mirror of
https://github.com/dhewm/dhewm3-sdk.git
synced 2024-11-23 13:02:18 +00:00
Import Grimm changes
This commit is contained in:
parent
b782366a08
commit
caca24cc53
51 changed files with 7198 additions and 584 deletions
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@ -920,6 +920,9 @@ bool idAF::Load( idEntity *ent, const char *fileName ) {
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physicsObj.UpdateClipModels();
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physicsObj.UpdateClipModels();
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// grimm --> annoyingness in the console. I know the last body is not contained, but I'm so dumb I can't fix it and this error is driving me a bit crazy.
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// todo: fix this bug in the cloth AF's and put this in again.
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/*
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// check if each joint is contained by a body
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// check if each joint is contained by a body
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for( i = 0; i < animator->NumJoints(); i++ ) {
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for( i = 0; i < animator->NumJoints(); i++ ) {
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if ( jointBody[i] == -1 ) {
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if ( jointBody[i] == -1 ) {
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@ -927,6 +930,7 @@ bool idAF::Load( idEntity *ent, const char *fileName ) {
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name.c_str(), self->name.c_str(), self->GetPhysics()->GetOrigin().ToString(0), animator->GetJointName( (jointHandle_t)i ) );
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name.c_str(), self->name.c_str(), self->GetPhysics()->GetOrigin().ToString(0), animator->GetJointName( (jointHandle_t)i ) );
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}
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}
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}
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}
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*/
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physicsObj.SetMass( file->totalMass );
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physicsObj.SetMass( file->totalMass );
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physicsObj.SetChanged();
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physicsObj.SetChanged();
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@ -524,7 +524,7 @@ CLASS_DECLARATION( idAnimatedEntity, idAFEntity_Base )
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EVENT( EV_SetConstraintPosition, idAFEntity_Base::Event_SetConstraintPosition )
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EVENT( EV_SetConstraintPosition, idAFEntity_Base::Event_SetConstraintPosition )
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END_CLASS
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END_CLASS
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static const float BOUNCE_SOUND_MIN_VELOCITY = 80.0f;
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static const float BOUNCE_SOUND_MIN_VELOCITY = 40.0f; //<-- grimm changed from 80 to 40 to make cloth sound more realistic.
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static const float BOUNCE_SOUND_MAX_VELOCITY = 200.0f;
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static const float BOUNCE_SOUND_MAX_VELOCITY = 200.0f;
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/*
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/*
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@ -538,6 +538,7 @@ idAFEntity_Base::idAFEntity_Base( void ) {
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nextSoundTime = 0;
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nextSoundTime = 0;
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spawnOrigin.Zero();
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spawnOrigin.Zero();
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spawnAxis.Identity();
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spawnAxis.Identity();
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NextSprayTime = 0.0f;
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}
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}
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/*
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/*
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@ -561,6 +562,7 @@ void idAFEntity_Base::Save( idSaveGame *savefile ) const {
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savefile->WriteVec3( spawnOrigin );
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savefile->WriteVec3( spawnOrigin );
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savefile->WriteMat3( spawnAxis );
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savefile->WriteMat3( spawnAxis );
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savefile->WriteInt( nextSoundTime );
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savefile->WriteInt( nextSoundTime );
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savefile->WriteFloat( NextSprayTime );
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af.Save( savefile );
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af.Save( savefile );
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}
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}
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@ -575,9 +577,20 @@ void idAFEntity_Base::Restore( idRestoreGame *savefile ) {
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savefile->ReadVec3( spawnOrigin );
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savefile->ReadVec3( spawnOrigin );
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savefile->ReadMat3( spawnAxis );
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savefile->ReadMat3( spawnAxis );
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savefile->ReadInt( nextSoundTime );
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savefile->ReadInt( nextSoundTime );
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savefile->ReadFloat( NextSprayTime );
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LinkCombat();
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LinkCombat();
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af.Restore( savefile );
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af.Restore( savefile );
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//restore any splat that was made
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//Repaint the world with a decal if needed
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idStr mtr_collide;
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mtr_collide = spawnArgs.GetString( "mtr_collide" );
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float splatsize = spawnArgs.GetFloat( "mtr_splatsize", "282" );
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if ( mtr_collide.Length() && g_UseDynamicPaint.GetBool() ) {
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gameLocal.ProjectDecal( GetPhysics()->GetOrigin(), GetPhysics()->GetGravity(), 128.0f, true, splatsize, mtr_collide.c_str(), 0, true );
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}
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}
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}
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/*
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/*
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@ -589,6 +602,15 @@ void idAFEntity_Base::Spawn( void ) {
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spawnOrigin = GetPhysics()->GetOrigin();
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spawnOrigin = GetPhysics()->GetOrigin();
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spawnAxis = GetPhysics()->GetAxis();
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spawnAxis = GetPhysics()->GetAxis();
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nextSoundTime = 0;
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nextSoundTime = 0;
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// spawn a decal so there's some blood there upon spawn time.
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idStr mtr_collide;
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mtr_collide = spawnArgs.GetString( "mtr_collide" );
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float splatsize = spawnArgs.GetFloat( "mtr_splatsize", "282" );
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if ( mtr_collide.Length() && g_UseDynamicPaint.GetBool() ) {
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gameLocal.ProjectDecal( GetPhysics()->GetOrigin(), GetPhysics()->GetGravity(), 128.0f, true, splatsize, mtr_collide.c_str(), 0, true );
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}
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}
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}
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/*
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/*
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@ -628,7 +650,21 @@ idAFEntity_Base::Think
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================
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================
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*/
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*/
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void idAFEntity_Base::Think( void ) {
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void idAFEntity_Base::Think( void ) {
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const char *spclass;
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spclass = spawnArgs.GetString("spawnclass");
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//grimm --> disable physics when user requests it.
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if ( idStr::Icmp( spclass, "idAFEntity_Generic" ) == 0 && g_usemodelragdolls.GetBool() ) {
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RunPhysics();
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RunPhysics();
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}
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if ( idStr::Icmp( spclass, "idAFEntity_Generic" ) != 0 ) {
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RunPhysics();
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}
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// <-- grimm
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//RunPhysics();
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UpdateAnimation();
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UpdateAnimation();
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if ( thinkFlags & TH_UPDATEVISUALS ) {
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if ( thinkFlags & TH_UPDATEVISUALS ) {
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Present();
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Present();
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@ -752,6 +788,30 @@ idAFEntity_Base::Collide
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================
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================
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*/
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*/
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bool idAFEntity_Base::Collide( const trace_t &collision, const idVec3 &velocity ) {
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bool idAFEntity_Base::Collide( const trace_t &collision, const idVec3 &velocity ) {
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// grimm --> this needed a bit of adjusting for the sake of cloth and performance I've taken out the specific volume depending on impact.
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if ( af.IsActive() && gameLocal.time > nextSoundTime ) {
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//simply start the sound on SND_CHANNEL_ANY.
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StartSound( "snd_bounce", SND_CHANNEL_ANY, 0, false, NULL );
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nextSoundTime = gameLocal.time + 500;
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}
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// grimm -->
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// spray something because the animation changed..
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idStr mtr_collide;
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mtr_collide = spawnArgs.GetString( "mtr_collide" );
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if ( IsActive() && mtr_collide.Length() && NextSprayTime < gameLocal.GetTime() ) {
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NextSprayTime = gameLocal.GetTime() + 750.0f;
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//float ranScale;
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//ranScale = 64 + ( 100.0f * gameLocal.random.CRandomFloat() );
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//gameLocal.ProjectDecal( GetPhysics()->GetOrigin(), GetPhysics()->GetGravity(), 128.0f, true, ranScale, mtr_collide.c_str() );
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gameLocal.ProjectDecal( GetPhysics()->GetOrigin(), -collision.c.normal, 128.0f, true, 128.0f, mtr_collide.c_str(), 0, false );
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}
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// <-- grimm
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float v, f;
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float v, f;
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if ( af.IsActive() ) {
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if ( af.IsActive() ) {
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@ -965,6 +1025,7 @@ idAFEntity_Gibbable::idAFEntity_Gibbable( void ) {
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skeletonModel = NULL;
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skeletonModel = NULL;
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skeletonModelDefHandle = -1;
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skeletonModelDefHandle = -1;
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gibbed = false;
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gibbed = false;
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searchable = false; // sikk - Searchable Corpses
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}
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}
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/*
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/*
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@ -987,6 +1048,8 @@ idAFEntity_Gibbable::Save
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void idAFEntity_Gibbable::Save( idSaveGame *savefile ) const {
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void idAFEntity_Gibbable::Save( idSaveGame *savefile ) const {
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savefile->WriteBool( gibbed );
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savefile->WriteBool( gibbed );
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savefile->WriteBool( combatModel != NULL );
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savefile->WriteBool( combatModel != NULL );
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savefile->WriteBool( searchable ); // sikk - Searchable Corpses
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}
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}
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/*
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/*
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@ -1000,6 +1063,8 @@ void idAFEntity_Gibbable::Restore( idRestoreGame *savefile ) {
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savefile->ReadBool( gibbed );
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savefile->ReadBool( gibbed );
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savefile->ReadBool( hasCombatModel );
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savefile->ReadBool( hasCombatModel );
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savefile->ReadBool( searchable ); // sikk - Searchable Corpses
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InitSkeletonModel();
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InitSkeletonModel();
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if ( hasCombatModel ) {
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if ( hasCombatModel ) {
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@ -1017,6 +1082,8 @@ void idAFEntity_Gibbable::Spawn( void ) {
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InitSkeletonModel();
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InitSkeletonModel();
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gibbed = false;
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gibbed = false;
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spawnArgs.GetBool( "searchable", "0", searchable ); // sikk - Searchable Corpses
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}
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}
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/*
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/*
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@ -1092,7 +1159,8 @@ void idAFEntity_Gibbable::Damage( idEntity *inflictor, idEntity *attacker, const
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return;
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return;
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}
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}
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idAFEntity_Base::Damage( inflictor, attacker, dir, damageDefName, damageScale, location );
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idAFEntity_Base::Damage( inflictor, attacker, dir, damageDefName, damageScale, location );
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if ( health < -20 && spawnArgs.GetBool( "gib" ) ) {
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// sikk - Changed gib health from -20 to -health
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if ( health < -spawnArgs.GetInt( "health" ) && spawnArgs.GetBool( "gib" ) ) {
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Gib( dir, damageDefName );
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Gib( dir, damageDefName );
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}
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}
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}
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}
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@ -1173,14 +1241,19 @@ void idAFEntity_Gibbable::Gib( const idVec3 &dir, const char *damageDefName ) {
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UnlinkCombat();
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UnlinkCombat();
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if ( g_bloodEffects.GetBool() ) {
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if ( g_bloodEffects.GetBool() ) {
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if ( gameLocal.time > gameLocal.GetGibTime() ) {
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// sikk - Since "nextGibTime" is a member of idGameLocal and not idAFEntity||idAFEntity_Gibbable
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// the folloing if statement is only true once per damage event instead of per entity being damaged.
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// This is why only one entity will get gibbed while the rest just disappear after a few seconds.
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// I commented this out instead of moving the variable to the proper class because it's easier and
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// the delay is only 200ms so the difference should be unnoticable
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// if ( gameLocal.time > gameLocal.GetGibTime() ) {
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gameLocal.SetGibTime( gameLocal.time + GIB_DELAY );
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gameLocal.SetGibTime( gameLocal.time + GIB_DELAY );
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SpawnGibs( dir, damageDefName );
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SpawnGibs( dir, damageDefName );
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renderEntity.noShadow = true;
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renderEntity.noShadow = true;
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renderEntity.shaderParms[ SHADERPARM_TIME_OF_DEATH ] = gameLocal.time * 0.001f;
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renderEntity.shaderParms[ SHADERPARM_TIME_OF_DEATH ] = gameLocal.time * 0.001f;
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StartSound( "snd_gibbed", SND_CHANNEL_ANY, 0, false, NULL );
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StartSound( "snd_gibbed", SND_CHANNEL_ANY, 0, false, NULL );
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gibbed = true;
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gibbed = true;
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}
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// }
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} else {
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} else {
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gibbed = true;
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gibbed = true;
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}
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}
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@ -2683,7 +2756,7 @@ idGameEdit::AF_CreateMesh
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idRenderModel *idGameEdit::AF_CreateMesh( const idDict &args, idVec3 &meshOrigin, idMat3 &meshAxis, bool &poseIsSet ) {
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idRenderModel *idGameEdit::AF_CreateMesh( const idDict &args, idVec3 &meshOrigin, idMat3 &meshAxis, bool &poseIsSet ) {
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int i, jointNum;
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int i, jointNum;
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const idDeclAF *af;
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const idDeclAF *af;
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const idDeclAF_Body *fb;
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const idDeclAF_Body *fb = NULL; // sikk - warning C4701: potentially uninitialized local variable used
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renderEntity_t ent;
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renderEntity_t ent;
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idVec3 origin, *bodyOrigin, *newBodyOrigin, *modifiedOrigin;
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idVec3 origin, *bodyOrigin, *newBodyOrigin, *modifiedOrigin;
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idMat3 axis, *bodyAxis, *newBodyAxis, *modifiedAxis;
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idMat3 axis, *bodyAxis, *newBodyAxis, *modifiedAxis;
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@ -192,6 +192,10 @@ public:
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static void DropAFs( idEntity *ent, const char *type, idList<idEntity *> *list );
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static void DropAFs( idEntity *ent, const char *type, idList<idEntity *> *list );
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// grimm --> bloodspray
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float NextSprayTime;
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// <-- grimm
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protected:
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protected:
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idAF af; // articulated figure
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idAF af; // articulated figure
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idClipModel * combatModel; // render model for hit detection
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idClipModel * combatModel; // render model for hit detection
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virtual void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location );
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virtual void Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir, const char *damageDefName, const float damageScale, const int location );
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virtual void SpawnGibs( const idVec3 &dir, const char *damageDefName );
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virtual void SpawnGibs( const idVec3 &dir, const char *damageDefName );
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// sikk---> Searchable Corpses
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bool searchable;
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bool IsGibbed( void ) { return gibbed; };
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// <---sikk
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protected:
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protected:
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idRenderModel * skeletonModel;
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idRenderModel * skeletonModel;
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int skeletonModelDefHandle;
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int skeletonModelDefHandle;
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112
game/Actor.cpp
112
game/Actor.cpp
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@ -366,6 +366,10 @@ const idEventDef AI_SetState( "setState", "s" );
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const idEventDef AI_GetState( "getState", NULL, 's' );
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const idEventDef AI_GetState( "getState", NULL, 's' );
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const idEventDef AI_GetHead( "getHead", NULL, 'e' );
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const idEventDef AI_GetHead( "getHead", NULL, 'e' );
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// grimm -->
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const idEventDef AI_mSpawnGibs( "SpawnGibs" );
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// <-- grimm
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CLASS_DECLARATION( idAFEntity_Gibbable, idActor )
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CLASS_DECLARATION( idAFEntity_Gibbable, idActor )
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EVENT( AI_EnableEyeFocus, idActor::Event_EnableEyeFocus )
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EVENT( AI_EnableEyeFocus, idActor::Event_EnableEyeFocus )
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EVENT( AI_DisableEyeFocus, idActor::Event_DisableEyeFocus )
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EVENT( AI_DisableEyeFocus, idActor::Event_DisableEyeFocus )
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@ -408,6 +412,7 @@ CLASS_DECLARATION( idAFEntity_Gibbable, idActor )
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EVENT( AI_SetState, idActor::Event_SetState )
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EVENT( AI_SetState, idActor::Event_SetState )
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EVENT( AI_GetState, idActor::Event_GetState )
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EVENT( AI_GetState, idActor::Event_GetState )
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EVENT( AI_GetHead, idActor::Event_GetHead )
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EVENT( AI_GetHead, idActor::Event_GetHead )
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EVENT( AI_mSpawnGibs, idActor::Event_mSpawnGibs )
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END_CLASS
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END_CLASS
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/*
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/*
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@ -608,8 +613,16 @@ void idActor::Spawn( void ) {
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blink_min = SEC2MS( spawnArgs.GetFloat( "blink_min", "0.5" ) );
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blink_min = SEC2MS( spawnArgs.GetFloat( "blink_min", "0.5" ) );
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blink_max = SEC2MS( spawnArgs.GetFloat( "blink_max", "8" ) );
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blink_max = SEC2MS( spawnArgs.GetFloat( "blink_max", "8" ) );
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// sikk---> Player Head Type
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// set up the head anim if necessary
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// set up the head anim if necessary
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int headAnim = headAnimator->GetAnim( "def_head" );
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int headAnim;
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if ( g_playerHeadType.GetBool() && spawnArgs.GetString( "def_head_custom" )[ 0 ] ) {
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headAnim = headAnimator->GetAnim( "def_head_custom" );
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} else {
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headAnim = headAnimator->GetAnim( "def_head" );
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}
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// <---sikk
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if ( headAnim ) {
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if ( headAnim ) {
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if ( headEnt ) {
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if ( headEnt ) {
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headAnimator->CycleAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, 0 );
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headAnimator->CycleAnim( ANIMCHANNEL_ALL, headAnim, gameLocal.time, 0 );
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@ -625,7 +638,7 @@ void idActor::Spawn( void ) {
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}
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}
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}
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}
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finalBoss = spawnArgs.GetBool( "finalBoss" );
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finalBoss = g_cyberdemonDamageType.GetBool() ? false : spawnArgs.GetBool( "finalBoss" ); // sikk - Cyberdemon Damage Type
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FinishSetup();
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FinishSetup();
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}
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}
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@ -668,7 +681,14 @@ void idActor::SetupHead( void ) {
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return;
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return;
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}
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}
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// sikk---> Player Head Type
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if ( g_playerHeadType.GetBool() && spawnArgs.GetString( "def_head_custom" )[ 0 ] ) {
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headModel = spawnArgs.GetString( "def_head_custom" );
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} else {
|
||||||
headModel = spawnArgs.GetString( "def_head", "" );
|
headModel = spawnArgs.GetString( "def_head", "" );
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
if ( headModel[ 0 ] ) {
|
if ( headModel[ 0 ] ) {
|
||||||
jointName = spawnArgs.GetString( "head_joint" );
|
jointName = spawnArgs.GetString( "head_joint" );
|
||||||
joint = animator.GetJointHandle( jointName );
|
joint = animator.GetJointHandle( jointName );
|
||||||
|
@ -2179,7 +2199,17 @@ void idActor::Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir
|
||||||
gameLocal.Error( "Unknown damageDef '%s'", damageDefName );
|
gameLocal.Error( "Unknown damageDef '%s'", damageDefName );
|
||||||
}
|
}
|
||||||
|
|
||||||
int damage = damageDef->GetInt( "damage" ) * damageScale;
|
// sikk---> Damage Type
|
||||||
|
int damage;
|
||||||
|
// if ( g_damageType.GetInteger() == 1 && damageDef->GetInt( "damage_doom_scale" ) ) {
|
||||||
|
// damage = damageDef->GetInt( "damage_doom_scale" ) * ( gameLocal.random.RandomInt( 255 ) % damageDef->GetInt( "damage_doom_range" ) + 1 );
|
||||||
|
// } else if ( g_damageType.GetInteger() == 2 && damageDef->GetInt( "damage_custom" ) ) {
|
||||||
|
// damage = damageDef->GetInt( "damage_custom" );
|
||||||
|
// } else {
|
||||||
|
damage = damageDef->GetInt( "damage" );
|
||||||
|
// }
|
||||||
|
// <---sikk
|
||||||
|
damage *= damageScale;
|
||||||
damage = GetDamageForLocation( damage, location );
|
damage = GetDamageForLocation( damage, location );
|
||||||
|
|
||||||
// inform the attacker that they hit someone
|
// inform the attacker that they hit someone
|
||||||
|
@ -2191,7 +2221,8 @@ void idActor::Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &dir
|
||||||
health = -999;
|
health = -999;
|
||||||
}
|
}
|
||||||
Killed( inflictor, attacker, damage, dir, location );
|
Killed( inflictor, attacker, damage, dir, location );
|
||||||
if ( ( health < -20 ) && spawnArgs.GetBool( "gib" ) && damageDef->GetBool( "gib" ) ) {
|
// sikk - Changed gib health from -20 to -health
|
||||||
|
if ( ( health < -spawnArgs.GetInt( "health" ) ) && spawnArgs.GetBool( "gib" ) && damageDef->GetBool( "gib" ) ) {
|
||||||
Gib( dir, damageDefName );
|
Gib( dir, damageDefName );
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
|
@ -2347,19 +2378,29 @@ void idActor::SetupDamageGroups( void ) {
|
||||||
damageScale[ i ] = 1.0f;
|
damageScale[ i ] = 1.0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// sikk---> Doom 1/2 & custom Damage zones
|
||||||
// set the percentage on damage zones
|
// set the percentage on damage zones
|
||||||
arg = spawnArgs.MatchPrefix( "damage_scale ", NULL );
|
const char* scalePrefix;
|
||||||
|
//if ( g_damageZoneType.GetInteger() == 1 )
|
||||||
|
// scalePrefix = "damage_scale_doom ";
|
||||||
|
//else if ( g_damageZoneType.GetInteger() == 2 )
|
||||||
|
// scalePrefix = "damage_scale_custom ";
|
||||||
|
//else
|
||||||
|
scalePrefix = "damage_scale ";
|
||||||
|
|
||||||
|
arg = spawnArgs.MatchPrefix( scalePrefix, NULL );
|
||||||
while ( arg ) {
|
while ( arg ) {
|
||||||
scale = atof( arg->GetValue() );
|
scale = atof( arg->GetValue() );
|
||||||
groupname = arg->GetKey();
|
groupname = arg->GetKey();
|
||||||
groupname.Strip( "damage_scale " );
|
groupname.Strip( scalePrefix );
|
||||||
for( i = 0; i < damageScale.Num(); i++ ) {
|
for( i = 0; i < damageScale.Num(); i++ ) {
|
||||||
if ( damageGroups[ i ] == groupname ) {
|
if ( damageGroups[ i ] == groupname ) {
|
||||||
damageScale[ i ] = scale;
|
damageScale[ i ] = scale;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
arg = spawnArgs.MatchPrefix( "damage_scale ", arg );
|
arg = spawnArgs.MatchPrefix( scalePrefix, arg );
|
||||||
}
|
}
|
||||||
|
// <---sikk
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -3276,3 +3317,60 @@ idActor::Event_GetHead
|
||||||
void idActor::Event_GetHead( void ) {
|
void idActor::Event_GetHead( void ) {
|
||||||
idThread::ReturnEntity( head.GetEntity() );
|
idThread::ReturnEntity( head.GetEntity() );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// grimm -->
|
||||||
|
|
||||||
|
/*
|
||||||
|
=====================
|
||||||
|
idActor::Event_mSpawnGibs
|
||||||
|
=====================
|
||||||
|
*/
|
||||||
|
void idActor::Event_mSpawnGibs( void ) {
|
||||||
|
idPhysics *physObj;
|
||||||
|
physObj = GetPhysics();
|
||||||
|
|
||||||
|
const idKeyValue *kv = spawnArgs.MatchPrefix( "shard" );
|
||||||
|
// bool first = true;
|
||||||
|
while ( kv ) {
|
||||||
|
const idDict *debris_args = gameLocal.FindEntityDefDict( kv->GetValue(), false );
|
||||||
|
if ( debris_args ) {
|
||||||
|
idEntity *ent;
|
||||||
|
idVec3 dir;
|
||||||
|
idDebris *debris;
|
||||||
|
|
||||||
|
|
||||||
|
//if ( first ) {
|
||||||
|
|
||||||
|
dir = physObj->GetAxis()[1];
|
||||||
|
// first = false;
|
||||||
|
//} else {
|
||||||
|
dir.x += gameLocal.random.CRandomFloat() * 4.0f;
|
||||||
|
dir.y += gameLocal.random.CRandomFloat() * 4.0f;
|
||||||
|
//dir.z = gameLocal.random.RandomFloat() * 8.0f;
|
||||||
|
//}
|
||||||
|
dir.Normalize();
|
||||||
|
|
||||||
|
gameLocal.SpawnEntityDef( *debris_args, &ent, false );
|
||||||
|
if ( !ent || !ent->IsType( idDebris::Type ) ) {
|
||||||
|
gameLocal.Error( "'projectile_debris' is not an idDebris" );
|
||||||
|
}
|
||||||
|
|
||||||
|
debris = static_cast<idDebris *>(ent);
|
||||||
|
debris->Create( this, physObj->GetOrigin(), dir.ToMat3() );
|
||||||
|
debris->Launch();
|
||||||
|
debris->GetRenderEntity()->shaderParms[ SHADERPARM_TIME_OF_DEATH ] = ( gameLocal.time + 1500 ) * 0.001f;
|
||||||
|
debris->UpdateVisuals();
|
||||||
|
|
||||||
|
}
|
||||||
|
kv = spawnArgs.MatchPrefix( "shard", kv );
|
||||||
|
}
|
||||||
|
|
||||||
|
idStr sfx;
|
||||||
|
sfx = spawnArgs.GetString("fx_death");
|
||||||
|
if ( sfx.Length() ) {
|
||||||
|
idVec3 org = physObj->GetOrigin();
|
||||||
|
idEntityFx::StartFx(sfx.c_str(), &org, NULL, this ,false);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// <-- grimm
|
||||||
|
|
|
@ -56,7 +56,6 @@ extern const idEventDef AI_PlayCycle;
|
||||||
extern const idEventDef AI_AnimDone;
|
extern const idEventDef AI_AnimDone;
|
||||||
extern const idEventDef AI_SetBlendFrames;
|
extern const idEventDef AI_SetBlendFrames;
|
||||||
extern const idEventDef AI_GetBlendFrames;
|
extern const idEventDef AI_GetBlendFrames;
|
||||||
|
|
||||||
class idDeclParticle;
|
class idDeclParticle;
|
||||||
|
|
||||||
class idAnimState {
|
class idAnimState {
|
||||||
|
@ -209,6 +208,8 @@ public:
|
||||||
bool AnimDone( int channel, int blendFrames ) const;
|
bool AnimDone( int channel, int blendFrames ) const;
|
||||||
virtual void SpawnGibs( const idVec3 &dir, const char *damageDefName );
|
virtual void SpawnGibs( const idVec3 &dir, const char *damageDefName );
|
||||||
|
|
||||||
|
bool GetFinalBoss( void ) const { return finalBoss; }; // sikk - Cyberdemon Damage Type
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
friend class idAnimState;
|
friend class idAnimState;
|
||||||
|
|
||||||
|
@ -318,6 +319,7 @@ private:
|
||||||
void Event_SetState( const char *name );
|
void Event_SetState( const char *name );
|
||||||
void Event_GetState( void );
|
void Event_GetState( void );
|
||||||
void Event_GetHead( void );
|
void Event_GetHead( void );
|
||||||
|
void Event_mSpawnGibs( void );
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif /* !__GAME_ACTOR_H__ */
|
#endif /* !__GAME_ACTOR_H__ */
|
||||||
|
|
|
@ -121,6 +121,10 @@ const idEventDef EV_HasFunction( "hasFunction", "s", 'd' );
|
||||||
const idEventDef EV_CallFunction( "callFunction", "s" );
|
const idEventDef EV_CallFunction( "callFunction", "s" );
|
||||||
const idEventDef EV_SetNeverDormant( "setNeverDormant", "d" );
|
const idEventDef EV_SetNeverDormant( "setNeverDormant", "d" );
|
||||||
|
|
||||||
|
// grimm --> for grimm_spray entity.
|
||||||
|
const idEventDef EV_SprayDecal( "sprayDecal", "vsvf" );
|
||||||
|
// <-- grimm
|
||||||
|
|
||||||
ABSTRACT_DECLARATION( idClass, idEntity )
|
ABSTRACT_DECLARATION( idClass, idEntity )
|
||||||
EVENT( EV_GetName, idEntity::Event_GetName )
|
EVENT( EV_GetName, idEntity::Event_GetName )
|
||||||
EVENT( EV_SetName, idEntity::Event_SetName )
|
EVENT( EV_SetName, idEntity::Event_SetName )
|
||||||
|
@ -185,6 +189,7 @@ ABSTRACT_DECLARATION( idClass, idEntity )
|
||||||
EVENT( EV_HasFunction, idEntity::Event_HasFunction )
|
EVENT( EV_HasFunction, idEntity::Event_HasFunction )
|
||||||
EVENT( EV_CallFunction, idEntity::Event_CallFunction )
|
EVENT( EV_CallFunction, idEntity::Event_CallFunction )
|
||||||
EVENT( EV_SetNeverDormant, idEntity::Event_SetNeverDormant )
|
EVENT( EV_SetNeverDormant, idEntity::Event_SetNeverDormant )
|
||||||
|
EVENT( EV_SprayDecal, idEntity::Event_SprayDecal )
|
||||||
END_CLASS
|
END_CLASS
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -266,6 +271,11 @@ void idGameEdit::ParseSpawnArgsToRenderEntity( const idDict *args, renderEntity_
|
||||||
|
|
||||||
args->GetVector( "origin", "0 0 0", renderEntity->origin );
|
args->GetVector( "origin", "0 0 0", renderEntity->origin );
|
||||||
|
|
||||||
|
// grimm --> added 'random_rotspawn' spawnarg for randomly rotated entities upon mapload.
|
||||||
|
if ( args->GetBool( "random_rotspawn", "0" ) ) {
|
||||||
|
renderEntity->axis = idAngles( 0.0f, gameLocal.random.RandomFloat() * 360 , 0.0f).ToMat3();
|
||||||
|
} else {
|
||||||
|
//original code:
|
||||||
// get the rotation matrix in either full form, or single angle form
|
// get the rotation matrix in either full form, or single angle form
|
||||||
if ( !args->GetMatrix( "rotation", "1 0 0 0 1 0 0 0 1", renderEntity->axis ) ) {
|
if ( !args->GetMatrix( "rotation", "1 0 0 0 1 0 0 0 1", renderEntity->axis ) ) {
|
||||||
angle = args->GetFloat( "angle" );
|
angle = args->GetFloat( "angle" );
|
||||||
|
@ -274,7 +284,8 @@ void idGameEdit::ParseSpawnArgsToRenderEntity( const idDict *args, renderEntity_
|
||||||
} else {
|
} else {
|
||||||
renderEntity->axis.Identity();
|
renderEntity->axis.Identity();
|
||||||
}
|
}
|
||||||
}
|
} // <-- original code
|
||||||
|
} // <--grimm
|
||||||
|
|
||||||
renderEntity->referenceSound = NULL;
|
renderEntity->referenceSound = NULL;
|
||||||
|
|
||||||
|
@ -541,7 +552,15 @@ void idEntity::Spawn( void ) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// sikk---> Doom/Custom Health Values
|
||||||
|
if ( g_enemyHealthType.GetInteger() == 1 && spawnArgs.GetInt( "health_doom" ) ) {
|
||||||
|
health = spawnArgs.GetInt( "health_doom" );
|
||||||
|
} else if ( g_enemyHealthType.GetInteger() == 2 && spawnArgs.GetInt( "health_custom" ) ) {
|
||||||
|
health = spawnArgs.GetInt( "health_custom" );
|
||||||
|
} else {
|
||||||
health = spawnArgs.GetInt( "health" );
|
health = spawnArgs.GetInt( "health" );
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
InitDefaultPhysics( origin, axis );
|
InitDefaultPhysics( origin, axis );
|
||||||
|
|
||||||
|
@ -559,7 +578,9 @@ void idEntity::Spawn( void ) {
|
||||||
|
|
||||||
// auto-start a sound on the entity
|
// auto-start a sound on the entity
|
||||||
if ( refSound.shader && !refSound.waitfortrigger ) {
|
if ( refSound.shader && !refSound.waitfortrigger ) {
|
||||||
StartSoundShader( refSound.shader, SND_CHANNEL_ANY, 0, false, NULL );
|
//StartSoundShader( refSound.shader, SND_CHANNEL_ANY, 0, false, NULL );
|
||||||
|
// grimm --> changed to snd_channel_ambient
|
||||||
|
StartSoundShader( refSound.shader, SND_CHANNEL_AMBIENT, 0, false, NULL );
|
||||||
}
|
}
|
||||||
|
|
||||||
// setup script object
|
// setup script object
|
||||||
|
@ -1663,6 +1684,19 @@ void idEntity::SetSoundVolume( float volume ) {
|
||||||
refSound.parms.volume = volume;
|
refSound.parms.volume = volume;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/* grimm -->
|
||||||
|
================
|
||||||
|
idEntity::FadeSound
|
||||||
|
|
||||||
|
Can be called while sound is playing.
|
||||||
|
================
|
||||||
|
*/
|
||||||
|
void idEntity::FadeSound( float volume, float length ) {
|
||||||
|
refSound.referenceSound->FadeSound(0,volume,length);
|
||||||
|
}
|
||||||
|
|
||||||
|
//<-- grimm
|
||||||
|
|
||||||
/*
|
/*
|
||||||
================
|
================
|
||||||
idEntity::UpdateSound
|
idEntity::UpdateSound
|
||||||
|
@ -2558,7 +2592,7 @@ bool idEntity::RunPhysics( void ) {
|
||||||
endTime = gameLocal.time;
|
endTime = gameLocal.time;
|
||||||
|
|
||||||
gameLocal.push.InitSavingPushedEntityPositions();
|
gameLocal.push.InitSavingPushedEntityPositions();
|
||||||
blockedPart = NULL;
|
blockedPart = blockingEntity = NULL; // sikk - warning C4701: potentially uninitialized local variable used
|
||||||
|
|
||||||
// save the physics state of the whole team and disable the team for collision detection
|
// save the physics state of the whole team and disable the team for collision detection
|
||||||
for ( part = this; part != NULL; part = part->teamChain ) {
|
for ( part = this; part != NULL; part = part->teamChain ) {
|
||||||
|
@ -2998,7 +3032,16 @@ void idEntity::Damage( idEntity *inflictor, idEntity *attacker, const idVec3 &di
|
||||||
gameLocal.Error( "Unknown damageDef '%s'\n", damageDefName );
|
gameLocal.Error( "Unknown damageDef '%s'\n", damageDefName );
|
||||||
}
|
}
|
||||||
|
|
||||||
int damage = damageDef->GetInt( "damage" );
|
// sikk---> Damage Type
|
||||||
|
int damage;
|
||||||
|
//if ( g_damageType.GetInteger() == 1 && damageDef->GetInt( "damage_doom_scale" ) ) {
|
||||||
|
// damage = damageDef->GetInt( "damage_doom_scale" ) * ( gameLocal.random.RandomInt( 255 ) % damageDef->GetInt( "damage_doom_range" ) + 1 );
|
||||||
|
//} else if ( g_damageType.GetInteger() == 2 && damageDef->GetInt( "damage_custom" ) ) {
|
||||||
|
// damage = damageDef->GetInt( "damage_custom" );
|
||||||
|
//} else {
|
||||||
|
damage = damageDef->GetInt( "damage" );
|
||||||
|
//}
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
// inform the attacker that they hit someone
|
// inform the attacker that they hit someone
|
||||||
attacker->DamageFeedback( this, inflictor, damage );
|
attacker->DamageFeedback( this, inflictor, damage );
|
||||||
|
@ -4579,6 +4622,28 @@ void idEntity::Event_SetNeverDormant( int enable ) {
|
||||||
dormantStart = 0;
|
dormantStart = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/* grimm --> spraydecal
|
||||||
|
================
|
||||||
|
idEntity::Event_SprayDecal
|
||||||
|
================
|
||||||
|
*/
|
||||||
|
void idEntity::Event_SprayDecal( idVec3 spray_origin, const char *mtr_decal, idVec3 spray_angle, float size ) {
|
||||||
|
|
||||||
|
//srpay something
|
||||||
|
idVec3 newangle = spray_angle;
|
||||||
|
//gameLocal.Printf( "%s <--current vector\n", spray_angle->ToString() );
|
||||||
|
|
||||||
|
if ( spray_angle.x <= -45 ) {
|
||||||
|
newangle.z = 90;
|
||||||
|
}
|
||||||
|
if ( spray_angle.x >= 45 ) {
|
||||||
|
newangle.z = -90;
|
||||||
|
}
|
||||||
|
|
||||||
|
gameLocal.ProjectDecal( spray_origin, newangle, 256.0f, true, size, mtr_decal, 0, true );
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
/***********************************************************************
|
/***********************************************************************
|
||||||
|
|
||||||
Network
|
Network
|
||||||
|
|
|
@ -68,6 +68,7 @@ extern const idEventDef EV_SetSkin;
|
||||||
extern const idEventDef EV_StartSoundShader;
|
extern const idEventDef EV_StartSoundShader;
|
||||||
extern const idEventDef EV_StopSound;
|
extern const idEventDef EV_StopSound;
|
||||||
extern const idEventDef EV_CacheSoundShader;
|
extern const idEventDef EV_CacheSoundShader;
|
||||||
|
extern const idEventDef EV_SprayDecal;
|
||||||
|
|
||||||
// Think flags
|
// Think flags
|
||||||
enum {
|
enum {
|
||||||
|
@ -227,6 +228,13 @@ public:
|
||||||
bool StartSoundShader( const idSoundShader *shader, const s_channelType channel, int soundShaderFlags, bool broadcast, int *length );
|
bool StartSoundShader( const idSoundShader *shader, const s_channelType channel, int soundShaderFlags, bool broadcast, int *length );
|
||||||
void StopSound( const s_channelType channel, bool broadcast ); // pass SND_CHANNEL_ANY to stop all sounds
|
void StopSound( const s_channelType channel, bool broadcast ); // pass SND_CHANNEL_ANY to stop all sounds
|
||||||
void SetSoundVolume( float volume );
|
void SetSoundVolume( float volume );
|
||||||
|
|
||||||
|
//grimm -->
|
||||||
|
void FadeSound( float volume, float length );
|
||||||
|
void Event_SprayDecal( idVec3 spray_origin, const char *mtr_decal, idVec3 spray_angle, float size );
|
||||||
|
//void Event_SprayDecal( const char *mtr_decal );
|
||||||
|
//<-- grimm
|
||||||
|
|
||||||
void UpdateSound( void );
|
void UpdateSound( void );
|
||||||
int GetListenerId( void ) const;
|
int GetListenerId( void ) const;
|
||||||
idSoundEmitter * GetSoundEmitter( void ) const;
|
idSoundEmitter * GetSoundEmitter( void ) const;
|
||||||
|
@ -465,6 +473,7 @@ private:
|
||||||
void Event_HasFunction( const char *name );
|
void Event_HasFunction( const char *name );
|
||||||
void Event_CallFunction( const char *name );
|
void Event_CallFunction( const char *name );
|
||||||
void Event_SetNeverDormant( int enable );
|
void Event_SetNeverDormant( int enable );
|
||||||
|
|
||||||
};
|
};
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
|
|
@ -509,6 +509,9 @@ void idEntityFx::Run( int time ) {
|
||||||
useAction->renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( time );
|
useAction->renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( time );
|
||||||
useAction->renderEntity.shaderParms[3] = 1.0f;
|
useAction->renderEntity.shaderParms[3] = 1.0f;
|
||||||
useAction->renderEntity.shaderParms[5] = 0.0f;
|
useAction->renderEntity.shaderParms[5] = 0.0f;
|
||||||
|
|
||||||
|
useAction->renderEntity.suppressSurfaceInViewID = -8; // sikk - depth render
|
||||||
|
|
||||||
if ( useAction->renderEntity.hModel ) {
|
if ( useAction->renderEntity.hModel ) {
|
||||||
useAction->renderEntity.bounds = useAction->renderEntity.hModel->Bounds( &useAction->renderEntity );
|
useAction->renderEntity.bounds = useAction->renderEntity.hModel->Bounds( &useAction->renderEntity );
|
||||||
}
|
}
|
||||||
|
@ -593,6 +596,9 @@ void idEntityFx::Spawn( void ) {
|
||||||
PostEventMS( &EV_Activate, 0, this );
|
PostEventMS( &EV_Activate, 0, this );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// We don't want particles in depth render.
|
||||||
|
renderEntity.suppressSurfaceInViewID = -8; // sikk - Depth Render
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
|
|
@ -254,6 +254,20 @@ void idGameLocal::Clear( void ) {
|
||||||
savedEventQueue.Init();
|
savedEventQueue.Init();
|
||||||
|
|
||||||
memset( lagometer, 0, sizeof( lagometer ) );
|
memset( lagometer, 0, sizeof( lagometer ) );
|
||||||
|
|
||||||
|
// sikk---> Portal Sky Box
|
||||||
|
portalSkyEnt = NULL;
|
||||||
|
portalSkyActive = false;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
currentLights.Clear(); // sikk - Soft Shadows PostProcess
|
||||||
|
|
||||||
|
// sikk---> Random Encounters System
|
||||||
|
randomEnemyListNum = 0;
|
||||||
|
randomEnemyTime = 0;
|
||||||
|
randomEnemyTally = 0;
|
||||||
|
randomEnemyList.Clear();
|
||||||
|
// <---sikk
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -465,6 +479,7 @@ void idGameLocal::SaveGame( idFile *f ) {
|
||||||
program.Save( &savegame );
|
program.Save( &savegame );
|
||||||
|
|
||||||
savegame.WriteInt( g_skill.GetInteger() );
|
savegame.WriteInt( g_skill.GetInteger() );
|
||||||
|
savegame.WriteInt( g_trapskill.GetInteger() );
|
||||||
|
|
||||||
savegame.WriteDict( &serverInfo );
|
savegame.WriteDict( &serverInfo );
|
||||||
|
|
||||||
|
@ -576,10 +591,22 @@ void idGameLocal::SaveGame( idFile *f ) {
|
||||||
savegame.WriteVec3( gravity );
|
savegame.WriteVec3( gravity );
|
||||||
|
|
||||||
// gamestate
|
// gamestate
|
||||||
|
|
||||||
savegame.WriteBool( influenceActive );
|
savegame.WriteBool( influenceActive );
|
||||||
savegame.WriteInt( nextGibTime );
|
savegame.WriteInt( nextGibTime );
|
||||||
|
|
||||||
|
// sikk---> Portal Sky Box
|
||||||
|
portalSkyEnt.Save( &savegame );
|
||||||
|
savegame.WriteBool( portalSkyActive );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Random Encounters System
|
||||||
|
savegame.WriteInt( randomEnemyTally );
|
||||||
|
savegame.WriteInt( randomEnemyList.Num() );
|
||||||
|
for( i = 0; i < randomEnemyList.Num(); i++ ) {
|
||||||
|
savegame.WriteInt( randomEnemyList[ i ] );
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
// spawnSpots
|
// spawnSpots
|
||||||
// initialSpots
|
// initialSpots
|
||||||
// currentInitialSpot
|
// currentInitialSpot
|
||||||
|
@ -938,6 +965,20 @@ void idGameLocal::LoadMap( const char *mapName, int randseed ) {
|
||||||
playerPVS.i = -1;
|
playerPVS.i = -1;
|
||||||
playerConnectedAreas.i = -1;
|
playerConnectedAreas.i = -1;
|
||||||
|
|
||||||
|
currentLights.Clear(); // sikk - Soft Shadows PostProcess
|
||||||
|
|
||||||
|
// sikk---> Portal Sky Box
|
||||||
|
portalSkyEnt = NULL;
|
||||||
|
portalSkyActive = false;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Random Encounters System
|
||||||
|
randomEnemyListNum = 0;
|
||||||
|
randomEnemyTime = 0;
|
||||||
|
randomEnemyTally = 0;
|
||||||
|
//randomEnemyList.Clear();
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
// load navigation system for all the different monster sizes
|
// load navigation system for all the different monster sizes
|
||||||
for( i = 0; i < aasNames.Num(); i++ ) {
|
for( i = 0; i < aasNames.Num(); i++ ) {
|
||||||
aasList[ i ]->Init( idStr( mapFileName ).SetFileExtension( aasNames[ i ] ).c_str(), mapFile->GetGeometryCRC() );
|
aasList[ i ]->Init( idStr( mapFileName ).SetFileExtension( aasNames[ i ] ).c_str(), mapFile->GetGeometryCRC() );
|
||||||
|
@ -1281,6 +1322,9 @@ bool idGameLocal::InitFromSaveGame( const char *mapName, idRenderWorld *renderWo
|
||||||
savegame.ReadInt( i );
|
savegame.ReadInt( i );
|
||||||
g_skill.SetInteger( i );
|
g_skill.SetInteger( i );
|
||||||
|
|
||||||
|
savegame.ReadInt( i );
|
||||||
|
g_trapskill.SetInteger( i );
|
||||||
|
|
||||||
// precache the player
|
// precache the player
|
||||||
FindEntityDef( "player_doommarine", false );
|
FindEntityDef( "player_doommarine", false );
|
||||||
|
|
||||||
|
@ -1430,6 +1474,22 @@ bool idGameLocal::InitFromSaveGame( const char *mapName, idRenderWorld *renderWo
|
||||||
savegame.ReadBool( influenceActive );
|
savegame.ReadBool( influenceActive );
|
||||||
savegame.ReadInt( nextGibTime );
|
savegame.ReadInt( nextGibTime );
|
||||||
|
|
||||||
|
// sikk---> Portal Sky Box
|
||||||
|
portalSkyEnt.Restore( &savegame );
|
||||||
|
savegame.ReadBool( portalSkyActive );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Random Encounters System
|
||||||
|
savegame.ReadInt( randomEnemyTally );
|
||||||
|
savegame.ReadInt( randomEnemyListNum );
|
||||||
|
randomEnemyList.Clear();
|
||||||
|
for( i = 0; i < randomEnemyListNum; i++ ) {
|
||||||
|
int j;
|
||||||
|
savegame.ReadInt( j );
|
||||||
|
randomEnemyList.Append( j );
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
// spawnSpots
|
// spawnSpots
|
||||||
// initialSpots
|
// initialSpots
|
||||||
// currentInitialSpot
|
// currentInitialSpot
|
||||||
|
@ -2040,6 +2100,26 @@ void idGameLocal::SetupPlayerPVS( void ) {
|
||||||
pvs.FreeCurrentPVS( otherPVS );
|
pvs.FreeCurrentPVS( otherPVS );
|
||||||
playerConnectedAreas = newPVS;
|
playerConnectedAreas = newPVS;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// sikk---> Portal Sky Box
|
||||||
|
// if portalSky is preset, then merge into pvs so we get rotating brushes, etc
|
||||||
|
if ( portalSkyEnt.GetEntity() ) {
|
||||||
|
idEntity *skyEnt = portalSkyEnt.GetEntity();
|
||||||
|
|
||||||
|
otherPVS = pvs.SetupCurrentPVS( skyEnt->GetPVSAreas(), skyEnt->GetNumPVSAreas() );
|
||||||
|
newPVS = pvs.MergeCurrentPVS( playerPVS, otherPVS );
|
||||||
|
pvs.FreeCurrentPVS( playerPVS );
|
||||||
|
pvs.FreeCurrentPVS( otherPVS );
|
||||||
|
playerPVS = newPVS;
|
||||||
|
|
||||||
|
otherPVS = pvs.SetupCurrentPVS( skyEnt->GetPVSAreas(), skyEnt->GetNumPVSAreas() );
|
||||||
|
newPVS = pvs.MergeCurrentPVS( playerConnectedAreas, otherPVS );
|
||||||
|
pvs.FreeCurrentPVS( playerConnectedAreas );
|
||||||
|
pvs.FreeCurrentPVS( otherPVS );
|
||||||
|
playerConnectedAreas = newPVS;
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -2555,8 +2635,43 @@ const char* idGameLocal::HandleGuiCommands( const char *menuCommand ) {
|
||||||
idGameLocal::HandleMainMenuCommands
|
idGameLocal::HandleMainMenuCommands
|
||||||
================
|
================
|
||||||
*/
|
*/
|
||||||
void idGameLocal::HandleMainMenuCommands( const char *menuCommand, idUserInterface *gui ) { }
|
void idGameLocal::HandleMainMenuCommands( const char *menuCommand, idUserInterface *gui ) {
|
||||||
|
int icmd;
|
||||||
|
idCmdArgs args;
|
||||||
|
|
||||||
|
args.TokenizeString(menuCommand, false);
|
||||||
|
|
||||||
|
for (icmd = 0; icmd < args.Argc();) {
|
||||||
|
const char *cmd = args.Argv(icmd++);
|
||||||
|
if (!idStr::Icmp(cmd, "startGrimm")) {
|
||||||
|
if (icmd < args.Argc()) {
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "map vin1_m1" );
|
||||||
|
} else {
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "map vin1_m1" );
|
||||||
|
}
|
||||||
|
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
if (!idStr::Icmp(cmd, "startChallenge")) {
|
||||||
|
if (icmd < args.Argc()) {
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "map vin1_mc" );
|
||||||
|
} else {
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "map vin1_mc" );
|
||||||
|
}
|
||||||
|
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
if (!idStr::Icmp(cmd, "startTutorial")) {
|
||||||
|
if (icmd < args.Argc()) {
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "map vin1_mt" );
|
||||||
|
} else {
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "map vin1_mt" );
|
||||||
|
}
|
||||||
|
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
/*
|
/*
|
||||||
================
|
================
|
||||||
idGameLocal::GetLevelMap
|
idGameLocal::GetLevelMap
|
||||||
|
@ -3074,6 +3189,29 @@ bool idGameLocal::SpawnEntityDef( const idDict &args, idEntity **ent, bool setDe
|
||||||
|
|
||||||
spawnArgs.GetString( "classname", NULL, &classname );
|
spawnArgs.GetString( "classname", NULL, &classname );
|
||||||
|
|
||||||
|
// sikk---> Spectre Factor
|
||||||
|
if ( !idStr::Icmp( classname, "monster_demon_pinky" ) ) {
|
||||||
|
classname = ( ( random.RandomFloat() * 0.99999f ) < g_enemySpectreFactor.GetFloat() ) ? "monster_demon_spectre" : classname;
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
|
// sikk---> Baron of Hell Factor
|
||||||
|
if ( !idStr::Icmp( classname, "monster_demon_hellknight" ) ) {
|
||||||
|
classname = ( ( random.RandomFloat() * 0.99999f ) < g_enemyBaronFactor.GetFloat() ) ? "monster_demon_baronofhell" : classname;
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
|
// sikk---> Pain Elemental Factor
|
||||||
|
if ( !idStr::Icmp( classname, "monster_flying_cacodemon" ) ) {
|
||||||
|
classname = ( ( random.RandomFloat() * 0.99999f ) < g_enemyPainElementalFactor.GetFloat() ) ? "monster_flying_painelemental" : classname;
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Item Management: Helmet factor (replaces security armor)
|
||||||
|
if ( !idStr::Icmp( classname, "item_armor_security" ) ) {
|
||||||
|
classname = ( ( random.RandomFloat() * 0.99999f ) < g_itemHelmetFactor.GetFloat() ) ? "item_armor_helmet" : classname;
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
|
||||||
const idDeclEntityDef *def = FindEntityDef( classname, false );
|
const idDeclEntityDef *def = FindEntityDef( classname, false );
|
||||||
|
|
||||||
if ( !def ) {
|
if ( !def ) {
|
||||||
|
@ -3160,6 +3298,25 @@ bool idGameLocal::InhibitEntitySpawn( idDict &spawnArgs ) {
|
||||||
|
|
||||||
bool result = false;
|
bool result = false;
|
||||||
|
|
||||||
|
const char *name;
|
||||||
|
name = spawnArgs.GetString( "classname" );
|
||||||
|
|
||||||
|
//grimm: We need to separate the regular skill settings (combat) from the trap skill settings (g_trapskill).
|
||||||
|
//grimm: g_trapskill regulates vin_moving_trap, vin_crusher and func_static entities. The first two are obvious.
|
||||||
|
//grimm: func_static is also controlled because in easy skill settings many jumps have been made easier by adding func_static entities
|
||||||
|
//grimm: here and there...
|
||||||
|
|
||||||
|
if ( idStr::Icmp( name, "func_rotating" ) == 0 || idStr::Icmp( name, "func_fx" ) == 0 || idStr::Icmp( name, "vin_moving_trap" ) == 0 || idStr::Icmp( name, "vin_crusher" ) == 0 || idStr::Icmp( name, "func_static" ) == 0){
|
||||||
|
if ( isMultiplayer ) {
|
||||||
|
spawnArgs.GetBool( "not_multiplayer", "0", result );
|
||||||
|
} else if ( g_trapskill.GetInteger() == 0 ) {
|
||||||
|
spawnArgs.GetBool( "not_easy", "0", result );
|
||||||
|
} else if ( g_trapskill.GetInteger() == 1 ) {
|
||||||
|
spawnArgs.GetBool( "not_medium", "0", result );
|
||||||
|
} else {
|
||||||
|
spawnArgs.GetBool( "not_hard", "0", result );
|
||||||
|
}
|
||||||
|
} else {
|
||||||
if ( isMultiplayer ) {
|
if ( isMultiplayer ) {
|
||||||
spawnArgs.GetBool( "not_multiplayer", "0", result );
|
spawnArgs.GetBool( "not_multiplayer", "0", result );
|
||||||
} else if ( g_skill.GetInteger() == 0 ) {
|
} else if ( g_skill.GetInteger() == 0 ) {
|
||||||
|
@ -3169,20 +3326,6 @@ bool idGameLocal::InhibitEntitySpawn( idDict &spawnArgs ) {
|
||||||
} else {
|
} else {
|
||||||
spawnArgs.GetBool( "not_hard", "0", result );
|
spawnArgs.GetBool( "not_hard", "0", result );
|
||||||
}
|
}
|
||||||
|
|
||||||
const char *name;
|
|
||||||
if ( g_skill.GetInteger() == 3 ) {
|
|
||||||
name = spawnArgs.GetString( "classname" );
|
|
||||||
if ( idStr::Icmp( name, "item_medkit" ) == 0 || idStr::Icmp( name, "item_medkit_small" ) == 0 ) {
|
|
||||||
result = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if ( gameLocal.isMultiplayer ) {
|
|
||||||
name = spawnArgs.GetString( "classname" );
|
|
||||||
if ( idStr::Icmp( name, "weapon_bfg" ) == 0 || idStr::Icmp( name, "weapon_soulcube" ) == 0 ) {
|
|
||||||
result = true;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
return result;
|
return result;
|
||||||
|
@ -3207,6 +3350,26 @@ void idGameLocal::SetSkill( int value ) {
|
||||||
g_skill.SetInteger( skill_level );
|
g_skill.SetInteger( skill_level );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/* //GRIMM
|
||||||
|
================
|
||||||
|
idGameLocal::SetTrapSkill
|
||||||
|
================
|
||||||
|
*/ //GRIMM
|
||||||
|
void idGameLocal::SetTrapSkill( int value ) {
|
||||||
|
int skill_level;
|
||||||
|
|
||||||
|
if ( value < 0 ) {
|
||||||
|
skill_level = 0;
|
||||||
|
} else if ( value > 3 ) {
|
||||||
|
skill_level = 3;
|
||||||
|
} else {
|
||||||
|
skill_level = value;
|
||||||
|
}
|
||||||
|
|
||||||
|
g_trapskill.SetInteger( skill_level );
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
==============
|
==============
|
||||||
idGameLocal::GameState
|
idGameLocal::GameState
|
||||||
|
@ -3242,6 +3405,10 @@ void idGameLocal::SpawnMapEntities( void ) {
|
||||||
|
|
||||||
SetSkill( g_skill.GetInteger() );
|
SetSkill( g_skill.GetInteger() );
|
||||||
|
|
||||||
|
//GRIMM
|
||||||
|
SetTrapSkill( g_trapskill.GetInteger() );
|
||||||
|
//GRIMM
|
||||||
|
|
||||||
numEntities = mapFile->GetNumEntities();
|
numEntities = mapFile->GetNumEntities();
|
||||||
if ( numEntities == 0 ) {
|
if ( numEntities == 0 ) {
|
||||||
Error( "...no entities" );
|
Error( "...no entities" );
|
||||||
|
@ -3519,7 +3686,7 @@ void idGameLocal::KillBox( idEntity *ent, bool catch_teleport ) {
|
||||||
if ( hit->IsType( idPlayer::Type ) && static_cast< idPlayer * >( hit )->IsInTeleport() ) {
|
if ( hit->IsType( idPlayer::Type ) && static_cast< idPlayer * >( hit )->IsInTeleport() ) {
|
||||||
static_cast< idPlayer * >( hit )->TeleportDeath( ent->entityNumber );
|
static_cast< idPlayer * >( hit )->TeleportDeath( ent->entityNumber );
|
||||||
} else if ( !catch_teleport ) {
|
} else if ( !catch_teleport ) {
|
||||||
hit->Damage( ent, ent, vec3_origin, "damage_telefrag", 1.0f, INVALID_JOINT );
|
hit->Damage( ent, ent, vec3_origin, "damage_fatal_suicide", 1.0f, INVALID_JOINT );
|
||||||
}
|
}
|
||||||
|
|
||||||
if ( !gameLocal.isMultiplayer ) {
|
if ( !gameLocal.isMultiplayer ) {
|
||||||
|
@ -3609,6 +3776,13 @@ void idGameLocal::RadiusDamage( const idVec3 &origin, idEntity *inflictor, idEnt
|
||||||
radius = 1;
|
radius = 1;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// sikk---> Explosion FX PostProcess
|
||||||
|
explosionOrigin = origin;
|
||||||
|
explosionRadius = radius;
|
||||||
|
explosionDamage = damage;
|
||||||
|
explosionTime = time + g_explosionFXTime.GetInteger() * 1000;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
bounds = idBounds( origin ).Expand( radius );
|
bounds = idBounds( origin ).Expand( radius );
|
||||||
|
|
||||||
// get all entities touching the bounds
|
// get all entities touching the bounds
|
||||||
|
@ -3646,6 +3820,13 @@ void idGameLocal::RadiusDamage( const idVec3 &origin, idEntity *inflictor, idEnt
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// sikk---> Cyberdemon Damage Type
|
||||||
|
if ( !idStr::Icmp( ent->GetClassname(), "monster_boss_cyberdemon" ) && !static_cast< idActor * >( ent )->GetFinalBoss() ) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
|
||||||
// find the distance from the edge of the bounding box
|
// find the distance from the edge of the bounding box
|
||||||
for ( i = 0; i < 3; i++ ) {
|
for ( i = 0; i < 3; i++ ) {
|
||||||
if ( origin[ i ] < ent->GetPhysics()->GetAbsBounds()[0][ i ] ) {
|
if ( origin[ i ] < ent->GetPhysics()->GetAbsBounds()[0][ i ] ) {
|
||||||
|
@ -3821,7 +4002,7 @@ void idGameLocal::RadiusPushClipModel( const idVec3 &origin, const float push, c
|
||||||
idGameLocal::ProjectDecal
|
idGameLocal::ProjectDecal
|
||||||
===============
|
===============
|
||||||
*/
|
*/
|
||||||
void idGameLocal::ProjectDecal( const idVec3 &origin, const idVec3 &dir, float depth, bool parallel, float size, const char *material, float angle ) {
|
void idGameLocal::ProjectDecal( const idVec3 &origin, const idVec3 &dir, float depth, bool parallel, float size, const char *material, float angle, bool forever ) {
|
||||||
float s, c;
|
float s, c;
|
||||||
idMat3 axis, axistemp;
|
idMat3 axis, axistemp;
|
||||||
idFixedWinding winding;
|
idFixedWinding winding;
|
||||||
|
@ -3862,7 +4043,15 @@ void idGameLocal::ProjectDecal( const idVec3 &origin, const idVec3 &dir, float d
|
||||||
winding += idVec5( windingOrigin + ( axis * decalWinding[1] ) * size, idVec2( 0, 1 ) );
|
winding += idVec5( windingOrigin + ( axis * decalWinding[1] ) * size, idVec2( 0, 1 ) );
|
||||||
winding += idVec5( windingOrigin + ( axis * decalWinding[2] ) * size, idVec2( 0, 0 ) );
|
winding += idVec5( windingOrigin + ( axis * decalWinding[2] ) * size, idVec2( 0, 0 ) );
|
||||||
winding += idVec5( windingOrigin + ( axis * decalWinding[3] ) * size, idVec2( 1, 0 ) );
|
winding += idVec5( windingOrigin + ( axis * decalWinding[3] ) * size, idVec2( 1, 0 ) );
|
||||||
gameRenderWorld->ProjectDecalOntoWorld( winding, projectionOrigin, parallel, depth * 0.5f, declManager->FindMaterial( material ), time );
|
if ( forever ) {
|
||||||
|
//27 hrs = 'forever' in game time..
|
||||||
|
//gameLocal.Printf( "Project decal forever\n");
|
||||||
|
gameRenderWorld->ProjectDecalOntoWorld( winding, projectionOrigin, parallel, depth * 0.5f, declManager->FindMaterial( material ), time + SEC2MS( 999999 ) );
|
||||||
|
} else {
|
||||||
|
//gameLocal.Printf( "Project decal for decalStay time\n");
|
||||||
|
gameRenderWorld->ProjectDecalOntoWorld( winding, projectionOrigin, parallel, depth * 0.5f, declManager->FindMaterial( material ), time + SEC2MS( g_decalStay.GetFloat() ) );
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -4409,3 +4598,255 @@ idGameLocal::GetMapLoadingGUI
|
||||||
===============
|
===============
|
||||||
*/
|
*/
|
||||||
void idGameLocal::GetMapLoadingGUI( char gui[ MAX_STRING_CHARS ] ) { }
|
void idGameLocal::GetMapLoadingGUI( char gui[ MAX_STRING_CHARS ] ) { }
|
||||||
|
|
||||||
|
|
||||||
|
// sikk---> Random Encounters System
|
||||||
|
/*
|
||||||
|
===============
|
||||||
|
idGameLocal::SpawnRandomEnemy
|
||||||
|
===============
|
||||||
|
*/
|
||||||
|
bool idGameLocal::SpawnRandomEnemy()
|
||||||
|
{
|
||||||
|
if ( !g_useRandomEncounters.GetBool() )
|
||||||
|
return false;
|
||||||
|
|
||||||
|
if ( !randomEnemyList.Num() )
|
||||||
|
return false;
|
||||||
|
|
||||||
|
if ( randomEnemyTally >= g_randomEncountersMaxSpawns.GetInteger() )
|
||||||
|
return false;
|
||||||
|
|
||||||
|
const char* map = GetLevelMap()->GetName();
|
||||||
|
// we don't want random spawns in first or last level
|
||||||
|
if ( !idStr::Icmp( map, "maps/game/marscity1" ) || !idStr::Icmp( map, "maps/game/hellhole" ) )
|
||||||
|
return false;
|
||||||
|
|
||||||
|
idAAS *pAAS48 = gameLocal.GetAAS( "aas48" );
|
||||||
|
idAAS *pAAS96 = gameLocal.GetAAS( "aas96" );
|
||||||
|
idAAS *pAASMan = gameLocal.GetAAS( "aas_mancubus" );
|
||||||
|
|
||||||
|
if ( pAAS48 ) {
|
||||||
|
idEntity *ent;
|
||||||
|
idDict args;
|
||||||
|
idVec3 origin;
|
||||||
|
idVec3 playerPos, enemyPos;
|
||||||
|
int /*playerAreaNum = 0,*/ enemyAreaNum = 0;
|
||||||
|
aasPath_t aaspath;
|
||||||
|
|
||||||
|
float randFloat = gameLocal.random.RandomFloat();
|
||||||
|
int randNum = gameLocal.random.RandomInt( randomEnemyList.Num() );
|
||||||
|
|
||||||
|
idStr defName = GetEnemyNameFromNum( randomEnemyList[ randNum ] );
|
||||||
|
if ( defName == "monster_zombie_maint" )
|
||||||
|
defName += ( 0.5f < randFloat ) ? "" : "2";
|
||||||
|
int num = GetEnemyNumFromName( defName );
|
||||||
|
if ( !num || defName == "" )
|
||||||
|
return false;
|
||||||
|
|
||||||
|
// we only want demons or monster_zombie_boney in Hell
|
||||||
|
if ( !idStr::Icmp( map, "maps/game/hell1" ) && ( num > 1 && num < 31 ) )
|
||||||
|
return false;
|
||||||
|
|
||||||
|
if ( num >= 39 && pAAS96 ) {
|
||||||
|
if ( num == 41 && pAASMan ) {
|
||||||
|
enemyAreaNum = randFloat * pAASMan->GetNumAreas( 3 );
|
||||||
|
origin = pAASMan->AreaCenter( enemyAreaNum ) + idVec3( 0.0f, 0.0f, 1.0f );
|
||||||
|
} else {
|
||||||
|
enemyAreaNum = randFloat * pAAS96->GetNumAreas( 1 );
|
||||||
|
origin = pAAS96->AreaCenter( enemyAreaNum ) + idVec3( 0.0f, 0.0f, 1.0f );
|
||||||
|
}
|
||||||
|
} else if ( num < 39 && pAAS48 ) {
|
||||||
|
enemyAreaNum = randFloat * pAAS48->GetNumAreas( 0 );
|
||||||
|
origin = pAAS48->AreaCenter( enemyAreaNum ) + idVec3( 0.0f, 0.0f, 1.0f );
|
||||||
|
if ( num < 31 ) {
|
||||||
|
trace_t trace;
|
||||||
|
idVec3 start = GetLocalPlayer()->GetEyePosition();
|
||||||
|
idVec3 end = origin + idVec3( 0.0f, 0.0f, 64.0f );
|
||||||
|
clip.TracePoint( trace, start, end, MASK_OPAQUE, NULL );
|
||||||
|
|
||||||
|
idVec3 viewVector = GetLocalPlayer()->viewAngles.ToForward();
|
||||||
|
idVec3 dir = end - start;
|
||||||
|
dir.Normalize();
|
||||||
|
float cos = viewVector * dir;
|
||||||
|
float fov = idMath::Cos( g_fov.GetFloat() * 0.5f );
|
||||||
|
|
||||||
|
// for enemies that don't teleport, if we can "see" it spawn, don't spawn
|
||||||
|
if ( trace.fraction >= 1.0f && cos >= fov )
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
trace_t t;
|
||||||
|
idBounds b = idBounds( idVec3( -32.0f, -32.0f, 0.0f ), idVec3( 32.0f, 32.0f, 63.0f ) );
|
||||||
|
if ( clip.TraceBounds( t, origin, origin + idVec3( 0.0f, 0.0f, 1.0f ), b, MASK_ALL, NULL ) )
|
||||||
|
return false;
|
||||||
|
|
||||||
|
args.Set( "classname", defName );
|
||||||
|
args.SetInt( "isRandom", 1 );
|
||||||
|
args.SetVector( "origin", origin );
|
||||||
|
args.SetInt( "angle", gameLocal.random.RandomInt( 359 ) );
|
||||||
|
// teleport in if it's a demon
|
||||||
|
if ( num >= 31 )
|
||||||
|
args.Set( "teleport", "1" );
|
||||||
|
// use Hell skin if we're in Hell
|
||||||
|
if ( !idStr::Icmp( map, "maps/game/hell1" ) && ( num == 1 || num == 31 || num == 40 ) ) {
|
||||||
|
args.Set( "skin", GetHellSkin( num ) );
|
||||||
|
}
|
||||||
|
|
||||||
|
SpawnEntityDef( args, &ent );
|
||||||
|
ent->Signal( SIG_TRIGGER );
|
||||||
|
ent->ProcessEvent( &EV_Activate, GetLocalPlayer() );
|
||||||
|
program.ReturnEntity( ent );
|
||||||
|
args.Clear();
|
||||||
|
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
===============
|
||||||
|
idGameLocal::GetEnemyNumFromName
|
||||||
|
===============
|
||||||
|
*/
|
||||||
|
int idGameLocal::GetEnemyNumFromName( idStr name )
|
||||||
|
{
|
||||||
|
int num = 0;
|
||||||
|
|
||||||
|
// Zombies
|
||||||
|
if ( name == "monster_zombie_boney" ) num = 1;
|
||||||
|
else if ( name == "monster_zombie_bernie" ) num = 2;
|
||||||
|
else if ( name == "monster_zombie_fat" ) num = 3;
|
||||||
|
else if ( name == "monster_zombie_fat2" ) num = 4;
|
||||||
|
else if ( name == "monster_zombie_fat_wrench" ) num = 5;
|
||||||
|
else if ( name == "monster_zombie_jumpsuit" ) num = 6;
|
||||||
|
else if ( name == "monster_zombie_labcoat_limb" ) num = 7;
|
||||||
|
else if ( name == "monster_zombie_labcoat_neckstump" ) num = 8;
|
||||||
|
else if ( name == "monster_zombie_labcoat_pipe" ) num = 9;
|
||||||
|
else if ( name == "monster_zombie_labcoat_skinny" ) num = 10;
|
||||||
|
else if ( name == "monster_zombie_maint" ) num = 11;
|
||||||
|
else if ( name == "monster_zombie_maint2" ) num = 12;
|
||||||
|
else if ( name == "monster_zombie_maint_bald" ) num = 13;
|
||||||
|
else if ( name == "monster_zombie_maint_fast" ) num = 14;
|
||||||
|
else if ( name == "monster_zombie_maint_flashlight" ) num = 15;
|
||||||
|
else if ( name == "monster_zombie_maint_no_jaw" ) num = 16;
|
||||||
|
else if ( name == "monster_zombie_maint_nojaw" ) num = 17;
|
||||||
|
else if ( name == "monster_zombie_maint_skinny" ) num = 18;
|
||||||
|
else if ( name == "monster_zombie_maint_wrench" ) num = 19;
|
||||||
|
else if ( name == "monster_zombie_morgue" ) num = 20;
|
||||||
|
else if ( name == "monster_zombie_suit_bloodymouth" ) num = 21;
|
||||||
|
else if ( name == "monster_zombie_suit_neckstump" ) num = 22;
|
||||||
|
else if ( name == "monster_zombie_suit_skinny" ) num = 23;
|
||||||
|
else if ( name == "monster_zombie_tshirt_bald" ) num = 24;
|
||||||
|
else if ( name == "monster_zombie_tshirt_blown" ) num = 25;
|
||||||
|
else if ( name == "monster_zombie_sawyer" ) num = 26;
|
||||||
|
|
||||||
|
// ZSecs
|
||||||
|
else if ( name == "monster_zsec_pistol" ) num = 27;
|
||||||
|
else if ( name == "monster_zsec_machinegun" ) num = 28;
|
||||||
|
else if ( name == "monster_zsec_shotgun" ) num = 29;
|
||||||
|
else if ( name == "monster_zsec_shield" ) num = 30;
|
||||||
|
|
||||||
|
// Demons (aas48)
|
||||||
|
else if ( name == "monster_demon_imp" ) num = 31;
|
||||||
|
else if ( name == "monster_demon_maggot" ) num = 32;
|
||||||
|
else if ( name == "monster_demon_wraith" ) num = 33;
|
||||||
|
else if ( name == "monster_demon_cherub" ) num = 34;
|
||||||
|
else if ( name == "monster_demon_revenant" ) num = 35;
|
||||||
|
else if ( name == "monster_zombie_commando" ) num = 36;
|
||||||
|
else if ( name == "monster_zombie_commando_cgun" ) num = 37;
|
||||||
|
else if ( name == "monster_demon_archvile" ) num = 38;
|
||||||
|
|
||||||
|
// Demons (aas96)
|
||||||
|
else if ( name == "monster_demon_pinky" ) num = 39;
|
||||||
|
else if ( name == "monster_demon_hellknight" ) num = 40;
|
||||||
|
else if ( name == "monster_demon_mancubus" ) num = 41;
|
||||||
|
|
||||||
|
return num;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
===============
|
||||||
|
idGameLocal::GetEnemyNameFromNum
|
||||||
|
===============
|
||||||
|
*/
|
||||||
|
idStr idGameLocal::GetEnemyNameFromNum( int num )
|
||||||
|
{
|
||||||
|
idStr name = "";
|
||||||
|
switch ( num ) {
|
||||||
|
// Zombies
|
||||||
|
case 1: name = "monster_zombie_boney"; break;
|
||||||
|
case 2: name = "monster_zombie_bernie"; break;
|
||||||
|
case 3: name = "monster_zombie_fat"; break;
|
||||||
|
case 4: name = "monster_zombie_fat2"; break;
|
||||||
|
case 5: name = "monster_zombie_fat_wrench"; break;
|
||||||
|
case 6: name = "monster_zombie_jumpsuit"; break;
|
||||||
|
case 7: name = "monster_zombie_labcoat_limb"; break;
|
||||||
|
case 8: name = "monster_zombie_labcoat_neckstump"; break;
|
||||||
|
case 9: name = "monster_zombie_labcoat_pipe"; break;
|
||||||
|
case 10: name = "monster_zombie_labcoat_skinny"; break;
|
||||||
|
case 11: name = "monster_zombie_maint"; break;
|
||||||
|
case 12: name = "monster_zombie_maint2"; break;
|
||||||
|
case 13: name = "monster_zombie_maint_bald"; break;
|
||||||
|
case 14: name = "monster_zombie_maint_fast"; break;
|
||||||
|
case 15: name = "monster_zombie_maint_flashlight"; break;
|
||||||
|
case 16: name = "monster_zombie_maint_no_jaw"; break;
|
||||||
|
case 17: name = "monster_zombie_maint_nojaw"; break;
|
||||||
|
case 18: name = "monster_zombie_maint_skinny"; break;
|
||||||
|
case 19: name = "monster_zombie_maint_wrench"; break;
|
||||||
|
case 20: name = "monster_zombie_morgue"; break;
|
||||||
|
case 21: name = "monster_zombie_suit_bloodymouth"; break;
|
||||||
|
case 22: name = "monster_zombie_suit_neckstump"; break;
|
||||||
|
case 23: name = "monster_zombie_suit_skinny"; break;
|
||||||
|
case 24: name = "monster_zombie_tshirt_bald"; break;
|
||||||
|
case 25: name = "monster_zombie_tshirt_blown"; break;
|
||||||
|
case 26: name = "monster_zombie_sawyer"; break;
|
||||||
|
|
||||||
|
// ZSecs
|
||||||
|
case 27: name = "monster_zsec_pistol"; break;
|
||||||
|
case 28: name = "monster_zsec_machinegun"; break;
|
||||||
|
case 29: name = "monster_zsec_shotgun"; break;
|
||||||
|
case 30: name = "monster_zsec_shield"; break;
|
||||||
|
|
||||||
|
// Demons (aas48)
|
||||||
|
case 31: name = "monster_demon_imp"; break;
|
||||||
|
case 32: name = "monster_demon_maggot"; break;
|
||||||
|
case 33: name = "monster_demon_wraith"; break;
|
||||||
|
case 34: name = "monster_demon_cherub"; break;
|
||||||
|
case 35: name = "monster_demon_revenant"; break;
|
||||||
|
case 36: name = "monster_zombie_commando"; break;
|
||||||
|
case 37: name = "monster_zombie_commando_cgun"; break;
|
||||||
|
case 38: name = "monster_demon_archvile"; break;
|
||||||
|
|
||||||
|
// Demons (aas96)
|
||||||
|
case 39: name = "monster_demon_pinky"; break;
|
||||||
|
case 40: name = "monster_demon_mancubus"; break;
|
||||||
|
case 41: name = "monster_demon_hellknight"; break;
|
||||||
|
|
||||||
|
default: name = ""; break;
|
||||||
|
}
|
||||||
|
|
||||||
|
return name;
|
||||||
|
}
|
||||||
|
/*
|
||||||
|
===============
|
||||||
|
idGameLocal::GetHellSkin
|
||||||
|
===============
|
||||||
|
*/
|
||||||
|
idStr idGameLocal::GetHellSkin( int num )
|
||||||
|
{
|
||||||
|
idStr name = "";
|
||||||
|
switch ( num ) {
|
||||||
|
case 1: name = "skins/monsters/zombies/adrianboney01"; break;
|
||||||
|
case 31: name = "skins/models/monsters/a_hellimp"; break;
|
||||||
|
case 40: name = "skins/models/monsters/a_hk_branded"; break;
|
||||||
|
default: name = ""; break;
|
||||||
|
}
|
||||||
|
|
||||||
|
return name;
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
|
|
|
@ -80,6 +80,14 @@ class idThread;
|
||||||
class idEditEntities;
|
class idEditEntities;
|
||||||
class idLocationEntity;
|
class idLocationEntity;
|
||||||
|
|
||||||
|
#if 0 // TODO: needed?
|
||||||
|
#define MAX_CLIENTS 32
|
||||||
|
#define GENTITYNUM_BITS 13
|
||||||
|
#define MAX_GENTITIES (1<<GENTITYNUM_BITS)
|
||||||
|
#define ENTITYNUM_NONE (MAX_GENTITIES-1)
|
||||||
|
#define ENTITYNUM_WORLD (MAX_GENTITIES-2)
|
||||||
|
#endif // 0
|
||||||
|
|
||||||
//============================================================================
|
//============================================================================
|
||||||
extern const int NUM_RENDER_PORTAL_BITS;
|
extern const int NUM_RENDER_PORTAL_BITS;
|
||||||
|
|
||||||
|
@ -294,6 +302,34 @@ public:
|
||||||
idEntityPtr<idEntity> lastGUIEnt; // last entity with a GUI, used by Cmd_NextGUI_f
|
idEntityPtr<idEntity> lastGUIEnt; // last entity with a GUI, used by Cmd_NextGUI_f
|
||||||
int lastGUI; // last GUI on the lastGUIEnt
|
int lastGUI; // last GUI on the lastGUIEnt
|
||||||
|
|
||||||
|
idList<int> currentLights; // sikk - Soft Shadows PostProcess
|
||||||
|
|
||||||
|
// sikk---> Explosion FX PostProcess
|
||||||
|
idVec3 explosionOrigin;
|
||||||
|
int explosionRadius;
|
||||||
|
int explosionDamage;
|
||||||
|
int explosionTime;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Random Encounters System
|
||||||
|
idList<int> randomEnemyList; // current list of eligible enemies
|
||||||
|
int randomEnemyListNum; // holds the size of the list for when loading a save game
|
||||||
|
int randomEnemyTime; // holds next spawn time
|
||||||
|
int randomEnemyTally; // holds number of random enemies that are active
|
||||||
|
int GetEnemyNumFromName( idStr name );
|
||||||
|
idStr GetEnemyNameFromNum( int num );
|
||||||
|
idStr GetHellSkin( int num );
|
||||||
|
bool SpawnRandomEnemy( void );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Portal Sky Box
|
||||||
|
idEntityPtr<idEntity> portalSkyEnt;
|
||||||
|
bool portalSkyActive;
|
||||||
|
void idGameLocal::SetPortalSkyEnt( idEntity *ent ) { portalSkyEnt = ent; }
|
||||||
|
bool idGameLocal::IsPortalSkyAcive( void ) { return portalSkyActive; }
|
||||||
|
pvsHandle_t GetPlayerPVS( void ) { return playerPVS; };
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
// ---------------------- Public idGame Interface -------------------
|
// ---------------------- Public idGame Interface -------------------
|
||||||
|
|
||||||
idGameLocal();
|
idGameLocal();
|
||||||
|
@ -368,6 +404,7 @@ public:
|
||||||
|
|
||||||
bool CheatsOk( bool requirePlayer = true );
|
bool CheatsOk( bool requirePlayer = true );
|
||||||
void SetSkill( int value );
|
void SetSkill( int value );
|
||||||
|
void SetTrapSkill( int value );
|
||||||
gameState_t GameState( void ) const;
|
gameState_t GameState( void ) const;
|
||||||
idEntity * SpawnEntityType( const idTypeInfo &classdef, const idDict *args = NULL, bool bIsClientReadSnapshot = false );
|
idEntity * SpawnEntityType( const idTypeInfo &classdef, const idDict *args = NULL, bool bIsClientReadSnapshot = false );
|
||||||
bool SpawnEntityDef( const idDict &args, idEntity **ent = NULL, bool setDefaults = true );
|
bool SpawnEntityDef( const idDict &args, idEntity **ent = NULL, bool setDefaults = true );
|
||||||
|
@ -410,7 +447,7 @@ public:
|
||||||
void RadiusPush( const idVec3 &origin, const float radius, const float push, const idEntity *inflictor, const idEntity *ignore, float inflictorScale, const bool quake );
|
void RadiusPush( const idVec3 &origin, const float radius, const float push, const idEntity *inflictor, const idEntity *ignore, float inflictorScale, const bool quake );
|
||||||
void RadiusPushClipModel( const idVec3 &origin, const float push, const idClipModel *clipModel );
|
void RadiusPushClipModel( const idVec3 &origin, const float push, const idClipModel *clipModel );
|
||||||
|
|
||||||
void ProjectDecal( const idVec3 &origin, const idVec3 &dir, float depth, bool parallel, float size, const char *material, float angle = 0 );
|
void ProjectDecal( const idVec3 &origin, const idVec3 &dir, float depth, bool parallel, float size, const char *material, float angle = 0, bool forever = false );
|
||||||
void BloodSplat( const idVec3 &origin, const idVec3 &dir, float size, const char *material );
|
void BloodSplat( const idVec3 &origin, const idVec3 &dir, float size, const char *material );
|
||||||
|
|
||||||
void CallFrameCommand( idEntity *ent, const function_t *frameCommand );
|
void CallFrameCommand( idEntity *ent, const function_t *frameCommand );
|
||||||
|
|
216
game/Grab.cpp
Normal file
216
game/Grab.cpp
Normal file
|
@ -0,0 +1,216 @@
|
||||||
|
// sikk---> Object Manipulation
|
||||||
|
|
||||||
|
#include "../idlib/precompiled.h"
|
||||||
|
#pragma hdrstop
|
||||||
|
|
||||||
|
#include "Game_local.h"
|
||||||
|
#include "Misc.h"
|
||||||
|
|
||||||
|
#define MAX_DRAG_TRACE_DISTANCE 80.0f
|
||||||
|
#define TRACE_BOUNDS_SIZE 3.0f
|
||||||
|
#define MAX_HOLD_DISTANCE 96.0f
|
||||||
|
#define MIN_HOLD_DISTANCE 48.0f
|
||||||
|
#define DRAG_FAIL_LEN 64.0f
|
||||||
|
#define FAIL_TIME 1000
|
||||||
|
#define THROW_TIME 500
|
||||||
|
#define THROW_SCALE 20000
|
||||||
|
#define MAX_PICKUP_VELOCITY 1000 * 1000
|
||||||
|
#define MAX_PICKUP_SIZE 96.0f
|
||||||
|
|
||||||
|
/*
|
||||||
|
===============================================================================
|
||||||
|
|
||||||
|
Allows entities to be dragged through the world with physics.
|
||||||
|
|
||||||
|
===============================================================================
|
||||||
|
*/
|
||||||
|
|
||||||
|
CLASS_DECLARATION( idEntity, idGrabEntity )
|
||||||
|
END_CLASS
|
||||||
|
|
||||||
|
/*
|
||||||
|
==============
|
||||||
|
idGrabEntity::idGrabEntity
|
||||||
|
==============
|
||||||
|
*/
|
||||||
|
idGrabEntity::idGrabEntity( void ) {
|
||||||
|
Clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
==============
|
||||||
|
idGrabEntity::~idGrabEntity
|
||||||
|
==============
|
||||||
|
*/
|
||||||
|
idGrabEntity::~idGrabEntity( void ) {
|
||||||
|
StopDrag( owner, true );
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
==============
|
||||||
|
idGrabEntity::Clear
|
||||||
|
==============
|
||||||
|
*/
|
||||||
|
void idGrabEntity::Clear() {
|
||||||
|
dragEnt = NULL;
|
||||||
|
owner = NULL;
|
||||||
|
id = 0;
|
||||||
|
oldUcmdFlags = 0;
|
||||||
|
dragFailTime = 0;
|
||||||
|
lastThrownTime = 0;
|
||||||
|
localPlayerPoint.Zero();
|
||||||
|
saveGravity.Zero();
|
||||||
|
}
|
||||||
|
/*
|
||||||
|
==============
|
||||||
|
idGrabEntity::StartDrag
|
||||||
|
==============
|
||||||
|
*/
|
||||||
|
void idGrabEntity::StartDrag( idPlayer *player, idEntity *grabEnt, int id ) {
|
||||||
|
if ( grabEnt && grabEnt->GetPhysics()->GetBounds().GetRadius() < MAX_PICKUP_SIZE &&
|
||||||
|
grabEnt->GetPhysics()->GetLinearVelocity().LengthSqr() < MAX_PICKUP_VELOCITY ) {
|
||||||
|
|
||||||
|
dragFailTime = gameLocal.time + FAIL_TIME;
|
||||||
|
|
||||||
|
oldUcmdFlags = player->usercmd.flags;
|
||||||
|
|
||||||
|
// This is the new object to drag around
|
||||||
|
dragEnt = grabEnt;
|
||||||
|
|
||||||
|
// Get the current physics object to manipulate
|
||||||
|
idPhysics *phys = grabEnt->GetPhysics();
|
||||||
|
|
||||||
|
// Turn off gravity on object
|
||||||
|
saveGravity = phys->GetGravity();
|
||||||
|
phys->SetGravity( vec3_origin );
|
||||||
|
|
||||||
|
// hold it directly in front of player, distance depends on object size
|
||||||
|
float lerp = 1.0f - ( grabEnt->GetPhysics()->GetBounds().GetRadius() / MAX_HOLD_DISTANCE );
|
||||||
|
lerp *= lerp;
|
||||||
|
float holdDist = lerp * MIN_HOLD_DISTANCE + ( 1.0f - lerp ) * MAX_HOLD_DISTANCE;
|
||||||
|
localPlayerPoint = ( player->firstPersonViewAxis[0] * holdDist ) * player->firstPersonViewAxis.Transpose();
|
||||||
|
|
||||||
|
// Start up the Force_Drag to bring it in
|
||||||
|
drag.Init( g_dragDamping.GetFloat() );
|
||||||
|
drag.SetPhysics( phys, id, player->firstPersonViewOrigin + localPlayerPoint * player->firstPersonViewAxis );
|
||||||
|
|
||||||
|
player->StartSoundShader( declManager->FindSound( "use_grab" ), SND_CHANNEL_VOICE, 0, false, NULL );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
==============
|
||||||
|
idGrabEntity::StopDrag
|
||||||
|
==============
|
||||||
|
*/
|
||||||
|
void idGrabEntity::StopDrag( idPlayer *player, bool drop ) {
|
||||||
|
if ( dragEnt.IsValid() ) {
|
||||||
|
idEntity *ent = dragEnt.GetEntity();
|
||||||
|
|
||||||
|
// If a cinematic has started, allow dropped object to think in cinematics
|
||||||
|
if ( gameLocal.inCinematic )
|
||||||
|
ent->cinematic = true;
|
||||||
|
|
||||||
|
// Restore Gravity
|
||||||
|
ent->GetPhysics()->SetGravity( saveGravity );
|
||||||
|
|
||||||
|
// If the object isn't near its goal, just drop it in place.
|
||||||
|
if ( drop || drag.GetDistanceToGoal() > DRAG_FAIL_LEN ) {
|
||||||
|
ent->GetPhysics()->SetLinearVelocity( vec3_origin );
|
||||||
|
} else { // throw the object forward
|
||||||
|
ent->ApplyImpulse( player, 0, ent->GetPhysics()->GetOrigin(), player->firstPersonViewAxis[0] * THROW_SCALE );
|
||||||
|
player->StartSoundShader( declManager->FindSound( "use_throw" ), SND_CHANNEL_VOICE, 0, false, NULL );
|
||||||
|
}
|
||||||
|
// Remove the Force_Drag's control of the entity
|
||||||
|
drag.RemovePhysics( ent->GetPhysics() );
|
||||||
|
|
||||||
|
lastThrownTime = gameLocal.time + THROW_TIME;
|
||||||
|
}
|
||||||
|
|
||||||
|
dragEnt = NULL;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
==============
|
||||||
|
idGrabEntity::Update
|
||||||
|
==============
|
||||||
|
*/
|
||||||
|
void idGrabEntity::Update( idPlayer *player ) {
|
||||||
|
trace_t trace;
|
||||||
|
// idEntity *newEnt;
|
||||||
|
|
||||||
|
owner = player;
|
||||||
|
|
||||||
|
if ( lastThrownTime > gameLocal.time ) {
|
||||||
|
prevViewAngles = player->viewAngles;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool valid = dragEnt.IsValid();
|
||||||
|
|
||||||
|
// Check if object being held has been removed or player is dead
|
||||||
|
if ( valid && dragEnt.GetEntity()->IsHidden() || player->health <= 0 ) {
|
||||||
|
StopDrag( player, true );
|
||||||
|
prevViewAngles = player->viewAngles;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// attack throws object
|
||||||
|
if ( valid && player->usercmd.buttons & BUTTON_ATTACK ) {
|
||||||
|
StopDrag( player, false );
|
||||||
|
prevViewAngles = player->viewAngles;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// if there is an entity selected for dragging
|
||||||
|
if ( dragEnt.GetEntity() ) {
|
||||||
|
idPhysics *entPhys = dragEnt.GetEntity()->GetPhysics();
|
||||||
|
idVec3 goalPos;
|
||||||
|
|
||||||
|
// Check if the player is standing on the object
|
||||||
|
idBounds playerBounds;
|
||||||
|
idBounds objectBounds = entPhys->GetAbsBounds();
|
||||||
|
idVec3 newPoint = player->GetPhysics()->GetOrigin();
|
||||||
|
|
||||||
|
// create a bounds at the players feet
|
||||||
|
playerBounds.Clear();
|
||||||
|
playerBounds.AddPoint( newPoint );
|
||||||
|
newPoint.z -= 1.0f;
|
||||||
|
playerBounds.AddPoint( newPoint );
|
||||||
|
playerBounds.ExpandSelf( 8.0f );
|
||||||
|
|
||||||
|
// If it intersects the object bounds, then drop it
|
||||||
|
if ( playerBounds.IntersectsBounds( objectBounds ) ) {
|
||||||
|
StopDrag( player, true );
|
||||||
|
prevViewAngles = player->viewAngles;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
idAngles ang = entPhys->GetAxis().ToAngles();
|
||||||
|
ang.yaw += player->viewAngles.yaw - prevViewAngles.yaw;
|
||||||
|
if ( ang.yaw > 180.0f )
|
||||||
|
ang.yaw -= 360.0f;
|
||||||
|
else if ( ang.yaw < -180.0f )
|
||||||
|
ang.yaw += 360.0f;
|
||||||
|
entPhys->SetAxis( ang.ToMat3() );
|
||||||
|
|
||||||
|
// Set and evaluate drag force
|
||||||
|
goalPos = player->firstPersonViewOrigin + localPlayerPoint * player->firstPersonViewAxis;
|
||||||
|
|
||||||
|
drag.SetGoalPosition( goalPos );
|
||||||
|
drag.Evaluate( gameLocal.time );
|
||||||
|
|
||||||
|
// If the object is stuck away from its intended position for more than 500ms, let it go.
|
||||||
|
if ( drag.GetDistanceToGoal() > DRAG_FAIL_LEN ) {
|
||||||
|
if ( dragFailTime < gameLocal.time ) {
|
||||||
|
StopDrag( player, true );
|
||||||
|
prevViewAngles = player->viewAngles;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
dragFailTime = gameLocal.time + 1000;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
prevViewAngles = player->viewAngles;
|
||||||
|
}
|
||||||
|
// <---sikk
|
43
game/Grab.h
Normal file
43
game/Grab.h
Normal file
|
@ -0,0 +1,43 @@
|
||||||
|
// sikk---> Object Manipulation
|
||||||
|
/*
|
||||||
|
===============================================================================
|
||||||
|
|
||||||
|
Grab Object - Class to extend idWeapon to include functionality for
|
||||||
|
manipulating physics objects.
|
||||||
|
|
||||||
|
===============================================================================
|
||||||
|
*/
|
||||||
|
|
||||||
|
class idGrabEntity : public idEntity {
|
||||||
|
public:
|
||||||
|
CLASS_PROTOTYPE( idGrabEntity );
|
||||||
|
|
||||||
|
idGrabEntity( void );
|
||||||
|
~idGrabEntity( void );
|
||||||
|
|
||||||
|
void Clear();
|
||||||
|
|
||||||
|
void Update( idPlayer *player );
|
||||||
|
void StartDrag( idPlayer *player, idEntity *grabEnt, int id );
|
||||||
|
void StopDrag( idPlayer *player, bool drop );
|
||||||
|
|
||||||
|
idEntity * GetGrabEntity( void ) const { return dragEnt.GetEntity(); }
|
||||||
|
int GetThrownTime( void ) const { return lastThrownTime; }
|
||||||
|
int SetThrownTime( int time ) { lastThrownTime = time; }
|
||||||
|
|
||||||
|
private:
|
||||||
|
idEntityPtr<idEntity> dragEnt; // entity being dragged
|
||||||
|
idForce_Grab drag;
|
||||||
|
idPlayer* owner;
|
||||||
|
|
||||||
|
idVec3 saveGravity;
|
||||||
|
idVec3 localPlayerPoint; // dragged point in player space
|
||||||
|
idAngles prevViewAngles; // Holds previous frame's player view angles
|
||||||
|
|
||||||
|
int id; // id of body being dragged
|
||||||
|
int oldUcmdFlags;
|
||||||
|
int dragFailTime;
|
||||||
|
int lastThrownTime;
|
||||||
|
|
||||||
|
};
|
||||||
|
// <---sikk
|
285
game/Item.cpp
285
game/Item.cpp
|
@ -76,6 +76,8 @@ idItem::idItem() {
|
||||||
orgOrigin.Zero();
|
orgOrigin.Zero();
|
||||||
canPickUp = true;
|
canPickUp = true;
|
||||||
fl.networkSync = true;
|
fl.networkSync = true;
|
||||||
|
|
||||||
|
noPickup = false; // sikk - Item Management: Manual Item Pickup
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -223,11 +225,13 @@ void idItem::Think( void ) {
|
||||||
idAngles ang;
|
idAngles ang;
|
||||||
idVec3 org;
|
idVec3 org;
|
||||||
|
|
||||||
ang.pitch = ang.roll = 0.0f;
|
ang.pitch = ang.roll = 0.001f;
|
||||||
ang.yaw = ( gameLocal.time & 4095 ) * 360.0f / -4096.0f;
|
ang.yaw = ( gameLocal.time & 4095 ) * 360.0f / -4096.0f;
|
||||||
SetAngles( ang );
|
SetAngles( ang );
|
||||||
|
|
||||||
float scale = 0.005f + entityNumber * 0.00001f;
|
//GRIMM: Too many entities for this stuff.
|
||||||
|
//float scale = 0.005f + entityNumber * 0.00001f;
|
||||||
|
float scale = 0.0042f;
|
||||||
|
|
||||||
org = orgOrigin;
|
org = orgOrigin;
|
||||||
org.z += 4.0f + cos( ( gameLocal.time + 2000 ) * scale ) * 4.0f;
|
org.z += 4.0f + cos( ( gameLocal.time + 2000 ) * scale ) * 4.0f;
|
||||||
|
@ -266,6 +270,19 @@ void idItem::Present( void ) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// sikk---> Item Management: Random Item Value
|
||||||
|
/*
|
||||||
|
================
|
||||||
|
idItem::GetRandomValue
|
||||||
|
================
|
||||||
|
*/
|
||||||
|
int idItem::GetRandomValue( const char* invName ) {
|
||||||
|
int n = spawnArgs.GetInt( invName ) * ( 1.0f - g_itemValueFactor.GetFloat() * gameLocal.random.RandomFloat() );
|
||||||
|
n = ( n < 1 ) ? 1 : n;
|
||||||
|
return n;
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
/*
|
/*
|
||||||
================
|
================
|
||||||
idItem::Spawn
|
idItem::Spawn
|
||||||
|
@ -317,6 +334,40 @@ void idItem::Spawn( void ) {
|
||||||
lastCycle = -1;
|
lastCycle = -1;
|
||||||
itemShellHandle = -1;
|
itemShellHandle = -1;
|
||||||
shellMaterial = declManager->FindMaterial( "itemHighlightShell" );
|
shellMaterial = declManager->FindMaterial( "itemHighlightShell" );
|
||||||
|
|
||||||
|
// sikk---> Item Management: Random Item Value
|
||||||
|
if ( g_itemValueFactor.GetFloat() ) {
|
||||||
|
// random ammo values
|
||||||
|
if ( spawnArgs.GetInt( "inv_ammo_shells" ) )
|
||||||
|
spawnArgs.SetInt( "inv_ammo_shells", GetRandomValue( "inv_ammo_shells" ) );
|
||||||
|
if ( spawnArgs.GetInt( "inv_ammo_bullets" ) )
|
||||||
|
spawnArgs.SetInt( "inv_ammo_bullets", GetRandomValue( "inv_ammo_bullets" ) );
|
||||||
|
if ( spawnArgs.GetInt( "inv_ammo_rockets" ) )
|
||||||
|
spawnArgs.SetInt( "inv_ammo_rockets", GetRandomValue( "inv_ammo_rockets" ) );
|
||||||
|
if ( spawnArgs.GetInt( "inv_ammo_cells" ) )
|
||||||
|
spawnArgs.SetInt( "inv_ammo_cells", GetRandomValue( "inv_ammo_cells" ) );
|
||||||
|
if ( spawnArgs.GetInt( "inv_ammo_grenades" ) )
|
||||||
|
spawnArgs.SetInt( "inv_ammo_grenades", GetRandomValue( "inv_ammo_grenades" ) );
|
||||||
|
if ( spawnArgs.GetInt( "inv_ammo_bfg" ) )
|
||||||
|
spawnArgs.SetInt( "inv_ammo_bfg", GetRandomValue( "inv_ammo_bfg" ) );
|
||||||
|
if ( spawnArgs.GetInt( "inv_ammo_clip" ) )
|
||||||
|
spawnArgs.SetInt( "inv_ammo_clip", GetRandomValue( "inv_ammo_clip" ) );
|
||||||
|
if ( spawnArgs.GetInt( "inv_ammo_belt" ) )
|
||||||
|
spawnArgs.SetInt( "inv_ammo_belt", GetRandomValue( "inv_ammo_belt" ) );
|
||||||
|
|
||||||
|
// random health values
|
||||||
|
if ( spawnArgs.GetInt( "inv_health" ) )
|
||||||
|
spawnArgs.SetInt( "inv_health", GetRandomValue( "inv_health" ) );
|
||||||
|
|
||||||
|
// random armor values
|
||||||
|
if ( spawnArgs.GetInt( "inv_armor" ) )
|
||||||
|
spawnArgs.SetInt( "inv_armor", GetRandomValue( "inv_armor" ) );
|
||||||
|
|
||||||
|
// random air values
|
||||||
|
if ( spawnArgs.GetInt( "inv_air" ) )
|
||||||
|
spawnArgs.SetInt( "inv_air", GetRandomValue( "inv_air" ) );
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -346,6 +397,11 @@ bool idItem::GiveToPlayer( idPlayer *player ) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// sikk---> Item Management: Manual Item Pickup
|
||||||
|
if ( noPickup )
|
||||||
|
return false;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
if ( spawnArgs.GetBool( "inv_carry" ) ) {
|
if ( spawnArgs.GetBool( "inv_carry" ) ) {
|
||||||
return player->GiveInventoryItem( &spawnArgs );
|
return player->GiveInventoryItem( &spawnArgs );
|
||||||
}
|
}
|
||||||
|
@ -369,7 +425,10 @@ bool idItem::Pickup( idPlayer *player ) {
|
||||||
}
|
}
|
||||||
|
|
||||||
// play pickup sound
|
// play pickup sound
|
||||||
StartSound( "snd_acquire", SND_CHANNEL_ITEM, 0, false, NULL );
|
// grimm --> SND_CHANNEL_ITEM chokes somehow on items sometimes, let's see how it works out on the player entity.
|
||||||
|
//StartSound( "snd_acquire", SND_CHANNEL_ITEM, 0, false, NULL );
|
||||||
|
StartSound( "snd_acquire", SND_CHANNEL_ITEM, 0, true, NULL );
|
||||||
|
// grimm <--
|
||||||
|
|
||||||
// trigger our targets
|
// trigger our targets
|
||||||
ActivateTargets( player );
|
ActivateTargets( player );
|
||||||
|
@ -408,6 +467,24 @@ bool idItem::Pickup( idPlayer *player ) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//GRIMM: Add some FX when we pick up an item.
|
||||||
|
|
||||||
|
if ( g_ItemPickupFlash.GetBool() ) {
|
||||||
|
float ftime = SEC2MS( spawnArgs.GetFloat( "ftime", "2" ) );
|
||||||
|
idVec4 fcolor = spawnArgs.GetVec4( "fcolor" ,"1 0 0" );
|
||||||
|
player->playerView.GFlash( fcolor, ftime );
|
||||||
|
}
|
||||||
|
|
||||||
|
idStr entFx;
|
||||||
|
entFx = spawnArgs.GetString( "pickup_fx" );
|
||||||
|
if (entFx.Length()) {
|
||||||
|
idEntityFx::StartFx( entFx, NULL, NULL, this, true );
|
||||||
|
}
|
||||||
|
|
||||||
|
//GRIMM
|
||||||
|
|
||||||
|
noPickup = true; // sikk - Item Management: Manual Item Pickup
|
||||||
|
|
||||||
BecomeInactive( TH_THINK );
|
BecomeInactive( TH_THINK );
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
@ -453,12 +530,14 @@ idItem::ClientReceiveEvent
|
||||||
================
|
================
|
||||||
*/
|
*/
|
||||||
bool idItem::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
|
bool idItem::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
|
||||||
|
|
||||||
switch( event ) {
|
switch( event ) {
|
||||||
case EVENT_PICKUP: {
|
case EVENT_PICKUP: {
|
||||||
|
|
||||||
// play pickup sound
|
// play pickup sound
|
||||||
StartSound( "snd_acquire", SND_CHANNEL_ITEM, 0, false, NULL );
|
// grimm --> SND_CHANNEL_ITEM chokes somehow on items sometimes, let's see how it works out on the player entity.
|
||||||
|
//StartSound( "snd_acquire", SND_CHANNEL_ITEM, 0, false, NULL );
|
||||||
|
StartSound( "snd_acquire", SND_CHANNEL_ITEM, 0, true, NULL );
|
||||||
|
// grimm <--
|
||||||
|
|
||||||
// hide the model
|
// hide the model
|
||||||
Hide();
|
Hide();
|
||||||
|
@ -516,7 +595,10 @@ void idItem::Event_Touch( idEntity *other, trace_t *trace ) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// sikk---> Manual Item Pickup
|
||||||
|
if ( !g_itemPickupType.GetBool() || spawnArgs.GetBool( "autopickup" ) )
|
||||||
Pickup( static_cast<idPlayer *>(other) );
|
Pickup( static_cast<idPlayer *>(other) );
|
||||||
|
// <---sikk
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -636,8 +718,12 @@ bool idItemPowerup::GiveToPlayer( idPlayer *player ) {
|
||||||
if ( player->spectating ) {
|
if ( player->spectating ) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
player->GivePowerUp( type, time * 1000 );
|
|
||||||
return true;
|
// sikk---> Adrenaline Pack System
|
||||||
|
// player->GivePowerUp( type, time * 1000 );
|
||||||
|
// return true;
|
||||||
|
return player->GivePowerUp( type, time * 1000 );
|
||||||
|
// <---sikk
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -712,6 +798,26 @@ void idObjective::Event_CamShot( ) {
|
||||||
renderView_t fullView = *view;
|
renderView_t fullView = *view;
|
||||||
fullView.width = SCREEN_WIDTH;
|
fullView.width = SCREEN_WIDTH;
|
||||||
fullView.height = SCREEN_HEIGHT;
|
fullView.height = SCREEN_HEIGHT;
|
||||||
|
|
||||||
|
// sikk---> Portal Sky Box
|
||||||
|
// HACK : always draw sky-portal view if there is one in the map, this isn't real-time
|
||||||
|
if ( gameLocal.portalSkyEnt.GetEntity() && g_enablePortalSky.GetBool() ) {
|
||||||
|
renderView_t portalView = fullView;
|
||||||
|
portalView.vieworg = gameLocal.portalSkyEnt.GetEntity()->GetPhysics()->GetOrigin();
|
||||||
|
|
||||||
|
// setup global fixup projection vars
|
||||||
|
int i, w, h;
|
||||||
|
|
||||||
|
renderSystem->GetGLSettings( w, h );
|
||||||
|
for ( i = 1; i < w; i <<= 1 ) {}
|
||||||
|
fullView.shaderParms[4] = (float)w / (float)i;
|
||||||
|
for ( i = 1; i < h; i <<= 1 ) {}
|
||||||
|
fullView.shaderParms[5] = (float)h / (float)i;
|
||||||
|
gameRenderWorld->RenderScene( &portalView );
|
||||||
|
renderSystem->CaptureRenderToImage( "_currentRender" );
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
// draw a view to a texture
|
// draw a view to a texture
|
||||||
renderSystem->CropRenderSize( 256, 256, true );
|
renderSystem->CropRenderSize( 256, 256, true );
|
||||||
gameRenderWorld->RenderScene( &fullView );
|
gameRenderWorld->RenderScene( &fullView );
|
||||||
|
@ -870,6 +976,8 @@ idMoveableItem::idMoveableItem() {
|
||||||
trigger = NULL;
|
trigger = NULL;
|
||||||
smoke = NULL;
|
smoke = NULL;
|
||||||
smokeTime = 0;
|
smokeTime = 0;
|
||||||
|
|
||||||
|
//nextSoundTime = 0; // sikk - Moveable Items Collision Sound
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -895,6 +1003,8 @@ void idMoveableItem::Save( idSaveGame *savefile ) const {
|
||||||
|
|
||||||
savefile->WriteParticle( smoke );
|
savefile->WriteParticle( smoke );
|
||||||
savefile->WriteInt( smokeTime );
|
savefile->WriteInt( smokeTime );
|
||||||
|
|
||||||
|
//savefile->WriteInt( nextSoundTime ); // sikk - Moveable Items Collision Sound
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -910,6 +1020,8 @@ void idMoveableItem::Restore( idRestoreGame *savefile ) {
|
||||||
|
|
||||||
savefile->ReadParticle( smoke );
|
savefile->ReadParticle( smoke );
|
||||||
savefile->ReadInt( smokeTime );
|
savefile->ReadInt( smokeTime );
|
||||||
|
|
||||||
|
//savefile->ReadInt( nextSoundTime ); // sikk - Moveable Items Collision Sound
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -924,7 +1036,7 @@ void idMoveableItem::Spawn( void ) {
|
||||||
idBounds bounds;
|
idBounds bounds;
|
||||||
|
|
||||||
// create a trigger for item pickup
|
// create a trigger for item pickup
|
||||||
spawnArgs.GetFloat( "triggersize", "16.0", tsize );
|
spawnArgs.GetFloat( "triggersize", "24.0", tsize ); // sikk - Increased default triggersize from 16 to 24
|
||||||
trigger = new idClipModel( idTraceModel( idBounds( vec3_origin ).Expand( tsize ) ) );
|
trigger = new idClipModel( idTraceModel( idBounds( vec3_origin ).Expand( tsize ) ) );
|
||||||
trigger->Link( gameLocal.clip, this, 0, GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() );
|
trigger->Link( gameLocal.clip, this, 0, GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() );
|
||||||
trigger->SetContents( CONTENTS_TRIGGER );
|
trigger->SetContents( CONTENTS_TRIGGER );
|
||||||
|
@ -954,20 +1066,33 @@ void idMoveableItem::Spawn( void ) {
|
||||||
spawnArgs.GetFloat( "bouncyness", "0.6", bouncyness );
|
spawnArgs.GetFloat( "bouncyness", "0.6", bouncyness );
|
||||||
bouncyness = idMath::ClampFloat( 0.0f, 1.0f, bouncyness );
|
bouncyness = idMath::ClampFloat( 0.0f, 1.0f, bouncyness );
|
||||||
|
|
||||||
|
// sikk---> Temp Fix for moveable items that spawn inside geometry
|
||||||
|
idVec3 offset = idVec3( 0.0f, 0.0f, 0.0f );
|
||||||
|
if ( !idStr::Icmp( spawnArgs.GetString( "bind" ), "" ) )
|
||||||
|
offset = idVec3( 0.0f, 0.0f, 4.0f );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
// setup the physics
|
// setup the physics
|
||||||
physicsObj.SetSelf( this );
|
physicsObj.SetSelf( this );
|
||||||
physicsObj.SetClipModel( new idClipModel( trm ), density );
|
physicsObj.SetClipModel( new idClipModel( trm ), density );
|
||||||
physicsObj.SetOrigin( GetPhysics()->GetOrigin() );
|
physicsObj.SetOrigin( GetPhysics()->GetOrigin() + offset ); // sikk - Temp Fix for moveable items that spawn inside geometry
|
||||||
physicsObj.SetAxis( GetPhysics()->GetAxis() );
|
physicsObj.SetAxis( GetPhysics()->GetAxis() );
|
||||||
physicsObj.SetBouncyness( bouncyness );
|
physicsObj.SetBouncyness( bouncyness );
|
||||||
physicsObj.SetFriction( 0.6f, 0.6f, friction );
|
physicsObj.SetFriction( 0.6f, 0.6f, friction );
|
||||||
physicsObj.SetGravity( gameLocal.GetGravity() );
|
physicsObj.SetGravity( gameLocal.GetGravity() );
|
||||||
physicsObj.SetContents( CONTENTS_RENDERMODEL );
|
// sikk---> We want moveable items to clip with other items and we also want ragdolls to clip with items
|
||||||
physicsObj.SetClipMask( MASK_SOLID | CONTENTS_MOVEABLECLIP );
|
//physicsObj.SetContents( CONTENTS_RENDERMODEL );
|
||||||
|
//physicsObj.SetClipMask( MASK_SOLID | CONTENTS_MOVEABLECLIP );
|
||||||
|
physicsObj.SetContents( CONTENTS_RENDERMODEL | CONTENTS_CORPSE );
|
||||||
|
physicsObj.SetClipMask( MASK_SOLID | CONTENTS_CORPSE | CONTENTS_MOVEABLECLIP | CONTENTS_RENDERMODEL );
|
||||||
|
// <---sikk
|
||||||
SetPhysics( &physicsObj );
|
SetPhysics( &physicsObj );
|
||||||
|
|
||||||
smoke = NULL;
|
smoke = NULL;
|
||||||
smokeTime = 0;
|
smokeTime = 0;
|
||||||
|
|
||||||
|
//nextSoundTime = 0; // sikk - Moveable Items Collision Sound
|
||||||
|
|
||||||
const char *smokeName = spawnArgs.GetString( "smoke_trail" );
|
const char *smokeName = spawnArgs.GetString( "smoke_trail" );
|
||||||
if ( *smokeName != '\0' ) {
|
if ( *smokeName != '\0' ) {
|
||||||
smoke = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, smokeName ) );
|
smoke = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, smokeName ) );
|
||||||
|
@ -1000,6 +1125,32 @@ void idMoveableItem::Think( void ) {
|
||||||
Present();
|
Present();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// sikk---> Moveable Items Collision Sound
|
||||||
|
/*
|
||||||
|
=================
|
||||||
|
idMoveableItem::Collide
|
||||||
|
=================
|
||||||
|
*/
|
||||||
|
/*
|
||||||
|
bool idMoveableItem::Collide( const trace_t &collision, const idVec3 &velocity ) {
|
||||||
|
float v, f;
|
||||||
|
|
||||||
|
v = -( velocity * collision.c.normal );
|
||||||
|
if ( v > 80 && gameLocal.time > nextSoundTime ) {
|
||||||
|
f = v > 200 ? 1.0f : idMath::Sqrt( v - 80 ) * 0.091f;
|
||||||
|
if ( StartSound( "snd_bounce", SND_CHANNEL_ANY, 0, false, NULL ) ) {
|
||||||
|
// don't set the volume unless there is a bounce sound as it overrides the entire channel
|
||||||
|
// which causes footsteps on ai's to not honor their shader parms
|
||||||
|
SetSoundVolume( f );
|
||||||
|
}
|
||||||
|
nextSoundTime = gameLocal.time + 500;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
/*
|
/*
|
||||||
================
|
================
|
||||||
idMoveableItem::Pickup
|
idMoveableItem::Pickup
|
||||||
|
@ -1046,7 +1197,7 @@ idEntity *idMoveableItem::DropItem( const char *classname, const idVec3 &origin,
|
||||||
removeDelay = 5 * 60 * 1000;
|
removeDelay = 5 * 60 * 1000;
|
||||||
}
|
}
|
||||||
// always remove a dropped item after 5 minutes in case it dropped to an unreachable location
|
// always remove a dropped item after 5 minutes in case it dropped to an unreachable location
|
||||||
item->PostEventMS( &EV_Remove, removeDelay );
|
// item->PostEventMS( &EV_Remove, removeDelay ); // sikk - Dropped moveable items are no longer removed
|
||||||
}
|
}
|
||||||
return item;
|
return item;
|
||||||
}
|
}
|
||||||
|
@ -1206,6 +1357,116 @@ bool idMoveablePDAItem::GiveToPlayer(idPlayer *player) {
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// sikk---> Moveable Video CD
|
||||||
|
/*
|
||||||
|
===============================================================================
|
||||||
|
|
||||||
|
idMoveableVideoCDItem
|
||||||
|
|
||||||
|
===============================================================================
|
||||||
|
*/
|
||||||
|
|
||||||
|
CLASS_DECLARATION( idMoveableItem, idMoveableVideoCDItem )
|
||||||
|
END_CLASS
|
||||||
|
|
||||||
|
/*
|
||||||
|
================
|
||||||
|
idMoveableVideoCDItem::Spawn
|
||||||
|
================
|
||||||
|
*/
|
||||||
|
void idMoveableVideoCDItem::Spawn( void ) {
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
================
|
||||||
|
idMoveableVideoCDItem::GiveToPlayer
|
||||||
|
================
|
||||||
|
*/
|
||||||
|
bool idMoveableVideoCDItem::GiveToPlayer( idPlayer *player ) {
|
||||||
|
idStr str = spawnArgs.GetString( "video" );
|
||||||
|
if ( player && str.Length() ) {
|
||||||
|
player->GiveVideo( str, &spawnArgs );
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Moveable Powerup
|
||||||
|
/*
|
||||||
|
===============================================================================
|
||||||
|
|
||||||
|
idMoveableItemPowerup
|
||||||
|
|
||||||
|
===============================================================================
|
||||||
|
*/
|
||||||
|
|
||||||
|
/*
|
||||||
|
===============
|
||||||
|
idMoveableItemPowerup
|
||||||
|
===============
|
||||||
|
*/
|
||||||
|
|
||||||
|
CLASS_DECLARATION( idMoveableItem, idMoveableItemPowerup )
|
||||||
|
END_CLASS
|
||||||
|
|
||||||
|
/*
|
||||||
|
================
|
||||||
|
idMoveableItemPowerup::idMoveableItemPowerup
|
||||||
|
================
|
||||||
|
*/
|
||||||
|
idMoveableItemPowerup::idMoveableItemPowerup() {
|
||||||
|
time = 0;
|
||||||
|
type = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
================
|
||||||
|
idMoveableItemPowerup::Save
|
||||||
|
================
|
||||||
|
*/
|
||||||
|
void idMoveableItemPowerup::Save( idSaveGame *savefile ) const {
|
||||||
|
savefile->WriteInt( time );
|
||||||
|
savefile->WriteInt( type );
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
================
|
||||||
|
idMoveableItemPowerup::Restore
|
||||||
|
================
|
||||||
|
*/
|
||||||
|
void idMoveableItemPowerup::Restore( idRestoreGame *savefile ) {
|
||||||
|
savefile->ReadInt( time );
|
||||||
|
savefile->ReadInt( type );
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
================
|
||||||
|
idMoveableItemPowerup::Spawn
|
||||||
|
================
|
||||||
|
*/
|
||||||
|
void idMoveableItemPowerup::Spawn( void ) {
|
||||||
|
time = spawnArgs.GetInt( "time", "30" );
|
||||||
|
type = spawnArgs.GetInt( "type", "0" );
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
================
|
||||||
|
idMoveableItemPowerup::GiveToPlayer
|
||||||
|
================
|
||||||
|
*/
|
||||||
|
bool idMoveableItemPowerup::GiveToPlayer( idPlayer *player ) {
|
||||||
|
if ( player->spectating ) {
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// sikk---> Adrenaline Pack System
|
||||||
|
// player->GivePowerUp( type, time * 1000 );
|
||||||
|
// return true;
|
||||||
|
return player->GivePowerUp( type, time * 1000 );
|
||||||
|
// <---sikk
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
/*
|
/*
|
||||||
===============================================================================
|
===============================================================================
|
||||||
|
|
||||||
|
|
39
game/Item.h
39
game/Item.h
|
@ -71,6 +71,11 @@ public:
|
||||||
virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
|
virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
|
||||||
virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
|
virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
|
||||||
|
|
||||||
|
// sikk---> Item Management: Random Item Value/Manual Item Pickup
|
||||||
|
int GetRandomValue( const char* invName ); // sikk - Item Management: Random Item Value
|
||||||
|
bool noPickup; // sikk - Item Management: Manual Item Pickup
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
private:
|
private:
|
||||||
idVec3 orgOrigin;
|
idVec3 orgOrigin;
|
||||||
bool spin;
|
bool spin;
|
||||||
|
@ -161,6 +166,9 @@ public:
|
||||||
|
|
||||||
void Spawn( void );
|
void Spawn( void );
|
||||||
virtual void Think( void );
|
virtual void Think( void );
|
||||||
|
|
||||||
|
//virtual bool Collide( const trace_t &collision, const idVec3 &velocity ); // sikk - Moveable Items Collision Sound
|
||||||
|
|
||||||
virtual bool Pickup( idPlayer *player );
|
virtual bool Pickup( idPlayer *player );
|
||||||
|
|
||||||
static void DropItems( idAnimatedEntity *ent, const char *type, idList<idEntity *> *list );
|
static void DropItems( idAnimatedEntity *ent, const char *type, idList<idEntity *> *list );
|
||||||
|
@ -175,6 +183,8 @@ private:
|
||||||
const idDeclParticle * smoke;
|
const idDeclParticle * smoke;
|
||||||
int smokeTime;
|
int smokeTime;
|
||||||
|
|
||||||
|
//int nextSoundTime; // sikk - Moveable Items Collision Sound
|
||||||
|
|
||||||
void Gib( const idVec3 &dir, const char *damageDefName );
|
void Gib( const idVec3 &dir, const char *damageDefName );
|
||||||
|
|
||||||
void Event_DropToFloor( void );
|
void Event_DropToFloor( void );
|
||||||
|
@ -188,6 +198,35 @@ public:
|
||||||
virtual bool GiveToPlayer( idPlayer *player );
|
virtual bool GiveToPlayer( idPlayer *player );
|
||||||
};
|
};
|
||||||
|
|
||||||
|
// sikk---> Moveable Video CD
|
||||||
|
class idMoveableVideoCDItem : public idMoveableItem {
|
||||||
|
public:
|
||||||
|
CLASS_PROTOTYPE( idMoveableVideoCDItem );
|
||||||
|
|
||||||
|
void Spawn();
|
||||||
|
virtual bool GiveToPlayer( idPlayer *player );
|
||||||
|
};
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Moveable Powerup
|
||||||
|
class idMoveableItemPowerup : public idMoveableItem {
|
||||||
|
public:
|
||||||
|
CLASS_PROTOTYPE( idMoveableItemPowerup );
|
||||||
|
|
||||||
|
idMoveableItemPowerup();
|
||||||
|
|
||||||
|
void Save( idSaveGame *savefile ) const;
|
||||||
|
void Restore( idRestoreGame *savefile );
|
||||||
|
|
||||||
|
void Spawn();
|
||||||
|
virtual bool GiveToPlayer( idPlayer *player );
|
||||||
|
|
||||||
|
private:
|
||||||
|
int time;
|
||||||
|
int type;
|
||||||
|
};
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
/*
|
/*
|
||||||
===============================================================================
|
===============================================================================
|
||||||
|
|
||||||
|
|
|
@ -300,6 +300,13 @@ void idLight::Restore( idRestoreGame *savefile ) {
|
||||||
|
|
||||||
lightDefHandle = -1;
|
lightDefHandle = -1;
|
||||||
|
|
||||||
|
// sikk---> Soft Shadows PostProcess
|
||||||
|
// only put lights that cast shadows into the list
|
||||||
|
if ( spawnArgs.GetInt( "noshadows" ) == 0 ) {
|
||||||
|
gameLocal.currentLights.Append( entityNumber );
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
SetLightLevel();
|
SetLightLevel();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -417,6 +424,13 @@ void idLight::Spawn( void ) {
|
||||||
|
|
||||||
PostEventMS( &EV_PostSpawn, 0 );
|
PostEventMS( &EV_PostSpawn, 0 );
|
||||||
|
|
||||||
|
// sikk---> Soft Shadows PostProcess
|
||||||
|
// only put lights that cast shadows into the list
|
||||||
|
if ( spawnArgs.GetInt( "noshadows" ) == 0 ) {
|
||||||
|
gameLocal.currentLights.Append( entityNumber );
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
UpdateVisuals();
|
UpdateVisuals();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1144,7 +1158,6 @@ idLight::ClientReceiveEvent
|
||||||
================
|
================
|
||||||
*/
|
*/
|
||||||
bool idLight::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
|
bool idLight::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
|
||||||
|
|
||||||
switch( event ) {
|
switch( event ) {
|
||||||
case EVENT_BECOMEBROKEN: {
|
case EVENT_BECOMEBROKEN: {
|
||||||
BecomeBroken( NULL );
|
BecomeBroken( NULL );
|
||||||
|
@ -1156,3 +1169,19 @@ bool idLight::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
|
||||||
|
|
||||||
return idEntity::ClientReceiveEvent( event, time, msg );
|
return idEntity::ClientReceiveEvent( event, time, msg );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// sikk---> Soft Shadows PostProcess
|
||||||
|
/*
|
||||||
|
================
|
||||||
|
idLight::UpdateShadowState
|
||||||
|
================
|
||||||
|
*/
|
||||||
|
void idLight::UpdateShadowState( void ) {
|
||||||
|
// let the renderer apply it to the world
|
||||||
|
if ( ( lightDefHandle != -1 ) ) {
|
||||||
|
gameRenderWorld->UpdateLightDef( lightDefHandle, &renderLight );
|
||||||
|
} else {
|
||||||
|
lightDefHandle = gameRenderWorld->AddLightDef( &renderLight );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
|
|
|
@ -91,12 +91,16 @@ public:
|
||||||
EVENT_BECOMEBROKEN = idEntity::EVENT_MAXEVENTS,
|
EVENT_BECOMEBROKEN = idEntity::EVENT_MAXEVENTS,
|
||||||
EVENT_MAXEVENTS
|
EVENT_MAXEVENTS
|
||||||
};
|
};
|
||||||
|
|
||||||
virtual void ClientPredictionThink( void );
|
virtual void ClientPredictionThink( void );
|
||||||
virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
|
virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
|
||||||
virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
|
virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
|
||||||
virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
|
virtual bool ClientReceiveEvent( int event, int time, const idBitMsg &msg );
|
||||||
|
|
||||||
|
// sikk---> Soft Shadows PostProcess
|
||||||
|
renderLight_t* GetRenderLight( void ) { return &renderLight; };
|
||||||
|
void UpdateShadowState( void );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
private:
|
private:
|
||||||
renderLight_t renderLight; // light presented to the renderer
|
renderLight_t renderLight; // light presented to the renderer
|
||||||
idVec3 localLightOrigin; // light origin relative to the physics origin
|
idVec3 localLightOrigin; // light origin relative to the physics origin
|
||||||
|
|
135
game/Misc.cpp
135
game/Misc.cpp
|
@ -613,7 +613,7 @@ idExplodable::Event_Explode
|
||||||
void idExplodable::Event_Explode( idEntity *activator ) {
|
void idExplodable::Event_Explode( idEntity *activator ) {
|
||||||
const char *temp;
|
const char *temp;
|
||||||
|
|
||||||
if ( spawnArgs.GetString( "def_damage", "damage_explosion", &temp ) ) {
|
if ( spawnArgs.GetString( "def_damage", "damage_generic_explosion", &temp ) ) {
|
||||||
gameLocal.RadiusDamage( GetPhysics()->GetOrigin(), activator, activator, this, this, temp );
|
gameLocal.RadiusDamage( GetPhysics()->GetOrigin(), activator, activator, this, this, temp );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1360,6 +1360,7 @@ idStaticEntity::idStaticEntity( void ) {
|
||||||
fadeStart = 0;
|
fadeStart = 0;
|
||||||
fadeEnd = 0;
|
fadeEnd = 0;
|
||||||
runGui = false;
|
runGui = false;
|
||||||
|
//sndHum = NULL;
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -1375,6 +1376,7 @@ void idStaticEntity::Save( idSaveGame *savefile ) const {
|
||||||
savefile->WriteInt( fadeStart );
|
savefile->WriteInt( fadeStart );
|
||||||
savefile->WriteInt( fadeEnd );
|
savefile->WriteInt( fadeEnd );
|
||||||
savefile->WriteBool( runGui );
|
savefile->WriteBool( runGui );
|
||||||
|
//savefile->WriteSoundShader( sndHum );
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -1383,6 +1385,7 @@ idStaticEntity::Restore
|
||||||
===============
|
===============
|
||||||
*/
|
*/
|
||||||
void idStaticEntity::Restore( idRestoreGame *savefile ) {
|
void idStaticEntity::Restore( idRestoreGame *savefile ) {
|
||||||
|
|
||||||
savefile->ReadInt( spawnTime );
|
savefile->ReadInt( spawnTime );
|
||||||
savefile->ReadBool( active );
|
savefile->ReadBool( active );
|
||||||
savefile->ReadVec4( fadeFrom );
|
savefile->ReadVec4( fadeFrom );
|
||||||
|
@ -1390,7 +1393,38 @@ void idStaticEntity::Restore( idRestoreGame *savefile ) {
|
||||||
savefile->ReadInt( fadeStart );
|
savefile->ReadInt( fadeStart );
|
||||||
savefile->ReadInt( fadeEnd );
|
savefile->ReadInt( fadeEnd );
|
||||||
savefile->ReadBool( runGui );
|
savefile->ReadBool( runGui );
|
||||||
|
//savefile->ReadSoundShader( sndHum );
|
||||||
|
|
||||||
|
// grimm --> if this is a spray entity, re-apply the spray
|
||||||
|
if ( spawnArgs.GetBool("SprayObject") ) {
|
||||||
|
Spray();
|
||||||
}
|
}
|
||||||
|
// <-- grimm
|
||||||
|
}
|
||||||
|
|
||||||
|
/* grim --> spray painting.
|
||||||
|
===============
|
||||||
|
idStaticEntity::Spray
|
||||||
|
===============
|
||||||
|
*/
|
||||||
|
void idStaticEntity::Spray( void ) {
|
||||||
|
|
||||||
|
if ( g_UseDynamicPaint.GetBool() ) {
|
||||||
|
// CHANGE THIS: make the textures come from the decal.
|
||||||
|
float k = gameLocal.random.RandomFloat() * 3;
|
||||||
|
if ( k <= 1.0f ) {
|
||||||
|
Event_SprayDecal( GetPhysics()->GetOrigin(), spawnArgs.GetString( "mtr_decal", "textures/decals/vin_splat_death2_dark" ), spawnArgs.GetVector( "angle", "0 0 0" ), spawnArgs.GetFloat( "spray_size", "360" ) );
|
||||||
|
}
|
||||||
|
if ( k > 1.0f && k <= 2.0f ) {
|
||||||
|
Event_SprayDecal( GetPhysics()->GetOrigin(), spawnArgs.GetString( "mtr_decal1", "textures/decals/vin_splatblood1" ), spawnArgs.GetVector( "angle", "0 0 0" ), spawnArgs.GetFloat( "spray_size", "360" ) );
|
||||||
|
}
|
||||||
|
if ( k > 2 ) {
|
||||||
|
Event_SprayDecal( GetPhysics()->GetOrigin(), spawnArgs.GetString( "mtr_decal2", "textures/decals/vin_splatblood2" ), spawnArgs.GetVector( "angle", "0 0 0" ), spawnArgs.GetFloat( "spray_size", "360" ) );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
// <-- grimm
|
||||||
|
|
||||||
/*
|
/*
|
||||||
===============
|
===============
|
||||||
|
@ -1401,6 +1435,7 @@ void idStaticEntity::Spawn( void ) {
|
||||||
bool solid;
|
bool solid;
|
||||||
bool hidden;
|
bool hidden;
|
||||||
|
|
||||||
|
|
||||||
// an inline static model will not do anything at all
|
// an inline static model will not do anything at all
|
||||||
if ( spawnArgs.GetBool( "inline" ) || gameLocal.world->spawnArgs.GetBool( "inlineAllStatics" ) ) {
|
if ( spawnArgs.GetBool( "inline" ) || gameLocal.world->spawnArgs.GetBool( "inlineAllStatics" ) ) {
|
||||||
Hide();
|
Hide();
|
||||||
|
@ -1410,6 +1445,20 @@ void idStaticEntity::Spawn( void ) {
|
||||||
solid = spawnArgs.GetBool( "solid" );
|
solid = spawnArgs.GetBool( "solid" );
|
||||||
hidden = spawnArgs.GetBool( "hide" );
|
hidden = spawnArgs.GetBool( "hide" );
|
||||||
|
|
||||||
|
// grim --> used for torches
|
||||||
|
// grimm --> i'm a dumbass, could've just used s_shader
|
||||||
|
/*
|
||||||
|
idStr snd_idle = spawnArgs.GetString("snd_torchidle");
|
||||||
|
if ( snd_idle.Length() && s_useEnvironmentalSounds.GetBool() ) {
|
||||||
|
sndHum = declManager->FindSound( snd_idle.c_str() );
|
||||||
|
|
||||||
|
if ( sndHum && !hidden ) {
|
||||||
|
StartSoundShader( sndHum, SND_CHANNEL_ANY, 0, false, NULL );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
// <-- grimm
|
||||||
|
|
||||||
if ( solid && !hidden ) {
|
if ( solid && !hidden ) {
|
||||||
GetPhysics()->SetContents( CONTENTS_SOLID );
|
GetPhysics()->SetContents( CONTENTS_SOLID );
|
||||||
} else {
|
} else {
|
||||||
|
@ -1423,6 +1472,11 @@ void idStaticEntity::Spawn( void ) {
|
||||||
if ( model.Find( ".prt" ) >= 0 ) {
|
if ( model.Find( ".prt" ) >= 0 ) {
|
||||||
// we want the parametric particles out of sync with each other
|
// we want the parametric particles out of sync with each other
|
||||||
renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = gameLocal.random.RandomInt( 32767 );
|
renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = gameLocal.random.RandomInt( 32767 );
|
||||||
|
|
||||||
|
// sikk---> Depth Render
|
||||||
|
renderEntity.suppressSurfaceInViewID = -8;
|
||||||
|
renderEntity.noShadow = 1;
|
||||||
|
// <---sikk
|
||||||
}
|
}
|
||||||
|
|
||||||
fadeFrom.Set( 1, 1, 1, 1 );
|
fadeFrom.Set( 1, 1, 1, 1 );
|
||||||
|
@ -1430,6 +1484,17 @@ void idStaticEntity::Spawn( void ) {
|
||||||
fadeStart = 0;
|
fadeStart = 0;
|
||||||
fadeEnd = 0;
|
fadeEnd = 0;
|
||||||
|
|
||||||
|
// grimm --> if this is a spray entity, spray something
|
||||||
|
if ( spawnArgs.GetBool("SprayObject") ) {
|
||||||
|
Spray();
|
||||||
|
|
||||||
|
//hide the static if we're not in painting mode.
|
||||||
|
if ( !g_PaintSplatterMode.GetBool() ) {
|
||||||
|
Hide();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// <--grimm
|
||||||
|
|
||||||
// NOTE: this should be used very rarely because it is expensive
|
// NOTE: this should be used very rarely because it is expensive
|
||||||
runGui = spawnArgs.GetBool( "runGui" );
|
runGui = spawnArgs.GetBool( "runGui" );
|
||||||
if ( runGui ) {
|
if ( runGui ) {
|
||||||
|
@ -1514,6 +1579,14 @@ void idStaticEntity::Show( void ) {
|
||||||
if ( spawnArgs.GetBool( "solid" ) ) {
|
if ( spawnArgs.GetBool( "solid" ) ) {
|
||||||
GetPhysics()->SetContents( CONTENTS_SOLID );
|
GetPhysics()->SetContents( CONTENTS_SOLID );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// grimm --> if an idle sound was set then use it.
|
||||||
|
/*
|
||||||
|
if ( sndHum ) {
|
||||||
|
StartSoundShader( sndHum, SND_CHANNEL_ANY, 0, false, NULL );
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
// grimm --> if an idle sound was set then use it.
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -3156,3 +3229,63 @@ void idPhantomObjects::Think( void ) {
|
||||||
BecomeInactive( TH_THINK );
|
BecomeInactive( TH_THINK );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// sikk---> Portal Sky Box
|
||||||
|
/*
|
||||||
|
===============================================================================
|
||||||
|
|
||||||
|
idPortalSky
|
||||||
|
|
||||||
|
===============================================================================
|
||||||
|
*/
|
||||||
|
|
||||||
|
CLASS_DECLARATION( idEntity, idPortalSky )
|
||||||
|
EVENT( EV_PostSpawn, idPortalSky::Event_PostSpawn )
|
||||||
|
EVENT( EV_Activate, idPortalSky::Event_Activate )
|
||||||
|
END_CLASS
|
||||||
|
|
||||||
|
/*
|
||||||
|
===============
|
||||||
|
idPortalSky::idPortalSky
|
||||||
|
===============
|
||||||
|
*/
|
||||||
|
idPortalSky::idPortalSky( void ) {
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
===============
|
||||||
|
idPortalSky::~idPortalSky
|
||||||
|
===============
|
||||||
|
*/
|
||||||
|
idPortalSky::~idPortalSky( void ) {
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
===============
|
||||||
|
idPortalSky::Spawn
|
||||||
|
===============
|
||||||
|
*/
|
||||||
|
void idPortalSky::Spawn( void ) {
|
||||||
|
if ( !spawnArgs.GetBool( "triggered" ) ) {
|
||||||
|
PostEventMS( &EV_PostSpawn, 1 );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
================
|
||||||
|
idPortalSky::Event_PostSpawn
|
||||||
|
================
|
||||||
|
*/
|
||||||
|
void idPortalSky::Event_PostSpawn() {
|
||||||
|
gameLocal.SetPortalSkyEnt( this );
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
================
|
||||||
|
idPortalSky::Event_Activate
|
||||||
|
================
|
||||||
|
*/
|
||||||
|
void idPortalSky::Event_Activate( idEntity *activator ) {
|
||||||
|
gameLocal.SetPortalSkyEnt( this );
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
|
|
30
game/Misc.h
30
game/Misc.h
|
@ -320,9 +320,17 @@ public:
|
||||||
void Fade( const idVec4 &to, float fadeTime );
|
void Fade( const idVec4 &to, float fadeTime );
|
||||||
virtual void Think( void );
|
virtual void Think( void );
|
||||||
|
|
||||||
|
// grimm idle sound for statics
|
||||||
|
// const idSoundShader * sndHum;
|
||||||
|
// grimm idle sound for statics
|
||||||
|
|
||||||
virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
|
virtual void WriteToSnapshot( idBitMsgDelta &msg ) const;
|
||||||
virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
|
virtual void ReadFromSnapshot( const idBitMsgDelta &msg );
|
||||||
|
|
||||||
|
// grimm
|
||||||
|
void Spray( void );
|
||||||
|
// grimm
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void Event_Activate( idEntity *activator );
|
void Event_Activate( idEntity *activator );
|
||||||
|
|
||||||
|
@ -335,7 +343,6 @@ private:
|
||||||
bool runGui;
|
bool runGui;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
===============================================================================
|
===============================================================================
|
||||||
|
|
||||||
|
@ -765,4 +772,25 @@ private:
|
||||||
idList<idVec3> lastTargetPos;
|
idList<idVec3> lastTargetPos;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
// sikk---> Portal Sky Box
|
||||||
|
/*
|
||||||
|
===============================================================================
|
||||||
|
|
||||||
|
idPortalSky
|
||||||
|
|
||||||
|
===============================================================================
|
||||||
|
*/
|
||||||
|
class idPortalSky : public idEntity {
|
||||||
|
public:
|
||||||
|
CLASS_PROTOTYPE( idPortalSky );
|
||||||
|
|
||||||
|
idPortalSky();
|
||||||
|
~idPortalSky();
|
||||||
|
|
||||||
|
void Spawn( void );
|
||||||
|
void Event_PostSpawn();
|
||||||
|
void Event_Activate( idEntity *activator );
|
||||||
|
};
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
#endif /* !__GAME_MISC_H__ */
|
#endif /* !__GAME_MISC_H__ */
|
||||||
|
|
|
@ -75,6 +75,11 @@ idMoveable::idMoveable( void ) {
|
||||||
unbindOnDeath = false;
|
unbindOnDeath = false;
|
||||||
allowStep = false;
|
allowStep = false;
|
||||||
canDamage = false;
|
canDamage = false;
|
||||||
|
|
||||||
|
// grimm -->
|
||||||
|
smokeFly = NULL;
|
||||||
|
smokeFlyTime = 0;
|
||||||
|
// <-- grimm
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -98,6 +103,8 @@ void idMoveable::Spawn( void ) {
|
||||||
int clipShrink;
|
int clipShrink;
|
||||||
idStr clipModelName;
|
idStr clipModelName;
|
||||||
|
|
||||||
|
mtr_collide = spawnArgs.GetString( "mtr_collide" );
|
||||||
|
|
||||||
// check if a clip model is set
|
// check if a clip model is set
|
||||||
spawnArgs.GetString( "clipmodel", "", clipModelName );
|
spawnArgs.GetString( "clipmodel", "", clipModelName );
|
||||||
if ( !clipModelName[0] ) {
|
if ( !clipModelName[0] ) {
|
||||||
|
@ -178,6 +185,17 @@ void idMoveable::Spawn( void ) {
|
||||||
|
|
||||||
allowStep = spawnArgs.GetBool( "allowStep", "1" );
|
allowStep = spawnArgs.GetBool( "allowStep", "1" );
|
||||||
|
|
||||||
|
// grimm -->
|
||||||
|
smokeFly = NULL;
|
||||||
|
smokeFlyTime = 0;
|
||||||
|
const char *smokeName = spawnArgs.GetString( "smoke_fly" );
|
||||||
|
if ( *smokeName != '\0' ) {
|
||||||
|
smokeFly = static_cast<const idDeclParticle *>( declManager->FindType( DECL_PARTICLE, smokeName ) );
|
||||||
|
smokeFlyTime = gameLocal.time;
|
||||||
|
gameLocal.smokeParticles->EmitSmoke( smokeFly, smokeFlyTime, gameLocal.random.CRandomFloat(), GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() );
|
||||||
|
}
|
||||||
|
// grimm <--
|
||||||
|
|
||||||
PostEventMS( &EV_SetOwnerFromSpawnArgs, 0 );
|
PostEventMS( &EV_SetOwnerFromSpawnArgs, 0 );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -202,6 +220,10 @@ void idMoveable::Save( idSaveGame *savefile ) const {
|
||||||
savefile->WriteInt( nextSoundTime );
|
savefile->WriteInt( nextSoundTime );
|
||||||
savefile->WriteInt( initialSpline != NULL ? initialSpline->GetTime( 0 ) : -1 );
|
savefile->WriteInt( initialSpline != NULL ? initialSpline->GetTime( 0 ) : -1 );
|
||||||
savefile->WriteVec3( initialSplineDir );
|
savefile->WriteVec3( initialSplineDir );
|
||||||
|
savefile->WriteString( mtr_collide );
|
||||||
|
savefile->WriteInt( last_spraytime );
|
||||||
|
savefile->WriteParticle( smokeFly );
|
||||||
|
savefile->WriteInt( smokeFlyTime );
|
||||||
|
|
||||||
savefile->WriteStaticObject( physicsObj );
|
savefile->WriteStaticObject( physicsObj );
|
||||||
}
|
}
|
||||||
|
@ -228,6 +250,10 @@ void idMoveable::Restore( idRestoreGame *savefile ) {
|
||||||
savefile->ReadInt( nextSoundTime );
|
savefile->ReadInt( nextSoundTime );
|
||||||
savefile->ReadInt( initialSplineTime );
|
savefile->ReadInt( initialSplineTime );
|
||||||
savefile->ReadVec3( initialSplineDir );
|
savefile->ReadVec3( initialSplineDir );
|
||||||
|
savefile->ReadString( mtr_collide );
|
||||||
|
savefile->ReadInt( last_spraytime );
|
||||||
|
savefile->ReadParticle( smokeFly );
|
||||||
|
savefile->ReadInt( smokeFlyTime );
|
||||||
|
|
||||||
if ( initialSplineTime != -1 ) {
|
if ( initialSplineTime != -1 ) {
|
||||||
InitInitialSpline( initialSplineTime );
|
InitInitialSpline( initialSplineTime );
|
||||||
|
@ -237,6 +263,15 @@ void idMoveable::Restore( idRestoreGame *savefile ) {
|
||||||
|
|
||||||
savefile->ReadStaticObject( physicsObj );
|
savefile->ReadStaticObject( physicsObj );
|
||||||
RestorePhysics( &physicsObj );
|
RestorePhysics( &physicsObj );
|
||||||
|
|
||||||
|
// grimm -->
|
||||||
|
if ( smokeFly != NULL ) {
|
||||||
|
idVec3 dir;
|
||||||
|
dir = physicsObj.GetLinearVelocity();
|
||||||
|
dir.NormalizeFast();
|
||||||
|
gameLocal.smokeParticles->EmitSmoke( smokeFly, gameLocal.time, gameLocal.random.RandomFloat(), GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() );
|
||||||
|
}
|
||||||
|
// grimm <--
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -245,6 +280,22 @@ idMoveable::Hide
|
||||||
================
|
================
|
||||||
*/
|
*/
|
||||||
void idMoveable::Hide( void ) {
|
void idMoveable::Hide( void ) {
|
||||||
|
const char *temp;
|
||||||
|
temp = spawnArgs.GetString( "fx_broken" );
|
||||||
|
if ( *temp != '\0' ) {
|
||||||
|
idVec3 org = physicsObj.GetOrigin();
|
||||||
|
//org.z = org.z + 8.0f;
|
||||||
|
idEntityFx::StartFx( temp, &org, NULL, gameLocal.GetLocalPlayer(), false );
|
||||||
|
}
|
||||||
|
|
||||||
|
// grimm --> blood spray
|
||||||
|
last_spraytime = 0;
|
||||||
|
if ( mtr_collide.c_str() != "" && last_spraytime < gameLocal.GetTime() ) {
|
||||||
|
idVec3 org = physicsObj.GetOrigin();
|
||||||
|
gameLocal.ProjectDecal( org, GetPhysics()->GetGravity(), 128.0f, true, 96.0f, mtr_collide.c_str() );
|
||||||
|
}
|
||||||
|
// <-- grimm
|
||||||
|
|
||||||
idEntity::Hide();
|
idEntity::Hide();
|
||||||
physicsObj.SetContents( 0 );
|
physicsObj.SetContents( 0 );
|
||||||
}
|
}
|
||||||
|
@ -293,11 +344,22 @@ bool idMoveable::Collide( const trace_t &collision, const idVec3 &velocity ) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// grimm --> Over the top blood & moveable effects.
|
||||||
if ( fxCollide.Length() && gameLocal.time > nextCollideFxTime ) {
|
if ( fxCollide.Length() && gameLocal.time > nextCollideFxTime ) {
|
||||||
idEntityFx::StartFx( fxCollide, &collision.c.point, NULL, this, false );
|
idEntityFx::StartFx( fxCollide, &collision.c.point, NULL, this, false );
|
||||||
nextCollideFxTime = gameLocal.time + 3500;
|
nextCollideFxTime = gameLocal.time + 1500;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if ( mtr_collide.Length() && last_spraytime < gameLocal.GetTime() && !IsAtRest() ) {
|
||||||
|
float ranScale;
|
||||||
|
ranScale = 128.0f * (0.35 + gameLocal.random.CRandomFloat());
|
||||||
|
|
||||||
|
last_spraytime = gameLocal.GetTime() + 1500;
|
||||||
|
//gameLocal.ProjectDecal( GetPhysics()->GetOrigin(), GetPhysics()->GetGravity(), 128.0f, true, ranScale, mtr_collide.c_str() );
|
||||||
|
gameLocal.ProjectDecal( GetPhysics()->GetOrigin(), -collision.c.normal, 128.0f, true, 96.0f, mtr_collide.c_str() );
|
||||||
|
}
|
||||||
|
// <-- grimm
|
||||||
|
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -421,6 +483,14 @@ void idMoveable::Think( void ) {
|
||||||
BecomeInactive( TH_THINK );
|
BecomeInactive( TH_THINK );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// grimm -->
|
||||||
|
if ( smokeFly && smokeFlyTime ) {
|
||||||
|
if ( !gameLocal.smokeParticles->EmitSmoke( smokeFly, smokeFlyTime, gameLocal.random.CRandomFloat(), GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() ) ) {
|
||||||
|
smokeFlyTime = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// <-- grimm
|
||||||
idEntity::Think();
|
idEntity::Think();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -907,6 +977,9 @@ void idExplodingBarrel::AddParticles( const char *name, bool burn ) {
|
||||||
particleRenderEntity.shaderParms[ SHADERPARM_ALPHA ] = rgb;
|
particleRenderEntity.shaderParms[ SHADERPARM_ALPHA ] = rgb;
|
||||||
particleRenderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.realClientTime );
|
particleRenderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.realClientTime );
|
||||||
particleRenderEntity.shaderParms[ SHADERPARM_DIVERSITY ] = ( burn ) ? 1.0f : gameLocal.random.RandomInt( 90 );
|
particleRenderEntity.shaderParms[ SHADERPARM_DIVERSITY ] = ( burn ) ? 1.0f : gameLocal.random.RandomInt( 90 );
|
||||||
|
|
||||||
|
particleRenderEntity.suppressSurfaceInViewID = -8; // sikk - Depth Render
|
||||||
|
|
||||||
if ( !particleRenderEntity.hModel ) {
|
if ( !particleRenderEntity.hModel ) {
|
||||||
particleRenderEntity.hModel = renderModelManager->FindModel( name );
|
particleRenderEntity.hModel = renderModelManager->FindModel( name );
|
||||||
}
|
}
|
||||||
|
@ -1011,7 +1084,7 @@ void idExplodingBarrel::Killed( idEntity *inflictor, idEntity *attacker, int dam
|
||||||
Hide();
|
Hide();
|
||||||
physicsObj.SetContents( 0 );
|
physicsObj.SetContents( 0 );
|
||||||
|
|
||||||
const char *splash = spawnArgs.GetString( "def_splash_damage", "damage_explosion" );
|
const char *splash = spawnArgs.GetString( "def_splash_damage", "damage_generic_explosion_splash" );
|
||||||
if ( splash && *splash ) {
|
if ( splash && *splash ) {
|
||||||
gameLocal.RadiusDamage( GetPhysics()->GetOrigin(), this, attacker, this, this, splash );
|
gameLocal.RadiusDamage( GetPhysics()->GetOrigin(), this, attacker, this, this, splash );
|
||||||
}
|
}
|
||||||
|
@ -1188,7 +1261,6 @@ idExplodingBarrel::ClientReceiveEvent
|
||||||
================
|
================
|
||||||
*/
|
*/
|
||||||
bool idExplodingBarrel::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
|
bool idExplodingBarrel::ClientReceiveEvent( int event, int time, const idBitMsg &msg ) {
|
||||||
|
|
||||||
switch( event ) {
|
switch( event ) {
|
||||||
case EVENT_EXPLODE:
|
case EVENT_EXPLODE:
|
||||||
if ( gameLocal.realClientTime - msg.ReadInt() < spawnArgs.GetInt( "explode_lapse", "1000" ) ) {
|
if ( gameLocal.realClientTime - msg.ReadInt() < spawnArgs.GetInt( "explode_lapse", "1000" ) ) {
|
||||||
|
|
|
@ -88,6 +88,13 @@ protected:
|
||||||
int nextDamageTime; // next time the movable can hurt the player
|
int nextDamageTime; // next time the movable can hurt the player
|
||||||
int nextSoundTime; // next time the moveable can make a sound
|
int nextSoundTime; // next time the moveable can make a sound
|
||||||
|
|
||||||
|
// grimm -->
|
||||||
|
idStr mtr_collide; // material to spray on walls when object collides with something.
|
||||||
|
int last_spraytime; // last time that a spray was made.
|
||||||
|
const idDeclParticle * smokeFly;
|
||||||
|
int smokeFlyTime;
|
||||||
|
// <-- grimm
|
||||||
|
|
||||||
const idMaterial * GetRenderModelMaterial( void ) const;
|
const idMaterial * GetRenderModelMaterial( void ) const;
|
||||||
void BecomeNonSolid( void );
|
void BecomeNonSolid( void );
|
||||||
void InitInitialSpline( int startTime );
|
void InitInitialSpline( int startTime );
|
||||||
|
|
|
@ -374,6 +374,13 @@ void idMover::Spawn( void ) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//GRIMM
|
||||||
|
if ( spawnArgs.GetBool( "neverblocked" ) ) {
|
||||||
|
physicsObj.SetContents( CONTENTS_PLAYERCLIP | CONTENTS_RENDERMODEL);
|
||||||
|
physicsObj.SetClipMask( MASK_PLAYERSOLID );
|
||||||
|
}
|
||||||
|
//GRIMM
|
||||||
|
|
||||||
health = spawnArgs.GetInt( "health" );
|
health = spawnArgs.GetInt( "health" );
|
||||||
if ( health ) {
|
if ( health ) {
|
||||||
fl.takedamage = true;
|
fl.takedamage = true;
|
||||||
|
@ -401,6 +408,12 @@ void idMover::Show( void ) {
|
||||||
if ( spawnArgs.GetBool( "solid", "1" ) ) {
|
if ( spawnArgs.GetBool( "solid", "1" ) ) {
|
||||||
physicsObj.SetContents( CONTENTS_SOLID );
|
physicsObj.SetContents( CONTENTS_SOLID );
|
||||||
}
|
}
|
||||||
|
//GRIMM
|
||||||
|
if ( spawnArgs.GetBool( "neverblocked", "1" ) ) {
|
||||||
|
physicsObj.SetContents( CONTENTS_PLAYERCLIP );
|
||||||
|
physicsObj.SetClipMask( MASK_PLAYERSOLID );
|
||||||
|
}
|
||||||
|
//GRIMM
|
||||||
SetPhysics( &physicsObj );
|
SetPhysics( &physicsObj );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -999,7 +1012,7 @@ idMover::Event_PartBlocked
|
||||||
*/
|
*/
|
||||||
void idMover::Event_PartBlocked( idEntity *blockingEntity ) {
|
void idMover::Event_PartBlocked( idEntity *blockingEntity ) {
|
||||||
if ( damage > 0.0f ) {
|
if ( damage > 0.0f ) {
|
||||||
blockingEntity->Damage( this, this, vec3_origin, "damage_moverCrush", damage, INVALID_JOINT );
|
blockingEntity->Damage( this, this, vec3_origin, "damage_grimm_1", damage, INVALID_JOINT );
|
||||||
}
|
}
|
||||||
if ( g_debugMover.GetBool() ) {
|
if ( g_debugMover.GetBool() ) {
|
||||||
gameLocal.Printf( "%d: '%s' blocked by '%s'\n", gameLocal.time, name.c_str(), blockingEntity->name.c_str() );
|
gameLocal.Printf( "%d: '%s' blocked by '%s'\n", gameLocal.time, name.c_str(), blockingEntity->name.c_str() );
|
||||||
|
@ -3788,7 +3801,7 @@ idDoor::Event_PartBlocked
|
||||||
*/
|
*/
|
||||||
void idDoor::Event_PartBlocked( idEntity *blockingEntity ) {
|
void idDoor::Event_PartBlocked( idEntity *blockingEntity ) {
|
||||||
if ( damage > 0.0f ) {
|
if ( damage > 0.0f ) {
|
||||||
blockingEntity->Damage( this, this, vec3_origin, "damage_moverCrush", damage, INVALID_JOINT );
|
blockingEntity->Damage( this, this, vec3_origin, "damage_grimm_1", damage, INVALID_JOINT );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -4225,7 +4238,7 @@ idPlat::Event_PartBlocked
|
||||||
*/
|
*/
|
||||||
void idPlat::Event_PartBlocked( idEntity *blockingEntity ) {
|
void idPlat::Event_PartBlocked( idEntity *blockingEntity ) {
|
||||||
if ( damage > 0.0f ) {
|
if ( damage > 0.0f ) {
|
||||||
blockingEntity->Damage( this, this, vec3_origin, "damage_moverCrush", damage, INVALID_JOINT );
|
blockingEntity->Damage( this, this, vec3_origin, "damage_grimm_1", damage, INVALID_JOINT );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -4316,7 +4329,7 @@ idMover_Periodic::Event_PartBlocked
|
||||||
*/
|
*/
|
||||||
void idMover_Periodic::Event_PartBlocked( idEntity *blockingEntity ) {
|
void idMover_Periodic::Event_PartBlocked( idEntity *blockingEntity ) {
|
||||||
if ( damage > 0.0f ) {
|
if ( damage > 0.0f ) {
|
||||||
blockingEntity->Damage( this, this, vec3_origin, "damage_moverCrush", damage, INVALID_JOINT );
|
blockingEntity->Damage( this, this, vec3_origin, "damage_grimm_1", damage, INVALID_JOINT );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
1726
game/Player.cpp
1726
game/Player.cpp
File diff suppressed because it is too large
Load diff
144
game/Player.h
144
game/Player.h
|
@ -194,6 +194,9 @@ public:
|
||||||
int onePickupTime;
|
int onePickupTime;
|
||||||
idList<idItemInfo> pickupItemNames;
|
idList<idItemInfo> pickupItemNames;
|
||||||
idList<idObjectiveInfo> objectiveNames;
|
idList<idObjectiveInfo> objectiveNames;
|
||||||
|
|
||||||
|
int healthPackAmount; // sikk - Health Management System (Health Pack)
|
||||||
|
int adrenalineAmount; // sikk - Adrenaline Pack System
|
||||||
};
|
};
|
||||||
|
|
||||||
typedef struct {
|
typedef struct {
|
||||||
|
@ -284,7 +287,6 @@ public:
|
||||||
bool healthTake;
|
bool healthTake;
|
||||||
int nextHealthTake;
|
int nextHealthTake;
|
||||||
|
|
||||||
|
|
||||||
bool hiddenWeapon; // if the weapon is hidden ( in noWeapons maps )
|
bool hiddenWeapon; // if the weapon is hidden ( in noWeapons maps )
|
||||||
idEntityPtr<idProjectile> soulCubeProjectile;
|
idEntityPtr<idProjectile> soulCubeProjectile;
|
||||||
|
|
||||||
|
@ -452,7 +454,7 @@ public:
|
||||||
void AdjustHeartRate( int target, float timeInSecs, float delay, bool force );
|
void AdjustHeartRate( int target, float timeInSecs, float delay, bool force );
|
||||||
void SetCurrentHeartRate( void );
|
void SetCurrentHeartRate( void );
|
||||||
int GetBaseHeartRate( void );
|
int GetBaseHeartRate( void );
|
||||||
void UpdateAir( void );
|
//void UpdateAir( void );
|
||||||
|
|
||||||
virtual bool HandleSingleGuiCommand( idEntity *entityGui, idLexer *src );
|
virtual bool HandleSingleGuiCommand( idEntity *entityGui, idLexer *src );
|
||||||
bool GuiActive( void ) { return focusGUIent != NULL; }
|
bool GuiActive( void ) { return focusGUIent != NULL; }
|
||||||
|
@ -524,6 +526,126 @@ public:
|
||||||
bool SelfSmooth( void );
|
bool SelfSmooth( void );
|
||||||
void SetSelfSmooth( bool b );
|
void SetSelfSmooth( bool b );
|
||||||
|
|
||||||
|
int nScreenFrostAlpha; // sikk - Screen Frost
|
||||||
|
|
||||||
|
//int nShowHudTimer; // sikk - Dynamic hud system - Used to say when to show the hud as well as fade it in/out (just for health/armor/ammo/weapon changes)
|
||||||
|
|
||||||
|
// sikk---> Manual Item Pickup
|
||||||
|
idItem* focusItem;
|
||||||
|
int itemPickupTime;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Searchable Corpses
|
||||||
|
void SearchCorpse( idAFEntity_Gibbable* corpse );
|
||||||
|
idAFEntity_Gibbable* focusCorpse;
|
||||||
|
int searchTimer;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Object Manipulation
|
||||||
|
//idGrabEntity grabEntity;
|
||||||
|
idEntity* focusMoveable;
|
||||||
|
int focusMoveableId;
|
||||||
|
int focusMoveableTimer;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Adrenaline Pack System
|
||||||
|
void UseAdrenaline( void );
|
||||||
|
int adrenalineAmount;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Health Management System
|
||||||
|
void UseHealthPack( void );
|
||||||
|
int healthPackAmount;
|
||||||
|
int healthPackTimer;
|
||||||
|
int nextHealthRegen;
|
||||||
|
int prevHeatlh; // sikk - holds player health after Health station has been used
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Crosshair Positioning
|
||||||
|
int GetCurrentWeapon( void ) { return currentWeapon; };
|
||||||
|
idVec3 v3CrosshairPos;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Weapon Management: Awareness
|
||||||
|
bool GetWeaponAwareness( void );
|
||||||
|
bool bWATrace;
|
||||||
|
bool bWAIsSprinting;
|
||||||
|
bool bWAUseHideDist;
|
||||||
|
float fSpreadModifier;
|
||||||
|
idEntity* entChainsawed;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Depth Render
|
||||||
|
void ToggleSuppression( bool bSuppress );
|
||||||
|
bool bViewModelsModified;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Depth of Field PostProcess
|
||||||
|
int GetTalkCursor( void ) { return talkCursor; }; // used to check if character has focus
|
||||||
|
bool bIsZoomed;
|
||||||
|
float focusDistance;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Global Ambient Light
|
||||||
|
void ToggleAmbientLight( bool bOn );
|
||||||
|
bool bAmbientLightOn;
|
||||||
|
idStr szAmbientLightColor;
|
||||||
|
idStr szAmbientLightRadius;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Infrared Goggles/Headlight Mod
|
||||||
|
void UpdateBattery( void );
|
||||||
|
void ToggleIRGoggles( void );
|
||||||
|
void ToggleHeadlight( void );
|
||||||
|
|
||||||
|
bool bIRGogglesOn;
|
||||||
|
bool bHeadlightOn;
|
||||||
|
int nIRGogglesTime;
|
||||||
|
int nHeadlightTime;
|
||||||
|
int nBattery;
|
||||||
|
float fIntensity;
|
||||||
|
float fIRBloomParms[ 7 ];
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// grimm -->
|
||||||
|
//dynamic music
|
||||||
|
void UpdateDynamicMusic( void );
|
||||||
|
idEntity *music_suspense;
|
||||||
|
idEntity *music_combat;
|
||||||
|
float old_music_volume;
|
||||||
|
float new_music_volume;
|
||||||
|
bool use_combat_music;
|
||||||
|
bool combat_musicon;
|
||||||
|
float music_waittime;
|
||||||
|
|
||||||
|
//dashing & wallsliding
|
||||||
|
float dashtime;
|
||||||
|
void Dash( void );
|
||||||
|
bool KeptInPlace;
|
||||||
|
|
||||||
|
//screenfrosting for dark warrior complex
|
||||||
|
void UpdateFrost( void );
|
||||||
|
|
||||||
|
// map timers.
|
||||||
|
int totalplaytime;
|
||||||
|
int nexttimeupdate;
|
||||||
|
void UpdatePlayTime( void );
|
||||||
|
|
||||||
|
// kills meter
|
||||||
|
int kills_amt;
|
||||||
|
int kills_amt_total;
|
||||||
|
int AccoladeKills;
|
||||||
|
|
||||||
|
void CheckKillAccolade( void );
|
||||||
|
int lastAccoladeCheck;
|
||||||
|
int nextAccoladeCheck;
|
||||||
|
void SpawnThing( char *clname );
|
||||||
|
|
||||||
|
// obstacle checking (move cloth etc..)
|
||||||
|
void CheckObstacle( void );
|
||||||
|
|
||||||
|
// grimm <--
|
||||||
|
|
||||||
private:
|
private:
|
||||||
jointHandle_t hipJoint;
|
jointHandle_t hipJoint;
|
||||||
jointHandle_t chestJoint;
|
jointHandle_t chestJoint;
|
||||||
|
@ -608,6 +730,13 @@ private:
|
||||||
idStr pdaVideoWave;
|
idStr pdaVideoWave;
|
||||||
|
|
||||||
bool tipUp;
|
bool tipUp;
|
||||||
|
// grimm -->
|
||||||
|
float lastStatsTime;
|
||||||
|
float lastCombosTime;
|
||||||
|
void ShowStats( void );
|
||||||
|
void ShowCombos( void );
|
||||||
|
//float s_slomoval;
|
||||||
|
// <-- grimm
|
||||||
bool objectiveUp;
|
bool objectiveUp;
|
||||||
|
|
||||||
int lastDamageDef;
|
int lastDamageDef;
|
||||||
|
@ -675,7 +804,7 @@ private:
|
||||||
void ExtractEmailInfo( const idStr &email, const char *scan, idStr &out );
|
void ExtractEmailInfo( const idStr &email, const char *scan, idStr &out );
|
||||||
void UpdateObjectiveInfo( void );
|
void UpdateObjectiveInfo( void );
|
||||||
|
|
||||||
void UseVehicle( void );
|
void UseVehicle( bool drive ); // sikk - function modified to support use function
|
||||||
|
|
||||||
void Event_GetButtons( void );
|
void Event_GetButtons( void );
|
||||||
void Event_GetMove( void );
|
void Event_GetMove( void );
|
||||||
|
@ -695,6 +824,15 @@ private:
|
||||||
void Event_LevelTrigger( void );
|
void Event_LevelTrigger( void );
|
||||||
void Event_Gibbed( void );
|
void Event_Gibbed( void );
|
||||||
void Event_GetIdealWeapon( void );
|
void Event_GetIdealWeapon( void );
|
||||||
|
void Event_ExecSaveGame( void );
|
||||||
|
void Event_getHealth( void );
|
||||||
|
void Event_AddBloodSpray( void );
|
||||||
|
void Event_UpdateFrost( float freeze );
|
||||||
|
void Event_SelectBestWeapon( void );
|
||||||
|
void Event_KeptInPlace( float newval );
|
||||||
|
void Event_Tip( const char *message );
|
||||||
|
void Event_SetViewAngles( const idAngles &vAngles );
|
||||||
|
//void Event_SetSlomoSound( float slomoval );
|
||||||
};
|
};
|
||||||
|
|
||||||
ID_INLINE bool idPlayer::IsReady( void ) {
|
ID_INLINE bool idPlayer::IsReady( void ) {
|
||||||
|
|
1707
game/PlayerView.cpp
1707
game/PlayerView.cpp
File diff suppressed because it is too large
Load diff
|
@ -83,32 +83,21 @@ public:
|
||||||
void RenderPlayerView( idUserInterface *hud );
|
void RenderPlayerView( idUserInterface *hud );
|
||||||
|
|
||||||
void Fade( idVec4 color, int time );
|
void Fade( idVec4 color, int time );
|
||||||
|
void GFlash( idVec4 color, int time );
|
||||||
void Flash( idVec4 color, int time );
|
void Flash( idVec4 color, int time );
|
||||||
|
|
||||||
void AddBloodSpray( float duration );
|
void AddBloodSpray( float duration );
|
||||||
|
|
||||||
// temp for view testing
|
// temp for view testing
|
||||||
void EnableBFGVision( bool b ) { bfgVision = b; };
|
void EnableBFGVision( bool b ) { bfgVision = b; };
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void SingleView( idUserInterface *hud, const renderView_t *view );
|
void SingleView( const renderView_t *view );
|
||||||
void DoubleVision( idUserInterface *hud, const renderView_t *view, int offset );
|
// sikk - Commented: Functions overridden
|
||||||
void BerserkVision( idUserInterface *hud, const renderView_t *view );
|
//void DoubleVision( const renderView_t *view, int offset );
|
||||||
void InfluenceVision( idUserInterface *hud, const renderView_t *view );
|
//void BerserkVision( const renderView_t *view );
|
||||||
void ScreenFade();
|
//void InfluenceVision( const renderView_t *view );
|
||||||
|
void ScreenFade( void );
|
||||||
screenBlob_t * GetScreenBlob();
|
screenBlob_t * GetScreenBlob( void );
|
||||||
|
|
||||||
screenBlob_t screenBlobs[MAX_SCREEN_BLOBS];
|
|
||||||
|
|
||||||
int dvFinishTime; // double vision will be stopped at this time
|
|
||||||
const idMaterial * dvMaterial; // material to take the double vision screen shot
|
|
||||||
|
|
||||||
int kickFinishTime; // view kick will be stopped at this time
|
|
||||||
idAngles kickAngles;
|
|
||||||
|
|
||||||
bool bfgVision; //
|
|
||||||
|
|
||||||
const idMaterial * tunnelMaterial; // health tunnel vision
|
const idMaterial * tunnelMaterial; // health tunnel vision
|
||||||
const idMaterial * armorMaterial; // armor damage view effect
|
const idMaterial * armorMaterial; // armor damage view effect
|
||||||
|
@ -117,18 +106,110 @@ private:
|
||||||
const idMaterial * bloodSprayMaterial; // blood spray
|
const idMaterial * bloodSprayMaterial; // blood spray
|
||||||
const idMaterial * bfgMaterial; // when targeted with BFG
|
const idMaterial * bfgMaterial; // when targeted with BFG
|
||||||
const idMaterial * lagoMaterial; // lagometer drawing
|
const idMaterial * lagoMaterial; // lagometer drawing
|
||||||
float lastDamageTime; // accentuate the tunnel effect for a while
|
|
||||||
|
|
||||||
|
int dvFinishTime; // double vision will be stopped at this time
|
||||||
|
int kickFinishTime; // view kick will be stopped at this time
|
||||||
|
idAngles kickAngles;
|
||||||
|
bool bfgVision; //
|
||||||
idVec4 fadeColor; // fade color
|
idVec4 fadeColor; // fade color
|
||||||
idVec4 fadeToColor; // color to fade to
|
idVec4 fadeToColor; // color to fade to
|
||||||
idVec4 fadeFromColor; // color to fade from
|
idVec4 fadeFromColor; // color to fade from
|
||||||
float fadeRate; // fade rate
|
float fadeRate; // fade rate
|
||||||
int fadeTime; // fade time
|
int fadeTime; // fade time
|
||||||
|
float lastDamageTime; // accentuate the tunnel effect for a while
|
||||||
|
|
||||||
|
screenBlob_t screenBlobs[MAX_SCREEN_BLOBS];
|
||||||
|
|
||||||
idAngles shakeAng; // from the sound sources
|
idAngles shakeAng; // from the sound sources
|
||||||
|
|
||||||
idPlayer * player;
|
idPlayer * player;
|
||||||
renderView_t view;
|
renderView_t view;
|
||||||
|
|
||||||
|
// sikk---> PostProcess Effects
|
||||||
|
void DoPostFX( void );
|
||||||
|
void PostFX_SoftShadows( void );
|
||||||
|
void PostFX_EdgeAA( void );
|
||||||
|
void PostFX_HDR( void );
|
||||||
|
void PostFX_Bloom( void );
|
||||||
|
void PostFX_MotionBlur( void );
|
||||||
|
void PostFX_DoF( void );
|
||||||
|
void PostFX_SSIL( void );
|
||||||
|
void PostFX_SSAO( void );
|
||||||
|
void PostFX_SunShafts( void );
|
||||||
|
void PostFX_LensFlare( void );
|
||||||
|
void PostFX_ColorGrading( void );
|
||||||
|
void PostFX_ExplosionFX( void );
|
||||||
|
void PostFX_IRGoggles( void );
|
||||||
|
void PostFX_ScreenFrost( void );
|
||||||
|
void PostFX_CelShading( void );
|
||||||
|
void PostFX_Filmgrain( void );
|
||||||
|
void PostFX_Vignetting( void );
|
||||||
|
|
||||||
|
void PostFX_AdrenalineVision( void );
|
||||||
|
void PostFX_DoubleVision( void );
|
||||||
|
void PostFX_BerserkVision( void );
|
||||||
|
void PostFX_InfluenceVision( void );
|
||||||
|
void PostFX_BFGVision( void );
|
||||||
|
void PostFX_TunnelVision( void );
|
||||||
|
void PostFX_ScreenBlobs( void );
|
||||||
|
void PostFX_ArmorPulse( void );
|
||||||
|
|
||||||
|
void RenderDepth( bool bCrop );
|
||||||
|
void RenderNormals( bool bFace );
|
||||||
|
void ToggleShadows( bool noShadows );
|
||||||
|
void ResetShadows( void );
|
||||||
|
bool DoFConditionCheck( void );
|
||||||
|
bool MBConditionCheck( void );
|
||||||
|
|
||||||
|
const idMaterial * blackMaterial; // Black material (for general use)
|
||||||
|
const idMaterial * whiteMaterial; // White material (for general use)
|
||||||
|
const idMaterial * currentRenderMaterial; // Current Render material (for general use)
|
||||||
|
const idMaterial * scratchMaterial; // Scratch material (for general use)
|
||||||
|
const idMaterial * depthMaterial; // Depth material (for general use)
|
||||||
|
const idMaterial * normalsMaterial; // View Space Normals material (for general use)
|
||||||
|
const idMaterial * softShadowsMaterial; // Soft Shadow material
|
||||||
|
const idMaterial * edgeAAMaterial; // Edge AA material
|
||||||
|
const idMaterial * hdrLumBaseMaterial; // HDR Luminance Base material
|
||||||
|
const idMaterial * hdrLumAverageMaterial; // HDR Luminance Average material
|
||||||
|
const idMaterial * hdrLumAdaptedMaterial; // HDR Luminance Adapted material
|
||||||
|
const idMaterial * hdrBrightPass1Material; // HDR Bright Pass Filter material (Reinhard RGB)
|
||||||
|
const idMaterial * hdrBrightPass2Material; // HDR Bright Pass Filter material (Reinhard Yxy)
|
||||||
|
const idMaterial * hdrBrightPass3Material; // HDR Bright Pass Filter material (Exp)
|
||||||
|
const idMaterial * hdrBrightPass4Material; // HDR Bright Pass Filter material (Filmic simple)
|
||||||
|
const idMaterial * hdrBrightPass5Material; // HDR Bright Pass Filter material (Filmic complex)
|
||||||
|
const idMaterial * hdrBloomMaterial; // HDR Bloom material
|
||||||
|
const idMaterial * hdrFlareMaterial; // HDR Lens Flare material
|
||||||
|
const idMaterial * hdrGlareMaterial; // HDR Glare material
|
||||||
|
const idMaterial * hdrFinalMaterial; // HDR Final Tone Mapping material
|
||||||
|
const idMaterial * bloomMaterial; // Bloom material
|
||||||
|
const idMaterial * ssilMaterial; // SSIL material
|
||||||
|
const idMaterial * ssaoMaterial; // SSAO material
|
||||||
|
const idMaterial * sunShaftsMaterial; // Sun Shafts material
|
||||||
|
const idMaterial * lensFlareMaterial; // Lens Flare material
|
||||||
|
const idMaterial * dofMaterial; // DoF material
|
||||||
|
const idMaterial * motionBlurMaterial; // Motion Blur material
|
||||||
|
const idMaterial * colorGradingMaterial; // Color Grading material
|
||||||
|
const idMaterial * screenFrostMaterial; // Screen Frost material
|
||||||
|
const idMaterial * celShadingMaterial; // Cel Shading material
|
||||||
|
const idMaterial * filmgrainMaterial; // Filmgrain material
|
||||||
|
const idMaterial * vignettingMaterial; // Vignetting material
|
||||||
|
const idMaterial * tunnel2Material; // health tunnel vision for Health Management System (Health Regen)
|
||||||
|
const idMaterial * adrenalineMaterial; // Adrenaline Vision material
|
||||||
|
const idMaterial * explosionFXMaterial; // Explosion FX material
|
||||||
|
|
||||||
|
renderView_t hackedView;
|
||||||
|
idAngles prevViewAngles; // Holds previous frame's player view angles
|
||||||
|
int prevTime; // Holds previous frame's time
|
||||||
|
bool bDepthRendered; // Holds whether the depth map has been rendered for the current frame
|
||||||
|
pvsHandle_t playerPVS; // Holds player's current pvs (for soft shadows)
|
||||||
|
bool bSoftShadows; // a soft shadows toggle used so ResetShadows() is only run once when r_useSoftShadows = 0
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> PostProccess Scaling Fix
|
||||||
|
int screenHeight;
|
||||||
|
int screenWidth;
|
||||||
|
idVec2 shiftScale;
|
||||||
|
// <---sikk
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif /* !__GAME_PLAYERVIEW_H__ */
|
#endif /* !__GAME_PLAYERVIEW_H__ */
|
||||||
|
|
|
@ -138,6 +138,8 @@ void idProjectile::Save( idSaveGame *savefile ) const {
|
||||||
|
|
||||||
savefile->WriteStaticObject( physicsObj );
|
savefile->WriteStaticObject( physicsObj );
|
||||||
savefile->WriteStaticObject( thruster );
|
savefile->WriteStaticObject( thruster );
|
||||||
|
|
||||||
|
savefile->WriteString( damageDefName );
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -180,12 +182,15 @@ void idProjectile::Restore( idRestoreGame *savefile ) {
|
||||||
savefile->ReadStaticObject( thruster );
|
savefile->ReadStaticObject( thruster );
|
||||||
thruster.SetPhysics( &physicsObj );
|
thruster.SetPhysics( &physicsObj );
|
||||||
|
|
||||||
|
savefile->ReadString( damageDefName );
|
||||||
|
|
||||||
if ( smokeFly != NULL ) {
|
if ( smokeFly != NULL ) {
|
||||||
idVec3 dir;
|
idVec3 dir;
|
||||||
dir = physicsObj.GetLinearVelocity();
|
dir = physicsObj.GetLinearVelocity();
|
||||||
dir.NormalizeFast();
|
dir.NormalizeFast();
|
||||||
gameLocal.smokeParticles->EmitSmoke( smokeFly, gameLocal.time, gameLocal.random.RandomFloat(), GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() );
|
gameLocal.smokeParticles->EmitSmoke( smokeFly, gameLocal.time, gameLocal.random.RandomFloat(), GetPhysics()->GetOrigin(), GetPhysics()->GetAxis() );
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -248,6 +253,8 @@ void idProjectile::Create( idEntity *owner, const idVec3 &start, const idVec3 &d
|
||||||
|
|
||||||
damagePower = 1.0f;
|
damagePower = 1.0f;
|
||||||
|
|
||||||
|
renderEntity.suppressSurfaceInViewID = -8; // sikk - Depth Render
|
||||||
|
|
||||||
UpdateVisuals();
|
UpdateVisuals();
|
||||||
|
|
||||||
state = CREATED;
|
state = CREATED;
|
||||||
|
@ -327,10 +334,13 @@ void idProjectile::Launch( const idVec3 &start, const idVec3 &dir, const idVec3
|
||||||
mass = spawnArgs.GetFloat( "mass" );
|
mass = spawnArgs.GetFloat( "mass" );
|
||||||
gravity = spawnArgs.GetFloat( "gravity" );
|
gravity = spawnArgs.GetFloat( "gravity" );
|
||||||
fuse = spawnArgs.GetFloat( "fuse" );
|
fuse = spawnArgs.GetFloat( "fuse" );
|
||||||
|
damageDefName = spawnArgs.GetString( "def_damage" );
|
||||||
|
|
||||||
projectileFlags.detonate_on_world = spawnArgs.GetBool( "detonate_on_world" );
|
projectileFlags.detonate_on_world = spawnArgs.GetBool( "detonate_on_world" );
|
||||||
projectileFlags.detonate_on_actor = spawnArgs.GetBool( "detonate_on_actor" );
|
projectileFlags.detonate_on_actor = spawnArgs.GetBool( "detonate_on_actor" );
|
||||||
projectileFlags.randomShaderSpin = spawnArgs.GetBool( "random_shader_spin" );
|
projectileFlags.randomShaderSpin = spawnArgs.GetBool( "random_shader_spin" );
|
||||||
|
projectileFlags.sticky = spawnArgs.GetBool( "sticky", "0" );
|
||||||
|
projectileFlags.continuous_damage = spawnArgs.GetBool( "continuous_damage", "0" );
|
||||||
|
|
||||||
if ( mass <= 0 ) {
|
if ( mass <= 0 ) {
|
||||||
gameLocal.Error( "Invalid mass on '%s'\n", GetEntityDefName() );
|
gameLocal.Error( "Invalid mass on '%s'\n", GetEntityDefName() );
|
||||||
|
@ -368,7 +378,7 @@ void idProjectile::Launch( const idVec3 &start, const idVec3 &dir, const idVec3
|
||||||
}
|
}
|
||||||
|
|
||||||
// don't do tracers on client, we don't know origin and direction
|
// don't do tracers on client, we don't know origin and direction
|
||||||
if ( spawnArgs.GetBool( "tracers" ) && gameLocal.random.RandomFloat() > 0.5f ) {
|
if ( spawnArgs.GetBool( "tracers" ) && ( ( gameLocal.random.RandomFloat() * 0.99999f ) < g_tracerFrequency.GetFloat() ) ) { // sikk - Tracer Frequency
|
||||||
SetModel( spawnArgs.GetString( "model_tracer" ) );
|
SetModel( spawnArgs.GetString( "model_tracer" ) );
|
||||||
projectileFlags.isTracer = true;
|
projectileFlags.isTracer = true;
|
||||||
}
|
}
|
||||||
|
@ -449,6 +459,12 @@ void idProjectile::Think( void ) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// grimm --> add continuous damage
|
||||||
|
if ( state != EXPLODED && projectileFlags.continuous_damage ) {
|
||||||
|
gameLocal.RadiusDamage( physicsObj.GetOrigin(), this, owner.GetEntity(), owner.GetEntity(), this, damageDefName, 1 );
|
||||||
|
}
|
||||||
|
// <-- grimm
|
||||||
|
|
||||||
// run physics
|
// run physics
|
||||||
RunPhysics();
|
RunPhysics();
|
||||||
|
|
||||||
|
@ -493,7 +509,9 @@ idProjectile::Collide
|
||||||
bool idProjectile::Collide( const trace_t &collision, const idVec3 &velocity ) {
|
bool idProjectile::Collide( const trace_t &collision, const idVec3 &velocity ) {
|
||||||
idEntity *ent;
|
idEntity *ent;
|
||||||
idEntity *ignore;
|
idEntity *ignore;
|
||||||
const char *damageDefName;
|
|
||||||
|
// grimm --> moved to entity scope.
|
||||||
|
// const char *damageDefName;
|
||||||
idVec3 dir;
|
idVec3 dir;
|
||||||
float push;
|
float push;
|
||||||
float damageScale;
|
float damageScale;
|
||||||
|
@ -568,8 +586,6 @@ bool idProjectile::Collide( const trace_t &collision, const idVec3 &velocity ) {
|
||||||
// unlink the clip model because we no longer need it
|
// unlink the clip model because we no longer need it
|
||||||
GetPhysics()->UnlinkClip();
|
GetPhysics()->UnlinkClip();
|
||||||
|
|
||||||
damageDefName = spawnArgs.GetString( "def_damage" );
|
|
||||||
|
|
||||||
ignore = NULL;
|
ignore = NULL;
|
||||||
|
|
||||||
// if the hit entity takes damage
|
// if the hit entity takes damage
|
||||||
|
@ -587,6 +603,14 @@ bool idProjectile::Collide( const trace_t &collision, const idVec3 &velocity ) {
|
||||||
idPlayer *player = static_cast<idPlayer *>( owner.GetEntity() );
|
idPlayer *player = static_cast<idPlayer *>( owner.GetEntity() );
|
||||||
player->AddProjectileHits( 1 );
|
player->AddProjectileHits( 1 );
|
||||||
damageScale *= player->PowerUpModifier( PROJECTILE_DAMAGE );
|
damageScale *= player->PowerUpModifier( PROJECTILE_DAMAGE );
|
||||||
|
|
||||||
|
// sikk---> Blood Spray Screen Effect
|
||||||
|
if ( g_showBloodSpray.GetBool() ) {
|
||||||
|
idVec3 vLength = player->GetEyePosition() - ent->GetPhysics()->GetOrigin();
|
||||||
|
if ( vLength.Length() <= g_bloodSprayDistance.GetFloat() && ( gameLocal.random.RandomFloat() * 0.99999f ) < g_bloodSprayFrequency.GetFloat() )
|
||||||
|
player->playerView.AddBloodSpray( g_bloodSprayTime.GetFloat() );
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -833,6 +857,20 @@ void idProjectile::Explode( const trace_t &collision, idEntity *ignore ) {
|
||||||
} else {
|
} else {
|
||||||
fxname = spawnArgs.GetString( "model_smoke" );
|
fxname = spawnArgs.GetString( "model_smoke" );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/* switch ( surfaceType ) {
|
||||||
|
case SURFTYPE_NONE: fxname = spawnArgs.GetString( "model_smokespark" ); break;
|
||||||
|
case SURFTYPE_METAL: fxname = spawnArgs.GetString( "model_impact_metal" ); break;
|
||||||
|
case SURFTYPE_STONE: fxname = spawnArgs.GetString( "model_impact_stone" ); break;
|
||||||
|
case SURFTYPE_FLESH: fxname = spawnArgs.GetString( "model_impact_flesh" ); break;
|
||||||
|
case SURFTYPE_WOOD: fxname = spawnArgs.GetString( "model_impact_wood" ); break;
|
||||||
|
case SURFTYPE_CARDBOARD: fxname = spawnArgs.GetString( "model_impact_cardboard" ); break;
|
||||||
|
case SURFTYPE_LIQUID: fxname = spawnArgs.GetString( "model_impact_liquid" ); break;
|
||||||
|
case SURFTYPE_GLASS: fxname = spawnArgs.GetString( "model_impact_glass" ); break;
|
||||||
|
case SURFTYPE_PLASTIC: fxname = spawnArgs.GetString( "model_impact_plastic" ); break;
|
||||||
|
case SURFTYPE_RICOCHET: fxname = spawnArgs.GetString( "model_ricochet" ); break;
|
||||||
|
default: fxname = spawnArgs.GetString( "model_smoke" ); break;
|
||||||
|
}*/
|
||||||
}
|
}
|
||||||
|
|
||||||
if ( fxname && *fxname ) {
|
if ( fxname && *fxname ) {
|
||||||
|
@ -843,9 +881,23 @@ void idProjectile::Explode( const trace_t &collision, idEntity *ignore ) {
|
||||||
renderEntity.shaderParms[SHADERPARM_ALPHA] = 1.0f;
|
renderEntity.shaderParms[SHADERPARM_ALPHA] = 1.0f;
|
||||||
renderEntity.shaderParms[SHADERPARM_TIMEOFFSET] = -MS2SEC( gameLocal.time );
|
renderEntity.shaderParms[SHADERPARM_TIMEOFFSET] = -MS2SEC( gameLocal.time );
|
||||||
renderEntity.shaderParms[SHADERPARM_DIVERSITY] = gameLocal.random.CRandomFloat();
|
renderEntity.shaderParms[SHADERPARM_DIVERSITY] = gameLocal.random.CRandomFloat();
|
||||||
|
|
||||||
|
renderEntity.suppressSurfaceInViewID = -8; // sikk - Depth Render
|
||||||
|
|
||||||
Show();
|
Show();
|
||||||
|
// grimm --> remove models/fx depending on the g_breakables_lifetime thingy.
|
||||||
|
//
|
||||||
|
if ( projectileFlags.sticky ) {
|
||||||
|
//this is a sticky projectile, leave it as long as g_bulletstaytime is set, if it's set lower than 2 then keep it at 2.
|
||||||
|
int dstay = g_bulletstaytime.GetInteger();
|
||||||
|
if ( dstay < 2 ) { dstay = 2; } //stay a minimum of 2 seconds
|
||||||
|
removeTime = ( removeTime > SEC2MS( dstay ) ) ? removeTime : SEC2MS( dstay );
|
||||||
|
} else {
|
||||||
|
//regular code
|
||||||
removeTime = ( removeTime > 3000 ) ? removeTime : 3000;
|
removeTime = ( removeTime > 3000 ) ? removeTime : 3000;
|
||||||
}
|
}
|
||||||
|
// <-- grimm
|
||||||
|
}
|
||||||
|
|
||||||
// explosion light
|
// explosion light
|
||||||
light_shader = spawnArgs.GetString( "mtr_explode_light_shader" );
|
light_shader = spawnArgs.GetString( "mtr_explode_light_shader" );
|
||||||
|
@ -892,10 +944,14 @@ void idProjectile::Explode( const trace_t &collision, idEntity *ignore ) {
|
||||||
if ( removeTime < delay * 1000 ) {
|
if ( removeTime < delay * 1000 ) {
|
||||||
removeTime = ( delay + 0.10 ) * 1000;
|
removeTime = ( delay + 0.10 ) * 1000;
|
||||||
}
|
}
|
||||||
PostEventSec( &EV_RadiusDamage, delay, ignore );
|
// sikk---> Entities hit directly by a projectile will no longer be ignored by splash damage
|
||||||
|
// PostEventSec( &EV_RadiusDamage, delay, ignore );
|
||||||
|
PostEventSec( &EV_RadiusDamage, delay, NULL );
|
||||||
} else {
|
} else {
|
||||||
Event_RadiusDamage( ignore );
|
// Event_RadiusDamage( ignore );
|
||||||
|
Event_RadiusDamage( NULL );
|
||||||
}
|
}
|
||||||
|
// <---sikk
|
||||||
}
|
}
|
||||||
|
|
||||||
// spawn debris entities
|
// spawn debris entities
|
||||||
|
@ -2069,6 +2125,9 @@ idDebris::Spawn
|
||||||
================
|
================
|
||||||
*/
|
*/
|
||||||
void idDebris::Spawn( void ) {
|
void idDebris::Spawn( void ) {
|
||||||
|
mtr_collide = spawnArgs.GetString( "mtr_collide" );
|
||||||
|
nextCollideFxTime = 0;
|
||||||
|
|
||||||
owner = NULL;
|
owner = NULL;
|
||||||
smokeFly = NULL;
|
smokeFly = NULL;
|
||||||
smokeFlyTime = 0;
|
smokeFlyTime = 0;
|
||||||
|
@ -2124,6 +2183,11 @@ void idDebris::Save( idSaveGame *savefile ) const {
|
||||||
savefile->WriteParticle( smokeFly );
|
savefile->WriteParticle( smokeFly );
|
||||||
savefile->WriteInt( smokeFlyTime );
|
savefile->WriteInt( smokeFlyTime );
|
||||||
savefile->WriteSoundShader( sndBounce );
|
savefile->WriteSoundShader( sndBounce );
|
||||||
|
savefile->WriteString( mtr_collide );
|
||||||
|
savefile->WriteInt( last_spraytime );
|
||||||
|
savefile->WriteString( fxCollide );
|
||||||
|
savefile->WriteInt( nextCollideFxTime );
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -2140,6 +2204,11 @@ void idDebris::Restore( idRestoreGame *savefile ) {
|
||||||
savefile->ReadParticle( smokeFly );
|
savefile->ReadParticle( smokeFly );
|
||||||
savefile->ReadInt( smokeFlyTime );
|
savefile->ReadInt( smokeFlyTime );
|
||||||
savefile->ReadSoundShader( sndBounce );
|
savefile->ReadSoundShader( sndBounce );
|
||||||
|
savefile->ReadString( mtr_collide );
|
||||||
|
savefile->ReadInt( last_spraytime );
|
||||||
|
savefile->ReadString( fxCollide );
|
||||||
|
savefile->ReadInt( nextCollideFxTime );
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -2308,6 +2377,24 @@ bool idDebris::Collide( const trace_t &collision, const idVec3 &velocity ) {
|
||||||
StartSoundShader( sndBounce, SND_CHANNEL_BODY, 0, false, NULL );
|
StartSoundShader( sndBounce, SND_CHANNEL_BODY, 0, false, NULL );
|
||||||
}
|
}
|
||||||
sndBounce = NULL;
|
sndBounce = NULL;
|
||||||
|
|
||||||
|
// grimm --> Over the top blood & moveable effects.
|
||||||
|
|
||||||
|
if ( fxCollide.Length() && gameLocal.time > nextCollideFxTime ) {
|
||||||
|
idEntityFx::StartFx( fxCollide, &collision.c.point, NULL, this, false );
|
||||||
|
nextCollideFxTime = gameLocal.time + 1500;
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( mtr_collide.Length() && last_spraytime < gameLocal.GetTime() && !IsAtRest() ) {
|
||||||
|
float ranScale;
|
||||||
|
ranScale = 128.0f * (0.35 + gameLocal.random.CRandomFloat());
|
||||||
|
|
||||||
|
last_spraytime = gameLocal.GetTime() + 1500;
|
||||||
|
//gameLocal.ProjectDecal( GetPhysics()->GetOrigin(), GetPhysics()->GetGravity(), 128.0f, true, ranScale, mtr_collide.c_str() );
|
||||||
|
gameLocal.ProjectDecal( GetPhysics()->GetOrigin(), -collision.c.normal, 128.0f, true, 96.0f, mtr_collide.c_str() );
|
||||||
|
}
|
||||||
|
// <-- grimm
|
||||||
|
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -91,6 +91,10 @@ protected:
|
||||||
bool randomShaderSpin : 1;
|
bool randomShaderSpin : 1;
|
||||||
bool isTracer : 1;
|
bool isTracer : 1;
|
||||||
bool noSplashDamage : 1;
|
bool noSplashDamage : 1;
|
||||||
|
|
||||||
|
//grimm projectile doesn't explode but does damage and remains until decalStay time.
|
||||||
|
bool sticky : 1;
|
||||||
|
bool continuous_damage : 1;
|
||||||
} projectileFlags;
|
} projectileFlags;
|
||||||
|
|
||||||
float thrust;
|
float thrust;
|
||||||
|
@ -110,6 +114,10 @@ protected:
|
||||||
const idDeclParticle * smokeFly;
|
const idDeclParticle * smokeFly;
|
||||||
int smokeFlyTime;
|
int smokeFlyTime;
|
||||||
|
|
||||||
|
//grimm
|
||||||
|
idStr damageDefName;
|
||||||
|
//grimm
|
||||||
|
|
||||||
typedef enum {
|
typedef enum {
|
||||||
// must update these in script/doom_defs.script if changed
|
// must update these in script/doom_defs.script if changed
|
||||||
SPAWNED = 0,
|
SPAWNED = 0,
|
||||||
|
@ -257,7 +265,6 @@ public :
|
||||||
void Fizzle( void );
|
void Fizzle( void );
|
||||||
virtual bool Collide( const trace_t &collision, const idVec3 &velocity );
|
virtual bool Collide( const trace_t &collision, const idVec3 &velocity );
|
||||||
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
idEntityPtr<idEntity> owner;
|
idEntityPtr<idEntity> owner;
|
||||||
idPhysics_RigidBody physicsObj;
|
idPhysics_RigidBody physicsObj;
|
||||||
|
@ -265,9 +272,15 @@ private:
|
||||||
int smokeFlyTime;
|
int smokeFlyTime;
|
||||||
const idSoundShader * sndBounce;
|
const idSoundShader * sndBounce;
|
||||||
|
|
||||||
|
|
||||||
void Event_Explode( void );
|
void Event_Explode( void );
|
||||||
void Event_Fizzle( void );
|
void Event_Fizzle( void );
|
||||||
|
|
||||||
|
// grimm -->
|
||||||
|
idStr mtr_collide; // material to spray on walls when object collides with something.
|
||||||
|
int last_spraytime; // last time that a spray was made.
|
||||||
|
idStr fxCollide; // fx system to start when collides with something
|
||||||
|
int nextCollideFxTime; // next time it is ok to spawn collision fx
|
||||||
|
// <-- grimm
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif /* !__GAME_PROJECTILE_H__ */
|
#endif /* !__GAME_PROJECTILE_H__ */
|
||||||
|
|
29
game/Pvs.cpp
29
game/Pvs.cpp
|
@ -1421,3 +1421,32 @@ void idPVS::ReadPVS( const pvsHandle_t handle, const idBitMsg &msg ) {
|
||||||
}
|
}
|
||||||
|
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
|
||||||
|
// sikk---> Portal Sky Box
|
||||||
|
/*
|
||||||
|
================
|
||||||
|
idPVS::CheckAreasForPortalSky
|
||||||
|
================
|
||||||
|
*/
|
||||||
|
bool idPVS::CheckAreasForPortalSky( const pvsHandle_t handle, const idVec3 &origin ) {
|
||||||
|
int sourceArea;
|
||||||
|
|
||||||
|
if ( handle.i < 0 || handle.i >= MAX_CURRENT_PVS || handle.h != currentPVS[ handle.i ].handle.h )
|
||||||
|
return false;
|
||||||
|
|
||||||
|
sourceArea = gameRenderWorld->PointInArea( origin );
|
||||||
|
|
||||||
|
if ( sourceArea == -1 )
|
||||||
|
return false;
|
||||||
|
|
||||||
|
for ( int i = 0; i < numAreas; i++ ) {
|
||||||
|
if ( !( currentPVS[ handle.i ].pvs[ i >> 3 ] & ( 1 << ( i & 7 ) ) ) )
|
||||||
|
continue;
|
||||||
|
if ( gameRenderWorld->CheckAreaForPortalSky( i ) )
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
|
|
|
@ -97,6 +97,8 @@ public:
|
||||||
void ReadPVS( const pvsHandle_t handle, const idBitMsg &msg );
|
void ReadPVS( const pvsHandle_t handle, const idBitMsg &msg );
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
bool CheckAreasForPortalSky( const pvsHandle_t handle, const idVec3 &origin ); // sikk - Portal Sky Box
|
||||||
|
|
||||||
private:
|
private:
|
||||||
int numAreas;
|
int numAreas;
|
||||||
int numPortals;
|
int numPortals;
|
||||||
|
|
|
@ -81,6 +81,8 @@ void idSmokeParticles::Init( void ) {
|
||||||
renderEntity.hModel = renderModelManager->AllocModel();
|
renderEntity.hModel = renderModelManager->AllocModel();
|
||||||
renderEntity.hModel->InitEmpty( smokeParticle_SnapshotName );
|
renderEntity.hModel->InitEmpty( smokeParticle_SnapshotName );
|
||||||
|
|
||||||
|
renderEntity.suppressSurfaceInViewID = -8; // sikk - Depth Render
|
||||||
|
|
||||||
// we certainly don't want particle shadows
|
// we certainly don't want particle shadows
|
||||||
renderEntity.noShadow = 1;
|
renderEntity.noShadow = 1;
|
||||||
|
|
||||||
|
|
|
@ -216,6 +216,30 @@ void idTarget_EndLevel::Event_Activate( idEntity *activator ) {
|
||||||
gameLocal.sessionCommand += nextMap;
|
gameLocal.sessionCommand += nextMap;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
===============================================================================
|
||||||
|
|
||||||
|
idTarget_SaveGame
|
||||||
|
|
||||||
|
GRIMM: AUTOCHECKPOINT SYSTEM
|
||||||
|
===============================================================================
|
||||||
|
*/
|
||||||
|
|
||||||
|
CLASS_DECLARATION( idTarget, idTarget_SaveGame )
|
||||||
|
EVENT( EV_Activate, idTarget_SaveGame::Event_Activate )
|
||||||
|
END_CLASS
|
||||||
|
|
||||||
|
/*
|
||||||
|
================
|
||||||
|
idTarget_SaveGame::Event_Activate
|
||||||
|
================
|
||||||
|
*/
|
||||||
|
void idTarget_SaveGame::Event_Activate( idEntity *activator ) {
|
||||||
|
|
||||||
|
if ( g_useCheckpointing.GetBool()) {
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "saveGame checkpoint" );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
===============================================================================
|
===============================================================================
|
||||||
|
|
|
@ -81,6 +81,23 @@ private:
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
===============================================================================
|
||||||
|
|
||||||
|
idTarget_SaveGame
|
||||||
|
|
||||||
|
===============================================================================
|
||||||
|
*/
|
||||||
|
|
||||||
|
class idTarget_SaveGame : public idTarget {
|
||||||
|
public:
|
||||||
|
CLASS_PROTOTYPE( idTarget_SaveGame );
|
||||||
|
|
||||||
|
private:
|
||||||
|
void Event_Activate( idEntity *activator );
|
||||||
|
|
||||||
|
};
|
||||||
|
|
||||||
/*
|
/*
|
||||||
===============================================================================
|
===============================================================================
|
||||||
|
|
||||||
|
|
|
@ -993,6 +993,7 @@ void idTrigger_Hurt::Spawn( void ) {
|
||||||
idTrigger_Hurt::Event_Touch
|
idTrigger_Hurt::Event_Touch
|
||||||
================
|
================
|
||||||
*/
|
*/
|
||||||
|
/* Original code:
|
||||||
void idTrigger_Hurt::Event_Touch( idEntity *other, trace_t *trace ) {
|
void idTrigger_Hurt::Event_Touch( idEntity *other, trace_t *trace ) {
|
||||||
const char *damage;
|
const char *damage;
|
||||||
|
|
||||||
|
@ -1006,6 +1007,40 @@ void idTrigger_Hurt::Event_Touch( idEntity *other, trace_t *trace ) {
|
||||||
nextTime = gameLocal.time + SEC2MS( delay );
|
nextTime = gameLocal.time + SEC2MS( delay );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
*/
|
||||||
|
|
||||||
|
/*
|
||||||
|
================
|
||||||
|
GRIMM: idTrigger_Hurt::Event_Touch
|
||||||
|
================
|
||||||
|
*/
|
||||||
|
void idTrigger_Hurt::Event_Touch( idEntity *other, trace_t *trace ) {
|
||||||
|
const char *damage;
|
||||||
|
const char *playerdamage;
|
||||||
|
const char *monsterdamage;
|
||||||
|
|
||||||
|
if ( on && other && gameLocal.time >= nextTime ) {
|
||||||
|
|
||||||
|
damage = spawnArgs.GetString( "def_damage", "damage_vintrap" );
|
||||||
|
playerdamage = spawnArgs.GetString( "def_player_damage" );
|
||||||
|
monsterdamage = spawnArgs.GetString( "def_monster_damage" );
|
||||||
|
|
||||||
|
if ( other->IsType( idPlayer::Type ) && playerdamage){
|
||||||
|
damage = playerdamage;
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( other->IsType( idAI::Type ) && monsterdamage ){
|
||||||
|
damage = monsterdamage;
|
||||||
|
}
|
||||||
|
|
||||||
|
other->Damage( NULL, NULL, vec3_origin, damage, 1.0f, INVALID_JOINT );
|
||||||
|
|
||||||
|
ActivateTargets( other );
|
||||||
|
CallScript();
|
||||||
|
|
||||||
|
nextTime = gameLocal.time + SEC2MS( delay );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
================
|
================
|
||||||
|
|
352
game/Weapon.cpp
352
game/Weapon.cpp
|
@ -66,6 +66,9 @@ const idEventDef EV_Weapon_WeaponRising( "weaponRising" );
|
||||||
const idEventDef EV_Weapon_WeaponLowering( "weaponLowering" );
|
const idEventDef EV_Weapon_WeaponLowering( "weaponLowering" );
|
||||||
const idEventDef EV_Weapon_Flashlight( "flashlight", "d" );
|
const idEventDef EV_Weapon_Flashlight( "flashlight", "d" );
|
||||||
const idEventDef EV_Weapon_LaunchProjectiles( "launchProjectiles", "dffff" );
|
const idEventDef EV_Weapon_LaunchProjectiles( "launchProjectiles", "dffff" );
|
||||||
|
//GRIMM
|
||||||
|
const idEventDef EV_Weapon_LaunchGrimmProjectiles( "launchGrimmProjectiles", "sdffff", 'e' );
|
||||||
|
//GRIMM
|
||||||
const idEventDef EV_Weapon_CreateProjectile( "createProjectile", NULL, 'e' );
|
const idEventDef EV_Weapon_CreateProjectile( "createProjectile", NULL, 'e' );
|
||||||
const idEventDef EV_Weapon_EjectBrass( "ejectBrass" );
|
const idEventDef EV_Weapon_EjectBrass( "ejectBrass" );
|
||||||
const idEventDef EV_Weapon_Melee( "melee", NULL, 'd' );
|
const idEventDef EV_Weapon_Melee( "melee", NULL, 'd' );
|
||||||
|
@ -107,6 +110,9 @@ CLASS_DECLARATION( idAnimatedEntity, idWeapon )
|
||||||
EVENT( EV_Light_SetLightParm, idWeapon::Event_SetLightParm )
|
EVENT( EV_Light_SetLightParm, idWeapon::Event_SetLightParm )
|
||||||
EVENT( EV_Light_SetLightParms, idWeapon::Event_SetLightParms )
|
EVENT( EV_Light_SetLightParms, idWeapon::Event_SetLightParms )
|
||||||
EVENT( EV_Weapon_LaunchProjectiles, idWeapon::Event_LaunchProjectiles )
|
EVENT( EV_Weapon_LaunchProjectiles, idWeapon::Event_LaunchProjectiles )
|
||||||
|
//GRIMM
|
||||||
|
EVENT( EV_Weapon_LaunchGrimmProjectiles, idWeapon::Event_LaunchGrimmProjectiles )
|
||||||
|
//GRIMM
|
||||||
EVENT( EV_Weapon_CreateProjectile, idWeapon::Event_CreateProjectile )
|
EVENT( EV_Weapon_CreateProjectile, idWeapon::Event_CreateProjectile )
|
||||||
EVENT( EV_Weapon_EjectBrass, idWeapon::Event_EjectBrass )
|
EVENT( EV_Weapon_EjectBrass, idWeapon::Event_EjectBrass )
|
||||||
EVENT( EV_Weapon_Melee, idWeapon::Event_Melee )
|
EVENT( EV_Weapon_Melee, idWeapon::Event_Melee )
|
||||||
|
@ -376,6 +382,7 @@ void idWeapon::Save( idSaveGame *savefile ) const {
|
||||||
savefile->WriteBool( allowDrop );
|
savefile->WriteBool( allowDrop );
|
||||||
savefile->WriteObject( projectileEnt );
|
savefile->WriteObject( projectileEnt );
|
||||||
|
|
||||||
|
savefile->WriteFloat( wm_hide_distance ); // sikk - Weapon Management: Awareness
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -541,6 +548,8 @@ void idWeapon::Restore( idRestoreGame *savefile ) {
|
||||||
|
|
||||||
savefile->ReadBool( allowDrop );
|
savefile->ReadBool( allowDrop );
|
||||||
savefile->ReadObject( reinterpret_cast<idClass *&>( projectileEnt ) );
|
savefile->ReadObject( reinterpret_cast<idClass *&>( projectileEnt ) );
|
||||||
|
|
||||||
|
savefile->ReadFloat( wm_hide_distance ); // sikk - Weapon Management: Awareness
|
||||||
}
|
}
|
||||||
|
|
||||||
/***********************************************************************
|
/***********************************************************************
|
||||||
|
@ -721,6 +730,8 @@ void idWeapon::Clear( void ) {
|
||||||
projectileEnt = NULL;
|
projectileEnt = NULL;
|
||||||
|
|
||||||
isFiring = false;
|
isFiring = false;
|
||||||
|
|
||||||
|
wm_hide_distance = -15; // sikk - Weapon Management: Awareness
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -796,7 +807,17 @@ void idWeapon::GetWeaponDef( const char *objectname, int ammoinclip ) {
|
||||||
|
|
||||||
ammoType = GetAmmoNumForName( weaponDef->dict.GetString( "ammoType" ) );
|
ammoType = GetAmmoNumForName( weaponDef->dict.GetString( "ammoType" ) );
|
||||||
ammoRequired = weaponDef->dict.GetInt( "ammoRequired" );
|
ammoRequired = weaponDef->dict.GetInt( "ammoRequired" );
|
||||||
|
|
||||||
|
// sikk---> Ammo Management: Ammo Clip Size Type
|
||||||
|
if ( g_ammoClipSizeType.GetInteger() == 1 ) {
|
||||||
|
clipSize = weaponDef->dict.GetInt( "clipSize_doom" );
|
||||||
|
} else if ( g_ammoClipSizeType.GetInteger() == 2 ) {
|
||||||
|
clipSize = weaponDef->dict.GetInt( "clipSize_custom" );
|
||||||
|
} else {
|
||||||
clipSize = weaponDef->dict.GetInt( "clipSize" );
|
clipSize = weaponDef->dict.GetInt( "clipSize" );
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
lowAmmo = weaponDef->dict.GetInt( "lowAmmo" );
|
lowAmmo = weaponDef->dict.GetInt( "lowAmmo" );
|
||||||
|
|
||||||
icon = weaponDef->dict.GetString( "icon" );
|
icon = weaponDef->dict.GetString( "icon" );
|
||||||
|
@ -811,6 +832,8 @@ void idWeapon::GetWeaponDef( const char *objectname, int ammoinclip ) {
|
||||||
hideTime = SEC2MS( weaponDef->dict.GetFloat( "hide_time", "0.3" ) );
|
hideTime = SEC2MS( weaponDef->dict.GetFloat( "hide_time", "0.3" ) );
|
||||||
hideDistance = weaponDef->dict.GetFloat( "hide_distance", "-15" );
|
hideDistance = weaponDef->dict.GetFloat( "hide_distance", "-15" );
|
||||||
|
|
||||||
|
wm_hide_distance = weaponDef->dict.GetFloat( "wm_hide_distance", "-15" ); // sikk - Weapon Management: Awareness
|
||||||
|
|
||||||
// muzzle smoke
|
// muzzle smoke
|
||||||
smokeName = weaponDef->dict.GetString( "smoke_muzzle" );
|
smokeName = weaponDef->dict.GetString( "smoke_muzzle" );
|
||||||
if ( *smokeName != '\0' ) {
|
if ( *smokeName != '\0' ) {
|
||||||
|
@ -1082,9 +1105,17 @@ void idWeapon::UpdateGUI( void ) {
|
||||||
renderEntity.gui[ 0 ]->SetStateString( "player_ammo", "" );
|
renderEntity.gui[ 0 ]->SetStateString( "player_ammo", "" );
|
||||||
} else {
|
} else {
|
||||||
// show remaining ammo
|
// show remaining ammo
|
||||||
|
// sikk---> Ammo Management: Ammo Clip Size Type
|
||||||
|
if ( g_ammoClipSizeType.GetInteger() == 1 ) {
|
||||||
|
renderEntity.gui[ 0 ]->SetStateString( "player_totalammo", ClipSize() ? va( "%i", ammoamount - inclip ) : va( "%i", ammoamount ) );
|
||||||
|
renderEntity.gui[ 0 ]->SetStateString( "player_ammo", ClipSize() ? va( "%i", inclip ) : "" );
|
||||||
|
renderEntity.gui[ 0 ]->SetStateString( "player_clips", ClipSize() ? va("%i", ammoamount / ClipSize()) : "" );
|
||||||
|
} else {
|
||||||
renderEntity.gui[ 0 ]->SetStateString( "player_totalammo", va( "%i", ammoamount - inclip ) );
|
renderEntity.gui[ 0 ]->SetStateString( "player_totalammo", va( "%i", ammoamount - inclip ) );
|
||||||
renderEntity.gui[ 0 ]->SetStateString( "player_ammo", ClipSize() ? va( "%i", inclip ) : "--" );
|
renderEntity.gui[ 0 ]->SetStateString( "player_ammo", ClipSize() ? va( "%i", inclip ) : "--" );
|
||||||
renderEntity.gui[ 0 ]->SetStateString( "player_clips", ClipSize() ? va("%i", ammoamount / ClipSize()) : "--" );
|
renderEntity.gui[ 0 ]->SetStateString( "player_clips", ClipSize() ? va("%i", ammoamount / ClipSize()) : "--" );
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
renderEntity.gui[ 0 ]->SetStateString( "player_allammo", va( "%i/%i", inclip, ammoamount - inclip ) );
|
renderEntity.gui[ 0 ]->SetStateString( "player_allammo", va( "%i/%i", inclip, ammoamount - inclip ) );
|
||||||
}
|
}
|
||||||
renderEntity.gui[ 0 ]->SetStateBool( "player_ammo_empty", ( ammoamount == 0 ) );
|
renderEntity.gui[ 0 ]->SetStateBool( "player_ammo_empty", ( ammoamount == 0 ) );
|
||||||
|
@ -1277,6 +1308,14 @@ idWeapon::PutAway
|
||||||
================
|
================
|
||||||
*/
|
*/
|
||||||
void idWeapon::PutAway( void ) {
|
void idWeapon::PutAway( void ) {
|
||||||
|
// grimm --> update hud upon lower/raise
|
||||||
|
idUserInterface * _hud = owner->hud;
|
||||||
|
if ( _hud ) {
|
||||||
|
_hud->SetStateInt( "player_energyammo", 0 );
|
||||||
|
_hud->SetStateInt( "player_spikeammo", 0 );
|
||||||
|
_hud->SetStateInt( "player_cannonammo", 0 );
|
||||||
|
}
|
||||||
|
|
||||||
hasBloodSplat = false;
|
hasBloodSplat = false;
|
||||||
if ( isLinked ) {
|
if ( isLinked ) {
|
||||||
WEAPON_LOWERWEAPON = true;
|
WEAPON_LOWERWEAPON = true;
|
||||||
|
@ -1303,7 +1342,7 @@ idWeapon::LowerWeapon
|
||||||
void idWeapon::LowerWeapon( void ) {
|
void idWeapon::LowerWeapon( void ) {
|
||||||
if ( !hide ) {
|
if ( !hide ) {
|
||||||
hideStart = 0.0f;
|
hideStart = 0.0f;
|
||||||
hideEnd = hideDistance;
|
hideEnd = owner->bWAUseHideDist ? wm_hide_distance : hideDistance; // sikk - Weapon Management: Awareness
|
||||||
if ( gameLocal.time - hideStartTime < hideTime ) {
|
if ( gameLocal.time - hideStartTime < hideTime ) {
|
||||||
hideStartTime = gameLocal.time - ( hideTime - ( gameLocal.time - hideStartTime ) );
|
hideStartTime = gameLocal.time - ( hideTime - ( gameLocal.time - hideStartTime ) );
|
||||||
} else {
|
} else {
|
||||||
|
@ -1322,7 +1361,7 @@ void idWeapon::RaiseWeapon( void ) {
|
||||||
Show();
|
Show();
|
||||||
|
|
||||||
if ( hide ) {
|
if ( hide ) {
|
||||||
hideStart = hideDistance;
|
hideStart = owner->bWAUseHideDist ? wm_hide_distance : hideDistance; // sikk - Weapon Management: Awareness
|
||||||
hideEnd = 0.0f;
|
hideEnd = 0.0f;
|
||||||
if ( gameLocal.time - hideStartTime < hideTime ) {
|
if ( gameLocal.time - hideStartTime < hideTime ) {
|
||||||
hideStartTime = gameLocal.time - ( hideTime - ( gameLocal.time - hideStartTime ) );
|
hideStartTime = gameLocal.time - ( hideTime - ( gameLocal.time - hideStartTime ) );
|
||||||
|
@ -2217,6 +2256,12 @@ idWeapon::AmmoInClip
|
||||||
================
|
================
|
||||||
*/
|
*/
|
||||||
int idWeapon::AmmoInClip( void ) const {
|
int idWeapon::AmmoInClip( void ) const {
|
||||||
|
// sikk---> Ammo Management: Ammo Clip Size Type
|
||||||
|
if ( !clipSize ) {
|
||||||
|
return AmmoAvailable();
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
return ammoClip;
|
return ammoClip;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -2412,6 +2457,34 @@ void idWeapon::Event_WeaponReady( void ) {
|
||||||
StartSoundShader( sndHum, SND_CHANNEL_BODY, 0, false, NULL );
|
StartSoundShader( sndHum, SND_CHANNEL_BODY, 0, false, NULL );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// grimm --> update hud upon lower/raise
|
||||||
|
idUserInterface * _hud = owner->hud;
|
||||||
|
const char *weaptype =spawnArgs.GetString( "weapon_type", "melee" );
|
||||||
|
|
||||||
|
if ( _hud && idStr::Cmp( weaptype, "melee" ) == 0 ) {
|
||||||
|
_hud->SetStateInt( "player_energyammo", 0 );
|
||||||
|
_hud->SetStateInt( "player_spikeammo", 0 );
|
||||||
|
_hud->SetStateInt( "player_cannonammo", 0 );
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( _hud && idStr::Cmp( weaptype, "energy" ) == 0 ) {
|
||||||
|
_hud->SetStateInt( "player_energyammo", 1 );
|
||||||
|
_hud->SetStateInt( "player_spikeammo", 0 );
|
||||||
|
_hud->SetStateInt( "player_cannonammo", 0 );
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( _hud && idStr::Cmp( weaptype, "spike" ) == 0 ) {
|
||||||
|
_hud->SetStateInt( "player_energyammo", 0 );
|
||||||
|
_hud->SetStateInt( "player_spikeammo", 1 );
|
||||||
|
_hud->SetStateInt( "player_cannonammo", 0 );
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( _hud && idStr::Cmp( weaptype, "cannon" ) == 0 ) {
|
||||||
|
_hud->SetStateInt( "player_energyammo", 0 );
|
||||||
|
_hud->SetStateInt( "player_spikeammo", 0 );
|
||||||
|
_hud->SetStateInt( "player_cannonammo", 1 );
|
||||||
|
}
|
||||||
|
// <-- grimm
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -2877,7 +2950,7 @@ void idWeapon::Event_LaunchProjectiles( int num_projectiles, float spread, float
|
||||||
}
|
}
|
||||||
|
|
||||||
// calculate the muzzle position
|
// calculate the muzzle position
|
||||||
if ( barrelJointView != INVALID_JOINT && projectileDict.GetBool( "launchFromBarrel" ) ) {
|
if ( barrelJointView != INVALID_JOINT && ( projectileDict.GetBool( "launchFromBarrel" ) || g_weaponProjectileOrigin.GetBool() ) ) { // sikk - Weapon Management: Projectile Origin
|
||||||
// there is an explicit joint for the muzzle
|
// there is an explicit joint for the muzzle
|
||||||
GetGlobalJointTransform( true, barrelJointView, muzzleOrigin, muzzleAxis );
|
GetGlobalJointTransform( true, barrelJointView, muzzleOrigin, muzzleAxis );
|
||||||
} else {
|
} else {
|
||||||
|
@ -2895,8 +2968,20 @@ void idWeapon::Event_LaunchProjectiles( int num_projectiles, float spread, float
|
||||||
kick_endtime = gameLocal.realClientTime + muzzle_kick_maxtime;
|
kick_endtime = gameLocal.realClientTime + muzzle_kick_maxtime;
|
||||||
}
|
}
|
||||||
|
|
||||||
if ( gameLocal.isClient ) {
|
// sikk---> Weapon Management: Handling/Awareness
|
||||||
|
if ( ( g_weaponHandlingType.GetInteger() == 1 || g_weaponHandlingType.GetInteger() == 3 ) && owner->GetCurrentWeapon() != 2 ) {
|
||||||
|
spread = ( spread + 2.0f ) * owner->fSpreadModifier;
|
||||||
|
|
||||||
|
owner->fSpreadModifier += 0.25f;
|
||||||
|
if ( owner->fSpreadModifier > 2.0f )
|
||||||
|
owner->fSpreadModifier = 2.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( g_weaponAwareness.GetBool() && owner->bIsZoomed )
|
||||||
|
spread *= 0.5f;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
if ( gameLocal.isClient ) {
|
||||||
// predict instant hit projectiles
|
// predict instant hit projectiles
|
||||||
if ( projectileDict.GetBool( "net_instanthit" ) ) {
|
if ( projectileDict.GetBool( "net_instanthit" ) ) {
|
||||||
float spreadRad = DEG2RAD( spread );
|
float spreadRad = DEG2RAD( spread );
|
||||||
|
@ -2912,9 +2997,7 @@ void idWeapon::Event_LaunchProjectiles( int num_projectiles, float spread, float
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
} else {
|
} else {
|
||||||
|
|
||||||
ownerBounds = owner->GetPhysics()->GetAbsBounds();
|
ownerBounds = owner->GetPhysics()->GetAbsBounds();
|
||||||
|
|
||||||
owner->AddProjectilesFired( num_projectiles );
|
owner->AddProjectilesFired( num_projectiles );
|
||||||
|
@ -2926,6 +3009,12 @@ void idWeapon::Event_LaunchProjectiles( int num_projectiles, float spread, float
|
||||||
dir = playerViewAxis[ 0 ] + playerViewAxis[ 2 ] * ( ang * idMath::Sin( spin ) ) - playerViewAxis[ 1 ] * ( ang * idMath::Cos( spin ) );
|
dir = playerViewAxis[ 0 ] + playerViewAxis[ 2 ] * ( ang * idMath::Sin( spin ) ) - playerViewAxis[ 1 ] * ( ang * idMath::Cos( spin ) );
|
||||||
dir.Normalize();
|
dir.Normalize();
|
||||||
|
|
||||||
|
// sikk---> Weapon Management: Handling
|
||||||
|
if ( g_weaponHandlingType.GetInteger() > 1 && !( g_weaponAwareness.GetBool() && owner->bIsZoomed ) ) {
|
||||||
|
owner->SetViewAngles( owner->viewAngles + idAngles( -0.5f * owner->fSpreadModifier, 0.0f, 0.0f ) );
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
if ( projectileEnt ) {
|
if ( projectileEnt ) {
|
||||||
ent = projectileEnt;
|
ent = projectileEnt;
|
||||||
ent->Show();
|
ent->Show();
|
||||||
|
@ -2950,6 +3039,212 @@ void idWeapon::Event_LaunchProjectiles( int num_projectiles, float spread, float
|
||||||
|
|
||||||
projBounds = proj->GetPhysics()->GetBounds().Rotate( proj->GetPhysics()->GetAxis() );
|
projBounds = proj->GetPhysics()->GetBounds().Rotate( proj->GetPhysics()->GetAxis() );
|
||||||
|
|
||||||
|
// make sure the projectile starts inside the bounding box of the owner
|
||||||
|
if ( i == 0 ) {
|
||||||
|
muzzle_pos = muzzleOrigin + playerViewAxis[ 0 ] * 2.0f;
|
||||||
|
if ( ( ownerBounds - projBounds).RayIntersection( muzzle_pos, playerViewAxis[0], distance ) ) {
|
||||||
|
start = muzzle_pos + distance * playerViewAxis[0];
|
||||||
|
} else {
|
||||||
|
start = ownerBounds.GetCenter();
|
||||||
|
}
|
||||||
|
gameLocal.clip.Translation( tr, start, muzzle_pos, proj->GetPhysics()->GetClipModel(), proj->GetPhysics()->GetClipModel()->GetAxis(), MASK_SHOT_RENDERMODEL, owner );
|
||||||
|
muzzle_pos = tr.endpos;
|
||||||
|
}
|
||||||
|
|
||||||
|
proj->Launch( muzzle_pos, dir, pushVelocity, fuseOffset, launchPower, dmgPower );
|
||||||
|
}
|
||||||
|
|
||||||
|
// toss the brass
|
||||||
|
PostEventMS( &EV_Weapon_EjectBrass, brassDelay );
|
||||||
|
}
|
||||||
|
|
||||||
|
// add the light for the muzzleflash
|
||||||
|
if ( !lightOn ) {
|
||||||
|
MuzzleFlashLight();
|
||||||
|
}
|
||||||
|
|
||||||
|
owner->WeaponFireFeedback( &weaponDef->dict );
|
||||||
|
|
||||||
|
// reset muzzle smoke
|
||||||
|
weaponSmokeStartTime = gameLocal.realClientTime;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
================
|
||||||
|
idWeapon::Event_LaunchGrimmProjectiles
|
||||||
|
================
|
||||||
|
*/
|
||||||
|
void idWeapon::Event_LaunchGrimmProjectiles( char *gprojdef, int num_projectiles, float spread, float fuseOffset, float launchPower, float dmgPower ) {
|
||||||
|
idProjectile *proj;
|
||||||
|
idEntity *ent;
|
||||||
|
int i;
|
||||||
|
idVec3 dir;
|
||||||
|
float ang;
|
||||||
|
float spin;
|
||||||
|
float distance;
|
||||||
|
trace_t tr;
|
||||||
|
idVec3 start;
|
||||||
|
idVec3 muzzle_pos;
|
||||||
|
idBounds ownerBounds, projBounds;
|
||||||
|
|
||||||
|
if ( IsHidden() ) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( !idStr::Length( gprojdef ) ) {
|
||||||
|
const char *classname = weaponDef->dict.GetString( "classname" );
|
||||||
|
gameLocal.Warning( "No projectile defined on '%s'", classname );
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// avoid all ammo considerations on an MP client
|
||||||
|
if ( !gameLocal.isClient ) {
|
||||||
|
|
||||||
|
// check if we're out of ammo or the clip is empty
|
||||||
|
int ammoAvail = owner->inventory.HasAmmo( ammoType, ammoRequired );
|
||||||
|
if ( !ammoAvail || ( ( clipSize != 0 ) && ( ammoClip <= 0 ) ) ) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// if this is a power ammo weapon ( currently only the bfg ) then make sure
|
||||||
|
// we only fire as much power as available in each clip
|
||||||
|
if ( powerAmmo ) {
|
||||||
|
// power comes in as a float from zero to max
|
||||||
|
// if we use this on more than the bfg will need to define the max
|
||||||
|
// in the .def as opposed to just in the script so proper calcs
|
||||||
|
// can be done here.
|
||||||
|
dmgPower = ( int )dmgPower + 1;
|
||||||
|
if ( dmgPower > ammoClip ) {
|
||||||
|
dmgPower = ammoClip;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
owner->inventory.UseAmmo( ammoType, ( powerAmmo ) ? dmgPower : ammoRequired );
|
||||||
|
if ( clipSize && ammoRequired ) {
|
||||||
|
ammoClip -= powerAmmo ? dmgPower : 1;
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( !silent_fire ) {
|
||||||
|
// wake up nearby monsters
|
||||||
|
gameLocal.AlertAI( owner );
|
||||||
|
}
|
||||||
|
|
||||||
|
// set the shader parm to the time of last projectile firing,
|
||||||
|
// which the gun material shaders can reference for single shot barrel glows, etc
|
||||||
|
renderEntity.shaderParms[ SHADERPARM_DIVERSITY ] = gameLocal.random.CRandomFloat();
|
||||||
|
renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] = -MS2SEC( gameLocal.realClientTime );
|
||||||
|
|
||||||
|
if ( worldModel.GetEntity() ) {
|
||||||
|
worldModel.GetEntity()->SetShaderParm( SHADERPARM_DIVERSITY, renderEntity.shaderParms[ SHADERPARM_DIVERSITY ] );
|
||||||
|
worldModel.GetEntity()->SetShaderParm( SHADERPARM_TIMEOFFSET, renderEntity.shaderParms[ SHADERPARM_TIMEOFFSET ] );
|
||||||
|
}
|
||||||
|
|
||||||
|
// calculate the muzzle position
|
||||||
|
if ( barrelJointView != INVALID_JOINT && ( projectileDict.GetBool( "launchFromBarrel" ) || g_weaponProjectileOrigin.GetBool() ) ) { // sikk - Weapon Management: Projectile Origin
|
||||||
|
// there is an explicit joint for the muzzle
|
||||||
|
GetGlobalJointTransform( true, barrelJointView, muzzleOrigin, muzzleAxis );
|
||||||
|
} else {
|
||||||
|
// go straight out of the view
|
||||||
|
muzzleOrigin = playerViewOrigin;
|
||||||
|
muzzleAxis = playerViewAxis;
|
||||||
|
}
|
||||||
|
|
||||||
|
// add some to the kick time, incrementally moving repeat firing weapons back
|
||||||
|
if ( kick_endtime < gameLocal.realClientTime ) {
|
||||||
|
kick_endtime = gameLocal.realClientTime;
|
||||||
|
}
|
||||||
|
kick_endtime += muzzle_kick_time;
|
||||||
|
if ( kick_endtime > gameLocal.realClientTime + muzzle_kick_maxtime ) {
|
||||||
|
kick_endtime = gameLocal.realClientTime + muzzle_kick_maxtime;
|
||||||
|
}
|
||||||
|
|
||||||
|
// sikk---> Weapon Management: Handling/Awareness
|
||||||
|
if ( ( g_weaponHandlingType.GetInteger() == 1 || g_weaponHandlingType.GetInteger() == 3 ) && owner->GetCurrentWeapon() != 2 ) {
|
||||||
|
spread = ( spread + 2.0f ) * owner->fSpreadModifier;
|
||||||
|
|
||||||
|
owner->fSpreadModifier += 0.25f;
|
||||||
|
if ( owner->fSpreadModifier > 2.0f )
|
||||||
|
owner->fSpreadModifier = 2.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( g_weaponAwareness.GetBool() && owner->bIsZoomed )
|
||||||
|
spread *= 0.5f;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
if ( gameLocal.isClient ) {
|
||||||
|
// predict instant hit projectiles
|
||||||
|
if ( projectileDict.GetBool( "net_instanthit" ) ) {
|
||||||
|
float spreadRad = DEG2RAD( spread );
|
||||||
|
muzzle_pos = muzzleOrigin + playerViewAxis[ 0 ] * 2.0f;
|
||||||
|
for( i = 0; i < num_projectiles; i++ ) {
|
||||||
|
ang = idMath::Sin( spreadRad * gameLocal.random.RandomFloat() );
|
||||||
|
spin = (float)DEG2RAD( 360.0f ) * gameLocal.random.RandomFloat();
|
||||||
|
dir = playerViewAxis[ 0 ] + playerViewAxis[ 2 ] * ( ang * idMath::Sin( spin ) ) - playerViewAxis[ 1 ] * ( ang * idMath::Cos( spin ) );
|
||||||
|
dir.Normalize();
|
||||||
|
gameLocal.clip.Translation( tr, muzzle_pos, muzzle_pos + dir * 4096.0f, NULL, mat3_identity, MASK_SHOT_RENDERMODEL, owner );
|
||||||
|
if ( tr.fraction < 1.0f ) {
|
||||||
|
idProjectile::ClientPredictionCollide( this, projectileDict, tr, vec3_origin, true );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
} else {
|
||||||
|
ownerBounds = owner->GetPhysics()->GetAbsBounds();
|
||||||
|
|
||||||
|
owner->AddProjectilesFired( num_projectiles );
|
||||||
|
|
||||||
|
float spreadRad = DEG2RAD( spread );
|
||||||
|
for( i = 0; i < num_projectiles; i++ ) {
|
||||||
|
ang = idMath::Sin( spreadRad * gameLocal.random.RandomFloat() );
|
||||||
|
spin = (float)DEG2RAD( 360.0f ) * gameLocal.random.RandomFloat();
|
||||||
|
dir = playerViewAxis[ 0 ] + playerViewAxis[ 2 ] * ( ang * idMath::Sin( spin ) ) - playerViewAxis[ 1 ] * ( ang * idMath::Cos( spin ) );
|
||||||
|
dir.Normalize();
|
||||||
|
|
||||||
|
// sikk---> Weapon Management: Handling
|
||||||
|
if ( g_weaponHandlingType.GetInteger() > 1 && !( g_weaponAwareness.GetBool() && owner->bIsZoomed ) ) {
|
||||||
|
owner->SetViewAngles( owner->viewAngles + idAngles( -0.5f * owner->fSpreadModifier, 0.0f, 0.0f ) );
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
const idDeclEntityDef *gprojd = gameLocal.FindEntityDef(gprojdef, false );
|
||||||
|
if ( gprojd ) {
|
||||||
|
projectileDict = gprojd->dict;
|
||||||
|
} else {
|
||||||
|
projectileDict.Clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
gameLocal.SpawnEntityDef( projectileDict, &projectileEnt, false );
|
||||||
|
if ( projectileEnt ) {
|
||||||
|
projectileEnt->SetOrigin( GetPhysics()->GetOrigin() );
|
||||||
|
projectileEnt->Bind( owner, false );
|
||||||
|
projectileEnt->Hide();
|
||||||
|
//}
|
||||||
|
|
||||||
|
//if ( projectileEnt ) {
|
||||||
|
ent = projectileEnt;
|
||||||
|
ent->Show();
|
||||||
|
ent->Unbind();
|
||||||
|
projectileEnt = NULL;
|
||||||
|
} else {
|
||||||
|
gameLocal.SpawnEntityDef( projectileDict, &ent, false );
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( !ent || !ent->IsType( idProjectile::Type ) ) {
|
||||||
|
const char *projectileName = weaponDef->dict.GetString( gprojdef );
|
||||||
|
gameLocal.Error( "'%s' is not an idProjectile", projectileName );
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( projectileDict.GetBool( "net_instanthit" ) ) {
|
||||||
|
// don't synchronize this on top of the already predicted effect
|
||||||
|
ent->fl.networkSync = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
proj = static_cast<idProjectile *>(ent);
|
||||||
|
proj->Create( owner, muzzleOrigin, dir );
|
||||||
|
|
||||||
|
projBounds = proj->GetPhysics()->GetBounds().Rotate( proj->GetPhysics()->GetAxis() );
|
||||||
|
|
||||||
// make sure the projectile starts inside the bounding box of the owner
|
// make sure the projectile starts inside the bounding box of the owner
|
||||||
if ( i == 0 ) {
|
if ( i == 0 ) {
|
||||||
muzzle_pos = muzzleOrigin + playerViewAxis[ 0 ] * 2.0f;
|
muzzle_pos = muzzleOrigin + playerViewAxis[ 0 ] * 2.0f;
|
||||||
|
@ -2984,6 +3279,8 @@ void idWeapon::Event_LaunchProjectiles( int num_projectiles, float spread, float
|
||||||
|
|
||||||
// reset muzzle smoke
|
// reset muzzle smoke
|
||||||
weaponSmokeStartTime = gameLocal.realClientTime;
|
weaponSmokeStartTime = gameLocal.realClientTime;
|
||||||
|
|
||||||
|
idThread::ReturnEntity( proj );
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -3020,7 +3317,6 @@ void idWeapon::Event_Melee( void ) {
|
||||||
const char *hitSound = meleeDef->dict.GetString( "snd_miss" );
|
const char *hitSound = meleeDef->dict.GetString( "snd_miss" );
|
||||||
|
|
||||||
if ( ent ) {
|
if ( ent ) {
|
||||||
|
|
||||||
float push = meleeDef->dict.GetFloat( "push" );
|
float push = meleeDef->dict.GetFloat( "push" );
|
||||||
idVec3 impulse = -push * owner->PowerUpModifier( SPEED ) * tr.c.normal;
|
idVec3 impulse = -push * owner->PowerUpModifier( SPEED ) * tr.c.normal;
|
||||||
|
|
||||||
|
@ -3047,18 +3343,34 @@ void idWeapon::Event_Melee( void ) {
|
||||||
globalKickDir = muzzleAxis * kickDir;
|
globalKickDir = muzzleAxis * kickDir;
|
||||||
ent->Damage( owner, owner, globalKickDir, meleeDefName, owner->PowerUpModifier( MELEE_DAMAGE ), tr.c.id );
|
ent->Damage( owner, owner, globalKickDir, meleeDefName, owner->PowerUpModifier( MELEE_DAMAGE ), tr.c.id );
|
||||||
hit = true;
|
hit = true;
|
||||||
|
|
||||||
|
// sikk---> Chainsaw View Sticking
|
||||||
|
if ( ent->IsType( idAI::Type ) && !idStr::Icmp( weaponDef->GetName(), "weapon_chainsaw" ) ) {
|
||||||
|
idVec3 playerOrigin;
|
||||||
|
idMat3 playerAxis;
|
||||||
|
idVec3 targetVec = ent->GetPhysics()->GetAbsBounds().GetCenter();
|
||||||
|
owner->GetViewPos( playerOrigin, playerAxis );
|
||||||
|
targetVec = ent->GetPhysics()->GetAbsBounds().GetCenter() - playerOrigin;
|
||||||
|
targetVec[2] *= 0.5f;
|
||||||
|
targetVec.Normalize();
|
||||||
|
idAngles delta = targetVec.ToAngles() - owner->cmdAngles - owner->GetDeltaViewAngles();
|
||||||
|
delta.Normalize180();
|
||||||
|
float fade = 1.0f - idMath::Fabs( playerAxis[ 0 ].z );
|
||||||
|
|
||||||
|
// move the view towards the monster
|
||||||
|
owner->SetDeltaViewAngles( owner->GetDeltaViewAngles() + delta * fade );
|
||||||
|
|
||||||
|
// push the player towards the monster
|
||||||
|
owner->ApplyImpulse( ent, 0, playerOrigin, playerAxis[ 0 ] * 20000.0f );
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
}
|
}
|
||||||
|
|
||||||
if ( weaponDef->dict.GetBool( "impact_damage_effect" ) ) {
|
if ( weaponDef->dict.GetBool( "impact_damage_effect" ) ) {
|
||||||
|
|
||||||
if ( ent->spawnArgs.GetBool( "bleed" ) ) {
|
if ( ent->spawnArgs.GetBool( "bleed" ) ) {
|
||||||
|
|
||||||
hitSound = meleeDef->dict.GetString( owner->PowerUpActive( BERSERK ) ? "snd_hit_berserk" : "snd_hit" );
|
hitSound = meleeDef->dict.GetString( owner->PowerUpActive( BERSERK ) ? "snd_hit_berserk" : "snd_hit" );
|
||||||
|
|
||||||
ent->AddDamageEffect( tr, impulse, meleeDef->dict.GetString( "classname" ) );
|
ent->AddDamageEffect( tr, impulse, meleeDef->dict.GetString( "classname" ) );
|
||||||
|
|
||||||
} else {
|
} else {
|
||||||
|
|
||||||
int type = tr.c.material->GetSurfaceType();
|
int type = tr.c.material->GetSurfaceType();
|
||||||
if ( type == SURFTYPE_NONE ) {
|
if ( type == SURFTYPE_NONE ) {
|
||||||
type = GetDefaultSurfaceType();
|
type = GetDefaultSurfaceType();
|
||||||
|
@ -3098,6 +3410,22 @@ void idWeapon::Event_Melee( void ) {
|
||||||
|
|
||||||
idThread::ReturnInt( hit );
|
idThread::ReturnInt( hit );
|
||||||
owner->WeaponFireFeedback( &weaponDef->dict );
|
owner->WeaponFireFeedback( &weaponDef->dict );
|
||||||
|
|
||||||
|
// sikk---> Blood Spray Screen Effect
|
||||||
|
/*
|
||||||
|
if ( g_showBloodSpray.GetBool() ) {
|
||||||
|
if ( GetOwner()->GetCurrentWeapon() == 10 && ( gameLocal.random.RandomFloat() * 0.99999f ) < g_bloodSprayFrequency.GetFloat() && hit )
|
||||||
|
GetOwner()->playerView.AddBloodSpray( g_bloodSprayTime.GetFloat() );
|
||||||
|
}
|
||||||
|
*/
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
////grimm --> adjusted bloodspray stuff for Grimm weaponry
|
||||||
|
// if ( g_showBloodSpray.GetBool() && spawnArgs.GetBool("ismeleeweapon", false) && hit ) {
|
||||||
|
// GetOwner()->playerView.AddBloodSpray( g_bloodSprayTime.GetFloat() );
|
||||||
|
// }
|
||||||
|
////<-- grimm
|
||||||
|
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -158,6 +158,24 @@ public:
|
||||||
|
|
||||||
virtual void ClientPredictionThink( void );
|
virtual void ClientPredictionThink( void );
|
||||||
|
|
||||||
|
float wm_hide_distance; // sikk - Weapon Management: Awareness
|
||||||
|
|
||||||
|
idEntityPtr<idAnimatedEntity>* GetWorldModel( void ) { return &worldModel; }; // sikk - Depth Render
|
||||||
|
|
||||||
|
// sikk---> Crosshair Positioning
|
||||||
|
idVec3 GetMuzzleOrigin( void ) { return muzzleOrigin; };
|
||||||
|
idMat3 GetMuzzleAxis( void ) { return muzzleAxis; };
|
||||||
|
jointHandle_t GetBarrelJointView( void ) { return barrelJointView; };
|
||||||
|
idDict GetProjectileDict( void ) { return projectileDict; };
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Soft Shadows PostProcess
|
||||||
|
renderLight_t* GetMuzzleFlash( void ) { return &muzzleFlash; };
|
||||||
|
renderLight_t* GetWorldMuzzleFlash( void ) { return &worldMuzzleFlash; };
|
||||||
|
int GetMuzzleFlashHandle( void ) { return muzzleFlashHandle; };
|
||||||
|
int GetWorldMuzzleFlashHandle( void ) { return worldMuzzleFlashHandle; };
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
private:
|
private:
|
||||||
// script control
|
// script control
|
||||||
idScriptBool WEAPON_ATTACK;
|
idScriptBool WEAPON_ATTACK;
|
||||||
|
@ -344,6 +362,9 @@ private:
|
||||||
void Event_SetLightParm( int parmnum, float value );
|
void Event_SetLightParm( int parmnum, float value );
|
||||||
void Event_SetLightParms( float parm0, float parm1, float parm2, float parm3 );
|
void Event_SetLightParms( float parm0, float parm1, float parm2, float parm3 );
|
||||||
void Event_LaunchProjectiles( int num_projectiles, float spread, float fuseOffset, float launchPower, float dmgPower );
|
void Event_LaunchProjectiles( int num_projectiles, float spread, float fuseOffset, float launchPower, float dmgPower );
|
||||||
|
//GRIMM
|
||||||
|
void Event_LaunchGrimmProjectiles( char *gprojdef, int num_projectiles, float spread, float fuseOffset, float launchPower, float dmgPower );
|
||||||
|
//GRIMM
|
||||||
void Event_CreateProjectile( void );
|
void Event_CreateProjectile( void );
|
||||||
void Event_EjectBrass( void );
|
void Event_EjectBrass( void );
|
||||||
void Event_Melee( void );
|
void Event_Melee( void );
|
||||||
|
|
|
@ -56,7 +56,14 @@ void idWorldspawn::Spawn( void ) {
|
||||||
idStr scriptname;
|
idStr scriptname;
|
||||||
idThread *thread;
|
idThread *thread;
|
||||||
const function_t *func;
|
const function_t *func;
|
||||||
const idKeyValue *kv;
|
//const idKeyValue *kv; <-- not used in grimm
|
||||||
|
|
||||||
|
// grimm -->
|
||||||
|
|
||||||
|
gameSoundWorld->SetSlowmo( false );
|
||||||
|
gameSoundWorld->SetSlowmoSpeed( 0.8f );
|
||||||
|
|
||||||
|
// <-- grimm
|
||||||
|
|
||||||
assert( gameLocal.world == NULL );
|
assert( gameLocal.world == NULL );
|
||||||
gameLocal.world = this;
|
gameLocal.world = this;
|
||||||
|
@ -82,6 +89,12 @@ void idWorldspawn::Spawn( void ) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// grimm --> set the current ambient light levels for this session
|
||||||
|
SetAmbientLight();
|
||||||
|
// <-- grimm
|
||||||
|
|
||||||
|
/* grimm --> not needed for us. I call everything from main anyway.
|
||||||
|
|
||||||
// call any functions specified in worldspawn
|
// call any functions specified in worldspawn
|
||||||
kv = spawnArgs.MatchPrefix( "call" );
|
kv = spawnArgs.MatchPrefix( "call" );
|
||||||
while( kv != NULL ) {
|
while( kv != NULL ) {
|
||||||
|
@ -94,6 +107,8 @@ void idWorldspawn::Spawn( void ) {
|
||||||
thread->DelayedStart( 0 );
|
thread->DelayedStart( 0 );
|
||||||
kv = spawnArgs.MatchPrefix( "call", kv );
|
kv = spawnArgs.MatchPrefix( "call", kv );
|
||||||
}
|
}
|
||||||
|
*/
|
||||||
|
// <-- grimm
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -118,6 +133,10 @@ void idWorldspawn::Restore( idRestoreGame *savefile ) {
|
||||||
if ( spawnArgs.GetBool( "no_stamina" ) ) {
|
if ( spawnArgs.GetBool( "no_stamina" ) ) {
|
||||||
pm_stamina.SetFloat( 0.0f );
|
pm_stamina.SetFloat( 0.0f );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// grimm --> set the current ambient light levels for this session
|
||||||
|
SetAmbientLight();
|
||||||
|
// <-- grimm
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -137,5 +156,29 @@ idWorldspawn::Event_Remove
|
||||||
================
|
================
|
||||||
*/
|
*/
|
||||||
void idWorldspawn::Event_Remove( void ) {
|
void idWorldspawn::Event_Remove( void ) {
|
||||||
gameLocal.Error( "Tried to remove world" );
|
gameLocal.Error( "Cannot remove the world." );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// grimm --> sets the ambient type for the current session, specified in the worldspawn entity (any brush in the map)
|
||||||
|
/*
|
||||||
|
================
|
||||||
|
idWorldspawn::SetAmbientLight
|
||||||
|
================
|
||||||
|
*/
|
||||||
|
void idWorldspawn::SetAmbientLight( void ) {
|
||||||
|
int AmbientType = spawnArgs.GetInt("AmbientType");
|
||||||
|
gameLocal.Printf("Ambienttype set to %i.\n", AmbientType);
|
||||||
|
|
||||||
|
if ( AmbientType == 0 ) {
|
||||||
|
cvarSystem->SetCVarString( "g_ambientLightColor", "0.12 0.06 0.04" );
|
||||||
|
} else if ( AmbientType == 1 ) {
|
||||||
|
cvarSystem->SetCVarString( "g_ambientLightColor", "0.04 0.07 0.11" );
|
||||||
|
} else if ( AmbientType == 2 ) {
|
||||||
|
cvarSystem->SetCVarString( "g_ambientLightColor", "0.08 0.08 0.08");
|
||||||
|
} else if (AmbientType == 3) {
|
||||||
|
cvarSystem->SetCVarString( "g_ambientLightColor", "0.04 0.12 0.06");
|
||||||
|
} else {
|
||||||
|
cvarSystem->SetCVarString( "g_ambientLightColor", "0.12 0.06 0.04" );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// <-- grimm
|
||||||
|
|
|
@ -50,6 +50,10 @@ public:
|
||||||
void Save( idRestoreGame *savefile );
|
void Save( idRestoreGame *savefile );
|
||||||
void Restore( idRestoreGame *savefile );
|
void Restore( idRestoreGame *savefile );
|
||||||
|
|
||||||
|
// grimm --> called from spawn and restore
|
||||||
|
void SetAmbientLight( void );
|
||||||
|
// <-- grimm
|
||||||
|
|
||||||
private:
|
private:
|
||||||
void Event_Remove( void );
|
void Event_Remove( void );
|
||||||
};
|
};
|
||||||
|
|
|
@ -274,3 +274,17 @@ void idAASLocal::GetEdge( int edgeNum, idVec3 &start, idVec3 &end ) const {
|
||||||
start = file->GetVertex( v[INTSIGNBITSET(edgeNum)] );
|
start = file->GetVertex( v[INTSIGNBITSET(edgeNum)] );
|
||||||
end = file->GetVertex( v[INTSIGNBITNOTSET(edgeNum)] );
|
end = file->GetVertex( v[INTSIGNBITNOTSET(edgeNum)] );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// sikk---> Random Encounters System
|
||||||
|
/*
|
||||||
|
============
|
||||||
|
idAASLocal::GetNumAreas
|
||||||
|
============
|
||||||
|
*/
|
||||||
|
int idAASLocal::GetNumAreas( int aasNum ) const {
|
||||||
|
if ( !file ) {
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
return file->GetNumAreas();
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
|
|
|
@ -138,6 +138,9 @@ public:
|
||||||
virtual void ShowFlyPath( const idVec3 &origin, int goalAreaNum, const idVec3 &goalOrigin ) const = 0;
|
virtual void ShowFlyPath( const idVec3 &origin, int goalAreaNum, const idVec3 &goalOrigin ) const = 0;
|
||||||
// Find the nearest goal which satisfies the callback.
|
// Find the nearest goal which satisfies the callback.
|
||||||
virtual bool FindNearestGoal( aasGoal_t &goal, int areaNum, const idVec3 origin, const idVec3 &target, int travelFlags, aasObstacle_t *obstacles, int numObstacles, idAASCallback &callback ) const = 0;
|
virtual bool FindNearestGoal( aasGoal_t &goal, int areaNum, const idVec3 origin, const idVec3 &target, int travelFlags, aasObstacle_t *obstacles, int numObstacles, idAASCallback &callback ) const = 0;
|
||||||
|
|
||||||
|
// Returns the number of areas in the current aas file.
|
||||||
|
virtual int GetNumAreas( int aasNum ) const = 0; // sikk - Random Encounters System
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif /* !__AAS_H__ */
|
#endif /* !__AAS_H__ */
|
||||||
|
|
|
@ -118,6 +118,8 @@ public:
|
||||||
virtual void ShowFlyPath( const idVec3 &origin, int goalAreaNum, const idVec3 &goalOrigin ) const;
|
virtual void ShowFlyPath( const idVec3 &origin, int goalAreaNum, const idVec3 &goalOrigin ) const;
|
||||||
virtual bool FindNearestGoal( aasGoal_t &goal, int areaNum, const idVec3 origin, const idVec3 &target, int travelFlags, aasObstacle_t *obstacles, int numObstacles, idAASCallback &callback ) const;
|
virtual bool FindNearestGoal( aasGoal_t &goal, int areaNum, const idVec3 origin, const idVec3 &target, int travelFlags, aasObstacle_t *obstacles, int numObstacles, idAASCallback &callback ) const;
|
||||||
|
|
||||||
|
virtual int GetNumAreas( int aasNum ) const; // sikk - Random Encounters System
|
||||||
|
|
||||||
private:
|
private:
|
||||||
idAASFile * file;
|
idAASFile * file;
|
||||||
idStr name;
|
idStr name;
|
||||||
|
|
|
@ -384,6 +384,11 @@ idAI::idAI() {
|
||||||
eyeFocusRate = 0.0f;
|
eyeFocusRate = 0.0f;
|
||||||
headFocusRate = 0.0f;
|
headFocusRate = 0.0f;
|
||||||
focusAlignTime = 0;
|
focusAlignTime = 0;
|
||||||
|
|
||||||
|
// sikk---> Random Encounters System
|
||||||
|
dormantTime = 0;
|
||||||
|
isRandom = false;
|
||||||
|
// <---sikk
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -531,6 +536,8 @@ void idAI::Save( idSaveGame *savefile ) const {
|
||||||
savefile->WriteJoint( flyTiltJoint );
|
savefile->WriteJoint( flyTiltJoint );
|
||||||
|
|
||||||
savefile->WriteBool( GetPhysics() == static_cast<const idPhysics *>(&physicsObj) );
|
savefile->WriteBool( GetPhysics() == static_cast<const idPhysics *>(&physicsObj) );
|
||||||
|
|
||||||
|
savefile->WriteBool( isRandom ); // sikk - Random Encounters System
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
@ -680,6 +687,8 @@ void idAI::Restore( idRestoreGame *savefile ) {
|
||||||
|
|
||||||
savefile->ReadBool( restorePhysics );
|
savefile->ReadBool( restorePhysics );
|
||||||
|
|
||||||
|
savefile->ReadBool( isRandom ); // sikk - Random Encounters System
|
||||||
|
|
||||||
// Set the AAS if the character has the correct gravity vector
|
// Set the AAS if the character has the correct gravity vector
|
||||||
idVec3 gravity = spawnArgs.GetVector( "gravityDir", "0 0 -1" );
|
idVec3 gravity = spawnArgs.GetVector( "gravityDir", "0 0 -1" );
|
||||||
gravity *= g_gravity.GetFloat();
|
gravity *= g_gravity.GetFloat();
|
||||||
|
@ -719,6 +728,8 @@ void idAI::Spawn( void ) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
spawnArgs.GetBool( "isRandom", "0", isRandom ); // sikk - Random Encounters System
|
||||||
|
|
||||||
spawnArgs.GetInt( "team", "1", team );
|
spawnArgs.GetInt( "team", "1", team );
|
||||||
spawnArgs.GetInt( "rank", "0", rank );
|
spawnArgs.GetInt( "rank", "0", rank );
|
||||||
spawnArgs.GetInt( "fly_offset", "0", fly_offset );
|
spawnArgs.GetInt( "fly_offset", "0", fly_offset );
|
||||||
|
@ -915,6 +926,20 @@ void idAI::Spawn( void ) {
|
||||||
StartSound( "snd_ambient", SND_CHANNEL_AMBIENT, 0, false, NULL );
|
StartSound( "snd_ambient", SND_CHANNEL_AMBIENT, 0, false, NULL );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// sikk - Monster Burn Away Delay (this doesn't effect zombies or other non-burning monsters)
|
||||||
|
if ( g_burnAwayDelay.GetFloat() > 0.0 && spawnArgs.GetFloat( "burnaway" ) > 0.0 )
|
||||||
|
spawnArgs.SetFloat( "burnaway", g_burnAwayDelay.GetFloat() );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Enemy Health Management (also modifies friendlies but that doesn't matter)
|
||||||
|
health *= g_enemyHealthScale.GetFloat();
|
||||||
|
|
||||||
|
if ( g_enemyHealthRandom.GetBool() )
|
||||||
|
health += health * 0.5f * gameLocal.random.CRandomFloat();
|
||||||
|
|
||||||
|
health = ( health <= 0 ) ? 1 : health;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
if ( health <= 0 ) {
|
if ( health <= 0 ) {
|
||||||
gameLocal.Warning( "entity '%s' doesn't have health set", name.c_str() );
|
gameLocal.Warning( "entity '%s' doesn't have health set", name.c_str() );
|
||||||
health = 1;
|
health = 1;
|
||||||
|
@ -1018,6 +1043,12 @@ void idAI::DormantBegin( void ) {
|
||||||
// remove ourselves from the enemy's enemylist
|
// remove ourselves from the enemy's enemylist
|
||||||
enemyNode.Remove();
|
enemyNode.Remove();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// sikk---> Random Encounters System
|
||||||
|
if ( isRandom )
|
||||||
|
dormantTime = gameLocal.time;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
idActor::DormantBegin();
|
idActor::DormantBegin();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1040,6 +1071,11 @@ void idAI::DormantEnd( void ) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// sikk---> Random Encounters System
|
||||||
|
if ( spawnArgs.GetInt( "isRandom" ) )
|
||||||
|
dormantTime = 0;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
idActor::DormantEnd();
|
idActor::DormantEnd();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -3189,7 +3225,7 @@ int idAI::ReactionTo( const idEntity *ent ) {
|
||||||
}
|
}
|
||||||
|
|
||||||
// monsters will fight when attacked by lower ranked monsters. rank 0 never fights back.
|
// monsters will fight when attacked by lower ranked monsters. rank 0 never fights back.
|
||||||
if ( rank && ( actor->rank < rank ) ) {
|
if ( rank && ( actor->rank < rank + g_interRankAggression.GetInteger() ) ) { // sikk - Inter Rank Aggression
|
||||||
return ATTACK_ON_DAMAGE;
|
return ATTACK_ON_DAMAGE;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -3328,6 +3364,18 @@ void idAI::Killed( idEntity *inflictor, idEntity *attacker, int damage, const id
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// sikk---> Random Encounters System
|
||||||
|
int i = gameLocal.GetEnemyNumFromName( spawnArgs.GetString( "classname" ) );
|
||||||
|
if ( i ) {
|
||||||
|
if ( isRandom ) {
|
||||||
|
gameLocal.randomEnemyTally--;
|
||||||
|
gameLocal.randomEnemyTally = ( gameLocal.randomEnemyTally < 0 ) ? 0 : gameLocal.randomEnemyTally;
|
||||||
|
} else {
|
||||||
|
gameLocal.randomEnemyList.Append( i );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
// stop all voice sounds
|
// stop all voice sounds
|
||||||
StopSound( SND_CHANNEL_VOICE, false );
|
StopSound( SND_CHANNEL_VOICE, false );
|
||||||
if ( head.GetEntity() ) {
|
if ( head.GetEntity() ) {
|
||||||
|
@ -3657,7 +3705,7 @@ void idAI::SetEnemyPosition( void ) {
|
||||||
idActor *enemyEnt = enemy.GetEntity();
|
idActor *enemyEnt = enemy.GetEntity();
|
||||||
int enemyAreaNum;
|
int enemyAreaNum;
|
||||||
int areaNum;
|
int areaNum;
|
||||||
int lastVisibleReachableEnemyAreaNum;
|
int lastVisibleReachableEnemyAreaNum = 0; // sikk - warning C4701: potentially uninitialized local variable used
|
||||||
aasPath_t path;
|
aasPath_t path;
|
||||||
idVec3 pos;
|
idVec3 pos;
|
||||||
bool onGround;
|
bool onGround;
|
||||||
|
@ -4103,8 +4151,35 @@ idProjectile *idAI::LaunchProjectile( const char *jointname, idEntity *target, b
|
||||||
|
|
||||||
attack_accuracy = spawnArgs.GetFloat( "attack_accuracy", "7" );
|
attack_accuracy = spawnArgs.GetFloat( "attack_accuracy", "7" );
|
||||||
attack_cone = spawnArgs.GetFloat( "attack_cone", "70" );
|
attack_cone = spawnArgs.GetFloat( "attack_cone", "70" );
|
||||||
|
|
||||||
|
// sikk---> Damage Type/Spread
|
||||||
|
if ( g_damageType.GetInteger() == 1 ) {
|
||||||
|
if ( spawnArgs.GetFloat( "projectile_spread_doom", "-1.0" ) != -1.0 )
|
||||||
|
projectile_spread = spawnArgs.GetFloat( "projectile_spread_doom", "0" );
|
||||||
|
else
|
||||||
|
projectile_spread = spawnArgs.GetFloat( "projectile_spread", "0" );
|
||||||
|
|
||||||
|
if ( spawnArgs.GetInt( "num_projectiles_doom" ) )
|
||||||
|
num_projectiles = spawnArgs.GetInt( "num_projectiles_doom", "1" );
|
||||||
|
else
|
||||||
|
num_projectiles = spawnArgs.GetInt( "num_projectiles", "1" );
|
||||||
|
|
||||||
|
} else if ( g_damageType.GetInteger() == 2 ) {
|
||||||
|
if ( spawnArgs.GetFloat( "projectile_spread_custom", "-1.0" ) != -1.0 )
|
||||||
|
projectile_spread = spawnArgs.GetFloat( "projectile_spread_custom", "0" );
|
||||||
|
else
|
||||||
|
projectile_spread = spawnArgs.GetFloat( "projectile_spread", "0" );
|
||||||
|
|
||||||
|
if ( spawnArgs.GetInt( "num_projectiles_custom" ) )
|
||||||
|
num_projectiles = spawnArgs.GetInt( "num_projectiles_custom", "1" );
|
||||||
|
else
|
||||||
|
num_projectiles = spawnArgs.GetInt( "num_projectiles", "1" );
|
||||||
|
|
||||||
|
} else {
|
||||||
projectile_spread = spawnArgs.GetFloat( "projectile_spread", "0" );
|
projectile_spread = spawnArgs.GetFloat( "projectile_spread", "0" );
|
||||||
num_projectiles = spawnArgs.GetInt( "num_projectiles", "1" );
|
num_projectiles = spawnArgs.GetInt( "num_projectiles", "1" );
|
||||||
|
}
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
GetMuzzle( jointname, muzzle, axis );
|
GetMuzzle( jointname, muzzle, axis );
|
||||||
|
|
||||||
|
|
|
@ -277,6 +277,12 @@ public:
|
||||||
// Finds the best collision free trajectory for a clip model.
|
// Finds the best collision free trajectory for a clip model.
|
||||||
static bool PredictTrajectory( const idVec3 &firePos, const idVec3 &target, float projectileSpeed, const idVec3 &projGravity, const idClipModel *clip, int clipmask, float max_height, const idEntity *ignore, const idEntity *targetEntity, int drawtime, idVec3 &aimDir );
|
static bool PredictTrajectory( const idVec3 &firePos, const idVec3 &target, float projectileSpeed, const idVec3 &projGravity, const idClipModel *clip, int clipmask, float max_height, const idEntity *ignore, const idEntity *targetEntity, int drawtime, idVec3 &aimDir );
|
||||||
|
|
||||||
|
// sikk---> Random Encounters System
|
||||||
|
int IsDead( void ) { return AI_DEAD; };
|
||||||
|
int dormantTime; // holds the time when a random enemy goes dormant
|
||||||
|
bool isRandom; // holds whether the entity was a random spawn or not
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
// navigation
|
// navigation
|
||||||
idAAS * aas;
|
idAAS * aas;
|
||||||
|
|
|
@ -850,6 +850,8 @@ idAI::Event_StopRagdoll
|
||||||
void idAI::Event_StopRagdoll( void ) {
|
void idAI::Event_StopRagdoll( void ) {
|
||||||
StopRagdoll();
|
StopRagdoll();
|
||||||
|
|
||||||
|
physicsObj.SetOrigin( af.GetPhysics()->GetOrigin() ); // sikk - Zombie Ressurection Fix
|
||||||
|
|
||||||
// set back the monster physics
|
// set back the monster physics
|
||||||
SetPhysics( &physicsObj );
|
SetPhysics( &physicsObj );
|
||||||
}
|
}
|
||||||
|
|
|
@ -334,6 +334,14 @@ void Cmd_Give_f( const idCmdArgs &args ) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if ( give_all || idStr::Icmp( name, "hpacks" ) == 0 ) {
|
||||||
|
player->healthPackAmount = g_healthPackTotal.GetInteger();
|
||||||
|
|
||||||
|
if ( !give_all ) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if ( give_all || idStr::Icmp( name, "ammo" ) == 0 ) {
|
if ( give_all || idStr::Icmp( name, "ammo" ) == 0 ) {
|
||||||
for ( i = 0 ; i < AMMO_NUMTYPES; i++ ) {
|
for ( i = 0 ; i < AMMO_NUMTYPES; i++ ) {
|
||||||
player->inventory.ammo[ i ] = player->inventory.MaxAmmoForAmmoClass( player, idWeapon::GetAmmoNameForNum( ( ammo_t )i ) );
|
player->inventory.ammo[ i ] = player->inventory.MaxAmmoForAmmoClass( player, idWeapon::GetAmmoNameForNum( ( ammo_t )i ) );
|
||||||
|
@ -841,7 +849,7 @@ void Cmd_Damage_f( const idCmdArgs &args ) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
ent->Damage( gameLocal.world, gameLocal.world, idVec3( 0, 0, 1 ), "damage_moverCrush", atoi( args.Argv( 2 ) ), INVALID_JOINT );
|
ent->Damage( gameLocal.world, gameLocal.world, idVec3( 0, 0, 1 ), "damage_grimm_1", atoi( args.Argv( 2 ) ), INVALID_JOINT );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -908,6 +916,7 @@ void Cmd_TestLight_f( const idCmdArgs &args ) {
|
||||||
}
|
}
|
||||||
|
|
||||||
dict.Set( "classname", "light" );
|
dict.Set( "classname", "light" );
|
||||||
|
dict.Set( "_color", "0.7 0.3 0" );
|
||||||
for( i = 2; i < args.Argc() - 1; i += 2 ) {
|
for( i = 2; i < args.Argc() - 1; i += 2 ) {
|
||||||
|
|
||||||
key = args.Argv( i );
|
key = args.Argv( i );
|
||||||
|
@ -1556,9 +1565,9 @@ static void Cmd_TestDeath_f( const idCmdArgs &args ) {
|
||||||
dir[2] = 0;
|
dir[2] = 0;
|
||||||
|
|
||||||
g_testDeath.SetBool( 1 );
|
g_testDeath.SetBool( 1 );
|
||||||
player->Damage( NULL, NULL, dir, "damage_triggerhurt_1000", 1.0f, INVALID_JOINT );
|
player->Damage( NULL, NULL, dir, "damage_fatal", 1.0f, INVALID_JOINT );
|
||||||
if ( args.Argc() >= 2) {
|
if ( args.Argc() >= 2) {
|
||||||
player->SpawnGibs( dir, "damage_triggerhurt_1000" );
|
player->SpawnGibs( dir, "damage_fatal" );
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -1783,9 +1792,11 @@ static void Cmd_SaveRagdolls_f( const idCmdArgs &args ) {
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/* grimm --> I need to be able to place bound af's as well.
|
||||||
if ( af->IsBound() ) {
|
if ( af->IsBound() ) {
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
<-- grimm */
|
||||||
|
|
||||||
if ( !af->IsAtRest() ) {
|
if ( !af->IsAtRest() ) {
|
||||||
gameLocal.Warning( "the articulated figure for entity %s is not at rest", gameLocal.entities[ e ]->name.c_str() );
|
gameLocal.Warning( "the articulated figure for entity %s is not at rest", gameLocal.entities[ e ]->name.c_str() );
|
||||||
|
@ -1806,9 +1817,12 @@ static void Cmd_SaveRagdolls_f( const idCmdArgs &args ) {
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
af->name = name;
|
// grimm --> changed af->name = name to:
|
||||||
|
af->SetName( name );
|
||||||
mapEnt->epairs.Set( "classname", af->GetEntityDefName() );
|
mapEnt->epairs.Set( "classname", af->GetEntityDefName() );
|
||||||
mapEnt->epairs.Set( "name", af->name );
|
// grimm --> added origin, todo: fix it so the origin is also saved after the entity is moved with g_dragentity.
|
||||||
|
mapEnt->epairs.Set( "origin", af->spawnArgs.GetString("origin") );
|
||||||
|
mapEnt->epairs.Set( "name", name );
|
||||||
}
|
}
|
||||||
// save the articulated figure state
|
// save the articulated figure state
|
||||||
mapEnt->epairs.Copy( dict );
|
mapEnt->epairs.Copy( dict );
|
||||||
|
@ -1863,6 +1877,341 @@ static void Cmd_GameError_f( const idCmdArgs &args ) {
|
||||||
gameLocal.Error( "game error" );
|
gameLocal.Error( "game error" );
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/* grimm--> own resolution setting implementation
|
||||||
|
==================
|
||||||
|
Cmd_setResolution_f
|
||||||
|
==================
|
||||||
|
*/
|
||||||
|
static void Cmd_setResolution_f( const idCmdArgs &args ) {
|
||||||
|
//grimm > steps: set set r_mode to -1, set custom width and height (always for consistency) then do a vid_restart
|
||||||
|
// 13 = my lucky number
|
||||||
|
|
||||||
|
if (r_screenresolution.GetFloat() == 0) {
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_customwidth 640" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_customHeight 480" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_mode -1" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "vid_restart" );
|
||||||
|
}
|
||||||
|
|
||||||
|
if (r_screenresolution.GetFloat() == 1) {
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_customwidth 800" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_customHeight 600" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_mode -1" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "vid_restart" );
|
||||||
|
}
|
||||||
|
|
||||||
|
if (r_screenresolution.GetFloat() == 2) {
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_customwidth 1024" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_customHeight 768" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_mode -1" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "vid_restart" );
|
||||||
|
}
|
||||||
|
|
||||||
|
if (r_screenresolution.GetFloat() == 3) {
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_customwidth 1152" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_customHeight 864" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_mode -1" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "vid_restart" );
|
||||||
|
}
|
||||||
|
|
||||||
|
if (r_screenresolution.GetFloat() == 4) {
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_customwidth 1280" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_customHeight 768" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_mode -1" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "vid_restart" );
|
||||||
|
}
|
||||||
|
|
||||||
|
if (r_screenresolution.GetFloat() == 5) {
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_customwidth 1280" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_customHeight 800" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_mode -1" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "vid_restart" );
|
||||||
|
}
|
||||||
|
|
||||||
|
if (r_screenresolution.GetFloat() == 6) {
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_customwidth 1280" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_customHeight 960" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_mode -1" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "vid_restart" );
|
||||||
|
}
|
||||||
|
|
||||||
|
if (r_screenresolution.GetFloat() == 7) {
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_customwidth 1280" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_customHeight 1024" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_mode -1" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "vid_restart" );
|
||||||
|
}
|
||||||
|
|
||||||
|
if (r_screenresolution.GetFloat() == 8) {
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_customwidth 1440" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_customHeight 900" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_mode -1" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "vid_restart" );
|
||||||
|
}
|
||||||
|
|
||||||
|
if (r_screenresolution.GetFloat() == 9) {
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_customwidth 1600" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_customHeight 1024" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_mode -1" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "vid_restart" );
|
||||||
|
}
|
||||||
|
|
||||||
|
if (r_screenresolution.GetFloat() == 10) {
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_customwidth 1600" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_customHeight 1200" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_mode -1" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "vid_restart" );
|
||||||
|
}
|
||||||
|
|
||||||
|
if (r_screenresolution.GetFloat() == 11) {
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_customwidth 1680" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_customHeight 1050" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_mode -1" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "vid_restart" );
|
||||||
|
}
|
||||||
|
|
||||||
|
if (r_screenresolution.GetFloat() == 12) {
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_customwidth 1920" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_customHeight 1080" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_mode -1" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "vid_restart" );
|
||||||
|
}
|
||||||
|
|
||||||
|
if (r_screenresolution.GetFloat() == 13) {
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_customwidth 1920" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_customwidth 1200" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "set r_mode -1" );
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "vid_restart" );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
==================
|
||||||
|
Cmd_SaveDecals_f
|
||||||
|
==================
|
||||||
|
*/
|
||||||
|
static void Cmd_SaveDecals_f( const idCmdArgs &args ) {
|
||||||
|
|
||||||
|
if ( !g_PaintSplatterMode.GetBool() ) {
|
||||||
|
gameLocal.Warning( "Decal Paint Mode disabled!\n" );
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
int e, i;
|
||||||
|
idStaticEntity *ent;
|
||||||
|
idMapEntity *mapEnt;
|
||||||
|
idMapFile *mapFile = gameLocal.GetLevelMap();
|
||||||
|
idDict dict;
|
||||||
|
idStr mapName;
|
||||||
|
const char *name;
|
||||||
|
|
||||||
|
if ( !gameLocal.CheatsOk() ) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( args.Argc() > 1 ) {
|
||||||
|
mapName = args.Argv( 1 );
|
||||||
|
mapName = "maps/" + mapName;
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
mapName = mapFile->GetName();
|
||||||
|
}
|
||||||
|
|
||||||
|
for( e = 0; e < MAX_GENTITIES; e++ ) {
|
||||||
|
ent = static_cast<idStaticEntity *>(gameLocal.entities[ e ]);
|
||||||
|
|
||||||
|
if ( !ent ) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
if ( !idStr::Icmp(ent->spawnArgs.GetString("classname"), "grimm_spray" ) == 0 ) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
gameLocal.Printf( "Adding entity %s to %s\n", ent->spawnArgs.GetString("classname"), mapName.c_str() );
|
||||||
|
|
||||||
|
dict.Clear();
|
||||||
|
|
||||||
|
// find map file entity
|
||||||
|
mapEnt = mapFile->FindEntity( ent->name );
|
||||||
|
// create new map file entity if there isn't one for this articulated figure
|
||||||
|
if ( !mapEnt ) {
|
||||||
|
mapEnt = new idMapEntity();
|
||||||
|
mapFile->AddEntity( mapEnt );
|
||||||
|
for ( i = 0; i < 9999; i++ ) {
|
||||||
|
name = va( "%s_%d", ent->GetEntityDefName(), i );
|
||||||
|
if ( !gameLocal.FindEntity( name ) ) {
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
// grimm --> changed af->name = name to:
|
||||||
|
ent->SetName( name );
|
||||||
|
mapEnt->epairs.Set( "classname", ent->GetEntityDefName() );
|
||||||
|
// grimm --> added origin, todo: fix it so the origin is also saved after the entity is moved with g_dragentity.
|
||||||
|
mapEnt->epairs.Set( "origin", ent->spawnArgs.GetString("origin") );
|
||||||
|
mapEnt->epairs.Set( "angle", ent->spawnArgs.GetString("angle") );
|
||||||
|
mapEnt->epairs.Set( "mtr_decal", ent->spawnArgs.GetString("mtr_decal") );
|
||||||
|
mapEnt->epairs.Set( "name", name );
|
||||||
|
}
|
||||||
|
// save the articulated figure state
|
||||||
|
mapEnt->epairs.Copy( dict );
|
||||||
|
}
|
||||||
|
|
||||||
|
// write out the map file
|
||||||
|
mapFile->Write( mapName, ".map" );
|
||||||
|
}
|
||||||
|
//<-- grimm
|
||||||
|
|
||||||
|
/*<-- grimm > Visual fx and postfx presets
|
||||||
|
==================
|
||||||
|
Cmd_setVisualFxPreset_f
|
||||||
|
==================
|
||||||
|
*/
|
||||||
|
|
||||||
|
static void Cmd_setVisualFxPreset_f( const idCmdArgs &args ) {
|
||||||
|
//sterile
|
||||||
|
if ( r_VisualFXPreset.GetFloat() == 1 ) {
|
||||||
|
r_useBloom.SetBool(0);
|
||||||
|
r_useHDR.SetBool(0);
|
||||||
|
r_useColorGrading.SetBool(0);
|
||||||
|
r_useVignetting.SetBool(0);
|
||||||
|
r_useEdgeAA.SetBool(0);
|
||||||
|
r_useFilmgrain.SetBool(0);
|
||||||
|
r_useCelShading.SetBool(0);
|
||||||
|
r_useSSAO.SetBool(0);
|
||||||
|
r_useSunShafts.SetBool(0);
|
||||||
|
g_useAmbientLight.SetBool(0);
|
||||||
|
}
|
||||||
|
//vintage
|
||||||
|
if ( r_VisualFXPreset.GetFloat() == 2 ) {
|
||||||
|
r_useBloom.SetBool(1);
|
||||||
|
r_useHDR.SetBool(0);
|
||||||
|
r_useColorGrading.SetBool(0);
|
||||||
|
r_useVignetting.SetBool(1);
|
||||||
|
r_useEdgeAA.SetBool(0);
|
||||||
|
r_useFilmgrain.SetBool(1);
|
||||||
|
r_useCelShading.SetBool(0);
|
||||||
|
r_useSSAO.SetBool(0);
|
||||||
|
r_useSunShafts.SetBool(0);
|
||||||
|
g_useAmbientLight.SetBool(0);
|
||||||
|
}
|
||||||
|
//vintage light
|
||||||
|
if ( r_VisualFXPreset.GetFloat() == 3 ) {
|
||||||
|
r_useBloom.SetBool(1);
|
||||||
|
r_useHDR.SetBool(0);
|
||||||
|
r_useColorGrading.SetBool(0);
|
||||||
|
r_useVignetting.SetBool(1);
|
||||||
|
r_useEdgeAA.SetBool(0);
|
||||||
|
r_useFilmgrain.SetBool(1);
|
||||||
|
r_useCelShading.SetBool(0);
|
||||||
|
r_useSSAO.SetBool(0);
|
||||||
|
r_useSunShafts.SetBool(0);
|
||||||
|
g_useAmbientLight.SetBool(1);
|
||||||
|
}
|
||||||
|
//vidid
|
||||||
|
if ( r_VisualFXPreset.GetFloat() == 4 ) {
|
||||||
|
r_useBloom.SetBool(1);
|
||||||
|
r_useHDR.SetBool(1);
|
||||||
|
r_useColorGrading.SetBool(1);
|
||||||
|
r_useVignetting.SetBool(1);
|
||||||
|
r_useEdgeAA.SetBool(0);
|
||||||
|
r_useFilmgrain.SetBool(0);
|
||||||
|
r_useCelShading.SetBool(0);
|
||||||
|
r_useSSAO.SetBool(0);
|
||||||
|
r_useSunShafts.SetBool(0);
|
||||||
|
g_useAmbientLight.SetBool(0);
|
||||||
|
}
|
||||||
|
//vidid light
|
||||||
|
if ( r_VisualFXPreset.GetFloat() == 5 ) {
|
||||||
|
r_useBloom.SetBool(1);
|
||||||
|
r_useHDR.SetBool(1);
|
||||||
|
r_useColorGrading.SetBool(1);
|
||||||
|
r_useVignetting.SetBool(1);
|
||||||
|
r_useEdgeAA.SetBool(0);
|
||||||
|
r_useFilmgrain.SetBool(0);
|
||||||
|
r_useCelShading.SetBool(0);
|
||||||
|
r_useSSAO.SetBool(0);
|
||||||
|
r_useSunShafts.SetBool(0);
|
||||||
|
g_useAmbientLight.SetBool(1);
|
||||||
|
}
|
||||||
|
//ultra vidid
|
||||||
|
if ( r_VisualFXPreset.GetFloat() == 6 ) {
|
||||||
|
r_useBloom.SetBool(1);
|
||||||
|
r_useHDR.SetBool(1);
|
||||||
|
r_useColorGrading.SetBool(1);
|
||||||
|
r_useVignetting.SetBool(1);
|
||||||
|
r_useEdgeAA.SetBool(1);
|
||||||
|
r_useFilmgrain.SetBool(0);
|
||||||
|
r_useCelShading.SetBool(0);
|
||||||
|
r_useSSAO.SetBool(1);
|
||||||
|
r_useSunShafts.SetBool(0);
|
||||||
|
g_useAmbientLight.SetBool(0);
|
||||||
|
}
|
||||||
|
//ultra vidid light
|
||||||
|
if ( r_VisualFXPreset.GetFloat() == 7 ) {
|
||||||
|
r_useBloom.SetBool(1);
|
||||||
|
r_useHDR.SetBool(1);
|
||||||
|
r_useColorGrading.SetBool(1);
|
||||||
|
r_useVignetting.SetBool(1);
|
||||||
|
r_useEdgeAA.SetBool(1);
|
||||||
|
r_useFilmgrain.SetBool(0);
|
||||||
|
r_useCelShading.SetBool(0);
|
||||||
|
r_useSSAO.SetBool(1);
|
||||||
|
r_useSunShafts.SetBool(0);
|
||||||
|
g_useAmbientLight.SetBool(1);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//<-- grimm
|
||||||
|
|
||||||
|
/*<-- grimm > Visual fx and postfx presets
|
||||||
|
==================
|
||||||
|
Cmd_setVisualCustomPreset_f
|
||||||
|
==================
|
||||||
|
*/
|
||||||
|
|
||||||
|
static void Cmd_setVisualCustomPreset_f( const idCmdArgs &args ) {
|
||||||
|
//rests the preset to custom when a user changes some value.
|
||||||
|
r_VisualFXPreset.SetFloat(-1);
|
||||||
|
}
|
||||||
|
|
||||||
|
/*<-- grimm > Visual fx and postfx presets
|
||||||
|
==================
|
||||||
|
Cmd_r_resetBrightness_f
|
||||||
|
==================
|
||||||
|
*/
|
||||||
|
|
||||||
|
static void Cmd_r_resetBrightness_f( const idCmdArgs &args ) {
|
||||||
|
//rests the preset to custom when a user changes some value.
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "r_brightness 1" );
|
||||||
|
}
|
||||||
|
|
||||||
|
/*<-- grimm > Visual fx and postfx presets
|
||||||
|
==================
|
||||||
|
Cmd_r_resetGamma_f
|
||||||
|
==================
|
||||||
|
*/
|
||||||
|
|
||||||
|
static void Cmd_r_resetGamma_f( const idCmdArgs &args ) {
|
||||||
|
// resets the preset to custom when a user changes some value.
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "r_gamma 1" );
|
||||||
|
}
|
||||||
|
|
||||||
|
/*<-- grimm > Resume Game (mainmenu or CMD command)
|
||||||
|
==================
|
||||||
|
Cmd_ResumeGame_f
|
||||||
|
==================
|
||||||
|
*/
|
||||||
|
|
||||||
|
static void Cmd_ResumeGame_f( const idCmdArgs &args ) {
|
||||||
|
// Resumes the game from the last checkpoint
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, "LoadGame checkpoint" );
|
||||||
|
}
|
||||||
|
|
||||||
|
//<-- grimm
|
||||||
/*
|
/*
|
||||||
==================
|
==================
|
||||||
Cmd_SaveLights_f
|
Cmd_SaveLights_f
|
||||||
|
@ -2380,6 +2729,16 @@ void idGameLocal::InitConsoleCommands( void ) {
|
||||||
cmdSystem->AddCommand( "clearLights", Cmd_ClearLights_f, CMD_FL_GAME|CMD_FL_CHEAT, "clears all lights" );
|
cmdSystem->AddCommand( "clearLights", Cmd_ClearLights_f, CMD_FL_GAME|CMD_FL_CHEAT, "clears all lights" );
|
||||||
cmdSystem->AddCommand( "gameError", Cmd_GameError_f, CMD_FL_GAME|CMD_FL_CHEAT, "causes a game error" );
|
cmdSystem->AddCommand( "gameError", Cmd_GameError_f, CMD_FL_GAME|CMD_FL_CHEAT, "causes a game error" );
|
||||||
|
|
||||||
|
// grimm -->
|
||||||
|
cmdSystem->AddCommand( "r_setResolution", Cmd_setResolution_f, CMD_FL_GAME, "Actually sets the resolution defined in r_screenresolution, restarts the render engine" );
|
||||||
|
cmdSystem->AddCommand( "r_setVisualFXPreset", Cmd_setVisualFxPreset_f, CMD_FL_GAME, "Actually sets the preset defined in r_VisualFXPreset" );
|
||||||
|
cmdSystem->AddCommand( "r_setVisualCustomPreset", Cmd_setVisualCustomPreset_f, CMD_FL_GAME, "Sets the preset defined in r_VisualFXPreset to -1" );
|
||||||
|
cmdSystem->AddCommand( "r_resetBrightness", Cmd_r_resetBrightness_f, CMD_FL_GAME, "Resets the brightness to default" );
|
||||||
|
cmdSystem->AddCommand( "r_resetGamma", Cmd_r_resetGamma_f, CMD_FL_GAME, "Resets the gamme to default" );
|
||||||
|
cmdSystem->AddCommand( "ResumeGame", Cmd_ResumeGame_f, CMD_FL_GAME, "Resumes the game from the last checkpoint." );
|
||||||
|
cmdSystem->AddCommand( "SaveDecals", Cmd_SaveDecals_f, CMD_FL_GAME|CMD_FL_CHEAT, "Saves all grimm_spray entities to the map." );
|
||||||
|
// <-- grimm
|
||||||
|
|
||||||
cmdSystem->AddCommand( "disasmScript", Cmd_DisasmScript_f, CMD_FL_GAME|CMD_FL_CHEAT, "disassembles script" );
|
cmdSystem->AddCommand( "disasmScript", Cmd_DisasmScript_f, CMD_FL_GAME|CMD_FL_CHEAT, "disassembles script" );
|
||||||
cmdSystem->AddCommand( "recordViewNotes", Cmd_RecordViewNotes_f, CMD_FL_GAME|CMD_FL_CHEAT, "record the current view position with notes" );
|
cmdSystem->AddCommand( "recordViewNotes", Cmd_RecordViewNotes_f, CMD_FL_GAME|CMD_FL_CHEAT, "record the current view position with notes" );
|
||||||
cmdSystem->AddCommand( "showViewNotes", Cmd_ShowViewNotes_f, CMD_FL_GAME|CMD_FL_CHEAT, "show any view notes for the current map, successive calls will cycle to the next note" );
|
cmdSystem->AddCommand( "showViewNotes", Cmd_ShowViewNotes_f, CMD_FL_GAME|CMD_FL_CHEAT, "show any view notes for the current map, successive calls will cycle to the next note" );
|
||||||
|
|
|
@ -105,7 +105,13 @@ idCVar g_doubleVision( "g_doubleVision", "1", CVAR_GAME | CVAR_ARCHIVE |
|
||||||
idCVar g_monsters( "g_monsters", "1", CVAR_GAME | CVAR_BOOL, "" );
|
idCVar g_monsters( "g_monsters", "1", CVAR_GAME | CVAR_BOOL, "" );
|
||||||
idCVar g_decals( "g_decals", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "show decals such as bullet holes" );
|
idCVar g_decals( "g_decals", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "show decals such as bullet holes" );
|
||||||
idCVar g_knockback( "g_knockback", "1000", CVAR_GAME | CVAR_INTEGER, "" );
|
idCVar g_knockback( "g_knockback", "1000", CVAR_GAME | CVAR_INTEGER, "" );
|
||||||
idCVar g_skill( "g_skill", "1", CVAR_GAME | CVAR_INTEGER, "" );
|
|
||||||
|
// GRIMM: CHANGED THIS TO INCLUDE TRAP SETTINGS
|
||||||
|
idCVar g_skill( "g_skill", "1", CVAR_GAME | CVAR_INTEGER, "Skill Setting for combat and the world" );
|
||||||
|
idCVar g_trapskill( "g_trapskill", "1", CVAR_GAME | CVAR_INTEGER, "Specific Trap Skill Setting, e.g. how fast traps move, how deadly they are, etc.." );
|
||||||
|
// TODO: IN Exe Source, change the way that objects are loaded (e.g. not_easy, not_medium keys for entities).
|
||||||
|
// END GRIM..
|
||||||
|
|
||||||
idCVar g_nightmare( "g_nightmare", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "if nightmare mode is allowed" );
|
idCVar g_nightmare( "g_nightmare", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "if nightmare mode is allowed" );
|
||||||
idCVar g_gravity( "g_gravity", DEFAULT_GRAVITY_STRING, CVAR_GAME | CVAR_FLOAT, "" );
|
idCVar g_gravity( "g_gravity", DEFAULT_GRAVITY_STRING, CVAR_GAME | CVAR_FLOAT, "" );
|
||||||
idCVar g_skipFX( "g_skipFX", "0", CVAR_GAME | CVAR_BOOL, "" );
|
idCVar g_skipFX( "g_skipFX", "0", CVAR_GAME | CVAR_BOOL, "" );
|
||||||
|
@ -122,15 +128,13 @@ idCVar g_debugMover( "g_debugMover", "0", CVAR_GAME | CVAR_BOOL, "" );
|
||||||
idCVar g_debugTriggers( "g_debugTriggers", "0", CVAR_GAME | CVAR_BOOL, "" );
|
idCVar g_debugTriggers( "g_debugTriggers", "0", CVAR_GAME | CVAR_BOOL, "" );
|
||||||
idCVar g_debugCinematic( "g_debugCinematic", "0", CVAR_GAME | CVAR_BOOL, "" );
|
idCVar g_debugCinematic( "g_debugCinematic", "0", CVAR_GAME | CVAR_BOOL, "" );
|
||||||
idCVar g_stopTime( "g_stopTime", "0", CVAR_GAME | CVAR_BOOL, "" );
|
idCVar g_stopTime( "g_stopTime", "0", CVAR_GAME | CVAR_BOOL, "" );
|
||||||
idCVar g_damageScale( "g_damageScale", "1", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE, "scale final damage on player by this factor" );
|
idCVar g_damageScale( "g_damageScale", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "scale final damage on player by this factor" );
|
||||||
idCVar g_armorProtection( "g_armorProtection", "0.3", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE, "armor takes this percentage of damage" );
|
idCVar g_armorProtection( "g_armorProtection", "0.8", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "armor takes this percentage of damage" );
|
||||||
idCVar g_armorProtectionMP( "g_armorProtectionMP", "0.6", CVAR_GAME | CVAR_FLOAT | CVAR_ARCHIVE, "armor takes this percentage of damage in mp" );
|
idCVar g_armorProtectionMP( "g_armorProtectionMP", "0.6", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "armor takes this percentage of damage in mp" );
|
||||||
idCVar g_useDynamicProtection( "g_useDynamicProtection", "1", CVAR_GAME | CVAR_BOOL | CVAR_ARCHIVE, "scale damage and armor dynamically to keep the player alive more often" );
|
idCVar g_useDynamicProtection( "g_useDynamicProtection", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "scale damage and armor dynamically to keep the player alive more often" );
|
||||||
idCVar g_healthTakeTime( "g_healthTakeTime", "5", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "how often to take health in nightmare mode" );
|
idCVar g_healthTakeTime( "g_healthTakeTime", "5", CVAR_GAME | CVAR_ARCHIVE | CVAR_INTEGER, "how often to take health in nightmare mode" );
|
||||||
idCVar g_healthTakeAmt( "g_healthTakeAmt", "5", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "how much health to take in nightmare mode" );
|
idCVar g_healthTakeAmt( "g_healthTakeAmt", "5", CVAR_GAME | CVAR_ARCHIVE | CVAR_INTEGER, "how much health to take in nightmare mode" );
|
||||||
idCVar g_healthTakeLimit( "g_healthTakeLimit", "25", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "how low can health get taken in nightmare mode" );
|
idCVar g_healthTakeLimit( "g_healthTakeLimit", "25", CVAR_GAME | CVAR_ARCHIVE | CVAR_INTEGER, "how low can health get taken in nightmare mode" );
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
idCVar g_showPVS( "g_showPVS", "0", CVAR_GAME | CVAR_INTEGER, "", 0, 2 );
|
idCVar g_showPVS( "g_showPVS", "0", CVAR_GAME | CVAR_INTEGER, "", 0, 2 );
|
||||||
idCVar g_showTargets( "g_showTargets", "0", CVAR_GAME | CVAR_BOOL, "draws entities and their targets. hidden entities are drawn grey." );
|
idCVar g_showTargets( "g_showTargets", "0", CVAR_GAME | CVAR_BOOL, "draws entities and their targets. hidden entities are drawn grey." );
|
||||||
|
@ -141,7 +145,8 @@ idCVar g_showCollisionTraces( "g_showCollisionTraces", "0", CVAR_GAME | CVAR_
|
||||||
idCVar g_maxShowDistance( "g_maxShowDistance", "128", CVAR_GAME | CVAR_FLOAT, "" );
|
idCVar g_maxShowDistance( "g_maxShowDistance", "128", CVAR_GAME | CVAR_FLOAT, "" );
|
||||||
idCVar g_showEntityInfo( "g_showEntityInfo", "0", CVAR_GAME | CVAR_BOOL, "" );
|
idCVar g_showEntityInfo( "g_showEntityInfo", "0", CVAR_GAME | CVAR_BOOL, "" );
|
||||||
idCVar g_showviewpos( "g_showviewpos", "0", CVAR_GAME | CVAR_BOOL, "" );
|
idCVar g_showviewpos( "g_showviewpos", "0", CVAR_GAME | CVAR_BOOL, "" );
|
||||||
idCVar g_showcamerainfo( "g_showcamerainfo", "0", CVAR_GAME | CVAR_ARCHIVE, "displays the current frame # for the camera when playing cinematics" );
|
// sikk - g_showcamerainfo was archived and type bool was not set
|
||||||
|
idCVar g_showcamerainfo( "g_showcamerainfo", "0", CVAR_GAME | CVAR_BOOL, "displays the current frame # for the camera when playing cinematics" );
|
||||||
idCVar g_showTestModelFrame( "g_showTestModelFrame", "0", CVAR_GAME | CVAR_BOOL, "displays the current animation and frame # for testmodels" );
|
idCVar g_showTestModelFrame( "g_showTestModelFrame", "0", CVAR_GAME | CVAR_BOOL, "displays the current animation and frame # for testmodels" );
|
||||||
idCVar g_showActiveEntities( "g_showActiveEntities", "0", CVAR_GAME | CVAR_BOOL, "draws boxes around thinking entities. dormant entities (outside of pvs) are drawn yellow. non-dormant are green." );
|
idCVar g_showActiveEntities( "g_showActiveEntities", "0", CVAR_GAME | CVAR_BOOL, "draws boxes around thinking entities. dormant entities (outside of pvs) are drawn yellow. non-dormant are green." );
|
||||||
idCVar g_showEnemies( "g_showEnemies", "0", CVAR_GAME | CVAR_BOOL, "draws boxes around monsters that have targeted the the player" );
|
idCVar g_showEnemies( "g_showEnemies", "0", CVAR_GAME | CVAR_BOOL, "draws boxes around monsters that have targeted the the player" );
|
||||||
|
@ -230,58 +235,64 @@ idCVar rb_showInertia( "rb_showInertia", "0", CVAR_GAME | CVAR_BOOL, "sho
|
||||||
idCVar rb_showVelocity( "rb_showVelocity", "0", CVAR_GAME | CVAR_BOOL, "show the velocity of each rigid body" );
|
idCVar rb_showVelocity( "rb_showVelocity", "0", CVAR_GAME | CVAR_BOOL, "show the velocity of each rigid body" );
|
||||||
idCVar rb_showActive( "rb_showActive", "0", CVAR_GAME | CVAR_BOOL, "show rigid bodies that are not at rest" );
|
idCVar rb_showActive( "rb_showActive", "0", CVAR_GAME | CVAR_BOOL, "show rigid bodies that are not at rest" );
|
||||||
|
|
||||||
|
// sikk---> Added "CVAR_ARCHIVE" to all player movement cvars
|
||||||
// The default values for player movement cvars are set in def/player.def
|
// The default values for player movement cvars are set in def/player.def
|
||||||
idCVar pm_jumpheight( "pm_jumpheight", "48", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "approximate height the player can jump" );
|
idCVar pm_jumpheight( "pm_jumpheight", "48", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "approximate hieght the player can jump" );
|
||||||
idCVar pm_stepsize( "pm_stepsize", "16", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "maximum height the player can step up without jumping" );
|
idCVar pm_stepsize( "pm_stepsize", "16", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "maximum height the player can step up without jumping" );
|
||||||
idCVar pm_crouchspeed( "pm_crouchspeed", "80", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while crouched" );
|
idCVar pm_crouchspeed( "pm_crouchspeed", "80", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "speed the player can move while crouched" );
|
||||||
idCVar pm_walkspeed( "pm_walkspeed", "140", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while walking" );
|
idCVar pm_walkspeed( "pm_walkspeed", "140", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "speed the player can move while walking" );
|
||||||
idCVar pm_runspeed( "pm_runspeed", "220", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while running" );
|
idCVar pm_runspeed( "pm_runspeed", "220", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "speed the player can move while running" );
|
||||||
idCVar pm_noclipspeed( "pm_noclipspeed", "200", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while in noclip" );
|
idCVar pm_noclipspeed( "pm_noclipspeed", "200", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "speed the player can move while in noclip" );
|
||||||
idCVar pm_spectatespeed( "pm_spectatespeed", "450", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "speed the player can move while spectating" );
|
idCVar pm_spectatespeed( "pm_spectatespeed", "450", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "speed the player can move while spectating" );
|
||||||
idCVar pm_spectatebbox( "pm_spectatebbox", "32", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "size of the spectator bounding box" );
|
idCVar pm_spectatebbox( "pm_spectatebbox", "32", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "size of the spectator bounding box" );
|
||||||
idCVar pm_usecylinder( "pm_usecylinder", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_BOOL, "use a cylinder approximation instead of a bounding box for player collision detection" );
|
idCVar pm_usecylinder( "pm_usecylinder", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_BOOL, "use a cylinder approximation instead of a bounding box for player collision detection" );
|
||||||
idCVar pm_minviewpitch( "pm_minviewpitch", "-89", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "amount player's view can look up (negative values are up)" );
|
idCVar pm_minviewpitch( "pm_minviewpitch", "-89", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "amount player's view can look up (negative values are up)" );
|
||||||
idCVar pm_maxviewpitch( "pm_maxviewpitch", "89", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "amount player's view can look down" );
|
idCVar pm_maxviewpitch( "pm_maxviewpitch", "89", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "amount player's view can look down" );
|
||||||
idCVar pm_stamina( "pm_stamina", "24", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "length of time player can run" );
|
idCVar pm_stamina( "pm_stamina", "24", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "length of time player can run" );
|
||||||
idCVar pm_staminathreshold( "pm_staminathreshold", "45", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "when stamina drops below this value, player gradually slows to a walk" );
|
idCVar pm_staminathreshold( "pm_staminathreshold", "4", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "when stamina drops below this value, player gradually slows to a walk" );
|
||||||
idCVar pm_staminarate( "pm_staminarate", "0.75", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "rate that player regains stamina. divide pm_stamina by this value to determine how long it takes to fully recharge." );
|
idCVar pm_staminarate( "pm_staminarate", "0.75", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "rate that player regains stamina. divide pm_stamina by this value to determine how long it takes to fully recharge." );
|
||||||
idCVar pm_crouchheight( "pm_crouchheight", "38", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "height of player's bounding box while crouched" );
|
idCVar pm_crouchheight( "pm_crouchheight", "38", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "height of player's bounding box while crouched" );
|
||||||
idCVar pm_crouchviewheight( "pm_crouchviewheight", "32", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "height of player's view while crouched" );
|
idCVar pm_crouchviewheight( "pm_crouchviewheight", "32", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "height of player's view while crouched" );
|
||||||
idCVar pm_normalheight( "pm_normalheight", "74", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "height of player's bounding box while standing" );
|
idCVar pm_normalheight( "pm_normalheight", "74", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "height of player's bounding box while standing" );
|
||||||
idCVar pm_normalviewheight( "pm_normalviewheight", "68", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "height of player's view while standing" );
|
idCVar pm_normalviewheight( "pm_normalviewheight", "68", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "height of player's view while standing" );
|
||||||
idCVar pm_deadheight( "pm_deadheight", "20", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "height of player's bounding box while dead" );
|
idCVar pm_deadheight( "pm_deadheight", "20", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "height of player's bounding box while dead" );
|
||||||
idCVar pm_deadviewheight( "pm_deadviewheight", "10", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "height of player's view while dead" );
|
idCVar pm_deadviewheight( "pm_deadviewheight", "10", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "height of player's view while dead" );
|
||||||
idCVar pm_crouchrate( "pm_crouchrate", "0.87", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "time it takes for player's view to change from standing to crouching" );
|
idCVar pm_crouchrate( "pm_crouchrate", "0.87", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "time it takes for player's view to change from standing to crouching" );
|
||||||
idCVar pm_bboxwidth( "pm_bboxwidth", "32", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "x/y size of player's bounding box" );
|
idCVar pm_bboxwidth( "pm_bboxwidth", "32", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "x/y size of player's bounding box" );
|
||||||
idCVar pm_crouchbob( "pm_crouchbob", "0.5", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "bob much faster when crouched" );
|
idCVar pm_crouchbob( "pm_crouchbob", "0.5", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "bob much faster when crouched" );
|
||||||
idCVar pm_walkbob( "pm_walkbob", "0.3", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "bob slowly when walking" );
|
idCVar pm_walkbob( "pm_walkbob", "0.3", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "bob slowly when walking" );
|
||||||
idCVar pm_runbob( "pm_runbob", "0.4", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "bob faster when running" );
|
idCVar pm_runbob( "pm_runbob", "0.4", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "bob faster when running" );
|
||||||
idCVar pm_runpitch( "pm_runpitch", "0.002", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "" );
|
idCVar pm_runpitch( "pm_runpitch", "0.002", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "" );
|
||||||
idCVar pm_runroll( "pm_runroll", "0.005", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "" );
|
idCVar pm_runroll( "pm_runroll", "0.005", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "" );
|
||||||
idCVar pm_bobup( "pm_bobup", "0.005", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "" );
|
idCVar pm_bobup( "pm_bobup", "0.005", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "" );
|
||||||
idCVar pm_bobpitch( "pm_bobpitch", "0.002", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "" );
|
idCVar pm_bobpitch( "pm_bobpitch", "0.002", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "" );
|
||||||
idCVar pm_bobroll( "pm_bobroll", "0.002", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "" );
|
idCVar pm_bobroll( "pm_bobroll", "0.002", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "" );
|
||||||
idCVar pm_thirdPersonRange( "pm_thirdPersonRange", "80", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "camera distance from player in 3rd person" );
|
|
||||||
idCVar pm_thirdPersonHeight( "pm_thirdPersonHeight", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "height of camera from normal view height in 3rd person" );
|
idCVar pm_thirdPersonRange( "pm_thirdPersonRange", "80", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "camera distance from player in 3rd person" );
|
||||||
idCVar pm_thirdPersonAngle( "pm_thirdPersonAngle", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_FLOAT, "direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)" );
|
idCVar pm_thirdPersonHeight( "pm_thirdPersonHeight", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "height of camera from normal view height in 3rd person" );
|
||||||
idCVar pm_thirdPersonClip( "pm_thirdPersonClip", "1", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_BOOL, "clip third person view into world space" );
|
idCVar pm_thirdPersonAngle( "pm_thirdPersonAngle", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "direction of camera from player in 3rd person in degrees (0 = behind player, 180 = in front)" );
|
||||||
idCVar pm_thirdPerson( "pm_thirdPerson", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_BOOL, "enables third person view" );
|
idCVar pm_thirdPersonClip( "pm_thirdPersonClip", "1", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_BOOL, "clip third person view into world space" );
|
||||||
idCVar pm_thirdPersonDeath( "pm_thirdPersonDeath", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_BOOL, "enables third person view when player dies" );
|
idCVar pm_thirdPerson( "pm_thirdPerson", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_BOOL, "enables third person view" );
|
||||||
idCVar pm_modelView( "pm_modelView", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_INTEGER, "draws camera from POV of player model (1 = always, 2 = when dead)", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> );
|
idCVar pm_thirdPersonDeath( "pm_thirdPersonDeath", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_BOOL, "enables third person view when player dies" );
|
||||||
idCVar pm_airTics( "pm_air", "1800", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_INTEGER, "how long in milliseconds the player can go without air before he starts taking damage" );
|
idCVar pm_modelView( "pm_modelView", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_INTEGER, "draws camera from POV of player model (1 = always, 2 = when dead)", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> );
|
||||||
|
idCVar pm_airTics( "pm_air", "1800", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_INTEGER, "how long in milliseconds the player can go without air before he starts taking damage" );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
idCVar g_showPlayerShadow( "g_showPlayerShadow", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "enables shadow of player model" );
|
idCVar g_showPlayerShadow( "g_showPlayerShadow", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "enables shadow of player model" );
|
||||||
idCVar g_showHud( "g_showHud", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "" );
|
idCVar g_showHud( "g_showHud", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "" );
|
||||||
idCVar g_showProjectilePct( "g_showProjectilePct", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "enables display of player hit percentage" );
|
idCVar g_showProjectilePct( "g_showProjectilePct", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "enables display of player hit percentage" );
|
||||||
idCVar g_showBrass( "g_showBrass", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "enables ejected shells from weapon" );
|
idCVar g_showBrass( "g_showBrass", "1", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "enables ejected shells from weapon" );
|
||||||
idCVar g_gun_x( "g_gunX", "0", CVAR_GAME | CVAR_FLOAT, "" );
|
|
||||||
idCVar g_gun_y( "g_gunY", "0", CVAR_GAME | CVAR_FLOAT, "" );
|
// sikk---> Added "CVAR_ARCHIVE" to all select game cvars
|
||||||
idCVar g_gun_z( "g_gunZ", "0", CVAR_GAME | CVAR_FLOAT, "" );
|
idCVar g_gun_x( "g_gunX", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "" );
|
||||||
idCVar g_viewNodalX( "g_viewNodalX", "0", CVAR_GAME | CVAR_FLOAT, "" );
|
idCVar g_gun_y( "g_gunY", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "" );
|
||||||
idCVar g_viewNodalZ( "g_viewNodalZ", "0", CVAR_GAME | CVAR_FLOAT, "" );
|
idCVar g_gun_z( "g_gunZ", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "" );
|
||||||
idCVar g_fov( "g_fov", "90", CVAR_GAME | CVAR_INTEGER | CVAR_NOCHEAT, "" );
|
idCVar g_viewNodalX( "g_viewNodalX", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "" );
|
||||||
idCVar g_skipViewEffects( "g_skipViewEffects", "0", CVAR_GAME | CVAR_BOOL, "skip damage and other view effects" );
|
idCVar g_viewNodalZ( "g_viewNodalZ", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "" );
|
||||||
idCVar g_mpWeaponAngleScale( "g_mpWeaponAngleScale", "0", CVAR_GAME | CVAR_FLOAT, "Control the weapon sway in MP" );
|
idCVar g_fov( "g_fov", "90", CVAR_GAME | CVAR_ARCHIVE | CVAR_INTEGER | CVAR_NOCHEAT, "" );
|
||||||
|
idCVar g_skipViewEffects( "g_skipViewEffects", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_BOOL, "skip damage and other view effects" );
|
||||||
|
idCVar g_mpWeaponAngleScale( "g_mpWeaponAngleScale", "0", CVAR_GAME | CVAR_ARCHIVE | CVAR_FLOAT, "Control the weapon sway in MP" );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
idCVar g_testParticle( "g_testParticle", "0", CVAR_GAME | CVAR_INTEGER, "test particle visualation, set by the particle editor" );
|
idCVar g_testParticle( "g_testParticle", "0", CVAR_GAME | CVAR_INTEGER, "test particle visualation, set by the particle editor" );
|
||||||
idCVar g_testParticleName( "g_testParticleName", "", CVAR_GAME, "name of the particle being tested by the particle editor" );
|
idCVar g_testParticleName( "g_testParticleName", "", CVAR_GAME, "name of the particle being tested by the particle editor" );
|
||||||
|
@ -334,4 +345,309 @@ idCVar mod_validSkins( "mod_validSkins", "skins/characters/player/marine_mp
|
||||||
|
|
||||||
idCVar net_serverDownload( "net_serverDownload", "0", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "enable server download redirects. 0: off 1: redirect to si_serverURL 2: use builtin download. see net_serverDl cvars for configuration" );
|
idCVar net_serverDownload( "net_serverDownload", "0", CVAR_GAME | CVAR_INTEGER | CVAR_ARCHIVE, "enable server download redirects. 0: off 1: redirect to si_serverURL 2: use builtin download. see net_serverDl cvars for configuration" );
|
||||||
idCVar net_serverDlBaseURL( "net_serverDlBaseURL", "", CVAR_GAME | CVAR_ARCHIVE, "base URL for the download redirection" );
|
idCVar net_serverDlBaseURL( "net_serverDlBaseURL", "", CVAR_GAME | CVAR_ARCHIVE, "base URL for the download redirection" );
|
||||||
idCVar net_serverDlTable( "net_serverDlTable", "", CVAR_GAME | CVAR_ARCHIVE, "pak names for which download is provided, separated by ;" );
|
idCVar net_serverDlTable( "net_serverDlTable", "", CVAR_GAME | CVAR_ARCHIVE, "pak names for which download is provided, seperated by ;" );
|
||||||
|
|
||||||
|
|
||||||
|
// sikk - New Cvars -
|
||||||
|
//-------------------------------------------------
|
||||||
|
// sikk---> Crosshair Cvar
|
||||||
|
idCVar g_crosshair( "g_crosshair", "1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "0 = crosshair off, 1 = crosshair on, 2 = crosshair on only when zoomed or npc has focus" );
|
||||||
|
idCVar g_crosshairType( "g_crosshairType", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "toggle between static and precise crosshair positioning" );
|
||||||
|
idCVar g_crosshairLerp( "g_crosshairLerp", "0.5", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "smoothness for the movement of the crosshair when g_crosshairType = 1" );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Dynamic Hud system
|
||||||
|
idCVar g_hudType( "g_hudType", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "toggles between default and custom hud" );
|
||||||
|
idCVar g_useDynamicHud( "g_useDynamicHud", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "enables dynamic hud (g_hudType == 1 only)" );
|
||||||
|
idCVar g_dynamicHudTime( "g_dynamicHudTime", "10.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "time (in sec) before the hud fades out" );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> IR Goggles/Headlight Mod
|
||||||
|
idCVar g_goggleType( "g_goggleType", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "sets the goggle's type: 0 = Infrared; 1 = Thermal" );
|
||||||
|
idCVar g_batteryLife( "g_batteryLife", "60", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "how long the battery lasts (in seconds) for ir goggles/headlight" );
|
||||||
|
idCVar g_batteryRechargeRate( "g_batteryRechargeRate", "120", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "how long it takes the battery to fully recharge (in seconds) for ir goggles/headlight" );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Global Ambient Light
|
||||||
|
idCVar g_useAmbientLight( "g_useAmbientLight", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "enable a global ambient light bound to player" );
|
||||||
|
idCVar g_ambientLightRadius( "g_ambientLightRadius", "1024 1024 1024", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE, "sets the ambient light's radius (XYZ = 0 to 65536)" );
|
||||||
|
idCVar g_ambientLightColor( "g_ambientLightColor", "0.03125 0.03125 0.03125", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE, "sets the ambient light's color (RGB = 0.0 to 1.0)" );
|
||||||
|
|
||||||
|
// sikk---> Explosion FX
|
||||||
|
idCVar g_useExplosionFX( "g_useExplosionFX", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "enables explosion screen effects" );
|
||||||
|
idCVar g_explosionFXTime( "g_explosionFXTime", "2.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "time (in secs) the effect lasts" );
|
||||||
|
idCVar g_explosionFXScale( "g_explosionFXScale", "32.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "explosion effect scale" );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Blood Spray Screen Effect
|
||||||
|
idCVar g_showBloodSpray( "g_showBloodSpray", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "show blood spray effect on screen when inflicting damage up close" );
|
||||||
|
idCVar g_bloodSprayTime( "g_bloodSprayTime", "5.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "how long blood spray effect lasts (in seconds)" );
|
||||||
|
idCVar g_bloodSprayDistance( "g_bloodSprayDistance", "96", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "how close you have to be for blood spray effect to \"hit the camera\". Not relevant for chainsaw." );
|
||||||
|
idCVar g_bloodSprayFrequency( "g_bloodSprayFrequency", "0.5", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "how often the blood spray effect can occur. Value Range: 0.0 (never) - 1.0 (always)" );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Screen Frost
|
||||||
|
idCVar g_screenFrostTime( "g_screenFrostTime", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "time (in secs) for frost to fully build on the screen. 0 = disables effect" );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Tracer Frequency
|
||||||
|
idCVar g_tracerFrequency( "g_tracerFrequency", "0.5", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "how frequent a fired shot will be a tracer. Value Range: 0.0 (no tracers) - 1.0 (all tracers)" );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Player Head Type
|
||||||
|
idCVar g_playerHeadType( "g_playerHeadType", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "sets which head def to use for the player. 0 = Default Player Head; 1 = Marine Helmet" );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> First Person Body
|
||||||
|
idCVar g_showFirstPersonBody( "g_showFirstPersonBody", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "draws the player body in first person view mode" );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Portal Sky Box
|
||||||
|
idCVar g_enablePortalSky( "g_enablePortalSky", "1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "enables portal sky box support" );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
|
||||||
|
// sikk---> Health Management System
|
||||||
|
idCVar g_healthManagementType( "g_healthManagementType", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "selects which health management system to use. 0 = default; 1 = carriable health pack; 2 = regenerating health" );
|
||||||
|
idCVar g_healthPackTotal( "g_healthPackTotal", "5", CVAR_GAME | CVAR_ARCHIVE | CVAR_INTEGER, "Total amount of healthpacks a player can carry." );
|
||||||
|
idCVar g_healthPackUses( "g_healthPackUses", "1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "number of uses in the health pack. g_healthPackTotal divided by this is how much health is given per use." );
|
||||||
|
idCVar g_healthPackTime( "g_healthPackTime", "3", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "maximum time it takes to heal yourself. " );
|
||||||
|
idCVar g_healthRegenTime( "g_healthRegenTime", "1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "how often to regenerate health when using regenerative health system" );
|
||||||
|
idCVar g_healthRegenDelay( "g_healthRegenDelay", "5", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "delay (in seconds) before health starts to regenerate after taking damage when using regenerative health system" );
|
||||||
|
idCVar g_healthRegenAmt( "g_healthRegenAmt", "1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "how much health to regenerate per g_healthRegenTime when using regenerative health system" );
|
||||||
|
idCVar g_healthRegenLimit( "g_healthRegenLimit", "100", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "total amount of health that can be regenerated when using regenerative health system" );
|
||||||
|
idCVar g_healthRegenSteps( "g_healthRegenSteps", "4", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "splits g_healthRegenLimit into n number of steps. Value of 1 or less will turn steps off.\nexample1: if g_healthRegenLimit == 100 && g_healthRegenSteps == 4, health regeneration will stop at 25/50/75/100\nexample2: if g_healthRegenLimit == 50 && g_healthRegenSteps == 5, health regeneration will stop at 10/20/30/40/50" );
|
||||||
|
idCVar g_healthRegenFeedback( "g_healthRegenFeedback", "50", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "how low must health reach before feedback is drawn when using regenerative health system" );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Item Management
|
||||||
|
idCVar g_itemPickupType( "g_itemPickupType", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "toggles whether items need to be picked up manually with the 'Use' key." );
|
||||||
|
idCVar g_itemMaxArmorType( "g_itemMaxArmorType", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "sets armor capacity type: 0 = Doom 3; 1 = Doom 1/2; 2 = Custom" );
|
||||||
|
idCVar g_itemHelmetFactor( "g_itemHelmetFactor", "0.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "sets the factor for which security armor is randomly replaced with a marine helmet. Value Range: 0.0 (no replacement) - 1.0 (full replacement)" );
|
||||||
|
idCVar g_itemValueFactor( "g_itemValueFactor", "0.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "sets the factor for which the value for items are randomly set. Value Range: 0.0 (items have full value) - 1.0 (items have anywhere from one to full value)" );
|
||||||
|
idCVar g_itemRemovalFactor( "g_itemRemovalFactor", "0.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "sets the factor for which items are randomly removed from the map. Value Range: 0.0 (no items are removed) - 1.0 (all items are removed)" );
|
||||||
|
idCVar g_itemSearchFactor( "g_itemSearchFactor", "0.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "sets the factor for which items can be found on dead bodies. Value Range: 0.0 (dead bodies contain no items) - 1.0 (dead bodies always contain items)" );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Ammo Management
|
||||||
|
idCVar g_ammoCapacityType( "g_ammoCapacityType", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "sets ammo capacity type: 0 = Doom 3; 1 = Doom 1/2; 2 = Custom" );
|
||||||
|
idCVar g_ammoClipSizeType( "g_ammoClipSizeType", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "sets ammo clip size type: 0 = Doom 3; 1 = Doom 1/2; 2 = Custom" );
|
||||||
|
idCVar g_ammoUsageType( "g_ammoUsageType", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "enables realistic ammo usage when reloading and collecting ammo" );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Weapon Management
|
||||||
|
idCVar g_weaponAwareness( "g_weaponAwareness", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "toggles weapon awareness" );
|
||||||
|
idCVar g_weaponHandlingType( "g_weaponHandlingType", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "sets the weapon handling type: 0 = spread (fixed); 1 = spread (variable); 2 spread (fixed) + recoil; 2 spread (variable) + recoil" );
|
||||||
|
idCVar g_weaponProjectileOrigin( "g_weaponProjectileOrigin", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "sets whether projectiles are launched from their def defined origin or to launch all projectiles from the weapon's barrel: 0 = Default; 1 = Weapon Barrel" );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> First Person Body
|
||||||
|
idCVar g_grabMode( "g_grabMode", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "enables the ability to grab moveable objects" );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
|
||||||
|
// sikk---> Disable Fall Damage
|
||||||
|
idCVar g_disableFallDamage( "g_disableFallDamage", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "disables fall damage" );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Locational Damage Type
|
||||||
|
idCVar g_damageType( "g_damageType", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "sets damage value type: 0 = Doom 3; 1 = Doom 1/2; 2 = Custom" );
|
||||||
|
idCVar g_damageZoneType( "g_damageZoneType", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "sets locational damage type: 0 = Doom 3; 1 = Doom 1/2; 2 = Custom" );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Enemy Health Management
|
||||||
|
idCVar g_enemyHealthType( "g_enemyHealthType", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "sets enemy health type: 0 = Doom 3; 1 = Doom 1/2; 2 = Custom" );
|
||||||
|
idCVar g_enemyHealthScale( "g_enemyHealthScale", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "sets the health scale for enemies" );
|
||||||
|
idCVar g_enemyHealthRandom( "g_enemyHealthRandom", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "sets whether to randomize enemy health values" );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Spectre Factor
|
||||||
|
idCVar g_enemySpectreFactor( "g_enemySpectreFactor", "0.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "sets the factor that a Pinky demon will spawn as a Spectre" );
|
||||||
|
// <---sikk
|
||||||
|
// sikk---> Pain Elemental Factor
|
||||||
|
idCVar g_enemyPainElementalFactor( "g_enemyPainElementalFactor", "0.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "sets the factor that a Cacodemon will spawn as a Pain Elemental" );
|
||||||
|
// <---sikk
|
||||||
|
// sikk---> Baron of Hell Factor
|
||||||
|
idCVar g_enemyBaronFactor( "g_enemyBaronFactor", "0.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "sets the factor that a Hellknight will spawn as a Baron of Hell" );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Monster Burn Away Delay
|
||||||
|
idCVar g_burnAwayDelay( "g_burnAwayDelay", "0.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "enemy burn away delay. 0.0 = use default value" );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Cyberdemon Damage Type
|
||||||
|
idCVar g_cyberdemonDamageType( "g_cyberdemonDamageType", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "sets how the Cyberdemon can be damaged: 0 = Soul Cube only; 1 = All weapons" );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Inter Rank Aggression
|
||||||
|
idCVar g_interRankAggression( "g_interRankAggression", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "sets whether enemies of the same rank will fight each other" );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Zombie Resurrection
|
||||||
|
idCVar g_zombieResurrectionLimit( "g_zombieResurrectionLimit", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "sets the total number of times a zombie can resurrect. The chance for a zombie to resurrect is still randomized. 0 = Off" );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Random Encounters System
|
||||||
|
idCVar g_useRandomEncounters( "g_useRandomEncounters", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "enables random encounters" );
|
||||||
|
idCVar g_randomEncountersMaxSpawns( "g_randomEncountersMaxSpawns", "5", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "number of random enemies that can be alive at one time" );
|
||||||
|
idCVar g_randomEncountersMinTime( "g_randomEncountersMinTime", "30", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "minimum time (in secs) to wait before spawning another random enemy" );
|
||||||
|
idCVar g_randomEncountersMaxTime( "g_randomEncountersMaxTime", "60", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "maximum time (in secs) to wait before spawning another random enemy" );
|
||||||
|
idCVar g_randomEncountersDormantTime( "g_randomEncountersDormantTime", "10", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "maximum time (in secs) a random enemy can be dormant before it is removed" );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
|
||||||
|
// sikk---> Thirdperson Camera
|
||||||
|
idCVar pm_thirdPersonOffset( "pm_thirdPersonOffset", "0", CVAR_GAME | CVAR_NETWORKSYNC | CVAR_ARCHIVE | CVAR_FLOAT, "camera offset from player in 3rd person (-n = left, +n = right)" );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
|
||||||
|
// sikk---> PostProcess Effects
|
||||||
|
idCVar r_useSoftShadows( "r_useSoftShadows", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Enable Soft Shadows postprocessing effect" );
|
||||||
|
idCVar r_softShadowsBlurFilter( "r_softShadowsBlurFilter", "1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Blur method used for the shadow mask:\n0 = No Filter\n1 = Box Filter\n2 = Poisson Filter\n3 = Gaussian Filter" );
|
||||||
|
idCVar r_softShadowsBlurScale( "r_softShadowsBlurScale", "8.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Sample offset scale for the blur filter" );
|
||||||
|
idCVar r_softShadowsBlurEpsilon( "r_softShadowsBlurEpsilon", "4.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Set the blur depth difference factor for the blur filter" );
|
||||||
|
|
||||||
|
idCVar r_useEdgeAA( "r_useEdgeAA", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Enable edge anti-aliasing: 0 = RGB edge AA; 1 = FXAA" );
|
||||||
|
idCVar r_edgeAASampleScale( "r_edgeAASampleScale", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the sample offset scale for edge detection" );
|
||||||
|
idCVar r_edgeAAFilterScale( "r_edgeAAFilterScale", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the filter offset scale for blurring" );
|
||||||
|
|
||||||
|
idCVar r_useHDR( "r_useHDR", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Enable High Dynamic Range lighting" );
|
||||||
|
idCVar r_hdrToneMapper( "r_hdrToneMapper", "4", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Tone mapping method:\n0 = Reinhard (RGB)\n1 = Reinhard (Yxy)\n2 = Exponential\n3 = Filmic (simple)\n4 = Filmic (complex)" );
|
||||||
|
idCVar r_hdrAdaptationRate( "r_hdrAdaptationRate", "60.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Eye adaptation rate" );
|
||||||
|
idCVar r_hdrMiddleGray( "r_hdrMiddleGray", "0.18", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Middle gray value used in HDR tone mapping" );
|
||||||
|
idCVar r_hdrWhitePoint( "r_hdrWhitePoint", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Smallest luminance value that will be mapped to white" );
|
||||||
|
idCVar r_hdrBlueShiftFactor( "r_hdrBlueShiftFactor", "0.25", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Blue shift blend factor" );
|
||||||
|
idCVar r_hdrDither( "r_hdrDither", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Enable dithering" );
|
||||||
|
idCVar r_hdrDitherSize( "r_hdrDitherSize", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Sets the size of the dither threshold map" );
|
||||||
|
idCVar r_hdrLumThresholdMax( "r_hdrLumThresholdMax", "0.3", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Minimum luminance value threshold" );
|
||||||
|
idCVar r_hdrLumThresholdMin( "r_hdrLumThresholdMin", "0.2", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Maximum luminance value threshold" );
|
||||||
|
idCVar r_hdrBloomToneMapper( "r_hdrBloomToneMapper", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Tone mapping method, specific to bloom:\n0 = Reinhard (RGB)\n1 = Reinhard (Yxy)\n2 = Exponential\n3 = Filmic (simple)\n4 = Filmic (complex)" );
|
||||||
|
idCVar r_hdrBloomMiddleGray( "r_hdrBloomMiddleGray", "0.18", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Middle gray value used in HDR tone mapping, specific to bloom" );
|
||||||
|
idCVar r_hdrBloomWhitePoint( "r_hdrBloomWhitePoint", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Smallest luminance value that will be mapped to white, specific to bloom" );
|
||||||
|
idCVar r_hdrBloomThreshold( "r_hdrBloomThreshold", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Bloom luminance threshold" );
|
||||||
|
idCVar r_hdrBloomOffset( "r_hdrBloomOffset", "3.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Bloom luminance offset" );
|
||||||
|
idCVar r_hdrBloomScale( "r_hdrBloomScale", "2.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Intensity scale amount for bloom effect" );
|
||||||
|
idCVar r_hdrBloomSize( "r_hdrBloomSize", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Size of the bloom effect" );
|
||||||
|
idCVar r_hdrFlareGamma( "r_hdrFlareGamma", "100", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Gamma curve for the flare texture" );
|
||||||
|
idCVar r_hdrFlareScale( "r_hdrFlareScale", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Intensity scale amount for lens flare effect. 0 = Off" );
|
||||||
|
idCVar r_hdrFlareSize( "r_hdrFlareSize", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Size of the lens flare effect" );
|
||||||
|
idCVar r_hdrGlareStyle( "r_hdrGlareStyle", "10", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Glare style to use with HDR lighting. Value range: 0 - 11\n0 = Off\n1 = Natural\n2 = Star\n3 = Cross\n4 = Snow Cross\n5 = Horizontal\n6 = Vertical\n7 = Star (Spectral)\n8 = Cross (Spectral)\n9 = Snow Cross (Spectral)\n10 = Horizontal (Spectral)\n11 = Vertical (Spectral)" );
|
||||||
|
idCVar r_hdrGlareScale( "r_hdrGlareScale", "0.4", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Intensity scale amount for glare effect" );
|
||||||
|
idCVar r_hdrGlareSize( "r_hdrGlareSize", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Size of the glare effect" );
|
||||||
|
|
||||||
|
idCVar r_useBloom( "r_useBloom", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Enable bloom postprocessing effect" );
|
||||||
|
idCVar r_bloomBufferSize( "r_bloomBufferSize", "3", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Bloom render target size:\n0 = 32x32\n1 = 64x64\n2 = 128x128\n3 = 256x256\n4 = 512x512\n5 = 1024x1024" );
|
||||||
|
idCVar r_bloomBlurIterations( "r_bloomBlurIterations", "1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Number of times the blur filter is applied" );
|
||||||
|
idCVar r_bloomBlurScaleX( "r_bloomBlurScaleX", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Amount to scale the X axis sample offsets" );
|
||||||
|
idCVar r_bloomBlurScaleY( "r_bloomBlurScaleY", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Amount to scale the Y axis sample offsets" );
|
||||||
|
idCVar r_bloomScale( "r_bloomScale", "1.5", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Amount to scale the intensity of the bloom effect" );
|
||||||
|
idCVar r_bloomGamma( "r_bloomGamma", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Gamma curve for the bloom texture" );
|
||||||
|
|
||||||
|
idCVar r_useSSIL( "r_useSSIL", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Enable Screen-Space Indirect Lighting postprocessing effect" );
|
||||||
|
idCVar r_ssilRadius( "r_ssilRadius", "128", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the sample radius for ssil" );
|
||||||
|
idCVar r_ssilAmount( "r_ssilAmount", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the contribution factor for ssil" );
|
||||||
|
idCVar r_ssilBlurMethod( "r_ssilBlurMethod", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Blur method used for the ssil buffer:\n0 = Gaussian\n1 = Bilateral" );
|
||||||
|
idCVar r_ssilBlurScale( "r_ssilBlurScale", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the blur scale for the ssil buffer" );
|
||||||
|
idCVar r_ssilBlurQuality( "r_ssilBlurQuality", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Set the blur quality for the ssil buffer" );
|
||||||
|
idCVar r_ssilBlurEpsilon( "r_ssilBlurEpsilon", "4", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Set the blur depth difference factor for the ssil buffer" );
|
||||||
|
|
||||||
|
idCVar r_useSSAO( "r_useSSAO", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Enable Screen-Space Ambient Occlusion postprocessing effect" );
|
||||||
|
idCVar r_ssaoMethod( "r_ssaoMethod", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Set the ssao method:\n0 = Crytek\n1 = HDAO\n2 = ABAO\n3 = PBAO\n4 = HBAO (low)\n5 = HBAO (medium)\n6 = HBAO (high)\n7 = Ray Marching\n8 = Volumetric Obscurance" );
|
||||||
|
idCVar r_ssaoRadius( "r_ssaoRadius", "16", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the sample radius for ssao" );
|
||||||
|
idCVar r_ssaoBias( "r_ssaoBias", "0.075", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the angle bias for ssao (darkening factor for Crytek's)" );
|
||||||
|
idCVar r_ssaoAmount( "r_ssaoAmount", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the contribution factor for ssao" );
|
||||||
|
idCVar r_ssaoBlurMethod( "r_ssaoBlurMethod", "2", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Blur method used for the ssao buffer:\n0 = Crytek\n1 = Box\n2 = Gaussian\n3 = Bilateral" );
|
||||||
|
idCVar r_ssaoBlurScale( "r_ssaoBlurScale", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the blur scale for the ssao buffer" );
|
||||||
|
idCVar r_ssaoBlurQuality( "r_ssaoBlurQuality", "1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Set the blur quality for the ssao buffer" );
|
||||||
|
idCVar r_ssaoBlurEpsilon( "r_ssaoBlurEpsilon", "16", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Set the blur depth difference factor for the ssao buffer" );
|
||||||
|
idCVar r_ssaoBlendPower( "r_ssaoBlendPower", "3.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the blend exponent for the ssao to scene final combine" );
|
||||||
|
idCVar r_ssaoBlendScale( "r_ssaoBlendScale", "6.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the blend scale for the ssao to scene final combine" );
|
||||||
|
|
||||||
|
idCVar r_useSunShafts( "r_useSunShafts", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Enable Screen-Space Volumetric Lighting (Sun Shafts) postprocessing effect" );
|
||||||
|
idCVar r_sunShaftsSize( "r_sunShaftsSize", "16.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the sun shafts size" );
|
||||||
|
idCVar r_sunShaftsStrength( "r_sunShaftsStrength", "2.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the sun shafts strength" );
|
||||||
|
idCVar r_sunShaftsMaskStrength( "r_sunShaftsMaskStrength", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the sun shafts mask strength" );
|
||||||
|
idCVar r_sunShaftsQuality( "r_sunShaftsQuality", "4", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Set the sun shafts quality" );
|
||||||
|
idCVar r_sunOriginX( "r_sunOriginX", "0.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the sun's origin along the X axis (used for sun shafts & lens flare)" );
|
||||||
|
idCVar r_sunOriginY( "r_sunOriginY", "0.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the sun's origin along the Y axis (used for sun shafts & lens flare)" );
|
||||||
|
idCVar r_sunOriginZ( "r_sunOriginZ", "0.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the sun's origin along the Z axis (used for sun shafts & lens flare)" );
|
||||||
|
idCVar r_useLensFlare( "r_useLensFlare", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Enable lens flare postprocessing effect" );
|
||||||
|
idCVar r_lensFlareStrength( "r_lensFlareStrength", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the lens flare strength" );
|
||||||
|
|
||||||
|
idCVar r_useDepthOfField( "r_useDepthOfField", "1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Enable depth of field postprocessing effect. Value range: 0 - 2 \n0 = Off\n1 = Automatic Focus\n2 = Manual Focus" );
|
||||||
|
idCVar r_dofBlurScale( "r_dofBlurScale", "4.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the blur scale for depth of field postprocessing effect" );
|
||||||
|
idCVar r_dofBlurQuality( "r_dofBlurQuality", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Set the blur quality for depth of field postprocessing effect:\n0 = Box Filter\n1 = Poisson Filter\n2 = Gaussian Filter\n3 = Bokeh!" );
|
||||||
|
idCVar r_dofNear( "r_dofNear", "-128", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Set the near distance for depth of field postprocessing effect (r_useDepthOfField = 2 only)" );
|
||||||
|
idCVar r_dofFar( "r_dofFar", "1024", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Set the far distance for depth of field postprocessing effect (r_useDepthOfField = 2 only)" );
|
||||||
|
idCVar r_dofFocus( "r_dofFocus", "128", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Set the focus distance for depth of field postprocessing effect (r_useDepthOfField = 2 only)" );
|
||||||
|
idCVar r_dofConditionAlways( "r_dofConditionAlways", "1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Depth of field condition: Always on" );
|
||||||
|
idCVar r_dofConditionCinematic( "r_dofConditionCinematic", "1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Depth of field condition: Cinematics" );
|
||||||
|
idCVar r_dofConditionGUI( "r_dofConditionGUI", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Depth of field condition: GUI Active" );
|
||||||
|
idCVar r_dofConditionReload( "r_dofConditionReload", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Depth of field condition: Reloading" );
|
||||||
|
idCVar r_dofConditionTalk( "r_dofConditionTalk", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Depth of field condition: Talking" );
|
||||||
|
idCVar r_dofConditionZoom( "r_dofConditionZoom", "1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Depth of field condition: Weapon Zoom" );
|
||||||
|
|
||||||
|
idCVar r_useMotionBlur( "r_useMotionBlur", "2", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Enable motion blur postprocessing effect.\n0 = off\n1 = Camera\n2 = Accumulation\n3 = Camera + Accumulation" );
|
||||||
|
idCVar r_motionBlurScale( "r_motionBlurScale", "0.1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the motion blur scale. Works similar to shutter speed. Higher values == stronger blurring" );
|
||||||
|
idCVar r_motionBlurMaskDistance( "r_motionBlurMaskDistance", "32", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Don't do motion blur if framerate is below this value" );
|
||||||
|
idCVar r_motionBlurFPSThreshold( "r_motionBlurFPSThreshold", "20", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Set the motion blur mask distance. Used to mask the view weapon." );
|
||||||
|
idCVar r_motionBlurMinThreshold( "r_motionBlurMinThreshold", "10", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Set the motion blur min sensitivity threshold. Screen won't blur until threshold is passed. Lower values == higher sensitivity" );
|
||||||
|
idCVar r_motionBlurMaxThreshold( "r_motionBlurMaxThreshold", "45", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Set the motion blur max sensitivity threshold. Blur strength won't pass threshold." );
|
||||||
|
idCVar r_motionBlurFactor( "r_motionBlurFactor", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the motion blur blend factor" );
|
||||||
|
idCVar r_motionBlurLerp( "r_motionBlurLerp", "0.5", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the motion blur blend lerp factor" );
|
||||||
|
idCVar r_motionBlurQuality( "r_motionBlurQuality", "1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Set the motion blur quality. Value range: 1 - 4\n1 = 8 samples\n2 = 64 samples (virtual)\n3 = 512 samples (virtual)\n4 = 4096 samples (virtual)" );
|
||||||
|
|
||||||
|
idCVar r_useColorGrading( "r_useColorGrading", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Enable color grading postprocessing effect. Parameters need to be set manually in the material." );
|
||||||
|
idCVar r_colorGradingParm( "r_colorGradingParm", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Parameter to allow specific color grading stage to be used in the material" );
|
||||||
|
idCVar r_colorGradingType( "r_colorGradingType", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Color grading type:\n0 = math\n1 = lut" );
|
||||||
|
idCVar r_colorGradingSharpness( "r_colorGradingSharpness", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Sharpness level when color grading is enabled" );
|
||||||
|
|
||||||
|
idCVar r_useCelShading( "r_useCelShading", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Enable cel shading postprocessing effect" );
|
||||||
|
idCVar r_celShadingMethod( "r_celShadingMethod", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Set the cel shading edge detection method. Value range: 0 - 2 \n0 = RGB\n1 = Luminance\n2 = Depth(incomplete)" );
|
||||||
|
idCVar r_celShadingScale( "r_celShadingScale", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the cel shading scale. Higher values == thicker outline" );
|
||||||
|
idCVar r_celShadingThreshold( "r_celShadingThreshold", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the cel shading threshold" );
|
||||||
|
|
||||||
|
idCVar r_useFilmgrain( "r_useFilmgrain", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Enable filmgrain postprocessing effect" );
|
||||||
|
idCVar r_filmgrainBlendMode( "r_filmgrainBlendMode", "2", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "Set the grain blending mode. Value range: 0 - 3\n0 = gl_one, gl_one\n1 = gl_zero, gl_one_minus_src_color\n2 = gl_dst_color, gl_one\n3 = gl_one_minus_dst_color, gl_one" );
|
||||||
|
idCVar r_filmgrainScale( "r_filmgrainScale", "0.8", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the grain scale" );
|
||||||
|
idCVar r_filmgrainStrength( "r_filmgrainStrength", "1.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the grain strength. Value range: 0.0 - 1.0" );
|
||||||
|
|
||||||
|
idCVar r_useVignetting( "r_useVignetting", "1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Enable vignetting postprocessing effect" );
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
//GRIMM
|
||||||
|
|
||||||
|
idCVar g_useCheckpointing( "g_useCheckpointing", "1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Enable automatic saving of checkpoints" );
|
||||||
|
idCVar s_musicvolume_DB( "s_musicvolume_DB", "-2.0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the music volume" );
|
||||||
|
idCVar g_breakables_lifetime( "g_breakables_lifetime", "4", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "How long breakables last in the game before being removed." );
|
||||||
|
idCVar g_breakables_ranlifetime( "g_breakables_ranlifetime", "4", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Random variation in waittime before breakables are removed from the game." );
|
||||||
|
idCVar g_gibs_lifetime( "g_gibs_lifetime", "4", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "How long gibs last in the game before being removed, gibs make an extra strain on performance due to their decals." );
|
||||||
|
idCVar g_gibs_ranlifetime( "g_gibs_ranlifetime", "4", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Random variation in waittime before gibs are removed from the game." );
|
||||||
|
idCVar jumping( "jumping", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_BOOL, "Used internally by Grimm" );
|
||||||
|
idCVar dashing( "dashing", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_BOOL, "Used internally by Grimm" );
|
||||||
|
idCVar hpack( "hpack", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_FLOAT, "Used internally by Grimm, changing value will break game, bugs will happen." );
|
||||||
|
idCVar g_UseClutter( "g_UseClutter", "1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Use clutter objects like cups, knives, forks, pots but also ground rubble." );
|
||||||
|
idCVar g_ClutterDensity( "g_ClutterDensity", "4", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "The density to spawn clutter objects with. 0 = load no objects / 1 = very few objects / 8 = all objects" );
|
||||||
|
idCVar secrets( "secrets", "0", CVAR_GAME | CVAR_FLOAT, "Used internally by Grimm, changing value will break game, bugs will happen." );
|
||||||
|
idCVar secretsfound( "secretsfound", "0", CVAR_GAME | CVAR_FLOAT, "Used internally by Grimm, changing value will break game, bugs will happen." );
|
||||||
|
idCVar breakablesfound( "breakablesfound", "0", CVAR_GAME | CVAR_FLOAT, "Used internally by Grimm, changing value will break game, bugs will happen." );
|
||||||
|
idCVar breakables( "breakables", "0", CVAR_GAME | CVAR_FLOAT, "Used internally by Grimm, changing value will break game, bugs will happen." );
|
||||||
|
idCVar smash( "smash", "0", CVAR_GAME, "A highly secret function that you should never, EVER, bind a key to e.g. 'bind h smash 1' and use in-game!!!" );
|
||||||
|
idCVar g_ItemPickupFlash( "g_ItemPickupFlash", "1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Flash the screen with a color when you pick up an item" );
|
||||||
|
idCVar g_PickupFullItems( "g_PickupFullItems", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "When enabled, players can always pick up items. Beware, when the inventory is full then item will be picked up but not added!" );
|
||||||
|
idCVar r_screenresolution( "r_screenresolution", "2", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Set the screenresolution for Grimm, available options are 0-12 where 0=640x480 and 12=1920x1200" );
|
||||||
|
idCVar r_VisualFXPreset( "r_VisualFXPreset", "1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "Visual and Post-FX Presets: 0=Sterile, 1=Vintage, 2=Vivid" );
|
||||||
|
idCVar g_MaximumGibs( "g_MaximumGibs", "16", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "No more than this amount of gibs are spawned at any time. Set to a low number to prevent slowdowns in big fights." );
|
||||||
|
idCVar g_MaximumBreakables( "g_MaximumBreakables", "30", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "No more than this amount of breakables are spawned at any time. Set to a low number to prevent slowdowns when breaking lots of stuff." );
|
||||||
|
idCVar g_decalStay( "g_decalStay", "4", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_FLOAT, "This amount of seconds is added to how long blooddecals usually stay." );
|
||||||
|
idCVar s_useEnvironmentalSounds( "s_useEnvironmentalSounds", "1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Set to 0 to disable torch sounds and other minor environment sounds." );
|
||||||
|
idCVar g_useShissleFX( "g_useShissleFX", "1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Set to 0 to disable shizzling effects on breakable shards and gibs." );
|
||||||
|
//idCVar ShowStats( "ShowStats", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_BOOL, "Show the stats onscreen" );
|
||||||
|
idCVar g_bulletstaytime( "g_bulletstaytime", "4", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_INTEGER, "How many seconds 'sticky' projectiles stay in the world (e.g. stakes from the stingstaff)" );
|
||||||
|
idCVar g_useburnlights( "g_useburnlights", "0", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Burning objects cast light (heavy on performance!)" );
|
||||||
|
idCVar g_usemodelragdolls( "g_usemodelragdolls", "1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Enable or disabe physics for ragdolls (e.g. skeletons and dead bodies)" );
|
||||||
|
idCVar g_PaintSplatterMode( "g_PaintSplatterMode", "0", CVAR_GAME | CVAR_BOOL, "Enable or disabe painting mode, use in conjunction with saveDecals and grimm_spray entities." );
|
||||||
|
idCVar g_UseDynamicPaint( "g_UseDynamicPaint", "1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Enable or disabe paint in the world." );
|
||||||
|
//idCVar g_UseDynamicMoveableSounds( "g_UseDynamicMoveableSounds", "1", CVAR_GAME | CVAR_NOCHEAT | CVAR_ARCHIVE | CVAR_BOOL, "Enable or disabe paint in the world." );
|
||||||
|
|
||||||
|
//GRIMM
|
||||||
|
|
|
@ -254,4 +254,272 @@ extern const char *si_gameTypeArgs[];
|
||||||
|
|
||||||
extern const char *ui_skinArgs[];
|
extern const char *ui_skinArgs[];
|
||||||
|
|
||||||
|
|
||||||
|
// sikk - New Cvars -
|
||||||
|
//-------------------------------------------------
|
||||||
|
// sikk---> Crosshair Cvars
|
||||||
|
extern idCVar g_crosshair;
|
||||||
|
extern idCVar g_crosshairType;
|
||||||
|
extern idCVar g_crosshairLerp;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Hud management
|
||||||
|
extern idCVar g_hudType;
|
||||||
|
extern idCVar g_useDynamicHud;
|
||||||
|
extern idCVar g_dynamicHudTime;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> IR Goggles/Headlight Mod
|
||||||
|
extern idCVar g_goggleType;
|
||||||
|
extern idCVar g_batteryLife;
|
||||||
|
extern idCVar g_batteryRechargeRate;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Global Ambient Light
|
||||||
|
extern idCVar g_useAmbientLight;
|
||||||
|
extern idCVar g_ambientLightRadius;
|
||||||
|
extern idCVar g_ambientLightColor;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Explosion FX
|
||||||
|
extern idCVar g_useExplosionFX;
|
||||||
|
extern idCVar g_explosionFXTime;
|
||||||
|
extern idCVar g_explosionFXScale;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Blood Spray Screen Effect
|
||||||
|
extern idCVar g_showBloodSpray;
|
||||||
|
extern idCVar g_bloodSprayTime;
|
||||||
|
extern idCVar g_bloodSprayDistance;
|
||||||
|
extern idCVar g_bloodSprayFrequency;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
extern idCVar g_screenFrostTime; // sikk - Screen Frost
|
||||||
|
|
||||||
|
extern idCVar g_tracerFrequency; // sikk - Tracer Frequency
|
||||||
|
|
||||||
|
extern idCVar g_playerHeadType; // sikk - Player Head Type
|
||||||
|
|
||||||
|
extern idCVar g_showFirstPersonBody; // sikk - First Person Body
|
||||||
|
|
||||||
|
extern idCVar g_enablePortalSky; // sikk - Portal Sky Box
|
||||||
|
|
||||||
|
|
||||||
|
// sikk---> Health Management System
|
||||||
|
extern idCVar g_healthManagementType;
|
||||||
|
extern idCVar g_healthPackTotal;
|
||||||
|
extern idCVar g_healthPackUses;
|
||||||
|
extern idCVar g_healthPackTime;
|
||||||
|
extern idCVar g_healthRegenTime;
|
||||||
|
extern idCVar g_healthRegenDelay;
|
||||||
|
extern idCVar g_healthRegenAmt;
|
||||||
|
extern idCVar g_healthRegenLimit;
|
||||||
|
extern idCVar g_healthRegenSteps;
|
||||||
|
extern idCVar g_healthRegenFeedback;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Item Management
|
||||||
|
extern idCVar g_itemPickupType;
|
||||||
|
extern idCVar g_itemMaxArmorType;
|
||||||
|
extern idCVar g_itemHelmetFactor;
|
||||||
|
extern idCVar g_itemValueFactor;
|
||||||
|
extern idCVar g_itemRemovalFactor;
|
||||||
|
extern idCVar g_itemSearchFactor;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Ammo Management
|
||||||
|
extern idCVar g_ammoCapacityType;
|
||||||
|
extern idCVar g_ammoClipSizeType;
|
||||||
|
extern idCVar g_ammoUsageType;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
// sikk---> Weapon Management
|
||||||
|
extern idCVar g_weaponAwareness;
|
||||||
|
extern idCVar g_weaponHandlingType;
|
||||||
|
extern idCVar g_weaponProjectileOrigin;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
extern idCVar g_grabMode; // sikk - Object Manipulation
|
||||||
|
|
||||||
|
extern idCVar g_disableFallDamage; // sikk - Disable Fall Damage
|
||||||
|
|
||||||
|
extern idCVar g_damageType; // sikk - Damage Type
|
||||||
|
extern idCVar g_damageZoneType; // sikk - Locational Damage Type
|
||||||
|
|
||||||
|
// sikk---> Enemy Health Management
|
||||||
|
extern idCVar g_enemyHealthType;
|
||||||
|
extern idCVar g_enemyHealthScale;
|
||||||
|
extern idCVar g_enemyHealthRandom;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
extern idCVar g_enemySpectreFactor; // sikk - Spectre Factor
|
||||||
|
extern idCVar g_enemyPainElementalFactor; // sikk - Pain Elemental Factor
|
||||||
|
extern idCVar g_enemyBaronFactor; // sikk - Baron of Hell Factor
|
||||||
|
|
||||||
|
extern idCVar g_burnAwayDelay; // sikk - Monster Burn Away Delay
|
||||||
|
|
||||||
|
extern idCVar g_cyberdemonDamageType; // sikk - Cyberdemon Damage Type
|
||||||
|
|
||||||
|
extern idCVar g_interRankAggression; // sikk - Inter Rank Aggression
|
||||||
|
|
||||||
|
extern idCVar g_zombieResurrectionLimit; // sikk - Zombie Resurrection
|
||||||
|
|
||||||
|
// sikk---> Random Encounters System
|
||||||
|
extern idCVar g_useRandomEncounters;
|
||||||
|
extern idCVar g_randomEncountersMaxSpawns;
|
||||||
|
extern idCVar g_randomEncountersMinTime;
|
||||||
|
extern idCVar g_randomEncountersMaxTime;
|
||||||
|
extern idCVar g_randomEncountersDormantTime;
|
||||||
|
// <---sikk
|
||||||
|
|
||||||
|
|
||||||
|
extern idCVar pm_thirdPersonOffset; // sikk - Thirdpesron Camera
|
||||||
|
|
||||||
|
|
||||||
|
// sikk---> PostProcess Effects
|
||||||
|
extern idCVar r_useSoftShadows;
|
||||||
|
extern idCVar r_softShadowsBlurFilter;
|
||||||
|
extern idCVar r_softShadowsBlurScale;
|
||||||
|
extern idCVar r_softShadowsBlurEpsilon;
|
||||||
|
|
||||||
|
extern idCVar r_useEdgeAA;
|
||||||
|
extern idCVar r_edgeAASampleScale;
|
||||||
|
extern idCVar r_edgeAAFilterScale;
|
||||||
|
|
||||||
|
extern idCVar r_useHDR;
|
||||||
|
extern idCVar r_hdrToneMapper;
|
||||||
|
extern idCVar r_hdrAdaptationRate;
|
||||||
|
extern idCVar r_hdrMiddleGray;
|
||||||
|
extern idCVar r_hdrWhitePoint;
|
||||||
|
extern idCVar r_hdrBlueShiftFactor;
|
||||||
|
extern idCVar r_hdrDither;
|
||||||
|
extern idCVar r_hdrDitherSize;
|
||||||
|
extern idCVar r_hdrLumThresholdMax;
|
||||||
|
extern idCVar r_hdrLumThresholdMin;
|
||||||
|
extern idCVar r_hdrBloomToneMapper;
|
||||||
|
extern idCVar r_hdrBloomMiddleGray;
|
||||||
|
extern idCVar r_hdrBloomWhitePoint;
|
||||||
|
extern idCVar r_hdrBloomThreshold;
|
||||||
|
extern idCVar r_hdrBloomOffset;
|
||||||
|
extern idCVar r_hdrBloomScale;
|
||||||
|
extern idCVar r_hdrBloomSize;
|
||||||
|
extern idCVar r_hdrFlareGamma;
|
||||||
|
extern idCVar r_hdrFlareScale;
|
||||||
|
extern idCVar r_hdrFlareSize;
|
||||||
|
extern idCVar r_hdrGlareStyle;
|
||||||
|
extern idCVar r_hdrGlareScale;
|
||||||
|
extern idCVar r_hdrGlareSize;
|
||||||
|
|
||||||
|
extern idCVar r_useBloom;
|
||||||
|
extern idCVar r_bloomBufferSize;
|
||||||
|
extern idCVar r_bloomBlurIterations;
|
||||||
|
extern idCVar r_bloomBlurScaleX;
|
||||||
|
extern idCVar r_bloomBlurScaleY;
|
||||||
|
extern idCVar r_bloomScale;
|
||||||
|
extern idCVar r_bloomGamma;
|
||||||
|
|
||||||
|
extern idCVar r_useSSIL;
|
||||||
|
extern idCVar r_ssilRadius;
|
||||||
|
extern idCVar r_ssilAmount;
|
||||||
|
extern idCVar r_ssilBlurMethod;
|
||||||
|
extern idCVar r_ssilBlurScale;
|
||||||
|
extern idCVar r_ssilBlurQuality;
|
||||||
|
extern idCVar r_ssilBlurEpsilon;
|
||||||
|
|
||||||
|
extern idCVar r_useSSAO;
|
||||||
|
extern idCVar r_ssaoMethod;
|
||||||
|
extern idCVar r_ssaoRadius;
|
||||||
|
extern idCVar r_ssaoAmount;
|
||||||
|
extern idCVar r_ssaoBias;
|
||||||
|
extern idCVar r_ssaoBlurMethod;
|
||||||
|
extern idCVar r_ssaoBlurScale;
|
||||||
|
extern idCVar r_ssaoBlurQuality;
|
||||||
|
extern idCVar r_ssaoBlurEpsilon;
|
||||||
|
extern idCVar r_ssaoBlendPower;
|
||||||
|
extern idCVar r_ssaoBlendScale;
|
||||||
|
|
||||||
|
extern idCVar r_useSunShafts;
|
||||||
|
extern idCVar r_sunShaftsSize;
|
||||||
|
extern idCVar r_sunShaftsStrength;
|
||||||
|
extern idCVar r_sunShaftsMaskStrength;
|
||||||
|
extern idCVar r_sunShaftsQuality;
|
||||||
|
extern idCVar r_sunOriginX;
|
||||||
|
extern idCVar r_sunOriginY;
|
||||||
|
extern idCVar r_sunOriginZ;
|
||||||
|
extern idCVar r_useLensFlare;
|
||||||
|
extern idCVar r_lensFlareStrength;
|
||||||
|
|
||||||
|
extern idCVar r_useMotionBlur;
|
||||||
|
extern idCVar r_motionBlurScale;
|
||||||
|
extern idCVar r_motionBlurMaskDistance;
|
||||||
|
extern idCVar r_motionBlurFPSThreshold;
|
||||||
|
extern idCVar r_motionBlurMinThreshold;
|
||||||
|
extern idCVar r_motionBlurMaxThreshold;
|
||||||
|
extern idCVar r_motionBlurFactor;
|
||||||
|
extern idCVar r_motionBlurLerp;
|
||||||
|
extern idCVar r_motionBlurQuality;
|
||||||
|
|
||||||
|
extern idCVar r_useDepthOfField;
|
||||||
|
extern idCVar r_dofBlurScale;
|
||||||
|
extern idCVar r_dofBlurQuality;
|
||||||
|
extern idCVar r_dofNear;
|
||||||
|
extern idCVar r_dofFar;
|
||||||
|
extern idCVar r_dofFocus;
|
||||||
|
extern idCVar r_dofConditionAlways;
|
||||||
|
extern idCVar r_dofConditionCinematic;
|
||||||
|
extern idCVar r_dofConditionGUI;
|
||||||
|
extern idCVar r_dofConditionTalk;
|
||||||
|
extern idCVar r_dofConditionReload;
|
||||||
|
extern idCVar r_dofConditionZoom;
|
||||||
|
|
||||||
|
extern idCVar r_useColorGrading;
|
||||||
|
extern idCVar r_colorGradingParm;
|
||||||
|
extern idCVar r_colorGradingType;
|
||||||
|
extern idCVar r_colorGradingSharpness;
|
||||||
|
|
||||||
|
extern idCVar r_useCelShading;
|
||||||
|
extern idCVar r_celShadingMethod;
|
||||||
|
extern idCVar r_celShadingScale;
|
||||||
|
extern idCVar r_celShadingThreshold;
|
||||||
|
|
||||||
|
extern idCVar r_useFilmgrain;
|
||||||
|
extern idCVar r_filmgrainBlendMode;
|
||||||
|
extern idCVar r_filmgrainScale;
|
||||||
|
extern idCVar r_filmgrainStrength;
|
||||||
|
extern idCVar r_useVignetting; // <---sikk
|
||||||
|
|
||||||
|
//GRIMM
|
||||||
|
extern idCVar g_useCheckpointing;
|
||||||
|
extern idCVar s_musicvolume_DB;
|
||||||
|
extern idCVar jumping;
|
||||||
|
extern idCVar dashing;
|
||||||
|
extern idCVar hpack;
|
||||||
|
extern idCVar g_UseClutter;
|
||||||
|
extern idCVar g_ClutterDensity;
|
||||||
|
extern idCVar secrets;
|
||||||
|
extern idCVar secretsfound;
|
||||||
|
extern idCVar breakablesfound;
|
||||||
|
extern idCVar breakables;
|
||||||
|
extern idCVar smash;
|
||||||
|
extern idCVar g_breakables_lifetime;
|
||||||
|
extern idCVar g_breakables_ranlifetime;
|
||||||
|
extern idCVar g_gibs_lifetime;
|
||||||
|
extern idCVar g_gibs_ranlifetime;
|
||||||
|
extern idCVar g_trapskill;
|
||||||
|
extern idCVar g_ItemPickupFlash;
|
||||||
|
extern idCVar g_PickupFullItems;
|
||||||
|
extern idCVar r_screenresolution;
|
||||||
|
extern idCVar r_VisualFXPreset;
|
||||||
|
extern idCVar g_MaximumGibs;
|
||||||
|
extern idCVar g_MaximumBreakables;
|
||||||
|
extern idCVar g_decalStay;
|
||||||
|
extern idCVar s_useEnvironmentalSounds;
|
||||||
|
extern idCVar g_useShissleFX;
|
||||||
|
extern idCVar ShowStats;
|
||||||
|
extern idCVar g_bulletstaytime;
|
||||||
|
extern idCVar g_useburnlights;
|
||||||
|
extern idCVar g_usemodelragdolls;
|
||||||
|
extern idCVar g_PaintSplatterMode;
|
||||||
|
extern idCVar g_UseDynamicPaint;
|
||||||
|
|
||||||
#endif /* !__SYS_CVAR_H__ */
|
#endif /* !__SYS_CVAR_H__ */
|
||||||
|
|
153
game/physics/Force_Grab.cpp
Normal file
153
game/physics/Force_Grab.cpp
Normal file
|
@ -0,0 +1,153 @@
|
||||||
|
// sikk---> Object Manipulation
|
||||||
|
|
||||||
|
#include "../../idlib/precompiled.h"
|
||||||
|
#pragma hdrstop
|
||||||
|
|
||||||
|
#include "../Game_local.h"
|
||||||
|
|
||||||
|
CLASS_DECLARATION( idForce, idForce_Grab )
|
||||||
|
END_CLASS
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
================
|
||||||
|
idForce_Grab::Save
|
||||||
|
================
|
||||||
|
*/
|
||||||
|
void idForce_Grab::Save( idSaveGame *savefile ) const {
|
||||||
|
savefile->WriteFloat( damping );
|
||||||
|
savefile->WriteVec3( goalPosition );
|
||||||
|
savefile->WriteFloat( distanceToGoal );
|
||||||
|
savefile->WriteInt( id );
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
================
|
||||||
|
idForce_Grab::Restore
|
||||||
|
================
|
||||||
|
*/
|
||||||
|
void idForce_Grab::Restore( idRestoreGame *savefile ) {
|
||||||
|
//Note: Owner needs to call set physics
|
||||||
|
savefile->ReadFloat( damping );
|
||||||
|
savefile->ReadVec3( goalPosition );
|
||||||
|
savefile->ReadFloat( distanceToGoal );
|
||||||
|
savefile->ReadInt( id );
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
================
|
||||||
|
idForce_Grab::idForce_Grab
|
||||||
|
================
|
||||||
|
*/
|
||||||
|
idForce_Grab::idForce_Grab( void ) {
|
||||||
|
damping = 0.5f;
|
||||||
|
physics = NULL;
|
||||||
|
id = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
================
|
||||||
|
idForce_Grab::~idForce_Grab
|
||||||
|
================
|
||||||
|
*/
|
||||||
|
idForce_Grab::~idForce_Grab( void ) {
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
================
|
||||||
|
idForce_Grab::Init
|
||||||
|
================
|
||||||
|
*/
|
||||||
|
void idForce_Grab::Init( float damping ) {
|
||||||
|
if ( damping >= 0.0f && damping < 1.0f ) {
|
||||||
|
this->damping = damping;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
================
|
||||||
|
idForce_Grab::SetPhysics
|
||||||
|
================
|
||||||
|
*/
|
||||||
|
void idForce_Grab::SetPhysics( idPhysics *phys, int id, const idVec3 &goal ) {
|
||||||
|
this->physics = phys;
|
||||||
|
this->id = id;
|
||||||
|
this->goalPosition = goal;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
================
|
||||||
|
idForce_Grab::SetGoalPosition
|
||||||
|
================
|
||||||
|
*/
|
||||||
|
void idForce_Grab::SetGoalPosition( const idVec3 &goal ) {
|
||||||
|
this->goalPosition = goal;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
=================
|
||||||
|
idForce_Grab::GetDistanceToGoal
|
||||||
|
=================
|
||||||
|
*/
|
||||||
|
float idForce_Grab::GetDistanceToGoal( void ) {
|
||||||
|
return distanceToGoal;
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
================
|
||||||
|
idForce_Grab::Evaluate
|
||||||
|
================
|
||||||
|
*/
|
||||||
|
void idForce_Grab::Evaluate( int time ) {
|
||||||
|
if ( !physics )
|
||||||
|
return;
|
||||||
|
|
||||||
|
idVec3 forceDir, v, objectCenter;
|
||||||
|
float forceAmt;
|
||||||
|
float mass = physics->GetMass( id );
|
||||||
|
|
||||||
|
objectCenter = physics->GetAbsBounds( id ).GetCenter();
|
||||||
|
|
||||||
|
forceDir = goalPosition - objectCenter;
|
||||||
|
distanceToGoal = forceDir.Normalize();
|
||||||
|
|
||||||
|
float temp = distanceToGoal;
|
||||||
|
if ( temp > 12.0f && temp < 32.0f ) {
|
||||||
|
temp = 32.0f;
|
||||||
|
}
|
||||||
|
forceAmt = ( 1000.0f * mass ) + ( 500.0f * temp * mass );
|
||||||
|
|
||||||
|
if ( forceAmt / mass > 120000.0f ) {
|
||||||
|
forceAmt = 120000.0f * mass;
|
||||||
|
}
|
||||||
|
physics->AddForce( id, objectCenter, forceDir * forceAmt );
|
||||||
|
|
||||||
|
if ( distanceToGoal < 128.0f ) {
|
||||||
|
v = physics->GetLinearVelocity( id );
|
||||||
|
if ( distanceToGoal <= 1.0f )
|
||||||
|
physics->SetLinearVelocity( vec3_origin, id );
|
||||||
|
else
|
||||||
|
physics->SetLinearVelocity( v * damping, id );
|
||||||
|
}
|
||||||
|
|
||||||
|
physics->SetAngularVelocity( vec3_origin, id );
|
||||||
|
//if ( distanceToGoal < 16.0f ) {
|
||||||
|
// v = physics->GetAngularVelocity( id );
|
||||||
|
// if ( v.LengthSqr() > Square( 8 ) ) {
|
||||||
|
// physics->SetAngularVelocity( v * 0.99999f, id );
|
||||||
|
// }
|
||||||
|
//}
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
================
|
||||||
|
idForce_Grab::RemovePhysics
|
||||||
|
================
|
||||||
|
*/
|
||||||
|
void idForce_Grab::RemovePhysics( const idPhysics *phys ) {
|
||||||
|
if ( physics == phys ) {
|
||||||
|
physics = NULL;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// <---sikk
|
54
game/physics/Force_Grab.h
Normal file
54
game/physics/Force_Grab.h
Normal file
|
@ -0,0 +1,54 @@
|
||||||
|
// sikk---> Object Manipulation
|
||||||
|
|
||||||
|
#ifndef __FORCE_GRAB_H__
|
||||||
|
#define __FORCE_GRAB_H__
|
||||||
|
|
||||||
|
/*
|
||||||
|
===============================================================================
|
||||||
|
|
||||||
|
Drag force
|
||||||
|
|
||||||
|
===============================================================================
|
||||||
|
*/
|
||||||
|
|
||||||
|
class idForce_Grab : public idForce {
|
||||||
|
|
||||||
|
public:
|
||||||
|
CLASS_PROTOTYPE( idForce_Grab );
|
||||||
|
|
||||||
|
void Save( idSaveGame *savefile ) const;
|
||||||
|
void Restore( idRestoreGame *savefile );
|
||||||
|
|
||||||
|
idForce_Grab( void );
|
||||||
|
virtual ~idForce_Grab( void );
|
||||||
|
// initialize the drag force
|
||||||
|
void Init( float damping );
|
||||||
|
// set physics object being dragged
|
||||||
|
void SetPhysics( idPhysics *physics, int id, const idVec3 &goal );
|
||||||
|
// update the goal position
|
||||||
|
void SetGoalPosition( const idVec3 &goal );
|
||||||
|
|
||||||
|
|
||||||
|
public: // common force interface
|
||||||
|
virtual void Evaluate( int time );
|
||||||
|
virtual void RemovePhysics( const idPhysics *phys );
|
||||||
|
|
||||||
|
// Get the distance from object to goal position
|
||||||
|
float GetDistanceToGoal( void );
|
||||||
|
|
||||||
|
private:
|
||||||
|
|
||||||
|
// properties
|
||||||
|
float damping;
|
||||||
|
idVec3 goalPosition;
|
||||||
|
|
||||||
|
float distanceToGoal;
|
||||||
|
|
||||||
|
// positioning
|
||||||
|
idPhysics * physics; // physics object
|
||||||
|
int id; // clip model id of physics object
|
||||||
|
};
|
||||||
|
|
||||||
|
#endif /* !__FORCE_GRAB_H__ */
|
||||||
|
|
||||||
|
// <---sikk
|
|
@ -1174,20 +1174,20 @@ float idPush::ClipTranslationalPush( trace_t &results, idEntity *pusher, const i
|
||||||
|
|
||||||
// if blocking entities should be crushed
|
// if blocking entities should be crushed
|
||||||
if ( flags & PUSHFL_CRUSH ) {
|
if ( flags & PUSHFL_CRUSH ) {
|
||||||
check->Damage( clipModel->GetEntity(), clipModel->GetEntity(), vec3_origin, "damage_crush", 1.0f, CLIPMODEL_ID_TO_JOINT_HANDLE( pushResults.c.id ) );
|
check->Damage( clipModel->GetEntity(), clipModel->GetEntity(), vec3_origin, "damage_fatal", 1.0f, CLIPMODEL_ID_TO_JOINT_HANDLE( pushResults.c.id ) );
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
// if the entity is an active articulated figure and gibs
|
// if the entity is an active articulated figure and gibs
|
||||||
if ( check->IsType( idAFEntity_Base::Type ) && check->spawnArgs.GetBool( "gib" ) ) {
|
if ( check->IsType( idAFEntity_Base::Type ) && check->spawnArgs.GetBool( "gib" ) ) {
|
||||||
if ( static_cast<idAFEntity_Base *>(check)->IsActiveAF() ) {
|
if ( static_cast<idAFEntity_Base *>(check)->IsActiveAF() ) {
|
||||||
check->ProcessEvent( &EV_Gib, "damage_Gib" );
|
check->ProcessEvent( &EV_Gib, "damage_fatal_suicide" );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// if the entity is a moveable item and gibs
|
// if the entity is a moveable item and gibs
|
||||||
if ( check->IsType( idMoveableItem::Type ) && check->spawnArgs.GetBool( "gib" ) ) {
|
if ( check->IsType( idMoveableItem::Type ) && check->spawnArgs.GetBool( "gib" ) ) {
|
||||||
check->ProcessEvent( &EV_Gib, "damage_Gib" );
|
check->ProcessEvent( &EV_Gib, "damage_fatal_suicide" );
|
||||||
}
|
}
|
||||||
|
|
||||||
// blocked
|
// blocked
|
||||||
|
@ -1344,14 +1344,14 @@ float idPush::ClipRotationalPush( trace_t &results, idEntity *pusher, const int
|
||||||
|
|
||||||
// if blocking entities should be crushed
|
// if blocking entities should be crushed
|
||||||
if ( flags & PUSHFL_CRUSH ) {
|
if ( flags & PUSHFL_CRUSH ) {
|
||||||
check->Damage( clipModel->GetEntity(), clipModel->GetEntity(), vec3_origin, "damage_crush", 1.0f, CLIPMODEL_ID_TO_JOINT_HANDLE( pushResults.c.id ) );
|
check->Damage( clipModel->GetEntity(), clipModel->GetEntity(), vec3_origin, "damage_fatal_suicide", 1.0f, CLIPMODEL_ID_TO_JOINT_HANDLE( pushResults.c.id ) );
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
// if the entity is an active articulated figure and gibs
|
// if the entity is an active articulated figure and gibs
|
||||||
if ( check->IsType( idAFEntity_Base::Type ) && check->spawnArgs.GetBool( "gib" ) ) {
|
if ( check->IsType( idAFEntity_Base::Type ) && check->spawnArgs.GetBool( "gib" ) ) {
|
||||||
if ( static_cast<idAFEntity_Base *>(check)->IsActiveAF() ) {
|
if ( static_cast<idAFEntity_Base *>(check)->IsActiveAF() ) {
|
||||||
check->ProcessEvent( &EV_Gib, "damage_Gib" );
|
check->ProcessEvent( &EV_Gib, "damage_fatal_suicide" );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -114,6 +114,14 @@ const idEventDef EV_Thread_DebugBounds( "debugBounds", "vvvf" );
|
||||||
const idEventDef EV_Thread_DrawText( "drawText", "svfvdf" );
|
const idEventDef EV_Thread_DrawText( "drawText", "svfvdf" );
|
||||||
const idEventDef EV_Thread_InfluenceActive( "influenceActive", NULL, 'd' );
|
const idEventDef EV_Thread_InfluenceActive( "influenceActive", NULL, 'd' );
|
||||||
|
|
||||||
|
// grimm -->
|
||||||
|
const idEventDef EV_Thread_ExecCMD( "ExecCMD", "s" );
|
||||||
|
const idEventDef EV_Thread_Tip( "Tip", "s" );
|
||||||
|
const idEventDef EV_Thread_GetPlayer( "GetPlayer", NULL, 'e' );
|
||||||
|
const idEventDef EV_Thread_SetSoundSlowmo( "soundSlowmo", "f" );
|
||||||
|
const idEventDef EV_Thread_SetSoundSlowmoSpeed( "setSlowmoSpeed", "f" );
|
||||||
|
// <-- grimm
|
||||||
|
|
||||||
CLASS_DECLARATION( idClass, idThread )
|
CLASS_DECLARATION( idClass, idThread )
|
||||||
EVENT( EV_Thread_Execute, idThread::Event_Execute )
|
EVENT( EV_Thread_Execute, idThread::Event_Execute )
|
||||||
EVENT( EV_Thread_TerminateThread, idThread::Event_TerminateThread )
|
EVENT( EV_Thread_TerminateThread, idThread::Event_TerminateThread )
|
||||||
|
@ -193,6 +201,14 @@ CLASS_DECLARATION( idClass, idThread )
|
||||||
EVENT( EV_Thread_DebugBounds, idThread::Event_DebugBounds )
|
EVENT( EV_Thread_DebugBounds, idThread::Event_DebugBounds )
|
||||||
EVENT( EV_Thread_DrawText, idThread::Event_DrawText )
|
EVENT( EV_Thread_DrawText, idThread::Event_DrawText )
|
||||||
EVENT( EV_Thread_InfluenceActive, idThread::Event_InfluenceActive )
|
EVENT( EV_Thread_InfluenceActive, idThread::Event_InfluenceActive )
|
||||||
|
|
||||||
|
// grimm -->
|
||||||
|
EVENT( EV_Thread_ExecCMD, idThread::Event_ExecCMD )
|
||||||
|
EVENT( EV_Thread_Tip, idThread::Event_Tip )
|
||||||
|
EVENT( EV_Thread_GetPlayer, idThread::Event_GetPlayer )
|
||||||
|
EVENT( EV_Thread_SetSoundSlowmo, idThread::Event_SetSlomoSound )
|
||||||
|
EVENT( EV_Thread_SetSoundSlowmoSpeed, idThread::Event_SetSlomoSpeed )
|
||||||
|
// <-- grimm
|
||||||
END_CLASS
|
END_CLASS
|
||||||
|
|
||||||
idThread *idThread::currentThread = NULL;
|
idThread *idThread::currentThread = NULL;
|
||||||
|
@ -1841,3 +1857,90 @@ void idThread::Event_InfluenceActive( void ) {
|
||||||
idThread::ReturnInt( false );
|
idThread::ReturnInt( false );
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// grimm -->
|
||||||
|
|
||||||
|
/*
|
||||||
|
================
|
||||||
|
idThread::ExecCMD
|
||||||
|
================
|
||||||
|
*/
|
||||||
|
void idThread::Event_ExecCMD( const char *text ) {
|
||||||
|
|
||||||
|
cmdSystem->BufferCommandText( CMD_EXEC_APPEND, text );
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
================
|
||||||
|
idThread::Tip
|
||||||
|
================
|
||||||
|
*/
|
||||||
|
void idThread::Event_Tip( const char *message ) {
|
||||||
|
|
||||||
|
idPlayer *player = gameLocal.GetLocalPlayer();
|
||||||
|
if ( player ) {
|
||||||
|
player->ShowTip( "", message, true );
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
================
|
||||||
|
idThread::GetPlayer
|
||||||
|
================
|
||||||
|
*/
|
||||||
|
void idThread::Event_GetPlayer( void ) {
|
||||||
|
|
||||||
|
idPlayer *player = gameLocal.GetLocalPlayer();
|
||||||
|
if ( player ) {
|
||||||
|
ReturnEntity( player ) ;
|
||||||
|
} else {
|
||||||
|
ReturnEntity( ( idEntity * )NULL );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
/*
|
||||||
|
=================
|
||||||
|
idThread::Event_SetSlomoSound( float son );
|
||||||
|
=================
|
||||||
|
*/
|
||||||
|
void idThread::Event_SetSlomoSound( float son ) {
|
||||||
|
if ( gameSoundWorld && son > 0.0f ) {
|
||||||
|
gameSoundWorld->SetSlowmo( true );
|
||||||
|
//gameSoundWorld->SetSlowmoSpeed( 0.8f );
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( gameSoundWorld && son == 0.0f ) {
|
||||||
|
gameSoundWorld->SetSlowmo( false );
|
||||||
|
//gameSoundWorld->SetSlowmoSpeed( 1.0f );
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
=================
|
||||||
|
idThread::Event_SetSlomoSpeed( float speed );;
|
||||||
|
=================
|
||||||
|
*/
|
||||||
|
void idThread::Event_SetSlomoSpeed( float speed ) {
|
||||||
|
|
||||||
|
if ( !gameSoundWorld ) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
if ( speed > 0.0f && speed < 1.0f ) {
|
||||||
|
gameSoundWorld->SetSlowmoSpeed( speed );
|
||||||
|
} else {
|
||||||
|
// the value must be between 0 and 1 so set it to something default.
|
||||||
|
if ( speed < 0.5f ) {
|
||||||
|
gameSoundWorld->SetSlowmoSpeed( 0.7f );
|
||||||
|
}
|
||||||
|
if ( speed == 1 ) {
|
||||||
|
gameSoundWorld->SetSlowmoSpeed( 0.99f );
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// <-- grimm
|
||||||
|
|
|
@ -78,6 +78,15 @@ extern const idEventDef EV_Thread_FadeOut;
|
||||||
extern const idEventDef EV_Thread_FadeTo;
|
extern const idEventDef EV_Thread_FadeTo;
|
||||||
extern const idEventDef EV_Thread_Restart;
|
extern const idEventDef EV_Thread_Restart;
|
||||||
|
|
||||||
|
// grimm -->
|
||||||
|
extern const idEventDef EV_Thread_ExecCMD;
|
||||||
|
extern const idEventDef EV_Thread_Tip;
|
||||||
|
extern const idEventDef EV_Thread_GetPlayer;
|
||||||
|
extern const idEventDef EV_Thread_SetSoundSlowmo;
|
||||||
|
extern const idEventDef EV_Thread_SetSoundSlowmoSpeed;
|
||||||
|
|
||||||
|
// <-- grimm
|
||||||
|
|
||||||
class idThread : public idClass {
|
class idThread : public idClass {
|
||||||
private:
|
private:
|
||||||
static idThread *currentThread;
|
static idThread *currentThread;
|
||||||
|
@ -188,6 +197,14 @@ private:
|
||||||
void Event_DrawText( const char *text, const idVec3 &origin, float scale, const idVec3 &color, const int align, const float lifetime );
|
void Event_DrawText( const char *text, const idVec3 &origin, float scale, const idVec3 &color, const int align, const float lifetime );
|
||||||
void Event_InfluenceActive( void );
|
void Event_InfluenceActive( void );
|
||||||
|
|
||||||
|
// grimm -->
|
||||||
|
void Event_ExecCMD( const char *text );
|
||||||
|
void Event_Tip( const char *message );
|
||||||
|
void Event_GetPlayer( void );
|
||||||
|
void Event_SetSlomoSound( float son );
|
||||||
|
void Event_SetSlomoSpeed( float speed );
|
||||||
|
// <-- grimm
|
||||||
|
|
||||||
public:
|
public:
|
||||||
CLASS_PROTOTYPE( idThread );
|
CLASS_PROTOTYPE( idThread );
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue