.layout.LayoutStyle.RELATED)
+                        .add(jPanel3Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.LEADING, false)
+                            .add(jTextFieldScale)
+                            .add(jTextFieldThickness, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, 56, Short.MAX_VALUE))
+                        .add(29, 29, 29)
+                        .add(jLabel3)
+                        .add(12, 12, 12)
+                        .add(jTextFieldTextureScale, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE, 58, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE))
+                    .add(jCheckDetail))
+                .addContainerGap(234, Short.MAX_VALUE))
+        );
+        jPanel3Layout.setVerticalGroup(
+            jPanel3Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.LEADING)
+            .add(jPanel3Layout.createSequentialGroup()
+                .add(jPanel3Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.BASELINE)
+                    .add(jLabel1)
+                    .add(jTextFieldThickness, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE)
+                    .add(jLabel3)
+                    .add(jTextFieldTextureScale, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE))
+                .addPreferredGap(org.jdesktop.layout.LayoutStyle.RELATED)
+                .add(jPanel3Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.BASELINE)
+                    .add(jLabel2)
+                    .add(jTextFieldScale, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE))
+                .addPreferredGap(org.jdesktop.layout.LayoutStyle.RELATED, 19, Short.MAX_VALUE)
+                .add(jCheckDetail)
+                .addContainerGap())
+        );
+
+        jButtonStart.setText("Start conversion");
+        jButtonStart.addActionListener(new java.awt.event.ActionListener() {
+            public void actionPerformed(java.awt.event.ActionEvent evt) {
+                jButtonStartActionPerformed(evt);
+            }
+        });
+
+        jPanel4.setBorder(javax.swing.BorderFactory.createTitledBorder("Auto-texturing"));
+        jTableTexturing.setModel(new javax.swing.table.DefaultTableModel(
+            new Object [][] {
+                {null, null, null, null},
+                {null, null, null, null},
+                {null, null, null, null},
+                {null, null, null, null}
+            },
+            new String [] {
+                "Title 1", "Title 2", "Title 3", "Title 4"
+            }
+        ));
+        jScrollPane1.setViewportView(jTableTexturing);
+
+        jButtonAdd.setText("New");
+        jButtonAdd.addActionListener(new java.awt.event.ActionListener() {
+            public void actionPerformed(java.awt.event.ActionEvent evt) {
+                jButtonAddActionPerformed(evt);
+            }
+        });
+
+        jButtonDelte.setText("Remove");
+        jButtonDelte.addActionListener(new java.awt.event.ActionListener() {
+            public void actionPerformed(java.awt.event.ActionEvent evt) {
+                jButtonDelteActionPerformed(evt);
+            }
+        });
+
+        org.jdesktop.layout.GroupLayout jPanel4Layout = new org.jdesktop.layout.GroupLayout(jPanel4);
+        jPanel4.setLayout(jPanel4Layout);
+        jPanel4Layout.setHorizontalGroup(
+            jPanel4Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.LEADING)
+            .add(org.jdesktop.layout.GroupLayout.TRAILING, jPanel4Layout.createSequentialGroup()
+                .addContainerGap()
+                .add(jScrollPane1, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, 473, Short.MAX_VALUE)
+                .addPreferredGap(org.jdesktop.layout.LayoutStyle.RELATED)
+                .add(jPanel4Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.TRAILING, false)
+                    .add(jButtonAdd, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, Short.MAX_VALUE)
+                    .add(jButtonDelte, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, 104, Short.MAX_VALUE))
+                .addContainerGap())
+        );
+        jPanel4Layout.setVerticalGroup(
+            jPanel4Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.LEADING)
+            .add(jPanel4Layout.createSequentialGroup()
+                .add(jPanel4Layout.createParallelGroup(org.jdesktop.layout.GroupLayout.LEADING)
+                    .add(jPanel4Layout.createSequentialGroup()
+                        .addContainerGap()
+                        .add(jButtonAdd)
+                        .addPreferredGap(org.jdesktop.layout.LayoutStyle.RELATED)
+                        .add(jButtonDelte))
+                    .add(org.jdesktop.layout.GroupLayout.TRAILING, jScrollPane1, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, 167, Short.MAX_VALUE))
+                .addContainerGap())
+        );
+
+        org.jdesktop.layout.GroupLayout layout = new org.jdesktop.layout.GroupLayout(getContentPane());
+        getContentPane().setLayout(layout);
+        layout.setHorizontalGroup(
+            layout.createParallelGroup(org.jdesktop.layout.GroupLayout.LEADING)
+            .add(org.jdesktop.layout.GroupLayout.TRAILING, layout.createSequentialGroup()
+                .addContainerGap()
+                .add(layout.createParallelGroup(org.jdesktop.layout.GroupLayout.TRAILING)
+                    .add(org.jdesktop.layout.GroupLayout.LEADING, jPanel4, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, Short.MAX_VALUE)
+                    .add(org.jdesktop.layout.GroupLayout.LEADING, jPanel3, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, Short.MAX_VALUE)
+                    .add(org.jdesktop.layout.GroupLayout.LEADING, jPanel2, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, Short.MAX_VALUE)
+                    .add(org.jdesktop.layout.GroupLayout.LEADING, jPanel1, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, Short.MAX_VALUE)
+                    .add(jButtonStart))
+                .addContainerGap())
+        );
+        layout.setVerticalGroup(
+            layout.createParallelGroup(org.jdesktop.layout.GroupLayout.LEADING)
+            .add(layout.createSequentialGroup()
+                .addContainerGap()
+                .add(jPanel1, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE)
+                .addPreferredGap(org.jdesktop.layout.LayoutStyle.RELATED)
+                .add(jPanel2, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE)
+                .addPreferredGap(org.jdesktop.layout.LayoutStyle.RELATED)
+                .add(jPanel3, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, org.jdesktop.layout.GroupLayout.PREFERRED_SIZE)
+                .addPreferredGap(org.jdesktop.layout.LayoutStyle.RELATED)
+                .add(jPanel4, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, org.jdesktop.layout.GroupLayout.DEFAULT_SIZE, Short.MAX_VALUE)
+                .addPreferredGap(org.jdesktop.layout.LayoutStyle.RELATED)
+                .add(jButtonStart)
+                .addContainerGap())
+        );
+        pack();
+    }// </editor-fold>//GEN-END:initComponents
+
+    private void jButtonDelteActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_jButtonDelteActionPerformed
+        int index = jTableTexturing.getSelectedRow();
+        if(index < 0) return;
+        config.autotexturing.remove(index);
+        updateForms();
+    }//GEN-LAST:event_jButtonDelteActionPerformed
+
+    private void jButtonAddActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_jButtonAddActionPerformed
+        config.autotexturing.add(new AutoTexturingEntry());
+        updateForms();
+    }//GEN-LAST:event_jButtonAddActionPerformed
+    
+    private void jTextFieldOutputFileFocusLost(java.awt.event.FocusEvent evt) {//GEN-FIRST:event_jTextFieldOutputFileFocusLost
+        config.mapfile = jTextFieldOutputFile.getText();
+        updateForms();
+    }//GEN-LAST:event_jTextFieldOutputFileFocusLost
+    
+    private void jTextFieldInputFileFocusLost(java.awt.event.FocusEvent evt) {//GEN-FIRST:event_jTextFieldInputFileFocusLost
+        config.objfile = jTextFieldInputFile.getText();
+        updateForms();
+    }//GEN-LAST:event_jTextFieldInputFileFocusLost
+    
+    private void jTextFieldTextureScaleFocusLost(java.awt.event.FocusEvent evt) {//GEN-FIRST:event_jTextFieldTextureScaleFocusLost
+        try {
+            config.texture_scale = Double.parseDouble(jTextFieldTextureScale.getText());
+        } catch(Exception e) {}
+        updateForms();
+    }//GEN-LAST:event_jTextFieldTextureScaleFocusLost
+    
+    private void jButtonSelectOutputFileActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_jButtonSelectOutputFileActionPerformed
+        JFileChooser fc = new JFileChooser();
+        int returnval = fc.showSaveDialog(this);
+        if(returnval == JFileChooser.APPROVE_OPTION) {
+            config.mapfile = fc.getSelectedFile().getPath();
+        }
+        updateForms();
+    }//GEN-LAST:event_jButtonSelectOutputFileActionPerformed
+    
+    private void jButtonSelectInputFileActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_jButtonSelectInputFileActionPerformed
+        JFileChooser fc = new JFileChooser();
+        int returnval = fc.showOpenDialog(this);
+        if(returnval == JFileChooser.APPROVE_OPTION) {
+            config.objfile = fc.getSelectedFile().getPath();
+        }
+        updateForms();
+    }//GEN-LAST:event_jButtonSelectInputFileActionPerformed
+    
+    private void jButtonStartActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_jButtonStartActionPerformed
+        config.objfile = jTextFieldInputFile.getText();
+        config.mapfile = jTextFieldOutputFile.getText();
+        
+        ObjToMap converter = new ObjToMap(config);
+        try {
+            converter.parseOBJ();
+            converter.writeMap();
+        } catch(Exception e) {
+            e.printStackTrace();
+        }
+    }//GEN-LAST:event_jButtonStartActionPerformed
+    
+    private void jCheckDetailActionPerformed(java.awt.event.ActionEvent evt) {//GEN-FIRST:event_jCheckDetailActionPerformed
+        config.detail = jCheckDetail.isSelected();
+        updateForms();
+    }//GEN-LAST:event_jCheckDetailActionPerformed
+    
+    private void jTextFieldScaleFocusLost(java.awt.event.FocusEvent evt) {//GEN-FIRST:event_jTextFieldScaleFocusLost
+        try {
+            config.scale = Double.parseDouble(jTextFieldScale.getText());
+        } catch(Exception e) {}
+        updateForms();
+    }//GEN-LAST:event_jTextFieldScaleFocusLost
+    
+    private void jTextFieldThicknessFocusLost(java.awt.event.FocusEvent evt) {//GEN-FIRST:event_jTextFieldThicknessFocusLost
+        try {
+            config.brush_thickness = Double.parseDouble(jTextFieldThickness.getText());
+        } catch(Exception e) {}
+        updateForms();
+    }//GEN-LAST:event_jTextFieldThicknessFocusLost
+    
+    
+    // Variables declaration - do not modify//GEN-BEGIN:variables
+    private javax.swing.JButton jButtonAdd;
+    private javax.swing.JButton jButtonDelte;
+    private javax.swing.JButton jButtonSelectInputFile;
+    private javax.swing.JButton jButtonSelectOutputFile;
+    private javax.swing.JButton jButtonStart;
+    private javax.swing.JCheckBox jCheckDetail;
+    private javax.swing.JLabel jLabel1;
+    private javax.swing.JLabel jLabel2;
+    private javax.swing.JLabel jLabel3;
+    private javax.swing.JPanel jPanel1;
+    private javax.swing.JPanel jPanel2;
+    private javax.swing.JPanel jPanel3;
+    private javax.swing.JPanel jPanel4;
+    private javax.swing.JScrollPane jScrollPane1;
+    private javax.swing.JTable jTableTexturing;
+    private javax.swing.JTextField jTextFieldInputFile;
+    private javax.swing.JTextField jTextFieldOutputFile;
+    private javax.swing.JTextField jTextFieldScale;
+    private javax.swing.JTextField jTextFieldTextureScale;
+    private javax.swing.JTextField jTextFieldThickness;
+    // End of variables declaration//GEN-END:variables
+    
+    private class AutoTexturingTableModel extends AbstractTableModel {
+        
+        Vector texturing;
+        
+        public AutoTexturingTableModel(Vector t) {
+            texturing = t;
+        }
+        
+        private String[] columnNames = {"Starting angle (against xy plane)","Texture name"};
+        
+        
+        public int getColumnCount() {
+            return 2;
+        }
+        
+        public int getRowCount() {
+            return texturing.size();
+        }
+        
+        public String getColumnName(int col) {
+            return columnNames[col];
+        }
+        
+        public Object getValueAt(int row, int col) {
+            if(row < 0 | row > texturing.size()) return null;
+            
+            AutoTexturingEntry e = (AutoTexturingEntry)texturing.get(row);
+            if(col == 0)
+                return new Double(e.angle);
+            else
+                return e.texturename;
+        }
+        
+        public Class getColumnClass(int c) {
+            return getValueAt(0, c).getClass();
+        }
+        
+        public boolean isCellEditable(int row, int col) {
+            return true;
+        }
+        
+        public void setValueAt(Object value, int row, int col) {
+            
+            AutoTexturingEntry e = (AutoTexturingEntry)texturing.get(row);
+            
+            if(col == 0) {
+                Double angle = (Double)value;
+                e.angle = angle.doubleValue();
+            } else {
+                e.texturename = (String)value;
+            }
+            
+            fireTableCellUpdated(row, col);
+        }
+    }
+    
+}
diff --git a/misc/tools/ObjToMap/objtomap/Main.java b/misc/tools/ObjToMap/objtomap/Main.java
new file mode 100644 (file)
index 0000000..d0b8507
--- /dev/null
@@ -0,0 +1,36 @@
+/*
+ * Main.java
+ *
+ * Created on 16. Januar 2007, 15:24
+ *
+ * To change this template, choose Tools | Template Manager
+ * and open the template in the editor.
+ */
+
+package objtomap;
+
+import java.io.IOException;
+import java.util.Vector;
+import javax.swing.UIManager;
+
+/**
+ *
+ * @author user
+ */
+public class Main {
+    
+    
+    public static void main(String[] args) throws IOException {
+        
+        try {
+            UIManager.setLookAndFeel(
+                    UIManager.getSystemLookAndFeelClassName());
+        } catch (Exception e) { }
+        
+        Configuration config = new Configuration();
+        
+        JFrameMain main = new JFrameMain(config);
+        main.setVisible(true);
+        
+    }
+}
diff --git a/misc/tools/ObjToMap/objtomap/ObjToMap.java b/misc/tools/ObjToMap/objtomap/ObjToMap.java
new file mode 100644 (file)
index 0000000..48d2216
--- /dev/null
@@ -0,0 +1,318 @@
+/* This code is *ugly*. It may blind you.
+ *
+ * I hereby pollute the software world by putting this into public domain.
+ *
+ * SavageX
+ */
+
+
+package objtomap;
+
+import java.io.BufferedReader;
+import java.io.FileReader;
+import java.io.FileWriter;
+import java.io.IOException;
+import java.io.PrintWriter;
+import java.util.Vector;
+
+public class ObjToMap {
+    
+    private Vector points, faces;
+    private Configuration config;
+    
+    public ObjToMap(Configuration c) {
+        config = c;
+    }
+    
+    public void parseOBJ() throws IOException {
+        
+        points = new Vector();
+        faces = new Vector();
+        double scale = config.scale;
+        config.simpleterrain = true;
+        config.minz = Double.MAX_VALUE;
+        
+        
+        BufferedReader in = null;
+        try {
+            in = new BufferedReader(new FileReader(config.objfile));
+        } catch(Exception e) {
+            System.err.println("Input file not found!");
+            return;
+        }
+        
+        String currentmat = "common/caulk";
+        
+        while(in.ready()) {
+            String line = in.readLine();
+            line.trim();
+            line = line.replaceAll("  ", " ");
+            String[] tokens = line.split(" ");
+            if(tokens.length > 1) {
+                
+                if(tokens[0].equals("v")) {
+                    // vertices
+                    Vector3D p = new Vector3D();
+                    p.x = Double.parseDouble(tokens[3]) * scale;
+                    p.y = Double.parseDouble(tokens[1]) * scale;
+                    p.z = Double.parseDouble(tokens[2]) * scale;
+                    points.add(p);
+                    
+                    if(p.z < config.minz)
+                        config.minz = p.z;
+                    
+                } else if(tokens[0].equals("f")) {
+                    // faces
+                    
+                    if(tokens.length == 4) {
+                        // TriFace
+                        
+                        String[] facetokens1 = tokens[1].split("/");
+                        String[] facetokens2 = tokens[2].split("/");
+                        String[] facetokens3 = tokens[3].split("/");
+                        
+                        Face f = new Face();
+                        f.material = currentmat;
+                        Vector3D p1, p2, p3;
+                        p1 = (Vector3D)points.get(Integer.parseInt(facetokens1[0]) - 1);
+                        p2 = (Vector3D)points.get(Integer.parseInt(facetokens2[0]) - 1);
+                        p3 = (Vector3D)points.get(Integer.parseInt(facetokens3[0]) - 1);
+                        
+                        f.setPoints(p1, p2, p3);
+                        if(f.getXYangle() >= 90.0)
+                            config.simpleterrain = false;
+                        
+                        faces.add(f);
+                        
+                    } else if(tokens.length == 5) {
+                        // QuadFace
+                        String[] facetokens1 = tokens[1].split("/");
+                        String[] facetokens2 = tokens[2].split("/");
+                        String[] facetokens3 = tokens[3].split("/");
+                        String[] facetokens4 = tokens[4].split("/");
+                        
+                        Vector3D p1, p2, p3;
+                        
+                        Face f1 = new Face();
+                        f1.material = currentmat;
+                        p1 = (Vector3D)points.get(Integer.parseInt(facetokens1[0]) - 1);
+                        p2 = (Vector3D)points.get(Integer.parseInt(facetokens2[0]) - 1);
+                        p3 = (Vector3D)points.get(Integer.parseInt(facetokens3[0]) - 1);
+                        f1.setPoints(p1, p2, p3);
+                        
+                        if(f1.getXYangle() >= 90.0)
+                            config.simpleterrain = false;
+                        
+                        faces.add(f1);
+                        
+                        Face f2 = new Face();
+                        f2.material = currentmat;
+                        p1 = (Vector3D)points.get(Integer.parseInt(facetokens1[0]) - 1);
+                        p2 = (Vector3D)points.get(Integer.parseInt(facetokens3[0]) - 1);
+                        p3 = (Vector3D)points.get(Integer.parseInt(facetokens4[0]) - 1);
+                        f2.setPoints(p1, p2, p3);
+                        
+                        if(f2.getXYangle() >= 90.0)
+                            config.simpleterrain = false;
+                        
+                        faces.add(f2);
+                    }
+                } else if(tokens[0].equals("usemtl")) {
+                    //change material
+                    
+                    currentmat = tokens[1];
+                }
+            }
+            
+        }
+        
+        System.out.println("Read points: " + points.size() + " Read faces: " + faces.size());
+        
+    }
+    
+    public void writeMap() {
+        if(faces == null) return;
+        
+        PrintWriter out = null;
+        try {
+            out = new PrintWriter(new FileWriter(config.mapfile));
+        } catch(Exception e) {
+            System.err.println("Can't open output file?!");
+            return;
+        }
+        
+        out.print("{\n\"classname\" \"worldspawn\"\n");
+        
+        for(int i = 0; i < faces.size(); i++) {
+            Face f = (Face)faces.get(i);
+            out.print(f.generateBrush());
+        }
+        
+        out.print("}\n");
+        out.flush();
+        out.close();
+    }
+    
+    
+    private class Vector3D {
+        public double x, y, z;
+        
+        public Vector3D() {
+            this(0.0, 0.0, 0.0);
+        }
+        
+        public Vector3D(double x, double y, double z) {
+            this.x = x;
+            this.y = y;
+            this.z = z;
+        }
+        
+        public Vector3D crossproduct(Vector3D p1) {
+            Vector3D result = new Vector3D();
+            
+            result.x = this.y * p1.z - this.z * p1.y;
+            result.y = this.z * p1.x - this.x * p1.z;
+            result.z = this.x * p1.y - this.y * p1.x;
+            
+            return result;
+        }
+        
+        public double dotproduct(Vector3D p1) {
+            return this.x * p1.x + this.y * p1.y + this.z * p1.z;
+        }
+        
+        public Vector3D substract(Vector3D p1) {
+            Vector3D result = new Vector3D();
+            
+            result.x = this.x - p1.x;
+            result.y = this.y - p1.y;
+            result.z = this.z - p1.z;
+            
+            return result;
+        }
+        
+        public void scale(double factor) {
+            x *= factor;
+            y *= factor;
+            z *= factor;
+        }
+        
+        public double length() {
+            return Math.sqrt((x*x) + (y*y) + (z*z));
+        }
+        
+        public void normalize() {
+            double l = length();
+            
+            x /= l;
+            y /= l;
+            z /= l;
+        }
+        
+    }
+    
+    
+    private class Face {
+        private Vector3D p1, p2, p3, normal;
+        private double angle_xy = 0.0;
+        public String material;
+        
+        public void setPoints(Vector3D p1, Vector3D p2, Vector3D p3) {
+            this.p1 = p1;
+            this.p2 = p2;
+            this.p3 = p3;
+            
+            computeNormal();
+            computeXYangle();
+        }
+        
+        public double getXYangle() {
+            return angle_xy;
+        }
+        
+        private void computeNormal() {
+            Vector3D vector1 = p1.substract(p2);
+            Vector3D vector2 = p1.substract(p3);
+            
+            normal = vector1.crossproduct(vector2);
+            normal.normalize();
+        }
+        
+        private void computeXYangle() {
+            Vector3D normal_xy = new Vector3D(0.0, 0.0, 1.0);
+            angle_xy = Math.acos(normal.dotproduct(normal_xy)) / (2 * Math.PI) * 360.0;
+        }
+        
+        public String generateBrush() {
+            String result = "{\n";
+            
+            // this looks like a floor, extrude along the z-axis
+            if(angle_xy < 70.0) {
+                normal.x = 0.0;
+                normal.y = 0.0;
+                normal.z = 1.0;
+            }
+            
+            normal.scale(config.brush_thickness);
+            
+            Vector3D p1_, p2_, p3_;
+            
+            if(!config.simpleterrain) {
+                p1_ = p1.substract(normal);
+                p2_ = p2.substract(normal);
+                p3_ = p3.substract(normal);
+            } else {
+                double min = config.minz;
+                min -= 16.0;
+                p1_ = new Vector3D(p1.x, p1.y, min);
+                p2_ = new Vector3D(p2.x, p2.y, min);
+                p3_ = new Vector3D(p3.x, p3.y, min);
+            }
+            
+            String mat = material;
+            
+            if(config.autotexturing.size() > 0) {
+                double maxangle = -1.0;
+                for(int i = 0; i < config.autotexturing.size(); i++) {
+                    AutoTexturingEntry e = (AutoTexturingEntry)config.autotexturing.get(i);
+                    if(angle_xy >= e.angle && e.angle > maxangle) {
+                        mat = e.texturename;
+                        maxangle = e.angle;
+                    }
+                }
+            }
+            
+            // top face, apply texture here
+            result += getMapPlaneString(p3, p2, p1, mat);
+            
+            // bottom face
+            result += getMapPlaneString(p1_, p2_, p3_, "common/caulk");
+            
+            // extruded side 1
+            result += getMapPlaneString(p1, p1_, p3_, "common/caulk");
+            
+            // extruded side 2
+            result += getMapPlaneString(p2, p3, p3_, "common/caulk");
+            
+            // extruded side 3
+            result += getMapPlaneString(p1, p2, p2_, "common/caulk");
+            
+            result += "}\n";
+            
+            return result;
+        }
+        
+        
+        private String getMapPlaneString(Vector3D p1, Vector3D p2, Vector3D p3, String material) {
+            int flag;
+            if(config.detail)
+                flag = 134217728;
+            else
+                flag = 0;
+            
+            return "( " + p1.x + " " + p1.y + " " + p1.z + " ) ( " + p2.x + " " + p2.y + " " + p2.z + " ) ( " + p3.x + " " + p3.y + " " + p3.z + " ) " + material + " 0 0 0 " + config.texture_scale + " " + config.texture_scale + " " + flag + " 0 0\n";
+        }
+        
+    }
+    
+}
diff --git a/misc/tools/QuakeC Codeblocks.txt b/misc/tools/QuakeC Codeblocks.txt
new file mode 100644 (file)
index 0000000..eff601e
--- /dev/null
@@ -0,0 +1 @@
+Syntax Highlight support for QuakeC in Code::Blocks
\ No newline at end of file
diff --git a/misc/tools/QuakeC Codeblocks.zip b/misc/tools/QuakeC Codeblocks.zip
new file mode 100644 (file)
index 0000000..98fbb76
Binary files /dev/null and b/misc/tools/QuakeC Codeblocks.zip differ
diff --git a/misc/tools/WeaponEncounterProfile.pm b/misc/tools/WeaponEncounterProfile.pm
new file mode 100644 (file)
index 0000000..52766ea
--- /dev/null
@@ -0,0 +1,149 @@
+#!/usr/bin/perl
+
+package WeaponEncounterProfile;
+use strict;
+use warnings;
+
+sub new
+{
+       my ($cls, $filename) = @_;
+       my $self = bless { fn => $filename }, 'WeaponEncounterProfile';
+       $self->load();
+       return $self;
+}
+
+sub load($)
+{
+       my ($self) = @_;
+       $self->{stats} = {};
+       $self->{mapstats} = {};
+       $self->{addrstats} = {};
+       $self->{allstats} = {};
+       open my $fh, "<", $self->{fn}
+               or return;
+       while(<$fh>)
+       {
+               chomp;
+               /^$/ and next;
+               /^#/ and next;
+               /^\/\// and next;
+               my ($addr, $map, $attackerweapon, $targweapon, $value) = split /\t/, $_;
+               $targweapon = int $self->weaponid_from_name($targweapon)
+                       if $targweapon ne int $targweapon;
+               $attackerweapon = int $self->weaponid_from_name($attackerweapon)
+                       if $attackerweapon ne int $attackerweapon;
+               $self->{stats}->{$addr}{$map}{$attackerweapon}{$targweapon} += $value;
+               $self->{mapstats}->{$map}{$attackerweapon}{$targweapon} += $value;
+               $self->{addrstats}->{$addr}{$attackerweapon}{$targweapon} += $value;
+               $self->{allstats}->{$attackerweapon}{$targweapon} += $value;
+       }
+}
+
+sub save($)
+{
+       my ($self) = @_;
+       open my $fh, ">", $self->{fn}
+               or die "save: $!";
+       while(my ($addr, $addrhash) = each %{$self->{stats}})
+       {
+               while(my ($map, $maphash) = each %$addrhash)
+               {
+                       while(my ($attackerweapon, $attackerweaponhash) = each %$maphash)
+                       {
+                               while(my ($targweapon, $value) = each %$attackerweaponhash)
+                               {
+                                       print $fh "$addr\t$map\t$attackerweapon\t$targweapon\t$value\n";
+                               }
+                       }
+               }
+       }
+}
+
+sub event($$$$$$)
+{
+       my ($self, $addr, $map, $attackerweapon, $targweapon, $type) = @_;
+       return if $map eq '';
+       if($type > 0)
+       {
+               $self->{stats}->{$addr}{$map}{$attackerweapon}{$targweapon} += $type;
+               $self->{mapstats}->{$map}{$attackerweapon}{$targweapon} += $type;
+               $self->{addrstats}->{$addr}{$attackerweapon}{$targweapon} += $type;
+               $self->{allstats}->{$attackerweapon}{$targweapon} += $type;
+       }
+}
+
+sub allstats($$)
+{
+       my ($self, $callback) = @_;
+       # send global stats
+       $callback->(undef, undef, $self->{allstats});
+       # send per-host stats
+       while(my ($k, $v) = each %{$self->{addrstats}})
+       {
+               $callback->($k, undef, $v);
+       }
+       # send per-map stats
+       while(my ($k, $v) = each %{$self->{mapstats}})
+       {
+               $callback->(undef, $k, $v);
+       }
+       # send single stats
+       while(my ($k1, $v1) = each %{$self->{stats}})
+       {
+               while(my ($k2, $v2) = each %$v1)
+               {
+                       $callback->($k1, $k2, $v2);
+               }
+       }
+}
+
+our %WeaponMap = (
+         1 => ["Laser", "laser"],
+         2 => ["Shotgun", "shotgun"],
+         3 => ["Uzi", "uzi"],
+         4 => ["Mortar", "gl"],
+         5 => ["Electro", "electro"],
+         6 => ["Crylink", "crylink"],
+         7 => ["Nex", "nex"],
+         8 => ["Hagar", "hagar"],
+         9 => ["Rocket Launcher", "rl"],
+        10 => ["Port-O-Launch", "porto"],
+        11 => ["MinstaNex", "minstanex"],
+        12 => ["Grappling Hook", "hookgun"],
+        13 => ["Heavy Laser Assault Cannon", "hlac"],
+        14 => ["Tuba", "tuba"],
+        15 => ["Camping Rifle", "campingrifle"],
+        16 => ["Fireball", "fireball"],
+);
+
+sub weaponid_valid($$)
+{
+       my ($self, $id) = @_;
+       return exists $WeaponMap{$id};
+}
+
+sub weaponid_to_name($$)
+{
+       my ($self, $id) = @_;
+       exists $WeaponMap{$id} or warn "weapon of id $id not found\n";
+       return $WeaponMap{$id}[0];
+}
+
+sub weaponid_to_model($$)
+{
+       my ($self, $id) = @_;
+       exists $WeaponMap{$id} or warn "weapon of id $id not found\n";
+       return $WeaponMap{$id}[1];
+}
+
+sub weaponid_from_name($$)
+{
+       my ($self, $name) = @_;
+       for(keys %WeaponMap)
+       {
+               return $_
+                       if $WeaponMap{$_}[0] eq $name;
+       }
+}
+
+1;
diff --git a/misc/tools/assault-circuit-board-creator.pl b/misc/tools/assault-circuit-board-creator.pl
new file mode 100755 (executable)
index 0000000..a98efcd
--- /dev/null
@@ -0,0 +1,278 @@
+#!/usr/bin/perl
+
+# script that creates an "assault circuit"
+
+use strict;
+use warnings;
+
+my @objectives = @ARGV;
+
+if(!@objectives)
+{
+       print STDERR <<EOF;
+Assault Circuit Board Creator
+
+Usage: 
+  [brushprimit=1 \\]
+  [ofs_x=offset \\]
+  [ofs_y=offset \\]
+  [ofs_z=offset \\]
+  perl $0 breakables1[,buttons1] breakables2[,buttons2] breakables3[,buttons3] ... \\
+  > file.map
+
+Example:
+  ofs_z=1024 perl $0 1 1 3,2 1 > assault.map
+EOF
+       exit 1;
+}
+
+my $bp = $ENV{brushprimit};
+my @ofs = ($ENV{ofs_x} || 0, $ENV{ofs_y} || 0, $ENV{ofs_z} || 0);
+
+my $BRUSHDEF_START = $bp ? "{\nbrushDef\n{" : "{";
+my $BRUSHDEF_END   = $bp ? "}\n}" : "}";
+my $BRUSHDEF_PRE   = $bp ? "( ( 0.03125 0 -0 ) ( -0 0.03125 0 ) ) " : "";
+my $BRUSHDEF_POST  = $bp ? " 0 0 0" : " 0 0 0 0.500000 0.500000 0 0 0";
+
+sub BrushRectangle($@@)
+{
+    my ($shader, $x0, $y0, $z0, $x1, $y1, $z1) = @_;
+    return <<EOF;
+$BRUSHDEF_START
+( $x1 $y1 $z1 ) ( $x1 $y0 $z1 ) ( $x0 $y1 $z1 ) $BRUSHDEF_PRE$shader$BRUSHDEF_POST
+( $x1 $y1 $z1 ) ( $x0 $y1 $z1 ) ( $x1 $y1 $z0 ) $BRUSHDEF_PRE$shader$BRUSHDEF_POST
+( $x1 $y1 $z1 ) ( $x1 $y1 $z0 ) ( $x1 $y0 $z1 ) $BRUSHDEF_PRE$shader$BRUSHDEF_POST
+( $x0 $y0 $z0 ) ( $x1 $y0 $z0 ) ( $x0 $y1 $z0 ) $BRUSHDEF_PRE$shader$BRUSHDEF_POST
+( $x0 $y0 $z0 ) ( $x0 $y0 $z1 ) ( $x1 $y0 $z0 ) $BRUSHDEF_PRE$shader$BRUSHDEF_POST
+( $x0 $y0 $z0 ) ( $x0 $y1 $z0 ) ( $x0 $y0 $z1 ) $BRUSHDEF_PRE$shader$BRUSHDEF_POST
+$BRUSHDEF_END
+EOF
+}
+
+sub Entity(%)
+{
+       my (%h) = @_;
+       my @brushes = ();
+       if(ref $h{model} eq 'ARRAY')
+       {
+               @brushes = @{$h{model}};
+               delete $h{model};
+       }
+       return join "", ("{\n", (map { qq{"$_" "$h{$_}"\n} } keys %h), @brushes, "}\n");
+       # "
+}
+
+sub FindDamage($)
+{
+       my ($cnt) = @_;
+
+       my $dmg;
+
+       # 1. divisible by 10?
+       $dmg = (1 + int(10 / $cnt)) * 10;
+       return $dmg
+               if $dmg * ($cnt - 1) < 100;
+
+       # 2. divisible by 5?
+       $dmg = (1 + int(20 / $cnt)) * 5;
+       return $dmg
+               if $dmg * ($cnt - 1) < 100;
+
+       # 3. divisible by 2?
+       $dmg = (1 + int(50 / $cnt)) * 2;
+       return $dmg
+               if $dmg * ($cnt - 1) < 100;
+
+       # 4. divisible by 1?
+       $dmg = (1 + int(100 / $cnt));
+       return $dmg
+               if $dmg * ($cnt - 1) < 100;
+
+       # 5. give up
+       return (100 / $cnt + 100 / ($cnt + 1)) / 2;
+}
+
+sub ObjectiveSpawns($@)
+{
+       my ($target, $x, $y, $z) = @_;
+
+       my @l = ();
+
+       $z -= 64;
+
+       for(1..6)
+       {
+               my $xx = $x - 32;
+               my $yy = $y + ($_ - 3.5) * 64;
+               my $zz = $z - 8 - 32; # align feet to 64-grid
+               push @l, Entity
+                       classname => "info_player_attacker",
+                       target => $target,
+                       origin => "$xx $yy $zz";
+
+               $xx = $x + 32;
+               push @l, Entity
+                       classname => "info_player_defender",
+                       target => $target,
+                       origin => "$xx $yy $zz";
+       }
+
+       return @l;
+}
+
+my @assault_entities = ();
+
+my $obj_prev = undef;
+my $des_prev = undef;
+
+my @prevorigin = @ofs;
+
+for my $i(0..@objectives - 1)
+{
+       my @origin =
+       (
+               $ofs[0] + ($i + 1) * 256,
+               $ofs[1] + 0,
+               $ofs[2] + 0
+       );
+
+       my $count = $objectives[$i];
+       $count =~ /^(\d+)(?:,(\d+))?$/s
+               or die "Invalid count spec: must be number or number,number";
+       my $count_destroy = $1;
+       my $count_push = $2 || 0;
+       $count = $count_destroy + $count_push;
+
+       my $obj = "obj$i";
+       my $des = "obj$i\_destructible";
+       my $dec = "obj$i\_decrease";
+
+       if($i == 0)
+       {
+               push @assault_entities, Entity
+                       classname => "target_assault_roundstart",
+                       target => $obj,
+                       target2 => $des,
+                       origin => "@prevorigin";
+       }
+       else
+       {
+               push @assault_entities, Entity
+                       classname => "target_objective",
+                       targetname => $obj_prev,
+                       target => $obj,
+                       target2 => $des,
+                       origin => "@prevorigin";
+
+               push @assault_entities, ObjectiveSpawns $obj_prev, @prevorigin;
+
+               push @assault_entities, Entity
+                       classname => "func_assault_wall",
+                       target => $obj_prev,
+                       model => [
+                               BrushRectangle
+                                       "dsi/dsiglass",
+                                       $origin[0] - 128 - 32,
+                                       $origin[1] - 512,
+                                       $origin[2] - 512,
+                                       $origin[0] - 128 + 32,
+                                       $origin[1] + 512,
+                                       $origin[2] + 512
+                       ];
+       }
+
+       @prevorigin = @origin;
+
+       $origin[2] += 64;
+
+       my $dmg = FindDamage($count);
+
+       push @assault_entities, Entity
+               classname => "target_objective_decrease",
+               targetname => $dec,
+               target => $obj,
+               dmg => $dmg,
+               origin => "@origin";
+
+       $origin[2] += 64;
+
+       for(1..$count_destroy)
+       {
+               push @assault_entities, Entity
+                       classname => "func_assault_destructible",
+                       targetname => $des,
+                       target => $dec,
+                       health => 1000,
+                       mdl => "rocket_explode",
+                       count => 1,
+                       noise => "weapons/rocket_impact.wav",
+                       dmg => 50,
+                       dmg_edge => 0,
+                       dmg_radius => 150,
+                       dmg_force => 200,
+                       model => [
+                               BrushRectangle
+                                       "dsi/cretebase",
+                                       $origin[0] - 16,
+                                       $origin[1] - 16,
+                                       $origin[2] - 16,
+                                       $origin[0] + 16,
+                                       $origin[1] + 16,
+                                       $origin[2] + 16
+                       ];
+
+               $origin[2] += 64;
+       }
+
+       for(1..$count_push)
+       {
+               push @assault_entities, Entity
+                       classname => "func_button",
+                       target => $dec,
+                       angle => -2,
+                       model => [
+                               BrushRectangle
+                                       "dsi/dablue",
+                                       $origin[0] - 16,
+                                       $origin[1] - 16,
+                                       $origin[2] - 16,
+                                       $origin[0] + 16,
+                                       $origin[1] + 16,
+                                       $origin[2] + 16
+                       ];
+
+               $origin[2] += 64;
+       }
+
+       $obj_prev = $obj;
+       $des_prev = $des;
+}
+
+my $obj = "roundend";
+my @origin =
+(
+       $ofs[0] + (@objectives + 1) * 256,
+       $ofs[1] + 0,
+       $ofs[2] + 0
+);
+
+push @assault_entities, Entity
+       classname => "target_objective",
+       targetname => $obj_prev,
+       target => $obj,
+       origin => "@prevorigin";
+
+push @assault_entities, ObjectiveSpawns $obj_prev, @prevorigin;
+
+push @assault_entities, Entity
+       classname => "target_assault_roundend",
+       targetname => $obj,
+       origin => "@origin";
+
+my $map = join "",
+(
+       Entity(classname => "worldspawn"),
+       @assault_entities
+);
+
+print $map;
diff --git a/misc/tools/autoshader.sh b/misc/tools/autoshader.sh
new file mode 100755 (executable)
index 0000000..0c6c4f0
--- /dev/null
@@ -0,0 +1,195 @@
+#!/bin/sh
+
+if ! [ -d "textures" ] && ! [ -d "env" ]; then
+       echo "Sorry, must be run from a directory with a textures subfolder. Giving up."
+       exit 1
+fi
+
+case "$0" in
+       */*)
+               mydir=${0%/*}
+               ;;
+       *)
+               mydir=.
+               ;;
+esac
+
+makeshader()
+{
+       s=`texnormalize "$1"`
+       dir=${s#textures/}
+       dir=${dir%%/*}
+       echo scripts/$dir.shader
+       mkdir -p scripts
+       cat <<EOF >>"scripts/$dir.shader"
+$s
+{
+       qer_editorimage $1
+       qer_trans 0.5
+       // maybe: surfaceparm nonsolid
+       surfaceparm trans
+       surfaceparm alphashadow
+       surfaceparm nomarks
+       cull disable
+       {
+               map $s
+               blendfunc blend
+               // or: alphafunc GE128
+       }
+       {
+               map \$lightmap
+               blendfunc filter
+               rgbGen identity
+       }
+}
+EOF
+}
+
+makeskyshader()
+{
+       coords=`sh "$mydir/brightspot.sh" "$1"`
+       s=`texnormalize "$1"`
+       case "$coords" in
+               *\ *)
+                       ;;
+               *)
+                       coords="-42 -42"
+                       echo >&2 "NOTE: brightspot tool did not work"
+                       ;;
+       esac
+       s=${s%_up}
+       s=${s#env/}
+       dir=${s%%/*}
+       echo >&2 "appending to scripts/$dir.shader"
+       echo scripts/$dir.shader
+       mkdir -p scripts
+       cat <<EOF >>"scripts/$dir.shader"
+textures/$s
+{
+       qer_editorimage $1
+       surfaceparm noimpact
+       surfaceparm nolightmap
+       surfaceparm sky
+       surfaceparm nomarks
+       q3map_sunExt .5 .5 .7 $coords 2 16 // red green blue intensity degrees elevation deviance samples
+       q3map_surfacelight 150 // intensity
+       skyparms env/$s - -
+}
+EOF
+}
+
+texnormalize()
+{
+       echo "$1" | sed 's/\.[Jj][Pp][Gg]$\|\.[Tt][Gg][Aa]$\|\.[Pp][Nn][Gg]$//;'
+}
+
+allshadernames() # prints all shader names or texture names
+{
+       cat scripts/*.shader 2>/dev/null | tr '\r' '\n' | {
+               mode=root
+               while IFS= read -r LINE; do
+                       LINE=`echo "$LINE" | sed 's,//.*,,; s/\s\+/ /g; s/^ //; s/ $//; s/"//g;'`
+                       [ -n "$LINE" ] || continue
+                       set -- $LINE
+                       case "$mode:$1" in
+                               root:'{')
+                                       mode=shader
+                                       ;;
+                               root:*)
+                                       texnormalize "$1"
+                                       ;;
+
+                               shader:'{')
+                                       mode=stage
+                                       ;;
+                               shader:'}')
+                                       mode=root
+                                       ;;
+                               shader:skyparms)
+                                       echo "`texnormalize "$1"`_up"
+                                       ;;
+
+                               stage:'}')
+                                       mode=shader
+                                       ;;
+                               stage:map)
+                                       texnormalize "$2"
+                                       ;;
+                               stage:clampmap)
+                                       texnormalize "$2"
+                                       ;;
+                               stage:animmap)
+                                       shift
+                                       shift
+                                       for X in "$@"; do
+                                               texnormalize "$X"
+                                       done
+                                       ;;
+                       esac
+               done
+       }
+}
+
+allshaders=`allshadernames`
+lf="
+"
+
+has_shader()
+{
+       sh=`texnormalize "$1"`
+       case "$lf$allshaders$lf" in
+               *"$lf$sh$lf"*)
+                       return 0
+                       ;;
+       esac
+       return 1
+}
+
+has_alpha()
+{
+       [ -f "${1%.jpg}_alpha.jpg" ] || convert "$1" -depth 8 RGBA:- | xxd -c 4 -g 1 | grep -v " ff  " >/dev/null
+}
+
+autoshaders()
+{
+       {
+               [ -d "textures" ] && find textures -type f \( -iname \*.tga -o -iname \*.png \) -print | while IFS= read -r TEX; do
+                       case `texnormalize "$TEX"` in
+                               *_norm|*_shirt|*_pants|*_glow|*_gloss|*_bump)
+                                       # ignore these (they are used implicitly)
+                                       continue
+                                       ;;
+                       esac
+                       if has_shader "$TEX"; then
+                               echo>&2 "    $TEX has an associated shader, ignoring."
+                       else
+                               if has_alpha "$TEX"; then
+                                       echo>&2 "*** $TEX has alpha but no shader, creating default alpha shader."
+                                       makeshader "$TEX"
+                               else
+                                       echo>&2 "    $TEX has no shader and no alpha, fine."
+                               fi
+                       fi
+               done
+               [ -d "env" ] && find env -type f \( -iname \*_up.tga -o -iname \*_up.png -o -iname \*_up.jpg \) -print | while IFS= read -r TEX; do
+                       if has_shader "$TEX"; then
+                               echo>&2 "    $TEX has an associated shader, ignoring."
+                       else
+                               echo>&2 "*** $TEX is sky but has no shader, creating default sky shader."
+                               makeskyshader "$TEX"
+                       fi
+               done
+       } | sort -u
+}
+
+aashaders=`autoshaders`
+
+if [ -n "$aashaders" ]; then
+       cat <<EOF
+The following shader files have been automatically created or appended to:
+
+$aashaders
+
+Please edit them to your needs, and possibly rename them.
+EOF
+fi
diff --git a/misc/tools/brightspot.c b/misc/tools/brightspot.c
new file mode 100644 (file)
index 0000000..fe3bb6b
--- /dev/null
@@ -0,0 +1,195 @@
+#include <stdio.h>
+#include <math.h>
+
+// USAGE: see brightspot.sh (and in the future brightspot.bat)
+// It should output the right parameters for the sun direction in q3map2's format.
+// But probably is broken.
+
+#define false 0
+#define true 1
+
+int flip[6*3] =
+{
+       false, false,  true, // "rt"
+        true,  true,  true, // "lf"
+       false,  true, false, // "bk"
+        true, false, false, // "ft"
+       false, false,  true, // "up"
+       false, false,  true  // "dn"
+};
+
+static const double skyboxtexcoord2f[6*4*2] =
+{
+    // skyside[0]
+    0, 1,
+    1, 1,
+    1, 0,
+    0, 0,
+    // skyside[1]
+    1, 0,
+    0, 0,
+    0, 1,
+    1, 1,
+    // skyside[2]
+    1, 1,
+    1, 0,
+    0, 0,
+    0, 1,
+    // skyside[3]
+    0, 0,
+    0, 1,
+    1, 1,
+    1, 0,
+    // skyside[4]
+    0, 1,
+    1, 1,
+    1, 0,
+    0, 0,
+    // skyside[5]
+    0, 1,
+    1, 1,
+    1, 0,
+    0, 0
+};
+
+
+static const double skyboxvertex3f[6*4*3] =
+{
+        // skyside[0]
+         16, -16,  16,
+         16, -16, -16,
+         16,  16, -16,
+         16,  16,  16,
+        // skyside[1]
+        -16,  16,  16,
+        -16,  16, -16,
+        -16, -16, -16,
+        -16, -16,  16,
+        // skyside[2]
+         16,  16,  16,
+         16,  16, -16,
+        -16,  16, -16,
+        -16,  16,  16,
+        // skyside[3]
+        -16, -16,  16,
+        -16, -16, -16,
+         16, -16, -16,
+         16, -16,  16,
+        // skyside[4]
+        -16, -16,  16,
+         16, -16,  16,
+         16,  16,  16,
+        -16,  16,  16,
+        // skyside[5]
+         16, -16, -16,
+        -16, -16, -16,
+        -16,  16, -16,
+         16,  16, -16
+};
+
+void Unmap2f(double x, double y, const double *corners, double *u, double *v)
+{
+       // x - corners[0] == *u * (corners[2] - corners[0]) + *v * (corners[4] - corners[2]);
+       // y - corners[1] == *u * (corners[3] - corners[1]) + *v * (corners[5] - corners[3]);
+       
+       double xc0 = x - corners[0];
+       double yc1 = y - corners[1];
+       double c20 = corners[2] - corners[0];
+       double c31 = corners[3] - corners[1];
+       double c42 = corners[4] - corners[2];
+       double c53 = corners[5] - corners[3];
+
+       // xc0 == *u * c20 + *v * c42;
+       // yc1 == *u * c31 + *v * c53;
+
+       double det = c20 * c53 - c31 * c42;
+       double du = xc0 * c53 - yc1 * c42;
+       double dv = c20 * yc1 - c31 * xc0;
+
+       *u = du / det;
+       *v = dv / det;
+}
+
+void Map3f(double u, double v, const double *corners, double *x, double *y, double *z)
+{
+       *x = corners[0] + u * (corners[3] - corners[0]) + v * (corners[6] - corners[3]);
+       *y = corners[1] + u * (corners[4] - corners[1]) + v * (corners[7] - corners[4]);
+       *z = corners[2] + u * (corners[5] - corners[2]) + v * (corners[8] - corners[5]);
+}
+
+void MapCoord(int pic, int y, int x, double vec[3])
+{
+       int h;
+       int flipx = flip[3*pic+0];
+       int flipy = flip[3*pic+1];
+       int flipdiag = flip[3*pic+2];
+       double u, v;
+
+       if(flipx)
+               x = 511 - x;
+
+       if(flipy)
+               y = 511 - y;
+
+       if(flipdiag)
+       {
+               h = x; x = y; y = h;
+       }
+
+       Unmap2f((x + 0.5) / 512.0, (y + 0.5) / 512.0, skyboxtexcoord2f + 4*2*pic, &u, &v);
+       Map3f(u, v, skyboxvertex3f + 6*2*pic, &vec[0], &vec[1], &vec[2]);
+}
+
+int main(int argc, char **argv)
+{
+       FILE *f;
+       int i, j, k;
+       unsigned char picture[6][512][512];
+       unsigned char max;
+       double brightvec[3];
+       double pitch, yaw, l;
+
+       if(argc != 2)
+       {
+               fprintf(stderr, "Usage: %s imagefile.gray\n", *argv);
+               return 1;
+       }
+
+       f = fopen(argv[1], "rb");
+       if(!f)
+       {
+               perror("fopen");
+               return 1;
+       }
+       fread(&picture, sizeof(picture), 1, f);
+       fclose(f);
+
+       brightvec[0] = brightvec[1] = brightvec[2] = 0;
+       max = 0;
+       for(i = 0; i < 6; ++i)
+               for(j = 0; j < 512; ++j)
+                       for(k = 0; k < 512; ++k)
+                               if(picture[i][j][k] > max)
+                                       max = picture[i][j][k];
+       for(i = 0; i < 6; ++i)
+               for(j = 0; j < 512; ++j)
+                       for(k = 0; k < 512; ++k)
+                       {
+                               double vec[3], f;
+                               MapCoord(i, j, k, vec);
+                               f = pow(vec[0]*vec[0] + vec[1]*vec[1] + vec[2]*vec[2], -1.5); // I know what I am doing.
+                               f *= exp(10 * (picture[i][j][k] - max));
+                               brightvec[0] += f * vec[0];
+                               brightvec[1] += f * vec[1];
+                               brightvec[2] += f * vec[2];
+                       }
+
+       l = sqrt(brightvec[0]*brightvec[0] + brightvec[1]*brightvec[1] + brightvec[2]*brightvec[2]);
+       fprintf(stderr, "vec = %f %f %f\n", brightvec[0] / l, brightvec[1] / l, brightvec[2] / l);
+       
+       pitch = atan2(brightvec[2], sqrt(brightvec[0]*brightvec[0] + brightvec[1]*brightvec[1]));
+       yaw = atan2(brightvec[1], brightvec[0]);
+
+       printf("%f %f\n", yaw * 180 / M_PI, pitch * 180 / M_PI);
+       return 0;
+}
diff --git a/misc/tools/brightspot.sh b/misc/tools/brightspot.sh
new file mode 100755 (executable)
index 0000000..d2131ad
--- /dev/null
@@ -0,0 +1,36 @@
+#!/bin/sh
+
+if [ -z "$1" ]; then
+       echo>&2 "Usage: $0 foo_rt.jpg"
+       exit 1
+fi
+
+brightspot=
+if which brightspot-bin >/dev/null; then
+       brightspot=brightspot-bin
+else
+       case "$0" in
+               */*)
+                       mydir=${0%/*}
+                       ;;
+               *)
+                       mydir=.
+                       ;;
+       esac
+       brightspot="$mydir/brightspot-bin"
+       [ "$brightspot" -nt "$mydir/brightspot.c" ] || gcc -lm -O3 -Wall -Wextra "$mydir/brightspot.c" -o "$brightspot" || exit 1
+fi
+
+i=$1
+ext=${i##*.}
+name=${i%.*}
+name=${name%_[rlbfud][tfktpn]}
+
+{
+       convert "$name"_rt."$ext" -depth 8 -geometry 512x512 GRAY:-
+       convert "$name"_lf."$ext" -depth 8 -geometry 512x512 GRAY:-
+       convert "$name"_bk."$ext" -depth 8 -geometry 512x512 GRAY:-
+       convert "$name"_ft."$ext" -depth 8 -geometry 512x512 GRAY:-
+       convert "$name"_up."$ext" -depth 8 -geometry 512x512 GRAY:-
+       convert "$name"_dn."$ext" -depth 8 -geometry 512x512 GRAY:-
+} | "$brightspot" /dev/stdin
diff --git a/misc/tools/bsp2ent b/misc/tools/bsp2ent
new file mode 100755 (executable)
index 0000000..e500b8d
--- /dev/null
@@ -0,0 +1,39 @@
+#!/usr/bin/perl
+
+use strict;
+use warnings;
+use Fcntl qw/:seek/;
+
+sub get($$)
+{
+       my ($fh, $n) = @_;
+       read $fh, my $v, $n
+               or die "read: $!";
+       return $v;
+}
+
+use constant LUMP_ENTITIES => 0;
+
+if(!@ARGV)
+{
+       die "Usage: bsp2ent BSPFILE > ENTFILE\n";
+}
+
+my $bspfile = $ARGV[0];
+open my $fh, '<', $bspfile
+       or die "open $bspfile: $!";
+get($fh, 4) eq 'IBSP'
+       or die "$bspfile is no IBSP";
+unpack('V', get($fh, 4)) == 0x2e
+       or die "$bspfile is no Q3 BSP";
+my @directory = map
+{
+       [unpack('VV', get($fh, 8))] # offset, length
+}
+0..16;
+
+seek($fh, $directory[LUMP_ENTITIES][0], SEEK_SET);
+my $ent = get($fh, $directory[LUMP_ENTITIES][1]);
+$ent =~ s/\000//g;
+
+print $ent;
diff --git a/misc/tools/bsptool.pl b/misc/tools/bsptool.pl
new file mode 100755 (executable)
index 0000000..84f2323
--- /dev/null
@@ -0,0 +1,515 @@
+#!/usr/bin/perl
+
+use strict;
+use warnings;
+use Image::Magick;
+use POSIX qw/floor ceil/;
+
+my @lumpname = qw/entities textures planes nodes leafs leaffaces leafbrushes models brushes brushsides vertices triangles effects faces lightmaps lightgrid pvs advertisements/;
+my %lumpid = map { $lumpname[$_] => $_ } 0..@lumpname-1;
+my $msg = "";
+my @bsp;
+
+# READ THE BSP
+
+if(!@ARGV || $ARGV[0] eq '-h' || $ARGV[0] eq '--help')
+{
+       print <<EOF;
+Usage:
+  $0 filename.bsp [operations...]
+
+Operations are:
+  Information requests:
+    -i                print info about the BSP file
+    -xlumpname        extract a lump (see -i)
+
+  Changes:
+    -dlumpname        delete a lump (see -i)
+    -rlumpname        replace a lump (see -i) by the data from standard input
+    -gfilename.tga    save the lightgrid as filename.tga (debugging)
+    -Gratio           scale down the lightgrid to reduce BSP file size
+    -ljpgNNN          externalize the lightmaps as JPEG, quality NNN (number from 1 to 100)
+    -lpng             externalize the lightmaps as PNG
+    -ltga             externalize the lightmaps as TGA
+    -mMESSAGE         set the BSP file comment message
+
+  Save commands:
+    -o                actually apply the changes to the BSP
+    -ofilename2.bsp   save the changes to a new BSP file
+EOF
+       exit;
+}
+
+my $fn = shift @ARGV;
+$fn =~ /(.*)\.bsp$/
+       or die "invalid input file name (must be a .bsp): $fn";
+my $basename = $1;
+open my $fh, "<", $fn
+       or die "$fn: $!";
+
+read $fh, my $header, 8;
+
+die "Invalid BSP format"
+       if $header ne "IBSP\x2e\x00\x00\x00";
+
+for(0..16)
+{
+       read $fh, my $lump, 8;
+       my ($offset, $length) = unpack "VV", $lump;
+
+       push @bsp, [$offset, $length, undef];
+}
+
+for(@bsp)
+{
+       my ($offset, $length, $data) = @$_;
+       seek $fh, $offset, 0;
+       read $fh, $data, $length;
+       length $data == $length
+               or die "Incomplete BSP lump at $offset\n";
+       $_->[2] = $data;
+}
+
+close $fh;
+
+# STRUCT DECODING
+
+sub DecodeLump($@)
+{
+       my ($lump, @fields) = @_;
+       my @decoded;
+
+       my $spec = "";
+       my @decoders;
+
+       my $item;
+       my @data;
+       my $idx;
+
+       for(@fields)
+       {
+               if(/^(\w*)=(.*?)(\d*)$/)
+               {
+                       $spec .= "$2$3 ";
+                       my $f = $1;
+                       my $n = $3;
+                       if($n eq '')
+                       {
+                               push @decoders, sub { $item->{$f} = $data[$idx++]; };
+                       }
+                       else
+                       {
+                               push @decoders, sub { $item->{$f} = [ map { $data[$idx++] } 1..$n ]; };
+                       }
+               }
+       }
+
+       my $itemlen = length pack $spec, ();
+       my $len = length $lump;
+
+       die "Invalid lump size: $len not divisible by $itemlen"
+               if $len % $itemlen;
+
+       my $items = $len / $itemlen;
+       for(0..$items - 1)
+       {
+               @data = unpack $spec, substr $lump, $_ * $itemlen, $itemlen;
+               $item = {};
+               $idx = 0;
+               $_->() for @decoders;
+               push @decoded, $item;
+       }
+       @decoded;
+}
+
+sub EncodeLump($@)
+{
+       my ($items, @fields) = @_;
+       my @decoded;
+
+       my @encoders;
+
+       my $item;
+       my @data;
+       my $idx;
+       my $data = "";
+
+       for(@fields)
+       {
+               if(/^(\w*)=(.*?)(\d*)$/)
+               {
+                       my $spec = "$2$3";
+                       my $f = $1;
+                       my $n = $3;
+                       if($n eq '')
+                       {
+                               push @encoders, sub { $data .= pack $spec, $item->{$f}; };
+                       }
+                       else
+                       {
+                               push @encoders, sub { $data .= pack $spec, @{$item->{$f}}; };
+                       }
+               }
+       }
+
+       for my $i(@$items)
+       {
+               $item = $i;
+               $_->() for @encoders;
+       }
+
+       $data;
+}
+
+sub EncodeDirection(@)
+{
+       my ($x, $y, $z) = @_;
+
+       return [
+               map { ($_ / 0.02454369260617025967) & 0xFF }
+               (
+                       atan2(sqrt($x * $x + $y * $y), $z),
+                       atan2($y, $x)
+               )
+       ];
+}
+
+sub DecodeDirection($)
+{
+       my ($dir) = @_;
+
+       my ($pitch, $yaw) = map { $_ * 0.02454369260617025967 } @$dir; # maps 256 to 2pi
+
+       return (
+               cos($yaw) * sin($pitch),
+               sin($yaw) * sin($pitch),
+               cos($pitch)
+       );
+}
+
+sub IntervalIntersection($$$$)
+{
+       my ($a, $al, $b, $bl) = @_;
+       my $a0 = $a - 0.5 * $al;
+       my $a1 = $a + 0.5 * $al;
+       my $b0 = $b - 0.5 * $bl;
+       my $b1 = $b + 0.5 * $bl;
+       my $left = ($a0 > $b0) ? $a0 : $b0;
+       my $right = ($a1 > $b1) ? $b1 : $a1;
+       die "Non-intersecting intervals $a $al $b $bl"
+               if $right < $left;
+       return $right - $left;
+}
+
+sub BoxIntersection(@)
+{
+       my ($x, $y, $z, $w, $h, $d, $x2, $y2, $z2, $w2, $h2, $d2) = @_;
+       return
+               IntervalIntersection($x, $w, $x2, $w2)
+               *
+               IntervalIntersection($y, $h, $y2, $h2)
+               *
+               IntervalIntersection($z, $d, $z2, $d2);
+}
+
+# OPTIONS
+
+for(@ARGV)
+{
+       if(/^-i$/) # info
+       {
+               my $total = 17 * 8 + 8 + length($msg);
+               my $max = 0;
+               for(0..@bsp-1)
+               {
+                       my $nl = length $bsp[$_]->[2];
+                       $total += $nl;
+                       print "BSP lump $_ ($lumpname[$_]): offset $bsp[$_]->[0] length $bsp[$_]->[1] newlength $nl\n";
+                       my $endpos = $bsp[$_]->[0] + $bsp[$_]->[1];
+                       $max = $endpos if $max < $endpos;
+               }
+               print "BSP file size will change from $max to $total bytes\n";
+       }
+       elsif(/^-d(.+)$/) # delete a lump
+       {
+               my $id = $lumpid{$1};
+               die "invalid lump $1 to remove"
+                       unless defined $id;
+               $bsp[$id]->[2] = "";
+       }
+       elsif(/^-r(.+)$/) # replace a lump
+       {
+               my $id = $lumpid{$1};
+               die "invalid lump $1 to replace"
+                       unless defined $id;
+               $bsp[$id]->[2] = do { undef local $/; scalar <STDIN>; };
+       }
+       elsif(/^-m(.*)$/) # change the message
+       {
+               $msg = $1;
+       }
+       elsif(/^-l(jpg|png|tga)(\d+)?$/) # externalize lightmaps (deleting the internal ones)
+       {
+               my $ext = $1;
+               my $quality = $2;
+               my %lightmaps = ();
+               my $faces = $bsp[$lumpid{faces}]->[2];
+               my $lightmaps = $bsp[$lumpid{lightmaps}]->[2];
+               my @values = DecodeLump $faces,
+                       qw/texture=V effect=V type=V vertex=V n_vertexes=V meshvert=V n_meshverts=V lm_index=V lm_start=f2 lm_size=f2 lm_origin=f3 lm_vec_0=f3 lm_vec_1=f3 normal=f3 size=V2/;
+               my $oddfound = 0;
+               for(@values)
+               {
+                       my $l = $_->{lm_index};
+                       next if $l >= 2**31; # signed
+                       $oddfound = 1
+                               if $l % 2;
+                       ++$lightmaps{$l};
+               }
+               if(!$oddfound)
+               {
+                       $lightmaps{$_+1} = $lightmaps{$_} for keys %lightmaps;
+               }
+               for(sort { $a <=> $b } keys %lightmaps)
+               {
+                       print STDERR "Lightmap $_ was used $lightmaps{$_} times\n";
+
+                       # export that lightmap
+                       my $lmsize = 128 * 128 * 3;
+                       next if length $lightmaps < ($_ + 1) * $lmsize;
+                       my $lmdata = substr $lightmaps, $_ * $lmsize, $lmsize;
+                       my $img = Image::Magick->new(size => '128x128', depth => 8, magick => 'RGB');
+                       $img->BlobToImage($lmdata);
+                       my $outfn = sprintf "%s/lm_%04d.$ext", $basename, $_;
+                       mkdir $basename;
+                       $img->Set(quality => $quality)
+                               if defined $quality;
+                       my $err = $img->Write($outfn);
+                       die $err
+                               if $err;
+                       print STDERR "Wrote $outfn\n";
+               }
+
+               # nullify the lightmap lump
+               $bsp[$lumpid{lightmaps}]->[2] = "";
+       }
+       elsif(/^-g(.+)$/) # export light grid as an image (for debugging)
+       {
+               my $filename = $1;
+               my @models = DecodeLump $bsp[$lumpid{models}]->[2],
+                       qw/mins=f3 maxs=f3 face=V n_faces=V brush=V n_brushes=V/;
+               my $entities = $bsp[$lumpid{entities}]->[2];
+               my @entitylines = split /\r?\n/, $entities;
+               my $gridsize = "64 64 128";
+               for(@entitylines)
+               {
+                       last if $_ eq '}';
+                       /^\s*"_?gridsize"\s+"(.*)"$/
+                               and $gridsize = $1;
+               }
+               my @scale = map { 1 / $_ } split / /, $gridsize;
+               my @imins = map { ceil($models[0]{mins}[$_] * $scale[$_]) } 0..2;
+               my @imaxs = map { floor($models[0]{maxs}[$_] * $scale[$_]) } 0..2;
+               my @isize = map { $imaxs[$_] - $imins[$_] + 1 } 0..2;
+               my $isize = $isize[0] * $isize[1] * $isize[2];
+               my @gridcells = DecodeLump $bsp[$lumpid{lightgrid}]->[2],
+                       qw/ambient=C3 directional=C3 dir=C2/;
+               die "Cannot decode light grid"
+                       unless $isize == @gridcells;
+
+               # sum up the "ambient" light over all pixels
+               my @pixels;
+               my $max = 1;
+               for my $y(0..$isize[1]-1)
+               {
+                       for my $x(0..$isize[0]-1)
+                       {
+                               my ($r, $g, $b) = (0, 0, 0);
+                               for my $z(0..$isize[2]-1)
+                               {
+                                       my $cell = $gridcells[$x + $y * $isize[0] + $z * $isize[0] * $isize[1]];
+                                       $r += $cell->{ambient}->[0];
+                                       $g += $cell->{ambient}->[1];
+                                       $b += $cell->{ambient}->[2];
+                               }
+                               push @pixels, [$r, $g, $b];
+                               $max = $r if $max < $r;
+                               $max = $g if $max < $g;
+                               $max = $b if $max < $b;
+                       }
+               }
+               my $pixeldata = "";
+               for my $p(@pixels)
+               {
+                       $pixeldata .= pack "CCC", map { 255 * $p->[$_] / $max } 0..2;
+               }
+
+               my $img = Image::Magick->new(size => sprintf("%dx%d", $isize[0], $isize[1]), depth => 8, magick => 'RGB');
+               $img->BlobToImage($pixeldata);
+               $img->Write($filename);
+               print STDERR "Wrote $filename\n";
+       }
+       elsif(/^-G(.+)$/) # decimate light grid
+       {
+               my $decimate = $1;
+               my $filter = 1; # 0 = nearest, 1 = box filter
+
+               my @models = DecodeLump $bsp[$lumpid{models}]->[2],
+                       qw/mins=f3 maxs=f3 face=V n_faces=V brush=V n_brushes=V/;
+               my $entities = $bsp[$lumpid{entities}]->[2];
+               my @entitylines = split /\r?\n/, $entities;
+               my $gridsize = "64 64 128";
+               my $gridsizeindex = undef;
+               for(0..@entitylines-1)
+               {
+                       my $l = $entitylines[$_];
+                       last if $l eq '}';
+                       if($l =~ /^\s*"_?gridsize"\s+"(.*)"$/)
+                       {
+                               $gridsize = $1;
+                               $gridsizeindex = $_;
+                       }
+               }
+               my @scale = map { 1 / $_ } split / /, $gridsize;
+               my @imins = map { ceil($models[0]{mins}[$_] * $scale[$_]) } 0..2;
+               my @imaxs = map { floor($models[0]{maxs}[$_] * $scale[$_]) } 0..2;
+               my @isize = map { $imaxs[$_] - $imins[$_] + 1 } 0..2;
+               my $isize = $isize[0] * $isize[1] * $isize[2];
+               my @gridcells = DecodeLump $bsp[$lumpid{lightgrid}]->[2],
+                       qw/ambient=C3 directional=C3 dir=C2/;
+               die "Cannot decode light grid"
+                       unless $isize == @gridcells;
+
+               # get the new grid size values
+               my @newscale = map { $_ / $decimate } @scale;
+               my $newgridsize = join " ", map { 1 / $_ } @newscale;
+               my @newimins = map { ceil($models[0]{mins}[$_] * $newscale[$_]) } 0..2;
+               my @newimaxs = map { floor($models[0]{maxs}[$_] * $newscale[$_]) } 0..2;
+               my @newisize = map { $newimaxs[$_] - $newimins[$_] + 1 } 0..2;
+
+               # do the decimation
+               my @newgridcells = ();
+               for my $z($newimins[2]..$newimaxs[2])
+               {
+                       # the coords are MIDPOINTS of the grid cells!
+                       my @oldz = grep { $_ >= $imins[2] && $_ <= $imaxs[2] } floor(($z - 0.5) * $decimate + 0.5) .. ceil(($z + 0.5) * $decimate - 0.5);
+                       my $innerz_raw = $z * $decimate;
+                       my $innerz = floor($innerz_raw + 0.5);
+                       $innerz = $imins[2] if $innerz < $imins[2];
+                       $innerz = $imaxs[2] if $innerz > $imaxs[2];
+                       for my $y($newimins[1]..$newimaxs[1])
+                       {
+                               my @oldy = grep { $_ >= $imins[1] && $_ <= $imaxs[1] } floor(($y - 0.5) * $decimate + 0.5) .. ceil(($y + 0.5) * $decimate - 0.5);
+                               my $innery_raw = $y * $decimate;
+                               my $innery = floor($innery_raw + 0.5);
+                               $innery = $imins[1] if $innery < $imins[1];
+                               $innery = $imaxs[1] if $innery > $imaxs[1];
+                               for my $x($newimins[0]..$newimaxs[0])
+                               {
+                                       my @oldx = grep { $_ >= $imins[0] && $_ <= $imaxs[0] } floor(($x - 0.5) * $decimate + 0.5) .. ceil(($x + 0.5) * $decimate - 0.5);
+                                       my $innerx_raw = $x * $decimate;
+                                       my $innerx = floor($innerx_raw + 0.5);
+                                       $innerx = $imins[0] if $innerx < $imins[0];
+                                       $innerx = $imaxs[0] if $innerx > $imaxs[0];
+
+                                       my @vec = (0, 0, 0);
+                                       my @dir = (0, 0, 0);
+                                       my @amb = (0, 0, 0);
+                                       my $weight = 0;
+                                       my $innercell = $gridcells[($innerx - $imins[0]) + $isize[0] * ($innery - $imins[1]) + $isize[0] * $isize[1] * ($innerz - $imins[2])];
+                                       for my $Z(@oldz)
+                                       {
+                                               for my $Y(@oldy)
+                                               {
+                                                       for my $X(@oldx)
+                                                       {
+                                                               my $cell = $gridcells[($X - $imins[0]) + $isize[0] * ($Y - $imins[1]) + $isize[0] * $isize[1] * ($Z - $imins[2])];
+
+                                                               my $cellweight = BoxIntersection(
+                                                                       $X, $Y, $Z, 1, 1, 1,
+                                                                       map { $_ * $decimate } $x, $y, $z, 1, 1, 1
+                                                               );
+
+                                                               $dir[$_] += $cellweight * $cell->{directional}->[$_] for 0..2;
+                                                               $amb[$_] += $cellweight * $cell->{ambient}->[$_] for 0..2;
+                                                               my @norm = DecodeDirection $cell->{dir};
+                                                               $vec[$_] += $cellweight * $norm[$_] for 0..2;
+                                                               $weight += $cellweight;
+                                                       }
+                                               }
+                                       }
+                                       if($weight)
+                                       {
+                                               $dir[$_] /= $weight for 0..2;
+                                               $dir[$_] *= $filter for 0..2;
+                                               $dir[$_] += (1 - $filter) * $innercell->{directional}->[$_] for 0..2;
+
+                                               $amb[$_] /= $weight for 0..2;
+                                               $amb[$_] *= $filter for 0..2;
+                                               $amb[$_] += (1 - $filter) * $innercell->{ambient}->[$_] for 0..2;
+
+                                               my @norm = DecodeDirection $innercell->{dir};
+                                               $vec[$_] /= $weight for 0..2;
+                                               $vec[$_] *= $filter for 0..2;
+                                               $vec[$_] += (1 - $filter) * $norm[$_] for 0..2;
+
+                                               $innercell = {
+                                                       ambient => \@amb,
+                                                       directional => \@dir,
+                                                       dir => EncodeDirection @norm
+                                               };
+                                       }
+
+                                       push @newgridcells, $innercell;
+                               }
+                       }
+               }
+
+               $bsp[$lumpid{lightgrid}]->[2] = EncodeLump \@newgridcells,
+                       qw/ambient=C3 directional=C3 dir=C2/;
+               splice @entitylines, $gridsizeindex, 1, ()
+                       if defined $gridsizeindex;
+               splice @entitylines, 1, 0, qq{"gridsize" "$newgridsize"};
+               $bsp[$lumpid{entities}]->[2] = join "\n", @entitylines;
+       }
+       elsif(/^-x(.+)$/) # extract lump to stdout
+       {
+               my $id = $lumpid{$1};
+               die "invalid lump $1 to extract"
+                       unless defined $id;
+               print $bsp[$id]->[2];
+       }
+       elsif(/^-o(.+)?$/) # write the final BSP file
+       {
+               my $outfile = $1;
+               $outfile = $fn
+                       if not defined $outfile;
+               open my $fh, ">", $outfile
+                       or die "$outfile: $!";
+               print $fh $header;
+               my $pos = 17 * 8 + tell($fh) + length $msg;
+               for(@bsp)
+               {
+                       $_->[0] = $pos;
+                       $_->[1] = length $_->[2];
+                       $pos += $_->[1];
+                       print $fh pack "VV", $_->[0], $_->[1];
+               }
+               print $fh $msg;
+               for(@bsp)
+               {
+                       print $fh $_->[2];
+               }
+               close $fh;
+               print STDERR "Wrote $outfile\n";
+       }
+       else
+       {
+               die "Invalid option: $_";
+       }
+}
+
+# TODO:
+#   features like:
+#     decimate light grid
+#     edit lightmaps/grid
diff --git a/misc/tools/crc16.c b/misc/tools/crc16.c
new file mode 100644 (file)
index 0000000..4b9f355
--- /dev/null
@@ -0,0 +1,97 @@
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <stdint.h>
+
+// this CRC matches DP
+// output is:
+//   filesize.crc16
+// usage:
+//   mv csprogs.dat csprogs.dat.`crc16 < csprogs.dat`
+// see script csqcarchive.sh
+
+/*
+============================================================================
+
+                                       CRC FUNCTIONS
+
+============================================================================
+*/
+
+// this is a 16 bit, non-reflected CRC using the polynomial 0x1021
+// and the initial and final xor values shown below...  in other words, the
+// CCITT standard CRC used by XMODEM
+
+#define CRC_INIT_VALUE 0xffff
+#define CRC_XOR_VALUE  0x0000
+
+static unsigned short crctable[256] =
+{
+       0x0000, 0x1021, 0x2042, 0x3063, 0x4084, 0x50a5, 0x60c6, 0x70e7,
+       0x8108, 0x9129, 0xa14a, 0xb16b, 0xc18c, 0xd1ad, 0xe1ce, 0xf1ef,
+       0x1231, 0x0210, 0x3273, 0x2252, 0x52b5, 0x4294, 0x72f7, 0x62d6,
+       0x9339, 0x8318, 0xb37b, 0xa35a, 0xd3bd, 0xc39c, 0xf3ff, 0xe3de,
+       0x2462, 0x3443, 0x0420, 0x1401, 0x64e6, 0x74c7, 0x44a4, 0x5485,
+       0xa56a, 0xb54b, 0x8528, 0x9509, 0xe5ee, 0xf5cf, 0xc5ac, 0xd58d,
+       0x3653, 0x2672, 0x1611, 0x0630, 0x76d7, 0x66f6, 0x5695, 0x46b4,
+       0xb75b, 0xa77a, 0x9719, 0x8738, 0xf7df, 0xe7fe, 0xd79d, 0xc7bc,
+       0x48c4, 0x58e5, 0x6886, 0x78a7, 0x0840, 0x1861, 0x2802, 0x3823,
+       0xc9cc, 0xd9ed, 0xe98e, 0xf9af, 0x8948, 0x9969, 0xa90a, 0xb92b,
+       0x5af5, 0x4ad4, 0x7ab7, 0x6a96, 0x1a71, 0x0a50, 0x3a33, 0x2a12,
+       0xdbfd, 0xcbdc, 0xfbbf, 0xeb9e, 0x9b79, 0x8b58, 0xbb3b, 0xab1a,
+       0x6ca6, 0x7c87, 0x4ce4, 0x5cc5, 0x2c22, 0x3c03, 0x0c60, 0x1c41,
+       0xedae, 0xfd8f, 0xcdec, 0xddcd, 0xad2a, 0xbd0b, 0x8d68, 0x9d49,
+       0x7e97, 0x6eb6, 0x5ed5, 0x4ef4, 0x3e13, 0x2e32, 0x1e51, 0x0e70,
+       0xff9f, 0xefbe, 0xdfdd, 0xcffc, 0xbf1b, 0xaf3a, 0x9f59, 0x8f78,
+       0x9188, 0x81a9, 0xb1ca, 0xa1eb, 0xd10c, 0xc12d, 0xf14e, 0xe16f,
+       0x1080, 0x00a1, 0x30c2, 0x20e3, 0x5004, 0x4025, 0x7046, 0x6067,
+       0x83b9, 0x9398, 0xa3fb, 0xb3da, 0xc33d, 0xd31c, 0xe37f, 0xf35e,
+       0x02b1, 0x1290, 0x22f3, 0x32d2, 0x4235, 0x5214, 0x6277, 0x7256,
+       0xb5ea, 0xa5cb, 0x95a8, 0x8589, 0xf56e, 0xe54f, 0xd52c, 0xc50d,
+       0x34e2, 0x24c3, 0x14a0, 0x0481, 0x7466, 0x6447, 0x5424, 0x4405,
+       0xa7db, 0xb7fa, 0x8799, 0x97b8, 0xe75f, 0xf77e, 0xc71d, 0xd73c,
+       0x26d3, 0x36f2, 0x0691, 0x16b0, 0x6657, 0x7676, 0x4615, 0x5634,
+       0xd94c, 0xc96d, 0xf90e, 0xe92f, 0x99c8, 0x89e9, 0xb98a, 0xa9ab,
+       0x5844, 0x4865, 0x7806, 0x6827, 0x18c0, 0x08e1, 0x3882, 0x28a3,
+       0xcb7d, 0xdb5c, 0xeb3f, 0xfb1e, 0x8bf9, 0x9bd8, 0xabbb, 0xbb9a,
+       0x4a75, 0x5a54, 0x6a37, 0x7a16, 0x0af1, 0x1ad0, 0x2ab3, 0x3a92,
+       0xfd2e, 0xed0f, 0xdd6c, 0xcd4d, 0xbdaa, 0xad8b, 0x9de8, 0x8dc9,
+       0x7c26, 0x6c07, 0x5c64, 0x4c45, 0x3ca2, 0x2c83, 0x1ce0, 0x0cc1,
+       0xef1f, 0xff3e, 0xcf5d, 0xdf7c, 0xaf9b, 0xbfba, 0x8fd9, 0x9ff8,
+       0x6e17, 0x7e36, 0x4e55, 0x5e74, 0x2e93, 0x3eb2, 0x0ed1, 0x1ef0
+};
+
+unsigned short CRC_Block(const unsigned char *data, size_t size)
+{
+       unsigned short crc = CRC_INIT_VALUE;
+       while (size--)
+               crc = (crc << 8) ^ crctable[(crc >> 8) ^ (*data++)];
+       return crc ^ CRC_XOR_VALUE;
+}
+
+int main()
+{
+       unsigned char *buf = NULL;
+       size_t bufsize = 0;
+       size_t newbufsize;
+       size_t nread;
+
+       for(;;)
+       {
+               newbufsize = 2 * bufsize + 1;
+               buf = realloc(buf, newbufsize);
+               nread = fread(buf + bufsize, 1, newbufsize - bufsize, stdin);
+               if(nread != newbufsize - bufsize)
+               {
+                       // output checksum
+                       unsigned short crc = CRC_Block(buf, bufsize + nread);
+                       printf("%ju.%u\n", (uintmax_t) (bufsize + nread), crc);
+
+                       // exit
+                       break;
+               }
+               bufsize = newbufsize;
+       }
+
+       return 0;
+}
diff --git a/misc/tools/csqcarchive.sh b/misc/tools/csqcarchive.sh
new file mode 100755 (executable)
index 0000000..fc7a98a
--- /dev/null
@@ -0,0 +1,46 @@
+#!/bin/sh
+
+set -e
+
+make crc16
+crc16=`pwd`/crc16
+out=`pwd`/csqcarchive.zip
+
+t=`mktemp -dt csqcarchive.XXXXXX`
+cd "$t"
+
+revs()
+{
+       {
+               svn log svn://svn.icculus.org/nexuiz/$1/data/qcsrc/common
+               echo
+               svn log svn://svn.icculus.org/nexuiz/$1/data/qcsrc/client
+       } | {
+               while IFS= read -r LINE; do
+                       if [ "$LINE" = "------------------------------------------------------------------------" ]; then
+                               read -r REV REST
+                               case "$REV" in
+                                       r*)
+                                               echo ${REV#r}
+                                               ;;
+                               esac
+                       fi
+               done
+       } | sort -n
+}
+
+rm -f "$out"
+for repo in branches/nexuiz-2.0 trunk; do
+       for rev in `revs $repo`; do
+               if [ "$rev" -lt 3789 ]; then
+                       continue
+               fi
+               svn checkout -r"$rev" svn://svn.icculus.org/nexuiz/$repo/data/qcsrc
+               rm -f Makefile csprogs.dat
+               wget -OMakefile "http://svn.icculus.org/*checkout*/nexuiz/$repo/data/Makefile?revision=$rev" || continue
+               make csprogs.dat || continue
+               nm="csprogs.dat.`$crc16 < csprogs.dat`"
+               mv csprogs.dat "$nm"
+               zip -9r "$out" "$nm"
+       done
+done
diff --git a/misc/tools/democonv-15-20.pl b/misc/tools/democonv-15-20.pl
new file mode 100755 (executable)
index 0000000..3991ee9
--- /dev/null
@@ -0,0 +1,100 @@
+#!/usr/bin/perl
+
+# usage:
+#   ./democonv-15-20.pl infile outfile
+
+use strict;
+use warnings;
+
+# constants
+my $svc_print = "\010";
+my $svc_serverinfo = "\013";
+
+my %maps = (
+       nexdm01 => 'basement',
+       nexdm02 => 'bleach',
+       nexdm03 => 'slimepit',
+       nexdm04 => 'skyway',
+       nexdm05 => 'downer',
+       nexdm06 => 'starship',
+       nexdm07 => 'dsi',
+       nexdm08 => 'glowarena',
+       nexdm09 => 'aneurysm',
+       nexdm10 => 'stormkeep',
+       nexdm11 => 'ruinsofslaughter',
+       nexdm12 => 'evilspace',
+       nexdm13 => 'dismal',
+       nexdm14 => 'soylent',
+       nexdm15 => 'oilrig',
+       nexdm16 => 'silvercity',
+       nexdm17 => 'dieselpower',
+       nexdm18 => 'runningman',
+       nexdm18_1on1remix => 'runningman_1on1remix',
+       nexdmextra1 => 'darkzone',
+       nexdmextra2 => 'aggressor',
+       nexctf01 => 'basementctf',
+       nexctf02 => 'runningmanctf',
+);
+
+# opening the files
+
+push @ARGV, "$ARGV[0]-converted.dem"
+       if @ARGV == 1;
+
+die "Usage: $0 infile outfile"
+       if @ARGV != 2;
+my ($in, $out) = @ARGV;
+
+$in ne $out
+       or die "Input and output file may not be the same!";
+
+open my $infh, "<", $in
+       or die "open $in: $!";
+binmode $infh;
+
+open my $outfh, ">", $out
+       or die "open $out: $!";
+binmode $outfh;
+
+sub TranslateMapname($)
+{
+       my ($map) = @_;
+       return $maps{$map}
+               if exists $maps{$map};
+       return $map;
+}
+
+# 1. CD track
+
+$/ = "\012";
+my $cdtrack = <$infh>;
+print $outfh $cdtrack;
+
+# 2. packets
+
+for(;;)
+{
+       last
+               unless 4 == read $infh, my $length, 4;
+       $length = unpack("V", $length);
+       die "Invalid demo packet"
+               unless 12 == read $infh, my $angles, 12;
+       die "Invalid demo packet"
+               unless $length == read $infh, my($data), $length;
+
+       $data =~ s{
+               ^
+               ($svc_print
+                       [^\0]*\0
+               $svc_serverinfo....
+                       [^\0]*\0
+                       maps/)([^\0]*)(\.bsp\0)
+       }{$1 . TranslateMapname($2) . $3}sex;
+
+       print $outfh pack("V", length $data);
+       print $outfh $angles;
+       print $outfh $data;
+}
+
+close $outfh;
+close $infh;
diff --git a/misc/tools/demotc-race-record-extractor.sh b/misc/tools/demotc-race-record-extractor.sh
new file mode 100755 (executable)
index 0000000..7f10290
--- /dev/null
@@ -0,0 +1,33 @@
+#!/bin/sh
+
+case "$2" in
+       old)
+               PATTERN='all-time fastest lap record with (.*)\n'
+               ;;
+       new|*)
+               PATTERN='//RA?CE? RECORD SET (.*)\n'
+               ;;
+esac
+
+d=$1
+i=0
+demotc.pl grep "$d" "$PATTERN" | while IFS=" " read -r timecode result; do
+       timecode=${timecode%:}
+       result=${result#\"}
+       result=${result%\"}
+       result=${result%% *}
+
+       echo "Possible record found at $timecode: $result, extracting..."
+
+       minutes=${result%%:*}
+       result=${result#*:}
+       seconds=${result%%.*}
+       result=${result#*.}
+       tenths=$result
+
+       timecode_start=`echo "$timecode - $minutes*60 - $seconds - $tenths*0.1 - 2" | bc -l`
+       timecode_end=`echo "$timecode + 2" | bc -l`
+       i=$(($i + 1))
+       demotc.pl cut "$d" "playback-$i.dem" "$timecode_start" "$timecode_end"
+       demotc.pl cut "$d" "capture-$i.dem" "$timecode_start" "$timecode_end" --capture
+done
diff --git a/misc/tools/demotc.pl b/misc/tools/demotc.pl
new file mode 100755 (executable)
index 0000000..3c71b0d
--- /dev/null
@@ -0,0 +1,188 @@
+#!/usr/bin/perl
+
+# Fake demo "cutting" tool
+# works by looking for time codes in the demo
+# and injecting playback speed commands
+
+use strict;
+use warnings;
+
+sub sanitize($)
+{
+       my ($str) = @_;
+       $str =~ y/\000-\037//d;
+       return $str;
+}
+
+# opening the files
+
+my ($in, $out, $tc0, $tc1, $pattern, $capture);
+
+my $mode = shift @ARGV;
+$mode = 'help' if not defined $mode;
+
+if($mode eq 'grep' && @ARGV == 2)
+{
+       $in = $ARGV[0];
+       $pattern = $ARGV[1];
+}
+elsif($mode eq 'uncut' && @ARGV == 2)
+{
+       $in = $ARGV[0];
+       $out = $ARGV[1];
+}
+elsif($mode eq 'cut' && (@ARGV == 4 || @ARGV == 5))
+{
+       $in = $ARGV[0];
+       $out = $ARGV[1];
+       $tc0 = $ARGV[2];
+       $tc1 = $ARGV[3];
+       $capture = (@ARGV == 5);
+}
+else
+{
+       die "Usage: $0 cut infile outfile tc_start tc_end [--capture], or $0 uncut infile outfile, or $0 grep infile pattern\n"
+}
+
+if($mode ne 'grep')
+{
+       $in ne $out
+               or die "Input and output file may not be the same!";
+}
+
+open my $infh, "<", $in
+       or die "open $in: $!";
+binmode $infh;
+
+my $outfh;
+if($mode ne 'grep') # cutting
+{
+       open $outfh, ">", $out
+               or die "open $out: $!";
+       binmode $outfh;
+}
+
+# 1. CD track
+
+$/ = "\012";
+my $cdtrack = <$infh>;
+print $outfh $cdtrack if $mode ne 'grep';
+
+# 2. packets
+
+my $tc = undef;
+
+my $first = 1;
+my $demo_started = 0;
+my $demo_stopped = 0;
+my $inject_buffer = "";
+
+use constant DEMOMSG_CLIENT_TO_SERVER => 0x80000000;
+for(;;)
+{
+       last
+               unless 4 == read $infh, my $length, 4;
+       $length = unpack("V", $length);
+       if($length & DEMOMSG_CLIENT_TO_SERVER)
+       {
+               # client-to-server packet
+               $length = $length & ~DEMOMSG_CLIENT_TO_SERVER;
+               die "Invalid demo packet"
+                       unless 12 == read $infh, my $angles, 12;
+               die "Invalid demo packet"
+                       unless $length == read $infh, my($data), $length;
+
+               next if $mode eq 'grep';
+               print $outfh pack("V", length($data) | DEMOMSG_CLIENT_TO_SERVER);
+               print $outfh $angles;
+               print $outfh $data;
+               next;
+       }
+       die "Invalid demo packet"
+               unless 12 == read $infh, my $angles, 12;
+       die "Invalid demo packet"
+               unless $length == read $infh, my($data), $length;
+       
+       # remove existing cut marks
+       $data =~ s{^\011\n//CUTMARK\n[^\0]*\0}{};
+       
+       if(substr($data, 0, 1) eq "\007") # svc_time
+       {
+               $tc = unpack "f", substr $data, 1, 4;
+       }
+
+       if($mode eq 'cut' && defined $tc)
+       {
+               if($first)
+               {
+                       $inject_buffer = "\011\n//CUTMARK\nslowmo 100\n\000";
+                       $first = 0;
+               }
+               if($demo_started < 1 && $tc > $tc0 - 50)
+               {
+                       $inject_buffer = "\011\n//CUTMARK\nslowmo 10\n\000";
+                       $demo_started = 1;
+               }
+               if($demo_started < 2 && $tc > $tc0 - 5)
+               {
+                       $inject_buffer = "\011\n//CUTMARK\nslowmo 1\n\000";
+                       $demo_started = 2;
+               }
+               if($demo_started < 3 && $tc > $tc0)
+               {
+                       if($capture)
+                       {
+                               $inject_buffer = "\011\n//CUTMARK\ncl_capturevideo 1\n\000";
+                       }
+                       else
+                       {
+                               $inject_buffer = "\011\n//CUTMARK\nslowmo 0; defer 1 \"slowmo 1\"\n\000";
+                       }
+                       $demo_started = 3;
+               }
+               if(!$demo_stopped && $tc > $tc1)
+               {
+                       if($capture)
+                       {
+                               $inject_buffer = "\011\n//CUTMARK\ncl_capturevideo 0; defer 0.5 \"disconnect\"\n\000";
+                       }
+                       else
+                       {
+                               $inject_buffer = "\011\n//CUTMARK\ndefer 0.5 \"disconnect\"\n\000";
+                       }
+                       $demo_stopped = 1;
+               }
+       }
+       elsif($mode eq 'grep')
+       {
+               if(my @l = ($data =~ /$pattern/))
+               {
+                       if(defined $tc)
+                       {
+                               print "$tc:";
+                       }
+                       else
+                       {
+                               print "start:";
+                       }
+                       for(@l)
+                       {
+                               print " \"", sanitize($_), "\"";
+                       }
+                       print "\n";
+               }
+       }
+       
+       next if $mode eq 'grep';
+       if(length($inject_buffer . $data) < 65536)
+       {
+               $data = $inject_buffer . $data;
+               $inject_buffer = "";
+       }
+       print $outfh pack("V", length $data);
+       print $outfh $angles;
+       print $outfh $data;
+}
+
+close $outfh if $mode ne 'grep';
+close $infh;
diff --git a/misc/tools/dependencies.pl b/misc/tools/dependencies.pl
new file mode 100755 (executable)
index 0000000..ed4a94b
--- /dev/null
@@ -0,0 +1,303 @@
+#!/usr/bin/perl
+
+use strict;
+use warnings;
+
+my %files = ();
+my %shaders = ();
+
+sub ReadShaders()
+{
+       for my $sf(<scripts/*.shader>)
+       {
+               my $curshader = undef;
+               my @tex = ();
+               my $level = 0;
+               open my $fh, "<", $sf
+                       or die "<$sf: $!";
+               while(<$fh>)
+               {
+                       s/\r//gs;
+                       chomp;
+
+                       s/\/\/.*//s;
+                       s/^\s+//;
+                       s/\s+$//;
+                       next if /^$/;
+
+                       my @line = map { s/"//g; $_; } split /\s+/, $_;
+
+                       if($line[0] eq '{')
+                       {
+                               ++$level;
+                       }
+                       elsif($line[0] eq '}')
+                       {
+                               --$level;
+                               if($level <= 0)
+                               {
+                                       $level = 0;
+                                       if(defined $curshader)
+                                       {
+                                               $shaders{lc $curshader} = { shaderfile => $sf, textures => [ @tex ] };
+                                       }
+                                       $curshader = undef;
+                               }
+                       }
+                       elsif($level == 0)
+                       {
+                               $curshader = $line[0];
+                               @tex = ();
+                       }
+                       elsif($level == 1 and lc $line[0] eq 'qer_editorimage')
+                       {
+                               push @tex, $line[1];
+                       }
+                       elsif($level == 1 and lc $line[0] eq 'qer_lightimage')
+                       {
+                               push @tex, $line[1];
+                       }
+                       elsif($level == 1 and lc $line[0] eq 'skyparms')
+                       {
+                               for(qw/rt lf ft bk up dn/)
+                               {
+                                       push @tex, "$line[1]_$_";
+                                       push @tex, "$line[3]_$_";
+                               }
+                       }
+                       elsif($level == 2 and lc $line[0] eq 'map')
+                       {
+                               push @tex, $line[1];
+                       }
+                       elsif($level == 2 and lc $line[0] eq 'animmap')
+                       {
+                               for(2..(@line - 1))
+                               {
+                                       push @tex, $line[$_];
+                               }
+                       }
+               }
+       }
+}
+
+sub AddFile($)
+{
+       my ($file) = @_;
+       return 0
+               unless -e $file;
+       ++$files{$file};
+       return 1;
+}
+
+sub AddSound($)
+{
+       my ($tex) = @_;
+       $tex =~ s/\.ogg$|\.wav$//i;
+       AddFile "$tex.ogg" or
+       AddFile "$tex.wav" or
+       AddFile "sound/$tex.ogg" or
+       AddFile "sound/$tex.wav";
+}
+
+sub AddTexture($)
+{
+       my ($tex) = @_;
+       $tex =~ s/\.jpg$|\.tga$|\.png$//i;
+       AddFile "$tex.jpg" or
+       AddFile "$tex.tga" or
+       AddFile "$tex.png"
+               or return 0;
+       for('_shirt', '_pants', '_glow', '_norm', '_bump', '_gloss')
+       {
+               AddFile "$tex$_.jpg" or
+               AddFile "$tex$_.tga" or
+               AddFile "$tex$_.png";
+       }
+       return 1;
+}
+
+sub AddShader($)
+{
+       my ($shader) = @_;
+       $shader =~ s/\.jpg$|\.tga$|\.png$//i;
+       my $si = $shaders{lc $shader};
+       if(not defined $si)
+       {
+               AddTexture $shader
+                       or warn "Unknown shader used: $shader";
+       }
+       else
+       {
+               AddFile $si->{shaderfile};
+               AddTexture $_
+                       for @{$si->{textures}};
+       }
+}
+
+sub AddMapDependencies($)
+{
+       my ($data) = @_;
+       for(/^"noise.*" "(.*)"/gm)
+       {
+               AddSound $1;
+       }
+       for(/^"sound.*" "(.*)"/gm)
+       {
+               AddSound $1;
+       }
+       for(/^"music" "(.*)"/gm)
+       {
+               AddSound $1;
+       }
+       for(/^"model" "(.*)"/gm)
+       {
+               # TODO make this AddModel
+               # TODO and find the shaders the model uses
+               AddFile $1;
+       }
+       for(/^"lodmodel.*" "(.*)"/gm)
+       {
+               AddFile $1;
+       }
+}
+
+sub AddMapinfoDependencies($)
+{
+       my ($data) = @_;
+       for($data =~ /^cdtrack (.*)$/gm)
+       {
+               AddSound "sound/cdtracks/$1";
+       }
+}
+
+sub AddCfgDependencies($)
+{
+       my ($data) = @_;
+       for($data =~ /^cd loop "?(.*?)"?$/gm)
+       {
+               AddSound "sound/cdtracks/$1";
+       }
+}
+
+sub AddShaderDependencies($)
+{
+       my ($data) = @_;
+
+       my $n = length($data) / 72;
+       for(0..($n-1))
+       {
+               my $s = substr $data, $_ * 72, 64;
+               $s =~ s/\0.*$//s;
+               AddShader $s;
+       }
+}
+
+sub AddFaceDependencies($$)
+{
+       my ($base, $data) = @_;
+
+       my $n = length($data) / 104;
+       for(0..($n-1))
+       {
+               my $l = unpack "V", substr $data, $_ * 104 + 28, 4;
+               AddTexture sprintf "maps/%s/lm_%04d", $base, $l;
+               AddTexture sprintf "maps/%s/lm_%04d", $base, $l | 1; # deluxe
+       }
+}
+
+
+ReadShaders();
+
+for(<maps/*.ent>)
+{
+       AddFile $_;
+
+       my $data = do {
+               undef local $/;
+               open my $fh, "<", $_
+                       or die "<$_: $!";
+               <$fh>;
+       };
+       AddMapDependencies $data;
+}
+
+for(<maps/*.bsp>)
+{
+       AddFile $_;
+
+       m!^maps/(.*)\.bsp! or die "perl is stupid";
+       my $b = $1;
+       AddFile "maps/$b.mapinfo";
+       AddFile "maps/$b.jpg";
+       AddFile "maps/$b.cfg";
+       AddFile "maps/$b.waypoints";
+       AddFile "maps/$b.rtlights";
+       AddTexture "gfx/$b\_radar.tga";
+       AddTexture "gfx/$b\_mini.tga";
+
+       my $data = do {
+               undef local $/;
+               open my $fh, "<", "maps/$b.mapinfo"
+                       or warn "<maps/$b.mapinfo: $!";
+               <$fh>;
+       };
+       AddMapinfoDependencies $data;
+
+       $data = do {
+               undef local $/;
+               open my $fh, "<", "maps/$b.cfg"
+                       or warn "<maps/$b.cfg: $!";
+               <$fh>;
+       };
+       AddCfgDependencies $data;
+
+       $data = do {
+               undef local $/;
+               open my $fh, "-|", 'bsptool.pl', $_, '-xentities'
+                       or die "<$_: $!";
+               <$fh>;
+       };
+       AddMapDependencies $data;
+
+       $data = do {
+               undef local $/;
+               open my $fh, "-|", 'bsptool.pl', $_, '-xfaces'
+                       or die "<$_: $!";
+               <$fh>;
+       };
+       AddFaceDependencies $b, $data;
+
+       $data = do {
+               undef local $/;
+               open my $fh, "-|", 'bsptool.pl', $_, '-xtextures'
+                       or die "<$_: $!";
+               <$fh>;
+       };
+       AddShaderDependencies $data;
+}
+
+sub RecurseDir($);
+sub RecurseDir($)
+{
+       my ($dir) = @_;
+       if(-d $dir)
+       {
+               for(<$dir/*>)
+               {
+                       RecurseDir $_;
+               }
+       }
+       else
+       {
+               warn "Unused file: $dir"
+                       unless $files{$dir};
+       }
+}
+
+for(<*>)
+{
+       RecurseDir $_;
+}
+
+print "$_\0"
+       for sort keys %files;
diff --git a/misc/tools/entmerge.pl b/misc/tools/entmerge.pl
new file mode 100755 (executable)
index 0000000..cf24519
--- /dev/null
@@ -0,0 +1,595 @@
+#!/usr/bin/perl
+
+use strict;
+use warnings;
+use Carp;
+$SIG{__DIE__} = sub { 
+       Carp::cluck "Exception: $@";
+};
+
+# ent file managing tool
+# usage:
+#
+#   map -> ent:
+#     perl entmerge.pl $scalefactor             < mapname.map > mapname.ent
+#
+#   ent -> map:
+#     perl entmerge.pl $scalefactor mapname.ent < mapname.map > mapname-merged.map
+#
+#   bsp -> ent:
+#     perl bsptool.pl mapname.bsp -xentities                  > mapname.ent
+#                                                          
+#   ent -> bsp:                                            
+#     perl bsptool.pl mapname.bsp -rentities                  < mapname.ent
+
+sub DotProduct($$)
+{
+       my ($a, $b) = @_;
+       return  $a->[0]*$b->[0]
+               +       $a->[1]*$b->[1]
+               +       $a->[2]*$b->[2];
+}
+
+sub CrossProduct($$)
+{
+       my ($a, $b) = @_;
+       return  [
+               $a->[1]*$b->[2] - $a->[2]*$b->[1],
+               $a->[2]*$b->[0] - $a->[0]*$b->[2],
+               $a->[0]*$b->[1] - $a->[1]*$b->[0]
+       ];
+}
+
+sub VectorMAM(@)
+{
+       my (@data) = @_;
+       my $out = [0, 0, 0];
+       for my $coord(0..2)
+       {
+               my $c = 0;
+               $c += $data[2*$_ + 0] * $data[2*$_ + 1]->[$coord]
+                       for 0..(@data/2 - 1);
+               $out->[$coord] = $c;
+       }
+       return $out;
+}
+
+sub VectorLength2($)
+{
+       my ($v) = @_;
+       return DotProduct $v, $v;
+}
+
+sub VectorLength($)
+{
+       my ($v) = @_;
+       return sqrt VectorLength2 $v;
+}
+
+sub VectorNormalize($)
+{
+       my ($v) = @_;
+       return VectorMAM 1/VectorLength($v), $v;
+}
+
+sub Polygon_QuadForPlane($$)
+{
+       my ($plane, $quadsize) = @_;
+
+       my $quadup;
+       if(abs($plane->[2]) > abs($plane->[0]) && abs($plane->[2]) > abs($plane->[1]))
+       {
+               $quadup = [1, 0, 0];
+       }
+       else
+       {
+               $quadup = [0, 0, 1];
+       }
+
+       $quadup = VectorMAM 1, $quadup, -DotProduct($quadup, $plane), $plane;
+       $quadup = VectorMAM $plane->[3], VectorNormalize $quadup;
+
+       my $quadright = CrossProduct $quadup, $plane;
+
+       return [
+               VectorMAM($plane->[3], $plane, -$quadsize*2, $quadright, +$quadsize*2, $quadup),
+               VectorMAM($plane->[3], $plane, +$quadsize*2, $quadright, +$quadsize*2, $quadup),
+               VectorMAM($plane->[3], $plane, +$quadsize*2, $quadright, -$quadsize*2, $quadup),
+               VectorMAM($plane->[3], $plane, -$quadsize*2, $quadright, -$quadsize*2, $quadup)
+       ];
+}
+
+sub Polygon_Clip($$$)
+{
+       my ($points, $plane, $epsilon) = @_;
+
+       if(@$points < 1)
+       {
+               return [];
+       }
+
+       my $n = 0;
+       my $ndist = DotProduct($points->[$n], $plane) - $plane->[3];
+
+       my @outfrontpoints = ();
+
+       for my $i(0..@$points - 1)
+       {
+               my $p = $n;
+               my $pdist = $ndist;
+               $n = ($i+1) % @$points;
+               $ndist = DotProduct($points->[$n], $plane) - $plane->[3];
+               if($pdist >= -$epsilon)
+               {
+                       push @outfrontpoints, $points->[$p];
+               }
+               if(($pdist > $epsilon && $ndist < -$epsilon) || ($pdist < -$epsilon && $ndist > $epsilon))
+               {
+                       my $frac = $pdist / ($pdist - $ndist);
+                       push @outfrontpoints, VectorMAM 1-$frac, $points->[$p], $frac, $points->[$n];
+               }
+       }
+
+       return \@outfrontpoints;
+}
+
+sub MakePlane($$$)
+{
+       my ($p, $q, $r) = @_;
+
+       my $a = VectorMAM 1, $q, -1, $p;
+       my $b = VectorMAM 1, $r, -1, $p;
+       my $n = VectorNormalize CrossProduct $a, $b;
+
+       return [ @$n, DotProduct $n, $p ];
+}
+
+sub GetBrushWindings($)
+{
+       my ($planes) = @_;
+
+       my @windings = ();
+
+       for my $i(0..(@$planes - 1))
+       {
+               my $winding = Polygon_QuadForPlane $planes->[$i], 65536;
+
+               for my $j(0..(@$planes - 1))
+               {
+                       next
+                               if $i == $j;
+                       $winding = Polygon_Clip $winding, $planes->[$j], 1/64.0;
+               }
+
+               push @windings, $winding
+                       unless @$winding == 0;
+       }
+
+       return \@windings;
+}
+
+sub GetBrushMinMax($)
+{
+       my ($brush) = @_;
+
+       if($brush->[0] =~ /^\(/)
+       {
+               # plain brush
+               my @planes = ();
+               for(@$brush)
+               {
+                       /^\(\s+(\S+)\s+(\S+)\s+(\S+)\s+\)\s+\(\s+(\S+)\s+(\S+)\s+(\S+)\s+\)\s+\(\s+(\S+)\s+(\S+)\s+(\S+)\s+\)\s+/
+                               or die "Invalid line in plain brush: $_";
+                       push @planes, MakePlane [ $1, $2, $3 ], [ $4, $5, $6 ], [ $7, $8, $9 ];
+                       # for any three planes, find their intersection
+                       # check if the intersection is inside all other planes
+               }
+               
+               my $windings = GetBrushWindings \@planes;
+
+               my (@mins, @maxs);
+
+               for(@$windings)
+               {
+                       for my $v(@$_)
+                       {
+                               if(@mins)
+                               {
+                                       for(0..2)
+                                       {
+                                               $mins[$_] = $v->[$_] if $mins[$_] > $v->[$_];
+                                               $maxs[$_] = $v->[$_] if $maxs[$_] < $v->[$_];
+                                       }
+                               }
+                               else
+                               {
+                                       @mins = @$v;
+                                       @maxs = @$v;
+                               }
+                       }
+               }
+
+               return undef
+                       unless @mins;
+               return \@mins, \@maxs;
+       }
+
+       die "Cannot decode this brush yet! brush is @$brush";
+}
+
+sub BrushOrigin($)
+{
+       my ($brushes) = @_;
+
+       my @org = ();
+
+       for my $brush(@$brushes)
+       {
+               my $isorigin = 0;
+               for(@$brush)
+               {
+                       $isorigin = 1
+                               if /\bcommon\/origin\b/;
+               }
+               if($isorigin)
+               {
+                       my ($mins, $maxs) = GetBrushMinMax $brush;
+                       @org = map { 0.5 * ($mins->[$_] + $maxs->[$_]) } 0..2
+                               if defined $mins;
+               }
+       }
+
+       return \@org
+               if @org;
+       return undef;
+}
+
+sub ParseEntity($)
+{
+       my ($fh) = @_;
+
+       my %ent = ( );
+       my @brushes = ( );
+
+       while(<$fh>)
+       {
+               chomp; s/\r//g; s/\0//g; s/\/\/.*$//; s/^\s+//; s/\s+$//; next if /^$/;
+
+               if(/^\{$/)
+               {
+                       # entity starts
+                       while(<$fh>)
+                       {
+                               chomp; s/\r//g; s/\0//g; s/\/\/.*$//; s/^\s+//; s/\s+$//; next if /^$/;
+
+                               if(/^"(.*?)" "(.*)"$/)
+                               {
+                                       # key-value pair
+                                       $ent{$1} = $2;
+                               }
+                               elsif(/^\{$/)
+                               {
+                                       my $brush = [];
+                                       push @brushes, $brush;
+
+                                       while(<$fh>)
+                                       {
+                                               chomp; s/\r//g; s/\0//g; s/\/\/.*$//; s/^\s+//; s/\s+$//; next if /^$/;
+
+                                               if(/^\{$/)
+                                               {
+                                                       # patch?
+                                                       push @$brush, $_;
+
+                                                       while(<$fh>)
+                                                       {
+                                                               chomp; s/\r//g; s/\0//g; s/\/\/.*$//; s/^\s+//; s/\s+$//; next if /^$/;
+
+                                                               if(/^\}$/)
+                                                               {
+                                                                       push @$brush, $_;
+
+                                                                       last;
+                                                               }
+                                                               else
+                                                               {
+                                                                       push @$brush, $_;
+                                                               }
+                                                       }
+                                               }
+                                               elsif(/^\}$/)
+                                               {
+                                                       # end of brush
+                                                       last;
+                                               }
+                                               else
+                                               {
+                                                       push @$brush, $_;
+                                               }
+                                       }
+                               }
+                               elsif(/^\}$/)
+                               {
+                                       return \%ent, \@brushes;
+                               }
+                       }
+               }
+               else
+               {
+                       die "Unexpected line in top level: >>$_<<";
+               }
+       }
+
+       return undef;
+}
+
+sub UnparseEntity($$)
+{
+       my ($ent, $brushes) = @_;
+       my %ent = %$ent;
+
+       my $s = "{\n";
+
+       for(sort keys %ent)
+       {
+               $s .= "\"$_\" \"$ent{$_}\"\n";
+       }
+
+       if(defined $brushes)
+       {
+               for(@$brushes)
+               {
+                       $s .= "{\n";
+                       $s .= "$_\n" for @$_;
+                       $s .= "}\n";
+               }
+       }
+
+       $s .= "}\n";
+       return $s;
+}
+
+my ($scale, $in_ent) = @ARGV;
+
+$scale = 1
+       if not defined $scale;
+
+my @submodels = ();
+my @entities = ();
+my @entities_skipped = ();
+
+# THIS part is always a .map file
+my $first = 1;
+my $keeplights;
+for(;;)
+{
+       my ($ent, $brushes) = ParseEntity \*STDIN;
+
+       defined $ent
+               or last;
+       
+       if($first && $ent->{classname} eq 'worldspawn')
+       {
+               $keeplights = $ent->{_keeplights};
+               delete $ent->{_keeplights};
+               @submodels = ($brushes);
+       }
+       else
+       {
+               if($first)
+               {
+                       push @entities, { classname => "worldspawn" };
+                       @submodels = ([]);
+               }
+
+               if($ent->{classname} eq 'worldspawn')
+               {
+                       $ent->{classname} = "worldspawn_renamed";
+               }
+
+               if(grep { $_ eq $ent->{classname} } qw/group_info func_group misc_model _decal _skybox/)
+               {
+                       push @entities_skipped, [$ent, $brushes];
+                       next;
+               }
+
+               if(!$keeplights && $ent->{classname} =~ /^light/)
+               {
+                       push @entities_skipped, [$ent, $brushes];
+                       next;
+               }
+
+               if(@$brushes)
+               {
+                       my $i = @submodels;
+                       push @submodels, $brushes;
+                       $ent->{model} = sprintf "*%d", $i;
+               }
+       }
+
+       push @entities, $ent;
+
+       $first = 0;
+}
+
+if($first)
+{
+       push @entities, { classname => "worldspawn" };
+       @submodels = ([]);
+}
+
+if(defined $in_ent)
+{
+       # translate map using ent to map
+       open my $fh, "<", $in_ent
+               or die "$in_ent: $!";
+
+       # THIS part is always an .ent file now
+       my @entities_entfile = ();
+       $first = 1;
+       
+       my $clear_all_worldlights;
+
+       for(;;)
+       {
+               my ($ent, $brushes) = ParseEntity $fh;
+
+               defined $ent
+                       or last;
+               
+               if($first && $ent->{classname} eq 'worldspawn')
+               {
+               }
+               else
+               {
+                       if($first)
+                       {
+                               push @entities_entfile, { classname => "worldspawn" };
+                       }
+
+                       if($ent->{classname} eq 'worldspawn')
+                       {
+                               $ent->{classname} = "worldspawn_renamed";
+                       }
+
+                       if(!$keeplights && $ent->{classname} =~ /^light/)
+                       {
+                               # light entity detected!
+                               # so let's replace all light entities
+                               $clear_all_worldlights = 1;
+                       }
+               }
+
+               if(defined $ent->{model} and $ent->{model} =~ /^\*(\d+)$/)
+               {
+                       my $entfileorigin = [ split /\s+/, ($ent->{origin} || "0 0 0") ];
+                       my $baseorigin = BrushOrigin $submodels[$1];
+
+                       if(defined $baseorigin)
+                       {
+                               my $org = VectorMAM 1, $entfileorigin, -1, $baseorigin;
+                               $ent->{origin} = sprintf "%.6f %.6f %.6f", @$org;
+                       }
+               }
+
+               push @entities_entfile, $ent;
+               $first = 0;
+       }
+       close $fh;
+
+       if($keeplights && !$entities_entfile[0]->{keeplights})
+       {
+               # PROBLEM:
+               # the .ent file was made without keeplights
+               # merging it with the .map would delete all lights
+               # so insert all light entities here!
+               @entities_skipped = (@entities_skipped,
+                       map
+                       {
+                               my $submodel = undef;
+                               if(defined $_->{model} and $_->{model} =~ /^\*(\d+)$/)
+                               {
+                                       $submodel = $submodels[$1];
+                               }
+                               [ $_, $submodel ]
+                       }
+                       grep
+                       {
+                               $_->{classname} =~ /^light/
+                       }
+                       @entities
+               );
+       }
+
+       if($clear_all_worldlights)
+       {
+               # PROBLEM:
+               # the .ent file was made with keeplights
+               # the .map did not indicate so!
+               # so we must delete all lights from the skipped entity list
+               @entities_skipped = grep { $_->[0]->{classname} !~ /^light/ } @entities_skipped;
+       }
+
+       if($first)
+       {
+               push @entities_entfile, { classname => "worldspawn" };
+       }
+
+       $first = 1;
+       for(@entities_entfile)
+       {
+               my %e = %$_;
+               my $submodel = undef;
+
+               $e{gridsize} = "64 64 128" if not exists $e{gridsize} and $first;
+               $e{lip} /= $scale if exists $e{lip};
+               $e{origin} = sprintf '%.6f %.6f %.6f', map { $_ / $scale } split /\s+/, $e{origin} if exists $e{origin};
+               $e{gridsize} = sprintf '%.6f %.6f %.6f', map { $_ / $scale } split /\s+/, $e{gridsize} if exists $e{gridsize} and $first;
+
+               if($first)
+               {
+                       $submodel = $submodels[0];
+                       if($keeplights)
+                       {
+                               $e{_keeplights} = 1;
+                       }
+                       else
+                       {
+                               delete $e{_keeplights};
+                       }
+               }
+               elsif(defined $e{model} and $e{model} =~ /^\*(\d+)$/)
+               {
+                       $submodel = $submodels[$1];
+                       delete $e{model};
+               }
+               print UnparseEntity \%e, $submodel;
+               $first = 0;
+       }
+       for(@entities_skipped)
+       {
+               print UnparseEntity $_->[0], $_->[1];
+               $first = 0;
+       }
+}
+else
+{
+       # translate map to ent
+       $first = 1;
+       for(@entities)
+       {
+               my %e = %$_;
+
+               if($first)
+               {
+                       if($keeplights)
+                       {
+                               $e{_keeplights} = 1;
+                       }
+                       else
+                       {
+                               delete $e{_keeplights};
+                       }
+               }
+
+               if(defined $e{model} and $e{model} =~ /^\*(\d+)$/)
+               {
+                       my $oldorigin = [ split /\s+/, ($e{origin} || "0 0 0") ];
+                       my $org = BrushOrigin $submodels[$1];
+
+                       if(defined $org)
+                       {
+                               $org = VectorMAM 1, $org, 1, $oldorigin;
+                               $e{origin} = sprintf "%.6f %.6f %.6f", @$org;
+                       }
+               }
+
+               $e{gridsize} = "64 64 128" if not exists $e{gridsize} and $first;
+               $e{lip} *= $scale if exists $e{lip};
+               $e{origin} = sprintf '%.6f %.6f %.6f', map { $_ * $scale } split /\s+/, $e{origin} if exists $e{origin};
+               $e{gridsize} = sprintf '%.6f %.6f %.6f', map { $_ * $scale } split /\s+/, $e{gridsize} if exists $e{gridsize} and $first;
+
+               print UnparseEntity \%e, undef;
+               $first = 0;
+       }
+}
diff --git a/misc/tools/fiximage.pl b/misc/tools/fiximage.pl
new file mode 100755 (executable)
index 0000000..33b389c
--- /dev/null
@@ -0,0 +1,105 @@
+#!/usr/bin/perl
+
+use strict;
+use warnings;
+
+# Usage:
+#   convert image.tga -depth 8 RGBA:- | perl fiximage.pl 72 | convert -depth 8 -size 72x56 RGBA:- output.tga
+
+my ($width) = @ARGV;
+
+my @pixels = ();
+
+for(;;)
+{
+       read STDIN, my $data, 4
+               or last;
+       my ($r, $g, $b, $a) = unpack "CCCC", $data;
+       push @pixels, [$r, $g, $b, $a];
+}
+
+my $height = @pixels / $width;
+my @fixlater;
+for my $y(0..($height-1))
+{
+       for my $x(0..($width-1))
+       {
+               next
+                       if $pixels[$x + $y * $width][3] != 0;
+               # alpha is zero? Replace by weighted average.
+               my ($r, $g, $b, $a) = (0, 0, 0);
+               for my $dy(-1..1)
+               {
+                       next if $y + $dy < 0;
+                       next if $y + $dy >= $height;
+                       for my $dx(-1..1)
+                       {
+                               next if $x + $dx < 0;
+                               next if $x + $dx >= $width;
+                               my $pix = $pixels[($x + $dx) + ($y + $dy) * $width];
+                               $r += $pix->[0] * $pix->[3];
+                               $g += $pix->[1] * $pix->[3];
+                               $b += $pix->[2] * $pix->[3];
+                               $a += $pix->[3];
+                       }
+               }
+               if($a == 0)
+               {
+                       push @fixlater, [$x, $y];
+                       $pixels[$x + $y * $width] = [0, 0, 0, 0, undef];
+                       next;
+               }
+               $r = int ($r / $a);
+               $g = int ($g / $a);
+               $b = int ($b / $a);
+               print STDERR "Fixing ($x, $y -> $r, $g, $b, $a)\n";
+               $pixels[$x + $y * $width] = [$r, $g, $b, 0];
+       }
+}
+
+while(@fixlater)
+{
+       print STDERR "Pixels left: ", scalar(@fixlater), "\n";
+
+       # These pixels have no neighbors with a non-zero alpha.
+       my @fixels = @fixlater;
+       @fixlater = ();
+       my @pixelsorig = @pixels;
+       for(@fixels)
+       {
+               my ($x, $y) = @$_;
+               my ($r, $g, $b, $a) = (0, 0, 0, 0);
+               for my $dy(-1..1)
+               {
+                       next if $y + $dy < 0;
+                       next if $y + $dy >= $height;
+                       for my $dx(-1..1)
+                       {
+                               next if $x + $dx < 0;
+                               next if $x + $dx >= $width;
+                               my $pix = $pixelsorig[($x + $dx) + ($y + $dy) * $width];
+                               next
+                                       if @$pix == 5;
+                               $r += $pix->[0];
+                               $g += $pix->[1];
+                               $b += $pix->[2];
+                               $a += 1;
+                       }
+               }
+               if($a == 0)
+               {
+                       push @fixlater, [$x, $y];
+                       next;
+               }
+               $r = int ($r / $a);
+               $g = int ($g / $a);
+               $b = int ($b / $a);
+               #print STDERR "Fixing later ($x, $y -> $r, $g, $b, $a)\n";
+               $pixels[$x + $y * $width] = [$r, $g, $b, 0];
+       }
+}
+
+for(@pixels)
+{
+       print pack "CCCC", @$_;
+}
diff --git a/misc/tools/hitplot2tga.c b/misc/tools/hitplot2tga.c
new file mode 100644 (file)
index 0000000..2ee23ed
--- /dev/null
@@ -0,0 +1,182 @@
+#include <stdio.h>
+#include <stdlib.h>
+#include <stdint.h>
+#include <string.h>
+#include <math.h>
+#include <stdarg.h>
+#include <errno.h>
+
+void err(int ex, const char *fmt, ...)
+{
+       va_list list;
+       int e = errno;
+       va_start(list, fmt);
+       vfprintf(stderr, fmt, list);
+       fputs(": ", stderr);
+       fputs(strerror(e), stderr);
+       fputs("\n", stderr);
+       exit(ex);
+}
+
+void errx(int ex, const char *fmt, ...)
+{
+    va_list list;
+    va_start(list, fmt);
+    vfprintf(stderr, fmt, list);
+    fputs("\n", stderr);
+    exit(ex);
+}
+
+typedef void (*colorfunc_t) (double x, double y, double dx, double dy, double *r, double *g, double *b);
+
+double rnd()
+{
+       return rand() / (RAND_MAX + 1.0);
+}
+
+double softclip(double x, double a)
+{
+       // don't ask what this does - but it works
+       double cse = (2*a*x - x - a + 1) * x;
+       return cse / (cse + (1 - a));
+}
+
+void writepic(colorfunc_t f, const char *fn, int width, int height)
+{
+       int x, y;
+       uint8_t tga[18];
+
+       FILE *file = fopen(fn, "wb");
+       if(!file)
+               err(1, "fopen >%s", fn);
+
+       memset(tga, 0, sizeof(tga));
+       tga[2] = 2;          // uncompressed type
+       tga[12] = (width >> 0) & 0xFF;
+       tga[13] = (width >> 8) & 0xFF;
+       tga[14] = (height >> 0) & 0xFF;
+       tga[15] = (height >> 8) & 0xFF;
+       tga[16] = 24;        // pixel size
+
+       if(fwrite(&tga, sizeof(tga), 1, file) != 1)
+               err(1, "fwrite >%s", fn);
+       //for(y = height-1; y >= 0; --y)
+       for(y = 0; y < height; ++y)
+               for(x = 0; x < width; ++x)
+               {
+                       uint8_t rgb[3];
+                       double rr, gg, bb;
+                       double xx, yy;
+                       xx = (x + 0.5) / width;
+                       yy = (y + 0.5) / height;
+                       f(xx, yy, 0.5 / width, 0.5 / height, &rr, &gg, &bb);
+                       rgb[2] = floor(rnd() + rr * 255);
+                       rgb[1] = floor(rnd() + gg * 255);
+                       rgb[0] = floor(rnd() + bb * 255);
+                       if(fwrite(rgb, sizeof(rgb), 1, file) != 1)
+                               err(1, "fwrite >%s", fn);
+               }
+       
+       fclose(file);
+}
+
+typedef struct
+{ 
+       double x, y, dist;
+       int weapon;
+}
+plotpoint_t;
+
+plotpoint_t *plotpoints;
+size_t nPlotpoints, allocatedPlotpoints;
+
+void readpoints(const char *fn)
+{
+       char buf[1024];
+
+       FILE *infile = fopen(fn, "r");
+       if(!infile)
+               err(1, "fopen <%s", fn);
+
+       nPlotpoints = allocatedPlotpoints = 0;
+       plotpoints = NULL;
+
+       while(fgets(buf, sizeof(buf), infile))
+       {
+               if(*buf == '#') 
+               {
+                       fputs(buf + 1, stdout);
+                       continue;
+               }
+               if(nPlotpoints >= allocatedPlotpoints)
+               {
+                       if(allocatedPlotpoints == 0)
+                               allocatedPlotpoints = 1024;
+                       else
+                               allocatedPlotpoints = nPlotpoints * 2;
+                       plotpoints = (plotpoint_t *) realloc(plotpoints, allocatedPlotpoints * sizeof(*plotpoints));
+               }
+               if(sscanf(buf, "%lf %lf %lf %d", &plotpoints[nPlotpoints].x, &plotpoints[nPlotpoints].y, &plotpoints[nPlotpoints].dist, &plotpoints[nPlotpoints].weapon) != 4)
+                       continue;
+               ++nPlotpoints;
+       }
+}
+
+void calcplot1(double x, double y, double *out, double sigma2)
+{
+       size_t i;
+       double dist2;
+       double val, totalval = 0, weight, totalweight = 0;
+
+       for(i = 0; i < nPlotpoints; ++i)
+       {
+               dist2 = (x - plotpoints[i].x) * (x - plotpoints[i].x) + (y - plotpoints[i].y) * (y - plotpoints[i].y);
+               weight = 1; // / plotpoints[i].dist;
+               val = exp(-dist2 / sigma2);
+
+               totalweight += weight;
+               totalval += weight * val;
+       }
+
+       *out = softclip(totalval / (totalweight * sqrt(sigma2 * 2 * M_PI)), 0.8);
+}
+
+void calcplotp(double x, double y, double dx, double dy, double *out)
+{
+       size_t i;
+       double distx, disty;
+
+       for(i = 0; i < nPlotpoints; ++i)
+       {
+               distx = x - plotpoints[i].x;
+               disty = y - plotpoints[i].y;
+
+               if(distx < dx)
+               if(distx > -dx)
+               if(disty < dy)
+               if(disty > -dy)
+               {
+                       *out = 1;
+                       break;
+               }
+       }
+}
+
+void calcplot(double x, double y, double dx, double dy, double *r, double *g, double *b)
+{
+       calcplot1(x, y, r, 1/64.0);
+       calcplot1(x, y, g, 1/512.0);
+       calcplot1(x, y, b, 1/4096.0);
+       calcplotp(x, y, dx, dy, b);
+}
+
+int main(int argc, char **argv)
+{
+       if(argc != 3)
+               errx(1, "Usage: %s infile.plot outfile.tga", *argv);
+       
+       readpoints(argv[1]);
+       writepic(calcplot, argv[2], 512, 512);
+
+       return 0;
+}
diff --git a/misc/tools/hslimage.c b/misc/tools/hslimage.c
new file mode 100644 (file)
index 0000000..9006447
--- /dev/null
@@ -0,0 +1,104 @@
+#include <math.h>
+#include <stdio.h>
+
+#define MARGIN_X 0
+#define MARGIN_Y 0
+
+void hsl_to_rgb(float hsl_x, float hsl_y, float hsl_z, float *rgb_x, float *rgb_y, float *rgb_z)
+{
+       float mi, ma, maminusmi, h;
+
+       if(hsl_z <= 0.5)
+               maminusmi = hsl_y * 2 * hsl_z;
+       else
+               maminusmi = hsl_y * (2 - 2 * hsl_z);
+       
+       // hsl_z     = 0.5 * mi + 0.5 * ma
+       // maminusmi =     - mi +       ma
+       mi = hsl_z - 0.5 * maminusmi;
+       ma = hsl_z + 0.5 * maminusmi;
+
+       h = hsl_x - 6 * floor(hsl_x / 6);
+
+       //else if(ma == rgb_x)
+       //      h = 60 * (rgb_y - rgb_z) / (ma - mi);
+       if(h <= 1)
+       {
+               *rgb_x = ma;
+               *rgb_y = h * (ma - mi) + mi;
+               *rgb_z = mi;
+       }
+       //else if(ma == rgb_y)
+       //      h = 60 * (rgb_z - rgb_x) / (ma - mi) + 120;
+       else if(h <= 2)
+       {
+               *rgb_x = (2 - h) * (ma - mi) + mi;
+               *rgb_y = ma;
+               *rgb_z = mi;
+       }
+       else if(h <= 3)
+       {
+               *rgb_x = mi;
+               *rgb_y = ma;
+               *rgb_z = (h - 2) * (ma - mi) + mi;
+       }
+       //else // if(ma == rgb_z)
+       //      h = 60 * (rgb_x - rgb_y) / (ma - mi) + 240;
+       else if(h <= 4)
+       {
+               *rgb_x = mi;
+               *rgb_y = (4 - h) * (ma - mi) + mi;
+               *rgb_z = ma;
+       }
+       else if(h <= 5)
+       {
+               *rgb_x = (h - 4) * (ma - mi) + mi;
+               *rgb_y = mi;
+               *rgb_z = ma;
+       }
+       //else if(ma == rgb_x)
+       //      h = 60 * (rgb_y - rgb_z) / (ma - mi);
+       else // if(h <= 6)
+       {
+               *rgb_x = ma;
+               *rgb_y = mi;
+               *rgb_z = (6 - h) * (ma - mi) + mi;
+       }
+}
+
+void hslimage_color(float v_x, float v_y, float margin_x, float margin_y, float *rgb_x, float *rgb_y, float *rgb_z)
+{
+       v_x = (v_x - margin_x) / (1 - 2 * margin_x);
+       v_y = (v_y - margin_y) / (1 - 2 * margin_y);
+       if(v_x < 0) v_x = 0;
+       if(v_y < 0) v_y = 0;
+       if(v_x > 1) v_x = 1;
+       if(v_y > 1) v_y = 1;
+       if(v_y > 0.875) // grey bar
+               hsl_to_rgb(0, 0, v_x, rgb_x, rgb_y, rgb_z);
+       else
+               hsl_to_rgb(v_x * 6, 1, (v_y / 0.875), rgb_x, rgb_y, rgb_z);
+}
+
+int main()
+{
+       int x, y;
+       float r, g, b;
+
+       for(y = 0; y < 512; ++y)
+       {
+               for(x = 0; x < 512; ++x)
+               {
+                       hslimage_color(x / 512.0, y / 512.0, MARGIN_X, MARGIN_Y, &r, &g, &b);
+                       /*
+                       putc(floor(r * 15 + 0.5) * 17, stdout);
+                       putc(floor(g * 15 + 0.5) * 17, stdout);
+                       putc(floor(b * 15 + 0.5) * 17, stdout);
+                       */
+                       putc(floor(r * 255 + 0.5), stdout);
+                       putc(floor(g * 255 + 0.5), stdout);
+                       putc(floor(b * 255 + 0.5), stdout);
+               }
+       }
+       return 0;
+}
diff --git a/misc/tools/jpeg-if-not-alpha.sh b/misc/tools/jpeg-if-not-alpha.sh
new file mode 100755 (executable)
index 0000000..f6e4597
--- /dev/null
@@ -0,0 +1,29 @@
+#!/bin/sh
+
+set -e
+
+: ${qual:=95}
+
+for X in "$@"; do
+       case "$X" in
+               *.jpg)
+                       if [ -n "$scaledown" ]; then
+                               mogrify -geometry "$scaledown>" -quality 100 "$X"
+                       fi
+                       jpegoptim --strip-all -m$qual "$X"
+                       ;;
+               *.png|*.tga)
+                       if [ -n "$scaledown" ]; then
+                               mogrify -geometry "$scaledown>" -quality 100 "$X"
+                       fi
+                       if convert "$X" -depth 16 RGBA:- | perl -e 'while(read STDIN, $_, 8) { substr($_, 6, 2) eq "\xFF\xFF" or exit 1; ++$pix; } exit not $pix;'; then
+                               echo "$X has no alpha, converting"
+                               convert "$X" -quality 100 "${X%.*}.jpg"
+                               jpegoptim --strip-all -m$qual "${X%.*}.jpg"
+                               rm -f "$X"
+                       else
+                               echo "$X has alpha, not converting"
+                       fi
+                       ;;
+       esac
+done
diff --git a/misc/tools/makebuild.sh b/misc/tools/makebuild.sh
new file mode 100755 (executable)
index 0000000..7e31a7f
--- /dev/null
@@ -0,0 +1,395 @@
+#!/bin/bash
+
+set -e
+
+# Options:
+#   pw=foo          extract password
+#   version=2.5     make a FINAL build
+#   tag=FOO         insert FOO before the date in build names
+
+base=`pwd`
+
+# customizable specific stuff
+netradiant_release=1.5.0-svn402
+basepk3=$base/data20090403.pk3 # 2.5
+hotbasepk3=$base/data20091001.pk3 # hotfix
+nexdir=$base/nexuiz
+havocdir=$base/nexuiz/havoc
+dpdir=$base/darkplaces
+tmpdir=/tmp/NEX
+zipdir=$base/builds
+buildfiles=$base/nexuiz/misc/buildfiles
+mingwdlls=$buildfiles/w32
+osxapps=$buildfiles/osx
+copystrip=$buildfiles/copystrip
+zipdiff=$base/nexuiz/misc/tools/zipdiff
+fteqccdir="$base/fteqcc"
+fteqccflags=""
+menuqc=menu
+newest=NEWEST
+# end system specific stuff
+
+case "$pw" in
+       '')
+               zipflags=
+               ;;
+       *)
+               zipflags="-P $pw"
+               ;;
+esac
+
+: ${date:=`date +%Y%m%d`}
+: ${versiontag:=}
+echo "date stamp: $date"
+
+case "$version" in
+       '')
+               version=2.5s
+               versiontag=test
+               defaultcfg=
+               ext=
+               ;;
+       *)
+               version=$version
+               versiontag=$versiontag
+               defaultcfg=
+               ext=_$version
+               ;;
+esac
+
+mk7z()
+{
+       7za a -tzip -mx=9 "$@"
+       chmod 644 "$1"
+}
+
+#if [ -n "$EXPERIMENTAL" ]; then
+#      basepk3=$base/data20071231.pk3 # newer build to make smaller patches
+#      nexdir=$base/nexuiz
+#fi
+
+# TODO normalize the builds
+platforms='x86 amd64 osx'
+buildon()
+{
+       host=$1
+       prefix=$2
+       fteqccname=$3
+       path=$4
+       makeflags=$5
+       strip=$6
+
+       fteqcc_cflags=
+       case "$fteqccname" in
+               *.exe)
+                       fteqcc_cflags=win
+                       ;;
+       esac
+
+       rm -f "$fteqccdir"/*.o
+       rm -f "$fteqccdir"/*.bin
+       rsync --exclude "*.o" --exclude "*.d" --exclude "nexuiz-*" --delete-excluded --delete -zvaSHP . "$copystrip" "$fteqccdir" "$host:$path"
+       ssh "$host" ". ~/.profile && cd $path && COPYSTRIP_STRIP=$strip PATH=$path/copystrip:\$PATH make $makeflags clean nexuiz && cd ${fteqccdir##*/} && make $makeflags $fteqcc_cflags"
+       rsync --exclude "*.o" --exclude "*.d" --delete-excluded --delete -zvaSHP "$host:$path/." .
+       for P in -dedicated -sdl -glx -wgl -agl -dedicated.exe -sdl.exe .exe; do
+               [ -f nexuiz$P ] && mv nexuiz$P "$tmpdir/$prefix$P"
+               [ -f nexuiz$P-withdebug ] && mv nexuiz$P-withdebug "$tmpdir/debuginfo/$prefix$P"
+               [ -f nexuiz$P.dSYM ] && mv nexuiz$P.dSYM "$tmpdir/debuginfo/$prefix$P.dSYM"
+       done
+       case "$fteqccname" in
+               *.exe)
+                       mv "${fteqccdir##*/}"/fteqcc.exe "$tmpdir/fteqcc/$fteqccname"
+                       ;;
+               *)
+                       mv "${fteqccdir##*/}"/fteqcc.bin "$tmpdir/fteqcc/$fteqccname"
+                       ;;
+       esac
+       make clean
+}
+
+build()
+{
+#      buildon alientrap.org                         nexuiz              fteqcc.exe          /tmp/Darkplaces.build 'DP_MAKE_TARGET=mingw CC="/chroot/debian-etch/usr/bin/i586-mingw32msvc-gcc -g -DSUPPORTDIRECTX -I$HOME/dxheaders" WINDRES=/chroot/debian-etch/usr/bin/i586-mingw32msvc-windres SDL_CONFIG=$HOME/sdl-win32/SDL-1.2.13/bin/sdl-config' /chroot/debian-etch/usr/bin/i586-mingw32msvc-strip
+       buildon nex686build                           nexuiz              fteqcc.exe          /tmp/Darkplaces.build 'DP_MAKE_TARGET=mingw CC="$HOME/mingw32/bin/i386-mingw32-gcc -g -DSUPPORTDIRECTX -I$HOME/dxheaders" WINDRES="$HOME/mingw32/bin/i386-mingw32-windres" SDL_CONFIG="$HOME/sdl-win32/SDL-1.2.13/bin/sdl-config"' '"$HOME/mingw32/bin/i386-mingw32-strip"'
+       buildon nex686build                           nexuiz-linux-686    fteqcc-linux-686    /tmp/Darkplaces.build 'CC="gcc -g -Wl,--hash-style=sysv" DP_MODPLUG_STATIC_LIBDIR=$HOME/modplug-i386/lib DP_LINK_TO_LIBJPEG=1 LDFLAGS_LIBJPEG="$HOME/jpeg7/lib/libjpeg.a" CFLAGS_LIBJPEG="-I$HOME/jpeg7/include"' strip
+#      buildon eos.thruhere.net                      nexuiz-linux-686    fteqcc-linux-686    /tmp/Darkplaces.build 'CC="gcc -g" DP_MODPLUG_STATIC_LIBDIR=$HOME/modplug-i386/lib DP_LINK_TO_LIBJPEG=1 LDFLAGS_LIBJPEG="$HOME/jpeg7/lib/libjpeg.a" CFLAGS_LIBJPEG="-I$HOME/jpeg7/include"' strip
+       buildon nexmacbuild                           nexuiz-osx          fteqcc-osx          /tmp/Darkplaces.build 'CC="gcc -g -arch i386 -arch ppc -isysroot /Developer/SDKs/MacOSX10.4u.sdk -mmacosx-version-min=10.4"' strip
+       buildon alientrap.org                         nexuiz-linux-x86_64 fteqcc-linux-x86_64 /tmp/Darkplaces.build 'CC="gcc -g -Wl,--hash-style=sysv" DP_MODPLUG_STATIC_LIBDIR=/home/divverent/modplug-x86_64/lib DP_LINK_TO_LIBJPEG=1 LDFLAGS_LIBJPEG="$HOME/jpeg7/lib/libjpeg.a" CFLAGS_LIBJPEG="-I$HOME/jpeg7/include"' strip
+               mv "$tmpdir/nexuiz-osx-agl"     "$tmpdir/Nexuiz.app/Contents/MacOS/nexuiz-osx-agl-bin"
+               mv "$tmpdir/nexuiz-osx-sdl"     "$tmpdir/Nexuiz-SDL.app/Contents/MacOS/nexuiz-osx-sdl-bin"
+}
+
+# avoid dupes
+i=
+while [ -f "$zipdir/nexuiz$date$i$ext.zip" ]; do
+       if [ -z "$i" ]; then
+               i=a
+       else
+               i=`echo "$i" | tr a-y b-z`
+       fi
+done
+ext=$i$ext
+
+echo "Using build name nexuiz$date$ext"
+sleep 3
+
+# check for remains
+conflicts=`find "$dpdir" "$nexdir" -name '*.orig' -o -name '*.rej' -o -name '*.mine' -o -name '.#*' -o -name '.*~'`
+if [ -n "$conflicts" ]; then
+       echo "CONFLICTS OR UNNEEDED FILES HAVE BEEN FOUND!"
+       echo "NOT PROCEEDING"
+       echo
+       echo "$conflicts"
+       exit 1
+fi
+
+set -x
+
+# prepare temp dir
+rm -rf "$tmpdir"
+mkdir -p "$tmpdir"
+
+# clean up and patch DP
+cd "$dpdir"
+quilt pop -a || true
+svn revert -R .
+if [ -s patches/series ]; then
+       quilt push -a # apply all patches
+fi
+
+# prepare directory structure
+cp -r "$osxapps"/*.app "$tmpdir"
+mkdir "$tmpdir/debuginfo"
+mkdir "$tmpdir/fteqcc"
+
+# prepare fteqcc build
+cd "$fteqccdir"
+git checkout-index -a -f --prefix="$tmpdir/fteqcc/source/"
+git log -1 > "$tmpdir/fteqcc/source/fteqcc-base-revision.txt"
+fteqccrev=`git show --pretty=%ct-%H | head -n 1`
+echo "fteqcc rev $fteqccrev"
+
+# build all executables
+cd "$dpdir"
+rm -rf nexuiz-* *.o
+make clean
+build
+rm -rf nexuiz-* *.o
+rm -rf fteqcc copystrip
+make clean
+
+# move shell scripts and license
+cd "$tmpdir"
+cp "$nexdir/"nexuiz-*.sh "$tmpdir/"
+cp "$nexdir/gpl.txt" "$tmpdir/"
+cp "$nexdir/readme.html" "$tmpdir/"
+
+# prepare data
+cd "$nexdir/data"
+svn export . "$tmpdir/data"
+svn info . > "$tmpdir/data/nexuiz-data-base-revision.txt"
+svn log > "$tmpdir/data/ChangeLog"
+
+# prepare havoc
+cd "$havocdir"
+svn export . "$tmpdir/havoc"
+
+# prepare Docs
+cd "$nexdir/Docs"
+svn export . "$tmpdir/Docs"
+
+# prepare server
+cd "$nexdir/server"
+svn export . "$tmpdir/server"
+
+# make gamesource
+cd "$tmpdir/data"
+mkdir -p "$tmpdir/sources"
+mk7z ../sources/gamesource$date.zip qcsrc nexuiz-data-base-revision.txt ChangeLog
+
+# make enginesource
+cd "$dpdir"
+svn export . "$tmpdir/darkplaces"
+svn info > "$tmpdir/darkplaces/nexuiz-base-revision.txt"
+svn diff > "$tmpdir/darkplaces/nexuiz-engine-changes.diff"
+svn log > "$tmpdir/darkplaces/ChangeLog"
+cd "$tmpdir"
+mk7z "$tmpdir/sources/enginesource$date.zip" "darkplaces"
+rm -rf darkplaces
+
+# make fteqcc archive
+cd "$tmpdir"
+zip -9r "$tmpdir/sources/fteqcc-binaries-and-source-rev$fteqccrev.zip" "fteqcc"
+rm -rf fteqcc
+
+# clean fteqcc dir
+cd "$fteqccdir"
+rm -f *.o *.bin
+make
+
+# make local compiler
+cd "$tmpdir/data"
+make FTEQCC="$fteqccdir/fteqcc.bin"
+
+# prepare root
+rm -rf "$tmpdir/data/qcsrc"
+cd "$tmpdir/Docs"
+cp "$dpdir/darkplaces.txt" .
+cd "$tmpdir/data"
+perl -pi -e '/^set g_nexuizversion "?([0-9.]*)[^"]*"?/ and $_ = "set g_nexuizversion '$version'\n"' defaultNexuiz.cfg
+if [ -z "$versiontag" ]; then
+       perl -pi -e 'm|^//!<showbrand| .. m|^//!>showbrand| and $_ = "";' defaultNexuiz.cfg
+       rm -f gfx/brand.tga
+fi
+echo >> defaultNexuiz.cfg
+echo "$defaultcfg" >> defaultNexuiz.cfg
+
+cd "$nexdir/misc/mediasource/menuskins/wickedz/background_builder"
+sh append.sh "`echo "$version" | sed 's/svn/s/g'`" "$tmpdir/data/gfx/menu/wickedz/"
+cd "$tmpdir/data"
+
+pk3dirpk3s=
+for X in *.pk3dir; do
+       Y=${X%.pk3dir}.pk3
+       cd "$X"
+               mk7z ../../"$Y" .
+       cd ..
+       rm -rf "$X"
+       pk3dirpk3s="$pk3dirpk3s Nexuiz/data/$Y"
+done
+mv common-spog.pk3 ..
+mk7z ../data.pk3 .
+
+cd "$tmpdir/havoc"
+mk7z ../havoc.pk3 .
+
+# make data pk3
+cd "$tmpdir"
+rm -rf data
+mkdir data
+mv data.pk3 data/data$tag$date.pk3
+rm -rf havoc
+mkdir havoc
+mv havoc.pk3 havoc/data$tag${date}havoc.pk3
+mv *.pk3 data/
+
+cp -r "$mingwdlls"/* .
+# fix up permissions
+chmod 644 *.dll *.exe
+
+mkdir extra
+cd extra
+wget http://www.icculus.org/netradiant/files/netradiant-${netradiant_release}-win32.zip
+#echo "Downloading netradiant, press enter and type the PWs"
+#read -r DUMMY
+#scp divverent@icculus.org:netradiant-webspace/files/netradiant-${netradiant_release}-win32.zip .
+unzip netradiant-${netradiant_release}-win32.zip
+mv NetRadiant netradiant-${netradiant_release}-win32
+rm -f netradiant-${netradiant_release}-win32.zip
+wget http://www.icculus.org/netradiant/files/netradiant-${netradiant_release}-osxintel.zip
+#scp divverent@icculus.org:netradiant-webspace/files/netradiant-${netradiant_release}-osxintel.zip .
+unzip netradiant-${netradiant_release}-osxintel.zip
+mv NetRadiant.app NetRadiant-${netradiant_release}-osxintel.app
+rm -f netradiant-${netradiant_release}-osxintel.zip
+cat >> unsupported.txt <<EOF
+This directory contains NetRadiant, a stabilized Q3 map editor,
+configured for Nexuiz.
+
+It is not officially supported by Alientrap.
+
+Website: http://www.icculus.org/netradiant/
+EOF
+cd ..
+
+# make main structure
+mkdir Nexuiz
+mv * Nexuiz/ || true
+
+find . -name .svn -exec rm -rf {} \; -prune
+find . -name .git -exec rm -rf {} \; -prune
+
+rm -f "$zipdir/nexuiz$date$ext.zip"
+zip $zipflags -9yr "$zipdir/nexuiz$date$ext.zip"           Nexuiz/gpl.txt Nexuiz/nexuiz* Nexuiz/Nexuiz* Nexuiz/*.dll Nexuiz/sources Nexuiz/Docs Nexuiz/readme.html Nexuiz/server Nexuiz/data/data$tag$date.pk3 Nexuiz/data/common-spog.pk3 $pk3dirpk3s Nexuiz/havoc/* Nexuiz/extra/*
+ln -snf nexuiz$date$ext.zip "$zipdir/nexuiz-$newest.zip"
+
+rm -f "$zipdir/nexuizengineonly$date$ext.zip"
+zip $zipflags -9yr "$zipdir/nexuizengineonly$date$ext.zip" Nexuiz/gpl.txt Nexuiz/nexuiz* Nexuiz/Nexuiz* Nexuiz/*.dll
+ln -snf nexuizengineonly$date$ext.zip "$zipdir/nexuizengineonly-$newest.zip"
+
+rm -f "$zipdir/nexuizsource$date$ext.zip"
+zip $zipflags -9yr "$zipdir/nexuizsource$date$ext.zip"     Nexuiz/gpl.txt                                            Nexuiz/sources
+ln -snf nexuizsource$date$ext.zip "$zipdir/nexuizsource-$newest.zip"
+
+# TODO remove these excludes after the version after 2.4.2
+$zipdiff -o "Nexuiz/data/data$tag$date""patch.pk3" -f "$basepk3" -t Nexuiz/data/data$tag$date.pk3
+[ -n "$hotbasepk3" ] && $zipdiff -o "Nexuiz/data/data$tag$date""hotfix.pk3" $pk3dirpk3s -f "$hotbasepk3" -t Nexuiz/data/data$tag$date.pk3
+mkdir -p gfx
+if unzip "Nexuiz/data/data$tag$date.pk3" gfx/brand.tga; then
+       zip -9r "Nexuiz/data/data$tag$date""patch.pk3" gfx/brand.tga
+       [ -n "$hotbasepk3" ] && zip -9r "Nexuiz/data/data$tag$date""hotfix.pk3" gfx/brand.tga
+       rm -rf gfx
+fi
+
+rm -f "$zipdir/nexuizpatch$date$ext.zip"
+zip $zipflags -9yr "$zipdir/nexuizpatch$date$ext.zip"      Nexuiz/gpl.txt Nexuiz/nexuiz* Nexuiz/Nexuiz* Nexuiz/*.dll Nexuiz/sources Nexuiz/Docs Nexuiz/readme.html Nexuiz/server Nexuiz/data/data$tag$date""patch.pk3 $pk3dirpk3s Nexuiz/havoc/*
+ln -snf nexuizpatch$date$ext.zip "$zipdir/nexuizpatch-$newest.zip"
+
+[ -n "$hotbasepk3" ] && rm -f "$zipdir/nexuizhotfix$date$ext.zip"
+[ -n "$hotbasepk3" ] && zip $zipflags -9yr "$zipdir/nexuizhotfix$date$ext.zip"      Nexuiz/gpl.txt Nexuiz/nexuiz* Nexuiz/Nexuiz* Nexuiz/*.dll Nexuiz/sources Nexuiz/Docs Nexuiz/readme.html Nexuiz/server Nexuiz/data/data$tag$date""hotfix.pk3 $pk3dirpk3s Nexuiz/havoc/*
+[ -n "$hotbasepk3" ] && ln -snf nexuizhotfix$date$ext.zip "$zipdir/nexuizhotfix-$newest.zip"
+
+rm -f "$zipdir/nexuizdocs$date$ext.zip"
+zip $zipflags -9yr "$zipdir/nexuizdocs$date$ext.zip"       Nexuiz/gpl.txt Nexuiz/Docs Nexuiz/readme.html
+ln -snf nexuizdocs$date$ext.zip "$zipdir/nexuizdocs-$newest.zip"
+
+rm -f "$zipdir/nexuizdebug$date$ext.zip"
+zip $zipflags -9yr "$zipdir/nexuizdebug$date$ext.zip"      Nexuiz/gpl.txt Nexuiz/debuginfo/* Nexuiz/sources
+ln -snf nexuizdebug$date$ext.zip "$zipdir/nexuizdebug-$newest.zip"
+
+case "$versiontag" in
+       test)
+               # these builds are public
+               ssh atoffload "sh clean-builds.sh"
+               rsync -vaSHP "$zipdir/nexuiz"*"$date$ext.zip" "$zipdir/nexuiz"*"-$newest.zip" atoffload:offload.alientrap.org/nexuiz/builds/
+               ;;
+       *)
+               ssh atoffload "sh clean-builds.sh"
+               rsync -vaSHP "$zipdir/nexuiz"*"$date$ext.zip" "$zipdir/nexuiz"*"-$newest.zip" atoffload:offload.alientrap.org/nexuiz/builds.versioned/
+               cat <<'EOF'
+
+NOTE: This is a RELEASE BUILD.
+
+To upload and finish the build, these things have to be done:
+
+- Test the build:
+  - On Linux/ATI
+  - On Vista/nvidia
+  - On Vista/ATI
+  - On Vista/Intel
+  - On OSX/ATI
+  - Turn on "developer 1"; watch out for suspicious messages.
+  - While testing, make sure all campaign levels are tested. In CTF/KH levels,
+    try to do a capture. After that, finish the game by prvm_edictset server 1
+    frags 1000.
+  - Play on a server running the new code. Ideally, that server should be public
+    and "somewhat compatible" to old clients, and some other players should be
+    on it.
+- Post the build on the forum as a test release. E.g. run this script again
+  with the "version" variable NOT SET, so the build gets marked "testing only",
+  and upload it and post it on the forum for testing. Mention the test server
+  that is already running the new code. Wait for at least one week for critical
+  bug reports.
+- If needed, fix the reported bugs and re-run this script for a release build.
+  Possibly repeat the testing process.
+- Upload the "final" build you have just made to Sourceforge (upload.sf.net,
+  incoming). Use the naming scheme nexuiz-25.zip, nexuizpatch-24-to-25.zip
+- Make the download available on sourceforge.
+- Announce the build on the forum; update the downloads website. Note that the
+  download may be still unavailable because of the SF mirror system.
+- Wait for the mirrors to catch up.
+- Edit the website: make a new news item for the new release, change the logo
+  image in the top left for the new version (ask [-z-]).
+
+EOF
+               ;;
+esac
diff --git a/misc/tools/midi2bgs.pl b/misc/tools/midi2bgs.pl
new file mode 100644 (file)
index 0000000..59e92a4
--- /dev/null
@@ -0,0 +1,133 @@
+#!/usr/bin/perl
+
+# converter from Type 1 MIDI files to BGS files that control particle effects on maps
+# usage:
+#   perl midi2bgs.pl filename.mid tracknumber channelnumber offset notepattern > filename.bgs
+# track and channel numbers -1 include all events
+# in patterns, %1$s inserts the note name, %2$d inserts the track number, and %3$d inserts the channel number
+# example:
+#   perl midi2bgs.pl filename.mid -1 10 0.3 'note_%1$s_%3$d_%2$d' > filename.bgs
+
+use strict;
+use warnings;
+use MIDI;
+use MIDI::Opus;
+
+my ($filename, $trackno, $channelno, $offset, $notepattern) = @ARGV;
+$notepattern = '%1$s'
+       unless defined $notepattern;
+defined $offset
+       or die "usage: $0 filename.mid {trackno|-1} {channelno|-1} offset [notepattern]\n";
+
+my $opus = MIDI::Opus->new({from_file => $filename});
+my $ticksperquarter = $opus->ticks();
+my $tracks = $opus->tracks_r();
+my @tempi = (); # list of start tick, time per tick pairs (calculated as seconds per quarter / ticks per quarter)
+my $tick;
+
+$tick = 0;
+for($tracks->[0]->events())
+{   
+    $tick += $_->[1];
+    if($_->[0] eq 'set_tempo')
+    {   
+        push @tempi, [$tick, $_->[2] * 0.000001 / $ticksperquarter];
+    }
+}
+sub tick2sec($)
+{
+    my ($tick) = @_;
+    my $sec = 0;
+    my $curtempo = [0, 0.5 / $ticksperquarter];
+    for(@tempi)
+    {
+        if($_->[0] < $tick)
+        {
+                       # this event is in the past
+                       # we add the full time since the last one then
+                       $sec += ($_->[0] - $curtempo->[0]) * $curtempo->[1];
+        }   
+        else
+        {
+                       # if this event is in the future, we break
+                       last;
+        }
+               $curtempo = $_;
+    }
+       $sec += ($tick - $curtempo->[0]) * $curtempo->[1];
+       return $sec + $offset;
+}
+
+my @notes = ('c', 'c#', 'd', 'd#', 'e', 'f', 'f#', 'g', 'g#', 'a', 'a#', 'b');
+my @notenames = ();
+for my $octave (0..11)
+{
+       for(@notes)
+       {
+               if($octave <= 3)
+               {
+                       push @notenames, uc($_) . ',' x (3 - $octave);
+               }
+               else
+               {
+                       push @notenames, lc($_) . "'" x ($octave - 4);
+               }
+       }
+}
+
+# merge all to a single track
+my @allmidievents = ();
+my $sequence = 0;
+for my $track(0..@$tracks-1)
+{
+       $tick = 0;
+       for($tracks->[$track]->events())
+       {
+               my ($command, $delta, @data) = @$_;
+               $tick += $delta;
+               push @allmidievents, [$command, $tick, $sequence++, $track, @data];
+       }
+}
+@allmidievents = sort { $a->[1] <=> $b->[1] or $a->[2] <=> $b->[2] } @allmidievents;
+
+my @outevents = (); # format: name, time in seconds, velocity
+$tick = 0;
+
+my %notecounters;
+my %notecounters_converted;
+for(@allmidievents)
+{
+       my $t = tick2sec $_->[1];
+       my $track = $_->[3];
+       next
+               unless $trackno < 0 || $trackno == $track;
+       if($_->[0] eq 'note_on')
+       {
+               my $chan = $_->[4] + 1;
+               my $note = sprintf $notepattern, $notenames[$_->[5]], $trackno, $channelno;
+               my $velocity = $_->[6] / 127.0;
+               push @outevents, [$note, $t, $velocity]
+                       if($channelno < 0 || $channelno == $chan);
+               ++$notecounters_converted{$note}
+                       unless $notecounters{$chan}{$_->[5]};
+               $notecounters{$chan}{$_->[5]} = 1;
+       }
+       elsif($_->[0] eq 'note_off')
+       {
+               my $chan = $_->[4] + 1;
+               my $note = sprintf $notepattern, $notenames[$_->[5]], $trackno, $channelno;
+               my $velocity = $_->[6] / 127.0;
+               --$notecounters_converted{$note}
+                       if $notecounters{$chan}{$_->[5]};
+               $notecounters{$chan}{$_->[5]} = 0;
+               if($notecounters_converted{$note} == 0)
+               {
+                       push @outevents, [$note, $t, 0]
+                               if($channelno < 0 || $channelno == $chan);
+               }
+       }
+}
+for(sort { $a->[0] cmp $b->[0] or $a->[1] <=> $b->[1] } @outevents)
+{
+    printf "%s %13.6f %13.6f\n", @$_;
+}
diff --git a/misc/tools/midi2cfg-ng-percussionpack.conf b/misc/tools/midi2cfg-ng-percussionpack.conf
new file mode 100644 (file)
index 0000000..aa4d81c
--- /dev/null
@@ -0,0 +1,773 @@
+raw set places_tuba "tUba"
+raw set places_percussion "tChr"
+raw set places_end "end1 end2 end3 end4 end5 end6 end7 end8 end9 end10 end11 end12 end13 end14 end15 end16 end17 end24 end25 end26 end27 end28 end29 end30 end31 end32 end33 end34 end35 end36 end37 end38 end39 end40 end41 end42 end43 end44 end45 end46 end47 end48 end49 end50 end51 end52 end53 end54 end55 end56 end57 end58 end59 end60 end61 end62 end63"
+
+bot tuba
+       channels 1 2 3 4 5 6 7 8 9 11 12 13 14 15 16
+       init
+               cmd barrier
+               cmd selectweapon 14
+               cmd wait 0.5
+               cmd console "g_balance_tuba_attenuation 0.1"
+               cmd console "g_balance_tuba_damage 0"
+       note on -18
+               time 0
+               buttons left backward crouch attack1
+               time 0.05
+       note off -18
+               time 0
+               buttons 
+               time 0.05
+       note on -17
+               time 0
+               buttons backward crouch attack1
+               time 0.05
+       note off -17
+               time 0
+               buttons 
+               time 0.05
+       note on -16
+               time 0
+               buttons right backward crouch attack1
+               time 0.05
+       note off -16
+               time 0
+               buttons 
+               time 0.05
+       note on -13
+               time 0
+               buttons forward right crouch attack1
+               time 0.05
+       note off -13
+               time 0
+               buttons 
+               time 0.05
+       note on -12
+               time 0
+               buttons crouch attack1
+               time 0.05
+       note off -12
+               time 0
+               buttons 
+               time 0.05
+       note on -11
+               time 0
+               buttons left backward crouch attack2
+               time 0.05
+       note off -11
+               time 0
+               buttons 
+               time 0.05
+       note on -10
+               time 0
+               buttons right crouch attack1
+               time 0.05
+       note off -10
+               time 0
+               buttons 
+               time 0.05
+       note on -9
+               time 0
+               buttons forward left crouch attack1
+               time 0.05
+       note off -9
+               time 0
+               buttons 
+               time 0.05
+       note on -8
+               time 0
+               buttons forward crouch attack1
+               time 0.05
+       note off -8
+               time 0
+               buttons 
+               time 0.05
+       note on -7
+               time 0
+               buttons left crouch attack1
+               time 0.05
+       note off -7
+               time 0
+               buttons 
+               time 0.05
+       note on -6
+               time 0
+               buttons left backward attack1
+               time 0.05
+       note off -6
+               time 0
+               buttons 
+               time 0.05
+       note on -5
+               time 0
+               buttons backward attack1
+               time 0.05
+       note off -5
+               time 0
+               buttons 
+               time 0.05
+       note on -4
+               time 0
+               buttons backward right attack1
+               time 0.05
+       note off -4
+               time 0
+               buttons 
+               time 0.05
+       note on -3
+               time 0
+               buttons right crouch attack2
+               time 0.05
+       note off -3
+               time 0
+               buttons 
+               time 0.05
+       note on -2
+               time 0
+               buttons forward left crouch attack2
+               time 0.05
+       note off -2
+               time 0
+               buttons 
+               time 0.05
+       note on -1
+               time 0
+               buttons forward right attack1
+               time 0.05
+       note off -1
+               time 0
+               buttons 
+               time 0.05
+       note on 0
+               time 0
+               buttons attack1
+               time 0.05
+       note off 0
+               time 0
+               buttons 
+               time 0.05
+       note on 1
+               time 0
+               buttons left backward attack2
+               time 0.05
+       note off 1
+               time 0
+               buttons 
+               time 0.05
+       note on 2
+               time 0
+               buttons right attack1
+               time 0.05
+       note off 2
+               time 0
+               buttons 
+               time 0.05
+       note on 3
+               time 0
+               buttons forward left attack1
+               time 0.05
+       note off 3
+               time 0
+               buttons 
+               time 0.05
+       note on 4
+               time 0
+               buttons forward attack1
+               time 0.05
+       note off 4
+               time 0
+               buttons 
+               time 0.05
+       note on 5
+               time 0
+               buttons left attack1
+               time 0.05
+       note off 5
+               time 0
+               buttons 
+               time 0.05
+       note on 6
+               time 0
+               buttons forward right attack2
+               time 0.05
+       note off 6
+               time 0
+               buttons 
+               time 0.05
+       note on 7
+               time 0
+               buttons attack2
+               time 0.05
+       note off 7
+               time 0
+               buttons 
+               time 0.05
+       note on 8
+               time 0
+               buttons backward right jump attack1
+               time 0.05
+       note off 8
+               time 0
+               buttons 
+               time 0.05
+       note on 9
+               time 0
+               buttons right attack2
+               time 0.05
+       note off 9
+               time 0
+               buttons 
+               time 0.05
+       note on 10
+               time 0
+               buttons forward left attack2
+               time 0.05
+       note off 10
+               time 0
+               buttons 
+               time 0.05
+       note on 11
+               time 0
+               buttons forward attack2
+               time 0.05
+       note off 11
+               time 0
+               buttons 
+               time 0.05
+       note on 12
+               time 0
+               buttons left attack2
+               time 0.05
+       note off 12
+               time 0
+               buttons 
+               time 0.05
+       note on 13
+               time 0
+               buttons left backward jump attack2
+               time 0.05
+       note off 13
+               time 0
+               buttons 
+               time 0.05
+       note on 14
+               time 0
+               buttons right jump attack1
+               time 0.05
+       note off 14
+               time 0
+               buttons 
+               time 0.05
+       note on 15
+               time 0
+               buttons forward left jump attack1
+               time 0.05
+       note off 15
+               time 0
+               buttons 
+               time 0.05
+       note on 16
+               time 0
+               buttons forward jump attack1
+               time 0.05
+       note off 16
+               time 0
+               buttons 
+               time 0.05
+       note on 17
+               time 0
+               buttons left jump attack1
+               time 0.05
+       note off 17
+               time 0
+               buttons 
+               time 0.05
+       note on 18
+               time 0
+               buttons forward right jump attack2
+               time 0.05
+       note off 18
+               time 0
+               buttons 
+               time 0.05
+       note on 19
+               time 0
+               buttons jump attack2
+               time 0.05
+       note off 19
+               time 0
+               buttons 
+               time 0.05
+       note on 21
+               time 0
+               buttons right jump attack2
+               time 0.05
+       note off 21
+               time 0
+               buttons 
+               time 0.05
+       note on 22
+               time 0
+               buttons forward left jump attack2
+               time 0.05
+       note off 22
+               time 0
+               buttons 
+               time 0.05
+       note on 23
+               time 0
+               buttons forward jump attack2
+               time 0.05
+       note off 23
+               time 0
+               buttons 
+               time 0.05
+       note on 24
+               time 0
+               buttons left jump attack2
+               time 0.05
+       note off 24
+               time 0
+               buttons 
+               time 0.05
+
+bot tuba_red
+       include tuba
+       transpose 0
+       init
+               cmd cc "color 68"
+               super
+
+bot tuba_blue
+       include tuba
+       transpose 3
+       init
+               cmd cc "color 221"
+               super
+
+bot rocket
+       channels 10
+       init
+               cmd aimtarget "tPercussion 1"
+               cmd barrier
+               cmd selectweapon 9
+               cmd wait 0.5
+       percussion 25
+               time 0
+               buttons attack2
+               time 0.05
+               buttons
+               time 0.1
+               busy 1.0
+
+bot uzi
+       channels 10
+       init
+               cmd aimtarget "tPercussion 1"
+               cmd barrier
+               cmd selectweapon 3
+               cmd wait 0.5
+       percussion 33
+               time 0
+               buttons attack2
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.2
+
+bot crylink
+       channels 10
+       init
+               cmd aimtarget "tPercussion 1"
+               cmd barrier
+               cmd selectweapon 6
+               cmd wait 0.5
+       percussion 46
+               time 0
+               buttons attack2
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.5
+       percussion 42
+               time 0
+               buttons attack1
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.4
+
+bot jetpack
+       init
+               cmd resetaim
+               cmd barrier
+               cmd console "g_jetpack_attenuation 0.5"
+       percussion 44
+               time 0
+               buttons hook
+               time 0.05
+               buttons
+               time 0.1
+
+bot jump
+       init
+               cmd resetaim
+               cmd barrier
+       percussion 36
+               time -0.5
+               buttons jump
+               time -0.45
+               buttons
+               time 0
+       percussion 37
+               time 0
+               cmd impulse 10
+               busy 0.3
+
+bot hagar
+       channels 10
+       init
+               cmd aimtarget "tPercussion 1"
+               cmd barrier
+               cmd selectweapon 8
+               cmd wait 0.5
+       percussion 38
+               time 0
+               buttons attack1
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.15
+
+bot laser
+       channels 10
+       init
+               cmd aimtarget "tPercussion 1"
+               cmd barrier
+               cmd selectweapon 1
+               cmd wait 0.5
+       percussion 39
+               time 0
+               buttons attack1
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.7
+
+bot electro
+       channels 10
+       init
+               time -2
+               cmd aimtarget "tPercussion 1"
+               cmd barrier
+               cmd selectweapon 5
+               cmd wait 0.5
+       percussion 49
+               time 0
+               buttons attack1
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.6
+       percussion 57
+               percussion 49
+       percussion 40
+               time 0
+               buttons attack2
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.6
+
+bot hook
+       channels 10
+       init
+               time -2
+               cmd aimtarget "tPercussion 1"
+               cmd barrier
+               cmd selectweapon 12
+               cmd wait 0.5
+       percussion 58
+               time 0
+               buttons attack1
+               time 0.05
+               buttons
+               time 0.1
+               busy 0
+       percussion 55
+               time 0
+               buttons attack2
+               time 0.05
+               buttons
+               time 0.1
+               busy 3
+
+bot rifle
+       channels 10
+       init
+               cmd console settemp g_balance_campingrifle_magazinecapacity 0
+               cmd aimtarget "tPercussion 1"
+               cmd barrier
+               cmd selectweapon 15
+               cmd wait 0.5
+       percussion 65
+               time 0
+               buttons attack1
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.8
+       percussion 66
+               time 0
+               buttons attack2
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.15
+
+bot fireball
+       init
+               cmd aimtarget "tPercussion 1"
+               cmd barrier
+               cmd selectweapon 16
+               cmd wait 0.5
+       percussion 52
+               time 0
+               buttons attack1
+               time 0.05
+               buttons
+               time 0.1
+               busy 1.5
+       percussion 72
+               time 0
+               buttons attack2
+               time 0.05
+               buttons
+               time 0.1
+               busy 2
+
+bot mortar
+       init
+               cmd aimtarget "tPercussion 1"
+               cmd barrier
+               cmd selectweapon 4
+               cmd wait 0.5
+       percussion 35
+               time 0
+               buttons attack1
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.8
+
+bot minstanex
+       init
+               cmd aimtarget "tPercussion 1"
+               cmd barrier
+               cmd selectweapon 11
+               cmd wait 0.5
+       percussion 53
+               time 0
+               buttons attack1
+               time 0.05
+               buttons
+               time 0.1
+               busy 1
+
+bot nex
+       init
+               cmd aimtarget "tPercussion 1"
+               cmd barrier
+               cmd selectweapon 7
+               cmd wait 0.5
+       percussion 51
+               time 0
+               buttons attack1
+               time 0.05
+               buttons
+               time 0.1
+               busy 1.5
+
+bot shotgun
+       init
+               cmd aimtarget "tPercussion 1"
+               cmd barrier
+               cmd selectweapon 2
+               cmd wait 0.5
+       percussion 59
+               time 0
+               buttons attack1
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.5
+
+bot porto
+       init
+               cmd aimtarget "tPercussion 1"
+               cmd barrier
+               cmd selectweapon 10
+               cmd wait 0.5
+       percussion 59
+               time 0
+               buttons attack1
+               time 0.05
+               buttons
+               time 0.1
+               busy 1.5
+
+# instantiate our bots!
+
+bot tuba_movetoplace
+       init
+               cmd movetotarget @places_tuba
+               cmd barrier
+       done
+               cmd movetotarget @places_end
+               cmd resetaim
+               cmd aim "90 0"
+               cmd wait 1
+               barrier
+               buttons crouch
+               cmd wait 3
+               buttons
+               cmd wait 1
+               barrier
+               cmd console settemp bot_navigation_ignoreplayers 1
+               cmd movetotarget start
+
+bot percussion_movetoplace
+       init
+               cmd movetotarget @places_percussion
+               cmd barrier
+       done
+               cmd movetotarget @places_end
+               cmd resetaim
+               cmd aim "90 0"
+               cmd wait 1
+               barrier
+               buttons crouch
+               cmd wait 3
+               buttons
+               cmd wait 1
+               barrier
+               cmd console settemp bot_navigation_ignoreplayers 1
+               cmd movetotarget start
+
+bot instance_tuba_red
+       include tuba_movetoplace
+       include tuba_red
+       count 32
+
+bot instance_tuba_blue
+       include tuba_movetoplace
+       include tuba_blue
+       count 32
+
+bot instance_rocket
+       include percussion_movetoplace
+       include rocket
+       count 4
+
+bot instance_uzi
+       include percussion_movetoplace
+       include uzi
+       count 4
+
+bot instance_crylink
+       include percussion_movetoplace
+       include crylink
+       count 4
+
+bot instance_jetpack
+       include percussion_movetoplace
+       include jetpack
+       count 4
+
+bot instance_jump
+       include percussion_movetoplace
+       include jump
+       count 4
+
+bot instance_hagar
+       include percussion_movetoplace
+       include hagar
+       count 8
+
+bot instance_tag
+       include percussion_movetoplace
+       include tag
+       count 8
+
+bot instance_laser
+       include percussion_movetoplace
+       include laser
+       count 8
+
+bot instance_electro
+       include percussion_movetoplace
+       include electro
+       count 4
+
+bot instance_hook
+       include percussion_movetoplace
+       include hook
+       count 4
+
+bot instance_rifle
+       include percussion_movetoplace
+       include rifle
+       count 4
+
+bot instance_fireball
+       include percussion_movetoplace
+       include fireball
+       count 4
+
+bot instance_mortar
+       include percussion_movetoplace
+       include mortar
+       count 4
+
+bot instance_minstanex
+       include percussion_movetoplace
+       include minstanex
+       count 4
+
+bot instance_nex
+       include percussion_movetoplace
+       include nex
+       count 4
+
+bot instance_shotgun
+       include percussion_movetoplace
+       include shotgun
+       count 4
+
+bot instance_porto
+       include percussion_movetoplace
+       include porto
+       count 4
+
+# rocket_fly = 025 snare roll
+## rocket_impact = 049 cymbal crash = 057 cymbal crash
+# electro_fire = 049 cymbal crash = 057 cymbal crash
+# electro_fire2 = 040 snare 2
+# uzi = 033 high q
+# crylink_fire2 = 046 hihat open
+# crylink_fire = 042 hihat closed
+# jetpack = 044 hihat pedal
+# jump = 036 kick 2
+# hagar_fire = 038 snare 1
+# lasergun_fire = 039 clap hand
+# hook_fire = 058 vibra slap
+# hookbomb_fire = 055 cymbal splash
+# campingrifle_fire = 065 timbale high
+# campingrifle_fire2 = 066 timbale low
+# fireball_fire = 052 cymbal chinese
+# fireball_prefire2 = 072 whistle 2 low long
+# grenade_fire = 035 kick 1
+# minstanexfire = 053 cymbal ride bell
+# nexfire = 051 cymbal ride
+# shotgun_fire = 059 cymbal ride
+# weapon_switch = 037 stick rim
diff --git a/misc/tools/midi2cfg-ng-simple.conf b/misc/tools/midi2cfg-ng-simple.conf
new file mode 100644 (file)
index 0000000..13ffe7a
--- /dev/null
@@ -0,0 +1,384 @@
+bot tuba
+       channels 1 2 3 4 5 6 7 8 9 11 12 13 14 15 16
+       init
+               cmd barrier
+               cmd selectweapon 16
+               cmd wait 0.5
+               cmd console "g_balance_tuba_attenuation 0.1"
+               cmd console "g_balance_tuba_damage 0"
+       note on -18
+               time -0.05
+               buttons left backward crouch
+               time 0
+               buttons attack1 left backward crouch
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on -17
+               time -0.05
+               buttons backward crouch
+               time 0
+               buttons attack1 backward crouch
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on -16
+               time -0.05
+               buttons backward right crouch
+               time 0
+               buttons attack1 backward right crouch
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on -13
+               time -0.05
+               buttons forward right crouch
+               time 0
+               buttons attack1 forward right crouch
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on -12
+               time -0.05
+               buttons crouch
+               time 0
+               buttons attack1 crouch
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on -11
+               time -0.05
+               buttons left backward crouch
+               time 0
+               buttons attack2 left backward crouch
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on -10
+               time -0.05
+               buttons right crouch
+               time 0
+               buttons attack1 right crouch
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on -9
+               time -0.05
+               buttons forward left crouch
+               time 0
+               buttons attack1 forward left crouch
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on -8
+               time -0.05
+               buttons forward crouch
+               time 0
+               buttons attack1 forward crouch
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on -7
+               time -0.05
+               buttons left crouch
+               time 0
+               buttons attack1 left crouch
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on -6
+               time -0.05
+               buttons left backward
+               time 0
+               buttons attack1 left backward
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on -5
+               time -0.05
+               buttons backward
+               time 0
+               buttons attack1 backward
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on -4
+               time -0.05
+               buttons backward right
+               time 0
+               buttons attack1 backward right
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on -3
+               time -0.05
+               buttons right crouch
+               time 0
+               buttons attack2 right crouch
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on -2
+               time -0.05
+               buttons forward left crouch
+               time 0
+               buttons attack2 forward left crouch
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on -1
+               time -0.05
+               buttons forward right
+               time 0
+               buttons attack1 forward right
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on 0
+               time -0.05
+               buttons
+               time 0
+               buttons attack1
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on 1
+               time -0.05
+               buttons left backward
+               time 0
+               buttons attack2 left backward
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on 2
+               time -0.05
+               buttons right
+               time 0
+               buttons attack1 right
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on 3
+               time -0.05
+               buttons forward left
+               time 0
+               buttons attack1 forward left
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on 4
+               time -0.05
+               buttons forward
+               time 0
+               buttons attack1 forward
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on 5
+               time -0.05
+               buttons left
+               time 0
+               buttons attack1 left
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on 6
+               time -0.05
+               buttons forward right
+               time 0
+               buttons attack2 forward right
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on 7
+               time -0.05
+               buttons
+               time 0
+               buttons attack2
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on 8
+               time -0.05
+               buttons backward right jump
+               time 0
+               buttons attack1 backward right jump
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on 9
+               time -0.05
+               buttons right
+               time 0
+               buttons attack2 right
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on 10
+               time -0.05
+               buttons forward left
+               time 0
+               buttons attack2 forward left
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on 11
+               time -0.05
+               buttons forward
+               time 0
+               buttons attack2 forward
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on 12
+               time -0.05
+               buttons left
+               time 0
+               buttons attack2 left
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on 13
+               time -0.05
+               buttons left backward jump
+               time 0
+               buttons attack2 left backward jump
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on 14
+               time -0.05
+               buttons right jump
+               time 0
+               buttons attack1 right jump
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on 15
+               time -0.05
+               buttons forward left jump
+               time 0
+               buttons attack1 forward left jump
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on 16
+               time -0.05
+               buttons forward jump
+               time 0
+               buttons attack1 forward jump
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on 17
+               time -0.05
+               buttons left jump
+               time 0
+               buttons attack1 left jump
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on 18
+               time -0.05
+               buttons forward right jump
+               time 0
+               buttons attack2 forward right jump
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on 19
+               time -0.05
+               buttons jump
+               time 0
+               buttons attack2 jump
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on 21
+               time -0.05
+               buttons right jump
+               time 0
+               buttons attack2 right jump
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on 22
+               time -0.05
+               buttons forward left jump
+               time 0
+               buttons attack2 forward left jump
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on 23
+               time -0.05
+               buttons forward jump
+               time 0
+               buttons attack2 forward jump
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+       note on 24
+               time -0.05
+               buttons left jump
+               time 0
+               buttons attack2 left jump
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.25
+
+bot tuba_red
+       include tuba
+       count 256
+       transpose 0
+       init
+               cmd cc "color 68"
+               super 
+
+bot tuba_blue
+       include tuba
+       count 256
+       transpose 3
+       init
+               cmd cc "color 221"
+               super 
diff --git a/misc/tools/midi2cfg-ng.conf b/misc/tools/midi2cfg-ng.conf
new file mode 100644 (file)
index 0000000..3ecb9a0
--- /dev/null
@@ -0,0 +1,756 @@
+raw exec balance25.cfg
+raw set places_tuba "tUba1 tUba2 tUba3 tUba4 tUba5 tUba6 tUba7 tUba8 tUba9 tUba10 tUba11 tUba12 tUba13 tUba14 tUba15 tUba16 tUba17 tUba18 tUba19 tUba20 tUba21 tUba22 tUba23 tUba24"
+raw set places_percussion "tChr1 tChr2 tChr3 tChr4 tChr5 tChr6 tChr7 tChr8 tChr9 tChr10 tChr11 tChr12 tChr13 tChr14 tChr15 tChr16 tChr17 tChr18 tChr19"
+raw set places_end "end1 end2 end3 end4 end5 end6 end7 end8 end9 end10 end11 end12 end13 end14 end15 end16 end17 end24 end25 end26 end27 end28 end29 end30 end31 end32 end33 end34 end35 end36 end37 end38 end39 end40 end41 end42 end43 end44 end45 end46 end47 end48 end49 end50 end51 end52 end53 end54 end55 end56 end57"
+
+bot tuba
+       channels 1 2 3 4 5 6 7 8 9 11 12 13 14 15 16
+       init
+               cmd barrier
+               cmd selectweapon 14
+               cmd wait 0.5
+               cmd console "g_balance_tuba_attenuation 0.1"
+               cmd console "g_balance_tuba_damage 0"
+       note on -18
+               time 0
+               buttons left backward crouch attack1
+               time 0.05
+       note off -18
+               time 0
+               buttons 
+               time 0.05
+       note on -17
+               time 0
+               buttons backward crouch attack1
+               time 0.05
+       note off -17
+               time 0
+               buttons 
+               time 0.05
+       note on -16
+               time 0
+               buttons right backward crouch attack1
+               time 0.05
+       note off -16
+               time 0
+               buttons 
+               time 0.05
+       note on -13
+               time 0
+               buttons forward right crouch attack1
+               time 0.05
+       note off -13
+               time 0
+               buttons 
+               time 0.05
+       note on -12
+               time 0
+               buttons crouch attack1
+               time 0.05
+       note off -12
+               time 0
+               buttons 
+               time 0.05
+       note on -11
+               time 0
+               buttons left backward crouch attack2
+               time 0.05
+       note off -11
+               time 0
+               buttons 
+               time 0.05
+       note on -10
+               time 0
+               buttons right crouch attack1
+               time 0.05
+       note off -10
+               time 0
+               buttons 
+               time 0.05
+       note on -9
+               time 0
+               buttons forward left crouch attack1
+               time 0.05
+       note off -9
+               time 0
+               buttons 
+               time 0.05
+       note on -8
+               time 0
+               buttons forward crouch attack1
+               time 0.05
+       note off -8
+               time 0
+               buttons 
+               time 0.05
+       note on -7
+               time 0
+               buttons left crouch attack1
+               time 0.05
+       note off -7
+               time 0
+               buttons 
+               time 0.05
+       note on -6
+               time 0
+               buttons left backward attack1
+               time 0.05
+       note off -6
+               time 0
+               buttons 
+               time 0.05
+       note on -5
+               time 0
+               buttons backward attack1
+               time 0.05
+       note off -5
+               time 0
+               buttons 
+               time 0.05
+       note on -4
+               time 0
+               buttons backward right attack1
+               time 0.05
+       note off -4
+               time 0
+               buttons 
+               time 0.05
+       note on -3
+               time 0
+               buttons right crouch attack2
+               time 0.05
+       note off -3
+               time 0
+               buttons 
+               time 0.05
+       note on -2
+               time 0
+               buttons forward left crouch attack2
+               time 0.05
+       note off -2
+               time 0
+               buttons 
+               time 0.05
+       note on -1
+               time 0
+               buttons forward right attack1
+               time 0.05
+       note off -1
+               time 0
+               buttons 
+               time 0.05
+       note on 0
+               time 0
+               buttons attack1
+               time 0.05
+       note off 0
+               time 0
+               buttons 
+               time 0.05
+       note on 1
+               time 0
+               buttons left backward attack2
+               time 0.05
+       note off 1
+               time 0
+               buttons 
+               time 0.05
+       note on 2
+               time 0
+               buttons right attack1
+               time 0.05
+       note off 2
+               time 0
+               buttons 
+               time 0.05
+       note on 3
+               time 0
+               buttons forward left attack1
+               time 0.05
+       note off 3
+               time 0
+               buttons 
+               time 0.05
+       note on 4
+               time 0
+               buttons forward attack1
+               time 0.05
+       note off 4
+               time 0
+               buttons 
+               time 0.05
+       note on 5
+               time 0
+               buttons left attack1
+               time 0.05
+       note off 5
+               time 0
+               buttons 
+               time 0.05
+       note on 6
+               time 0
+               buttons forward right attack2
+               time 0.05
+       note off 6
+               time 0
+               buttons 
+               time 0.05
+       note on 7
+               time 0
+               buttons attack2
+               time 0.05
+       note off 7
+               time 0
+               buttons 
+               time 0.05
+       note on 8
+               time 0
+               buttons backward right jump attack1
+               time 0.05
+       note off 8
+               time 0
+               buttons 
+               time 0.05
+       note on 9
+               time 0
+               buttons right attack2
+               time 0.05
+       note off 9
+               time 0
+               buttons 
+               time 0.05
+       note on 10
+               time 0
+               buttons forward left attack2
+               time 0.05
+       note off 10
+               time 0
+               buttons 
+               time 0.05
+       note on 11
+               time 0
+               buttons forward attack2
+               time 0.05
+       note off 11
+               time 0
+               buttons 
+               time 0.05
+       note on 12
+               time 0
+               buttons left attack2
+               time 0.05
+       note off 12
+               time 0
+               buttons 
+               time 0.05
+       note on 13
+               time 0
+               buttons left backward jump attack2
+               time 0.05
+       note off 13
+               time 0
+               buttons 
+               time 0.05
+       note on 14
+               time 0
+               buttons right jump attack1
+               time 0.05
+       note off 14
+               time 0
+               buttons 
+               time 0.05
+       note on 15
+               time 0
+               buttons forward left jump attack1
+               time 0.05
+       note off 15
+               time 0
+               buttons 
+               time 0.05
+       note on 16
+               time 0
+               buttons forward jump attack1
+               time 0.05
+       note off 16
+               time 0
+               buttons 
+               time 0.05
+       note on 17
+               time 0
+               buttons left jump attack1
+               time 0.05
+       note off 17
+               time 0
+               buttons 
+               time 0.05
+       note on 18
+               time 0
+               buttons forward right jump attack2
+               time 0.05
+       note off 18
+               time 0
+               buttons 
+               time 0.05
+       note on 19
+               time 0
+               buttons jump attack2
+               time 0.05
+       note off 19
+               time 0
+               buttons 
+               time 0.05
+       note on 21
+               time 0
+               buttons right jump attack2
+               time 0.05
+       note off 21
+               time 0
+               buttons 
+               time 0.05
+       note on 22
+               time 0
+               buttons forward left jump attack2
+               time 0.05
+       note off 22
+               time 0
+               buttons 
+               time 0.05
+       note on 23
+               time 0
+               buttons forward jump attack2
+               time 0.05
+       note off 23
+               time 0
+               buttons 
+               time 0.05
+       note on 24
+               time 0
+               buttons left jump attack2
+               time 0.05
+       note off 24
+               time 0
+               buttons 
+               time 0.05
+
+bot tuba_red
+       include tuba
+       transpose 0
+       init
+               cmd cc "color 68"
+               super
+
+bot tuba_blue
+       include tuba
+       transpose 3
+       init
+               cmd cc "color 221"
+               super
+
+bot rocket
+       channels 10
+       init
+               cmd aimtarget "tPercussion 1"
+               cmd barrier
+               cmd selectweapon 9
+               cmd wait 0.5
+       percussion 25
+               time 0
+               buttons attack2
+               time 0.05
+               buttons
+               time 0.1
+               busy 1.0
+
+bot uzi
+       channels 10
+       init
+               cmd aimtarget "tPercussion 1"
+               cmd barrier
+               cmd selectweapon 3
+               cmd wait 0.5
+       percussion 27
+               time 0
+               buttons attack2
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.2
+       percussion 33
+               percussion 27
+       percussion 54
+               percussion 27
+
+bot crylink
+       channels 10
+       init
+               cmd aimtarget "tPercussion 1"
+               cmd barrier
+               cmd selectweapon 6
+               cmd wait 0.5
+       percussion 31
+               time 0
+               buttons attack2
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.5
+       percussion 34
+               percussion 31
+       percussion 42
+               time 0
+               buttons attack1
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.4
+       percussion 44
+               percussion 42
+       percussion 46
+               percussion 42
+
+bot jetpack
+       init
+               cmd resetaim
+               cmd barrier
+               cmd console "g_jetpack_attenuation 0.5"
+       percussion 42
+               time 0
+               buttons hook
+               time 0.05
+               buttons
+               time 0.1
+       percussion 44
+               percussion 42
+       percussion 46
+               percussion 42
+       percussion 37
+               percussion 42
+       percussion 51
+               percussion 42
+       percussion 59
+               percussion 42
+
+bot jump
+       init
+               cmd resetaim
+               cmd barrier
+       percussion 42
+               time -0.5
+               buttons jump
+               time -0.45
+               buttons
+               time 0
+       percussion 44
+               percussion 42
+       percussion 46
+               percussion 42
+
+bot hagar
+       channels 10
+       init
+               cmd aimtarget "tPercussion 1"
+               cmd barrier
+               cmd selectweapon 8
+               cmd wait 0.5
+       percussion 35
+               time 0
+               buttons attack1
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.15
+       percussion 36
+               percussion 35
+       percussion 38
+               percussion 35
+       percussion 40
+               percussion 35
+       percussion 60
+               percussion 35
+       percussion 61
+               percussion 35
+       percussion 65
+               percussion 35
+       percussion 66
+               percussion 35
+
+bot laser
+       channels 10
+       init
+               cmd aimtarget "tPercussion 1"
+               cmd barrier
+               cmd selectweapon 1
+               cmd wait 0.5
+       percussion 39
+               time 0
+               buttons attack1
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.7
+
+bot electro
+       channels 10
+       init
+               time -2
+               cmd aimtarget "tPercussion 1"
+               cmd barrier
+               cmd selectweapon 5
+               cmd wait 0.5
+       percussion 49
+               time 0
+               buttons attack1
+               time 0.05
+               buttons
+               time 0.1
+               busy 0.6
+
+bot hook
+       channels 10
+       init
+               time -2
+               cmd aimtarget "tPercussion 1"
+               cmd barrier
+               cmd selectweapon 12
+               cmd wait 0.5
+       percussion 58
+               time 0
+               buttons attack1
+               time 0.05
+               buttons
+               time 0.1
+               busy 0
+
+# instantiate our bots!
+
+bot instance_tuba_red
+       include tuba_red
+       count 32
+       init
+               cmd movetotarget @places_tuba
+               cmd barrier
+               super
+       done
+               cmd movetotarget @places_end
+               cmd resetaim
+               cmd aim "90 0"
+               cmd wait 1
+               barrier
+               buttons crouch
+               cmd wait 3
+               buttons
+               cmd wait 1
+               barrier
+               cmd console settemp bot_navigation_ignoreplayers 1
+               cmd movetotarget start
+
+bot instance_tuba_blue
+       include tuba_blue
+       count 32
+       init
+               cmd movetotarget @places_tuba
+               cmd barrier
+               super
+       done
+               cmd movetotarget @places_end
+               cmd resetaim
+               cmd aim "90 0"
+               cmd wait 1
+               barrier
+               buttons crouch
+               cmd wait 3
+               buttons
+               cmd wait 1
+               barrier
+               cmd console settemp bot_navigation_ignoreplayers 1
+               cmd movetotarget start
+
+bot instance_rocket
+       include rocket
+       count 1
+       init
+               cmd movetotarget @places_percussion
+               cmd barrier
+               super
+       done
+               cmd movetotarget @places_end
+               cmd resetaim
+               cmd aim "90 0"
+               cmd wait 1
+               barrier
+               buttons crouch
+               cmd wait 3
+               buttons
+               cmd wait 1
+               barrier
+               cmd console settemp bot_navigation_ignoreplayers 1
+               cmd movetotarget start
+
+bot instance_uzi
+       include uzi
+       count 2
+       init
+               cmd movetotarget @places_percussion
+               cmd barrier
+               super
+       done
+               cmd movetotarget @places_end
+               cmd resetaim
+               cmd aim "90 0"
+               cmd wait 1
+               barrier
+               buttons crouch
+               cmd wait 3
+               buttons
+               cmd wait 1
+               barrier
+               cmd console settemp bot_navigation_ignoreplayers 1
+               cmd movetotarget start
+
+bot instance_crylink
+       include crylink
+       count 0
+       init
+               cmd movetotarget @places_percussion
+               cmd barrier
+               super
+       done
+               cmd movetotarget @places_end
+               cmd resetaim
+               cmd aim "90 0"
+               cmd wait 1
+               barrier
+               buttons crouch
+               cmd wait 3
+               buttons
+               cmd wait 1
+               barrier
+               cmd console settemp bot_navigation_ignoreplayers 1
+               cmd movetotarget start
+
+bot instance_jetpack
+       include jetpack
+       count 2
+       init
+               cmd movetotarget @places_percussion
+               cmd barrier
+               super
+       done
+               cmd movetotarget @places_end
+               cmd resetaim
+               cmd aim "90 0"
+               cmd wait 1
+               barrier
+               buttons crouch
+               cmd wait 3
+               buttons
+               cmd wait 1
+               barrier
+               cmd console settemp bot_navigation_ignoreplayers 1
+               cmd movetotarget start
+
+bot instance_jump
+       include jump
+       count 0
+       init
+               cmd movetotarget @places_percussion
+               cmd barrier
+               super
+       done
+               cmd movetotarget @places_end
+               cmd resetaim
+               cmd aim "90 0"
+               cmd wait 1
+               barrier
+               buttons crouch
+               cmd wait 3
+               buttons
+               cmd wait 1
+               barrier
+               cmd console settemp bot_navigation_ignoreplayers 1
+               cmd movetotarget start
+
+bot instance_hagar
+       include hagar
+       count 6
+       init
+               cmd movetotarget @places_percussion
+               cmd barrier
+               super
+       done
+               cmd movetotarget @places_end
+               cmd resetaim
+               cmd aim "90 0"
+               cmd wait 1
+               barrier
+               buttons crouch
+               cmd wait 3
+               buttons
+               cmd wait 1
+               barrier
+               cmd console settemp bot_navigation_ignoreplayers 1
+               cmd movetotarget start
+
+bot instance_laser
+       include laser
+       count 4
+       init
+               cmd movetotarget @places_percussion
+               cmd barrier
+               super
+       done
+               cmd movetotarget @places_end
+               cmd resetaim
+               cmd aim "90 0"
+               cmd wait 1
+               barrier
+               buttons crouch
+               cmd wait 3
+               buttons
+               cmd wait 1
+               barrier
+               cmd console settemp bot_navigation_ignoreplayers 1
+               cmd movetotarget start
+
+bot instance_electro
+       include electro
+       count 2
+       init
+               cmd movetotarget @places_percussion
+               cmd barrier
+               super
+       done
+               cmd movetotarget @places_end
+               cmd resetaim
+               cmd aim "90 0"
+               cmd wait 1
+               barrier
+               buttons crouch
+               cmd wait 3
+               buttons
+               cmd wait 1
+               barrier
+               cmd console settemp bot_navigation_ignoreplayers 1
+               cmd movetotarget start
+
+bot instance_hook
+       include hook
+       count 2
+       init
+               cmd movetotarget @places_percussion
+               cmd barrier
+               super
+       done
+               cmd movetotarget @places_end
+               cmd resetaim
+               cmd aim "90 0"
+               cmd wait 1
+               barrier
+               buttons crouch
+               cmd wait 3
+               buttons
+               cmd wait 1
+               barrier
+               cmd console settemp bot_navigation_ignoreplayers 1
+               cmd movetotarget start
+
diff --git a/misc/tools/midi2cfg-ng.pl b/misc/tools/midi2cfg-ng.pl
new file mode 100755 (executable)
index 0000000..e45550c
--- /dev/null
@@ -0,0 +1,609 @@
+#!/usr/bin/perl
+
+# converter from Type 1 MIDI files to CFG files that control bots with the Tuba and other weapons for percussion (requires g_weaponarena all)
+
+use strict;
+use warnings;
+use MIDI;
+use MIDI::Opus;
+use Storable;
+
+use constant MIDI_FIRST_NONCHANNEL => 17;
+use constant MIDI_DRUMS_CHANNEL => 10;
+
+die "Usage: $0 filename.conf timeoffset_preinit timeoffset_postinit timeoffset_predone timeoffset_postdone timeoffset_preintermission timeoffset_postintermission midifile1 transpose1 midifile2 transpose2 ..."
+       unless @ARGV > 7 and @ARGV % 2;
+my ($config, $timeoffset_preinit, $timeoffset_postinit, $timeoffset_predone, $timeoffset_postdone, $timeoffset_preintermission, $timeoffset_postintermission, @midilist) = @ARGV;
+
+sub unsort(@)
+{
+       return map { $_->[0] } sort { $a->[1] <=> $b->[1] } map { [$_, rand] } @_;
+}
+
+sub override($$);
+sub override($$)
+{
+       my ($dest, $src) = @_;
+       if(ref $src eq 'HASH')
+       {
+               $dest = {}
+                       if not defined $dest;
+               for(keys %$src)
+               {
+                       $dest->{$_} = override $dest->{$_}, $src->{$_};
+               }
+       }
+       elsif(ref $src eq 'ARRAY')
+       {
+               $dest = []
+                       if not defined $dest;
+               for(@$src)
+               {
+                       push @$dest, override undef, $_;
+               }
+       }
+       elsif(ref $src)
+       {
+               $dest = Storable::dclone $src;
+       }
+       else
+       {
+               $dest = $src;
+       }
+       return $dest;
+}
+
+my $precommands = "";
+my $commands = "";
+my $busybots;
+my @busybots_allocated;
+my %notechannelbots;
+my $transpose = 0;
+my $notetime = undef;
+my $lowestnotestart = undef;
+my $noalloc = 0;
+sub botconfig_read($)
+{
+       my ($fn) = @_;
+       my %bots = ();
+       open my $fh, "<", $fn
+               or die "<$fn: $!";
+       
+       my $currentbot = undef;
+       my $appendref = undef;
+       my $super = undef;
+       while(<$fh>)
+       {
+               chomp;
+               s/\s*#.*//;
+               next if /^$/;
+               if(s/^\t\t//)
+               {
+                       my @cmd = split /\s+/, $_;
+                       if($cmd[0] eq 'super')
+                       {
+                               push @$appendref, @$super
+                                       if $super;
+                       }
+                       elsif($cmd[0] eq 'percussion') # simple import
+                       {
+                               push @$appendref, @{$currentbot->{percussion}->{$cmd[1]}};
+                       }
+                       else
+                       {
+                               push @$appendref, \@cmd;
+                       }
+               }
+               elsif(s/^\t//)
+               {
+                       if(/^include (.*)/)
+                       {
+                               my $base = $bots{$1};
+                               $currentbot = override $currentbot, $base;
+                       }
+                       elsif(/^count (\d+)/)
+                       {
+                               $currentbot->{count} = $1;
+                       }
+                       elsif(/^transpose (\d+)/)
+                       {
+                               $currentbot->{transpose} += $1;
+                       }
+                       elsif(/^channels (.*)/)
+                       {
+                               $currentbot->{channels} = { map { $_ => 1 } split /\s+/, $1 };
+                       }
+                       elsif(/^init$/)
+                       {
+                               $super = $currentbot->{init};
+                               $currentbot->{init} = $appendref = [];
+                       }
+                       elsif(/^intermission$/)
+                       {
+                               $super = $currentbot->{intermission};
+                               $currentbot->{intermission} = $appendref = [];
+                       }
+                       elsif(/^done$/)
+                       {
+                               $super = $currentbot->{done};
+                               $currentbot->{done} = $appendref = [];
+                       }
+                       elsif(/^note on (-?\d+)/)
+                       {
+                               $super = $currentbot->{notes_on}->{$1};
+                               $currentbot->{notes_on}->{$1} = $appendref = [];
+                       }
+                       elsif(/^note off (-?\d+)/)
+                       {
+                               $super = $currentbot->{notes_off}->{$1};
+                               $currentbot->{notes_off}->{$1} = $appendref = [];
+                       }
+                       elsif(/^percussion (\d+)/)
+                       {
+                               $super = $currentbot->{percussion}->{$1};
+                               $currentbot->{percussion}->{$1} = $appendref = [];
+                       }
+                       else
+                       {
+                               print "unknown command: $_\n";
+                       }
+               }
+               elsif(/^bot (.*)/)
+               {
+                       $currentbot = ($bots{$1} ||= {count => 0, transpose => 0});
+               }
+               elsif(/^raw (.*)/)
+               {
+                       $precommands .= "$1\n";
+               }
+               else
+               {
+                       print "unknown command: $_\n";
+               }
+       }
+
+       for(values %bots)
+       {
+               for(values %{$_->{notes_on}}, values %{$_->{percussion}})
+               {
+                       my $t = $_->[0]->[0] eq 'time' ? $_->[0]->[1] : 0;
+                       $lowestnotestart = $t if not defined $lowestnotestart or $t < $lowestnotestart;
+               }
+       }
+
+       return \%bots;
+}
+my $busybots_orig = botconfig_read $config;
+
+
+sub busybot_cmd_bot_test($$@)
+{
+       my ($bot, $time, @commands) = @_;
+
+       my $bottime = defined $bot->{timer} ? $bot->{timer} : -1;
+       my $botbusytime = defined $bot->{busytimer} ? $bot->{busytimer} : -1;
+
+       return 0
+               if $time < $botbusytime;
+       
+       my $mintime = (@commands && ($commands[0]->[0] eq 'time')) ? $commands[0]->[1] : 0;
+
+       return 0
+               if $time + $mintime < $bottime;
+       
+       return 1;
+}
+
+sub busybot_cmd_bot_execute($$@)
+{
+       my ($bot, $time, @commands) = @_;
+
+       for(@commands)
+       {
+               if($_->[0] eq 'time')
+               {
+                       $commands .= sprintf "sv_cmd bot_cmd %d wait_until %f\n", $bot->{id}, $time + $_->[1];
+                       $bot->{timer} = $time + $_->[1];
+               }
+               elsif($_->[0] eq 'busy')
+               {
+                       $bot->{busytimer} = $time + $_->[1];
+               }
+               elsif($_->[0] eq 'buttons')
+               {
+                       my %buttons_release = %{$bot->{buttons} ||= {}};
+                       for(@{$_}[1..@$_-1])
+                       {
+                               /(.*)\??/ or next;
+                               delete $buttons_release{$1};
+                       }
+                       for(keys %buttons_release)
+                       {
+                               $commands .= sprintf "sv_cmd bot_cmd %d releasekey %s\n", $bot->{id}, $_;
+                               delete $bot->{buttons}->{$_};
+                       }
+                       for(@{$_}[1..@$_-1])
+                       {
+                               /(.*)(\?)?/ or next;
+                               defined $2 and next;
+                               $commands .= sprintf "sv_cmd bot_cmd %d presskey %s\n", $bot->{id}, $_;
+                               $bot->{buttons}->{$_} = 1;
+                       }
+               }
+               elsif($_->[0] eq 'cmd')
+               {
+                       $commands .= sprintf "sv_cmd bot_cmd %d %s\n", $bot->{id}, join " ", @{$_}[1..@$_-1];
+               }
+               elsif($_->[0] eq 'barrier')
+               {
+                       $commands .= sprintf "sv_cmd bot_cmd %d barrier\n", $bot->{id};
+                       $bot->{timer} = $bot->{busytimer} = 0;
+               }
+               elsif($_->[0] eq 'raw')
+               {
+                       $commands .= sprintf "%s\n", join " ", @{$_}[1..@$_-1];
+               }
+       }
+
+       return 1;
+}
+
+my $intermissions = 0;
+
+sub busybot_intermission_bot($)
+{
+       my ($bot) = @_;
+       busybot_cmd_bot_execute $bot, 0, ['cmd', 'wait', $timeoffset_preintermission];
+       busybot_cmd_bot_execute $bot, 0, ['barrier'];
+       if($bot->{intermission})
+       {
+               busybot_cmd_bot_execute $bot, 0, @{$bot->{intermission}};
+       }
+       busybot_cmd_bot_execute $bot, 0, ['barrier'];
+       $notetime = $timeoffset_postintermission - $lowestnotestart;
+}
+
+#my $busy = 0;
+sub busybot_note_off_bot($$$$)
+{
+       my ($bot, $time, $channel, $note) = @_;
+       #print STDERR "note off $bot:$time:$channel:$note\n";
+       return 1
+               if $channel == 10;
+       my $cmds = $bot->{notes_off}->{$note - $bot->{transpose} - $transpose};
+       return 1
+               if not defined $cmds; # note off cannot fail
+       $bot->{busy} = 0;
+       #--$busy;
+       #print STDERR "BUSY: $busy bots (OFF)\n";
+       busybot_cmd_bot_execute $bot, $time + $notetime, @$cmds; 
+       return 1;
+}
+
+sub busybot_note_on_bot($$$$$)
+{
+       my ($bot, $time, $channel, $note, $init) = @_;
+       return -1 # I won't play on this channel
+               if defined $bot->{channels} and not $bot->{channels}->{$channel};
+       my $cmds;
+       my $cmds_off;
+       if($channel == 10)
+       {
+               $cmds = $bot->{percussion}->{$note};
+               $cmds_off = undef;
+       }
+       else
+       {
+               $cmds = $bot->{notes_on}->{$note - $bot->{transpose} - $transpose};
+               $cmds_off = $bot->{notes_off}->{$note - $bot->{transpose} - $transpose};
+       }
+       return -1 # I won't play this note
+               if not defined $cmds;
+       return 0
+               if $bot->{busy};
+       #print STDERR "note on $bot:$time:$channel:$note\n";
+       if($init)
+       {
+               return 0
+                       if not busybot_cmd_bot_test $bot, $time + $notetime, @$cmds; 
+               busybot_cmd_bot_execute $bot, 0, ['cmd', 'wait', $timeoffset_preinit];
+               busybot_cmd_bot_execute $bot, 0, ['barrier'];
+               busybot_cmd_bot_execute $bot, 0, @{$bot->{init}}
+                       if @{$bot->{init}};
+               busybot_cmd_bot_execute $bot, 0, ['barrier'];
+               for(1..$intermissions)
+               {
+                       busybot_intermission_bot $bot;
+               }
+               busybot_cmd_bot_execute $bot, $time + $notetime, @$cmds; 
+       }
+       else
+       {
+               return 0
+                       if not busybot_cmd_bot_test $bot, $time + $notetime, @$cmds; 
+               busybot_cmd_bot_execute $bot, $time + $notetime, @$cmds; 
+       }
+       if(defined $cmds and defined $cmds_off)
+       {
+               $bot->{busy} = 1;
+               #++$busy;
+               #print STDERR "BUSY: $busy bots (ON)\n";
+       }
+       return 1;
+}
+
+sub busybots_reset()
+{
+       $busybots = Storable::dclone $busybots_orig;
+       @busybots_allocated = ();
+       %notechannelbots = ();
+       $transpose = 0;
+       $notetime = $timeoffset_postinit - $lowestnotestart;
+}
+
+sub busybot_note_off($$$)
+{
+       my ($time, $channel, $note) = @_;
+
+       #print STDERR "note off $time:$channel:$note\n";
+
+       return 0
+               if $channel == 10;
+
+       if(my $bot = $notechannelbots{$channel}{$note})
+       {
+               busybot_note_off_bot $bot, $time, $channel, $note;
+               delete $notechannelbots{$channel}{$note};
+               return 1;
+       }
+
+       return 0;
+}
+
+sub busybot_note_on($$$)
+{
+       my ($time, $channel, $note) = @_;
+
+       if($notechannelbots{$channel}{$note})
+       {
+               busybot_note_off $time, $channel, $note;
+       }
+
+       #print STDERR "note on $time:$channel:$note\n";
+
+       my $overflow = 0;
+
+       for(unsort @busybots_allocated)
+       {
+               my $canplay = busybot_note_on_bot $_, $time, $channel, $note, 0;
+               if($canplay > 0)
+               {
+                       $notechannelbots{$channel}{$note} = $_;
+                       return 1;
+               }
+               $overflow = 1
+                       if $canplay == 0;
+               # wrong
+       }
+
+       for(unsort keys %$busybots)
+       {
+               next if $busybots->{$_}->{count} <= 0;
+               my $bot = Storable::dclone $busybots->{$_};
+               $bot->{id} = @busybots_allocated + 1;
+               $bot->{classname} = $_;
+               my $canplay = busybot_note_on_bot $bot, $time, $channel, $note, 1;
+               if($canplay > 0)
+               {
+                       die "noalloc\n"
+                               if $noalloc;
+                       --$busybots->{$_}->{count};
+                       $notechannelbots{$channel}{$note} = $bot;
+                       push @busybots_allocated, $bot;
+                       return 1;
+               }
+               die "Fresh bot cannot play stuff"
+                       if $canplay == 0;
+       }
+
+       if($overflow)
+       {
+               warn "Not enough bots to play this (when playing $channel:$note)";
+       }
+       else
+       {
+               warn "Note $channel:$note cannot be played by any bot";
+       }
+
+       return 0;
+}
+
+sub Preallocate(@)
+{
+       my (@preallocate) = @_;
+       busybots_reset();
+       for(@preallocate)
+       {
+               die "Cannot preallocate any more $_ bots"
+                       if $busybots->{$_}->{count} <= 0;
+               my $bot = Storable::dclone $busybots->{$_};
+               $bot->{id} = @busybots_allocated + 1;
+               $bot->{classname} = $_;
+               busybot_cmd_bot_execute $bot, 0, ['cmd', 'wait', $timeoffset_preinit];
+               busybot_cmd_bot_execute $bot, 0, ['barrier'];
+               busybot_cmd_bot_execute $bot, 0, @{$bot->{init}}
+                       if @{$bot->{init}};
+               busybot_cmd_bot_execute $bot, 0, ['barrier'];
+               --$busybots->{$_}->{count};
+               push @busybots_allocated, $bot;
+       }
+}
+
+sub ConvertMIDI($$)
+{
+       my ($filename, $trans) = @_;
+       $transpose = $trans;
+
+       my $opus = MIDI::Opus->new({from_file => $filename});
+       my $ticksperquarter = $opus->ticks();
+       my $tracks = $opus->tracks_r();
+       my @tempi = (); # list of start tick, time per tick pairs (calculated as seconds per quarter / ticks per quarter)
+       my $tick;
+
+       $tick = 0;
+       for($tracks->[0]->events())
+       {   
+               $tick += $_->[1];
+               if($_->[0] eq 'set_tempo')
+               {   
+                       push @tempi, [$tick, $_->[2] * 0.000001 / $ticksperquarter];
+               }
+       }
+       my $tick2sec = sub
+       {
+               my ($tick) = @_;
+               my $sec = 0;
+               my $curtempo = [0, 0.5 / $ticksperquarter];
+               for(@tempi)
+               {
+                       if($_->[0] < $tick)
+                       {
+                               # this event is in the past
+                               # we add the full time since the last one then
+                               $sec += ($_->[0] - $curtempo->[0]) * $curtempo->[1];
+                       }   
+                       else
+                       {
+                               # if this event is in the future, we break
+                               last;
+                       }
+                       $curtempo = $_;
+               }
+               $sec += ($tick - $curtempo->[0]) * $curtempo->[1];
+               return $sec;
+       };
+
+       # merge all to a single track
+       my @allmidievents = ();
+       my $sequence = 0;
+       for my $track(0..@$tracks-1)
+       {
+               $tick = 0;
+               for($tracks->[$track]->events())
+               {
+                       my ($command, $delta, @data) = @$_;
+                       $command = 'note_off' if $command eq 'note_on' and $data[2] == 0;
+                       $tick += $delta;
+                       push @allmidievents, [$command, $tick, $sequence++, $track, @data];
+               }
+       }
+       @allmidievents = sort { $a->[1] <=> $b->[1] or $a->[2] <=> $b->[2] } @allmidievents;
+
+       my %midinotes = ();
+       my $note_min = undef;
+       my $note_max = undef;
+       my $notes_stuck = 0;
+       my $t = 0;
+       for(@allmidievents)
+       {
+               $t = $tick2sec->($_->[1]);
+               my $track = $_->[3];
+               if($_->[0] eq 'note_on')
+               {
+                       my $chan = $_->[4] + 1;
+                       $note_min = $_->[5]
+                               if not defined $note_min or $_->[5] < $note_min and $chan != 10;
+                       $note_max = $_->[5]
+                               if not defined $note_max or $_->[5] > $note_max and $chan != 10;
+                       if($midinotes{$chan}{$_->[5]})
+                       {
+                               --$notes_stuck;
+                               busybot_note_off($t, $chan, $_->[5]);
+                       }
+                       busybot_note_on($t, $chan, $_->[5]);
+                       ++$notes_stuck;
+                       $midinotes{$chan}{$_->[5]} = 1;
+               }
+               elsif($_->[0] eq 'note_off')
+               {
+                       my $chan = $_->[4] + 1;
+                       if($midinotes{$chan}{$_->[5]})
+                       {
+                               --$notes_stuck;
+                               busybot_note_off($t, $chan, $_->[5]);
+                       }
+                       $midinotes{$chan}{$_->[5]} = 0;
+               }
+       }
+
+       print STDERR "For file $filename:\n";
+       print STDERR "  Range of notes: $note_min .. $note_max\n";
+       print STDERR "  Safe transpose range: @{[$note_max - 19]} .. @{[$note_min + 13]}\n";
+       print STDERR "  Unsafe transpose range: @{[$note_max - 27]} .. @{[$note_min + 18]}\n";
+       print STDERR "  Stuck notes: $notes_stuck\n";
+
+       while(my ($k1, $v1) = each %midinotes)
+       {
+               while(my ($k2, $v2) = each %$v1)
+               {
+                       busybot_note_off($t, $k1, $k2);
+               }
+       }
+
+       for(@busybots_allocated)
+       {
+               busybot_intermission_bot $_;
+       }
+       ++$intermissions;
+}
+
+sub Deallocate()
+{
+       print STDERR "Bots allocated:\n";
+       for(@busybots_allocated)
+       {
+               print STDERR "$_->{id} is a $_->{classname}\n";
+       }
+       for(@busybots_allocated)
+       {
+               busybot_cmd_bot_execute $_, 0, ['cmd', 'wait', $timeoffset_predone];
+               busybot_cmd_bot_execute $_, 0, ['barrier'];
+               if($_->{done})
+               {
+                       busybot_cmd_bot_execute $_, 0, @{$_->{done}};
+               }
+               busybot_cmd_bot_execute $_, 0, ['cmd', 'wait', $timeoffset_postdone];
+               busybot_cmd_bot_execute $_, 0, ['barrier'];
+       }
+}
+
+my @preallocate = ();
+$noalloc = 0;
+for(;;)
+{
+       $commands = "";
+       eval
+       {
+               Preallocate(@preallocate);
+               my @l = @midilist;
+               while(@l)
+               {
+                       my $filename = shift @l;
+                       my $transpose = shift @l;
+                       ConvertMIDI($filename, $transpose);
+               }
+               Deallocate();
+               my @preallocate_new = map { $_->{classname} } @busybots_allocated;
+               if(@preallocate_new == @preallocate)
+               {
+                       print "$precommands$commands";
+                       exit 0;
+               }
+               @preallocate = @preallocate_new;
+               $noalloc = 1;
+               1;
+       } or do {
+               die "$@"
+                       unless $@ eq "noalloc\n";
+       };
+}
diff --git a/misc/tools/midi2cfg.pl b/misc/tools/midi2cfg.pl
new file mode 100644 (file)
index 0000000..89604bf
--- /dev/null
@@ -0,0 +1,371 @@
+#!/usr/bin/perl
+
+# converter from Type 1 MIDI files to CFG files that control bots with the Tuba and other weapons for percussion (requires g_weaponarena all)
+# usage:
+#   perl midi2cfg.pl filename.mid basenote walktime "x y z" "x y z" "x y z" ... "/" "x y z" "x y z" ... > filename.cfg
+
+use strict;
+use warnings;
+use MIDI;
+use MIDI::Opus;
+
+use constant MIDI_FIRST_NONCHANNEL => 17;
+use constant MIDI_DRUMS_CHANNEL => 10;
+
+my ($filename, $transpose, $walktime, $staccato, @coords) = @ARGV;
+my @coords_percussion = ();
+my @coords_tuba = ();
+my $l = \@coords_tuba;
+for(@coords)
+{
+       if($_ eq '/')
+       {
+               $l = \@coords_percussion;
+       }
+       else
+       {
+               push @$l, [split /\s+/, $_];
+       }
+}
+
+my $opus = MIDI::Opus->new({from_file => $filename});
+#$opus->write_to_file("/tmp/y.mid");
+my $ticksperquarter = $opus->ticks();
+my $tracks = $opus->tracks_r();
+my @tempi = (); # list of start tick, time per tick pairs (calculated as seconds per quarter / ticks per quarter)
+my $tick;
+
+$tick = 0;
+for($tracks->[0]->events())
+{   
+    $tick += $_->[1];
+    if($_->[0] eq 'set_tempo')
+    {   
+        push @tempi, [$tick, $_->[2] * 0.000001 / $ticksperquarter];
+    }
+}
+sub tick2sec($)
+{
+    my ($tick) = @_;
+    my $sec = 0;
+    my $curtempo = [0, 0.5 / $ticksperquarter];
+    for(@tempi)
+    {
+        if($_->[0] < $tick)
+        {
+                       # this event is in the past
+                       # we add the full time since the last one then
+                       $sec += ($_->[0] - $curtempo->[0]) * $curtempo->[1];
+        }   
+        else
+        {
+                       # if this event is in the future, we break
+                       last;
+        }
+               $curtempo = $_;
+    }
+       $sec += ($tick - $curtempo->[0]) * $curtempo->[1];
+       return $sec;
+}
+
+# merge all to a single track
+my @allmidievents = ();
+my $sequence = 0;
+for my $track(0..@$tracks-1)
+{
+       $tick = 0;
+       for($tracks->[$track]->events())
+       {
+               my ($command, $delta, @data) = @$_;
+               $tick += $delta;
+               push @allmidievents, [$command, $tick, $sequence++, $track, @data];
+       }
+}
+@allmidievents = sort { $a->[1] <=> $b->[1] or $a->[2] <=> $b->[2] } @allmidievents;
+
+
+
+
+
+my @busybots_percussion = map { undef } @coords_percussion;
+my @busybots_tuba       = map { undef } @coords_tuba;
+
+my $notes = 0;
+sub busybot_findfree($$$)
+{
+       my ($time, $vchannel, $note) = @_;
+       my $l = ($vchannel < MIDI_FIRST_NONCHANNEL) ? \@busybots_tuba : \@busybots_percussion;
+       my $c = ($vchannel < MIDI_FIRST_NONCHANNEL) ? \@coords_tuba : \@coords_percussion;
+       for(0..@$l-1)
+       {
+               if(!$l->[$_])
+               {
+                       my $bot = {id => $_ + 1, busy => 0, busytime => 0, channel => $vchannel, curtime => -$walktime, curbuttons => 0, noteoffset => 0};
+                       $l->[$_] = $bot;
+
+                       # let the bot walk to his place
+                       printf "m $_ $c->[$_]->[0] $c->[$_]->[1] $c->[$_]->[2]\n";
+
+                       return $bot;
+               }
+               return $l->[$_] if
+                       (($vchannel < MIDI_FIRST_NONCHANNEL) || ($l->[$_]{channel} == $vchannel))
+                       &&
+                       !$l->[$_]{busy}
+                       &&
+                       $time > $l->[$_]{busytime};
+       }
+       use Data::Dumper;
+       print STDERR Dumper $l;
+       die "No free channel found at time $time ($notes notes active)\n";
+}
+
+sub busybot_find($$)
+{
+       my ($vchannel, $note) = @_;
+       my $l = ($vchannel < MIDI_FIRST_NONCHANNEL) ? \@busybots_tuba : \@busybots_percussion;
+       for(0..@$l-1)
+       {
+               return $l->[$_] if
+                       $l->[$_]
+                       &&
+                       $l->[$_]{busy}
+                       &&
+                       $l->[$_]{channel} == $vchannel
+                       &&
+                       defined $l->[$_]{note}
+                       &&
+                       $l->[$_]{note} == $note;
+       }
+       return undef;
+}
+
+sub busybot_advance($$)
+{
+       my ($bot, $t) = @_;
+       my $t0 = $bot->{curtime};
+       if($t != $t0)
+       {
+               #print "sv_cmd bot_cmd $bot->{id} wait @{[$t - $t0]}\n";
+               print "w $bot->{id} $t\n";
+       }
+       $bot->{curtime} = $t;
+}
+
+sub busybot_setbuttonsandadvance($$$)
+{
+       my ($bot, $t, $b) = @_;
+       my $b0 = $bot->{curbuttons};
+       my $press = $b & ~$b0;
+       my $release = $b0 & ~$b;
+       busybot_advance $bot => $t - 0.10
+               if $release & (32 | 64);
+       print "r $bot->{id} attack1\n" if $release & 32;
+       print "r $bot->{id} attack2\n" if $release & 64;
+       busybot_advance $bot => $t - 0.05
+               if ($release | $press) & (1 | 2 | 4 | 8 | 16 | 128);
+       print "r $bot->{id} forward\n" if $release & 1;
+       print "r $bot->{id} backward\n" if $release & 2;
+       print "r $bot->{id} left\n" if $release & 4;
+       print "r $bot->{id} right\n" if $release & 8;
+       print "r $bot->{id} crouch\n" if $release & 16;
+       print "r $bot->{id} jump\n" if $release & 128;
+       print "p $bot->{id} forward\n" if $press & 1;
+       print "p $bot->{id} backward\n" if $press & 2;
+       print "p $bot->{id} left\n" if $press & 4;
+       print "p $bot->{id} right\n" if $press & 8;
+       print "p $bot->{id} crouch\n" if $press & 16;
+       print "p $bot->{id} jump\n" if $press & 128;
+       busybot_advance $bot => $t
+               if $press & (32 | 64);
+       print "p $bot->{id} attack1\n" if $press & 32;
+       print "p $bot->{id} attack2\n" if $press & 64;
+       $bot->{curbuttons} = $b;
+}
+
+my %notes = (
+       -18 => '1lbc',
+       -17 => '1bc',
+       -16 => '1brc',
+       -13 => '1frc',
+       -12 => '1c',
+       -11 => '2lbc',
+       -10 => '1rc',
+       -9 => '1flc',
+       -8 => '1fc',
+       -7 => '1lc',
+       -6 => '1lb',
+       -5 => '1b',
+       -4 => '1br',
+       -3 => '2rc',
+       -2 => '2flc',
+       -1 => '1fl',
+       0 => '1',
+       1 => '2lb',
+       2 => '1r',
+       3 => '1fl',
+       4 => '1f',
+       5 => '1l',
+       6 => '2fr',
+       7 => '2',
+       8 => '1brj',
+       9 => '2r',
+       10 => '2fl',
+       11 => '2f',
+       12 => '2l',
+       13 => '2lbj',
+       14 => '1rj',
+       15 => '1flj',
+       16 => '1fj',
+       17 => '1lj',
+       18 => '2frj',
+       19 => '2j',
+       21 => '2rj',
+       22 => '2flj',
+       23 => '2fj',
+       24 => '2lj'
+);
+
+my $note_min = +99;
+my $note_max = -99;
+sub getnote($$)
+{
+       my ($bot, $note) = @_;
+       $note_max = $note if $note_max < $note;
+       $note_min = $note if $note_min > $note;
+       $note -= $transpose;
+       $note -= $bot->{noteoffset};
+       my $s = $notes{$note};
+       return $s;
+}
+
+sub busybot_playnoteandadvance($$$)
+{
+       my ($bot, $t, $note) = @_;
+       my $s = getnote $bot => $note;
+       return (warn("note $note not found"), 0)
+               unless defined $s;
+       my $buttons = 0;
+       $buttons |= 1 if $s =~ /f/;
+       $buttons |= 2 if $s =~ /b/;
+       $buttons |= 4 if $s =~ /l/;
+       $buttons |= 8 if $s =~ /r/;
+       $buttons |= 16 if $s =~ /c/;
+       $buttons |= 32 if $s =~ /1/;
+       $buttons |= 64 if $s =~ /2/;
+       $buttons |= 128 if $s =~ /j/;
+       busybot_setbuttonsandadvance $bot => $t, $buttons;
+       return 1;
+}
+
+sub busybot_stopnoteandadvance($$$)
+{
+       my ($bot, $t, $note) = @_;
+       my $s = getnote $bot => $note;
+       return 0
+               unless defined $s;
+       my $buttons = $bot->{curbuttons};
+       #$buttons &= ~(32 | 64);
+       $buttons = 0;
+       busybot_setbuttonsandadvance $bot => $t, $buttons;
+       return 1;
+}
+
+sub note_on($$$)
+{
+       my ($t, $channel, $note) = @_;
+       ++$notes;
+       if($channel == MIDI_DRUMS_CHANNEL)
+       {
+               $channel = MIDI_FIRST_NONCHANNEL + $note; # percussion
+               return if !@coords_percussion;
+       }
+       my $bot = busybot_findfree($t, $channel, $note);
+       if($channel < MIDI_FIRST_NONCHANNEL)
+       {
+               if(busybot_playnoteandadvance $bot => $t, $note)
+               {
+                       $bot->{busy} = 1;
+                       $bot->{note} = $note;
+                       $bot->{busytime} = $t + 0.25;
+                       if($staccato)
+                       {
+                               busybot_stopnoteandadvance $bot => $t + 0.15, $note;
+                               $bot->{busy} = 0;
+                       }
+               }
+       }
+       if($channel >= MIDI_FIRST_NONCHANNEL)
+       {
+               busybot_advance $bot => $t;
+               print "p $bot->{id} attack1\n";
+               print "r $bot->{id} attack1\n";
+               $bot->{busy} = 1;
+               $bot->{note} = $note;
+               $bot->{busytime} = $t + 1.5;
+       }
+}
+
+sub note_off($$$)
+{
+       my ($t, $channel, $note) = @_;
+       --$notes;
+       if($channel == MIDI_DRUMS_CHANNEL)
+       {
+               $channel = MIDI_FIRST_NONCHANNEL + $note; # percussion
+       }
+       my $bot = busybot_find($channel, $note)
+               or return;
+       $bot->{busy} = 0;
+       if($channel < MIDI_FIRST_NONCHANNEL)
+       {
+               busybot_stopnoteandadvance $bot => $t, $note;
+               $bot->{busytime} = $t + 0.25;
+       }
+}
+
+print 'alias p "sv_cmd bot_cmd $1 presskey $2"' . "\n";
+print 'alias r "sv_cmd bot_cmd $1 releasekey $2"' . "\n";
+print 'alias w "sv_cmd bot_cmd $1 wait_until $2"' . "\n";
+print 'alias m "sv_cmd bot_cmd $1 moveto \"$2 $3 $4\""' . "\n";
+
+my %midinotes = ();
+for(@allmidievents)
+{
+       my $t = tick2sec $_->[1];
+       my $track = $_->[3];
+       if($_->[0] eq 'note_on')
+       {
+               my $chan = $_->[4] + 1;
+               if($midinotes{$chan}{$_->[5]})
+               {
+                       note_off($t, $chan, $_->[5]);
+               }
+               note_on($t, $chan, $_->[5]);
+               $midinotes{$chan}{$_->[5]} = 1;
+       }
+       elsif($_->[0] eq 'note_off')
+       {
+               my $chan = $_->[4] + 1;
+               if($midinotes{$chan}{$_->[5]})
+               {
+                       note_off($t, $chan, $_->[5]);
+               }
+               $midinotes{$chan}{$_->[5]} = 0;
+       }
+}
+
+print STDERR "Range of notes: $note_min .. $note_max\n";
+print STDERR "Safe transpose range: @{[$note_max - 19]} .. @{[$note_min + 13]}\n";
+print STDERR "Unsafe transpose range: @{[$note_max - 24]} .. @{[$note_min + 18]}\n";
+printf STDERR "%d bots allocated for tuba, %d for percussion\n", int scalar grep { defined $_ } @busybots_tuba, int scalar grep { defined $_ } @busybots_percussion;
+
+my $n = 0;
+for(@busybots_percussion, @busybots_tuba)
+{
+       ++$n if $_ && $_->{busy};
+}
+if($n)
+{
+       die "$n channels blocked ($notes MIDI notes)";
+}
diff --git a/misc/tools/midichannels.pl b/misc/tools/midichannels.pl
new file mode 100644 (file)
index 0000000..5cfe188
--- /dev/null
@@ -0,0 +1,114 @@
+#!/usr/bin/perl
+
+use strict;
+use warnings;
+use MIDI;
+use MIDI::Opus;
+
+my ($filename) = @ARGV;
+my $opus = MIDI::Opus->new({from_file => $filename});
+
+my %chanpos = (
+       note_off => 2,
+       note_on => 2,
+       key_after_touch => 2,
+       control_change => 2,
+       patch_change => 2,
+       channel_after_touch => 2,
+       pitch_wheel_change => 2
+);
+
+while(<STDIN>)
+{
+       chomp;
+       my @arg = split /\s+/, $_;
+       my $cmd = shift @arg;
+       print "Executing: $cmd @arg\n";
+       if($cmd eq 'ticks')
+       {
+               if(@arg)
+               {
+                       $opus->ticks($arg[0]);
+               }
+               else
+               {
+                       print "Ticks: ", $opus->ticks(), "\n";
+               }
+       }
+       elsif($cmd eq 'tricks')
+       {
+               print "haha, very funny\n";
+       }
+       elsif($cmd eq 'tracks')
+       {
+               my $tracks = $opus->tracks_r();
+               if(@arg)
+               {
+                       my %taken = (0 => 1);
+                       my @t = ($tracks->[0]);
+                       my $force = 0;
+                       for(@arg)
+                       {
+                               if($_ eq '--force')
+                               {
+                                       $force = 1;
+                                       next;
+                               }
+                               next if $taken{$_}++ and not $force;
+                               push @t, $tracks->[$_];
+                       }
+                       $opus->tracks_r(\@t);
+               }
+               else
+               {
+                       for(1..@$tracks-1)
+                       {
+                               print "Track $_:";
+                               my $name = undef;
+                               my %channels = ();
+                               my $notes = 0;
+                               my %notehash = ();
+                               my $t = 0;
+                               for($tracks->[$_]->events())
+                               {
+                                       $_->[0] = 'note_off' if $_->[0] eq 'note_on' and $_->[4] == 0;
+                                       $t += $_->[1];
+                                       my $p = $chanpos{$_->[0]};
+                                       if(defined $p)
+                                       {
+                                               my $c = $_->[$p] + 1;
+                                               ++$channels{$c};
+                                       }
+                                       ++$notes if $_->[0] eq 'note_on';
+                                       $notehash{$_->[2]}{$_->[3]} = $t if $_->[0] eq 'note_on';
+                                       $notehash{$_->[2]}{$_->[3]} = undef if $_->[0] eq 'note_off';
+                                       $name = $_->[2] if $_->[0] eq 'track_name';
+                               }
+                               my $channels = join " ", sort keys %channels;
+                               my @stuck = ();
+                               while(my ($k1, $v1) = each %notehash)
+                               {
+                                       while(my ($k2, $v2) = each %$v1)
+                                       {
+                                               push @stuck, sprintf "%d:%d@%.1f%%", $k1+1, $k2, $v2 * 100.0 / $t
+                                                       if defined $v2;
+                                       }
+                               }
+                               print " $name" if defined $name;
+                               print " (channel $channels)" if $channels ne "";
+                               print " ($notes notes)" if $notes;
+                               print " (notes @stuck stuck)" if @stuck;
+                               print "\n";
+                       }
+               }
+       }
+       elsif($cmd eq 'save')
+       {
+               $opus->write_to_file($arg[0]);
+       }
+       else
+       {
+               print "Unknown command, allowed commands: ticks, tricks, tracks, save\n";
+       }
+       print "Done with: $cmd @arg\n";
+}
diff --git a/misc/tools/nexuiz-map-compiler b/misc/tools/nexuiz-map-compiler
new file mode 100755 (executable)
index 0000000..b552971
--- /dev/null
@@ -0,0 +1,307 @@
+#!/usr/bin/perl
+
+use strict;
+use warnings;
+use POSIX;
+use File::Temp;
+
+# change these to match your system, or define them in ~/.nexuiz-map-compiler
+# (just copy paste this part to the file ~/.nexuiz-map-compiler)
+
+       # Path to Nexuiz (where the data directory is in)
+       our $NEXUIZDIR   = '/home/polzer/Nexvn/nexuiz';
+
+       # Path to your q3map2 program. You find it in your GtkRadiant/install
+       # directory.
+       our $Q3MAP2      = '/home/users4/ommz/polzer/bin/q3map2.x86';
+
+       # General flags for q3map2 (for example -threads 4)
+       our $Q3MAP2FLAGS = '';
+
+       # Default flags for the -bsp stage
+       our $BSPFLAGS    = '-meta -samplesize 8 -minsamplesize 4 -mv 1000000 -mi 6000000';
+
+       # Default flags for the -vis stage
+       our $VISFLAGS    = '';
+
+       # Default flags for the -light stage
+       our $LIGHTFLAGS  = '-deluxe -patchshadows -samples 3 -lightmapsize 512 -bounce 8 -fastbounce -bouncegrid';
+
+       # Default flags for the -minimap stage
+       our $MINIMAPFLAGS = '';
+
+       # Default order of commands
+       our $ORDER = 'light,vis,minimap';
+
+# end of user changable part
+
+do "$ENV{HOME}/.nexuiz-map-compiler";
+
+sub Usage()
+{
+       print <<EOF;
+Usage:
+$0 mapname [-bsp bspflags...] [-vis visflags...] [-light lightflags...]
+EOF
+       exit 1;
+}
+
+my $options =
+{
+       bsp => [split /\s+/, $BSPFLAGS],
+       vis => [split /\s+/, $VISFLAGS],
+       light => [split /\s+/, $LIGHTFLAGS],
+       minimap => [split /\s+/, $MINIMAPFLAGS],
+       order => [split /\s*,\s*/, $ORDER],
+       maps => [],
+       scale => 1
+};
+
+my $curmode = 'maps';
+
+while(@ARGV)
+{
+       $_ = shift @ARGV;
+       my $enterflags = undef;
+       if($_ eq '-bsp')
+       {
+               $enterflags = 'bsp';
+       }
+       elsif($_ eq '-vis')
+       {
+               $enterflags = 'vis';
+       }
+       elsif($_ eq '-light')
+       {
+               $enterflags = 'light';
+       }
+       elsif($_ eq '-minimap')
+       {
+               $enterflags = 'minimap';
+       }
+       elsif($_ eq '-map')
+       {
+               $curmode = 'maps';
+       }
+       elsif($_ eq '-scale')
+       {
+               $options->{scale} = (shift @ARGV) || 1;
+       }
+       elsif($_ eq '-novis')
+       {
+               $options->{vis} = undef;
+       }
+       elsif($_ eq '-nolight')
+       {
+               $options->{light} = undef;
+       }
+       elsif($_ eq '-nominimap')
+       {
+               $options->{minimap} = undef;
+       }
+       elsif($_ eq '-order')
+       {
+               $options->{order} = [split /\s*,\s*/, shift @ARGV];
+       }
+       elsif($_ =~ /^-(-.*)/)
+       {
+               if($curmode eq 'maps')
+               {
+                       $curmode = 'bsp';
+               }
+               push @{$options->{$curmode}}, $1;
+       }
+       elsif($_ =~ /^-/ and $curmode eq 'maps')
+       {
+               $curmode = 'bsp';
+               push @{$options->{$curmode}}, $_;
+       }
+       else
+       {
+               push @{$options->{$curmode}}, $_;
+       }
+       if(defined $enterflags)
+       {
+               $curmode = $enterflags;
+               if($ARGV[0] eq '+')
+               {
+                       shift @ARGV;
+               }
+               else
+               {
+                       $options->{$curmode} = [];
+               }
+       }
+}
+
+my $linkdir = File::Temp::tempdir("nexuiz-map-compiler.XXXXXX", TMPDIR => 1, CLEANUP => 1);
+
+sub q3map2(@)
+{
+       my @args = ($Q3MAP2, split(/\s+/, $Q3MAP2FLAGS), '-game', 'nexuiz', '-fs_basepath', $NEXUIZDIR, '-fs_basepath', $linkdir, '-v', @_);
+       print "\$ @args\n";
+       return !system @args;
+}
+
+(my $mapdir = getcwd()) =~ s!/[^/]*(?:$)!!;
+$mapdir = "/" if $mapdir eq "";
+symlink "$mapdir", "$linkdir/data";
+
+my ($prescale, $postscale) = ($options->{scale} =~ /^([0-9.]+)(?::([0-9.]+))?$/);
+$postscale = 1 if not defined $postscale;
+
+for my $m(@{$options->{maps}})
+{
+       $m =~ s/\.(?:map|bsp)$//;
+       if($prescale != 1)
+       {
+               open my $checkfh, "<", "$m.map"
+                       or die "open $m.map: $!";
+               my $keeplights = 0;
+               while(<$checkfh>)
+               {
+                       /^\s*"_keeplights"\s+"1"\s*$/
+                               or next;
+                       $keeplights = 1;
+               }
+               close $checkfh;
+               die "$m does not define _keeplights to 1"
+                       unless $keeplights;
+       }
+
+       my %shaders = map { m!/([^/.]*)\.shader(?:$)! ? ($1 => 1) : () } glob "../scripts/*.shader";
+
+       my $previous_shaderlist = undef;
+       my $shaderlist = "";
+       if(open my $fh, "<", "$NEXUIZDIR/scripts/shaderlist.txt")
+       {
+               while(<$fh>)
+               {
+                       $shaderlist .= $_;
+               }
+
+               # we may have to restore the file on exit
+               $previous_shaderlist = $shaderlist
+                       if "$NEXUIZDIR/data" eq $mapdir;
+       }
+       else
+       {
+               # possibly extract the shader list from a pk3?
+               local $ENV{N} = $NEXUIZDIR;
+               $shaderlist = `cd "\$N" && for X in "\$N"/data/data*.pk3; do Y=\$X; done; unzip -p "\$Y" scripts/shaderlist.txt`;
+       }
+
+       my $shaderlist_new = "";
+       for(split /\r?\n|\r/, $shaderlist)
+       {
+               delete $shaders{$_};
+               $shaderlist_new .= "$_\n";
+       }
+       if(%shaders)
+       {
+               for(sort keys %shaders)
+               {
+                       $shaderlist_new .= "$_\n";
+               }
+       }
+       else
+       {
+               $shaderlist_new = undef;
+       }
+
+       my $restore_shaderlist = sub
+       {
+               if(defined $shaderlist_new)
+               {
+                       if(defined $previous_shaderlist)
+                       {
+                               open my $fh, ">", "$mapdir/scripts/shaderlist.txt";
+                               print $fh $previous_shaderlist;
+                               close $fh;
+                       }
+                       else
+                       {
+                               unlink "$mapdir/scripts/shaderlist.txt";
+                       }
+               }
+       };
+       local $SIG{INT} = sub
+       {
+               print "SIGINT caught, cleaning up...\n";
+               $restore_shaderlist->();
+               exit 0;
+       };
+
+       eval
+       {
+               if(defined $shaderlist_new)
+               {
+                       mkdir "$mapdir/scripts";
+                       open my $fh, ">", "$mapdir/scripts/shaderlist.txt";
+                       print $fh $shaderlist_new;
+                       close $fh;
+               }
+
+               unlink <$m/lm_*>; # delete old external lightmaps
+               q3map2 '-bsp', @{$options->{bsp}},   "$m.map"
+                       or die "-bsp: $?";
+               if($prescale != 1)
+               {
+                       q3map2 '-scale', $prescale, "$m.bsp"
+                               or die "-scale: $?";
+                       rename "${m}_s.bsp", "$m.bsp"
+                               or die "rename ${m}_s.bsp $m.bsp: $!";
+               }
+               my @o = @{$options->{order}};
+               push @o, qw/light vis minimap/;
+               my %o = ();
+
+               for(@o)
+               {
+                       next if $o{$_}++;
+                       if($_ eq 'light')
+                       {
+                               if(defined $options->{light})
+                               {
+                                       q3map2 '-light',        @{$options->{light}}, "$m.map"
+                                               or die "-light: $?";
+                               }
+                       }
+                       if($_ eq 'vis')
+                       {
+                               if(defined $options->{vis})
+                               {
+                                       q3map2 '-vis',          @{$options->{vis}},   "$m.map"
+                                               or die "-vis: $?";
+                               }
+                       }
+                       if($_ eq 'minimap')
+                       {
+                               if(defined $options->{minimap})
+                               {
+                                       q3map2 '-minimap',      @{$options->{minimap}}, "$m.map"
+                                               or die "-minimap: $?";
+                               }
+                       }
+               }
+
+               if($postscale != 1)
+               {
+                       q3map2 '-scale', $postscale, "$m.bsp"
+                               or die "-scale: $?";
+                       rename "${m}_s.bsp", "$m.bsp"
+                               or die "rename ${m}_s.bsp $m.bsp: $!";
+               }
+
+               unlink "$m.srf";
+               unlink "$m.prt";
+
+               $restore_shaderlist->();
+               1;
+       }
+       or do
+       {
+               $restore_shaderlist->();
+               die $@;
+       };
+}
diff --git a/misc/tools/polycount.pl b/misc/tools/polycount.pl
new file mode 100755 (executable)
index 0000000..67f4630
--- /dev/null
@@ -0,0 +1,45 @@
+#!/usr/bin/perl
+
+for(@ARGV)
+{
+       my $data = do {
+               open my $fh, "<", $_;
+               undef local $/;
+               <$fh>;
+       };
+
+       my $vertex = undef;
+       my $poly = undef;
+       my $type = undef;
+
+       if("IDP3" eq substr $data, 0, 4)
+       {
+               # MD3 model
+               my $num_meshes = unpack "V", substr $data, 4+4+64+4+4+4, 4;
+               my $ofs_meshes = unpack "V", substr $data, 4+4+64+4+4+4+4+4+4+4, 4;
+               $vertex = $poly = 0;
+               for(1..$num_meshes)
+               {
+                       $vertex     += unpack "V", substr $data, $ofs_meshes+4+64+4+4+4, 4;
+                       $poly       += unpack "V", substr $data, $ofs_meshes+4+64+4+4+4+4, 4;
+                       $ofs_meshes += unpack "V", substr $data, $ofs_meshes+4+64+4+4+4+4+4+4+4+4+4, 4;
+               }
+               $type = "md3";
+       }
+       elsif("ZYMOTICMODEL" eq substr $data, 0, 12)
+       {
+               # ZYM model
+               $vertex = unpack "N", substr $data, 12+4+4+4*3+4*3+4, 4;
+               $poly   = unpack "N", substr $data, 12+4+4+4*3+4*3+4+4, 4;
+               $type = "zym";
+       }
+
+       if(defined $type)
+       {
+               printf "%8d %8d %-3s %s\n", $vertex, $poly, $type, $_;
+       }
+       else
+       {
+               printf "%8s %8s %-3s %s\n", "-", "-", "-", $_;
+       }
+}
diff --git a/misc/tools/shader-checksums.pl b/misc/tools/shader-checksums.pl
new file mode 100755 (executable)
index 0000000..233648b
--- /dev/null
@@ -0,0 +1,176 @@
+#!/usr/bin/perl
+
+use strict;
+use warnings;
+use Digest::MD5;
+
+my $data = do { undef local $/; <STDIN>; };
+my $com_token;
+sub gettoken($)
+{
+       my ($returnnewline) = @_;
+       $com_token = undef;
+
+skipwhite:
+       if($returnnewline)
+       {
+               $data =~ s/^[ \t]*//;
+       }
+       else
+       {
+               $data =~ s/^[ \t\r\n]*//;
+       }
+
+       return 0
+               if $data eq "";
+
+       $data =~ s/^\r\n/\n/;
+
+       $data =~ s/^\/\/[^\r\n]*// and goto skipwhite;
+
+       $data =~ s/^\/\*.*?\*\/// and goto skipwhite;
+
+       if($data =~ s/^(["'])(.*?)\1//)
+       {
+               my $str = $1;
+               my %q = ( "\\" => "\\", "n" => "\n", "t" => "\t" );
+               $str =~ s/\\([\\nt])/$q{$1}/ge;
+               $com_token = $str;
+               return 1;
+       }
+
+       if($data =~ s/^\r//)
+       {
+               $com_token = "\n";
+               return 1;
+       }
+
+       if($data =~ s/^([][\n{})(:,;])//)
+       {
+               $com_token = $1;
+               return 1;
+       }
+
+       if($data =~ s/^([^][ \t\r\n{})(:,;]*)//)
+       {
+               $com_token = $1;
+               return 1;
+       }
+
+       die "fallthrough?";
+       $com_token = "";
+       return 1;
+}
+
+sub normalize_path($)
+{
+       my ($p) = @_;
+       $p =~ s/\\/\//g;
+       $p =~ s/(?:\.jpg|\.png|\.tga)$//gi;
+       $p = lc $p;
+       return $p;
+}
+
+my $find_texture_names = grep { /^-t$/ } @ARGV;
+my $dump_shaders = grep { /^-d$/ } @ARGV;
+my @match = grep { !/^-/ } @ARGV;
+
+my $shadertext;
+my $curshader;
+
+while(gettoken 0)
+{
+       $curshader = normalize_path $com_token;
+       $shadertext = "";
+
+       if(!gettoken(0) || $com_token ne "{")
+       {
+               die "parsing error - expected \"{\", found \"$com_token\"";
+       }
+       
+       $shadertext .= "{\n";
+
+       while(gettoken 0)
+       {
+               last if $com_token eq "}";
+
+               if($com_token eq "{")
+               {
+                       # shader layer
+                       # we're not actually parsing this
+
+                       $shadertext .= "        {\n";
+
+                       while(gettoken 0)
+                       {
+                               last if $com_token eq "}";
+                               next if $com_token eq "\n";
+
+                               my @parameter = ();
+
+                               while($com_token ne "\n" && $com_token ne "}")
+                               {
+                                       push @parameter, $com_token;
+                                       last unless gettoken 1;
+                               }
+
+                               $shadertext .= "                @parameter\n";
+
+                               last if $com_token eq "}";
+                       }
+
+                       $shadertext .= "        }\n";
+               }
+
+               my @parameter = ();
+
+               while($com_token ne "\n" && $com_token ne "}")
+               {
+                       push @parameter, $com_token;
+                       last unless gettoken 1;
+               }
+
+               next if @parameter < 1;
+
+               $shadertext .= "        @parameter\n";
+       }
+
+       $shadertext .= "}\n";
+
+       if(!@match || grep { $_ eq $curshader } @match)
+       {
+               printf "%s  %s\n", Digest::MD5::md5_hex($shadertext), $curshader;
+
+               if($find_texture_names)
+               {
+                       # find out possibly loaded textures
+                       my @maps = ($shadertext =~ /^(?:clampmap|map|q3r_lightimage|q3r_editorimage) ([^\$].*)$/gim);
+                       for($shadertext =~ /^animmap \S+ (.*)$/gim)
+                       {
+                               push @maps, split / /, $_;
+                       }
+                       for($shadertext =~ /^skyparms (.*)$/gim)
+                       {
+                               for(split / /, $_)
+                               {
+                                       next if $_ eq "-";
+                                       push @maps, "$_"."_lf";
+                                       push @maps, "$_"."_ft";
+                                       push @maps, "$_"."_rt";
+                                       push @maps, "$_"."_bk";
+                                       push @maps, "$_"."_up";
+                                       push @maps, "$_"."_dn";
+                               }
+                       }
+                       @maps = ($curshader)
+                               if @maps == 0;
+                       printf "* %s  %s\n", $_, $curshader
+                               for map { normalize_path $_ } @maps;
+               }
+
+               if($dump_shaders)
+               {
+                       print "| $_\n" for split /\n/, $shadertext;
+               }
+       }
+}
diff --git a/misc/tools/spherefunc2skybox.c b/misc/tools/spherefunc2skybox.c
new file mode 100644 (file)
index 0000000..3e3e7a5
--- /dev/null
@@ -0,0 +1,269 @@
+#include <stdio.h>
+#include <err.h>
+#include <stdint.h>
+#include <math.h>
+#include <string.h>
+#include <stdlib.h>
+
+double rnd()
+{
+       return rand() / (RAND_MAX + 1.0);
+}
+
+typedef void (*mapfunc_t) (double x_in, double y_in, double *x_out, double *y_out, double *z_out);
+typedef void (*colorfunc_t) (double x, double y, double z, double *r, double *g, double *b);
+
+void color_test(double x, double y, double z, double *r, double *g, double *b)
+{
+       // put in a nice function here
+       *r = 0.5 + 0.5 * x;
+       *g = 0.5 + 0.5 * y;
+       *b = 0.5 + 0.5 * z;
+}
+
+double mandelbrot_iter(double zx, double zy, double cx, double cy, int maxiter)
+{
+       double tmp;
+       int i;
+
+       double f, fprev;
+
+       f = 0;
+
+       for(i = 1; i < maxiter; ++i)
+       {
+               tmp = zx;
+               zx = zx * zx - zy * zy + cx;
+               zy = 2 * tmp * zy + cy;
+               fprev = f;
+               f = zx * zx + zy * zy;
+               if(f > 4)
+                       break;
+       }
+
+       if(i >= maxiter)
+               return i;
+       else
+       {
+               // f: the greater, the more in 0 direction
+               //    the smaller, the more in 1 direction
+               // fprev:
+               //    the greater, the more in 0 direction
+               return i + 1 / (f - 4 + 1); // f = 16: + 0, f = 4: + 1
+       }
+       // i.e. 0 for i=1, 1 for i=maxiter
+}
+
+double mandelbrot_range(double zx, double zy, double cx, double cy, int maxiter, double offset)
+{
+       double i = mandelbrot_iter(zx, zy, cx, cy, maxiter);
+       // map linearily 1/(offset + iter) so that:
+       //   0       -> 0
+       //   maxiter -> 1
+       // i.e. solve:
+       //   f(iter) = A/(offset + iter) + B
+       // that is:
+       //   f(0)       = A/offset + B = 0
+       //   f(maxiter) = A/(offset + maxiter) + B = 1
+       // -->
+       //   1/(1/(offset + maxiter) - 1/offset) = A
+       //   B =          1 + offset / maxiter
+       //   A = -offset (1 + offset / maxiter)
+       // -->
+       //   f(iter) = -offset (1 + offset / maxiter) / (offset + iter) + 1 + offset / maxiter
+       //           = -offset (1 + offset / maxiter) / (offset + iter) + 1 + offset / maxiter
+       //           = iter (offset + maxiter)   /   maxiter (offset + iter)
+       return (i * (offset + maxiter)) / ((i + offset) * maxiter);
+}
+
+double color_mandelbrot_parms[13];
+double mandelbrot_miniter = -1;
+#define MAXITER 8192
+
+double iter_mandelbrot_raw(double x, double y, double z)
+{
+       z -= color_mandelbrot_parms[6];
+       x /= fabs(z);
+       y /= fabs(z);
+
+       if(z > 0)
+               return mandelbrot_range(color_mandelbrot_parms[4], color_mandelbrot_parms[5], color_mandelbrot_parms[0] + x * color_mandelbrot_parms[2], color_mandelbrot_parms[1] + y * color_mandelbrot_parms[3], MAXITER, color_mandelbrot_parms[9]);
+       else
+               return 0;
+}
+
+void iter_mandelbrot_raw_initialize_min()
+{
+       if(mandelbrot_miniter >= 0)
+               return;
+       // randomly sample 256 points
+       // mandelbrot them
+       // set that as miniter
+       int i = 0;
+       double x, y, z;
+       mandelbrot_miniter = MAXITER;
+       for(i = 0; i < 8192; ++i)
+       {
+               x = rnd() * 2 - 1;
+               y = rnd() * 2 - 1;
+               z = rnd() * 2 - 1;
+               double f = sqrt(x*x + y*y + z*z);
+               x /= f;
+               y /= f;
+               z /= f;
+               double a = (z - color_mandelbrot_parms[6]) / (color_mandelbrot_parms[7] - color_mandelbrot_parms[6]);
+               a = (a - color_mandelbrot_parms[8]) / (1 - color_mandelbrot_parms[8]);
+               if(a < 1)
+                       continue;
+               double iterations = iter_mandelbrot_raw(x, y, z);
+               if(iterations == 0)
+                       continue;
+               if(iterations < mandelbrot_miniter)
+                       mandelbrot_miniter = iterations;
+       }
+}
+
+void color_mandelbrot(double x, double y, double z, double *r, double *g, double *b)
+{
+       iter_mandelbrot_raw_initialize_min();
+
+       double iterations = iter_mandelbrot_raw(x, y, z);
+       //printf("iter = %f\n", iterations);
+       double a = (z - color_mandelbrot_parms[6]) / (color_mandelbrot_parms[7] - color_mandelbrot_parms[6]);
+       a = (a - color_mandelbrot_parms[8]) / (1 - color_mandelbrot_parms[8]);
+       if(a < 0)
+               a = 0;
+       if(a > 1)
+               a = 1;
+       iterations = iterations * a + mandelbrot_miniter * (1-a);
+       *r = pow(iterations, color_mandelbrot_parms[10]);
+       *g = pow(iterations, color_mandelbrot_parms[11]);
+       *b = pow(iterations, color_mandelbrot_parms[12]);
+}
+
+void map_back(double x_in, double y_in, double *x_out, double *y_out, double *z_out)
+{
+       *x_out = 2 * x_in - 1;
+       *y_out = +1;
+       *z_out = 1 - 2 * y_in;
+}
+
+void map_right(double x_in, double y_in, double *x_out, double *y_out, double *z_out)
+{
+       *x_out = +1;
+       *y_out = 1 - 2 * x_in;
+       *z_out = 1 - 2 * y_in;
+}
+
+void map_front(double x_in, double y_in, double *x_out, double *y_out, double *z_out)
+{
+       *x_out = 1 - 2 * x_in;
+       *y_out = -1;
+       *z_out = 1 - 2 * y_in;
+}
+
+void map_left(double x_in, double y_in, double *x_out, double *y_out, double *z_out)
+{
+       *x_out = -1;
+       *y_out = 2 * x_in - 1;
+       *z_out = 1 - 2 * y_in;
+}
+
+void map_up(double x_in, double y_in, double *x_out, double *y_out, double *z_out)
+{
+       *x_out = 2 * y_in - 1;
+       *y_out = 1 - 2 * x_in;
+       *z_out = +1;
+}
+
+void map_down(double x_in, double y_in, double *x_out, double *y_out, double *z_out)
+{
+       *x_out = 1 - 2 * y_in;
+       *y_out = 1 - 2 * x_in;
+       *z_out = -1;
+}
+
+void writepic(colorfunc_t f, mapfunc_t m, const char *fn, int width, int height)
+{
+       int x, y;
+       uint8_t tga[18];
+
+       FILE *file = fopen(fn, "wb");
+       if(!file)
+               err(1, "fopen %s", fn);
+
+       memset(tga, 0, sizeof(tga));
+       tga[2] = 2;          // uncompressed type
+       tga[12] = (width >> 0) & 0xFF;
+       tga[13] = (width >> 8) & 0xFF;
+       tga[14] = (height >> 0) & 0xFF;
+       tga[15] = (height >> 8) & 0xFF;
+       tga[16] = 24;        // pixel size
+
+       fwrite(&tga, sizeof(tga), 1, file);
+       for(y = height-1; y >= 0; --y)
+               for(x = 0; x < width; ++x)
+               {
+                       uint8_t rgb[3];
+                       double rr, gg, bb;
+                       double xx, yy;
+                       double xxx, yyy, zzz;
+                       double r;
+                       xx = (x + 0.5) / width;
+                       yy = (y + 0.5) / height;
+                       m(xx, yy, &xxx, &yyy, &zzz);
+                       r = sqrt(xxx*xxx + yyy*yyy + zzz*zzz);
+                       xxx /= r;
+                       yyy /= r;
+                       zzz /= r;
+                       f(xxx, yyy, zzz, &rr, &gg, &bb);
+                       rgb[2] = floor(rnd() + rr * 255);
+                       rgb[1] = floor(rnd() + gg * 255);
+                       rgb[0] = floor(rnd() + bb * 255);
+                       fwrite(rgb, sizeof(rgb), 1, file);
+               }
+       
+       fclose(file);
+}
+
+void map_all(const char *fn, colorfunc_t f, int width, int height)
+{
+       char buf[1024];
+       snprintf(buf, sizeof(buf), "%s_bk.tga", fn); buf[sizeof(buf) - 1] = 0; writepic(f, map_back, buf, width, height);
+       snprintf(buf, sizeof(buf), "%s_ft.tga", fn); buf[sizeof(buf) - 1] = 0; writepic(f, map_front, buf, width, height);
+       snprintf(buf, sizeof(buf), "%s_rt.tga", fn); buf[sizeof(buf) - 1] = 0; writepic(f, map_right, buf, width, height);
+       snprintf(buf, sizeof(buf), "%s_lf.tga", fn); buf[sizeof(buf) - 1] = 0; writepic(f, map_left, buf, width, height);
+       snprintf(buf, sizeof(buf), "%s_up.tga", fn); buf[sizeof(buf) - 1] = 0; writepic(f, map_up, buf, width, height);
+       snprintf(buf, sizeof(buf), "%s_dn.tga", fn); buf[sizeof(buf) - 1] = 0; writepic(f, map_down, buf, width, height);
+}
+
+int main(int argc, char **argv)
+{
+       colorfunc_t f;
+       if(argc < 4)
+               errx(1, "usage: %s filename res func parms...", *argv);
+       int res = atoi(argv[2]);
+       if(!strcmp(argv[3], "mandel"))
+       {
+               f = color_mandelbrot;
+               color_mandelbrot_parms[0]  = argc<= 4 ?  -0.740 :  atof(argv[4]); // shift xy
+               color_mandelbrot_parms[1]  = argc<= 5 ?  -0.314 :  atof(argv[5]);
+               color_mandelbrot_parms[2]  = argc<= 6 ?  -0.003 :  atof(argv[6]); // mul xy
+               color_mandelbrot_parms[3]  = argc<= 7 ?  -0.003 :  atof(argv[7]);
+               color_mandelbrot_parms[4]  = argc<= 8 ?   0.420 :  atof(argv[8]); // shift z
+               color_mandelbrot_parms[5]  = argc<= 9 ?   0.000 :  atof(argv[9]);
+               color_mandelbrot_parms[6]  = argc<=10 ?  -0.8   : atof(argv[10]); // horizon
+               color_mandelbrot_parms[7]  = argc<=11 ?  -0.7   : atof(argv[11]);
+               color_mandelbrot_parms[8]  = argc<=12 ?   0.5   : atof(argv[12]);
+               color_mandelbrot_parms[9]  = argc<=13 ? 400     : atof(argv[13]); // coloring
+               color_mandelbrot_parms[10] = argc<=14 ?   0.6   : atof(argv[14]);
+               color_mandelbrot_parms[11] = argc<=15 ?   0.5   : atof(argv[15]);
+               color_mandelbrot_parms[12] = argc<=16 ?   0.2   : atof(argv[16]);
+       }
+       else
+       {
+               f = color_test;
+       }
+       map_all(argv[1], color_mandelbrot, res, res);
+       return 0;
+}
diff --git a/misc/tools/testbuild.sh b/misc/tools/testbuild.sh
new file mode 100755 (executable)
index 0000000..51a07e0
--- /dev/null
@@ -0,0 +1,4 @@
+#!/bin/sh
+
+cd nexuiz
+../darkplaces/nexuiz-glx "$@"
diff --git a/misc/tools/ttf2conchars/foo.sh b/misc/tools/ttf2conchars/foo.sh
new file mode 100755 (executable)
index 0000000..2427be0
--- /dev/null
@@ -0,0 +1,14 @@
+#!/bin/sh
+
+# assumes gfx is a symlink to Nexuiz's gfx dir
+if ! [ -e "gfx/conchars.tga" ]; then
+       echo "Symlink your Nexuiz gfx dir to gfx in this folder."
+       echo "Then retry."
+       exit 1
+fi
+
+set -ex
+gcc -Wall -Wextra ttf2conchars.c `sdl-config --cflags --libs` -lSDL_ttf -lSDL_image -ggdb3
+./a.out gfx/conchars.tga 0 56 64 gfx/vera-sans.tga /usr/share/fonts/truetype/ttf-bitstream-vera/VeraBd.ttf "" "" 1 0.08 0.000000000000001
+./a.out gfx/conchars.tga 0 56 64 gfx/vera-sans-big.tga /usr/share/fonts/truetype/ttf-bitstream-vera/VeraBd.ttf "" "" 1 0.28  0.000000000000001
+display gfx/vera-sans-big.tga
diff --git a/misc/tools/ttf2conchars/ttf2conchars.c b/misc/tools/ttf2conchars/ttf2conchars.c
new file mode 100644 (file)
index 0000000..0b40c15
--- /dev/null
@@ -0,0 +1,893 @@
+#include <stdio.h>
+#include <errno.h>
+#include <stdarg.h>
+#include <math.h>
+#include "SDL/SDL.h" 
+#include "SDL/SDL_ttf.h" 
+#include "SDL/SDL_image.h" 
+
+#ifdef _MSC_VER
+#define snprintf _snprintf
+#pragma message("You are using a broken and outdated compiler. Do not expect this to work.")
+#endif
+
+void warn(const char *fmt, ...)
+{
+       va_list list;
+       int e = errno;
+       va_start(list, fmt);
+       vfprintf(stderr, fmt, list);
+       fputs(": ", stderr);
+       fputs(strerror(e), stderr);
+       fputs("\n", stderr);
+}
+
+void warnx(const char *fmt, ...)
+{
+       va_list list;
+       va_start(list, fmt);
+       vfprintf(stderr, fmt, list);
+       fputs("\n", stderr);
+}
+
+void err(int ex, const char *fmt, ...)
+{
+       va_list list;
+       int e = errno;
+       va_start(list, fmt);
+       vfprintf(stderr, fmt, list);
+       fputs(": ", stderr);
+       fputs(strerror(e), stderr);
+       fputs("\n", stderr);
+       exit(ex);
+}
+
+void errx(int ex, const char *fmt, ...)
+{
+       va_list list;
+       va_start(list, fmt);
+       vfprintf(stderr, fmt, list);
+       fputs("\n", stderr);
+       exit(ex);
+}
+
+void Image_WriteTGABGRA (const char *filename, int width, int height, const unsigned char *data)
+{
+    int y;
+    unsigned char *buffer, *out;
+    const unsigned char *in, *end;
+       FILE *f;
+
+    buffer = (unsigned char *)malloc(width*height*4 + 18);
+
+    memset (buffer, 0, 18);
+    buffer[2] = 2;      /*  uncompressed type */
+    buffer[12] = (width >> 0) & 0xFF;
+    buffer[13] = (width >> 8) & 0xFF;
+    buffer[14] = (height >> 0) & 0xFF;
+    buffer[15] = (height >> 8) & 0xFF;
+
+    for (y = 3;y < width*height*4;y += 4)
+        if (data[y] < 255)
+            break;
+
+    if (y < width*height*4)
+    {   
+        /*  save the alpha channel */
+        buffer[16] = 32;    /*  pixel size */
+        buffer[17] = 8; /*  8 bits of alpha */
+
+        /*  flip upside down */
+        out = buffer + 18;
+        for (y = height - 1;y >= 0;y--)
+        {   
+            memcpy(out, data + y * width * 4, width * 4);
+            out += width*4;
+        }
+    }
+    else
+    {   
+        /*  save only the color channels */
+        buffer[16] = 24;    /*  pixel size */
+        buffer[17] = 0; /*  8 bits of alpha */
+
+        /*  truncate bgra to bgr and flip upside down */
+        out = buffer + 18;
+        for (y = height - 1;y >= 0;y--)
+        {
+            in = data + y * width * 4;
+            end = in + width * 4;
+            for (;in < end;in += 4)
+            {
+                *out++ = in[0];
+                *out++ = in[1];
+                *out++ = in[2];
+            }
+        }
+    }
+
+       f = fopen(filename, "wb");
+       if(!f)
+               err(1, "WriteTGA");
+       if(fwrite(buffer, out - buffer, 1, f) != 1)
+               err(1, "WriteTGA");
+       if(fclose(f))
+               err(1, "WriteTGA");
+
+    free(buffer);
+}
+
+/*
+ * Return the pixel value at (x, y)
+ * NOTE: The surface must be locked before calling this!
+ */
+Uint32 getpixel(SDL_Surface *surface, int x, int y)
+{
+    int bpp = surface->format->BytesPerPixel;
+    /* Here p is the address to the pixel we want to retrieve */
+    Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp;
+
+    switch(bpp) {
+    case 1:
+        return *p;
+
+    case 2:
+        return *(Uint16 *)p;
+
+    case 3:
+        if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
+            return p[0] << 16 | p[1] << 8 | p[2];
+        else
+            return p[0] | p[1] << 8 | p[2] << 16;
+
+    case 4:
+        return *(Uint32 *)p;
+
+    default:
+        return 0;       /* shouldn't happen, but avoids warnings */
+    }
+}
+
+/*
+ * Set the pixel at (x, y) to the given value
+ * NOTE: The surface must be locked before calling this!
+ */
+void putpixel(SDL_Surface *surface, int x, int y, Uint32 pixel)
+{
+    int bpp = surface->format->BytesPerPixel;
+    /* Here p is the address to the pixel we want to set */
+    Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp;
+
+    switch(bpp) {
+    case 1:
+        *p = pixel;
+        break;
+
+    case 2:
+        *(Uint16 *)p = pixel;
+        break;
+
+    case 3:
+        if(SDL_BYTEORDER == SDL_BIG_ENDIAN) {
+            p[0] = (pixel >> 16) & 0xff;
+            p[1] = (pixel >> 8) & 0xff;
+            p[2] = pixel & 0xff;
+        } else {
+            p[0] = pixel & 0xff;
+            p[1] = (pixel >> 8) & 0xff;
+            p[2] = (pixel >> 16) & 0xff;
+        }
+        break;
+
+    case 4:
+        *(Uint32 *)p = pixel;
+        break;
+    }
+}
+
+#define MIN(a,b) (((a)<(b))?(a):(b))
+#define MAX(a,b) (((a)>(b))?(a):(b))
+#define BOUND(a,b,c) MAX(a,MIN(b,c))
+#define BLURFUNC(d,A,B) A-B*(d)
+#define BLURFUNCIMAX(A,B) ceil(sqrt((A)/(B)))
+
+Uint32 getpixelfilter(SDL_Surface *src, SDL_PixelFormat *fmt, int x, int y, double A, double B, double C)
+{
+       double r, g, b, a, f;
+       Uint8 pr, pg, pb, pa;
+       int i, j;
+       int imax = (int) BLURFUNCIMAX(A,B);
+
+       /*  1. calculate blackened blurred image */
+       a = 0;
+       for(i=-imax; i<=imax; ++i)
+               if(y+i >= 0 && y+i < src->h)
+                       for(j=-imax; j<=imax; ++j)
+                               if(x+j >= 0 && x+j < src->w)
+                               {
+                                       SDL_GetRGBA(getpixel(src, x+j, y+i), src->format, &pr, &pg, &pb, &pa);
+                                       f = BLURFUNC(i*i+j*j, A, B);
+                                       f = MAX(0, f);
+
+                                       if(C == 0)
+                                               a = MAX(a, pa * f);
+                                       else
+                                               a = a + pa * f;
+                               }
+       a = MIN(a, 255);
+
+       if(C == 0)
+       {
+               /*  2. overlap it with the actual image again */
+               if(y >= 0 && y < src->h && x >= 0 && x < src->w)
+               {
+                       SDL_GetRGBA(getpixel(src, x, y), src->format, &pr, &pg, &pb, &pa);
+
+                       f = a + pa - (a * pa) / 255L;
+
+                       r = pr * pa / f;
+                       g = pg * pa / f;
+                       b = pb * pa / f;
+
+                       a = f;
+               }
+               else
+               {
+                       r = 0;
+                       g = 0;
+                       b = 0;
+                       a = a;
+               }
+       }
+       else if(C > 0)
+               r = g = b = MAX(0, 255 - C * (255 - a));
+       else if(C < 0)
+               r = g = b = MAX(0, 255 + C * a);
+
+       return SDL_MapRGBA(fmt, (unsigned char) r, (unsigned char) g, (unsigned char) b, (unsigned char) a);
+}
+
+void blitfilter(SDL_Surface *src, SDL_Surface *dest, int x0, int y0, double A, double B, double C)
+{
+       /*  note: x0, y0 is the origin of the UNFILTERED image; it is "transparently" expanded by a BLURFUNCIMAX. */
+       int x, y, d, xa, ya, xb, yb;
+       d = (int) BLURFUNCIMAX(A, B);
+
+       SDL_LockSurface(src);
+       SDL_LockSurface(dest);
+
+       xa = x0 - d;
+       ya = y0 - d;
+       xb = x0 + src->w + d;
+       yb = y0 + src->h + d;
+
+       if(xa < 0) xa = 0;
+       if(ya < 0) ya = 0;
+       if(xa >= dest->w) xa = dest->w - 1;
+       if(ya >= dest->h) ya = dest->h - 1;
+       for(y = ya; y <= yb; ++y)
+               for(x = xa; x <= xb; ++x)
+                       putpixel(dest, x, y, getpixelfilter(src, dest->format, x - x0, y - y0, A, B, C));
+       SDL_UnlockSurface(dest);
+       SDL_UnlockSurface(src);
+}
+
+int mapFont(int d, char *c_)
+{
+       unsigned char *c = (unsigned char *) c_;
+       if(!d)
+               return ((*c >= 0x20 && *c <= 0x7E) || (*c >= 0xA0 && *c <= 0xFE)) ? 0 : -1;
+       if(*c >= 0x20 && *c <= 0x7E)
+               return 0;
+       if(*c >= 0xA0 && *c <= 0xAF)
+       {
+               *c &= 0x7F;
+               return 1;
+       }
+       if(*c >= 0xB0 && *c <= 0xB9)
+       {
+               *c &= 0x7F;
+               return 2;
+       }
+       if(*c >= 0xBA && *c <= 0xDF)
+       {
+               *c &= 0x7F;
+               return 1; /*  cool */
+       }
+       if(*c >= 0xE0 && *c <= 0xFE)
+       {
+               *c &= 0x5F;
+               return 2; /*  lcd */
+       }
+       return -1;
+}
+
+/**
+ * @brief Blit a surface onto another and stretch it.
+ * With a 4.2 gcc you can use -fopenmp :)
+ * You might want to add some linear fading for scaling up?
+ *
+ * @param dst Destination surface
+ * @param src Source surface, if NULL, the destination surface is used
+ * @param drec The target area
+ * @param srec The source area, if NULL, then you suck :P
+ */
+void StretchBlit(SDL_Surface *dst, SDL_Surface *src, SDL_Rect *drec, SDL_Rect *srec)
+{
+       unsigned int freeSource;
+       int x, y;
+       double scaleX;
+       double scaleY;
+       
+
+       if(!src)
+               src = dst;
+
+       freeSource = 0;
+       if(src == dst) {
+               /*  To avoid copying copied pixels, that would suck :) */
+               src = SDL_ConvertSurface(dst, dst->format, dst->flags);
+               freeSource = 1;
+       }
+
+       if(!drec)
+               drec = &dst->clip_rect;
+       if(!srec)
+               srec = &src->clip_rect;
+
+       SDL_LockSurface(dst);
+       SDL_LockSurface(src);
+
+       scaleX = (double)srec->w / (double)drec->w;
+       scaleY = (double)srec->h / (double)drec->h;
+       
+       for(y = drec->y; y < (drec->y + drec->h); ++y)
+       {
+               int dy;
+               if(y >= dst->h)
+                       break;
+               dy = y - drec->y;
+               for(x = drec->x; x < (drec->x + drec->w); ++x)
+               {
+                       int dx;
+                       double dfromX, dfromY, dtoX, dtoY;
+                       int fromX, fromY, toX, toY;
+                       int i, j;
+                       unsigned int r, g, b, a, ar, ag, ab;
+                       unsigned int count;
+
+                       if(x >= dst->w)
+                               break;
+                       /*  dx, dy relative to the drec start */
+                       dx = x - drec->x;
+
+                       /*  Get the pixel range which represents the current pixel */
+                       /*  When scaling down this should be a rectangle :) */
+                       /*  Otherwise it's just 1 pixel anyway, from==to then */
+                       dfromX = dx * scaleX;
+                       dfromY = dy * scaleY;
+                       dtoX = (dx+1) * scaleX;
+                       dtoY = (dy+1) * scaleY;
+                       /*  The first and last one usually aren't 100% within this space */
+                       fromX = (int)dfromX; dfromX = 1.0 - (dfromX - fromX); /*  invert the from percentage */
+                       fromY = (int)dfromY; dfromY = 1.0 - (dfromY - fromY);
+                       toX = (int)dtoX; dtoX -= toX; /*  this one is ok */
+                       toY = (int)dtoY; dtoY -= toY;
+                                               
+                       /* Short explanation:
+                        * FROM is where to START, so when it's 5.7, then 30% of the 5th pixel is to be used
+                        * TO is where it ENDS, so if it's 8.4, then 40% of the 9th pixel is to be used!
+                        */
+                                               
+                       /*  Now get all the pixels and merge them together... */
+                       count = 0;
+                       r = g = b = a = ar = ag = ab = 0;
+                       /*if(drec->w > 1024)
+                         printf("%i %i - %f %f\n", fromX, toX, dfromX, dtoX);*/
+
+                       /*  when going from one to the next there's usually one */
+                       /*  situation where the left pixel has a value of 0.1something and */
+                       /*  the right one of 0 */
+                       /*  so adjust the values here */
+                       /*  otherwise we get lines in the image with the original color */
+                       /*  of the left pixel */
+                       if(toX - fromX == 1 && drec->w > srec->w) {
+                               dfromX = 1.0 - dtoX;
+                               ++fromX;
+                       }
+                       if(fromX == toX) {
+                               dfromX -= 0.5;
+                               if(dfromX > 0.0) {
+                                       --fromX;
+                                       dtoX = 1.0-dfromX;
+                               } else {
+                                       ++toX;
+                                       dtoX = -dfromX;
+                                       dfromX = 1.0-dtoX;
+                               }
+                       }
+                       if(toY - fromY == 1 && drec->h > srec->h) {
+                               dfromY = 1.0 - dtoY;
+                               ++fromY;
+                       }
+                       if(fromY == toY) {
+                               dfromY -= 0.5;
+                               if(dfromY > 0.0) {
+                                       --fromY;
+                                       dtoY = 1.0-dfromY;
+                               } else {
+                                       ++toY;
+                                       dtoY = -dfromY;
+                                       dfromY = 1.0-dtoY;
+                               }
+                       }
+                       for(j = fromY; j <= toY; ++j)
+                       {
+                               if(j < 0)
+                                       continue;
+                               if((j+srec->y) >= src->h)
+                                       break;
+                               for(i = fromX; i <= toX; ++i)
+                               {
+                                       Uint8 pr, pg, pb, pa;
+                                       Uint16 par, pag, pab;
+                                       double inc = 1;
+                                       int iinc;
+                                       if(x < 0)
+                                               continue;
+                                       if((i+srec->x) >= src->w)
+                                               break;
+
+                                       SDL_GetRGBA(getpixel(src, i + srec->x, j + srec->y), src->format, &pr, &pg, &pb, &pa);
+                                       par = pa * (unsigned int)pr;
+                                       pag = pa * (unsigned int)pg;
+                                       pab = pa * (unsigned int)pb;
+
+                                       if(i == fromX)
+                                               inc *= dfromX;
+                                       if(j == fromY)
+                                               inc *= dfromY;
+                                       if(i == (toX))
+                                               inc *= dtoX;
+                                       if(j == (toY))
+                                               inc *= dtoY;
+
+                                       iinc = (int) (inc * 256);
+
+                                       r += (pr * iinc);
+                                       g += (pg * iinc);
+                                       b += (pb * iinc);
+                                       ar += (par * iinc);
+                                       ag += (pag * iinc);
+                                       ab += (pab * iinc);
+                                       a += (pa * iinc);
+                                       /* ++count; */
+                                       count += iinc;
+                               }
+                       }
+                       /* printf("COLOR VALUE: %i, %i, %i, %i \t COUNT: %f\n", r, g, b, a, count); */
+                       if(a)
+                       {
+                               r = ar / a;
+                               g = ag / a;
+                               b = ab / a;
+                               a /= count;
+                       }
+                       else
+                       {
+                               r /= count;
+                               g /= count;
+                               b /= count;
+                               a /= count;
+                       }
+
+                       putpixel(dst, x, y, SDL_MapRGBA(dst->format, (Uint8)r, (Uint8)g, (Uint8)b, (Uint8)a));
+               }
+       }
+       
+       SDL_UnlockSurface(dst);
+       SDL_UnlockSurface(src);
+
+       if(freeSource)
+               SDL_FreeSurface(src);
+}
+
+void StretchDown(SDL_Surface *srfc, int x, int y, int w, int h, int wtarget)
+{
+       /*  @"#$ SDL has no StretchBlit */
+       /*  this one is slow, but at least I know how it works */
+       int r, c;
+       unsigned int *stretchedline = (unsigned int *) alloca(8 * wtarget * sizeof(unsigned int)); /*  ra ga ba r g b a n */
+       SDL_LockSurface(srfc);
+
+       for(r = y; r < y + h; ++r)
+       {
+               /*  each input pixel is wtarget pixels "worth" */
+               /* memset(stretchedline, sizeof(stretchedline), 0); */
+               memset(stretchedline, 0, 8 * wtarget * sizeof(unsigned int));
+               for(c = 0; c < w * wtarget; ++c)
+               {
+                       Uint8 pr, pg, pb, pa;
+                       unsigned int *p = &stretchedline[8 * (c / w)];
+                       SDL_GetRGBA(getpixel(srfc, x + c / wtarget, r), srfc->format, &pr, &pg, &pb, &pa);
+                       p[0] += (unsigned int) pr * (unsigned int) pa;
+                       p[1] += (unsigned int) pg * (unsigned int) pa;
+                       p[2] += (unsigned int) pb * (unsigned int) pa;
+                       p[3] += (unsigned int) pr;
+                       p[4] += (unsigned int) pg;
+                       p[5] += (unsigned int) pb;
+                       p[6] += (unsigned int) pa;
+                       p[7] += 1;
+               }
+               for(c = 0; c < wtarget; ++c)
+               {
+                       unsigned int *p = &stretchedline[8 * c];
+                       if(p[6])
+                               putpixel(srfc, x + c, r, SDL_MapRGBA(srfc->format, p[0] / p[6], p[1] / p[6], p[2] / p[6], p[6] / p[7]));
+                       else
+                               putpixel(srfc, x + c, r, SDL_MapRGBA(srfc->format, p[3] / p[7], p[4] / p[7], p[5] / p[7], p[6] / p[7]));
+               }
+               for(c = wtarget; c < w; ++c)
+                       putpixel(srfc, x + c, r, SDL_MapRGBA(srfc->format, 0, 0, 0, 0));
+       }
+
+       SDL_UnlockSurface(srfc);
+}
+
+int GetBoundingBox(SDL_Surface *surf, const SDL_Rect *inbox, SDL_Rect *outbox)
+{
+       int bx = -1, by = -1; /*  start */
+       /* int bw = 0, bh = 0; */
+       int ex = -1, ey = -1; /*  end */
+       int cx, cy;
+       for(cx = inbox->x; cx < inbox->x + inbox->w; ++cx)
+       {
+               for(cy = inbox->y; cy < inbox->y + inbox->h; ++cy)
+               {
+                       Uint8 pr, pg, pb, pa;
+                       SDL_GetRGBA(getpixel(surf, cx, cy), surf->format, &pr, &pg, &pb, &pa);
+                       /*  include colors, or only care about pa? */
+                       if(!pa)
+                               continue;
+
+                       if(bx < 0) {
+                               bx = ex = cx;
+                               by = ey = cy;
+                               continue;
+                       }
+                       
+                       if(cx < bx) /*  a pixel more on the left */
+                               bx = cx;
+                       if(cy < by) /*  a pixel more above... */
+                           by = cy;
+                       if(cx > ex) /*  a pixel on the right */
+                               ex = cx;
+                       if(cy > ey) /*  a pixel on the bottom :) */
+                               ey = cy;
+               }
+       }
+
+       if(ex < 0)
+               return 0;
+
+       outbox->x = bx;
+       outbox->y = by;
+       outbox->w = (ex - bx + 1);
+       outbox->h = (ey - by + 1);
+       return 1;
+}
+
+int main(int argc, char **argv)
+{
+       SDL_Rect in, out;
+       SDL_Surface *conchars, *conchars0;
+       SDL_Surface *glyph;
+       TTF_Font *fonts[3];
+       SDL_Color white = {255, 255, 255, 255};
+       Uint32 transparent;
+       int maxAscent, maxDescent, maxWidth;
+       int i, j;
+       int currentSize;
+       int isfixed;
+       const char *infilename;
+       int referenceTop;
+       int referenceBottom;
+       int cell;
+       const char *outfilename;
+       const char *font0;
+       const char *font1;
+       const char *font2;
+       double A;
+       double B;
+       double C;
+       int differentFonts;
+       int d;
+       double f = 0, a = 0;
+       char widthfilename[512];
+       int border;
+       FILE *widthfile;
+
+       if(argc != 12)
+               errx(1, "Usage: %s infile.tga topref bottomref cellheight outfile.tga font.ttf fontCOOL.ttf fontLCD.ttf blurA blurB blurColors\n", argv[0]);
+
+       infilename = argv[1];
+       referenceTop = atoi(argv[2]);
+       referenceBottom = atoi(argv[3]);
+       cell = atoi(argv[4]);
+       outfilename = argv[5];
+       font0 = argv[6];
+       font1 = argv[7];
+       font2 = argv[8];
+       A = atof(argv[9]);
+       B = atof(argv[10]);
+       C = atof(argv[11]);
+
+       d = (int) BLURFUNCIMAX(1, B);
+       fprintf(stderr, "Translating parameters:\nA=%f B=%f (using %d pixels)\n", A, B, (int) BLURFUNCIMAX(1, B));
+       if(C == 0)
+       {
+               B = A * B;
+               A = A * 1;
+       }
+       else
+       {
+               for(i=-d; i<=d; ++i)
+                       for(j=-d; j<=d; ++j)
+                       {
+                               f = BLURFUNC(i*i+j*j, 1, B);
+                               f = MAX(0, f);
+
+                               if(C == 0)
+                                       a = MAX(a, f);
+                               else
+                                       a = a + f;
+                       }
+               B = A/a * B;
+               A = A/a * 1;
+       }
+       fprintf(stderr, "A=%f B=%f (using %d pixels)\n", A, B, (int) BLURFUNCIMAX(A, B));
+
+       snprintf(widthfilename, sizeof(widthfilename), "%.*s.width", (int)strlen(outfilename) - 4, outfilename);
+
+       border=(int) BLURFUNCIMAX(A, B);
+
+       if(SDL_Init(0) < 0)
+               errx(1, "SDL_Init failed");
+
+       if(TTF_Init() < 0)
+               errx(1, "TTF_Init failed: %s", TTF_GetError());
+
+       conchars0 = IMG_Load(infilename);
+       if(!conchars0)
+               errx(1, "IMG_Load failed: %s", IMG_GetError());
+
+       if(conchars0->w != conchars0->h)
+               errx(1, "conchars aren't square");
+       if(conchars0->w % 16)
+               errx(1, "conchars have bad width");
+       
+       conchars = SDL_CreateRGBSurface(SDL_SWSURFACE, cell * 16, cell * 16, 32, 0x00ff0000, 0x0000ff00, 0x000000ff, 0xff000000);
+       in.x = in.y = out.x = out.y = 0;
+       in.w = in.h = conchars0->w;
+       out.w = out.h = cell * 16;
+       StretchBlit(conchars, conchars0, &out, &in);
+       SDL_FreeSurface(conchars0);
+
+       for(currentSize = cell * 2; currentSize; --currentSize)
+       {
+               fonts[0] = TTF_OpenFont(font0, currentSize);
+               if(!fonts[0])
+                       errx(1, "TTF_OpenFont %s failed: %s", font0, TTF_GetError());
+
+               if(strcmp(font0, font1) || strcmp(font0, font2))
+               {
+                       if(*font1)
+                       {
+                               fonts[1] = TTF_OpenFont(font1, currentSize);
+                               if(!fonts[1])
+                                       warnx("TTF_OpenFont %s failed: %s", font1, TTF_GetError());
+                       }
+                       else
+                               fonts[1] = NULL;
+
+                       if(*font2)
+                       {
+                               fonts[2] = TTF_OpenFont(font2, currentSize);
+                               if(!fonts[2])
+                                       warnx("TTF_OpenFont %s failed: %s", font2, TTF_GetError());
+                       }
+                       else
+                               fonts[2] = NULL;
+
+                       differentFonts = 1;
+               }
+               else
+               {
+                       fonts[1] = fonts[2] = fonts[0];
+                       differentFonts = 0;
+               }
+
+               /* maxAscent = MAX(MAX(TTF_FontAscent(fonts[0]), fonts[1] ? TTF_FontAscent(fonts[1]) : 0), fonts[2] ? TTF_FontAscent(fonts[2]) : 0); */
+               /* maxDescent = -MIN(MIN(TTF_FontDescent(fonts[0]), fonts[1] ? TTF_FontDescent(fonts[1]) : 0), fonts[2] ? TTF_FontDescent(fonts[2]) : 0); */
+               maxAscent = 0;
+               maxDescent = 0;
+               maxWidth = 0;
+               for(i = 0; i < 256; ++i)
+               {
+                       char str[2];
+                       int fntid = mapFont(differentFonts, &str[0]);
+                       str[0] = i; str[1] = 0;
+                       if(fntid < 0)
+                               continue;
+                       if(!fonts[fntid])
+                               continue;
+                       glyph = TTF_RenderText_Blended(fonts[fntid], str, white);
+                       if(!glyph)
+                               errx(1, "TTF_RenderText_Blended %d failed: %s", i, TTF_GetError());
+                       if(fntid == 0)
+                               maxWidth = MAX(maxWidth, glyph->w);
+
+                       in.x = 0;
+                       in.y = 0;
+                       in.w = glyph->w;
+                       in.h = glyph->h;
+                       if(GetBoundingBox(glyph, &in, &out))
+                       {
+                               int baseline = TTF_FontAscent(fonts[fntid]);
+                               int asc = baseline - out.y;
+                               int desc = (out.y + out.h - 1) - baseline;
+                               //fprintf(stderr, "%c: rect %d %d %d %d baseline %d\n", (int)i, out.x, out.y, out.w, out.h, baseline);
+                               //fprintf(stderr, "%c: ascent %d descent %d\n", (int)i, asc, desc);
+                               if(asc > maxAscent)
+                                       maxAscent = asc;
+                               if(desc > maxDescent)
+                                       maxDescent = desc;
+                       }
+
+                       SDL_FreeSurface(glyph);
+               }
+
+               maxAscent += 10;
+               maxDescent += 10;
+
+               if(border + maxAscent + 1 + maxDescent + border <= cell)
+                       if(border + maxWidth + border <= cell)
+                               break; /*  YEAH */
+
+               if(differentFonts)
+               {
+                       if(fonts[2])
+                               TTF_CloseFont(fonts[2]);
+                       if(fonts[1])
+                               TTF_CloseFont(fonts[1]);
+               }
+               TTF_CloseFont(fonts[0]);
+       }
+       if(!currentSize)
+               errx(1, "Sorry, no suitable size found.");
+       fprintf(stderr, "Using font size %d (%d + 1 + %d)\n", currentSize, maxAscent, maxDescent);
+
+       isfixed = TTF_FontFaceIsFixedWidth(fonts[0]);
+       if(getenv("FORCE_FIXED"))
+               isfixed = 1;
+
+       /*  TODO convert conchars to BGRA (so the TGA writer can reliably use it) */
+
+       transparent = SDL_MapRGBA(conchars->format, 255, 0, 255, 0);
+
+       widthfile = fopen(widthfilename, "w");
+       if(!widthfile)
+               err(1, "fopen widthfile");
+       fprintf(widthfile, "extraspacing %f\n", 0.0);
+       fprintf(widthfile, "scale %f\n", 1.0);
+
+       for(i = 0; i < 256; ++i)
+       {
+               int w, h;
+               int fntid;
+               SDL_Rect dest;
+               char str[2]; str[0] = i; str[1] = 0;
+
+               if(i && !(i % 16))
+                       fprintf(widthfile, "\n");
+
+               fntid = mapFont(differentFonts, &str[0]);
+               if(fntid < 0 || !fonts[fntid])
+               {
+                       SDL_Rect src, src2;
+                       int destTop, destBottom;
+
+                       src.x = cell * (i % 16);
+                       src.y = cell * (i / 16);
+                       src.w = cell;
+                       src.h = cell;
+                       src2.x = 0;
+                       src2.y = 0;
+                       src2.w = cell;
+                       src2.h = cell;
+                       glyph = SDL_CreateRGBSurface(SDL_SWSURFACE, cell, cell, 32, 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000);
+                       SDL_FillRect(glyph, &src2, transparent);
+
+                       /*  map: */
+                       /*    referenceTop    -> (cell - (maxAscent + 1 + maxDescent)) / 2 */
+                       /*    referenceBottom -> (cell - (maxAscent + 1 + maxDescent)) / 2 + maxAscent */
+
+                       destTop = (cell - (maxAscent + 1 + maxDescent)) / 2;
+                       destBottom = (cell - (maxAscent + 1 + maxDescent)) / 2 + maxAscent;
+
+                       /*  map is: */
+                       /*    x' = x / cell * h + y */
+                       /*  solve: */
+                       /*    destTop = referenceTop / cell * h + y */
+                       /*    destBottom = referenceBottom / cell * h + y */
+
+                       dest.x = 0;
+                       dest.y = (int) ((double) (destBottom * referenceTop - destTop * referenceBottom) / (double) (referenceTop - referenceBottom));
+                       dest.h = (int) (cell * (double) (destBottom - destTop) / (double) (referenceBottom - referenceTop));
+                       dest.w = dest.h;
+
+                       /*
+                       if(dest.y < 0)
+                               dest.y = 0;
+                       if(dest.w > glyph->w)
+                               dest.w = glyph->w;
+                       if(dest.y + dest.h > glyph->h)
+                               dest.h = glyph->h - dest.y;
+                       */
+
+                       if(isfixed)
+                               dest.w = border + maxWidth + border;
+                       StretchBlit(glyph, conchars, &dest, &src);
+                       /* SDL_FillRect(conchars, &src, transparent); */
+                       /* SDL_BlitSurface(glyph, &src2, conchars, &src); */
+                       StretchBlit(conchars, glyph, &src, &src2);
+                       SDL_FreeSurface(glyph);
+                       fprintf(widthfile, "%f ", dest.w / (double) cell);
+                       continue;
+               }
+
+               fprintf(stderr, "glyph %d...\n", i);
+
+               glyph = TTF_RenderText_Blended(fonts[fntid], str, white);
+               if(!glyph)
+                       errx(1, "TTF_RenderText_Blended %d failed: %s", i, TTF_GetError());
+
+               w = border + glyph->w + border;
+               h = border + glyph->h + border;
+               if(w > cell)
+                       warnx("sorry, this font contains a character that is too wide... output will be borked");
+
+               dest.x = cell * (i % 16);
+               dest.y = cell * (i / 16);
+               dest.w = cell;
+               dest.h = cell;
+               SDL_FillRect(conchars, &dest, transparent);
+
+               dest.x += border + (isfixed ? ((border + maxWidth + border - w) / 2) : 0);
+               dest.y += (cell - (maxAscent + 1 + maxDescent)) / 2 + (maxAscent - TTF_FontAscent(fonts[fntid]));
+               blitfilter(glyph, conchars, dest.x, dest.y, A, B, C);
+
+               SDL_FreeSurface(glyph);
+
+               if(isfixed && w > border + maxWidth + border)
+               {
+                       StretchDown(conchars, cell * (i % 16), cell * (i / 16), w, cell, border + maxWidth + border);
+                       fprintf(widthfile, "%f ", (border + maxWidth + border) / (double) cell);
+               }
+               else
+                       fprintf(widthfile, "%f ", (isfixed ? border + maxWidth + border : w) / (double) cell);
+       }
+
+       fprintf(widthfile, "\n");
+       fclose(widthfile);
+
+       fprintf(stderr, "Writing...\n");
+
+       Image_WriteTGABGRA(outfilename, conchars->w, conchars->h, (unsigned char *) conchars->pixels);
+
+       SDL_FreeSurface(conchars);
+
+       SDL_Quit();
+
+       return 0;
+}
diff --git a/misc/tools/weapon-profiler-analyzer.pl b/misc/tools/weapon-profiler-analyzer.pl
new file mode 100755 (executable)
index 0000000..dcab0a2
--- /dev/null
@@ -0,0 +1,322 @@
+#!/usr/bin/perl
+
+# no warranty for this script
+# and no documentation
+# take it or leave it
+
+use strict;
+use warnings;
+use FindBin; use lib $FindBin::Bin;
+use WeaponEncounterProfile;
+
+my ($statsfile) = @ARGV;
+my $stats;
+
+sub LoadData()
+{
+       $stats = WeaponEncounterProfile->new($statsfile);
+}
+
+sub LinSolve($$)
+{
+       my ($m, $v) = @_;
+       my $n = @$m;
+
+       my @out = ();
+
+       my @bigmatrix = map { [ @{$m->[$_]}, $v->[$_] ] } 0..$n-1;
+
+       # 1. Triangulate
+       for my $i(0..$n-1)
+       {
+               # first: bring the highest value to the top
+               my $best = -1;
+               my $bestval = 0;
+               for my $j($i..$n-1)
+               {
+                       my $v = $bigmatrix[$j]->[$i];
+                       if($v*$v > $bestval*$bestval)
+                       {
+                               $best = $j;
+                               $bestval = $v;
+                       }
+               }
+               die "lindep" if $best == -1;
+
+               # swap
+               ($bigmatrix[$i], $bigmatrix[$best]) = ($bigmatrix[$best], $bigmatrix[$i]);
+
+               # then: eliminate
+               for my $j($i+1..$n-1)
+               {
+                       my $r = $bigmatrix[$j]->[$i];
+                       for my $k(0..$n)
+                       {
+                               $bigmatrix[$j]->[$k] -= $bigmatrix[$i]->[$k] * $r / $bestval;
+                       }
+               }
+       }
+
+       # 2. Diagonalize
+       for my $i(reverse 0..$n-1)
+       {
+               my $bestval = $bigmatrix[$i]->[$i];
+               for my $j(0..$i-1)
+               {
+                       my $r = $bigmatrix[$j]->[$i];
+                       for my $k(0..$n)
+                       {
+                               $bigmatrix[$j]->[$k] -= $bigmatrix[$i]->[$k] * $r / $bestval;
+                       }
+               }
+       }
+
+       # 3. Read off solutions
+       return map { $bigmatrix[$_]->[$n] / $bigmatrix[$_]->[$_] } 0..($n-1);
+}
+
+sub SolveBestSquares($$)
+{
+       my ($d, $w) = @_;
+
+       my $n = @$d;
+
+       if($ENV{stupid})
+       {
+               my @result = ();
+               for my $i(0..$n-1)
+               {
+                       my $num = 0;
+                       my $denom = 0;
+                       for my $j(0..$n-1)
+                       {
+                               my $weight = $w->[$i]->[$j];
+                               $num += $weight * $d->[$i]->[$j];
+                               $denom += $weight;
+                       }
+                       push @result, $num / $denom;
+               }
+               return @result;
+       }
+
+       # build linear equation system
+
+       my @matrix = map { [ map { 0 } 1..$n ] } 1..$n;
+       my @vector = map { 0 } 1..$n;
+
+       for my $i(0..$n-1)
+       {
+               $matrix[0][$i] += 1;
+       }
+       $vector[0] += 0;
+       for my $z(1..$n-1)
+       {
+               for my $i(0..$n-1)
+               {
+                       $matrix[$z][$i] += $w->[$i]->[$z];
+                       $matrix[$z][$z] -= $w->[$i]->[$z];
+                       $vector[$z] += $w->[$i]->[$z] * $d->[$i]->[$z];
+               }
+       }
+
+       return LinSolve(\@matrix, \@vector);
+}
+
+sub Evaluate($)
+{
+       my ($matrix) = @_;
+       my %allweps;
+       while(my ($k, $v) = each %$matrix)
+       {
+               for(my ($k2, $v2) = each %$v)
+               {
+                       next if $k eq $k2;
+                       next if !$v2;
+                       ++$allweps{$k};
+                       ++$allweps{$k2};
+               }
+       }
+       delete $allweps{0}; # ignore the tuba
+       my @allweps = keys %allweps;
+       my %values;
+
+       my @dmatrix = map { [ map { 0 } @allweps ] } @allweps;
+       my @wmatrix = map { [ map { 0 } @allweps ] } @allweps;
+
+       for my $i(0..@allweps - 1)
+       {
+               my $attackweapon = $allweps[$i];
+               my $v = 0;
+               my $d = 0;
+               for my $j(0..@allweps - 1)
+               {
+                       my $defendweapon = $allweps[$j];
+                       next if $attackweapon eq $defendweapon;
+                       my $win = ($matrix->{$attackweapon}{$defendweapon} || 0);
+                       my $lose = ($matrix->{$defendweapon}{$attackweapon} || 0);
+                       my $c = ($win + $lose);
+                       next if $c == 0;
+                       my $p = $win / $c;
+                       my $w = 1 - 1/($c * 0.1 + 1);
+
+                       $dmatrix[$i][$j] = $p - (1 - $p); # antisymmetric
+                       $wmatrix[$i][$j] = $w;            # symmetric
+               }
+       }
+
+       my @val;
+       eval
+       {
+               @val = SolveBestSquares(\@dmatrix, \@wmatrix);
+               1;
+       }
+       or do
+       {
+               @val = map { undef } @allweps;
+       };
+
+       for my $i(0..@allweps - 1)
+       {
+               my $attackweapon = $allweps[$i];
+               $values{$attackweapon} = $val[$i];
+       }
+       return \%values;
+}
+
+sub out_text($@)
+{
+       my ($event, @data) = @_;
+       if($event eq 'start')
+       {
+       }
+       elsif($event eq 'startmatrix')
+       {
+               my ($addr, $map, @columns) = @data;
+               $addr ||= 'any';
+               $map ||= 'any';
+               print "For server @{[$addr || 'any']} map @{[$map || 'any']}:\n";
+       }
+       elsif($event eq 'startrow')
+       {
+               my ($row, $val) = @data;
+               printf "  %-30s %8s |", $stats->weaponid_to_name($row), defined $val ? sprintf("%8.5f", $val) : "N/A";
+       }
+       elsif($event eq 'cell')
+       {
+               my ($win, $lose, $p) = @data;
+               if(!defined $p)
+               {
+                       print "   .   ";
+               }
+               elsif(!$p)
+               {
+                       printf " %6.3f", 0;
+               }
+               else
+               {
+                       printf " %+6.3f", $p;
+               }
+       }
+       elsif($event eq 'endrow')
+       {
+               print "\n";
+       }
+       elsif($event eq 'endmatrix')
+       {
+               my ($min) = @data;
+               $min ||= 0;
+               print "  Relevance: $min\n";
+               print "\n";
+       }
+       elsif($event eq 'end')
+       {
+       }
+}
+
+sub out_html($@)
+{
+       my ($event, @data) = @_;
+       if($event eq 'start')
+       {
+               print "<html><body><h1>Weapon Profiling</h1>\n";
+       }
+       elsif($event eq 'startmatrix')
+       {
+               my ($addr, $map, @columns) = @data;
+               $addr ||= 'any';
+               $map ||= 'any';
+               print "<h2>For server @{[$addr || 'any']} map @{[$map || 'any']}:</h2>\n";
+               print "<table><tr><th>Weapon</th><th>Rating</th>\n";
+               printf '<th><img width=70 height=80 src="http://svn.icculus.org/*checkout*/nexuiz/trunk/Docs/htmlfiles/weaponimg/thirdperson-%s.png" alt="%s"></th>', $stats->weaponid_to_model($_), $stats->weaponid_to_name($_) for @columns;
+               print "</tr>\n";
+       }
+       elsif($event eq 'startrow')
+       {
+               my ($row, $val) = @data;
+               printf '<tr><th><img width=108 height=53 src="http://svn.icculus.org/*checkout*/nexuiz/trunk/Docs/htmlfiles/weaponimg/firstperson-%s.png" alt="%s"></th><th align=right>%s</th>', $stats->weaponid_to_model($row), $stats->weaponid_to_name($row), defined $val ? sprintf("%8.5f", $val) : "N/A";
+       }
+       elsif($event eq 'cell')
+       {
+               my ($win, $lose, $p) = @data;
+               my $v = 200;
+               if(!defined $p)
+               {
+                       printf '<td align=center bgcolor="#808080">%d</td>', $win;
+               }
+               elsif($p > 0)
+               {
+                       printf '<td align=center bgcolor="#%02x%02x%02x">%d</td>', $v - $v * $p, 255, 0, $win;
+               }
+               elsif($p < 0)
+               {
+                       #printf '<td align=center bgcolor="#%02x%02x%02x">%d</td>', (255 - $v) - $v * $p, $v + $v * $p, 0, $win;
+                       printf '<td align=center bgcolor="#%02x%02x%02x">%d</td>', 255, $v + $v * $p, 0, $win;
+               }
+               else
+               {
+                       printf '<td align=center bgcolor="#ffff00">%d</td>', $win;
+               }
+       }
+       elsif($event eq 'endrow')
+       {
+               print "</tr>";
+       }
+       elsif($event eq 'endmatrix')
+       {
+               my ($min) = @data;
+               $min ||= 0;
+               print "</table>Relevance: $min\n";
+       }
+       elsif($event eq 'end')
+       {
+       }
+}
+
+my $out = $ENV{html} ? \&out_html : \&out_text;
+
+LoadData();
+$out->(start => ());
+$stats->allstats(sub
+{
+       my ($addr, $map, $data) = @_;
+       my $values = Evaluate $data;
+       my $valid = defined [values %$values]->[0];
+       my @weapons_sorted = sort { $valid ? $values->{$b} <=> $values->{$a} : $a <=> $b } keys %$values;
+       my $min = undef;
+       $out->(startmatrix => ($addr, $map, @weapons_sorted));
+       for my $row(@weapons_sorted)
+       {
+               $out->(startrow => $row, ($valid ? $values->{$row} : undef));
+               for my $col(@weapons_sorted)
+               {
+                       my $win = ($data->{$row}{$col} || 0);
+                       my $lose = ($data->{$col}{$row} || 0);
+                       $min = $win + $lose
+                               if $row ne $col and (not defined $min or $min > $win + $lose);
+                       $out->(cell => ($win, $lose, (($row ne $col) && ($win + $lose)) ? (2 * $win / ($win + $lose) - 1) : undef));
+               }
+               $out->(endrow => ());
+       }
+       $out->(endmatrix => ($min));
+});
+$out->(end => ());
diff --git a/misc/tools/weapon-profiler.pl b/misc/tools/weapon-profiler.pl
new file mode 100755 (executable)
index 0000000..2cc58d2
--- /dev/null
@@ -0,0 +1,180 @@
+#!/usr/bin/perl
+
+# no warranty for this script
+# and no documentation
+# take it or leave it
+
+use strict;
+use warnings;
+use FindBin; use lib $FindBin::Bin;
+use IO::Socket;
+use Socket;
+use sigtrap qw(die normal-signals);
+use WeaponEncounterProfile;
+
+my ($statsfile) = @ARGV;
+my $password = $ENV{rcon_password};
+my $server = $ENV{rcon_address};
+my $bind = $ENV{rcon_bindaddress};
+
+my $stats;
+
+sub AddKill($$$$$)
+{
+       my ($addr, $map, $attackerweapon, $targweapon, $type) = @_;
+       $stats->event($addr, $map, $attackerweapon, $targweapon, $type);
+}
+
+sub StoreData()
+{
+       $stats->save();
+}
+
+sub LoadData()
+{
+       $stats = WeaponEncounterProfile->new($statsfile);
+}
+
+$SIG{ALRM} = sub
+{
+       print STDERR "Operation timed out.\n";
+       exit 1;
+};
+
+our @discosockets = ();
+sub LogDestUDP($)
+{
+       # connects to a DP server using rcon with log_dest_udp
+       my ($sock) = @_;
+       my $value = sprintf "%s:%d", $sock->sockhost(), $sock->sockport();
+       $sock->send("\377\377\377\377rcon $password log_dest_udp", 0)
+               or die "send rcon: $!";
+       alarm 15;
+       for(;;)
+       {
+               $sock->recv(my $response, 2048, 0)
+                       or die "recv: $!";
+               if($response =~ /^\377\377\377\377n"log_dest_udp" is "(.*)" \[".*"\]\n$/s)
+               {
+                       alarm 0;
+                       my @dests = split /\s+/, $1;
+                       return
+                               if grep { $_ eq $value } @dests;
+                       push @dests, $value;
+                       $sock->send("\377\377\377\377rcon $password log_dest_udp \"@dests\"");
+                       last;
+               }
+       }
+       alarm 0;
+       push @discosockets, [$sock, $value];
+
+       END
+       {
+               for(@discosockets)
+               {
+                       my ($s, $v) = @$_;
+                       # disconnects (makes the server stop send the data to us)
+                       $s->send("\377\377\377\377rcon $password log_dest_udp", 0)
+                               or die "send rcon: $!";
+                       alarm 15;
+                       for(;;)
+                       {
+                               $s->recv(my $response, 2048, 0)
+                                       or die "recv: $!";
+                               if($response =~ /^\377\377\377\377n"log_dest_udp" is "(.*)" \[".*"\]\n$/s)
+                               {
+                                       alarm 0;
+                                       my @dests = split /\s+/, $1;
+                                       return
+                                               if not grep { $_ eq $v } @dests;
+                                       @dests = grep { $_ ne $v } @dests;
+                                       $s->send("\377\377\377\377rcon $password log_dest_udp \"@dests\"");
+                                       last;
+                               }
+                       }
+                       alarm 0;
+               }
+       }
+}
+
+sub sockaddr_readable($)
+{
+       my ($binary) = @_;
+       my ($port, $addr) = sockaddr_in $binary;
+       return sprintf "%s:%d", inet_ntoa($addr), $port;
+}
+
+my $sock;
+if(defined $bind)
+{
+       # bind to a port and wait for any packets
+       $sock = IO::Socket::INET->new(Proto => 'udp', LocalAddr => $bind, LocalPort => 26000)
+               or die "socket: $!";
+}
+else
+{
+       # connect to a DP server
+       $sock = IO::Socket::INET->new(Proto => 'udp', PeerAddr => $server, PeerPort => 26000)
+               or die "socket: $!";
+       LogDestUDP $sock;
+}
+my %currentmap = ();
+
+my %bots = ();
+
+LoadData();
+while(my $addr = sockaddr_readable $sock->recv($_, 2048, 0))
+{
+       $addr = $server
+               if not defined $bind;
+       s/^\377\377\377\377n//
+               or next;
+       for(split /\r?\n/, $_)
+       {
+               if(/^:gamestart:([^:]+):/)
+               {
+                       StoreData();
+                       $currentmap{$addr} = $1;
+                       $bots{$addr} = {};
+                       print "($addr) switching to $1\n";
+                       next;
+               }
+
+               next
+                       unless defined $currentmap{$addr};
+               if(/^:join:(\d+):bot:/)
+               {
+                       $bots{$addr}{$1} = 1;
+               }
+               elsif(/^:kill:frag:(\d+):(\d+):type=(\d+):items=(\d+)([A-Z]*)(?:|(\d+)):victimitems=(\d+)([A-Z]*)(?:|(\d+))$/)
+               {
+                       my ($a, $b, $type, $killweapon, $killflags, $killrunes, $victimweapon, $victimflags, $victimrules) = ($1, $2, $3, $4, $5, $6, $7, $8, $9);
+                       next
+                               if exists $bots{$addr}{$a} or exists $bots{$addr}{$b}; # only count REAL kills
+                       $type &= 0xFF
+                               if $type < 10000;
+                       $killweapon = $type
+                               if $stats->weaponid_valid($type); # if $type is not a weapon deathtype, count the weapon of the killer
+                       $killweapon = 0
+                               if not $stats->weaponid_valid($killweapon); # invalid weapon? that's 0 then
+                       $victimweapon = 0
+                               if not $stats->weaponid_valid($victimweapon); # dito
+                       next
+                               if $killflags =~ /S|I/ or $victimflags =~ /T/; # no strength, shield or typekills (these skew the statistics)
+                       AddKill($addr, $currentmap{$addr}, $killweapon, $victimweapon, +1);
+               }
+               elsif(/^:kill:suicide:\d+:\d+:type=(\d+):items=(\d+)([A-Z]*)(?:|(\d+))$/)
+               {
+                       my ($type, $killweapon, $killflags, $killrunes) = ($1, $2, $3, $4, $5, $6, $7);
+                       $type &= 0xFF
+                               if $type < 10000;
+                       $killweapon = $type
+                               if $stats->weaponid_valid($type);
+                       $killweapon = 0
+                               if not $stats->weaponid_valid($killweapon);
+                       next
+                               if $killflags =~ /S/; # no strength suicides (happen too easily accidentally)
+                       AddKill($addr, $currentmap{$addr}, $killweapon, $killweapon, +1);
+               }
+       }
+}
diff --git a/misc/tools/zipdiff b/misc/tools/zipdiff
new file mode 100755 (executable)
index 0000000..b51a467
--- /dev/null
@@ -0,0 +1,171 @@
+#!/bin/sh
+
+usage()
+{
+       cat <<EOF
+Usage:
+  $0 -o difference.zip -f from.zip -t to.zip
+  $0 -f from.zip -t to.zip
+EOF
+       exit 1
+}
+
+output=
+from=
+to=
+excludes=
+
+while [ $# -gt 0 ]; do
+       o=$1
+       shift
+       case "$o" in
+               -o)
+                       output=$1
+                       shift
+                       ;;
+               -f)
+                       from=$1
+                       shift
+                       ;;
+               -t)
+                       to=$1
+                       shift
+                       ;;
+               -x)
+                       excludes="$excludes $1"
+                       shift
+                       ;;
+               *)
+                       usage
+                       ;;
+       esac
+done
+
+[ -n "$from" ] || usage
+[ -n "$to" ] || usage
+
+found()
+{
+       type=$1
+       source=$2
+       echo >&2 "$type: $source"
+       case "$type" in
+               new|changed|deleted)
+                       echo "$source"
+                       ;;
+               excluded)
+                       ;;
+               deleted|*)
+                       echo >&2 " * Sorry, can't handle deletion of $source."
+                       ;;
+       esac
+}
+
+tempdir=`mktemp -d -t zipdiff.XXXXXX`
+
+newline="
+"
+fromlist="$(zipinfo -1 "$from" | grep -v /\$)"
+tolist="$(zipinfo -1 "$to" | grep -v /\$)"
+
+diffit()
+{
+       echo "$fromlist" | while IFS= read -r line; do
+               case "$newline$tolist$newline" in
+                       *$newline$line$newline*)
+                               ;;
+                       *)
+                               isexcluded=false
+
+                               for P in $excludes; do
+                                       case "$line" in
+                                               $P)
+                                                       found excluded "$line"
+                                                       isexcluded=true
+                                                       break
+                                                       ;;
+                                       esac
+                               done
+
+                               if ! $isexcluded; then
+                                       found deleted "$line"
+                               fi
+                               ;;
+               esac
+       done
+       echo "$tolist" | while IFS= read -r line; do
+               case "$newline$fromlist$newline" in
+                       *$newline$line$newline*)
+                               # check if equal
+                               isexcluded=false
+
+                               for P in $excludes; do
+                                       case "$line" in
+                                               $P)
+                                                       found excluded "$line"
+                                                       isexcluded=true
+                                                       break
+                                                       ;;
+                                       esac
+                               done
+
+                               if ! $isexcluded; then
+                                       unzip -p "$from" "$line" > "$tempdir/v1"
+                                       unzip -p "$to" "$line" > "$tempdir/v2"
+                                       if ! diff --brief "$tempdir/v1" "$tempdir/v2" >/dev/null 2>&1; then
+                                               found changed "$line"
+                                       fi
+                                       rm "$tempdir/v1"
+                                       rm "$tempdir/v2"
+                               fi
+                               ;;
+                       *)
+                               # check if equal
+                               isexcluded=false
+
+                               for P in $excludes; do
+                                       case "$line" in
+                                               $P)
+                                                       found excluded "$line"
+                                                       isexcluded=true
+                                                       break
+                                                       ;;
+                                       esac
+                               done
+
+                               if ! $isexcluded; then
+                                       found new "$line"
+                               fi
+                               ;;
+               esac
+       done
+}
+
+result=`diffit`
+
+case "$output" in
+       '')
+               ;;
+       *)
+               rm -f "$output"
+               echo "$result" | while IFS= read -r line; do
+                       echo >&2 "extracting $line..."
+                       dline=./$line
+                       mkdir -p "$tempdir/${dline%/*}"
+                       unzip -p "$to" "$line" > "$tempdir/$line" # this may create an empty file - don't care, DP handles this as deletion
+               done
+               case "$output" in
+                       /*)
+                               ;;
+                       *)
+                               output=`pwd`/$output
+                               ;;
+               esac
+               cd "$tempdir"
+               #zip -9r "$output" .
+               7za a -tzip -mx=9 "$output" .
+               cd ..
+               ;;
+esac
+
+rm -rf "$tempdir"
diff --git a/nexuiz-linux-glx.sh b/nexuiz-linux-glx.sh
new file mode 100755 (executable)
index 0000000..f99704b
--- /dev/null
@@ -0,0 +1,121 @@
+#!/bin/sh
+
+path=`dirname "${0}"`
+link=`readlink "${0}"`
+
+[ -n "${link}" ] && path=`dirname "${link}"`
+cd "${path}"
+
+case "${0##*/}" in
+  *sdl*)       mode="sdl" ;;
+  *)           mode="glx" ;;
+esac
+
+case "$(uname -m)" in
+  x86_64)      arch="x86_64" ;;
+  *)           arch="686" ;;
+esac
+
+nexuiz="nexuiz-linux-${arch}-${mode}"
+
+set -- ./${nexuiz} "${@}"
+
+xserver=
+xlayout=
+
+setdisplay()
+{
+       VALUE=$1
+       VALUE=${VALUE#\"}
+       VALUE=${VALUE%\"}
+       case "$VALUE" in
+               :*)
+                       ;;
+               *)
+                       VALUE=:$VALUE
+                       ;;
+       esac
+       VALUE="$VALUE/"
+       xserver="${VALUE%%/*}"
+       xserver=${xserver#:}
+       xlayout=${VALUE#*/}
+       xlayout=${xlayout%/}
+}
+
+# now how do we execute it?
+if [ -r ~/.nexuiz/data/config.cfg ]; then
+       while read -r CMD KEY VALUE; do
+               case "$CMD:$KEY" in
+                       seta:vid_x11_display)
+                               setdisplay "$VALUE"
+                               ;;
+               esac
+       done < ~/.nexuiz/data/config.cfg
+fi
+
+m=0
+for X in "$@"; do
+       case "$m:$X" in
+               0:+vid_x11_display)
+                       m=1
+                       ;;
+               0:+vid_x11_display\ *)
+                       setdisplay "${X#+vid_x11_display }"
+                       ;;
+               1:*)
+                       setdisplay "$X"
+                       m=0
+                       ;;
+               *)
+                       ;;
+       esac
+done
+
+case "$xserver" in
+       '')
+               ;;
+       *[!0-9]*)
+               echo "Not using display ':$xserver': evil characters"
+               ;;
+       *)
+               msg=
+               lf='
+'
+               prefix=
+
+               # check for a listening X server on that socket
+               if netstat -nl | grep -F " /tmp/.X11-unix/X$xserver" >/dev/null; then
+                       # X server already exists
+                       export DISPLAY=:$xserver
+                       prefix="DISPLAY=:$xserver "
+                       msg=$msg$lf"- Running Nexuiz on already existing display :$xserver"
+               else
+                       set -- startx "$@" -fullscreen -- ":$xserver"
+                       msg=$msg$lf"- Running Nexuiz on a newly created X server :$xserver."
+                       case "$xlayout" in
+                               '')
+                                       ;;
+                               *[!A-Za-z0-9]*)
+                                       echo >&2 "Not using layout '$xlayout': evil characters"
+                                       xlayout=
+                                       ;;
+                               *)
+                                       set -- "$@" -layout "$xlayout"
+                                       msg=$msg$lf"- Using the ServerLayout section named $xlayout."
+                                       ;;
+                       esac
+               fi
+
+               echo "X SERVER OVERRIDES IN EFFECT:$msg"
+               echo
+               echo "Resulting command line:"
+               echo "  $prefix$*"
+               echo
+               echo "To undo these overrides, edit ~/.nexuiz/data/config.cfg and remove the line"
+               echo "starting with 'seta vid_x11_display'."
+               echo
+               echo
+               ;;
+esac
+
+exec "$@"
diff --git a/nexuiz-linux-sdl.sh b/nexuiz-linux-sdl.sh
new file mode 120000 (symlink)
index 0000000..1e3c60f
--- /dev/null
@@ -0,0 +1 @@
+nexuiz-linux-glx.sh
\ No newline at end of file
diff --git a/readme.html b/readme.html
new file mode 100644 (file)
index 0000000..c55926d
--- /dev/null
@@ -0,0 +1,100 @@
+<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN"\r
+        "http://www.w3.org/TR/2000/REC-xhtml1-20000126/DTD/xhtml1-transitional.dtd">\r
+<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">\r
+<head>\r
+<meta http-equiv="content-type" content="text/html; charset=utf-8" />\r
+<meta name="author" content="Tyler Mulligan of www.detrition.net a.k.a -z- of www.nexuizninjaz.com" />\r
+<meta name="Description" content="Nexuiz is a free open-source fast paced first person shooter (FPS) that runs on Windows, Linux and OSX.  Nexuiz utilizes the darkplaces engine modeled after the Quake series." />\r
+<meta name="Keywords" content="Nexuiz, Nexiuz, first person shooter, darkplaces, open-source game, open source game, free game, linux game, deathmatch, death match, ctf, quake, alientrap, alien trap, ninjaz" />\r
+<title>Nexuiz - A free open-source fast paced first person shooter (FPS) for Windows, Linux and OSX</title>\r
+<link rel="stylesheet" href="Docs/htmlfiles/style.css" type="text/css"></link>\r
+<link rel="shortcut icon" href="favicon.ico"></link>\r
+</head>\r
+<body>\r
+<div id="container">\r
+       <div id="left">\r
+               <div id="logo">\r
+\r
+                       <a href="http://www.nexuiz.com" title="Nexuiz - Simple, fast, intense and completely free"><img src="Docs/htmlfiles/img/nexuiz_logo.jpg" alt="Nexuiz is a free open-source fast paced first person shooter that runs on Windows, Linux and OSX." width="201" height="193" border="0" title="Nexuiz is a free open-source fast paced first person shooter that runs on Windows, Linux and OSX." /></a>\r
+               </div>\r
+               <!-- Sidebar -->\r
+         <div id="sidebar">\r
+                       <a href="news.php" title="Latest Nexuiz News"><img src="Docs/htmlfiles/img/headers/latest_news.gif" alt="Latest News" width="168" height="16" border="0" class="imgHeader" style="margin-top:0;" title="Latest Nexuiz News" /></a>\r
+                       <div id="news">\r
+                         <div class="newsPost">\r
+                                               <h1><a href="http://nexuiz.com/news.php" title="Two Nexuiz 1v1 Tourneys">nexuiz.com/news - for nexuiz news updates</a></h1>\r
+                         </div>\r
+               </div>\r
+                       <!-- Downloads -->\r
+                       <a href="downloads.php" title="Nexuiz Downloads (Game, Maps)"><img src="Docs/htmlfiles/img/headers/downloads.gif" alt="Downloads" width="145" height="15" border="0" class="imgHeader" title="Downloads" /></a>\r
+                       <a id="download_nexuiz" href="http://www.sourceforge.net/projects/nexuiz/" title="Download Nexuiz from Source Forge - Left Click">&nbsp;</a>\r
+                       <!--<a id="download_q3_mappack" href="http://downloads.sourceforge.net/nexuiz/nexmappack_r2.zip" title="Download Nexuiz Q3 Mappack from Source\r
+                       Forge - Left Click">&nbsp;</a>-->\r
+                       <h2 class="page"><a href="http://nexuiz.com/downloads.php" title="Nexuiz Download Mirrors">Mirrors -&gt;</a></h2>\r
+                       <!-- Help Wanted -->\r
+                       \r
+                       <img src="Docs/htmlfiles/img/headers/help_wanted.gif" alt="Help Wanted" width="165" height="15" class="imgHeader" title="Help Wanted" />                        \r
+                       <form action="https://www.paypal.com/cgi-bin/webscr" method="post" name="donate_form"> <input name="cmd" value="_s-xclick" type="hidden" />\r
+                       <a id="donate" href="javascript:document.donate_form.submit();" title="Help The Aliens, Please Donate">&nbsp;</a>\r
+                       <noscript>\r
+                               <!-- It not an elegant solution but I don't expect many users to arrive with JS turned off -->\r
+                <input name="submit" type="image" src="Docs/htmlfiles/img/donate_button_noscript.jpg" alt="Help this project - Donate to the aliens" width="166" height="43" />\r
+</noscript>\r
+                       <h2 class="page"><a href="http://nexuiz.com/donators.php" title="Those who have donated to Nexuiz">Donators -&gt;</a></h2>\r
+                       <input name="encrypted" value="-----BEGIN PKCS7-----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-----END PKCS7-----" type="hidden" /></form>\r
+                       \r
+                 <!-- Created By -->\r
+                 <img src="Docs/htmlfiles/img/headers/created_by.gif" alt="Created By" width="145" height="15" class="imgHeader" title="Created By" />\r
+\r
+         <a id="alien_trap" href="http://www.alientrap.org" title="Developed by Alien Trap" target="_blank">&nbsp;</a>   </div>\r
+               <!-- end sidebar -->    </div><!-- end left -->\r
+       <div id="right">\r
+               <div id="header">\r
+                       <a href="http://nexuiz.com" title="Nexuiz - Simple, fast, intense and completely free"><img src="Docs/htmlfiles/img/nexuiz_header.jpg" alt="Nexuiz is a free open-source fast paced first person shooter that runs on Windows, Linux and OSX." width="766" height="107" border="0" title="Nexuiz - Simple, fast, intense and completely free" /></a>\r
+               </div>\r
+               <div id="menu">\r
+                       <ul>\r
+\r
+                               <li class="first"><a href="readme.html" title="Nexuiz - Latest News">About </a></li>\r
+                               <li><a href="Docs/basics.html" title="Nexuiz - Media (Screenshots, videos and graphics)">Nexuiz Basics</a></li>\r
+                               <li><a href="Docs/say-esc.html" title="Nexuiz Information  (General, System Requirements)">Say Escapes</a></li>\r
+                               <li><a href="Docs/irc.html" title="Nexuiz - Downloads (Game, Maps)">IRC</a></li>\r
+                               <li><a href="Docs/faq.html" title="Official Nexuiz FAQ">FAQ</a></li>\r
+                               <li class="first"></li>\r
+                 </ul>         </div>\r
+               <p id="tagline">Nexuiz is a <b>free</b> open-source first person shooter that runs on <b>Windows</b>, <b>Linux</b> and <b>OSX</b>.</p>\r
+         <div id="content">\r
+                 <p>Nexuiz is  a fast paced  3d deathmatch game  project created online by a team of developers called <a href="http://www.alientrap.org" title="Alientrap - Online video game creation and collaboration" target="_blank">Alientrap</a>. It is available for download for Windows, Mac, and Linux (all the same archive).</p>\r
+               <p>The first version was released May 31st 2005, released entirely GPL and free over the net, a first for a project of its kind. Since then it has been downloaded over 1.5 million times, and the game is still being updated and developed, currently at version 2.4 and new releases being developed.</p>\r
+                       <p>With an advanced UI the user can select between over a dozen different player models with an average of two skins for each and can connect to our master server to play people from all over the world. The game's content and source are released under the <a href="http://www.gnu.org/"><span class="linktext">The GNU General Public License (GPL) is one of the most common open-source licenses and was the license id Software chose to release the Quake1 engine under </span>GPL</a>, meaning it is entirely free and any of it can be used in other free projects, even if modified. This is a first for any large game project of its type. We hope this will support the free game community and encourage more GPL projects.</p>\r
+         <p>If you would like to support the project please see its website for donating:<br /> \r
+           <a href="https://www.paypal.com/ca/cgi-bin/webscr?cmd=_flow&SESSION=IkbSiO6w4rlHaKCfSGGBCFlYXxl9q4yyRG5SnQe6yiMr9KHfUGyEUtYu_Jm&dispatch=5885d80a13c0db1f38432c9462fe731381a7a80e09148cd4af2c34b16e5a6822"><span class="linktext">PayPal - Donate to the aliens!</span></a></p>\r
+               <p><br style="clear:left" />\r
+        </p>\r
+         </div>\r
+         <!-- end content -->\r
+               <div id="footer">\r
+                       <p id="ninja"><a href="http://www.detrition.net" title="Tyler Mulligan's Working Portfolio" target="_blank">page created by</a> <a href="http://www.nexuizninjaz.com" title="Nexuiz Ninjaz - Practicing the ninja arts of Nexuiz" target="_blank">a ninja</a></p>\r
+                       <ul>\r
+\r
+                               <li class="first"><a href="http://alientrap.org/nexuiz/news.php" title="Nexuiz - Latest News">News</a></li>\r
+                               <li><a href="http://alientrap.org/nexuiz/media.php" title="Nexuiz - Media (Screenshots, videos and graphics)">Media</a></li>\r
+                               <li><a href="http://alientrap.org/nexuiz/information.php" title="Nexuiz Information  (General, System Requirements)">Info</a></li>\r
+                               <li><a href="http://alientrap.org/nexuiz/team.php" title="The Nexuiz Team">Team</a></li>\r
+                               <li><a href="http://alientrap.org/nexuiz/links.php" title="Nexuiz Links">Links</a></li>\r
+                               <li><a href="http://alientrap.org/forum/index.php?c=3" title="Official Nexuiz Forums" target="_blank">Forums</a></li>\r
+                               <li><a href="http://planetnexuiz.com/ladder/" title="Nexuiz Ladder" target="_blank">Ladder</a></li>\r
+                               <li><a href="http://planetnexuiz.com/tourney/" title="Nexuiz Tournaments" target="_blank">Tournament</a></li>\r
+                               <li class="first"></li>\r
+                               </ul>           </div><!-- end footer -->\r
+               <p class="subFooter">Come to the Nexuiz IRC channel: <a href="irc://irc.quakenet.org/nexuiz" title="#nexuiz on irc.quakenet.org">#nexuiz on irc.quakenet.org</a> or the team channel: <a href="irc://irc.anynet.org/alientrap" title="#alientrap on irc.anynet.org">#alientrap on irc.anynet.org</a></p>\r
+\r
+               <div id="valid">\r
+                       <a id="valid_css" href="http://jigsaw.w3.org/css-validator/validator?uri=http%3A%2F%2Falientrap.org%2Fnexuiz%2Findex.php">&nbsp;</a>\r
+                       <a id="valid_xhtml" href="http://validator.w3.org/check?uri=http%3A%2F%2Falientrap.org%2Fnexuiz%2Findex.php">&nbsp;</a>\r
+                       <p>&copy; 2004-2008 Nexuiz.com</p>\r
+               </div>\r
+       </div><!-- end right -->\r
+</div>\r
+</body>\r
+</html>\r
diff --git a/server/help.cfg b/server/help.cfg
new file mode 100644 (file)
index 0000000..4f8ec4d
--- /dev/null
@@ -0,0 +1,87 @@
+// Simple help message system
+// It prints messages with the configured name and interval to all connected users
+// Exec this file and start the help system with the command help_loop
+// You can adjust those two settings and change the messages and their count
+// help_cfg_time is the time between two messages in seconds
+// help_cfg_prefix is prepended to each message, useful to color the nick and message differently
+// help_msg_count is from 0 to last message, thus one more then the last message number you want
+// the messages need to be starting from 0 and be consecutive
+// for manual use: help_inc switches to the next message, help_doit will print the current message, help_next will do both together
+
+// settings
+set help_cfg_nick "^2Help System"
+set help_cfg_time 300
+set help_cfg_prefix "^2"
+
+// help messages
+set help_msg_count 61
+set help_msg_0 "Big Admin is watching you, so please be friendly or feel his almighty ban-hammer!"
+set help_msg_1 "If you want to learn more about Nexuiz read Nexuiz/Docs/basics.html as it contains lots of useful tips and tricks, explains all the guns and gametes and helps to improve your game"
+set help_msg_2 "Please watch out for balanced teams and change by pressing F5 (teammenu) or F6 (auto join 'best' team)"
+set help_msg_3 "When trying to bunny-hop you can re-press the jump button while you are still in the air, this will make those jumps VERY easy to time and work more reliable"
+set help_msg_4 "When a vote is called you can accept it via F1 or reject it via F2 (default keys)"
+set help_msg_5 "Spectating other (good) players helps to learn new tricks. To spec press F3 and then mouse1 to switch the people you spec. F5, F6 or jump will get you back into the game (default keys)"
+set help_msg_6 "Being a beginner is great! You can learn so many new tricks and improve quickly. Watch others, ask for advice and use your common sense effectively"
+set help_msg_7 "If others are better than you, it does not mean they cheat. Save such complaints for when you have more experience and know what kind of funky stuff is possible"
+set help_msg_8 "In CTF, it's good to move around and get involved in the action. You get fragged quite a bit but you are also most helpful to your team and also learn the map"
+set help_msg_9 "Use the radar to see where your teammates are. Pressing zoom will expand the radar image to give you a better overview"
+set help_msg_10 "Most teammessages display waypoints by default. Use those to guide your teammates. You can also see them and the flagcarrier in the radar"
+set help_msg_11 "Protect your Flagcarrier at all cost! Also save health and armor for him, he might need them more than you!"
+set help_msg_12 "You can use the laser and most explosive weapons to jump around. Just look 'at your feet' and press fire. If you also jump at the same time you get even higher"
+set help_msg_13 "Be friendly and helpful to other players! Being angry at others' mistakes is understandable, but nobody is perfect. Try to use calm words when telling them how to correct their mistake"
+set help_msg_14 "You can use the zoom key with all guns, only the Nexgun has it as a extra function on mouse2 (default key)"
+set help_msg_15 "Notice what is happening around you! If your base is empty in CTF then STAY and defend the flag! Make sure someone defends the flagcarrier or assist him yourself"
+set help_msg_16 "You can drop the gun you currently have with backspace (default key). You can help your unarmed teammates this way."
+set help_msg_17 "Learn to use the team messages! You find them in the Setting/Input menu. Try changing them to keys you can press easier than the defaults"
+set help_msg_18 "Gaming should be fun! Try to have a nice time, be helpful, mindful and treat others like you want to be treated"
+set help_msg_19 "Some interesting Nexuiz related webpages include the official forum on http://alientrap.org/forum/ , http://nexuizninjaz.com , http://planetnexuiz.de"
+set help_msg_20 "If you already have a good gun, it's a great idea to let your teammates get something better than the shotgun too!"
+set help_msg_21 "Press T to chat with others, press Y for messages to your team only, press TAB to see the scores, U for the chat history (default keys)"
+set help_msg_22 "You can use 'suggestmap PART_OF_NAME' to make a map come up at the vote screen after a round was played"
+set help_msg_23 "The console is accessible through the ~ key or by pressing Shift+ESC. It has many more advanced features, use 'cmdlist' and 'cvarlist' to get a full list of available commands/settings"
+set help_msg_24 "The Laser is a useful tool for gaining speed and jumping around, but it does little damage"
+set help_msg_25 "The Shotgun's primary firemode has less spread and is more useful at a larger distance, use secondary for close range"
+set help_msg_26 "The Machinegun secondary has less spread and does more damage than the primary mode"
+set help_msg_27 "The Mortar is a good all around gun but takes some practice to aim it because of the projectile's arc"
+set help_msg_28 "The Electro has a combo attack. Fire the primary mode at the balls for a huge and powerful explosion"
+set help_msg_29 "The Crylink's primary fire bounces and both firemodes pull at enemies, making for a great to stop a flag carrier"
+set help_msg_30 "The Nex is a powerful sniper gun. Aim carefully!"
+set help_msg_31 "The Hagar is underestimated, but very powerful if you aim right. The secondary mode bounces and is useful to shoot around the corner"
+set help_msg_32 "The Rocket Launcher is powerful but slow. Secondary firemode makes the rocket(s) explode"
+set help_msg_33 "The Hook weapon can be used to grapple around and gain speed. Secondary mode releases a gravity bomb that sucks in enemies"
+set help_msg_34 "The Port-O-Launch can be used to create portals. Secondary locks the angles so you can look around and see were it will hit"
+set help_msg_35 "The HLAC has less spread if you crouch. Secondary is a powerful shotgun like attack"
+set help_msg_36 "The TAG seeker requires you to hit with the laser (primary) before it will release several target seeking rockets. Secondary is a shield or crazy flamethrower"
+set help_msg_37 "The Camping Rifle shoots projectiles, so you need to lead your aim and consider gravity, but it can pierce thin walls and do headshots"
+set help_msg_38 "By default, explosions go through walls. Be careful when hiding behind walls!"
+set help_msg_39 "Get on IRC to chat with fellow players. #nexuiz on irc.quakenet.org is the most famous place"
+set help_msg_40 "Don't drink and frag"
+set help_msg_41 "Don't shoot at players who are typing/chatting. You recognize those players by the keyboard symbols above their head"
+set help_msg_42 "GG is shorthand for 'Good Game'"
+set help_msg_43 "Players with the prefix '$bot_prefix' in their nick are bots on this server. There is also a clan named [BOT]"
+set help_msg_44 "Read the help messages!"
+set help_msg_45 "Visit the nexuiz ladder at http://planetnexuiz.com/ladder/ You can download demos of matches played by skilled players there. Studying these demos can help you to learn how to play this game"
+set help_msg_46 "Start playing 1on1 if you want to learn fast"
+set help_msg_47 "Visit http://alientrap.org/forum/ for discussion, more hints and news"
+set help_msg_48 "Look for servers that have a good ping for you. You can't play this game well with a ping > 100. If there are no servers close enough to you, cooperate with your friends to setup one"
+set help_msg_49 "If you want to play the next map you can cast a vote via 'vcall endmatch' in the console. Other players can vote using F1 and F2 (default keys)"
+set help_msg_50 "Always watch your back. Do not just run away, fight back as you retreat. Otherwise, you could be shot in the back."
+set help_msg_51 "Try to get as much armor and health as you can, but remember your teammates need armor and health too."
+set help_msg_52 "Do not attack if you have neither a good weapon, nor health, nor armor"
+set help_msg_53 "Standing still makes you an easy target. You can move around the map faster by bunny hopping."
+set help_msg_54 "You can use the Laser to climb up walls. Before trying this, become familiar with the basics of Laser movement."
+set help_msg_55 "You can control your movement in air. Use it to prevent yourself from falling off the map when somebody starts pushing you around"
+set help_msg_56 "Use the Laser, Mortar or Rocket Launcher in space maps to push other players off the map. They will enjoy it"
+set help_msg_57 "You can turn off automatic weapon changing in the Player menu. If you configure your key bindings, manually switching weapons can be faster and easier."
+set help_msg_58 "Choose the right weapon for the job, not just the one that the game automatically puts in your hand"
+set help_msg_59 "Enter 'lsmaps' in the console to get a list of maps configured on the server"
+set help_msg_60 "While you are in the air, release the forward key, press one of the left/right keys and move your mouse in the same direction. This will bend your fly/jump path"
+
+// aliases making up the actual helpsystem
+alias help_say "set help_tmp_oldnick \"$sv_adminnick\"; set sv_adminnick \"$help_cfg_nick\"; say \"$*\"; help_say2"
+alias help_say2 "set sv_adminnick \"$help_tmp_oldnick\""
+alias help_doit "sv_cmd rpn /help_tmp_msg help_msg_$help_tmp_index def; help_doit2"
+alias help_doit2 "help_say \"$help_cfg_prefix$help_tmp_msg\""
+alias help_inc "sv_cmd rpn /help_tmp_index help_tmp_index 1 add $help_msg_count mod def"
+alias help_next "help_inc; help_doit"
+alias help_loop "help_next; defer $help_cfg_time help_loop"
diff --git a/server/rcon.pl b/server/rcon.pl
new file mode 100755 (executable)
index 0000000..80b651a
--- /dev/null
@@ -0,0 +1,568 @@
+#!/usr/bin/perl
+
+# Copyright (c) 2008 Rudolf "divVerent" Polzer
+# 
+# Permission is hereby granted, free of charge, to any person
+# obtaining a copy of this software and associated documentation
+# files (the "Software"), to deal in the Software without
+# restriction, including without limitation the rights to use,
+# copy, modify, merge, publish, distribute, sublicense, and/or sell
+# copies of the Software, and to permit persons to whom the
+# Software is furnished to do so, subject to the following
+# conditions:
+# 
+# The above copyright notice and this permission notice shall be
+# included in all copies or substantial portions of the Software.
+# 
+# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
+# OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
+# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
+# HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
+# WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+# FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+# OTHER DEALINGS IN THE SOFTWARE.
+
+# parts copied from rcon2irc
+# MISC STRING UTILITY ROUTINES to convert between DarkPlaces and IRC conventions
+
+# convert mIRC color codes to DP color codes
+our @color_irc2dp_table = (7, 0, 4, 2, 1, 1, 6, 1, 3, 2, 5, 5, 4, 6, 7, 7);
+our @color_dp2irc_table = (-1, 4, 9, 8, 12, 11, 13, -1, -1, -1); # not accurate, but legible
+our @color_dp2ansi_table = ("m", "1;31m", "1;32m", "1;33m", "1;34m", "1;36m", "1;35m", "m", "1m", "1m"); # not accurate, but legible
+our %color_team2dp_table = (5 => 1, 14 => 4, 13 => 3, 10 => 6);
+our %color_team2irc_table = (5 => 4, 14 => 12, 13 => 8, 10 => 13);
+sub color_irc2dp($)
+{
+       my ($message) = @_;
+       $message =~ s/\^/^^/g;
+       my $color = 7;
+       $message =~ s{\003(\d\d?)(?:,(\d?\d?))?|(\017)}{
+               # $1 is FG, $2 is BG, but let's ignore BG
+               my $oldcolor = $color;
+               if($3)
+               {
+                       $color = 7;
+               }
+               else
+               {
+                       $color = $color_irc2dp_table[$1];
+                       $color = $oldcolor if not defined $color;
+               }
+               ($color == $oldcolor) ? '' : '^' . $color;
+       }esg;
+       $message =~ s{[\000-\037]}{}gs; # kill bold etc. for now
+       return $message;
+}
+
+our @text_qfont_table = ( # ripped from DP console.c qfont_table
+    "\0", '#',  '#',  '#',  '#',  '.',  '#',  '#',
+    '#',  9,    10,   '#',  ' ',  13,   '.',  '.',
+    '[',  ']',  '0',  '1',  '2',  '3',  '4',  '5',
+    '6',  '7',  '8',  '9',  '.',  '<',  '=',  '>',
+    ' ',  '!',  '"',  '#',  '$',  '%',  '&',  '\'',
+    '(',  ')',  '*',  '+',  ',',  '-',  '.',  '/',
+    '0',  '1',  '2',  '3',  '4',  '5',  '6',  '7',
+    '8',  '9',  ':',  ';',  '<',  '=',  '>',  '?',
+    '@',  'A',  'B',  'C',  'D',  'E',  'F',  'G',
+    'H',  'I',  'J',  'K',  'L',  'M',  'N',  'O',
+    'P',  'Q',  'R',  'S',  'T',  'U',  'V',  'W',
+    'X',  'Y',  'Z',  '[',  '\\', ']',  '^',  '_',
+    '`',  'a',  'b',  'c',  'd',  'e',  'f',  'g',
+    'h',  'i',  'j',  'k',  'l',  'm',  'n',  'o',
+    'p',  'q',  'r',  's',  't',  'u',  'v',  'w',
+    'x',  'y',  'z',  '{',  '|',  '}',  '~',  '<',
+    '<',  '=',  '>',  '#',  '#',  '.',  '#',  '#',
+    '#',  '#',  ' ',  '#',  ' ',  '>',  '.',  '.',
+    '[',  ']',  '0',  '1',  '2',  '3',  '4',  '5',
+    '6',  '7',  '8',  '9',  '.',  '<',  '=',  '>',
+    ' ',  '!',  '"',  '#',  '$',  '%',  '&',  '\'',
+    '(',  ')',  '*',  '+',  ',',  '-',  '.',  '/',
+    '0',  '1',  '2',  '3',  '4',  '5',  '6',  '7',
+    '8',  '9',  ':',  ';',  '<',  '=',  '>',  '?',
+    '@',  'A',  'B',  'C',  'D',  'E',  'F',  'G',
+    'H',  'I',  'J',  'K',  'L',  'M',  'N',  'O',
+    'P',  'Q',  'R',  'S',  'T',  'U',  'V',  'W',
+    'X',  'Y',  'Z',  '[',  '\\', ']',  '^',  '_',
+    '`',  'a',  'b',  'c',  'd',  'e',  'f',  'g',
+    'h',  'i',  'j',  'k',  'l',  'm',  'n',  'o',
+    'p',  'q',  'r',  's',  't',  'u',  'v',  'w',
+    'x',  'y',  'z',  '{',  '|',  '}',  '~',  '<'
+);
+sub text_dp2ascii($)
+{
+       my ($message) = @_;
+       $message = join '', map { $text_qfont_table[ord $_] } split //, $message;
+}
+
+sub color_dp_transform(&$)
+{
+       my ($block, $message) = @_;
+
+       $message =~ s{(?:(\^\^)|\^x([0-9a-fA-F])([0-9a-fA-F])([0-9a-fA-F])|\^([0-9])|(.))(?=([0-9,]?))}{
+               defined $1 ? $block->(char => '^', $7) :
+               defined $2 ? $block->(rgb => [hex $2, hex $3, hex $4], $7) :
+               defined $5 ? $block->(color => $5, $7) :
+               defined $6 ? $block->(char => $6, $7) :
+                       die "Invalid match";
+       }esg;
+
+       return $message;
+}
+
+sub color_dp2none($)
+{
+       my ($message) = @_;
+
+       return color_dp_transform
+       {
+               my ($type, $data, $next) = @_;
+               $type eq 'char'
+                       ? $text_qfont_table[ord $data]
+                       : "";
+       }
+       $message;
+}
+
+sub color_rgb2basic($)
+{
+       my ($data) = @_;
+       my ($R, $G, $B) = @$data;
+       my $min = [sort { $a <=> $b } ($R, $G, $B)]->[0];
+       my $max = [sort { $a <=> $b } ($R, $G, $B)]->[-1];
+
+       my $v = $max / 15;
+       my $s = ($max == $min) ? 0 : 1 - $min/$max;
+
+       if($s < 0.2)
+       {
+               return 0 if $v < 0.5;
+               return 7;
+       }
+
+       my $h;
+       if($max == $min)
+       {
+               $h = 0;
+       }
+       elsif($max == $R)
+       {
+               $h = (60 * ($G - $B) / ($max - $min)) % 360;
+       }
+       elsif($max == $G)
+       {
+               $h = (60 * ($B - $R) / ($max - $min)) + 120;
+       }
+       elsif($max == $B)
+       {
+               $h = (60 * ($R - $G) / ($max - $min)) + 240;
+       }
+
+       return 1 if $h < 36;
+       return 3 if $h < 80;
+       return 2 if $h < 150;
+       return 5 if $h < 200;
+       return 4 if $h < 270;
+       return 6 if $h < 330;
+       return 1;
+}
+
+sub color_dp_rgb2basic($)
+{
+       my ($message) = @_;
+       return color_dp_transform
+       {
+               my ($type, $data, $next) = @_;
+               $type eq 'char'  ? ($data eq '^' ? '^^' : $data) :
+               $type eq 'color' ? "^$data" :
+               $type eq 'rgb'   ? "^" . color_rgb2basic $data :
+                       die "Invalid type";
+       }
+       $message;
+}
+
+sub color_dp2irc($)
+{
+       my ($message) = @_;
+       my $color = -1;
+       return color_dp_transform
+       {
+               my ($type, $data, $next) = @_;
+
+               if($type eq 'rgb')
+               {
+                       $type = 'color';
+                       $data = color_rgb2basic $data;
+               }
+
+               $type eq 'char'  ? $text_qfont_table[ord $data] :
+               $type eq 'color' ? do {
+                       my $oldcolor = $color;
+                       $color = $color_dp2irc_table[$data];
+
+                       $color == $oldcolor               ? '' :
+                       $color < 0                        ? "\017" :
+                       (index '0123456789,', $next) >= 0 ? "\003$color\002\002" :
+                                                           "\003$color";
+               } :
+                       die "Invalid type";
+       }
+       $message;
+}
+
+sub color_dp2ansi($)
+{
+       my ($message) = @_;
+       my $color = -1;
+       return color_dp_transform
+       {
+               my ($type, $data, $next) = @_;
+
+               if($type eq 'rgb')
+               {
+                       $type = 'color';
+                       $data = color_rgb2basic $data;
+               }
+
+               $type eq 'char'  ? $text_qfont_table[ord $data] :
+               $type eq 'color' ? do {
+                       my $oldcolor = $color;
+                       $color = $color_dp2ansi_table[$data];
+
+                       $color eq $oldcolor ? '' :
+                                             "\033[${color}"
+               } :
+                       die "Invalid type";
+       }
+       $message;
+}
+
+sub color_dpfix($)
+{
+       my ($message) = @_;
+       # if the message ends with an odd number of ^, kill one
+       chop $message if $message =~ /(?:^|[^\^])\^(\^\^)*$/;
+       return $message;
+}
+
+
+
+
+# Interfaces:
+#   Connection:
+#     $conn->sockname() returns a connection type specific representation
+#       string of the local address, or undef if not applicable.
+#     $conn->send("string") sends something over the connection.
+#     $conn->recv() receives a string from the connection, or returns "" if no
+#       data is available.
+#     $conn->fds() returns all file descriptors used by the connection, so one
+#       can use select() on them.
+#   Channel:
+#     Usually wraps around a connection and implements a command based
+#     structure over it. It usually is constructed using new
+#     ChannelType($connection, someparameters...)
+#     @cmds = $chan->join_commands(@cmds) joins multiple commands to a single
+#       command string if the protocol supports it, or does nothing and leaves
+#       @cmds unchanged if the protocol does not support that usage (this is
+#       meant to save send() invocations).
+#     $chan->send($command, $nothrottle) sends a command over the channel. If
+#       $nothrottle is sent, the command must not be left out even if the channel
+#       is saturated (for example, because of IRC's flood control mechanism).
+#     $chan->quote($str) returns a string in a quoted form so it can safely be
+#       inserted as a substring into a command, or returns $str as is if not
+#       applicable. It is assumed that the result of the quote method is used
+#       as part of a quoted string, if the protocol supports that.
+#     $chan->recv() returns a list of received commands from the channel, or
+#       the empty list if none are available.
+#     $conn->fds() returns all file descriptors used by the channel's
+#       connections, so one can use select() on them.
+
+
+
+
+
+
+
+# Socket connection.
+# Represents a connection over a socket.
+# Mainly used to wrap a channel around it for, in this case, line based or rcon-like operation.
+package Connection::Socket;
+use strict;
+use warnings;
+use IO::Socket::INET;
+use IO::Handle;
+
+# Constructor:
+#   my $conn = new Connection::Socket(tcp => "localaddress" => "remoteaddress" => 6667);
+# If the remote address does not contain a port number, the numeric port is
+# used (it serves as a default port).
+sub new($$)
+{
+       my ($class, $proto, $local, $remote, $defaultport) = @_;
+       my $sock = IO::Socket::INET->new(
+               Proto => $proto,
+               (length($local) ? (LocalAddr => $local) : ()),
+               PeerAddr => $remote,
+               PeerPort => $defaultport
+       ) or die "socket $proto/$local/$remote/$defaultport: $!";
+       $sock->blocking(0);
+       my $you = {
+               # Mortal fool! Release me from this wretched tomb! I must be set free
+               # or I will haunt you forever! I will hide your keys beneath the
+               # cushions of your upholstered furniture... and NEVERMORE will you be
+               # able to find socks that match!
+               sock => $sock,
+               # My demonic powers have made me OMNIPOTENT! Bwahahahahahahaha!
+       };
+       return
+               bless $you, 'Connection::Socket';
+}
+
+# $sock->sockname() returns the local address of the socket.
+sub sockname($)
+{
+       my ($self) = @_;
+       my ($port, $addr) = sockaddr_in $self->{sock}->sockname();
+       return "@{[inet_ntoa $addr]}:$port";
+}
+
+# $sock->send($data) sends some data over the socket; on success, 1 is returned.
+sub send($$)
+{
+       my ($self, $data) = @_;
+       return 1
+               if not length $data;
+       if(not eval { $self->{sock}->send($data); })
+       {
+               warn "$@";
+               return 0;
+       }
+       return 1;
+}
+
+# $sock->recv() receives as much as possible from the socket (or at most 32k). Returns "" if no data is available.
+sub recv($)
+{
+       my ($self) = @_;
+       my $data = "";
+       if(defined $self->{sock}->recv($data, 32768, 0))
+       {
+               return $data;
+       }
+       elsif($!{EAGAIN})
+       {
+               return "";
+       }
+       else
+       {
+               return undef;
+       }
+}
+
+# $sock->fds() returns the socket file descriptor.
+sub fds($)
+{
+       my ($self) = @_;
+       return fileno $self->{sock};
+}
+
+
+
+
+
+
+
+# QW rcon protocol channel.
+# Wraps around a UDP based Connection and sends commands as rcon commands as
+# well as receives rcon replies. The quote and join_commands methods are using
+# DarkPlaces engine specific rcon protocol extensions.
+package Channel::QW;
+use strict;
+use warnings;
+use Digest::HMAC;
+use Digest::MD4;
+
+# Constructor:
+#   my $chan = new Channel::QW($connection, "password");
+sub new($$$)
+{
+       my ($class, $conn, $password, $secure, $timeout) = @_;
+       my $you = {
+               connector => $conn,
+               password => $password,
+               recvbuf => "",
+               secure => $secure,
+               timeout => $timeout,
+       };
+       return
+               bless $you, 'Channel::QW';
+}
+
+# Note: multiple commands in one rcon packet is a DarkPlaces extension.
+sub join_commands($@)
+{
+       my ($self, @data) = @_;
+       return join "\0", @data;
+}
+
+sub send($$$)
+{
+       my ($self, $line, $nothrottle) = @_;
+       if($self->{secure} > 1)
+       {
+               $self->{connector}->send("\377\377\377\377getchallenge");
+               my $c = $self->recvchallenge();
+               return 0 if not defined $c;
+               my $key = Digest::HMAC::hmac("$c $line", $self->{password}, \&Digest::MD4::md4);
+               return $self->{connector}->send("\377\377\377\377srcon HMAC-MD4 CHALLENGE $key $c $line");
+       }
+       elsif($self->{secure})
+       {
+               my $t = sprintf "%ld.%06d", time(), int rand 1000000;
+               my $key = Digest::HMAC::hmac("$t $line", $self->{password}, \&Digest::MD4::md4);
+               return $self->{connector}->send("\377\377\377\377srcon HMAC-MD4 TIME $key $t $line");
+       }
+       else
+       {
+               return $self->{connector}->send("\377\377\377\377rcon $self->{password} $line");
+       }
+}
+
+# Note: backslash and quotation mark escaping is a DarkPlaces extension.
+sub quote($$)
+{
+       my ($self, $data) = @_;
+       $data =~ s/[\000-\037]//g;
+       $data =~ s/([\\"])/\\$1/g;
+       $data =~ s/\$/\$\$/g;
+       return $data;
+}
+
+sub recvchallenge($)
+{
+       my ($self) = @_;
+
+       my $sel = IO::Select->new($self->fds());
+       my $endtime_max = Time::HiRes::time() + $self->{timeout};
+       my $endtime = $endtime_max;
+
+       while((my $dt = $endtime - Time::HiRes::time()) > 0)
+       {
+               if($sel->can_read($dt))
+               {
+                       for(;;)
+                       {
+                               my $s = $self->{connector}->recv();
+                               die "read error\n"
+                                       if not defined $s;
+                               length $s
+                                       or last;
+                               if($s =~ /^\377\377\377\377challenge (.*)$/s)
+                               {
+                                       return $1;
+                               }
+                               next
+                                       if $s !~ /^\377\377\377\377n(.*)$/s;
+                               $self->{recvbuf} .= $1;
+                       }
+               }
+       }
+       return undef;
+}
+
+sub recv($)
+{
+       my ($self) = @_;
+       for(;;)
+       {
+               my $s = $self->{connector}->recv();
+               die "read error\n"
+                       if not defined $s;
+               length $s
+                       or last;
+               next
+                       if $s !~ /^\377\377\377\377n(.*)$/s;
+               $self->{recvbuf} .= $1;
+       }
+       my @out = ();
+       while($self->{recvbuf} =~ s/^(.*?)(?:\r\n?|\n)//)
+       {
+               push @out, $1;
+       }
+       return @out;
+}
+
+sub fds($)
+{
+       my ($self) = @_;
+       return $self->{connector}->fds();
+}
+
+
+
+
+
+
+
+package main;
+use strict;
+use warnings;
+use IO::Select;
+use Time::HiRes;
+
+sub default($$)
+{
+       my ($default, $value) = @_;
+       return $value if defined $value;
+       return $default;
+}
+
+my $server   = default '',       $ENV{rcon_address};
+my $password = default '',       $ENV{rcon_password};
+my $secure   = default '1',      $ENV{rcon_secure};
+my $timeout  = default '5',      $ENV{rcon_timeout};
+my $timeouti = default '0.2',    $ENV{rcon_timeout_inter};
+my $timeoutc = default $timeout, $ENV{rcon_timeout_challenge};
+my $colors   = default '0',      $ENV{rcon_colorcodes_raw};
+
+if(!length $server)
+{
+       print STDERR "Usage: rcon_address=SERVERIP:PORT rcon_password=PASSWORD $0 rconcommands...\n";
+       print STDERR "Optional: rcon_timeout=... (default: 5)\n";
+       print STDERR "          rcon_timeout_inter=... (default: 0.2)\n";
+       print STDERR "          rcon_timeout_challenge=... (default: 5)\n";
+       print STDERR "          rcon_colorcodes_raw=1 (to disable color codes translation)\n";
+       print STDERR "          rcon_secure=0 (to allow connecting to older servers not supporting secure rcon)\n";
+       exit 0;
+}
+
+my $connection = Connection::Socket->new("udp", "", $server, 26000);
+my $rcon = Channel::QW->new($connection, $password, $secure, $timeoutc);
+
+if(!$rcon->send($rcon->join_commands(@ARGV)))
+{
+       die "send: $!";
+}
+
+if($timeout > 0)
+{
+       my $sel = IO::Select->new($rcon->fds());
+       my $endtime_max = Time::HiRes::time() + $timeout;
+       my $endtime = $endtime_max;
+
+       while((my $dt = $endtime - Time::HiRes::time()) > 0)
+       {
+               if($sel->can_read($dt))
+               {
+                       for($rcon->recv())
+                       {
+                               $_ = (color_dp2ansi $_) . "\033[m" unless $colors;
+                               print "$_\n"
+                       }
+                       $endtime = Time::HiRes::time() + $timeouti;
+                       $endtime = $endtime_max
+                               if $endtime > $endtime_max;
+               }
+       }
+}
+exit 0;
diff --git a/server/rcon2irc/bans.pl b/server/rcon2irc/bans.pl
new file mode 100644 (file)
index 0000000..bb526a5
--- /dev/null
@@ -0,0 +1,53 @@
+# Nexuiz rcon2irc plugin by Merlijn Hofstra licensed under GPL - bans.pl
+# Place this file inside the same directory as rcon2irc.pl and add the full filename to the plugins.
+
+$store{plugin_bans}->{interval} = 60; #interval to displays bans
+
+sub out ($$@);
+sub schedule($$);
+
+if (defined %config) {
+       schedule sub {
+               my ($timer) = @_;
+               if ($store{plugin_bans}->{attempts}) {
+                       foreach (sort keys %{ $store{plugin_bans}->{attempts} }) {
+                               # Generate names
+                               my %temp = undef;
+                               my @names = grep !$temp{$_}++, @{ $store{plugin_bans}->{names}->{$_} };
+                       
+                               out irc => 0, "PRIVMSG $config{irc_channel} :\00305* banned client\017 \00304$_\017 was denied access \00304" .
+                                       $store{plugin_bans}->{attempts}->{$_} . "\017 times" . 
+                                       (scalar(@names) ? ' with name(s): ' . join("\017, ", @names) : '');
+                       }
+                       $store{plugin_bans}->{attempts} = undef;
+                       $store{plugin_bans}->{names} = undef;
+               }
+               schedule $timer => $store{plugin_bans}->{interval};;
+       } => 1;
+}
+
+
+# old style without names
+[ dp => q{(?:\^\d)?NOTE:(?:\^\d)? banned client (\d+\.\d+\.\d+\.\d+) just tried to enter} => sub {
+       my ($ip) = @_;
+       $store{plugin_bans}->{attempts}->{$ip} += 1;
+       return 0;
+} ],
+
+# new style with names if known
+[ dp => q{(?:\^\d)?NOTE:(?:\^\d)? banned client (\d+\.\d+\.\d+\.\d+) \((.*)\) just tried to enter} => sub {
+       my ($ip,$name) = @_;
+       $name = color_dp2irc $name;
+       $store{plugin_bans}->{attempts}->{$ip} += 1;
+       if ($name && $name ne 'unconnected') {
+               push @{ $store{plugin_bans}->{names}->{$ip} }, $name;
+       }
+       return 0;
+} ],
+
+[ dp => q{(?:\^\d)?NOTE:(?:\^\d)? banned client (.*) has to go} => sub {
+       my ($name) = @_;
+       $name = color_dp2irc $name;
+       out irc => 0, "PRIVMSG $config{irc_channel} :\00305* banned client\017 $name\017 was removed from the server";
+       return 0;
+} ],
diff --git a/server/rcon2irc/echo-rcon.pl b/server/rcon2irc/echo-rcon.pl
new file mode 100644 (file)
index 0000000..94df84f
--- /dev/null
@@ -0,0 +1,19 @@
+# Nexuiz rcon2irc plugin by Merlijn Hofstra licensed under GPL - echo-rcon.pl
+# Place this file inside the same directory as rcon2irc.pl and add the full filename to the plugins.
+
+sub out($$@);
+
+[ dp => q{server received rcon command from (.*):  (.*)} => sub {
+       my ($origin, $cmd) = @_;
+       my @dests = split ' ', $store{plugin_echo-rcon}->{dest};
+       return 0 if grep { $_ eq $origin } @dests; #do not relay rcon2irc commands
+       my $origin = color_dp2irc $origin;
+       out irc => 0, "PRIVMSG $config{irc_channel} :\00302* admin\017 command recieved from $origin: \00304$cmd\017";
+       return 0;
+} ],
+
+[ dp => q{"log_dest_udp" is "([^"]*)" \["[^"]*"\]} => sub {
+       my ($dest) = @_;
+       $store{plugin_echo-rcon}->{dest} = $dest;
+       return 0;
+} ],
diff --git a/server/rcon2irc/fastest_lap.pl b/server/rcon2irc/fastest_lap.pl
new file mode 100644 (file)
index 0000000..a1b19f4
--- /dev/null
@@ -0,0 +1,24 @@
+sub out($$@);
+
+# chat: Nexuiz server -> IRC channel, fastest record in race and ctf
+[ dp => q{:recordset:(\d+):(.*)} => sub {
+       my ($id, $record) = @_;
+       my $nick = $store{"playernick_byid_$id"};
+       
+       my $time;
+       if ($record < 60) {
+               $time = $record;
+       } else {
+               my $minutes = int($record/60);
+               my $seconds = $record - $minutes*60;
+               $time = "$minutes:$seconds";
+       }
+       
+       if ($store{map} =~ m/^ctf_/) {
+               out irc => 0, "PRIVMSG $config{irc_channel} :* \00306record\017 $nick\017 set the fastest flag capture record with \00304$time\017 on \00304" . $store{map} . "\017";
+       } else {
+               out irc => 0, "PRIVMSG $config{irc_channel} :* \00306record\017 $nick\017 set the fastest lap record with \00304$time\017 on \00304" . $store{map} . "\017";
+       }
+       
+       return 0;
+} ],
diff --git a/server/rcon2irc/irc_nick_change.pl b/server/rcon2irc/irc_nick_change.pl
new file mode 100644 (file)
index 0000000..0ac0d59
--- /dev/null
@@ -0,0 +1,11 @@
+sub out($$@);
+       # chat: IRC channel -> Nexuiz server, nick change
+       [ irc => q{:([^! ]*)![^ ]* (?i:NICK) :(.*)} => sub {
+               my ($nick, $newnick) = @_;
+               $nick = color_dpfix $nick;
+                       # allow the nickname to contain colors in DP format! Therefore, NO color_irc2dp on the nickname!
+               $newnick = color_irc2dp $newnick;
+               $newnick =~ s/(["\\])/\\$1/g;
+               out dp => 0, "rcon2irc_say_as \"* $nick on IRC\" \"is now known as $newnick\"";
+               return 0;
+       } ],
diff --git a/server/rcon2irc/joinmessage.pl b/server/rcon2irc/joinmessage.pl
new file mode 100644 (file)
index 0000000..980538a
--- /dev/null
@@ -0,0 +1,33 @@
+# Nexuiz rcon2irc plugin by Merlijn Hofstra licensed under GPL - joinmessage.pl
+# Place this file inside the same directory as rcon2irc.pl and add the full filename to the plugins.
+
+# Do not use more than 5 lines here, as they will be cut off by the client.
+my @jmtext = (
+       "Welcome to this Nexuiz server",
+       "Have fun but please behave.",
+);
+
+$store{plugin_joinmessage} = \@jmtext;
+
+sub out($$@);
+
+[ dp => q{:join:(\d+):(\d+):([^:]*):(.*)} => sub {
+       my ($id, $slot, $ip, $nick) = @_;
+       my $text = $store{plugin_joinmessage};
+
+       return 0 if ( $ip =~ m/^bot$/i );
+       return 0 if defined $store{"playerid_byslot_$slot"};
+
+       foreach ( @{ $text } ) {
+               out dp => 0, "tell #$slot " . $_;
+       }
+       return 0;
+} ],
+
+[ dp => q{:part:(\d+)} => sub {
+       my ($id) = @_;
+       my $slot = $store{"playerslot_byid_$id"};
+
+       $store{"playerid_byslot_$slot"} = undef;
+       return 0;
+} ],
diff --git a/server/rcon2irc/joinsparts.pl b/server/rcon2irc/joinsparts.pl
new file mode 100644 (file)
index 0000000..72bd544
--- /dev/null
@@ -0,0 +1,112 @@
+# Nexuiz rcon2irc plugin by Merlijn Hofstra licensed under GPL - joinsparts.pl
+# Place this file inside the same directory as rcon2irc.pl and add the full filename to the plugins.
+# Don't forget to edit the options below to suit your needs.
+
+{ my %pj = (
+       irc_announce_joins => 1,
+       irc_announce_parts => 1,
+       irc_show_playerip => 0,
+       irc_show_mapname => 0,
+       irc_show_amount_of_players => 0,
+       irc_show_country => 0,
+       check_clones => 1
+);
+
+# current code has been tested against version 0.8 of the Geo::IPfree module
+# You can obtain a copy here: http://search.cpan.org/~bricas/Geo-IPfree-0.8/lib/Geo/IPfree.pm
+# Place the 'Geo' dir in the same directory as this plugin or anywhere in @INC.
+if ($pj{irc_show_country}) {
+       eval { 
+               require Geo::IPfree;
+               $pj{geo} = Geo::IPfree->new;
+               $pj{geo}->Faster; # Due to a relatively large amount of lookups, this is probably a good idea 
+       } or die "joinsparts.pl: requested countrynames, but can't load data, $@";
+} 
+
+$store{plugin_joinsparts} = \%pj; }
+
+sub out($$@);
+
+sub get_player_count
+{
+       my $count = 0;
+       for (1 .. $store{slots_max}) {
+               my $id = $store{"playerid_byslot_$_"};
+               $count++ if (defined $id && $store{"playerip_byid_$id"} ne 'bot');
+       }
+       return $count;
+}
+# Catch joins and display requested info
+[ dp => q{:join:(\d+):(\d+):([^:]*):(.*)} => sub {
+       my ($id, $slot, $ip, $nick) = @_;
+       my $pj = $store{plugin_joinsparts};
+       $pj->{alive_check}->[$slot] = 1;
+       
+       return 0 if ($ip eq 'bot');
+       
+       my ($cn) = $pj->{geo}->LookUp($ip) if ($pj->{irc_show_country});
+       
+       my $clonenicks;
+       if ($pj->{check_clones}) {
+               for (1 .. $store{slots_max}) {
+                       my $plrid = $store{"playerid_byslot_$_"};
+                       next if (!defined $plrid || $plrid == $id || $ip ne $store{"playerip_byid_$plrid"});
+                       $clonenicks .= ' ' . $store{"playernick_byid_$plrid"} . "\017";
+               }
+       }
+       
+       $nick = color_dp2irc $nick;
+       if ($pj->{irc_announce_joins} && !$store{"playerid_byslot_$slot"}) {
+               out irc => 0, "PRIVMSG $config{irc_channel} :\00309+ join\017: $nick\017" . 
+                       ($pj->{irc_show_playerip} ? " (\00304$ip\017)" : '') .
+                       ($pj->{irc_show_country} && $cn ? " CN: \00304$cn\017" : '') .
+                       ($clonenicks ? " Clone of:$clonenicks" : '') .
+                       ($pj->{irc_show_mapname} ? " playing on \00304$store{map}\017" : '') .
+                       ($pj->{irc_show_amount_of_players} ? " players: \00304" . (get_player_count()+1) . "\017/$store{slots_max}" : '');
+       }
+       return 0;
+} ],
+
+# Record parts so the info in $store is always up to date
+[ dp => q{:part:(\d+)} => sub {
+       my ($id) = @_;
+       my $pj = $store{plugin_joinsparts};
+       
+       my $ip = $store{"playerip_byid_$id"};
+       my ($cn) = $pj->{geo}->LookUp($ip) if ($pj->{irc_show_country} && $ip ne 'bot');
+       
+       if ($pj->{irc_announce_parts} && defined $store{"playernick_byid_$id"} && $store{"playerip_byid_$id"} ne 'bot') {
+               out irc => 0, "PRIVMSG $config{irc_channel} :\00304- part\017: " . $store{"playernick_byid_$id"} . "\017" . 
+                       ($pj->{irc_show_playerip} ? " (\00304$ip\017)" : '') .
+                       ($pj->{irc_show_country} && $cn ? " CN: \00304$cn\017": '') .
+                       ($pj->{irc_show_mapname} ? " playing on \00304$store{map}\017" : '') .
+                       ($pj->{irc_show_amount_of_players} ? " players: \00304" . (get_player_count()-1) . "\017/$store{slots_max}" : '');
+       }
+       my $slot = $store{"playerslot_byid_$id"};
+       $store{"playernickraw_byid_$id"} = undef;
+       $store{"playernick_byid_$id"} = undef;
+       $store{"playerip_byid_$id"} = undef;
+       $store{"playerslot_byid_$id"} = undef;
+       $store{"playerid_byslot_$slot"} = undef;
+       return 0;
+} ],
+
+# Add some functionality that should clear 'ghost' clients that disconnect at unfortunate times
+[ dp => q{:end} => sub {
+       return 0 unless (time() - $store{map_starttime} > 180); # make sure the map has been played at least 3 minutes
+       
+       my $pj = $store{plugin_joinsparts};
+       for (1 .. $store{slots_max}) {
+               if ($store{"playerid_byslot_$_"} && !$pj->{alive_check}->[$_]) {
+                       my $id = $store{"playerid_byslot_$_"};
+                       $store{"playernickraw_byid_$id"} = undef;
+                       $store{"playernick_byid_$id"} = undef;
+                       $store{"playerip_byid_$id"} = undef;
+                       $store{"playerslot_byid_$id"} = undef;
+                       $store{"playerid_byslot_$_"} = undef;
+               }
+       }
+       $pj->{alive_check} = ();
+       
+       return 0;
+} ],
diff --git a/server/rcon2irc/ping-pl.pl b/server/rcon2irc/ping-pl.pl
new file mode 100644 (file)
index 0000000..dcff14a
--- /dev/null
@@ -0,0 +1,80 @@
+# Nexuiz rcon2irc plugin by Merlijn Hofstra licensed under GPL - ping-pl.pl
+# Place this file inside the same directory as rcon2irc.pl and add the full filename to the plugins.
+# Don't forget to edit the options below to suit your needs.
+
+# This script monitors players ping and packet loss, people with really large values here are 
+# lagging a lot, and this lag appears to other players as well as seeing the lagging player move
+# with lots of stutter. Bare in mind that even those of us on very good connections may lose a
+# packet or have a high ping every once in the while.
+# PLEASE CHOOSE SANE VALUES HERE !!!
+
+{ my %pp = (
+       max_ping => 350,
+       max_pl => 10,
+       warn_player => 1, # send a tell command to the player to notify of bad connection (0 or 1)
+       warn_irc => 1, # send a warning to irc to notify that a player has a bad connection (0 or 1)
+       warnings => 3, # how many times must ping/pl exceed the limit before a warning
+       kick => 0, # how many times must ping/pl exceed the limit before a kick (0 to disable)
+       timeframe => 20, # minutes until a count is forgotten
+       warnmsg => 'You are having connection problems, causing you to lag - please fix them',
+       kickmsg => 'You are getting kicked for having connection problems.'
+);
+
+$store{plugin_ping-pl} = \%pp; }
+
+sub out($$@);
+
+# Check users ping and packet loss
+[ dp => q{\^\d(\S+)\s+(\d+)\s+(\d+)\s+(\S+)\s+(-?\d+)\s+\#(\d+)\s+\^\d(.*)} => sub {
+       my ($ip, $pl, $ping, $time, $frags, $no, $name) = ($1, $2, $3, $4, $5, $6, $7);
+       my $id = $store{"playerid_byslot_$no"};
+       return 0 unless ( defined $id );
+       return 0 if ($frags == -666 || $ip eq 'bot');
+       my $pp = $store{plugin_ping-pl};
+
+       #does the player violate one of our limits?
+       my $warn = 0;
+       if ($ping >= $pp->{max_ping} || $pl >= $pp->{max_pl}) {
+               #add a violation
+               push @{ $pp->{"violation_$id"} }, time();
+               $warn = 1;
+       }
+
+       #maybe we need to clear the oldest violation
+       shift @{ $pp->{"violation_$id"} } if (defined ${ $pp->{"violation_$id"} }[0] && (${ $pp->{"violation_$id"} }[0] + (60 * $pp->{timeframe})) <= time());
+
+       #do we have to kick the user?
+       if ((scalar @{ $pp->{"violation_$id"} }) >= $pp->{kick} && $pp->{kick} > 0) {
+               if ($pp->{warn_player}) {
+                       out dp => 0, "tell #$no " . $pp->{kickmsg};
+               }
+               if ($pp->{warn_irc}) {
+                       out irc => 0, "PRIVMSG $config{irc_channel} :\00304* kicking\017 " . $store{"playernick_byid_$id"} . "\017 for having a bad connection" .
+                               " (current ping/pl: \00304$ping/$pl\017)";
+               }
+               out dp => 0, "kick # $no bad connection";
+               $pp->{"violation_$id"} = undef;
+               return 0;
+       }
+
+       #do we have to warn the user?
+       if ($warn && (scalar @{ $pp->{"violation_$id"} }) && ((scalar @{ $pp->{"violation_$id"} }) % $pp->{warnings}) == 0) {
+               if ($pp->{warn_player}) {
+                       out dp => 0, "tell #$no " . $pp->{warnmsg};
+               }
+               if ($pp->{warn_irc}) {
+                       out irc => 0, "PRIVMSG $config{irc_channel} :\00308* warning\017 " . $store{"playernick_byid_$id"} . "\017 has a bad connection" .
+                               " (current ping/pl: \00304$ping/$pl\017)";
+               }
+       }
+       return 0;
+} ],
+
+# For now will just empty our data at the end of a match
+[ dp => q{^:end} => sub {
+       my $pp = $store{plugin_ping-pl};
+       foreach ( keys %{ $pp } ) {
+               $pp->{$_} = undef if ($_ =~ m/^violation/);
+       }
+       return 0;
+} ],
diff --git a/server/rcon2irc/raw.pl b/server/rcon2irc/raw.pl
new file mode 100644 (file)
index 0000000..2e874f2
--- /dev/null
@@ -0,0 +1,26 @@
+# Nexuiz rcon2irc plugin by Merlijn Hofstra licensed under GPL - raw.pl
+# Place this file inside the same directory as rcon2irc.pl and add the full filename to the plugins.
+
+# Use this plugin with extreme caution, it allows irc-admins to modify ANYTHING on your server.
+
+# Usage: In query with the bot the raw command directs commands to the server or irc connection.
+# Example: raw dp exec server.cfg
+# Example: raw irc PRIVMSG #nexuiz: YaY!
+
+sub out($$@);
+
+[ irc => q{:(([^! ]*)![^ ]*) (?i:PRIVMSG) [^&#%]\S* :(.*)} => sub {
+       my ($hostmask, $nick, $command) = @_;
+       
+       return 0 if (($store{logins}{$hostmask} || 0) < time());
+       
+       if ($command =~ m/^raw (dp|irc) (.+)/i) {
+               out irc => 0, $2 if ($1 eq 'irc');
+               out dp => 0, $2 if ($1 eq 'dp');
+               
+               out irc => 0, "PRIVMSG $nick :command executed";
+               return -1;
+       }
+       
+       return 0;
+} ],
diff --git a/server/rcon2irc/rbiserver.pl b/server/rcon2irc/rbiserver.pl
new file mode 100644 (file)
index 0000000..2afac95
--- /dev/null
@@ -0,0 +1,148 @@
+sub out($$@);
+
+sub markmap($$$$;$)
+{
+       my ($state, $map, $pro, $total, $who) = @_;
+       open my $fh, '>>', "$ENV{HOME}/.nexuiz/__votelog.$config{irc_nick}.txt"
+               or die "votelog open: $!";
+       print $fh "@{[time()]} $config{irc_nick} $state $map $pro $total" . (defined $who ? " $who" : "") . "\n";
+       close $fh;
+}
+
+# the AOL calendar
+[ dp => q{\001(.*?)\^7: d} => sub {
+       my $aoltime = time() - 746748000;
+       my $day = int($aoltime / 86400);
+       my $wday = [qw[Tue Wed Thu Fri Sat Sun Mon]]->[$day % 7];
+       my $hour = int($aoltime / 3600) % 24;
+       my $minute = int($aoltime / 60) % 60;
+       my $second = int($aoltime / 1) % 60;
+       out dp => 0, sprintf 'rcon2irc_say_as "AOL service" "The time is %3s Sep %2d %02d:%02d:%02d 1993"',
+               $wday, $day, $hour, $minute, $second;
+       return 1;
+} ],
+
+# map vote logging
+[ dp => q{:vote:suggestion_accepted:(.*)} => sub {
+       my ($map) = @_;
+       markmap suggestion_accepted => $map, $store{rbi_winvotes}, $store{rbi_totalvotes};
+       return 0;
+} ],
+[ dp => q{:vote:suggested:(.*?):\d+:(.*)} => sub {
+       my ($map, $who) = @_;
+       markmap suggested => $map, 1, 1, $who;
+       return 0;
+} ],
+[ dp => q{\001\^2\* .*'s vote for \^1gotomap (.*)\^2 was accepted} => sub {
+       my ($map) = @_;
+       markmap voted => $map, 1, 1;
+       return 0;
+} ],
+[ dp => q{\001\^2\* .*'s vote for \^1timelimit -1\^2 was accepted} => sub {
+       markmap cancelled => $store{map}, 1, 1;
+       return 0;
+} ],
+[ dp => q{:vote:(keeptwo|finished):(.*)} => sub {
+       my ($status, $result) = @_;
+       my @result = split /:/, $result;
+       my $totalvotes = 0;
+       my $cutoff = -1;
+       my @allmaps = map
+       {
+               $cutoff = $_ if $result[2*$_] eq '';
+               $totalvotes += int($result[2*$_+1] || 0);
+               [$result[2*$_], int($result[2*$_+1] || 0)]
+       } 0..((@result-1)/2);
+       die "Invalid vote result: $result" unless $cutoff >= 0;
+       my @winners = @allmaps[0..($cutoff-1)];
+       my @losers = @allmaps[($cutoff+1)..(@allmaps-1)];
+       my $winvotes = 0;
+       $winvotes += $_->[1] for @winners;
+       if($status eq 'keeptwo')
+       {
+               markmap irrelevant_relative => $_->[0], $winvotes, $totalvotes
+                       for @losers;
+       }
+       elsif($status eq 'finished')
+       {
+               markmap((@losers == 1 ? 'duel_winner' : 'winner_absolute') => $_->[0], $_->[1], $totalvotes)
+                       for @winners;
+               markmap((@losers == 1 ? 'duel_loser' : 'irrelevant_absolute') => $_->[0], $winvotes, $totalvotes)
+                       for @losers;
+       }
+       $store{rbi_winvotes} = $winvotes;
+       $store{rbi_totalvotes} = $totalvotes;
+       return 0;
+} ],
+[ dp => q{pure: -(\S+) (.*)} => sub {
+       my ($status, $nick) = @_;
+       $nick = color_dp2irc $nick;
+       out irc => 0, "PRIVMSG $config{irc_channel} :\001ACTION thinks $nick is $status\001"
+               unless $status eq 'MODIFIED'; # in this case, either DETAIL_TIMEOUT or DETAIL_MISMATCH follows
+       return 0;
+} ],
+[ dp => q{pure: \*DETAIL_MISMATCH (.*) (\S+)$} => sub {
+       my ($nick, $file) = @_;
+       $nick = color_dp2irc $nick;
+       out irc => 0, "PRIVMSG $config{irc_channel} :\001ACTION thinks $nick has a modified $file\001";
+       return 0;
+} ],
+[ dp => q{pure: \*DETAIL_TIMEOUT (.*)} => sub {
+       my ($nick) = @_;
+       $nick = color_dp2irc $nick;
+       out irc => 0, "PRIVMSG $config{irc_channel} :\001ACTION thinks $nick refuses to tell us which file is modified\001";
+       return 0;
+} ],
+[ dp => q{pure: \*DETAIL_CVAR (.*) (\S+) (.*)$} => sub {
+       my ($nick, $cvar, $value) = @_;
+       $nick = color_dp2irc $nick;
+       out irc => 0, "PRIVMSG $config{irc_channel} :\001ACTION thinks $nick has changed $cvar to $value\001";
+       return 0;
+} ],
+[ dp => q{:recordset:(\d+):.*} => sub {
+       my ($id) = @_;
+       my $ip = $store{"playerip_byid_$id"};
+       my $slot = $store{"playerslot_byid_$id"};
+       my $name = $config{irc_nick};
+       $name =~ s/Nex//; # haggerNexCTF -> haggerCTF
+       $name =~ s/^rm/hagger/g; # rmRace -> haggerRace
+       my $map = $store{map};
+       $map =~ s/^[a-z]*_//;
+       $ip =~ s/\./-/g;
+       my $pattern = "/home/nexuiz/home-$name/data/sv_autodemos/????-??-??_??-??_${map}_${slot}_${ip}-*.dem";
+       if(my @result = glob $pattern)
+       {
+               for(@result)
+               {
+                       my @l = stat $_;
+                       next if $l[9] < time() - 60; # too old
+                       print "Cleaning up demos: protecting $_\n";
+                       chmod 0444, $_;
+                       open my $fh, ">", "$_.nick";
+                       printf $fh "%s\n", color_dp2none($store{"playernickraw_byid_$id"});
+                       close $fh;
+                       chmod 0444, "$_.nick";
+               }
+       }
+       else
+       {
+               print "Record set but could not find the demo using $pattern\n";
+       }
+       return 0;
+} ],
+# delete demos at the end of the match
+[ dp => q{:end} => sub {
+       my $name = $config{irc_nick};
+       $name =~ s/Nex//; # haggerNexCTF -> haggerCTF
+       my $pattern = "/home/nexuiz/data/home-$name/data/sv_autodemos/*.dem";
+       print "Checking $pattern...\n";
+       for(glob $pattern)
+       {
+               next if not -w $_;   # protected demo (by record, or other markers)
+               my @l = stat $_;
+               next if $l[9] >= time() - 60; # too new
+               print "Cleaning up demos: deleting $_\n";
+               unlink $_;
+       }
+       return 0;
+} ],
diff --git a/server/rcon2irc/rcon2irc-example.conf b/server/rcon2irc/rcon2irc-example.conf
new file mode 100644 (file)
index 0000000..30417ef
--- /dev/null
@@ -0,0 +1,60 @@
+# DarkPlaces server data
+dp_server = 172.23.42.54
+dp_password = hackme
+
+# IRC configuration
+irc_server = irc.oftc.net
+irc_nick = testNex
+irc_nick_alternates = testNex_ testNex__
+irc_user = banme
+irc_channel = #Nexuiz-Pwayers
+
+# uncomment for server administration via IRC
+#irc_admin_password = hackme
+
+# IRC NickServ authentication (optional)
+#irc_nickserv_password = hackme
+
+# IRC Quakenet challenge/response authentication (optional)
+#irc_quakenet_authname = hack
+#irc_quakenet_password = me
+# Users with a Q account listed here can use admin commands on the bot
+#irc_quakenet_authusers = a b c
+
+# Extra plug-ins to load
+#plugins =
+
+# Alternate IRC trigger (can be used instead of nickname to send stuff to the server)
+#irc_trigger = nexnexnex
+
+# Custom output options
+#irc_announce_slotsfree = 1
+# The var irc_announce_mapchange can be set to either never, notempty or always
+#irc_announce_mapchange = always
+
+# Tuning
+#dp_secure = 1
+#dp_secure_challengetimeout = 1
+#dp_server_from_wan =
+#dp_listen = 
+#dp_status_delay = 30
+#irc_reconnect_delay = 300
+#irc_admin_timeout = 3600
+#irc_admin_quote_re =
+#irc_local = 
+#irc_ping_delay = 120
+#irc_nickserv_identify = PRIVMSG NickServ :IDENTIFY %2$s
+#irc_nickserv_ghost = PRIVMSG NickServ :GHOST %1$s %2$s
+#irc_nickserv_ghost_attempts = 3
+#irc_quakenet_getchallenge = PRIVMSG Q@CServe.quakenet.org :CHALLENGE
+#irc_quakenet_challengeauth = PRIVMSG Q@CServe.quakenet.org :CHALLENGEAUTH
+#irc_quakenet_challengeprefix = :Q!TheQBot@CServe.quakenet.org NOTICE [^:]+ :CHALLENGE
+
+# Example: Gamesurge AuthServ (does not provide ghosting)
+#irc_nickserv_password = mypassword
+#irc_nickserv_identify = AUTHSERV AUTH myauthname %2$s
+#irc_nickserv_ghost =
+#irc_nickserv_ghost_attempts = 0
+
+# Example: connect to a non-secure DP server
+#dp_secure = 0
diff --git a/server/rcon2irc/rcon2irc.pl b/server/rcon2irc/rcon2irc.pl
new file mode 100755 (executable)
index 0000000..07de352
--- /dev/null
@@ -0,0 +1,1874 @@
+#!/usr/bin/perl
+
+our $VERSION = '0.4.2 svn $Revision$';
+
+# Copyright (c) 2008 Rudolf "divVerent" Polzer
+# 
+# Permission is hereby granted, free of charge, to any person
+# obtaining a copy of this software and associated documentation
+# files (the "Software"), to deal in the Software without
+# restriction, including without limitation the rights to use,
+# copy, modify, merge, publish, distribute, sublicense, and/or sell
+# copies of the Software, and to permit persons to whom the
+# Software is furnished to do so, subject to the following
+# conditions:
+# 
+# The above copyright notice and this permission notice shall be
+# included in all copies or substantial portions of the Software.
+# 
+# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
+# OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
+# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
+# HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
+# WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+# FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+# OTHER DEALINGS IN THE SOFTWARE.
+
+# MISC STRING UTILITY ROUTINES to convert between DarkPlaces and IRC conventions
+
+# convert mIRC color codes to DP color codes
+our @color_irc2dp_table = (7, 0, 4, 2, 1, 1, 6, 1, 3, 2, 5, 5, 4, 6, 7, 7);
+our @color_dp2irc_table = (-1, 4, 9, 8, 12, 11, 13, -1, -1, -1); # not accurate, but legible
+our @color_dp2ansi_table = ("m", "1;31m", "1;32m", "1;33m", "1;34m", "1;36m", "1;35m", "m", "1m", "1m"); # not accurate, but legible
+our %color_team2dp_table = (5 => 1, 14 => 4, 13 => 3, 10 => 6);
+our %color_team2irc_table = (5 => 4, 14 => 12, 13 => 8, 10 => 13);
+sub color_irc2dp($)
+{
+       my ($message) = @_;
+       $message =~ s/\^/^^/g;
+       my $color = 7;
+       $message =~ s{\003(\d\d?)(?:,(\d?\d?))?|(\017)}{
+               # $1 is FG, $2 is BG, but let's ignore BG
+               my $oldcolor = $color;
+               if($3)
+               {
+                       $color = 7;
+               }
+               else
+               {
+                       $color = $color_irc2dp_table[$1];
+                       $color = $oldcolor if not defined $color;
+               }
+               ($color == $oldcolor) ? '' : '^' . $color;
+       }esg;
+       $message =~ s{[\000-\037]}{}gs; # kill bold etc. for now
+       return $message;
+}
+
+our @text_qfont_table = ( # ripped from DP console.c qfont_table
+    "\0", '#',  '#',  '#',  '#',  '.',  '#',  '#',
+    '#',  9,    10,   '#',  ' ',  13,   '.',  '.',
+    '[',  ']',  '0',  '1',  '2',  '3',  '4',  '5',
+    '6',  '7',  '8',  '9',  '.',  '<',  '=',  '>',
+    ' ',  '!',  '"',  '#',  '$',  '%',  '&',  '\'',
+    '(',  ')',  '*',  '+',  ',',  '-',  '.',  '/',
+    '0',  '1',  '2',  '3',  '4',  '5',  '6',  '7',
+    '8',  '9',  ':',  ';',  '<',  '=',  '>',  '?',
+    '@',  'A',  'B',  'C',  'D',  'E',  'F',  'G',
+    'H',  'I',  'J',  'K',  'L',  'M',  'N',  'O',
+    'P',  'Q',  'R',  'S',  'T',  'U',  'V',  'W',
+    'X',  'Y',  'Z',  '[',  '\\', ']',  '^',  '_',
+    '`',  'a',  'b',  'c',  'd',  'e',  'f',  'g',
+    'h',  'i',  'j',  'k',  'l',  'm',  'n',  'o',
+    'p',  'q',  'r',  's',  't',  'u',  'v',  'w',
+    'x',  'y',  'z',  '{',  '|',  '}',  '~',  '<',
+    '<',  '=',  '>',  '#',  '#',  '.',  '#',  '#',
+    '#',  '#',  ' ',  '#',  ' ',  '>',  '.',  '.',
+    '[',  ']',  '0',  '1',  '2',  '3',  '4',  '5',
+    '6',  '7',  '8',  '9',  '.',  '<',  '=',  '>',
+    ' ',  '!',  '"',  '#',  '$',  '%',  '&',  '\'',
+    '(',  ')',  '*',  '+',  ',',  '-',  '.',  '/',
+    '0',  '1',  '2',  '3',  '4',  '5',  '6',  '7',
+    '8',  '9',  ':',  ';',  '<',  '=',  '>',  '?',
+    '@',  'A',  'B',  'C',  'D',  'E',  'F',  'G',
+    'H',  'I',  'J',  'K',  'L',  'M',  'N',  'O',
+    'P',  'Q',  'R',  'S',  'T',  'U',  'V',  'W',
+    'X',  'Y',  'Z',  '[',  '\\', ']',  '^',  '_',
+    '`',  'a',  'b',  'c',  'd',  'e',  'f',  'g',
+    'h',  'i',  'j',  'k',  'l',  'm',  'n',  'o',
+    'p',  'q',  'r',  's',  't',  'u',  'v',  'w',
+    'x',  'y',  'z',  '{',  '|',  '}',  '~',  '<'
+);
+sub text_dp2ascii($)
+{
+       my ($message) = @_;
+       $message = join '', map { $text_qfont_table[ord $_] } split //, $message;
+}
+
+sub color_dp_transform(&$)
+{
+       my ($block, $message) = @_;
+
+       $message =~ s{(?:(\^\^)|\^x([0-9a-fA-F])([0-9a-fA-F])([0-9a-fA-F])|\^([0-9])|(.))(?=([0-9,]?))}{
+               defined $1 ? $block->(char => '^', $7) :
+               defined $2 ? $block->(rgb => [hex $2, hex $3, hex $4], $7) :
+               defined $5 ? $block->(color => $5, $7) :
+               defined $6 ? $block->(char => $6, $7) :
+                       die "Invalid match";
+       }esg;
+
+       return $message;
+}
+
+sub color_dp2none($)
+{
+       my ($message) = @_;
+
+       return color_dp_transform
+       {
+               my ($type, $data, $next) = @_;
+               $type eq 'char'
+                       ? $text_qfont_table[ord $data]
+                       : "";
+       }
+       $message;
+}
+
+sub color_rgb2basic($)
+{
+       my ($data) = @_;
+       my ($R, $G, $B) = @$data;
+       my $min = [sort { $a <=> $b } ($R, $G, $B)]->[0];
+       my $max = [sort { $a <=> $b } ($R, $G, $B)]->[-1];
+
+       my $v = $max / 15;
+       my $s = ($max == $min) ? 0 : 1 - $min/$max;
+
+       if($s < 0.2)
+       {
+               return 0 if $v < 0.5;
+               return 7;
+       }
+
+       my $h;
+       if($max == $min)
+       {
+               $h = 0;
+       }
+       elsif($max == $R)
+       {
+               $h = (60 * ($G - $B) / ($max - $min)) % 360;
+       }
+       elsif($max == $G)
+       {
+               $h = (60 * ($B - $R) / ($max - $min)) + 120;
+       }
+       elsif($max == $B)
+       {
+               $h = (60 * ($R - $G) / ($max - $min)) + 240;
+       }
+
+       return 1 if $h < 36;
+       return 3 if $h < 80;
+       return 2 if $h < 150;
+       return 5 if $h < 200;
+       return 4 if $h < 270;
+       return 6 if $h < 330;
+       return 1;
+}
+
+sub color_dp_rgb2basic($)
+{
+       my ($message) = @_;
+       return color_dp_transform
+       {
+               my ($type, $data, $next) = @_;
+               $type eq 'char'  ? ($data eq '^' ? '^^' : $data) :
+               $type eq 'color' ? "^$data" :
+               $type eq 'rgb'   ? "^" . color_rgb2basic $data :
+                       die "Invalid type";
+       }
+       $message;
+}
+
+sub color_dp2irc($)
+{
+       my ($message) = @_;
+       my $color = -1;
+       return color_dp_transform
+       {
+               my ($type, $data, $next) = @_;
+
+               if($type eq 'rgb')
+               {
+                       $type = 'color';
+                       $data = color_rgb2basic $data;
+               }
+
+               $type eq 'char'  ? $text_qfont_table[ord $data] :
+               $type eq 'color' ? do {
+                       my $oldcolor = $color;
+                       $color = $color_dp2irc_table[$data];
+
+                       $color == $oldcolor               ? '' :
+                       $color < 0                        ? "\017" :
+                       (index '0123456789,', $next) >= 0 ? "\003$color\002\002" :
+                                                           "\003$color";
+               } :
+                       die "Invalid type";
+       }
+       $message;
+}
+
+sub color_dp2ansi($)
+{
+       my ($message) = @_;
+       my $color = -1;
+       return color_dp_transform
+       {
+               my ($type, $data, $next) = @_;
+
+               if($type eq 'rgb')
+               {
+                       $type = 'color';
+                       $data = color_rgb2basic $data;
+               }
+
+               $type eq 'char'  ? $text_qfont_table[ord $data] :
+               $type eq 'color' ? do {
+                       my $oldcolor = $color;
+                       $color = $color_dp2ansi_table[$data];
+
+                       $color eq $oldcolor ? '' :
+                                             "\033[${color}"
+               } :
+                       die "Invalid type";
+       }
+       $message;
+}
+
+sub color_dpfix($)
+{
+       my ($message) = @_;
+       # if the message ends with an odd number of ^, kill one
+       chop $message if $message =~ /(?:^|[^\^])\^(\^\^)*$/;
+       return $message;
+}
+
+
+
+
+# Interfaces:
+#   Connection:
+#     $conn->sockname() returns a connection type specific representation
+#       string of the local address, or undef if not applicable.
+#     $conn->send("string") sends something over the connection.
+#     $conn->recv() receives a string from the connection, or returns "" if no
+#       data is available.
+#     $conn->fds() returns all file descriptors used by the connection, so one
+#       can use select() on them.
+#   Channel:
+#     Usually wraps around a connection and implements a command based
+#     structure over it. It usually is constructed using new
+#     ChannelType($connection, someparameters...)
+#     @cmds = $chan->join_commands(@cmds) joins multiple commands to a single
+#       command string if the protocol supports it, or does nothing and leaves
+#       @cmds unchanged if the protocol does not support that usage (this is
+#       meant to save send() invocations).
+#     $chan->send($command, $nothrottle) sends a command over the channel. If
+#       $nothrottle is sent, the command must not be left out even if the channel
+#       is saturated (for example, because of IRC's flood control mechanism).
+#     $chan->quote($str) returns a string in a quoted form so it can safely be
+#       inserted as a substring into a command, or returns $str as is if not
+#       applicable. It is assumed that the result of the quote method is used
+#       as part of a quoted string, if the protocol supports that.
+#     $chan->recv() returns a list of received commands from the channel, or
+#       the empty list if none are available.
+#     $conn->fds() returns all file descriptors used by the channel's
+#       connections, so one can use select() on them.
+
+
+
+
+
+
+
+# Socket connection.
+# Represents a connection over a socket.
+# Mainly used to wrap a channel around it for, in this case, line based or rcon-like operation.
+package Connection::Socket;
+use strict;
+use warnings;
+use IO::Socket::INET;
+use IO::Handle;
+
+# Constructor:
+#   my $conn = new Connection::Socket(tcp => "localaddress" => "remoteaddress" => 6667);
+# If the remote address does not contain a port number, the numeric port is
+# used (it serves as a default port).
+sub new($$)
+{
+       my ($class, $proto, $local, $remote, $defaultport) = @_;
+       my $sock = IO::Socket::INET->new(
+               Proto => $proto,
+               (length($local) ? (LocalAddr => $local) : ()),
+               PeerAddr => $remote,
+               PeerPort => $defaultport
+       ) or die "socket $proto/$local/$remote/$defaultport: $!";
+       $sock->blocking(0);
+       my $you = {
+               # Mortal fool! Release me from this wretched tomb! I must be set free
+               # or I will haunt you forever! I will hide your keys beneath the
+               # cushions of your upholstered furniture... and NEVERMORE will you be
+               # able to find socks that match!
+               sock => $sock,
+               # My demonic powers have made me OMNIPOTENT! Bwahahahahahahaha!
+       };
+       return
+               bless $you, 'Connection::Socket';
+}
+
+# $sock->sockname() returns the local address of the socket.
+sub sockname($)
+{
+       my ($self) = @_;
+       my ($port, $addr) = sockaddr_in $self->{sock}->sockname();
+       return "@{[inet_ntoa $addr]}:$port";
+}
+
+# $sock->send($data) sends some data over the socket; on success, 1 is returned.
+sub send($$)
+{
+       my ($self, $data) = @_;
+       return 1
+               if not length $data;
+       if(not eval { $self->{sock}->send($data); })
+       {
+               warn "$@";
+               return 0;
+       }
+       return 1;
+}
+
+# $sock->recv() receives as much as possible from the socket (or at most 32k). Returns "" if no data is available.
+sub recv($)
+{
+       my ($self) = @_;
+       my $data = "";
+       if(defined $self->{sock}->recv($data, 32768, 0))
+       {
+               return $data;
+       }
+       elsif($!{EAGAIN})
+       {
+               return "";
+       }
+       else
+       {
+               return undef;
+       }
+}
+
+# $sock->fds() returns the socket file descriptor.
+sub fds($)
+{
+       my ($self) = @_;
+       return fileno $self->{sock};
+}
+
+
+
+
+
+
+
+# Line-based buffered connectionless FIFO channel.
+# Whatever is sent to it using send() is echoed back when using recv().
+package Channel::FIFO;
+use strict;
+use warnings;
+
+# Constructor:
+#   my $chan = new Channel::FIFO();
+sub new($)
+{
+       my ($class) = @_;
+       my $you = {
+               buffer => []
+       };
+       return
+               bless $you, 'Channel::FIFO';
+}
+
+sub join_commands($@)
+{
+       my ($self, @data) = @_;
+       return @data;
+}
+
+sub send($$$)
+{
+       my ($self, $line, $nothrottle) = @_;
+       push @{$self->{buffer}}, $line;
+}
+
+sub quote($$)
+{
+       my ($self, $data) = @_;
+       return $data;
+}
+
+sub recv($)
+{
+       my ($self) = @_;
+       my $r = $self->{buffer};
+       $self->{buffer} = [];
+       return @$r;
+}
+
+sub fds($)
+{
+       my ($self) = @_;
+       return ();
+}
+
+
+
+
+
+
+
+# QW rcon protocol channel.
+# Wraps around a UDP based Connection and sends commands as rcon commands as
+# well as receives rcon replies. The quote and join_commands methods are using
+# DarkPlaces engine specific rcon protocol extensions.
+package Channel::QW;
+use strict;
+use warnings;
+use Digest::HMAC;
+use Digest::MD4;
+
+# Constructor:
+#   my $chan = new Channel::QW($connection, "password");
+sub new($$$)
+{
+       my ($class, $conn, $password, $secure, $timeout) = @_;
+       my $you = {
+               connector => $conn,
+               password => $password,
+               recvbuf => "",
+               secure => $secure,
+               timeout => $timeout,
+       };
+       return
+               bless $you, 'Channel::QW';
+}
+
+# Note: multiple commands in one rcon packet is a DarkPlaces extension.
+sub join_commands($@)
+{
+       my ($self, @data) = @_;
+       return join "\0", @data;
+}
+
+sub send($$$)
+{
+       my ($self, $line, $nothrottle) = @_;
+       if($self->{secure} > 1)
+       {
+               $self->{connector}->send("\377\377\377\377getchallenge");
+               my $c = $self->recvchallenge();
+               return 0 if not defined $c;
+               my $key = Digest::HMAC::hmac("$c $line", $self->{password}, \&Digest::MD4::md4);
+               return $self->{connector}->send("\377\377\377\377srcon HMAC-MD4 CHALLENGE $key $c $line");
+       }
+       elsif($self->{secure})
+       {
+               my $t = sprintf "%ld.%06d", time(), int rand 1000000;
+               my $key = Digest::HMAC::hmac("$t $line", $self->{password}, \&Digest::MD4::md4);
+               return $self->{connector}->send("\377\377\377\377srcon HMAC-MD4 TIME $key $t $line");
+       }
+       else
+       {
+               return $self->{connector}->send("\377\377\377\377rcon $self->{password} $line");
+       }
+}
+
+# Note: backslash and quotation mark escaping is a DarkPlaces extension.
+sub quote($$)
+{
+       my ($self, $data) = @_;
+       $data =~ s/[\000-\037]//g;
+       $data =~ s/([\\"])/\\$1/g;
+       $data =~ s/\$/\$\$/g;
+       return $data;
+}
+
+sub recvchallenge($)
+{
+       my ($self) = @_;
+
+       my $sel = IO::Select->new($self->fds());
+       my $endtime_max = Time::HiRes::time() + $self->{timeout};
+       my $endtime = $endtime_max;
+
+       while((my $dt = $endtime - Time::HiRes::time()) > 0)
+       {
+               if($sel->can_read($dt))
+               {
+                       for(;;)
+                       {
+                               my $s = $self->{connector}->recv();
+                               die "read error\n"
+                                       if not defined $s;
+                               length $s
+                                       or last;
+                               if($s =~ /^\377\377\377\377challenge (.*)$/s)
+                               {
+                                       return $1;
+                               }
+                               next
+                                       if $s !~ /^\377\377\377\377n(.*)$/s;
+                               $self->{recvbuf} .= $1;
+                       }
+               }
+       }
+       return undef;
+}
+
+sub recv($)
+{
+       my ($self) = @_;
+       for(;;)
+       {
+               my $s = $self->{connector}->recv();
+               die "read error\n"
+                       if not defined $s;
+               length $s
+                       or last;
+               next
+                       if $s !~ /^\377\377\377\377n(.*)$/s;
+               $self->{recvbuf} .= $1;
+       }
+       my @out = ();
+       while($self->{recvbuf} =~ s/^(.*?)(?:\r\n?|\n)//)
+       {
+               push @out, $1;
+       }
+       return @out;
+}
+
+sub fds($)
+{
+       my ($self) = @_;
+       return $self->{connector}->fds();
+}
+
+
+
+
+
+
+
+# Line based protocol channel.
+# Wraps around a TCP based Connection and sends commands as text lines
+# (separated by CRLF). When reading responses from the Connection, any type of
+# line ending is accepted.
+# A flood control mechanism is implemented.
+package Channel::Line;
+use strict;
+use warnings;
+use Time::HiRes qw/time/;
+
+# Constructor:
+#   my $chan = new Channel::Line($connection);
+sub new($$)
+{
+       my ($class, $conn) = @_;
+       my $you = {
+               connector => $conn,
+               recvbuf => "",
+               capacity => undef,
+               linepersec => undef,
+               maxlines => undef,
+               lastsend => time()
+       };
+       return 
+               bless $you, 'Channel::Line';
+}
+
+sub join_commands($@)
+{
+       my ($self, @data) = @_;
+       return @data;
+}
+
+# Sets new flood control parameters:
+#   $chan->throttle(maximum lines per second, maximum burst length allowed to
+#     exceed the lines per second limit);
+#   RFC 1459 describes these parameters to be 0.5 and 5 for the IRC protocol.
+#   If the $nothrottle flag is set while sending, the line is sent anyway even
+#   if flooding would take place.
+sub throttle($$$)
+{
+       my ($self, $linepersec, $maxlines) = @_;
+       $self->{linepersec} = $linepersec;
+       $self->{maxlines} = $maxlines;
+       $self->{capacity} = $maxlines;
+}
+
+sub send($$$)
+{
+       my ($self, $line, $nothrottle) = @_;
+       my $t = time();
+       if(defined $self->{capacity})
+       {
+               $self->{capacity} += ($t - $self->{lastsend}) * $self->{linepersec};
+               $self->{lastsend} = $t;
+               $self->{capacity} = $self->{maxlines}
+                       if $self->{capacity} > $self->{maxlines};
+               if(!$nothrottle)
+               {
+                       return -1
+                               if $self->{capacity} < 0;
+               }
+               $self->{capacity} -= 1;
+       }
+       $line =~ s/\r|\n//g;
+       return $self->{connector}->send("$line\r\n");
+}
+
+sub quote($$)
+{
+       my ($self, $data) = @_;
+       $data =~ s/\r\n?/\n/g;
+       $data =~ s/\n/*/g;
+       return $data;
+}
+
+sub recv($)
+{
+       my ($self) = @_;
+       for(;;)
+       {
+               my $s = $self->{connector}->recv();
+               die "read error\n"
+                       if not defined $s;
+               length $s
+                       or last;
+               $self->{recvbuf} .= $s;
+       }
+       my @out = ();
+       while($self->{recvbuf} =~ s/^(.*?)(?:\r\n?|\n)//)
+       {
+               push @out, $1;
+       }
+       return @out;
+}
+
+sub fds($)
+{
+       my ($self) = @_;
+       return $self->{connector}->fds();
+}
+
+
+
+
+
+
+# main program... a gateway between IRC and DarkPlaces servers
+package main;
+
+use strict;
+use warnings;
+use IO::Select;
+use Digest::SHA;
+use Digest::HMAC;
+use Time::HiRes qw/time/;
+
+our @handlers = (); # list of [channel, expression, sub to handle result]
+our @tasks = (); # list of [time, sub]
+our %channels = ();
+our %store = (
+       irc_nick => "",
+       playernick_byid_0 => "(console)",
+);
+our %config = (
+       irc_server => undef,
+       irc_nick => undef,
+       irc_nick_alternates => "",
+       irc_user => undef,
+       irc_channel => undef,
+       irc_ping_delay => 120,
+       irc_trigger => "",
+
+       irc_nickserv_password => "",
+       irc_nickserv_identify => 'PRIVMSG NickServ :IDENTIFY %2$s',
+       irc_nickserv_ghost => 'PRIVMSG NickServ :GHOST %1$s %2$s',
+       irc_nickserv_ghost_attempts => 3,
+
+       irc_quakenet_authname => "",
+       irc_quakenet_password => "",
+       irc_quakenet_authusers => "",
+       irc_quakenet_getchallenge => 'PRIVMSG Q@CServe.quakenet.org :CHALLENGE',
+       irc_quakenet_challengeauth => 'PRIVMSG Q@CServe.quakenet.org :CHALLENGEAUTH',
+       irc_quakenet_challengeprefix => ':Q!TheQBot@CServe.quakenet.org NOTICE [^:]+ :CHALLENGE',
+
+       irc_announce_slotsfree => 1,
+       irc_announce_mapchange => 'always',
+
+       dp_server => undef,
+       dp_secure => 1,
+       dp_secure_challengetimeout => 1,
+       dp_listen => "", 
+       dp_password => undef,
+       dp_status_delay => 30,
+       dp_server_from_wan => "",
+       irc_local => "",
+
+       irc_admin_password => "",
+       irc_admin_timeout => 3600,
+       irc_admin_quote_re => "",
+
+       irc_reconnect_delay => 300,
+
+       plugins => "",
+);
+
+
+
+# Nexuiz specific parsing of some server messages
+
+sub nex_slotsstring()
+{
+       my $slotsstr = "";
+       if(defined $store{slots_max})
+       {
+               my $slots = $store{slots_max} - $store{slots_active};
+               my $slots_s = ($slots == 1) ? '' : 's';
+               $slotsstr = " ($slots free slot$slots_s)";
+               my $s = $config{dp_server_from_wan} || $config{dp_server};
+               $slotsstr .= "; join now: \002nexuiz +connect $s"
+                       if $slots >= 1 and not $store{lms_blocked};
+       }
+       return $slotsstr;
+}
+
+
+
+# Do we have a config file? If yes, read and parse it (syntax: key = value
+# pairs, separated by newlines), if not, complain.
+die "Usage: $0 configfile\n"
+       unless @ARGV == 1;
+
+open my $fh, "<", $ARGV[0]
+       or die "open $ARGV[0]: $!";
+while(<$fh>)
+{
+       chomp;
+       /^#/ and next;
+       /^(.*?)\s*=(?:\s*(.*))?$/ or next;
+       warn "Undefined config item: $1"
+               unless exists $config{$1};
+       $config{$1} = defined $2 ? $2 : "";
+}
+close $fh;
+my @missing = grep { !defined $config{$_} } keys %config;
+die "The following config items are missing: @missing"
+       if @missing;
+
+
+
+# Create a channel for error messages and other internal status messages...
+
+$channels{system} = new Channel::FIFO();
+
+# for example, quit messages caused by signals (if SIGTERM or SIGINT is first
+# received, try to shut down cleanly, and if such a signal is received a second
+# time, just exit)
+my $quitting = 0;
+$SIG{INT} = sub {
+       exit 1 if $quitting++;
+       $channels{system}->send("quit SIGINT");
+};
+$SIG{TERM} = sub {
+       exit 1 if $quitting++;
+       $channels{system}->send("quit SIGTERM");
+};
+
+
+
+# Create the two channels to gateway between...
+
+$channels{irc} = new Channel::Line(new Connection::Socket(tcp => $config{irc_local} => $config{irc_server} => 6667));
+$channels{dp} = new Channel::QW(my $dpsock = new Connection::Socket(udp => $config{dp_listen} => $config{dp_server} => 26000), $config{dp_password}, $config{dp_secure}, $config{dp_secure_challengetimeout});
+$config{dp_listen} = $dpsock->sockname();
+print "Listening on $config{dp_listen}\n";
+
+$channels{irc}->throttle(0.5, 5);
+
+
+# Utility routine to write to a channel by name, also outputting what's been written and some status
+sub out($$@)
+{
+       my $chanstr = shift;
+       my $nothrottle = shift;
+       my $chan = $channels{$chanstr};
+       if(!$chan)
+       {
+               print "UNDEFINED: $chanstr, ignoring message\n";
+               return;
+       }
+       @_ = $chan->join_commands(@_);
+       for(@_)
+       {
+               my $result = $chan->send($_, $nothrottle);
+               if($result > 0)
+               {
+                       print "           $chanstr << $_\n";
+               }
+               elsif($result < 0)
+               {
+                       print "FLOOD:     $chanstr << $_\n";
+               }
+               else
+               {
+                       print "ERROR:     $chanstr << $_\n";
+                       $channels{system}->send("error $chanstr", 0);
+               }
+       }
+}
+
+
+
+# Schedule a task for later execution by the main loop; usage: schedule sub {
+# task... }, $time; When a scheduled task is run, a reference to the task's own
+# sub is passed as first argument; that way, the task is able to re-schedule
+# itself so it gets periodically executed.
+sub schedule($$)
+{
+       my ($sub, $time) = @_;
+       push @tasks, [time() + $time, $sub];
+}
+
+# On IRC error, delete some data store variables of the connection, and
+# reconnect to the IRC server soon (but only if someone is actually playing)
+sub irc_error()
+{
+       # prevent multiple instances of this timer
+       return if $store{irc_error_active};
+       $store{irc_error_active} = 1;
+
+       delete $channels{irc};
+       schedule sub {
+               my ($timer) = @_;
+               if(!defined $store{slots_active})
+               {
+                       # DP is not running, then delay IRC reconnecting
+                       #use Data::Dumper; print Dumper \$timer;
+                       schedule $timer => 1;
+                       return;
+                       # this will keep irc_error_active
+               }
+               $channels{irc} = new Channel::Line(new Connection::Socket(tcp => "" => $config{irc_server} => 6667));
+               delete $store{$_} for grep { /^irc_/ } keys %store;
+               $store{irc_nick} = "";
+               schedule sub {
+                       my ($timer) = @_;
+                       out dp => 0, 'sv_cmd bans', 'status 1', 'log_dest_udp';
+                       $store{status_waiting} = -1;
+               } => 1;
+               # this will clear irc_error_active
+       } => $config{irc_reconnect_delay};
+       return 0;
+}
+
+sub uniq(@)
+{
+       my @out = ();
+       my %found = ();
+       for(@_)
+       {
+               next if $found{$_}++;
+               push @out, $_;
+       }
+       return @out;
+}
+
+# IRC joining (if this is called as response to a nick name collision, $is433 is set);
+# among other stuff, it performs NickServ or Quakenet authentication. This is to be called
+# until the channel has been joined for every message that may be "interesting" (basically,
+# IRC 001 hello messages, 443 nick collision messages and some notices by services).
+sub irc_joinstage($)
+{
+       my($is433) = @_;
+
+       return 0
+               if $store{irc_joined_channel};
+       
+               #use Data::Dumper; print Dumper \%store;
+
+       if($is433)
+       {
+               if(length $store{irc_nick})
+               {
+                       # we already have another nick, but couldn't change to the new one
+                       # try ghosting and then get the nick again
+                       if(length $config{irc_nickserv_password})
+                       {
+                               if(++$store{irc_nickserv_ghost_attempts} <= $config{irc_nickserv_ghost_attempts})
+                               {
+                                       $store{irc_nick_requested} = $config{irc_nick};
+                                       out irc => 1, sprintf($config{irc_nickserv_ghost}, $config{irc_nick}, $config{irc_nickserv_password});
+                                       schedule sub {
+                                               out irc => 1, "NICK $config{irc_nick}";
+                                       } => 1;
+                                       return; # we'll get here again for the NICK success message, or for a 433 failure
+                               }
+                               # otherwise, we failed to ghost and will continue with the wrong
+                               # nick... also, no need to try to identify here
+                       }
+                       # otherwise, we can't handle this and will continue with our wrong nick
+               }
+               else
+               {
+                       # we failed to get an initial nickname
+                       # change ours a bit and try again
+
+                       my @alternates = uniq ($config{irc_nick}, grep { $_ ne "" } split /\s+/, $config{irc_nick_alternates});
+                       my $nextnick = undef;
+                       for(0..@alternates-2)
+                       {
+                               if($store{irc_nick_requested} eq $alternates[$_])
+                               {
+                                       $nextnick = $alternates[$_+1];
+                               }
+                       }
+                       if($store{irc_nick_requested} eq $alternates[@alternates-1]) # this will only happen once
+                       {
+                               $store{irc_nick_requested} = $alternates[0];
+                               # but don't set nextnick, so we edit it
+                       }
+                       if(defined $nextnick)
+                       {
+                               $store{irc_nick_requested} = $nextnick;
+                       }
+                       else
+                       {
+                               for(;;)
+                               {
+                                       if(length $store{irc_nick_requested} < 9)
+                                       {
+                                               $store{irc_nick_requested} .= '_';
+                                       }
+                                       else
+                                       {
+                                               substr $store{irc_nick_requested}, int(rand length $store{irc_nick_requested}), 1, chr(97 + int rand 26);
+                                       }
+                                       last unless grep { $_ eq $store{irc_nick_requested} } @alternates;
+                               }
+                       }
+                       out irc => 1, "NICK $store{irc_nick_requested}";
+                       return; # when it fails, we'll get here again, and when it succeeds, we will continue
+               }
+       }
+
+       # we got a 001 or a NICK message, so $store{irc_nick} has been updated
+       if(length $config{irc_nickserv_password})
+       {
+               if($store{irc_nick} eq $config{irc_nick})
+               {
+                       # identify
+                       out irc => 1, sprintf($config{irc_nickserv_identify}, $config{irc_nick}, $config{irc_nickserv_password});
+               }
+               else
+               {
+                       # ghost
+                       if(++$store{irc_nickserv_ghost_attempts} <= $config{irc_nickserv_ghost_attempts})
+                       {
+                               $store{irc_nick_requested} = $config{irc_nick};
+                               out irc => 1, sprintf($config{irc_nickserv_ghost}, $config{irc_nick}, $config{irc_nickserv_password});
+                               schedule sub {
+                                       out irc => 1, "NICK $config{irc_nick}";
+                               } => 1;
+                               return; # we'll get here again for the NICK success message, or for a 433 failure
+                       }
+                       # otherwise, we failed to ghost and will continue with the wrong
+                       # nick... also, no need to try to identify here
+               }
+       }
+
+       # we are on Quakenet. Try to authenticate.
+       if(length $config{irc_quakenet_password} and length $config{irc_quakenet_authname})
+       {
+               if(defined $store{irc_quakenet_challenge})
+               {
+                       if($store{irc_quakenet_challenge} =~ /^([0-9a-f]*)\b.*\bHMAC-SHA-256\b/)
+                       {
+                               my $challenge = $1;
+                               my $hash1 = Digest::SHA::sha256_hex(substr $config{irc_quakenet_password}, 0, 10);
+                               my $key = Digest::SHA::sha256_hex("@{[lc $config{irc_quakenet_authname}]}:$hash1");
+                               my $digest = Digest::HMAC::hmac_hex($challenge, $key, \&Digest::SHA::sha256);
+                               out irc => 1, "$config{irc_quakenet_challengeauth} $config{irc_quakenet_authname} $digest HMAC-SHA-256";
+                       }
+               }
+               else
+               {
+                       out irc => 1, $config{irc_quakenet_getchallenge};
+                       return;
+                       # we get here again when Q asks us
+               }
+       }
+       
+       # if we get here, we are on IRC
+       $store{irc_joined_channel} = 1;
+       schedule sub {
+               out irc => 1, "JOIN $config{irc_channel}";
+       } => 1;
+       return 0;
+}
+
+my $RE_FAIL = qr/$ $/;
+my $RE_SUCCEED = qr//;
+sub cond($)
+{
+       return $_[0] ? $RE_FAIL : $RE_SUCCEED;
+}
+
+
+# List of all handlers on the various sockets. Additional handlers can be added by a plugin.
+@handlers = (
+       # detect a server restart and set it up again
+       [ dp => q{ *(?:Warning: Could not expand \$|Unknown command ")(?:rcon2irc_[a-z0-9_]*)[" ]*} => sub {
+               out dp => 0,
+                       'alias rcon2irc_eval "$*"',
+                       'log_dest_udp',
+                       'sv_logscores_console 0',
+                       'sv_logscores_bots 1',
+                       'sv_eventlog 1',
+                       'sv_eventlog_console 1',
+                       'alias rcon2irc_say_as "set say_as_restorenick \"$sv_adminnick\"; sv_adminnick \"$1^3\"; say \"^7$2\"; rcon2irc_say_as_restore"',
+                       'alias rcon2irc_say_as_restore "set sv_adminnick \"$say_as_restorenick\""',
+                       'alias rcon2irc_quit "echo \"quitting rcon2irc $1: log_dest_udp is $log_dest_udp\""'; # note: \\\\\\" ->perl \\\" ->console \"
+               return 0;
+       } ],
+
+       # detect missing entry in log_dest_udp and fix it
+       [ dp => q{"log_dest_udp" is "([^"]*)" \["[^"]*"\]} => sub {
+               my ($dest) = @_;
+               my @dests = split ' ', $dest;
+               return 0 if grep { $_ eq $config{dp_listen} } @dests;
+               out dp => 0, 'log_dest_udp "' . join(" ", @dests, $config{dp_listen}) . '"';
+               return 0;
+       } ],
+
+       # retrieve list of banned hosts
+       [ dp => q{#(\d+): (\S+) is still banned for (\S+) seconds} => sub {
+               return 0 unless $store{status_waiting} < 0;
+               my ($id, $ip, $time) = @_;
+               $store{bans_new} = [] if $id == 0;
+               $store{bans_new}[$id] = { ip => $ip, 'time' => $time };
+               return 0;
+       } ],
+
+       # retrieve hostname from status replies
+       [ dp => q{host:     (.*)} => sub {
+               return 0 unless $store{status_waiting} < 0;
+               my ($name) = @_;
+               $store{dp_hostname} = $name;
+               $store{bans} = $store{bans_new};
+               return 0;
+       } ],
+
+       # retrieve version from status replies
+       [ dp => q{version:  (.*)} => sub {
+               return 0 unless $store{status_waiting} < 0;
+               my ($version) = @_;
+               $store{dp_version} = $version;
+               return 0;
+       } ],
+
+       # retrieve player names
+       [ dp => q{players:  (\d+) active \((\d+) max\)} => sub {
+               return 0 unless $store{status_waiting} < 0;
+               my ($active, $max) = @_;
+               my $full = ($active >= $max);
+               $store{slots_max} = $max;
+               $store{slots_active} = $active;
+               $store{status_waiting} = $active;
+               $store{playerslots_active_new} = [];
+               if($store{status_waiting} == 0)
+               {
+                       $store{playerslots_active} = $store{playerslots_active_new};
+               }
+               if($full != ($store{slots_full} || 0))
+               {
+                       $store{slots_full} = $full;
+                       return 0 if $store{lms_blocked};
+                       return 0 if !$config{irc_announce_slotsfree};
+                       if($full)
+                       {
+                               out irc => 0, "PRIVMSG $config{irc_channel} :\001ACTION is full!\001";
+                       }
+                       else
+                       {
+                               my $slotsstr = nex_slotsstring();
+                               out irc => 0, "PRIVMSG $config{irc_channel} :\001ACTION can be joined again$slotsstr!\001";
+                       }
+               }
+               return 0;
+       } ],
+
+       # retrieve player names
+       [ dp => q{\^\d(\S+)\s+(\d+)\s+(\d+)\s+(\S+)\s+(-?\d+)\s+\#(\d+)\s+\^\d(.*)} => sub {
+               return 0 unless $store{status_waiting} > 0;
+               my ($ip, $pl, $ping, $time, $frags, $no, $name) = ($1, $2, $3, $4, $5, $6, $7);
+               $store{"playerslot_$no"} = { ip => $ip, pl => $pl, ping => $ping, 'time' => $time, frags => $frags, no => $no, name => $name };
+               push @{$store{playerslots_active_new}}, $no;
+               if(--$store{status_waiting} == 0)
+               {
+                       $store{playerslots_active} = $store{playerslots_active_new};
+               }
+               return 0;
+       } ],
+
+       # IRC admin commands
+       [ irc => q{:(([^! ]*)![^ ]*) (?i:PRIVMSG) [^&#%]\S* :(.*)} => sub {
+               return 0 unless ($config{irc_admin_password} ne '' || $store{irc_quakenet_users});
+
+               my ($hostmask, $nick, $command) = @_;
+               my $dpnick = color_dpfix $nick;
+
+               if($command eq "login $config{irc_admin_password}")
+               {
+                       $store{logins}{$hostmask} = time() + $config{irc_admin_timeout};
+                       out irc => 0, "PRIVMSG $nick :my wish is your command";
+                       return -1;
+               }
+
+               if($command =~ /^login /)
+               {
+                       out irc => 0, "PRIVMSG $nick :invalid password";
+                       return -1;
+               }
+
+               if(($store{logins}{$hostmask} || 0) < time())
+               {
+                       out irc => 0, "PRIVMSG $nick :authentication required";
+                       return -1;
+               }
+
+               if($command =~ /^status(?: (.*))?$/)
+               {
+                       my ($match) = $1;
+                       my $found = 0;
+                       my $foundany = 0;
+                       for my $slot(@{$store{playerslots_active} || []})
+                       {
+                               my $s = $store{"playerslot_$slot"};
+                               next unless $s;
+                               if(not defined $match or index(color_dp2none($s->{name}), $match) >= 0)
+                               {
+                                       out irc => 0, sprintf 'PRIVMSG %s :%-21s %2i %4i %8s %4i #%-3u %s', $nick, $s->{ip}, $s->{pl}, $s->{ping}, $s->{time}, $s->{frags}, $slot, color_dp2irc $s->{name};
+                                       ++$found;
+                               }
+                               ++$foundany;
+                       }
+                       if(!$found)
+                       {
+                               if(!$foundany)
+                               {
+                                       out irc => 0, "PRIVMSG $nick :the server is empty";
+                               }
+                               else
+                               {
+                                       out irc => 0, "PRIVMSG $nick :no nicknames match";
+                               }
+                       }
+                       return 0;
+               }
+
+               if($command =~ /^kick # (\d+) (.*)$/)
+               {
+                       my ($id, $reason) = ($1, $2);
+                       my $dpreason = color_irc2dp $reason;
+                       $dpreason =~ s/^(~?)(.*)/$1irc $dpnick: $2/g;
+                       $dpreason =~ s/(["\\])/\\$1/g;
+                       out dp => 0, "kick # $id $dpreason";
+                       my $slotnik = "playerslot_$id";
+                       out irc => 0, "PRIVMSG $nick :kicked #$id (@{[color_dp2irc $store{$slotnik}{name}]}\017 @ $store{$slotnik}{ip}) ($reason)";
+                       return 0;
+               }
+
+               if($command =~ /^kickban # (\d+) (\d+) (\d+) (.*)$/)
+               {
+                       my ($id, $bantime, $mask, $reason) = ($1, $2, $3, $4);
+                       my $dpreason = color_irc2dp $reason;
+                       $dpreason =~ s/^(~?)(.*)/$1irc $dpnick: $2/g;
+                       $dpreason =~ s/(["\\])/\\$1/g;
+                       out dp => 0, "kickban # $id $bantime $mask $dpreason";
+                       my $slotnik = "playerslot_$id";
+                       out irc => 0, "PRIVMSG $nick :kickbanned #$id (@{[color_dp2irc $store{$slotnik}{name}]}\017 @ $store{$slotnik}{ip}), netmask $mask, for $bantime seconds ($reason)";
+                       return 0;
+               }
+
+               if($command eq "bans")
+               {
+                       my $banlist =
+                               join ", ",
+                               map { "$_ ($store{bans}[$_]{ip}, $store{bans}[$_]{time}s)" }
+                               0..@{$store{bans} || []}-1;
+                       $banlist = "no bans"
+                               if $banlist eq "";
+                       out irc => 0, "PRIVMSG $nick :$banlist";
+                       return 0;
+               }
+
+               if($command =~ /^unban (\d+)$/)
+               {
+                       my ($id) = ($1);
+                       out dp => 0, "unban $id";
+                       out irc => 0, "PRIVMSG $nick :removed ban $id ($store{bans}[$id]{ip})";
+                       return 0;
+               }
+
+               if($command =~ /^mute (\d+)$/)
+               {
+                       my $id = $1;
+                       out dp => 0, "mute $id";
+                       my $slotnik = "playerslot_$id";
+                       out irc => 0, "PRIVMSG $nick :muted $id (@{[color_dp2irc $store{$slotnik}{name}]}\017 @ $store{$slotnik}{ip})";
+                       return 0;
+               }
+
+               if($command =~ /^unmute (\d+)$/)
+               {
+                       my ($id) = ($1);
+                       out dp => 0, "unmute $id";
+                       my $slotnik = "playerslot_$id";
+                       out irc => 0, "PRIVMSG $nick :unmuted $id (@{[color_dp2irc $store{$slotnik}{name}]}\017 @ $store{$slotnik}{ip})";
+                       return 0;
+               }
+
+               if($command =~ /^quote (.*)$/)
+               {
+                       my ($cmd) = ($1);
+                       if($cmd =~ /^(??{$config{irc_admin_quote_re}})$/si)
+                       {
+                               out irc => 0, $cmd;
+                               out irc => 0, "PRIVMSG $nick :executed your command";
+                       }
+                       else
+                       {
+                               out irc => 0, "PRIVMSG $nick :permission denied";
+                       }
+                       return 0;
+               }
+
+               out irc => 0, "PRIVMSG $nick :unknown command (supported: status [substring], kick # id reason, kickban # id bantime mask reason, bans, unban banid, mute id, unmute id)";
+
+               return -1;
+       } ],
+
+       # LMS: detect "no more lives" message
+       [ dp => q{\^4.*\^4 has no more lives left} => sub {
+               if(!$store{lms_blocked})
+               {
+                       $store{lms_blocked} = 1;
+                       if(!$store{slots_full})
+                       {
+                               schedule sub {
+                                       if($store{lms_blocked})
+                                       {
+                                               out irc => 0, "PRIVMSG $config{irc_channel} :\001ACTION can't be joined until next round (a player has no more lives left)\001";
+                                       }
+                               } => 1;
+                       }
+               }
+       } ],
+
+       # detect IRC errors and reconnect
+       [ irc => q{ERROR .*} => \&irc_error ],
+       [ irc => q{:[^ ]* 404 .*} => \&irc_error ], # cannot send to channel
+       [ system => q{error irc} => \&irc_error ],
+
+       # IRC nick in use
+       [ irc => q{:[^ ]* 433 .*} => sub {
+               return irc_joinstage(433);
+       } ],
+
+       # IRC welcome
+       [ irc => q{:[^ ]* 001 .*} => sub {
+               $store{irc_seen_welcome} = 1;
+               $store{irc_nick} = $store{irc_nick_requested};
+               return irc_joinstage(0);
+       } ],
+
+       # IRC my nickname changed
+       [ irc => q{:(?i:(??{$store{irc_nick}}))![^ ]* (?i:NICK) :(.*)} => sub {
+               my ($n) = @_;
+               $store{irc_nick} = $n;
+               return irc_joinstage(0);
+       } ],
+
+       # Quakenet: challenge from Q
+       [ irc => q{(??{$config{irc_quakenet_challengeprefix}}) (.*)} => sub {
+               $store{irc_quakenet_challenge} = $1;
+               return irc_joinstage(0);
+       } ],
+       
+       # Catch joins of people in a channel the bot is in and catch our own joins of a channel
+       [ irc => q{:(([^! ]*)![^ ]*) JOIN (#.+)} => sub {
+               my ($hostmask, $nick, $chan) = @_;
+               return 0 unless ($store{irc_quakenet_users});
+               
+               if ($nick eq $config{irc_nick}) {
+                       out irc => 0, "PRIVMSG Q :users $chan"; # get auths for all users
+               } else {
+                       $store{quakenet_hosts}->{$nick} = $hostmask;
+                       out irc => 0, "PRIVMSG Q :whois $nick"; # get auth for single user
+               }
+               
+               return 0;
+       } ],
+       
+       # Catch response of users request
+       [ irc => q{:Q!TheQBot@CServe.quakenet.org NOTICE [^:]+ :[@\+\s]?(\S+)\s+(\S+)\s*(\S*)\s*\((.*)\)} => sub {
+               my ($nick, $username, $flags, $host) = @_;
+               return 0 unless ($store{irc_quakenet_users});
+               
+               $store{logins}{"$nick!$host"} = time() + 600 if ($store{irc_quakenet_users}->{$username});
+               
+               return 0;
+       } ],
+       
+       # Catch response of whois request
+       [ irc => q{:Q!TheQBot@CServe.quakenet.org NOTICE [^:]+ :-Information for user (.*) \(using account (.*)\):} => sub {
+               my ($nick, $username) = @_;
+               return 0 unless ($store{irc_quakenet_users});
+               
+               if ($store{irc_quakenet_users}->{$username}) {
+                       my $hostmask = $store{quakenet_hosts}->{$nick};
+                       $store{logins}{$hostmask} = time() + 600;
+               }
+               
+               return 0;
+       } ],
+
+       # shut down everything on SIGINT
+       [ system => q{quit (.*)} => sub {
+               my ($cause) = @_;
+               out irc => 1, "QUIT :$cause";
+               $store{quitcookie} = int rand 1000000000;
+               out dp => 0, "rcon2irc_quit $store{quitcookie}";
+       } ],
+
+       # remove myself from the log destinations and exit everything
+       [ dp => q{quitting rcon2irc (??{$store{quitcookie}}): log_dest_udp is (.*) *} => sub {
+               my ($dest) = @_;
+               my @dests = grep { $_ ne $config{dp_listen} } split ' ', $dest;
+               out dp => 0, 'log_dest_udp "' . join(" ", @dests) . '"';
+               exit 0;
+               return 0;
+       } ],
+
+       # IRC PING
+       [ irc => q{PING (.*)} => sub {
+               my ($data) = @_;
+               out irc => 1, "PONG $data";
+               return 1;
+       } ],
+
+       # IRC PONG
+       [ irc => q{:[^ ]* PONG .* :(.*)} => sub {
+               my ($data) = @_;
+               return 0
+                       if not defined $store{irc_pingtime};
+               return 0
+                       if $data ne $store{irc_pingtime};
+               print "* measured IRC line delay: @{[time() - $store{irc_pingtime}]}\n";
+               undef $store{irc_pingtime};
+               return 0;
+       } ],
+
+       # detect channel join message and note hostname length to get the maximum allowed line length
+       [ irc => q{(:(?i:(??{$store{irc_nick}}))![^ ]* )(?i:JOIN) :(?i:(??{$config{irc_channel}}))} => sub {
+               $store{irc_maxlen} = 510 - length($1);
+               $store{irc_joined_channel} = 1;
+               print "* detected maximum line length for channel messages: $store{irc_maxlen}\n";
+               return 0;
+       } ],
+
+       # chat: Nexuiz server -> IRC channel
+       [ dp => q{\001(.*?)\^7: (.*)} => sub {
+               my ($nick, $message) = map { color_dp2irc $_ } @_;
+               out irc => 0, "PRIVMSG $config{irc_channel} :<$nick\017> $message";
+               return 0;
+       } ],
+
+       # chat: Nexuiz server -> IRC channel, nick set
+       [ dp => q{:join:(\d+):(\d+):([^:]*):(.*)} => sub {
+               my ($id, $slot, $ip, $nick) = @_;
+               $store{"playernickraw_byid_$id"} = $nick;
+               $nick = color_dp2irc $nick;
+               $store{"playernick_byid_$id"} = $nick;
+               $store{"playerip_byid_$id"} = $ip;
+               $store{"playerslot_byid_$id"} = $slot;
+               $store{"playerid_byslot_$slot"} = $id;
+               return 0;
+       } ],
+
+       # chat: Nexuiz server -> IRC channel, nick change/set
+       [ dp => q{:name:(\d+):(.*)} => sub {
+               my ($id, $nick) = @_;
+               $store{"playernickraw_byid_$id"} = $nick;
+               $nick = color_dp2irc $nick;
+               my $oldnick = $store{"playernick_byid_$id"};
+               out irc => 0, "PRIVMSG $config{irc_channel} :* $oldnick\017 is now known as $nick";
+               $store{"playernick_byid_$id"} = $nick;
+               return 0;
+       } ],
+
+       # chat: Nexuiz server -> IRC channel, vote call
+       [ dp => q{:vote:vcall:(\d+):(.*)} => sub {
+               my ($id, $command) = @_;
+               $command = color_dp2irc $command;
+               my $oldnick = $id ? $store{"playernick_byid_$id"} : "(console)";
+               out irc => 0, "PRIVMSG $config{irc_channel} :* $oldnick\017 calls a vote for \"$command\017\"";
+               return 0;
+       } ],
+
+       # chat: Nexuiz server -> IRC channel, vote stop
+       [ dp => q{:vote:vstop:(\d+)} => sub {
+               my ($id) = @_;
+               my $oldnick = $id ? $store{"playernick_byid_$id"} : "(console)";
+               out irc => 0, "PRIVMSG $config{irc_channel} :* $oldnick\017 stopped the vote";
+               return 0;
+       } ],
+
+       # chat: Nexuiz server -> IRC channel, master login
+       [ dp => q{:vote:vlogin:(\d+)} => sub {
+               my ($id) = @_;
+               my $oldnick = $id ? $store{"playernick_byid_$id"} : "(console)";
+               out irc => 0, "PRIVMSG $config{irc_channel} :* $oldnick\017 logged in as master";
+               return 0;
+       } ],
+
+       # chat: Nexuiz server -> IRC channel, master do
+       [ dp => q{:vote:vdo:(\d+):(.*)} => sub {
+               my ($id, $command) = @_;
+               $command = color_dp2irc $command;
+               my $oldnick = $id ? $store{"playernick_byid_$id"} : "(console)";
+               out irc => 0, "PRIVMSG $config{irc_channel} :* $oldnick\017 used his master status to do \"$command\017\"";
+               return 0;
+       } ],
+
+       # chat: Nexuiz server -> IRC channel, result
+       [ dp => q{:vote:v(yes|no|timeout):(\d+):(\d+):(\d+):(\d+):(-?\d+)} => sub {
+               my ($result, $yes, $no, $abstain, $not, $min) = @_;
+               my $spam = "$yes:$no" . (($min >= 0) ? " ($min needed)" : "") . ", $abstain didn't care, $not didn't vote";
+               out irc => 0, "PRIVMSG $config{irc_channel} :* the vote ended with $result: $spam";
+               return 0;
+       } ],
+
+       # chat: IRC channel -> Nexuiz server
+       [ irc => q{:([^! ]*)![^ ]* (?i:PRIVMSG) (?i:(??{$config{irc_channel}})) :(?i:(??{$store{irc_nick}}))(?: |: ?|, ?)(.*)} => sub {
+               my ($nick, $message) = @_;
+               $nick = color_dpfix $nick;
+                       # allow the nickname to contain colors in DP format! Therefore, NO color_irc2dp on the nickname!
+               $message = color_irc2dp $message;
+               $message =~ s/(["\\])/\\$1/g;
+               out dp => 0, "rcon2irc_say_as \"$nick on IRC\" \"$message\"";
+               return 0;
+       } ],
+
+       (
+               length $config{irc_trigger}
+                       ?
+                               [ irc => q{:([^! ]*)![^ ]* (?i:PRIVMSG) (?i:(??{$config{irc_channel}})) :(?i:(??{$config{irc_trigger}}))(?: |: ?|, ?)(.*)} => sub {
+                                       my ($nick, $message) = @_;
+                                       $nick = color_dpfix $nick;
+                                               # allow the nickname to contain colors in DP format! Therefore, NO color_irc2dp on the nickname!
+                                       $message = color_irc2dp $message;
+                                       $message =~ s/(["\\])/\\$1/g;
+                                       out dp => 0, "rcon2irc_say_as \"$nick on IRC\" \"$message\"";
+                                       return 0;
+                               } ]
+                       :
+                               ()
+       ),
+
+       # irc: CTCP VERSION reply
+       [ irc => q{:([^! ]*)![^ ]* (?i:PRIVMSG) (?i:(??{$store{irc_nick}})) :\001VERSION( .*)?\001} => sub {
+               my ($nick) = @_;
+               my $ver = $store{dp_version} or return 0;
+               $ver .= ", rcon2irc $VERSION";
+               out irc => 0, "NOTICE $nick :\001VERSION $ver\001";
+       } ],
+
+       # on game start, notify the channel
+       [ dp => q{:gamestart:(.*):[0-9.]*} => sub {
+               my ($map) = @_;
+               $store{playing} = 1;
+               $store{map} = $map;
+               $store{map_starttime} = time();
+               if ($config{irc_announce_mapchange} eq 'always' || ($config{irc_announce_mapchange} eq 'notempty' && $store{slots_active} > 0)) {
+                       my $slotsstr = nex_slotsstring();
+                       out irc => 0, "PRIVMSG $config{irc_channel} :\00304" . $map . "\017 has begun$slotsstr";
+               }
+               delete $store{lms_blocked};
+               return 0;
+       } ],
+
+       # on game over, clear the current map
+       [ dp => q{:gameover} => sub {
+               $store{playing} = 0;
+               return 0;
+       } ],
+
+       # scores: Nexuiz server -> IRC channel (start)
+       [ dp => q{:scores:(.*):(\d+)} => sub {
+               my ($map, $time) = @_;
+               $store{scores} = {};
+               $store{scores}{map} = $map;
+               $store{scores}{time} = $time;
+               $store{scores}{players} = [];
+               delete $store{lms_blocked};
+               return 0;
+       } ],
+
+       # scores: Nexuiz server -> IRC channel, legacy format
+       [ dp => q{:player:(-?\d+):(\d+):(\d+):(\d+):(\d+):(.*)} => sub {
+               my ($frags, $deaths, $time, $team, $id, $name) = @_;
+               return if not exists $store{scores};
+               push @{$store{scores}{players}}, [$frags, $team, $name]
+                       unless $frags <= -666; # no spectators
+               return 0;
+       } ],
+
+       # scores: Nexuiz server -> IRC channel (CTF), legacy format
+       [ dp => q{:teamscores:(\d+:-?\d*(?::\d+:-?\d*)*)} => sub {
+               my ($teams) = @_;
+               return if not exists $store{scores};
+               $store{scores}{teams} = {split /:/, $teams};
+               return 0;
+       } ],
+
+       # scores: Nexuiz server -> IRC channel, new format
+       [ dp => q{:player:see-labels:(-?\d+)[-0-9,]*:(\d+):(\d+):(\d+):(.*)} => sub {
+               my ($frags, $time, $team, $id, $name) = @_;
+               return if not exists $store{scores};
+               push @{$store{scores}{players}}, [$frags, $team, $name];
+               return 0;
+       } ],
+
+       # scores: Nexuiz server -> IRC channel (CTF), new format
+       [ dp => q{:teamscores:see-labels:(-?\d+)[-0-9,]*:(\d+)} => sub {
+               my ($frags, $team) = @_;
+               return if not exists $store{scores};
+               $store{scores}{teams}{$team} = $frags;
+               return 0;
+       } ],
+
+       # scores: Nexuiz server -> IRC channel
+       [ dp => q{:end} => sub {
+               return if not exists $store{scores};
+               my $s = $store{scores};
+               delete $store{scores};
+               my $teams_matter = defined $s->{teams};
+
+               my @t = ();
+               my @p = ();
+
+               if($teams_matter)
+               {
+                       # put players into teams
+                       my %t = ();
+                       for(@{$s->{players}})
+                       {
+                               my $thisteam = ($t{$_->[1]} ||= {score => 0, team => $_->[1], players => []});
+                               push @{$thisteam->{players}}, [$_->[0], $_->[1], $_->[2]];
+                               if($s->{teams})
+                               {
+                                       $thisteam->{score} = $s->{teams}{$_->[1]};
+                               }
+                               else
+                               {
+                                       $thisteam->{score} += $_->[0];
+                               }
+                       }
+
+                       # sort by team score
+                       @t = sort { $b->{score} <=> $a->{score} } values %t;
+
+                       # sort by player score
+                       @p = ();
+                       for(@t)
+                       {
+                               @{$_->{players}} = sort { $b->[0] <=> $a->[0] } @{$_->{players}};
+                               push @p, @{$_->{players}};
+                       }
+               }
+               else
+               {
+                       @p = sort { $b->[0] <=> $a->[0] } @{$s->{players}};
+               }
+
+               # no display for empty server
+               return 0
+                       if !@p;
+
+               # make message fit somehow
+               for my $maxnamelen(reverse 3..64)
+               {
+                       my $scores_string = "PRIVMSG $config{irc_channel} :\00304" . $s->{map} . "\017 ended:";
+                       if($teams_matter)
+                       {
+                               my $sep = ' ';
+                               for(@t)
+                               {
+                                       $scores_string .= $sep . "\003" . $color_team2irc_table{$_->{team}}. "\002\002" . $_->{score} . "\017";
+                                       $sep = ':';
+                               }
+                       }
+                       my $sep = '';
+                       for(@p)
+                       {
+                               my ($frags, $team, $name) = @$_;
+                               $name = color_dpfix substr($name, 0, $maxnamelen);
+                               if($teams_matter)
+                               {
+                                       $name = "\003" . $color_team2irc_table{$team} . " " . color_dp2none $name;
+                               }
+                               else
+                               {
+                                       $name = " " . color_dp2irc $name;
+                               }
+                               $scores_string .= "$sep$name\017 $frags";
+                               $sep = ',';
+                       }
+                       if(length($scores_string) <= ($store{irc_maxlen} || 256))
+                       {
+                               out irc => 0, $scores_string;
+                               return 0;
+                       }
+               }
+               out irc => 0, "PRIVMSG $config{irc_channel} :\001ACTION would have LIKED to put the scores here, but they wouldn't fit :(\001";
+               return 0;
+       } ],
+
+       # complain when system load gets too high
+       [ dp => q{timing:   (([0-9.]*)% CPU, ([0-9.]*)% lost, offset avg ([0-9.]*)ms, max ([0-9.]*)ms, sdev ([0-9.]*)ms)} => sub {
+               my ($all, $cpu, $lost, $avg, $max, $sdev) = @_;
+               return 0 # don't complain when just on the voting screen
+                       if !$store{playing};
+               return 0 # don't complain if it was less than 0.5%
+                       if $lost < 0.5;
+               return 0 # don't complain if nobody is looking
+                       if $store{slots_active} == 0;
+               return 0 # don't complain in the first two minutes
+                       if time() - $store{map_starttime} < 120;
+               return 0 # don't complain if it was already at least half as bad in this round
+                       if $store{map_starttime} == $store{timingerror_map_starttime} and $lost <= 2 * $store{timingerror_lost};
+               $store{timingerror_map_starttime} = $store{map_starttime};
+               $store{timingerror_lost} = $lost;
+               out dp => 0, 'rcon2irc_say_as server "There are currently some severe system load problems. The admins have been notified."';
+               out irc => 1, "PRIVMSG $config{irc_channel} :\001ACTION has big trouble on $store{map} after @{[int(time() - $store{map_starttime})]}s: $all\001";
+               #out irc => 1, "PRIVMSG OpBaI :\001ACTION has big trouble on $store{map} after @{[int(time() - $store{map_starttime})]}s: $all\001";
+               return 0;
+       } ],
+);
+
+
+
+# Load plugins and add them to the handler list in the front.
+for my $p(split ' ', $config{plugins})
+{
+       my @h = eval { do $p; }
+               or die "Invalid plugin $p: $@";
+       for(reverse @h)
+       {
+               ref $_ eq 'ARRAY' or die "Invalid plugin $p: did not return a list of arrays";
+               @$_ == 3 or die "Invalid plugin $p: did not return a list of three-element arrays";
+               !ref $_->[0] && !ref $_->[1] && ref $_->[2] eq 'CODE' or die "Invalid plugin $p: did not return a list of string-string-sub arrays";
+               unshift @handlers, $_;
+       }
+}
+
+
+# If users for quakenet are listed, parse them into a hash and schedule a sub to query information
+if ($config{irc_quakenet_authusers} ne '') {
+       $store{irc_quakenet_users} = { map { $_ => 1 } split / /, $config{irc_quakenet_authusers} };
+       
+       schedule sub {
+               my ($timer) = @_;
+               out irc => 0, "PRIVMSG Q :users " . $config{irc_channel};
+               schedule $timer => 300;;
+       } => 1;
+}
+
+
+# verify that the server is up by letting it echo back a string that causes
+# re-initialization of the required aliases
+out dp => 0, 'echo "Unknown command \"rcon2irc_eval\""'; # assume the server has been restarted
+
+
+
+# regularily, query the server status and if it still is connected to us using
+# the log_dest_udp feature. If not, we will detect the response to this rcon
+# command and re-initialize the server's connection to us (either by log_dest_udp
+# not containing our own IP:port, or by rcon2irc_eval not being a defined command).
+schedule sub {
+       my ($timer) = @_;
+       out dp => 0, 'sv_cmd bans', 'status 1', 'log_dest_udp', 'rcon2irc_eval set dummy 1';
+       $store{status_waiting} = -1;
+       schedule $timer => (exists $store{dp_hostname} ? $config{dp_status_delay} : 1);;
+} => 1;
+
+
+
+# Continue with connecting to IRC as soon as we get our first status reply from
+# the DP server (which contains the server's hostname that we'll use as
+# realname for IRC).
+schedule sub {
+       my ($timer) = @_;
+
+       # log on to IRC when needed
+       if(exists $store{dp_hostname} && !exists $store{irc_logged_in})
+       {
+               $store{irc_nick_requested} = $config{irc_nick};
+               out irc => 1, "NICK $config{irc_nick}", "USER $config{irc_user} localhost localhost :$store{dp_hostname}";
+               $store{irc_logged_in} = 1;
+               undef $store{irc_maxlen};
+               undef $store{irc_pingtime};
+       }
+
+       schedule $timer => 1;;
+} => 1;
+
+
+
+# Regularily ping the IRC server to detect if the connection is down. If it is,
+# schedule an IRC error that will cause reconnection later.
+schedule sub {
+       my ($timer) = @_;
+
+       if($store{irc_logged_in})
+       {
+               if(defined $store{irc_pingtime})
+               {
+                       # IRC connection apparently broke
+                       # so... KILL IT WITH FIRE
+                       $channels{system}->send("error irc", 0);
+               }
+               else
+               {
+                       # everything is fine, send a new ping
+                       $store{irc_pingtime} = time();
+                       out irc => 1, "PING $store{irc_pingtime}";
+               }
+       }
+
+       schedule $timer => $config{irc_ping_delay};;
+} => 1;
+
+
+
+# Main loop.
+for(;;)
+{
+       # Build up an IO::Select object for all our channels.
+       my $s = IO::Select->new();
+       for my $chan(values %channels)
+       {
+               $s->add($_) for $chan->fds();
+       }
+
+       # wait for something to happen on our sockets, or wait 2 seconds without anything happening there
+       $s->can_read(2);
+       my @errors = $s->has_exception(0);
+
+       # on every channel, look for incoming messages
+       CHANNEL:
+       for my $chanstr(keys %channels)
+       {
+               my $chan = $channels{$chanstr};
+               my @chanfds = $chan->fds();
+
+               for my $chanfd(@chanfds)
+               {
+                       if(grep { $_ == $chanfd } @errors)
+                       {
+                               # STOP! This channel errored!
+                               $channels{system}->send("error $chanstr", 0);
+                               next CHANNEL;
+                       }
+               }
+
+               eval
+               {
+                       for my $line($chan->recv())
+                       {
+                               # found one! Check if it matches the regular expression of one of
+                               # our handlers...
+                               my $handled = 0;
+                               my $private = 0;
+                               for my $h(@handlers)
+                               {
+                                       my ($chanstr_wanted, $re, $sub) = @$h;
+                                       next
+                                               if $chanstr_wanted ne $chanstr;
+                                       use re 'eval';
+                                       my @matches = ($line =~ /^$re$/s);
+                                       no re 'eval';
+                                       next
+                                               unless @matches;
+                                       # and if it is a match, handle it.
+                                       ++$handled;
+                                       my $result = $sub->(@matches);
+                                       $private = 1
+                                               if $result < 0;
+                                       last
+                                               if $result;
+                               }
+                               # print the message, together with info on whether it has been handled or not
+                               if($private)
+                               {
+                                       print "           $chanstr >> (private)\n";
+                               }
+                               elsif($handled)
+                               {
+                                       print "           $chanstr >> $line\n";
+                               }
+                               else
+                               {
+                                       print "unhandled: $chanstr >> $line\n";
+                               }
+                       }
+                       1;
+               } or do {
+                       if($@ eq "read error\n")
+                       {
+                               $channels{system}->send("error $chanstr", 0);
+                               next CHANNEL;
+                       }
+                       else
+                       {
+                               # re-throw
+                               die $@;
+                       }
+               };
+       }
+
+       # handle scheduled tasks...
+       my @t = @tasks;
+       my $t = time();
+       # by emptying the list of tasks...
+       @tasks = ();
+       for(@t)
+       {
+               my ($time, $sub) = @$_;
+               if($t >= $time)
+               {
+                       # calling them if they are schedled for the "past"...
+                       $sub->($sub);
+               }
+               else
+               {
+                       # or re-adding them to the task list if they still are scheduled for the "future"
+                       push @tasks, [$time, $sub];
+               }
+       }
+}
diff --git a/server/rcon2irc/rcon2irc.txt b/server/rcon2irc/rcon2irc.txt
new file mode 100644 (file)
index 0000000..ce68187
--- /dev/null
@@ -0,0 +1,96 @@
+rcon2irc - IRC gateway for Nexuiz servers, using rcon authorization
+
+
+Quick installation guide:
+
+1. Set up rcon access on your Nexuiz server, by adding some line like
+     rcon_password hackme
+   in your server.cfg. This password gives anyone FULL access to your server,
+   so do not give it away! This IRC gateway does not work with a
+   rcon_restricted_password.
+
+2. Copy rcon2irc-example.conf to another name (e.g. rcon2irc.conf), and edit
+   the settings to match your setup. At the very least:
+   - change dp_server to the IP (or IP:port) of your Nexuiz server
+   - change dp_password to the rcon password set above
+   - change irc_server to the IRC server to connect to
+   - change irc_nick to the nick name to use
+   - change irc_channel to the channel to join
+   
+3. Run it:
+     perl rcon2irc.pl rcon2irc.conf
+   You may possibly want to run it in nohup so you can disconnect from your ssh
+   connection, like this:
+     nohup perl rcon2irc.pl rcon2irc.conf &
+   Logging will then go to a file nohup.out in the same directory. Another way
+   to run it permanently and to see its output is to run it inside a screen(1).
+
+
+Features:
+
+- Show results of matches in the IRC channel
+
+- Act as a gateway to allow chat between Nexuiz server and IRC users, useful
+  for making the server more interesting to the public, but also useful as a
+  mere helper for the server admin to watch what's happening in game (like, if
+  people complain about a problem):
+  - Any line written in game using say (not say_team) goes to the IRC channel.
+  - Any line written in the channel, prefixed by the bot's nick name and a :,
+    goes into the Nexuiz game.
+  - Example:
+    View in game:
+      XSAX LTU: GREAT WIN AHAHAHAHAHAHAHAHAH))
+      (RedAlert) stop teamkilling!
+      .ThreeHeadedMonkey.: I am behind you!
+    View on IRC, assuming the IRC gateway has the nick noobNex and is voiced:
+      <+noobNex> <XSAX LTU> GREAT WIN AHAHAHAHAHAHAHAHAH))
+      <+noobNex> <.ThreeHeadedMonkey.> I am behind you!
+
+- Notify about free slots on the server. Example:
+    * noobNex is full!
+    * noobNex can be joined again (2 free slots); join now: nexuiz +connect 172.23.42.54!
+    <+noobNex> ctf_capturecity_v2r1 has begun (2 free slots); join now: nexuiz +connect 172.23.42.54
+
+- Display scores at the end of a match in the IRC channel. Example:
+    <+noobNex> ctf_capturecity_v2r1 ended: 301:78 Nicole 115, elsteer BLD {Y} 77,
+               CensoredNickname 57, 0grueN# 29, Bigus 23, ZeroA 36, ricer 22,
+               Treey@suse8 12, cZaR6RUSS7 8, BrightDev1l 0
+
+- Authenticate to the IRC services by Nickserv or Quakenet protocol, so the
+  server bot can be set up to always get voice when entering the channel, and
+  in case of Nickserv, make sure nobody else prevents it from using its
+  configured nick. Other authentication protocols can often be set up using
+  configuration, and if not, as plugin.
+
+- Support for /whois queries: the server hostname is put into the real name
+  field for /whois, so people can see how to find the server in the server
+  list.
+
+- Plugin interface for plugins written in Perl. See included rbiserver.pl for
+  an example.
+
+
+License:
+
+Copyright (c) 2008 Rudolf "divVerent" Polzer
+
+Permission is hereby granted, free of charge, to any person
+obtaining a copy of this software and associated documentation
+files (the "Software"), to deal in the Software without
+restriction, including without limitation the rights to use,
+copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the
+Software is furnished to do so, subject to the following
+conditions:
+
+The above copyright notice and this permission notice shall be
+included in all copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
+OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
+NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
+HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
+WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+OTHER DEALINGS IN THE SOFTWARE.
diff --git a/server/rcon2irc/rename.pl b/server/rcon2irc/rename.pl
new file mode 100644 (file)
index 0000000..f0b1b20
--- /dev/null
@@ -0,0 +1,18 @@
+# Nexuiz rcon2irc plugin by Merlijn Hofstra licensed under GPL - rename.pl
+# Place this file inside the same directory as rcon2irc.pl and add the full filename to the plugins.
+
+sub out($$@);
+
+[ irc => q{:(([^! ]*)![^ ]*) (?i:PRIVMSG) [^&#%]\S* :(.*)} => sub {
+       my ($hostmask, $nick, $command) = @_;
+       
+       return 0 if (($store{logins}{$hostmask} || 0) < time());
+       
+       if ($command =~ m/^name (\d+) (.*)/i) {
+               out dp => 0, "prvm_edictset server $1 netname \"$2\"";
+               
+               return -1;
+       }
+       
+       return 0;
+} ],
diff --git a/server/rcon2irc/showlogins.pl b/server/rcon2irc/showlogins.pl
new file mode 100644 (file)
index 0000000..0163dcd
--- /dev/null
@@ -0,0 +1,80 @@
+# Nexuiz rcon2irc plugin by Merlijn Hofstra licensed under GPL - showlogins.pl
+# Place this file inside the same directory as rcon2irc.pl and add the full filename to the plugins.
+
+{ my %sl = (
+       show_success => 1, # only for logins to the irc bot
+       show_failed => 1, # only for logins to the irc bot
+       show_rcon_failure => 1,
+       failed_interval => 60,
+); $store{plugin_showlogins} = \%sl; }
+
+sub out($$@);
+sub schedule($$);
+
+if (defined %config) {
+       schedule sub {
+               my ($timer) = @_;
+               if ($store{plugin_showlogins}->{failed_attempts}) {
+                       # Generate hostmakes
+                       my %temp = undef;
+                       my @hostmasks = grep !$temp{$_}++, @{ $store{plugin_showlogins}->{failed_attempts} };
+                       
+                       foreach my $mask (@hostmasks) {
+                               my $count = 0;
+                               foreach (@{ $store{plugin_showlogins}->{failed_attempts} }) {
+                                       $count++ if ($_ eq $mask);
+                               }
+                               
+                               out irc => 0, "PRIVMSG $config{irc_channel} :\00305* login failed\017 \00304$mask\017 tried to become an IRC admin \00304$count\017 times";
+                       }
+                       
+                       $store{plugin_showlogins}->{failed_attempts} = undef;
+               }
+               
+               if ($store{plugin_showlogins}->{rcon_fail}) {
+                       my %temp = undef;
+                       my @names = grep !$temp{$_}++, @{ $store{plugin_showlogins}->{rcon_fail} };
+                       
+                       foreach my $name (@names) {
+                               my $count = 0;
+                               foreach (@{ $store{plugin_showlogins}->{rcon_fail} }) {
+                                       $count++ if ($_ eq $name);
+                               }
+                               
+                               out irc => 0, "PRIVMSG $config{irc_channel} :\00305* login failed\017 \00304$name\017 tried to use rcon commands \00304$count\017 times";
+                       }
+                       
+                       $store{plugin_showlogins}->{rcon_fail} = undef;
+               }
+               
+               schedule $timer => $store{plugin_showlogins}->{failed_interval};;
+       } => 1;
+}
+
+[ irc => q{:(([^! ]*)![^ ]*) (?i:PRIVMSG) [^&#%]\S* :(.*)} => sub {
+       my ($hostmask, $nick, $command) = @_;
+       my $sl = $store{plugin_showlogins};
+       
+       if ($command eq "login $config{irc_admin_password}") {
+               out irc => 0, "PRIVMSG $config{irc_channel} :\00310* login\017 $nick is now logged in as an IRC admin" if ($sl->{show_success});
+               return 0;
+       }
+       
+       if ($command =~ m/^login/i && $sl->{show_failed}) {
+               push @{ $store{plugin_showlogins}->{failed_attempts} }, $hostmask;
+       }
+       
+       return 0;
+} ],
+
+# failed rcon attempts
+[ dp => q{server denied rcon access to (.*)} => sub {
+       my ($name) = map { color_dp2irc $_ } @_;
+       my $sl = $store{plugin_showlogins};
+       
+       if ($sl->{show_rcon_failure}) {
+               push @{ $store{plugin_showlogins}->{rcon_fail} }, $name
+       }
+       
+       return 0;
+} ],
diff --git a/server/rcon2irc/suggestmap.pl b/server/rcon2irc/suggestmap.pl
new file mode 100644 (file)
index 0000000..bf4834c
--- /dev/null
@@ -0,0 +1,12 @@
+# Nexuiz rcon2irc plugin by Merlijn Hofstra licensed under GPL - suggestmap.pl
+# Place this file inside the same directory as rcon2irc.pl and add the full filename to the plugins.
+
+sub out($$@);
+
+#read the suggest vote
+[ dp => q{:vote:suggested:(.+):(\d+)} => sub {
+       my ($map, $id) = @_;
+       my $nick = $store{"playernick_byid_$id"} || 'console';
+       out irc => 0, "PRIVMSG $config{irc_channel} :* map suggested: \00304$map\017 by $nick\017";
+       return 0;
+} ],
diff --git a/server/rcon2irc/votestop.pl b/server/rcon2irc/votestop.pl
new file mode 100644 (file)
index 0000000..1bf6638
--- /dev/null
@@ -0,0 +1,103 @@
+# Nexuiz rcon2irc plugin by Merlijn Hofstra licensed under GPL - votestop.pl
+# Place this file inside the same directory as rcon2irc.pl and add the full filename to the plugins.
+
+# This plugin will stop an ongoing vote when the person who called it leaves. Edit the options below
+# to disallow votes after certain events.
+
+{ my %vs = (
+       mapstart => 90, # can't call mapchange votes for this amount of seconds after mapstart
+       connected => 120, # can't call votes when you just joined the server
+       minplayers => 2, # minimal amount of players for this script to work.
+);
+
+$store{plugin_votestop} = \%vs; }
+
+# add a dependency on joinsparts.pl
+if (defined %config && $config{plugins} !~ m/joinsparts.pl /gi) {
+       die "votestop.pl depends on joinsparts.pl but it appears to not be loaded.";
+}
+
+sub out($$@);
+
+sub time_to_seconds {
+       my @ar = split /:/, $_[0];
+       return ($ar[0] * 60 * 60) + ($ar[1] * 60) + $ar[2];
+}
+
+[ dp => q{:vote:vcall:(\d+):(.*)} => sub {
+       my ($id, $command) = @_;
+       $command = color_dp2irc $command;
+       my $vs = $store{plugin_votestop};
+       
+       # use joinsparts for player check
+       return 0 unless ($id && get_player_count() >= $vs->{minplayers});
+       
+       my $slot = $store{"playerslot_byid_$id"};
+       if ($vs->{mapstart} && (time() - $store{map_starttime}) < $vs->{mapstart}) {
+               if ($command =~ m/(endmatch|restart|gotomap|chmap)/gi) {
+                       $vs->{vstopignore} = 1;
+                       out dp => 0, "sv_cmd vote stop";
+                       out irc => 0, "PRIVMSG $config{irc_channel} :* vote \00304$command\017 by " . $store{"playernick_byid_$id"} .
+                               "\017 was rejected because the map hasn't been played long enough";
+                               
+                       out dp => 0, "tell #$slot your vote was rejected because this map only just started.";
+                       
+                       return -1;
+               }
+       }
+       
+       my $time = time_to_seconds $store{"playerslot_$slot"}->{'time'};
+       $time ||= 0;
+       if ($vs->{connected} && $time < $vs->{connected}) {
+               $vs->{vstopignore} = 1;
+               out dp => 0, "sv_cmd vote stop";
+               out irc => 0, "PRIVMSG $config{irc_channel} :* vote \00304$command\017 by " . $store{"playernick_byid_$id"} .
+                       "\017 was rejected because he isn't connected long enough";
+                       
+               out dp => 0, "tell #$slot your vote was rejected because you just joined the server.";
+                       
+               return -1;
+       }
+       
+       $vs->{currentvote} = $id;
+       return 0;
+} ],
+
+[ dp => q{:vote:v(yes|no|timeout|stop):.*} => sub {
+       my ($cmd) = @_;
+       $store{plugin_votestop}->{currentvote} = undef;
+       my $vs = $store{plugin_votestop};
+       
+       if ($cmd eq 'stop' && $vs->{vstopignore}) {
+               $vs->{vstopignore} = undef;
+               return -1;
+       }
+       
+       return 0;
+} ],
+
+[ dp => q{:part:(\d+)} => sub {
+       my ($id) = @_;
+       my $vs = $store{plugin_votestop};
+       
+       if (defined $store{plugin_votestop}->{currentvote} && $id == $store{plugin_votestop}->{currentvote}) {
+               $vs->{vstopignore} = 1;
+               out dp => 0, "sv_cmd vote stop";
+               out irc => 0, "PRIVMSG $config{irc_channel} :* vote \00304$command\017 by " . $store{"playernick_byid_$id"} .
+                       "\017 was stopped because he left the server";
+       }
+       
+       return 0;
+} ],
+
+[ dp => q{:gamestart:(.*):[0-9.]*} => sub {
+       my $vs = $store{plugin_votestop};
+       
+       if (defined $store{plugin_votestop}->{currentvote}) {
+               out dp => 0, "sv_cmd vote stop";
+               $store{plugin_votestop}->{currentvote} = undef;
+               $vs->{vstopignore} = undef;
+       }
+       
+       return 0;
+} ],
diff --git a/server/readme.txt b/server/readme.txt
new file mode 100644 (file)
index 0000000..1a0c70b
--- /dev/null
@@ -0,0 +1,55 @@
+This subdirectory contains scripts and a config file that can be used\r
+to start a dedicated Nexuiz (default) or Nexuiz Havoc server (differs\r
+in movement, weapon and other settings) on linux, mac or windows\r
+systems and also some tools that help with maintaining your server.\r
+\r
+You will need to copy the right script into your Nexuiz main\r
+directory, where the normal binaries are.  There are two scrips for\r
+each sytems, one to start a normal Nexuiz server and one to start a\r
+Nexuiz 'Havoc' server.  You then need to copy and ADJUST the config\r
+file which is called server.cfg.  You can copy it either into the\r
+Nexuiz/data directory where the big data*.pk3 file is or when running\r
+on linux or mac you can as well copy it into a special directory\r
+called '~/.nexuiz/data'.  After you have setup everything and have\r
+adjusted the config file you can start the server by running the\r
+server script.\r
+\r
+Please make sure your server is always uptodate!  Just signup the\r
+Nexuiz release mailinglist to get informed about new releases.\r
+https://lists.sourceforge.net/lists/listinfo/nexuiz-releases\r
+\r
+An important thing is to make sure that your firewall does allow\r
+players to connect to your server.  This typicly means you will have\r
+to open or forward the port (see the line that sets the variable port\r
+in your config.cfg for the right port number, default is 26000) to the\r
+computer running your server.  How to do this does depend on your\r
+computer and network setup.\r
+\r
+If you plan to install custom maps on your server you should read the\r
+file Nexuiz/Docs/mapdownload.txt to learn how to setup automatic map\r
+download.\r
+\r
+In case you want to rename the server.cfg file, e.g. because you want\r
+to run several servers on one machine, you have to edit the script and\r
+change the name there too.\r
+\r
+A very useful tool for running and controlling a server is the\r
+application 'gnu screen'.  It should be available for all usual\r
+operating systems.  You can find some hints about its usage here:\r
+http://jmcpherson.org/screen.html\r
+\r
+The options in the config file are only the most interesting and\r
+important ones.  You can get a list of all available commands and\r
+variables with 'cmdlist' and 'cvarlist' in the server console.\r
+\r
+rcon.pl is a perl script that implements rcon which can be used to\r
+remotely control your server.\r
+\r
+rcon2irc is a Nexuiz server to irc gateway.  It allows you to watch\r
+and communicate with active players on your server via irc.  Read its\r
+rcon2irc.txt to learn how to setup and use it!\r
+\r
+help.cfg is a Nexuiz config file providing a simple help message\r
+system.  It prints all the messages from a list, one after the other\r
+with an configureable delay between them.  Great to provide beginners\r
+with some hints.\r
diff --git a/server/server.cfg b/server/server.cfg
new file mode 100644 (file)
index 0000000..c203fa8
--- /dev/null
@@ -0,0 +1,123 @@
+// A setting needs to be surrounded with " if it contains special\r
+// characters like space, semicolon (seperates commands) or starts\r
+// with // (begins a comment for the rest of the line or next\r
+// semicolon).  While just "" means 'no/empty setting'.\r
+\r
+/////////////////////////////////////////////////////////////////////\r
+// Everything has some sensible defaults so you do NOT really need to\r
+// change anything.  But here are some settings you SHOULD change to\r
+// make it 'YOUR' server.  IF so remove the // from the line start and\r
+// change them to your liking.\r
+\r
+//sv_public 1  // 0 if the server should not be on the public servers list\r
+//sv_status_privacy 1  // 1 hides IP addresses from "status" replies shown to clients, 0 shows them. Enables players to identify wellknown punks on your server OR is a thread to anonymity.. depending on your point of view :)\r
+//hostname "Nexuiz $g_nexuizversion Server"    // this name will appear on the server list (the $g_nexuizversion gets replaced with the current version)\r
+//sv_motd ""   // this message (unless "") is displayed to players on connect\r
+//maxplayers 8 // number of players allowed on the server\r
+//port 26000   // the port used by the server\r
+//log_file "server.log"        // server console output will also be copied to this file. This: "${serverconfig}.log" uses variable substitution to make the logfile have the same name as your config file with .log appended which is useful if you run several servers\r
+\r
+// List of maps to play on the server.  Set to "" to autodetect (which would enumerate ALL maps.  Maps that don't support the current game mode will be skipped, so you don't need to remove them here.\r
+//g_maplist "accident aggressor aneurysm basement basementctf bleach bloodprison bloodprisonctf bluesky cyberparcour01 darkzone desertfactory dieselpower downer eggandbacon evilspace farewell final_rage nr_piece-o-cake ons-reborn racetrack reslimed ruiner runningman runningman_1on1remix runningmanctf silvercity skyway slimepit soylent starship stormkeep2 strength toxic warfare"\r
+//g_maplist_shuffle 1  // 0 always selects the next map out of g_maplist (but then better set g_maplist_votable 0 below to prevent repetitive votes), 1 will select random maps each time\r
+//g_maplist_mostrecent_count 3 // number of maps that have to be played before a map can be repeated\r
+\r
+// LIMITS: how long a match will last before the next map starts (-1 means use the map default, 0 = unlimited, please note that the variables fraglimit/timelimit can NOT be globally used for this but only DURING a match is being played)\r
+//timelimit_override -1        // global timelimit for all maps and gametypes\r
+//fraglimit_override -1        // global frag/point limit for all maps and gametypes\r
+//g_ctf_capture_limit -1       // frag/capture limit for CTF\r
+//capturelimit_override -1     // capture limit for CTF\r
+//g_domination_point_limit -1  // frag/point limit for DOM\r
+//g_runematch_point_limit -1   // frag/point limit for RUNE\r
+//g_keyhunt_point_limit -1     // frag/point limit for KH\r
+//g_lms_lives_override -1      // lives for LMS\r
+//g_nexball_goallimit -1       // goals for NEXBALL\r
+\r
+//g_ctf_win_mode 0     // CTF win mode: 0 = caps only, 1 = caps + points as tie breaker, 2 = points only\r
+//g_ctf_ignore_frags 1 // set to 1 to ignore kills except for FC kills\r
+\r
+// TEAMS for key hunt (change this to 2, 3, 4 to set a fixed keyhunt style)\r
+//g_keyhunt_teams_override -1  // teams for KH\r
+\r
+// GAME MODE: what type of server do you want to host?\r
+// possible values: dm (deathmatch), tdm (team deathmatch), dom (domination), ctf (ctf), rune (runematch), lms (last man standing), arena (arena), kh (keyhunt), as (assault), ons (onslaught), race (race), nexball (nexball)\r
+//gametype dm\r
+\r
+\r
+// enable some mutators you'd like\r
+//g_cloaked 0  // set to 1 for transparent hard to see players\r
+//g_footsteps 0        // set to 1 to enable footsteps\r
+//g_grappling_hook 0   // set to 1 to enable the hook\r
+//g_laserguided_missile 0      // set to 1 for laser guided missiles in the RL\r
+//g_midair 0   // set to 1 to make only midair damage count\r
+//g_vampire 0  // set to 1 to give players the damage they cause as health\r
+//sv_gravity 800       // for low gravity, set this somewhere between 50 and 400\r
+\r
+// select AT MOST one of these arena mutators\r
+//g_minstagib 0        // set to 1 for MinstaGib\r
+//g_nixnex 0   // set to 1 for No Items Nexuiz\r
+//g_nixnex_with_laser 0        // set to 1 to always give players the laser in NixNex\r
+//g_rocketarena 0      // set to 1 to make the rocket launcher the only weapon\r
+\r
+/////////////////////////////////////////////////////////////////////\r
+// Some settings you MIGHT want to change.  Again IF so remove the //\r
+// from the line start and change them to your liking.\r
+\r
+//net_address 0.0.0.0  // ONLY change this if you have problems with your server. Specifies the network interface used by the engine.  Set it you one of you internal IPs\r
+\r
+//rcon_password ""     // you can use rcon if this password is set.  you need to set the same password in your client if you want to issue rcon commands\r
+//rcon_restricted_password ""  // put here the password for a "restricted" rcon user (see below)\r
+\r
+//bot_number 0 // number of bots to add\r
+//skill 1      // the bots skill level\r
+//minplayers 0 // add bots if less then that number of players playing. MAKE SURE ITS LESS THEN maxplayers or people will get blocked by bots!\r
+//bot_prefix [BOT]     // prepend this to all botnames\r
+//bot_suffix ""        // append this to all botnames\r
+//g_maplist_check_waypoints 0  // set this to 1 to skip maps without waypoints if there aren't enough players to play without bots\r
+\r
+//g_maplist_votable 6  // number of maps to vote between.  set to 0 to disable the map voting screen (please enable g_maplist_shuffle above when this is enabled, or votes will be repetitive)\r
+//g_maplist_votable_suggestions 2      // number of suggestions to accept using the suggestmap command\r
+//g_maplist_votable_abstain 0  // when 1, people get a "don't care" selection in the vote screen\r
+//g_maplist_votable_nodetail 1 // when 1, people can't see how many voted for what (to thwart abusive "influential" first votes)\r
+\r
+//sv_vote_commands "restart fraglimit chmap gotomap nextmap endmatch reducematchtime extendmatchtime allready kick cointoss movetoteam_auto"   // players can vote for those commands or use them if they are masters. You canm also add 'g_grappling_hook' for hook voting, and 'sv_fbskin_green sv_fbskin_red sv_fbskin_orange sv_fbskin_off' for fbskin voting.\r
+//sv_vote_master_commands "movetoteam_red movetoteam_blue movetoteam_yellow movetoteam_pink"   // add commands masters can use if logged in or elected. You may want to put 'kickban' here, so masters can keep out punks. It may be good to also put "sv_status_privacy 0" then...\r
+//rcon_restricted_commands "restart fraglimit chmap gotomap endmatch reducematchtime extendmatchtime allready kick kickban \"sv_cmd bans\" \"sv_cmd unban\" status \"sv_cmd teamstatus\" movetoteam_auto movetoteam_red movetoteam_blue movetoteam_yellow movetoteam_pink"     // commands for the (stronger) rcon restricted\r
+\r
+//sv_vote_call 1       // 0 will disable the normal voting\r
+//sv_vote_master 1     // 0 will disable voting to become master, good if you prefer to use the master password instead\r
+//sv_vote_master_password ""   // when set, vlogin PWD will allow people to become master to run master commands directly using vdo\r
+//sv_vote_majority_factor 0.5  // 0.666 will require a 2/3 majority instead of a regular 1/2 one\r
+//sv_vote_simple_majority_factor 0     // 0.666 will win votes by a 2/3 majority of the VOTERS (not the players!)\r
+//note: to JUST support simple majorities, set these two factors equal\r
+\r
+/////////////////////////////////////////////////////////////////////\r
+// Some more advanced settings.  You probably are not interested in changing them at all.\r
+\r
+// select one of these:\r
+//g_balance_rocketlauncher_detonatedelay 0     // rocket detonation at any time\r
+//g_balance_rocketlauncher_detonatedelay 0.2   // rocket detonation at least 0.2s after it was shot (reduces rocket boosting)\r
+//g_balance_rocketlauncher_detonatedelay -1    // rocket detonation only if the rocket is out of range of the owner (prevents rocket boosting, makes rockets "safer")\r
+\r
+//sv_ready_restart 0   // 1 to allow players to restart the map when all of them press the ready button\r
+//sv_autoscreenshot 0  // 1 will force a screenshot for all clients when the map ends.  Useful for competitions or the ladder.\r
+\r
+//g_antilag 2  // 0 to disable the antilag feature, 1 and 2 use different methods\r
+\r
+//sys_ticrate 0.05     // how long a server frame is.  0.05 = 20 fps, 0.02 = 50 fps.  Lower settings makes things smoother but create much more traffic (known good values include: 0.05, 0.046875, 0.03125)\r
+//sv_maxrate 1000000   // limits client connections to this rate in bytes/seconds\r
+\r
+// see Docs/mapdownload.txt for more info\r
+//sv_curl_defaulturl http://www.nexuiz.com/contentdownload/getmap.php?file=    //fallback download URL\r
+\r
+//sv_defaultcharacter 0        // 1 will force a specific model for all players\r
+//sv_defaultplayermodel models/player/nexus.zym        // this model will be used\r
+//sv_defaultplayerskin 0       // this skin number will be forced for all players\r
+//g_fullbrightplayers 0        // 1 to make players fullbright\r
+//g_fullbrightitems 0  // 1 to make items fullbright\r
+\r
+//g_balance_teams 1    // 0 will show players the team selection menu after joining instead of automaticly putting them on the smaller team\r
+//g_balance_teams_force 0      // 1 to automaticly balance teams even during a game\r
+\r
+//set g_ban_sync_uri "http://94.23.21.40/~nexuiz/bans/" // sync bans using this ban list provider (disabled by default, uncomment this line to enable)\r
+//set g_ban_sync_trusted_servers "" // accept bans that were initially set on the server IPs listed here (if not set, your bans are just sent to the sync URIs, but no bans are retrieved from there)\r
diff --git a/server/server_havoc_linux.sh b/server/server_havoc_linux.sh
new file mode 100755 (executable)
index 0000000..dbd7ed1
--- /dev/null
@@ -0,0 +1,23 @@
+#!/bin/sh
+
+case "$(uname -m)" in
+  x86_64)      executable="nexuiz-linux-x86_64-dedicated" ;;
+  *)           executable="nexuiz-linux-686-dedicated" ;;
+esac
+
+cd "`dirname "${0}"`"
+
+if ! [ -x "$executable" ]; then
+       if [ -x "../$executable" ] && { [ -f ~/.nexuiz/data/server.cfg ] || [ -f ../data/server.cfg ] || [ -f ~/.nexuiz/havoc/server.cfg ] || [ -f ../havoc/server.cfg ]; }; then
+               cd ..
+       else
+               echo "This script is not properly set up yet."
+               echo "Please refer to the instructions in readme.txt."
+               echo "In short:"
+               echo "- copy server.cfg to the data directory and adjust its settings"
+               echo "- move this file to the main directory of your Nexuiz installation"
+               exit 1
+       fi
+fi
+
+exec ./${executable} -game havoc +serverconfig server.cfg "${@}"
diff --git a/server/server_havoc_mac.sh b/server/server_havoc_mac.sh
new file mode 100755 (executable)
index 0000000..c3b12f1
--- /dev/null
@@ -0,0 +1,20 @@
+#!/bin/sh
+
+executable="nexuiz-osx-dedicated"
+
+cd "`dirname "${0}"`"
+
+if ! [ -x "$executable" ]; then
+       if [ -x "../$executable" ] && { [ -f ~/.nexuiz/data/server.cfg ] || [ -f ../data/server.cfg ] || [ -f ~/.nexuiz/havoc/server.cfg ] || [ -f ../havoc/server.cfg ]; }; then
+               cd ..
+       else
+               echo "This script is not properly set up yet."
+               echo "Please refer to the instructions in readme.txt."
+               echo "In short:"
+               echo "- copy server.cfg to the data directory and adjust its settings"
+               echo "- move this file to the main directory of your Nexuiz installation"
+               exit 1
+       fi
+fi
+
+exec ./${executable} -game havoc +serverconfig server.cfg "${@}"
diff --git a/server/server_havoc_windows.bat b/server/server_havoc_windows.bat
new file mode 100644 (file)
index 0000000..7441362
--- /dev/null
@@ -0,0 +1,28 @@
+@echo off\r
+\r
+setlocal\r
+set executable=nexuiz -dedicated\r
+\r
+%~d0\r
+cd "%~p0"\r
+\r
+if exist %executable% goto good\r
+if not exist ..\%executable% goto bad\r
+if exist ..\data\server.cfg goto halfgood\r
+if exist ..\havoc\server.cfg goto halfgood\r
+goto bad\r
+\r
+:bad\r
+echo This script is not properly set up yet.\r
+echo Please refer to the instructions in readme.txt.\r
+echo In short:\r
+echo - copy server.cfg to the data directory and adjust its settings\r
+echo - move this file to the main directory of your Nexuiz installation\r
+pause\r
+exit\r
+\r
+:halfgood\r
+cd ..\r
+\r
+:good\r
+.\%executable% -game havoc +serverconfig server.cfg %*\r
diff --git a/server/server_linux.sh b/server/server_linux.sh
new file mode 100755 (executable)
index 0000000..cddfe9c
--- /dev/null
@@ -0,0 +1,23 @@
+#!/bin/sh
+
+case "$(uname -m)" in
+  x86_64)      executable="nexuiz-linux-x86_64-dedicated" ;;
+  *)           executable="nexuiz-linux-686-dedicated" ;;
+esac
+
+cd "`dirname "${0}"`"
+
+if ! [ -x "$executable" ]; then
+       if [ -x "../$executable" ] && { [ -f ~/.nexuiz/data/server.cfg ] || [ -f ../data/server.cfg ]; }; then
+               cd ..
+       else
+               echo "This script is not properly set up yet."
+               echo "Please refer to the instructions in readme.txt."
+               echo "In short:"
+               echo "- copy server.cfg to the data directory and adjust its settings"
+               echo "- move this file to the main directory of your Nexuiz installation"
+               exit 1
+       fi
+fi
+
+exec ./${executable} +serverconfig server.cfg "${@}"
diff --git a/server/server_mac.sh b/server/server_mac.sh
new file mode 100755 (executable)
index 0000000..3c45697
--- /dev/null
@@ -0,0 +1,20 @@
+#!/bin/sh
+
+executable="nexuiz-osx-dedicated"
+
+cd "`dirname "${0}"`"
+
+if ! [ -x "$executable" ]; then
+       if [ -x "../$executable" ] && { [ -f ~/.nexuiz/data/server.cfg ] || [ -f ../data/server.cfg ]; }; then
+               cd ..
+       else
+               echo "This script is not properly set up yet."
+               echo "Please refer to the instructions in readme.txt."
+               echo "In short:"
+               echo "- copy server.cfg to the data directory and adjust its settings"
+               echo "- move this file to the main directory of your Nexuiz installation"
+               exit 1
+       fi
+fi
+
+exec ./${executable} +serverconfig server.cfg "${@}"
diff --git a/server/server_windows.bat b/server/server_windows.bat
new file mode 100644 (file)
index 0000000..164182f
--- /dev/null
@@ -0,0 +1,27 @@
+@echo off\r
+\r
+setlocal\r
+set executable=nexuiz -dedicated\r
+\r
+%~d0\r
+cd "%~p0"\r
+\r
+if exist %executable% goto good\r
+if not exist ..\%executable% goto bad\r
+if exist ..\data\server.cfg goto halfgood\r
+goto bad\r
+\r
+:bad\r
+echo This script is not properly set up yet.\r
+echo Please refer to the instructions in readme.txt.\r
+echo In short:\r
+echo - copy server.cfg to the data directory and adjust its settings\r
+echo - move this file to the main directory of your Nexuiz installation\r
+pause\r
+exit\r
+\r
+:halfgood\r
+cd ..\r
+\r
+:good\r
+.\%executable% +serverconfig server.cfg %*\r