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https://github.com/dhewm/dhewm3-sdk.git
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Weapon firing bug fix
Not sure how or why it happened, but the code was causing the bow to use wrong cross hairs, and auto weapon switch. I believe there was a mistake on my end when cleaning up the code in the player.cpp and playercursor.cpp files. Additionally having a second weapon to use the soul cube hud notice is not needed as the planned weapon is not happening anytime soon.
This commit is contained in:
parent
8d95330115
commit
63152f3283
2 changed files with 315 additions and 23 deletions
288
game/Player.cpp
288
game/Player.cpp
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@ -51,7 +51,7 @@ const int ASYNC_PLAYER_INV_CLIP_BITS = -7; // -7 bits to cover the range
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/*
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===============================================================================
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Player control.
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Player control of the Doom Marine.
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This object handles all player movement and world interaction.
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===============================================================================
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@ -156,6 +156,8 @@ EVENT( EV_Weapon_StartParticle, idPlayer::Event_StartWeaponParticle ) //proxy
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EVENT( EV_Weapon_StopParticle, idPlayer::Event_StopWeaponParticle ) //proxy for weapon
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EVENT( EV_Weapon_StartAutoMelee, idPlayer::Event_StartAutoMelee ) //proxy for weapon
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EVENT( EV_Weapon_StopAutoMelee, idPlayer::Event_StopAutoMelee ) //proxy for weapon
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//EVENT( EV_Weapon_StartMeleeBeam, idPlayer::Event_StartMeleeBeam ) //proxy for weapon
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//EVENT( EV_Weapon_StopMeleeBeam, idPlayer::Event_StopMeleeBeam ) //proxy for weapon
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EVENT( EV_Player_DropWeapon, idPlayer::Event_DropWeapon)
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EVENT( EV_Player_HudEvent, idPlayer::Event_HudEvent)
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EVENT( EV_Player_SetHudParm, idPlayer::Event_SetHudParm)
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@ -930,8 +932,15 @@ bool idInventory::Give( idPlayer *owner, const idDict &spawnArgs, const char *st
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continue;
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}
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if ( !gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) || ( weaponName == "weapon_fists" ) || ( weaponName == "weapon_giltine" )) { //Rev 2018
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if ( !gameLocal.world->spawnArgs.GetBool( "no_Weapons" ) || ( weaponName == "weapon_fists" ) || ( weaponName == "weapon_soulcube" ) ) {
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if ( ( weapons & ( 1 << i ) ) == 0 || gameLocal.isMultiplayer ) {
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/*
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//commented out by ivan: picked up weapon is now selected in idPlayer::AddWeaponToSlots
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if ( owner->GetUserInfo()->GetBool( "ui_autoSwitch" ) && idealWeapon ) {
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assert( !gameLocal.isClient );
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*idealWeapon = i;
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}
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*/
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if ( owner->hud && updateHud && lastGiveTime + 1000 < gameLocal.time ) {
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owner->hud->SetStateInt( "newWeapon", i );
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@ -1011,6 +1020,31 @@ int idInventory::NumWeapForAmmoType( const idDict &spawnArgs, ammo_t ammoType )
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}
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}
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}
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/*
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const char *weap;
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int w;
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int s;
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int numfound = 0;
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s = NUM_SLOTS;
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while( s > 0 ) {
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s--;
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w = weaponSlot[s];
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if( w == -1 ){ //slot is empty
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continue;
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}
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weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
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tempAmmoType = AmmoIndexForWeaponClass( weap, NULL );
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if( tempAmmoType == ammoType ) numfound++;
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}
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*/
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//gameLocal.Printf("number of weapons with same ammo type: %d\n", numfound );
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return numfound;
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}
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@ -1165,7 +1199,7 @@ idPlayer::idPlayer() {
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noclip = false;
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godmode = false;
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telishield = 1; //added Rev 2018 for shield spell
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telishield = 1; //added Revility 2018 for shield spells, player taking no damage
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//ivan start
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animMoveNoGravity = false;
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animMoveType = ANIMMOVE_NONE;
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@ -1516,7 +1550,7 @@ void idPlayer::Init( void ) {
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quickWeapon = -1; //new
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weaponSwitchTime = 0;
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weaponEnabled = true;
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weapon_soulcube = SlotForWeapon ( "weapon_soulcube" ) && ( "weapon_giltine" ); //Rev 2018
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weapon_soulcube = SlotForWeapon( "weapon_soulcube" );
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weapon_pda = SlotForWeapon( "weapon_pda" );
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weapon_fists = SlotForWeapon( "weapon_fists" );
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showWeaponViewModel = GetUserInfo()->GetBool( "ui_showGun" );
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@ -1723,6 +1757,33 @@ void idPlayer::Init( void ) {
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cvarSystem->SetCVarBool( "ui_chat", false );
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/*
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//ivan start from hq2
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health_lost = 0;
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save_walk_dir = false;
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keep_walk_dir = false;
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old_viewAngles_yaw = 0.0f;
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fw_toggled = false;
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fw_inverted = false;
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viewPos = 0.0f;
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lockedXpos = 0.0f;
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isXlocked = true;
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blendModelYaw = false;
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forcedMovIncreasingX = false;
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forcedMovCanBeAborted = false;
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forcedMovTotalForce = false;
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forcedMovAborted = false;
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forcedMovDelta = vec3_zero;
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forcedMovOldOrg = vec3_zero;
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forcedMovTarget = NULL;
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skipCameraZblend = true; //force instant update first frame
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enableCameraYblend = false;
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forceCameraY = false;
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inhibitInputTime = 0;
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inhibitAimCrouchTime = 0;
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forcedCameraYpos = 0.0f;
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//ivan end
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*/
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}
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/*
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@ -3068,7 +3129,7 @@ void idPlayer::UpdateHudStats( idUserInterface *_hud ) {
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_hud->HandleNamedEvent( "armorPulse" );
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inventory.armorPulse = false;
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}
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//rev 2018 show the hud when pressing the run key or zoom key.
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//2018 update. show the hud when pressing the run key or zoom key... now both changed to walk and shield
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if(weapon.GetEntity()->GetIsFiring() || weapon.GetEntity()->GetIsSecFiring() || force_torso_override || (usercmd.buttons & BUTTON_RUN) || (usercmd.buttons & BUTTON_ZOOM) ){ //firing or combo
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_hud->HandleNamedEvent( "weaponFiringOrCombo" );
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}
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@ -3115,8 +3176,15 @@ void idPlayer::UpdateHudWeapon( bool flashWeapon ) {
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//ivan start - upd weapon mode
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if ( idealWeapon >= 0 ) {
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//hud->SetStateInt( va( "mode_weapon%d", currentWeapon ), (inventory.weapon_mode[currentWeapon] ) );
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hud->SetStateInt("current_weapon_mode", (inventory.weapon_mode[idealWeapon] ) );
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}
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/*
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if( flashMode ){
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hud->HandleNamedEvent( "modeChange" );
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}
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*/
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//ivan end
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if ( flashWeapon ) {
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@ -3309,8 +3377,20 @@ void idPlayer::UpdateConditions( void ) {
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AI_STRAFE_RIGHT = false;
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}
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AI_RUN = ( usercmd.buttons & BUTTON_RUN ); //Rev 2018 Run does not use stamina gauge
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AI_RUN = ( usercmd.buttons & BUTTON_RUN ); // || (( usercmd.buttons & BUTTON_ZOOM ) && ( ( !pm_stamina.GetFloat() ) || ( stamina > pm_staminathreshold.GetFloat() ) )); //2018 update. Zoom key now uses stamina, run key does not because it is a walk animation now.
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AI_DEAD = ( health <= 0 );
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//ivan start
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/*
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if( weapon.GetEntity() ){
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AI_RUN = !( weapon.GetEntity()->GetIsFiring() || weapon.GetEntity()->GetIsSecFiring());
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}else{
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AI_RUN = true;
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}*/
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//AI_RUN = ( weapon.GetEntity() ) ? (!weapon.GetEntity()->HasToWalk()) : true; /// commented out in 2018 Rev
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//ivan end
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}
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@ -3715,6 +3795,7 @@ bool idPlayer::GiveItem( idItem *item ) {
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// display the pickup feedback on the hud
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if ( gave && ( numPickup == inventory.pickupItemNames.Num() ) ) {
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// inventory.AddPickupName( item->spawnArgs.GetString( "inv_name" ), item->spawnArgs.GetString( "inv_icon" ) );
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inventory.AddPickupName( item->spawnArgs.GetString( "inv_name" ), item->spawnArgs.GetString( "inv_icon" ), this ); //New _D3XP
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}
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@ -4425,6 +4506,13 @@ void idPlayer::NextWeapon( void ) {
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weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
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/*
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//the following should be already assured by slots
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if ( !spawnArgs.GetBool( va( "weapon%d_cycle", w ) ) ) {
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continue;
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}
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*/
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if ( !weap[ 0 ] ) {
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continue;
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}
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@ -4444,6 +4532,37 @@ void idPlayer::NextWeapon( void ) {
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break;
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}
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}
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/* was:
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w = idealWeapon;
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while( 1 ) {
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w++;
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if ( w >= MAX_WEAPONS ) {
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w = 0;
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}
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weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
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if ( !spawnArgs.GetBool( va( "weapon%d_cycle", w ) ) ) {
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continue;
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}
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if ( !weap[ 0 ] ) {
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continue;
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}
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if ( ( inventory.weapons & ( 1 << w ) ) == 0 ) {
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continue;
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}
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//ivan start - allow selecting empty weapons
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if ( spawnArgs.GetBool( va( "weapon%d_allowempty", w ) ) ) {
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break;
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}
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//ivan end
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if ( inventory.HasAmmo( weap, true, this ) ) {//new
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// if ( inventory.HasAmmo( weap ) ) {
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break;
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}
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}
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*/
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//ivan end
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if ( ( w != currentWeapon ) && ( w != idealWeapon ) ) {
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weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
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/*
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//the following should be already assured by slots
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if ( !spawnArgs.GetBool( va( "weapon%d_cycle", w ) ) ) {
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continue;
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}
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*/
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if ( !weap[ 0 ] ) {
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continue;
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}
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}
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}
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/* was:
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w = idealWeapon;
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while( 1 ) {
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w--;
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if ( w < 0 ) {
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w = MAX_WEAPONS - 1;
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}
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weap = spawnArgs.GetString( va( "def_weapon%d", w ) );
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if ( !spawnArgs.GetBool( va( "weapon%d_cycle", w ) ) ) {
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continue;
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}
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if ( !weap[ 0 ] ) {
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continue;
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}
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if ( ( inventory.weapons & ( 1 << w ) ) == 0 ) {
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continue;
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}
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if ( inventory.HasAmmo( weap, true, this ) ) { //new
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//if ( inventory.HasAmmo( weap ) ) {
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break;
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}
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}
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*/
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//ivan end
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if ( ( w != currentWeapon ) && ( w != idealWeapon ) ) {
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@ -6861,7 +7012,7 @@ void idPlayer::AdjustSpeed( void ) {
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} else if ( noclip ) {
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speed = pm_noclipspeed.GetFloat();
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bobFrac = 0.0f;
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} else if (( usercmd.buttons & BUTTON_ZOOM ) ) { //Rev 2018. holding zoom key now is the only thing to trigger loosing stamina for the shield spell
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} else if (( usercmd.buttons & BUTTON_ZOOM ) ) { //2018 revility update. holding zoom key now is the only thing to trigger loosing stamina for the shield spell
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if ( !gameLocal.isMultiplayer && !physicsObj.IsCrouching() && !PowerUpActive( ADRENALINE ) ) {
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stamina -= MS2SEC( gameLocal.msec );
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spawnArgs.Set( "telishield", "1" ); //rev 2018 used in code to change skin and animations for shield spell
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speed = pm_walkspeed.GetFloat();
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bobFrac = 0.0f;
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}
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//rev 2018 moved outside of the stamina stuff running is not associated with stamina gauge anymore.
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//revility 2018 moved outside of the stamina stuff because run key is now aim walk.
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if ( usercmd.buttons & BUTTON_RUN ) {
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speed = pm_runspeed.GetFloat();
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}
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@ -6908,6 +7059,40 @@ void idPlayer::AdjustSpeed( void ) {
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}
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physicsObj.SetSpeed( speed, pm_crouchspeed.GetFloat() );
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}
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/*
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//Commented out in 2018 by Rev
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void idPlayer::AdjustSpeed( void ) {
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float speed;
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//float rate;
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if ( spectating ) {
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speed = pm_spectatespeed.GetFloat();
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bobFrac = 0.0f;
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} else if ( noclip ) {
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speed = pm_noclipspeed.GetFloat();
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bobFrac = 0.0f;
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}
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//ivan start
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else {
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speed = pm_walkspeed.GetFloat();
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bobFrac = 0.0f;
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//weapon based walk speed
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//if( weapon.GetEntity() ){
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//speed *= weapon.GetEntity()->GetWalkSpeedMult();
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//}
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}
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//ivan end
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speed *= PowerUpModifier(SPEED);
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if ( influenceActive == INFLUENCE_LEVEL3 ) {
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speed *= 0.33f;
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}
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physicsObj.SetSpeed( speed, pm_crouchspeed.GetFloat() );
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}
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*/
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/*
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==============
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@ -7477,8 +7662,8 @@ void idPlayer::Think( void ) {
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}
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// zooming
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if ( ( usercmd.buttons ^ oldCmd.buttons ) & BUTTON_RUN ) { //Rev 2018 for walk aiming. trigger zooming when pressing run button
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if ( ( usercmd.buttons & BUTTON_RUN ) && weapon.GetEntity() ) { //Rev 2018
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if ( ( usercmd.buttons ^ oldCmd.buttons ) & BUTTON_RUN ) { //Updated Rev 2018 for walk aiming. We want the zoom to trigger when pressing the Run key... which is now walking
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if ( ( usercmd.buttons & BUTTON_RUN ) && weapon.GetEntity() ) { //Updated Rev 2018 for walk aiming
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zoomFov.Init( gameLocal.time, 200.0f, CalcFov( false ), weapon.GetEntity()->GetZoomFov() );
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} else {
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zoomFov.Init( gameLocal.time, 200.0f, zoomFov.GetCurrentValue( gameLocal.time ), DefaultFov() );
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@ -7890,7 +8075,7 @@ void idPlayer::Killed( idEntity *inflictor, idEntity *attacker, int damage, cons
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animator.ClearAllJoints();
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if ( StartRagdoll() ) {
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pm_modelView.SetInteger( 1 ); //rev 2018 always keep on. remove this?
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pm_modelView.SetInteger( 0 );
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minRespawnTime = gameLocal.time + RAGDOLL_DEATH_TIME;
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maxRespawnTime = minRespawnTime + MAX_RESPAWN_TIME;
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} else {
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@ -8035,14 +8220,17 @@ void idPlayer::CalcDamagePoints( idEntity *inflictor, idEntity *attacker, const
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}
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}
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//REV 2018 start.
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////REVILITY 2018 start.
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telishield = spawnArgs.GetInt( "telishield" );
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if ( (usercmd.buttons & BUTTON_ZOOM) && stamina > 0 ) {
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//if ( telishield > 0 ) { // we no longer have to check this to trigger damage stopping...
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//if ( telishield > 0 ) { // we no longer have to check this key to trigger damage stopping...
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damage = 0;
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//damage *= damageDef->GetFloat( "selfDamageScale", "0.5" );
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//the above line is useful for reducing a specific % of damage.
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}
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////REVILITY END
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// inform the attacker that they hit someone
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attacker->DamageFeedback( this, inflictor, damage );
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@ -8392,10 +8580,10 @@ float idPlayer::CalcFov( bool honorZoom ) {
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#ifdef _DENTONMOD_PLAYER_CPP
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if ( zoomFov.IsDone( gameLocal.time ) ) {
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fov = ( honorZoom && ((usercmd.buttons & BUTTON_RUN) || weaponZoom.startZoom )) && weapon.GetEntity() ? weapon.GetEntity()->GetZoomFov() : DefaultFov(); // Updated By Clone JCD //Updated Rev 2018
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fov = ( honorZoom && ((usercmd.buttons & BUTTON_RUN) || weaponZoom.startZoom )) && weapon.GetEntity() ? weapon.GetEntity()->GetZoomFov() : DefaultFov(); // Updated By Clone JCD //Updated Rev 2018 for walk aiming
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#else
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if ( zoomFov.IsDone( gameLocal.time ) ) {
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fov = ( honorZoom && (usercmd.buttons & BUTTON_RUN)) && weapon.GetEntity() ? weapon.GetEntity()->GetZoomFov() : DefaultFov(); // Updated By Clone JCD //Updated Rev 2018
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fov = ( honorZoom && (usercmd.buttons & BUTTON_RUN)) && weapon.GetEntity() ? weapon.GetEntity()->GetZoomFov() : DefaultFov(); // Updated By Clone JCD //Updated Rev 2018 for walk aiming
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#endif// _DENTONMOD_PLAYER_CPP
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} else {
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fov = zoomFov.GetCurrentValue( gameLocal.time );
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@ -8614,10 +8802,10 @@ void idPlayer::OffsetThirdPersonView( float angle, float range, float height, bo
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idMath::SinCos( DEG2RAD( angle ), sideScale, forwardScale );
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view -= range * forwardScale * renderView->viewaxis[ 0 ];
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//Rev move thirdperson camera sideways cvar
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//// REVILITY START ALLOWS THE THIRDPERSON CAMERA TO BE OFFSET LEFT TO RIGHT
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//view += range * sideScale * renderView->viewaxis[ 1 ];
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view += range * (pm_thirdPersonSideScale.GetFloat()) * renderView->viewaxis[ 1 ];
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//Rev end
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////REVILITY END
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if ( clip ) {
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// trace a ray from the origin to the viewpoint to make sure the view isn't
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@ -8700,7 +8888,7 @@ idPlayer::CalculateFirstPersonView
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===============
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*/
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void idPlayer::CalculateFirstPersonView( void ) {
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if ( ( pm_modelView.GetInteger() == 1 ) || ( ( pm_modelView.GetInteger() == 2 ) ) ) { //rev 2018 removed && ( health <= 0 ) cross hair origin fix
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if ( ( pm_modelView.GetInteger() == 1 ) || ( ( pm_modelView.GetInteger() == 2 ) && ( health <= 0 ) ) ) {
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// Displays the view from the point of view of the "camera" joint in the player model
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idMat3 axis;
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||||
|
@ -8710,10 +8898,10 @@ void idPlayer::CalculateFirstPersonView( void ) {
|
|||
ang = viewBobAngles + playerView.AngleOffset();
|
||||
ang.yaw += viewAxis[ 180 ].ToYaw();
|
||||
|
||||
jointHandle_t joint = animator.GetJointHandle( "SHOTGUN_ATTACHER" ); //rev 2018. origin of crossline when pm_modelview is 1.
|
||||
jointHandle_t joint = animator.GetJointHandle( "SHOTGUN_ATTACHER" ); //now set to an actual joint on the player model Revility 2018. This moves the line to draw the crosshair closer to the weapon.
|
||||
animator.GetJointTransform( joint, gameLocal.time, origin, axis );
|
||||
firstPersonViewOrigin = ( origin + modelOffset ) * ( viewAxis * physicsObj.GetGravityAxis() ) + physicsObj.GetOrigin() + viewBob;
|
||||
firstPersonViewAxis = renderView->viewaxis; //Rev 2018 changed to the axis of the camera and not the bone.
|
||||
firstPersonViewAxis = renderView->viewaxis; //changed to the axis of the camera and not the bone. Revility 2018
|
||||
} else {
|
||||
// offset for local bobbing and kicks
|
||||
GetViewPos( firstPersonViewOrigin, firstPersonViewAxis );
|
||||
|
@ -8785,7 +8973,6 @@ void idPlayer::CalculateRenderView( void ) {
|
|||
}
|
||||
} else if ( pm_thirdPerson.GetBool() ) {
|
||||
OffsetThirdPersonView( pm_thirdPersonAngle.GetFloat(), pm_thirdPersonRange.GetFloat(), pm_thirdPersonHeight.GetFloat(), pm_thirdPersonClip.GetBool() );
|
||||
cvarSystem->SetCVarInteger( "pm_modelView", 1 ); //Rev 2018. Cross hair origin fix. Would reset everytime a map loads without this.
|
||||
} else if ( pm_thirdPersonDeath.GetBool() ) {
|
||||
range = gameLocal.time < minRespawnTime ? ( gameLocal.time + RAGDOLL_DEATH_TIME - minRespawnTime ) * ( 120.0f / RAGDOLL_DEATH_TIME ) : 120.0f;
|
||||
OffsetThirdPersonView( 0.0f, 20.0f + range, 0.0f, false );
|
||||
|
@ -10116,6 +10303,25 @@ bool idPlayer::WeaponAvailable( const char* name ) {
|
|||
return false;
|
||||
}
|
||||
|
||||
/*
|
||||
=================
|
||||
idPlayer::GetCurrentWeapon //New
|
||||
=================
|
||||
|
||||
idStr idPlayer::GetCurrentWeapon() {
|
||||
const char *weapon;
|
||||
|
||||
if ( currentWeapon >= 0 ) {
|
||||
weapon = spawnArgs.GetString( va( "def_weapon%d", currentWeapon ) );
|
||||
return weapon;
|
||||
} else {
|
||||
return "";
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
//Ivan start
|
||||
|
||||
/*
|
||||
===============
|
||||
idPlayer::IsComboActive
|
||||
|
@ -10269,6 +10475,8 @@ idPlayer::Event_StartWeaponParticle
|
|||
void idPlayer::Event_StartWeaponParticle( const char* prtName ) {
|
||||
if ( weapon.GetEntity() ) {
|
||||
weapon.GetEntity()->StartWeaponParticle( prtName );
|
||||
|
||||
//weapon.GetEntity()->ProcessEvent( &EV_Weapon_StartWeaponParticle, "ruinblade_prt1" );
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -10305,6 +10513,34 @@ void idPlayer::Event_StopAutoMelee( void ) {
|
|||
}
|
||||
}
|
||||
|
||||
/*
|
||||
=====================
|
||||
idPlayer::Event_StartMeleeBeam
|
||||
=====================
|
||||
|
||||
void idPlayer::Event_StartMeleeBeam( int num ) {
|
||||
if ( weapon.GetEntity() ) {
|
||||
weapon.GetEntity()->StartMeleeBeam( num );
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
/*
|
||||
=====================
|
||||
idPlayer::Event_StopMeleeBeam
|
||||
=====================
|
||||
|
||||
void idPlayer::Event_StopMeleeBeam( void ) {
|
||||
if ( weapon.GetEntity() ) {
|
||||
weapon.GetEntity()->StopMeleeBeam();
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
//ivan end
|
||||
|
||||
//ivan test
|
||||
|
||||
/*
|
||||
=====================
|
||||
idPlayer::Event_StartKick
|
||||
|
@ -10573,6 +10809,14 @@ void idPlayer::ShowPossibleInteract( int flags ){
|
|||
if( flags & INTERACT_IMPULSE ){
|
||||
hud->HandleNamedEvent( "interactImpulse" );
|
||||
}
|
||||
/*
|
||||
if( flags & INTERACT_UP ){
|
||||
hud->HandleNamedEvent( "interactUp" );
|
||||
}
|
||||
if( flags & INTERACT_DOWN ){
|
||||
hud->HandleNamedEvent( "interactDown" );
|
||||
}
|
||||
*/
|
||||
}
|
||||
|
||||
//ivan test end
|
||||
|
|
|
@ -70,6 +70,54 @@ void idPlayerCursor::Draw( const idVec3 &origin, const idMat3 &axis,const char *
|
|||
//linearly interpolate 5 feet between the camera position and the point at which the weapon is aiming
|
||||
endPos.Lerp(cameraOrigin,endPos,length);
|
||||
|
||||
/*
|
||||
//ivan start
|
||||
idVec3 localDir;
|
||||
idVec3 dir;
|
||||
dir = endPos - cameraOrigin; //vettore da camera a dest
|
||||
dir.NormalizeFast();
|
||||
cameraAxis.ProjectVector( dir, localDir ); //proietto su piano telecamera
|
||||
|
||||
idAngles destLookAng;
|
||||
destLookAng = (endPos - cameraOrigin).ToAngles().Normalize180();
|
||||
|
||||
idAngles cameraLookAng;
|
||||
cameraLookAng = cameraAxis.ToAngles().Normalize180();
|
||||
|
||||
//fix
|
||||
if( destLookAng[0] < -70 ){ //if it goes beyond this value all is wrong! Don't know why.
|
||||
destLookAng[1] = 90;
|
||||
cameraLookAng[1] = 89;
|
||||
}
|
||||
|
||||
idAngles deltaLookAng;
|
||||
deltaLookAng = (destLookAng - cameraLookAng).Normalize180();
|
||||
|
||||
gameLocal.Printf("destLookAng: %s\n", destLookAng.ToString() );
|
||||
gameLocal.Printf("cameraLookAng: %s\n", cameraLookAng.ToString() );
|
||||
gameLocal.Printf("delta: %s\n", deltaLookAng.ToString() );
|
||||
//x: lungo su/giù retta. 0 = centro, pos = mirino sotto, neg = mirino sopra
|
||||
//y: pos = quanto sx
|
||||
//z: 0
|
||||
|
||||
int cposx = (int) (320 - 320 * ( deltaLookAng[1] / 90.0f ));
|
||||
int cposy = (int) (240 + 240 * ( deltaLookAng[0] / 45.0f ));
|
||||
|
||||
gameLocal.Printf("cposx: %d, cposy: %d\n", cposx, cposy );
|
||||
|
||||
localPlayer->cursor->SetStateInt( "cposx", cposx );
|
||||
localPlayer->cursor->SetStateInt( "cposy", cposy );
|
||||
localPlayer->cursor->StateChanged( gameLocal.time );
|
||||
|
||||
|
||||
//red: weapon
|
||||
gameRenderWorld->DebugLine( colorRed, origin, endPos, gameLocal.msec );
|
||||
//yellow: camera
|
||||
gameRenderWorld->DebugLine( colorYellow, origin , cameraOrigin + cameraAxis[ 0 ] * 64.0f, gameLocal.msec );
|
||||
|
||||
//ivan end
|
||||
*/
|
||||
|
||||
if ( !CreateCursor(localPlayer, endPos, cameraAxis,material )) {
|
||||
UpdateCursor(localPlayer, endPos, cameraAxis);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue