2005-08-26 17:39:27 +00:00
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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2005-10-29 01:53:09 +00:00
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along with Quake III Arena source code; if not, write to the Free Software
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2005-08-26 17:39:27 +00:00
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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// cg_players.c -- handle the media and animation for player entities
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#include "cg_local.h"
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char *cg_customSoundNames[MAX_CUSTOM_SOUNDS] = {
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"*death1.wav",
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"*death2.wav",
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"*death3.wav",
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"*jump1.wav",
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"*pain25_1.wav",
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"*pain50_1.wav",
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"*pain75_1.wav",
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"*pain100_1.wav",
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"*falling1.wav",
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"*gasp.wav",
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"*drown.wav",
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"*fall1.wav",
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"*taunt.wav"
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};
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/*
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================
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CG_CustomSound
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================
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*/
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sfxHandle_t CG_CustomSound( int clientNum, const char *soundName ) {
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clientInfo_t *ci;
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int i;
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if ( soundName[0] != '*' ) {
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return trap_S_RegisterSound( soundName, qfalse );
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}
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if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) {
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clientNum = 0;
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}
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ci = &cgs.clientinfo[ clientNum ];
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for ( i = 0 ; i < MAX_CUSTOM_SOUNDS && cg_customSoundNames[i] ; i++ ) {
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if ( !strcmp( soundName, cg_customSoundNames[i] ) ) {
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return ci->sounds[i];
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}
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}
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CG_Error( "Unknown custom sound: %s", soundName );
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return 0;
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}
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/*
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=============================================================================
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CLIENT INFO
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=============================================================================
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*/
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/*
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======================
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CG_ParseAnimationFile
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Read a configuration file containing animation coutns and rates
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models/players/visor/animation.cfg, etc
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======================
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*/
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static qboolean CG_ParseAnimationFile( const char *filename, clientInfo_t *ci ) {
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char *text_p, *prev;
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int len;
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int i;
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char *token;
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float fps;
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int skip;
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char text[20000];
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fileHandle_t f;
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animation_t *animations;
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animations = ci->animations;
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// load the file
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len = trap_FS_FOpenFile( filename, &f, FS_READ );
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if ( len <= 0 ) {
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return qfalse;
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}
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if ( len >= sizeof( text ) - 1 ) {
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CG_Printf( "File %s too long\n", filename );
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2005-09-19 17:45:29 +00:00
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trap_FS_FCloseFile( f );
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2005-08-26 17:39:27 +00:00
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return qfalse;
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}
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trap_FS_Read( text, len, f );
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text[len] = 0;
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trap_FS_FCloseFile( f );
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// parse the text
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text_p = text;
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skip = 0; // quite the compiler warning
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ci->footsteps = FOOTSTEP_NORMAL;
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VectorClear( ci->headOffset );
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ci->gender = GENDER_MALE;
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ci->fixedlegs = qfalse;
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ci->fixedtorso = qfalse;
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// read optional parameters
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while ( 1 ) {
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prev = text_p; // so we can unget
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token = COM_Parse( &text_p );
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if ( !token ) {
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break;
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}
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if ( !Q_stricmp( token, "footsteps" ) ) {
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token = COM_Parse( &text_p );
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if ( !token ) {
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break;
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}
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if ( !Q_stricmp( token, "default" ) || !Q_stricmp( token, "normal" ) ) {
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ci->footsteps = FOOTSTEP_NORMAL;
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} else if ( !Q_stricmp( token, "boot" ) ) {
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ci->footsteps = FOOTSTEP_BOOT;
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} else if ( !Q_stricmp( token, "flesh" ) ) {
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ci->footsteps = FOOTSTEP_FLESH;
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} else if ( !Q_stricmp( token, "mech" ) ) {
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ci->footsteps = FOOTSTEP_MECH;
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} else if ( !Q_stricmp( token, "energy" ) ) {
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ci->footsteps = FOOTSTEP_ENERGY;
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} else {
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CG_Printf( "Bad footsteps parm in %s: %s\n", filename, token );
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}
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continue;
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} else if ( !Q_stricmp( token, "headoffset" ) ) {
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for ( i = 0 ; i < 3 ; i++ ) {
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token = COM_Parse( &text_p );
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if ( !token ) {
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break;
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}
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ci->headOffset[i] = atof( token );
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}
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continue;
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} else if ( !Q_stricmp( token, "sex" ) ) {
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token = COM_Parse( &text_p );
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if ( !token ) {
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break;
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}
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if ( token[0] == 'f' || token[0] == 'F' ) {
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ci->gender = GENDER_FEMALE;
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} else if ( token[0] == 'n' || token[0] == 'N' ) {
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ci->gender = GENDER_NEUTER;
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} else {
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ci->gender = GENDER_MALE;
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}
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continue;
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} else if ( !Q_stricmp( token, "fixedlegs" ) ) {
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ci->fixedlegs = qtrue;
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continue;
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} else if ( !Q_stricmp( token, "fixedtorso" ) ) {
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ci->fixedtorso = qtrue;
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continue;
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}
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// if it is a number, start parsing animations
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if ( token[0] >= '0' && token[0] <= '9' ) {
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text_p = prev; // unget the token
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break;
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}
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2013-09-04 20:48:12 +00:00
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Com_Printf( "unknown token '%s' in %s\n", token, filename );
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2005-08-26 17:39:27 +00:00
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}
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// read information for each frame
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for ( i = 0 ; i < MAX_ANIMATIONS ; i++ ) {
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token = COM_Parse( &text_p );
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if ( !*token ) {
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if( i >= TORSO_GETFLAG && i <= TORSO_NEGATIVE ) {
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animations[i].firstFrame = animations[TORSO_GESTURE].firstFrame;
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animations[i].frameLerp = animations[TORSO_GESTURE].frameLerp;
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animations[i].initialLerp = animations[TORSO_GESTURE].initialLerp;
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animations[i].loopFrames = animations[TORSO_GESTURE].loopFrames;
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animations[i].numFrames = animations[TORSO_GESTURE].numFrames;
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animations[i].reversed = qfalse;
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animations[i].flipflop = qfalse;
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continue;
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}
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break;
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}
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animations[i].firstFrame = atoi( token );
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// leg only frames are adjusted to not count the upper body only frames
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if ( i == LEGS_WALKCR ) {
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skip = animations[LEGS_WALKCR].firstFrame - animations[TORSO_GESTURE].firstFrame;
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}
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if ( i >= LEGS_WALKCR && i<TORSO_GETFLAG) {
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animations[i].firstFrame -= skip;
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}
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token = COM_Parse( &text_p );
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if ( !*token ) {
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break;
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}
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animations[i].numFrames = atoi( token );
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animations[i].reversed = qfalse;
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animations[i].flipflop = qfalse;
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// if numFrames is negative the animation is reversed
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if (animations[i].numFrames < 0) {
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animations[i].numFrames = -animations[i].numFrames;
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animations[i].reversed = qtrue;
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}
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token = COM_Parse( &text_p );
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if ( !*token ) {
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break;
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}
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animations[i].loopFrames = atoi( token );
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token = COM_Parse( &text_p );
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if ( !*token ) {
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break;
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}
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fps = atof( token );
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if ( fps == 0 ) {
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fps = 1;
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}
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animations[i].frameLerp = 1000 / fps;
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animations[i].initialLerp = 1000 / fps;
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}
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if ( i != MAX_ANIMATIONS ) {
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Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################
- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes.
NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.
################################################################################
Details:
################################################################################
********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0)
but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be
ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no
Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered
if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you
don't play (io)Quake3 every day and know the places where it happens! ;)
But anyway...
Test: start q3dm12 go to "Long Jump Canyon" (where the small platform
teleporter for the BFG is) place yourself at the point where the railgun
spawns, look in the direction where the red suspended armor is. Now shoot
at the sloped wall on the out/leftside of the door you see. (the sloped
wall should be nearly in the center of your screen now). If you choose the
correct brush face and shoot up and down at this brush face, the impact
marks sometimes aren't visible.
There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from
"Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not
restricted to that. All weapons except those two were handled correct.
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats
with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here:
http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.
Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
someone tries to implement a lot of singleplayer monsters which should
walk
slowly (like the "Crash" bot). So if someone wants to make slow down bots
or monsters when they are walking towards a goal and alter the function
"BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
this is the default (also buggy) behavior they start running although they
shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J.
Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
"(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots
(test: mpq3tourney6 with many bots). If that happens, game becomes
unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
I added this:
#ifdef MISSIONPACK
if (bs->enemy == redobelisk.entitynum || bs->enemy ==
blueobelisk.entitynum)
{
AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
return qfalse;
}
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
shooting at you, although you are on their team now. It seems that the
configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
"Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
You can test it with some regular id maps (q3dm14, q3dm12) but there are
also many custom maps where this can happen! This is annoying because in
the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman.
Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
(something like "Limbo" or "Meeting") because of the way the player spawn
effect, intermission and spawning on victory pads is handled. I reworked
it
a bit and simplified it so that the effect is handled when a client
respawns
(as the name says) and not when a client begins. I think this will help
more
mod makers everytime they want to make changes to spawning of players,
bots
on victory pads or monsters... and want to avoid spectators with
Machineguns
which can kill and score... :()
NOTE: I also renamed the poorly named function "respawn"
to "ClientRespawn". If someone searches the code base for "respawn"
it was really hard to find the correct place for what was
meant. "respawn" is used so often, that you really get headache ...
now with "ClientRespawn" it's easier!
IMPORTANT: The whole respawning, moving to intermission point and
everything related to that is now done in a more reliable way
without changing the default behavior. (How critical the whole
spwaning mess was did you see by yourself (ioquake3 rev. 2076).
With this patch it's safer.
Trust me, I spent hours of fixing silly problems...
--------------------------------------------------------------------------------
Solution: Simplified "ClientBegin" and moved the teleport event
to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
drowning sounds are played together. This is silly. Moreover it's no good
idea to let the server play client sounds! There was a solution in a mod
called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************
################################################################################
2011-08-01 11:39:33 +00:00
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|
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CG_Printf( "Error parsing animation file: %s\n", filename );
|
2005-08-26 17:39:27 +00:00
|
|
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return qfalse;
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}
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// crouch backward animation
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memcpy(&animations[LEGS_BACKCR], &animations[LEGS_WALKCR], sizeof(animation_t));
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animations[LEGS_BACKCR].reversed = qtrue;
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// walk backward animation
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memcpy(&animations[LEGS_BACKWALK], &animations[LEGS_WALK], sizeof(animation_t));
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animations[LEGS_BACKWALK].reversed = qtrue;
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// flag moving fast
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|
|
animations[FLAG_RUN].firstFrame = 0;
|
|
|
|
animations[FLAG_RUN].numFrames = 16;
|
|
|
|
animations[FLAG_RUN].loopFrames = 16;
|
|
|
|
animations[FLAG_RUN].frameLerp = 1000 / 15;
|
|
|
|
animations[FLAG_RUN].initialLerp = 1000 / 15;
|
|
|
|
animations[FLAG_RUN].reversed = qfalse;
|
|
|
|
// flag not moving or moving slowly
|
|
|
|
animations[FLAG_STAND].firstFrame = 16;
|
|
|
|
animations[FLAG_STAND].numFrames = 5;
|
|
|
|
animations[FLAG_STAND].loopFrames = 0;
|
|
|
|
animations[FLAG_STAND].frameLerp = 1000 / 20;
|
|
|
|
animations[FLAG_STAND].initialLerp = 1000 / 20;
|
|
|
|
animations[FLAG_STAND].reversed = qfalse;
|
|
|
|
// flag speeding up
|
|
|
|
animations[FLAG_STAND2RUN].firstFrame = 16;
|
|
|
|
animations[FLAG_STAND2RUN].numFrames = 5;
|
|
|
|
animations[FLAG_STAND2RUN].loopFrames = 1;
|
|
|
|
animations[FLAG_STAND2RUN].frameLerp = 1000 / 15;
|
|
|
|
animations[FLAG_STAND2RUN].initialLerp = 1000 / 15;
|
|
|
|
animations[FLAG_STAND2RUN].reversed = qtrue;
|
|
|
|
//
|
|
|
|
// new anims changes
|
|
|
|
//
|
|
|
|
// animations[TORSO_GETFLAG].flipflop = qtrue;
|
|
|
|
// animations[TORSO_GUARDBASE].flipflop = qtrue;
|
|
|
|
// animations[TORSO_PATROL].flipflop = qtrue;
|
|
|
|
// animations[TORSO_AFFIRMATIVE].flipflop = qtrue;
|
|
|
|
// animations[TORSO_NEGATIVE].flipflop = qtrue;
|
|
|
|
//
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==========================
|
|
|
|
CG_FileExists
|
|
|
|
==========================
|
|
|
|
*/
|
|
|
|
static qboolean CG_FileExists(const char *filename) {
|
|
|
|
int len;
|
|
|
|
|
2005-09-23 17:39:14 +00:00
|
|
|
len = trap_FS_FOpenFile( filename, NULL, FS_READ );
|
2005-08-26 17:39:27 +00:00
|
|
|
if (len>0) {
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==========================
|
|
|
|
CG_FindClientModelFile
|
|
|
|
==========================
|
|
|
|
*/
|
|
|
|
static qboolean CG_FindClientModelFile( char *filename, int length, clientInfo_t *ci, const char *teamName, const char *modelName, const char *skinName, const char *base, const char *ext ) {
|
|
|
|
char *team, *charactersFolder;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
if ( cgs.gametype >= GT_TEAM ) {
|
|
|
|
switch ( ci->team ) {
|
|
|
|
case TEAM_BLUE: {
|
|
|
|
team = "blue";
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
default: {
|
|
|
|
team = "red";
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
team = "default";
|
|
|
|
}
|
|
|
|
charactersFolder = "";
|
|
|
|
while(1) {
|
|
|
|
for ( i = 0; i < 2; i++ ) {
|
|
|
|
if ( i == 0 && teamName && *teamName ) {
|
|
|
|
// "models/players/characters/james/stroggs/lower_lily_red.skin"
|
|
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s_%s.%s", charactersFolder, modelName, teamName, base, skinName, team, ext );
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
// "models/players/characters/james/lower_lily_red.skin"
|
|
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s_%s_%s.%s", charactersFolder, modelName, base, skinName, team, ext );
|
|
|
|
}
|
|
|
|
if ( CG_FileExists( filename ) ) {
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
if ( cgs.gametype >= GT_TEAM ) {
|
|
|
|
if ( i == 0 && teamName && *teamName ) {
|
|
|
|
// "models/players/characters/james/stroggs/lower_red.skin"
|
|
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", charactersFolder, modelName, teamName, base, team, ext );
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
// "models/players/characters/james/lower_red.skin"
|
|
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", charactersFolder, modelName, base, team, ext );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if ( i == 0 && teamName && *teamName ) {
|
|
|
|
// "models/players/characters/james/stroggs/lower_lily.skin"
|
|
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", charactersFolder, modelName, teamName, base, skinName, ext );
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
// "models/players/characters/james/lower_lily.skin"
|
|
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", charactersFolder, modelName, base, skinName, ext );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( CG_FileExists( filename ) ) {
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
if ( !teamName || !*teamName ) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// if tried the heads folder first
|
|
|
|
if ( charactersFolder[0] ) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
charactersFolder = "characters/";
|
|
|
|
}
|
|
|
|
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==========================
|
|
|
|
CG_FindClientHeadFile
|
|
|
|
==========================
|
|
|
|
*/
|
|
|
|
static qboolean CG_FindClientHeadFile( char *filename, int length, clientInfo_t *ci, const char *teamName, const char *headModelName, const char *headSkinName, const char *base, const char *ext ) {
|
|
|
|
char *team, *headsFolder;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
if ( cgs.gametype >= GT_TEAM ) {
|
|
|
|
switch ( ci->team ) {
|
|
|
|
case TEAM_BLUE: {
|
|
|
|
team = "blue";
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
default: {
|
|
|
|
team = "red";
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
team = "default";
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( headModelName[0] == '*' ) {
|
|
|
|
headsFolder = "heads/";
|
|
|
|
headModelName++;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
headsFolder = "";
|
|
|
|
}
|
|
|
|
while(1) {
|
|
|
|
for ( i = 0; i < 2; i++ ) {
|
|
|
|
if ( i == 0 && teamName && *teamName ) {
|
|
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s/%s%s_%s.%s", headsFolder, headModelName, headSkinName, teamName, base, team, ext );
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s/%s_%s.%s", headsFolder, headModelName, headSkinName, base, team, ext );
|
|
|
|
}
|
|
|
|
if ( CG_FileExists( filename ) ) {
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
if ( cgs.gametype >= GT_TEAM ) {
|
|
|
|
if ( i == 0 && teamName && *teamName ) {
|
|
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", headsFolder, headModelName, teamName, base, team, ext );
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", headsFolder, headModelName, base, team, ext );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if ( i == 0 && teamName && *teamName ) {
|
|
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", headsFolder, headModelName, teamName, base, headSkinName, ext );
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", headsFolder, headModelName, base, headSkinName, ext );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( CG_FileExists( filename ) ) {
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
if ( !teamName || !*teamName ) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// if tried the heads folder first
|
|
|
|
if ( headsFolder[0] ) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
headsFolder = "heads/";
|
|
|
|
}
|
|
|
|
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==========================
|
|
|
|
CG_RegisterClientSkin
|
|
|
|
==========================
|
|
|
|
*/
|
|
|
|
static qboolean CG_RegisterClientSkin( clientInfo_t *ci, const char *teamName, const char *modelName, const char *skinName, const char *headModelName, const char *headSkinName ) {
|
|
|
|
char filename[MAX_QPATH];
|
|
|
|
|
|
|
|
/*
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/%slower_%s.skin", modelName, teamName, skinName );
|
|
|
|
ci->legsSkin = trap_R_RegisterSkin( filename );
|
|
|
|
if (!ci->legsSkin) {
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/%slower_%s.skin", modelName, teamName, skinName );
|
|
|
|
ci->legsSkin = trap_R_RegisterSkin( filename );
|
|
|
|
if (!ci->legsSkin) {
|
|
|
|
Com_Printf( "Leg skin load failure: %s\n", filename );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/%supper_%s.skin", modelName, teamName, skinName );
|
|
|
|
ci->torsoSkin = trap_R_RegisterSkin( filename );
|
|
|
|
if (!ci->torsoSkin) {
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/%supper_%s.skin", modelName, teamName, skinName );
|
|
|
|
ci->torsoSkin = trap_R_RegisterSkin( filename );
|
|
|
|
if (!ci->torsoSkin) {
|
|
|
|
Com_Printf( "Torso skin load failure: %s\n", filename );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
if ( CG_FindClientModelFile( filename, sizeof(filename), ci, teamName, modelName, skinName, "lower", "skin" ) ) {
|
|
|
|
ci->legsSkin = trap_R_RegisterSkin( filename );
|
|
|
|
}
|
|
|
|
if (!ci->legsSkin) {
|
|
|
|
Com_Printf( "Leg skin load failure: %s\n", filename );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( CG_FindClientModelFile( filename, sizeof(filename), ci, teamName, modelName, skinName, "upper", "skin" ) ) {
|
|
|
|
ci->torsoSkin = trap_R_RegisterSkin( filename );
|
|
|
|
}
|
|
|
|
if (!ci->torsoSkin) {
|
|
|
|
Com_Printf( "Torso skin load failure: %s\n", filename );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( CG_FindClientHeadFile( filename, sizeof(filename), ci, teamName, headModelName, headSkinName, "head", "skin" ) ) {
|
|
|
|
ci->headSkin = trap_R_RegisterSkin( filename );
|
|
|
|
}
|
|
|
|
if (!ci->headSkin) {
|
|
|
|
Com_Printf( "Head skin load failure: %s\n", filename );
|
|
|
|
}
|
|
|
|
|
|
|
|
// if any skins failed to load
|
|
|
|
if ( !ci->legsSkin || !ci->torsoSkin || !ci->headSkin ) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
==========================
|
|
|
|
CG_RegisterClientModelname
|
|
|
|
==========================
|
|
|
|
*/
|
|
|
|
static qboolean CG_RegisterClientModelname( clientInfo_t *ci, const char *modelName, const char *skinName, const char *headModelName, const char *headSkinName, const char *teamName ) {
|
2012-01-17 23:06:06 +00:00
|
|
|
char filename[MAX_QPATH];
|
2005-08-26 17:39:27 +00:00
|
|
|
const char *headName;
|
2012-01-17 23:06:06 +00:00
|
|
|
char newTeamName[MAX_QPATH];
|
2005-08-26 17:39:27 +00:00
|
|
|
|
|
|
|
if ( headModelName[0] == '\0' ) {
|
|
|
|
headName = modelName;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
headName = headModelName;
|
|
|
|
}
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.md3", modelName );
|
|
|
|
ci->legsModel = trap_R_RegisterModel( filename );
|
|
|
|
if ( !ci->legsModel ) {
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/lower.md3", modelName );
|
|
|
|
ci->legsModel = trap_R_RegisterModel( filename );
|
|
|
|
if ( !ci->legsModel ) {
|
|
|
|
Com_Printf( "Failed to load model file %s\n", filename );
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.md3", modelName );
|
|
|
|
ci->torsoModel = trap_R_RegisterModel( filename );
|
|
|
|
if ( !ci->torsoModel ) {
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/upper.md3", modelName );
|
|
|
|
ci->torsoModel = trap_R_RegisterModel( filename );
|
|
|
|
if ( !ci->torsoModel ) {
|
|
|
|
Com_Printf( "Failed to load model file %s\n", filename );
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if( headName[0] == '*' ) {
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/%s.md3", &headModelName[1], &headModelName[1] );
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/head.md3", headName );
|
|
|
|
}
|
|
|
|
ci->headModel = trap_R_RegisterModel( filename );
|
|
|
|
// if the head model could not be found and we didn't load from the heads folder try to load from there
|
|
|
|
if ( !ci->headModel && headName[0] != '*' ) {
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/%s.md3", headModelName, headModelName );
|
|
|
|
ci->headModel = trap_R_RegisterModel( filename );
|
|
|
|
}
|
|
|
|
if ( !ci->headModel ) {
|
|
|
|
Com_Printf( "Failed to load model file %s\n", filename );
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
// if any skins failed to load, return failure
|
|
|
|
if ( !CG_RegisterClientSkin( ci, teamName, modelName, skinName, headName, headSkinName ) ) {
|
|
|
|
if ( teamName && *teamName) {
|
|
|
|
Com_Printf( "Failed to load skin file: %s : %s : %s, %s : %s\n", teamName, modelName, skinName, headName, headSkinName );
|
|
|
|
if( ci->team == TEAM_BLUE ) {
|
|
|
|
Com_sprintf(newTeamName, sizeof(newTeamName), "%s/", DEFAULT_BLUETEAM_NAME);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
Com_sprintf(newTeamName, sizeof(newTeamName), "%s/", DEFAULT_REDTEAM_NAME);
|
|
|
|
}
|
|
|
|
if ( !CG_RegisterClientSkin( ci, newTeamName, modelName, skinName, headName, headSkinName ) ) {
|
|
|
|
Com_Printf( "Failed to load skin file: %s : %s : %s, %s : %s\n", newTeamName, modelName, skinName, headName, headSkinName );
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
Com_Printf( "Failed to load skin file: %s : %s, %s : %s\n", modelName, skinName, headName, headSkinName );
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// load the animations
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", modelName );
|
|
|
|
if ( !CG_ParseAnimationFile( filename, ci ) ) {
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/characters/%s/animation.cfg", modelName );
|
|
|
|
if ( !CG_ParseAnimationFile( filename, ci ) ) {
|
|
|
|
Com_Printf( "Failed to load animation file %s\n", filename );
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( CG_FindClientHeadFile( filename, sizeof(filename), ci, teamName, headName, headSkinName, "icon", "skin" ) ) {
|
|
|
|
ci->modelIcon = trap_R_RegisterShaderNoMip( filename );
|
|
|
|
}
|
|
|
|
else if ( CG_FindClientHeadFile( filename, sizeof(filename), ci, teamName, headName, headSkinName, "icon", "tga" ) ) {
|
|
|
|
ci->modelIcon = trap_R_RegisterShaderNoMip( filename );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !ci->modelIcon ) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
====================
|
|
|
|
CG_ColorFromString
|
|
|
|
====================
|
|
|
|
*/
|
|
|
|
static void CG_ColorFromString( const char *v, vec3_t color ) {
|
|
|
|
int val;
|
|
|
|
|
|
|
|
VectorClear( color );
|
|
|
|
|
|
|
|
val = atoi( v );
|
|
|
|
|
|
|
|
if ( val < 1 || val > 7 ) {
|
|
|
|
VectorSet( color, 1, 1, 1 );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( val & 1 ) {
|
|
|
|
color[2] = 1.0f;
|
|
|
|
}
|
|
|
|
if ( val & 2 ) {
|
|
|
|
color[1] = 1.0f;
|
|
|
|
}
|
|
|
|
if ( val & 4 ) {
|
|
|
|
color[0] = 1.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===================
|
|
|
|
CG_LoadClientInfo
|
|
|
|
|
|
|
|
Load it now, taking the disk hits.
|
|
|
|
This will usually be deferred to a safe time
|
|
|
|
===================
|
|
|
|
*/
|
2005-10-23 17:18:23 +00:00
|
|
|
static void CG_LoadClientInfo( int clientNum, clientInfo_t *ci ) {
|
2005-08-26 17:39:27 +00:00
|
|
|
const char *dir, *fallback;
|
|
|
|
int i, modelloaded;
|
|
|
|
const char *s;
|
|
|
|
char teamname[MAX_QPATH];
|
|
|
|
|
|
|
|
teamname[0] = 0;
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
if( cgs.gametype >= GT_TEAM) {
|
|
|
|
if( ci->team == TEAM_BLUE ) {
|
|
|
|
Q_strncpyz(teamname, cg_blueTeamName.string, sizeof(teamname) );
|
|
|
|
} else {
|
|
|
|
Q_strncpyz(teamname, cg_redTeamName.string, sizeof(teamname) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if( teamname[0] ) {
|
|
|
|
strcat( teamname, "/" );
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
modelloaded = qtrue;
|
|
|
|
if ( !CG_RegisterClientModelname( ci, ci->modelName, ci->skinName, ci->headModelName, ci->headSkinName, teamname ) ) {
|
|
|
|
if ( cg_buildScript.integer ) {
|
|
|
|
CG_Error( "CG_RegisterClientModelname( %s, %s, %s, %s %s ) failed", ci->modelName, ci->skinName, ci->headModelName, ci->headSkinName, teamname );
|
|
|
|
}
|
|
|
|
|
|
|
|
// fall back to default team name
|
|
|
|
if( cgs.gametype >= GT_TEAM) {
|
|
|
|
// keep skin name
|
|
|
|
if( ci->team == TEAM_BLUE ) {
|
|
|
|
Q_strncpyz(teamname, DEFAULT_BLUETEAM_NAME, sizeof(teamname) );
|
|
|
|
} else {
|
|
|
|
Q_strncpyz(teamname, DEFAULT_REDTEAM_NAME, sizeof(teamname) );
|
|
|
|
}
|
|
|
|
if ( !CG_RegisterClientModelname( ci, DEFAULT_TEAM_MODEL, ci->skinName, DEFAULT_TEAM_HEAD, ci->skinName, teamname ) ) {
|
|
|
|
CG_Error( "DEFAULT_TEAM_MODEL / skin (%s/%s) failed to register", DEFAULT_TEAM_MODEL, ci->skinName );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if ( !CG_RegisterClientModelname( ci, DEFAULT_MODEL, "default", DEFAULT_MODEL, "default", teamname ) ) {
|
|
|
|
CG_Error( "DEFAULT_MODEL (%s) failed to register", DEFAULT_MODEL );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
modelloaded = qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
ci->newAnims = qfalse;
|
|
|
|
if ( ci->torsoModel ) {
|
|
|
|
orientation_t tag;
|
|
|
|
// if the torso model has the "tag_flag"
|
|
|
|
if ( trap_R_LerpTag( &tag, ci->torsoModel, 0, 0, 1, "tag_flag" ) ) {
|
|
|
|
ci->newAnims = qtrue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// sounds
|
|
|
|
dir = ci->modelName;
|
|
|
|
fallback = (cgs.gametype >= GT_TEAM) ? DEFAULT_TEAM_MODEL : DEFAULT_MODEL;
|
|
|
|
|
|
|
|
for ( i = 0 ; i < MAX_CUSTOM_SOUNDS ; i++ ) {
|
|
|
|
s = cg_customSoundNames[i];
|
|
|
|
if ( !s ) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
ci->sounds[i] = 0;
|
|
|
|
// if the model didn't load use the sounds of the default model
|
|
|
|
if (modelloaded) {
|
|
|
|
ci->sounds[i] = trap_S_RegisterSound( va("sound/player/%s/%s", dir, s + 1), qfalse );
|
|
|
|
}
|
|
|
|
if ( !ci->sounds[i] ) {
|
|
|
|
ci->sounds[i] = trap_S_RegisterSound( va("sound/player/%s/%s", fallback, s + 1), qfalse );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
ci->deferred = qfalse;
|
|
|
|
|
|
|
|
// reset any existing players and bodies, because they might be in bad
|
|
|
|
// frames for this new model
|
|
|
|
for ( i = 0 ; i < MAX_GENTITIES ; i++ ) {
|
|
|
|
if ( cg_entities[i].currentState.clientNum == clientNum
|
|
|
|
&& cg_entities[i].currentState.eType == ET_PLAYER ) {
|
|
|
|
CG_ResetPlayerEntity( &cg_entities[i] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
======================
|
|
|
|
CG_CopyClientInfoModel
|
|
|
|
======================
|
|
|
|
*/
|
|
|
|
static void CG_CopyClientInfoModel( clientInfo_t *from, clientInfo_t *to ) {
|
|
|
|
VectorCopy( from->headOffset, to->headOffset );
|
|
|
|
to->footsteps = from->footsteps;
|
|
|
|
to->gender = from->gender;
|
|
|
|
|
|
|
|
to->legsModel = from->legsModel;
|
|
|
|
to->legsSkin = from->legsSkin;
|
|
|
|
to->torsoModel = from->torsoModel;
|
|
|
|
to->torsoSkin = from->torsoSkin;
|
|
|
|
to->headModel = from->headModel;
|
|
|
|
to->headSkin = from->headSkin;
|
|
|
|
to->modelIcon = from->modelIcon;
|
|
|
|
|
|
|
|
to->newAnims = from->newAnims;
|
|
|
|
|
|
|
|
memcpy( to->animations, from->animations, sizeof( to->animations ) );
|
|
|
|
memcpy( to->sounds, from->sounds, sizeof( to->sounds ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
======================
|
|
|
|
CG_ScanForExistingClientInfo
|
|
|
|
======================
|
|
|
|
*/
|
|
|
|
static qboolean CG_ScanForExistingClientInfo( clientInfo_t *ci ) {
|
|
|
|
int i;
|
|
|
|
clientInfo_t *match;
|
|
|
|
|
|
|
|
for ( i = 0 ; i < cgs.maxclients ; i++ ) {
|
|
|
|
match = &cgs.clientinfo[ i ];
|
|
|
|
if ( !match->infoValid ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if ( match->deferred ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if ( !Q_stricmp( ci->modelName, match->modelName )
|
|
|
|
&& !Q_stricmp( ci->skinName, match->skinName )
|
|
|
|
&& !Q_stricmp( ci->headModelName, match->headModelName )
|
|
|
|
&& !Q_stricmp( ci->headSkinName, match->headSkinName )
|
|
|
|
&& !Q_stricmp( ci->blueTeam, match->blueTeam )
|
|
|
|
&& !Q_stricmp( ci->redTeam, match->redTeam )
|
|
|
|
&& (cgs.gametype < GT_TEAM || ci->team == match->team) ) {
|
2011-02-09 05:51:33 +00:00
|
|
|
// this clientinfo is identical, so use its handles
|
2005-08-26 17:39:27 +00:00
|
|
|
|
|
|
|
ci->deferred = qfalse;
|
|
|
|
|
|
|
|
CG_CopyClientInfoModel( match, ci );
|
|
|
|
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// nothing matches, so defer the load
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
======================
|
|
|
|
CG_SetDeferredClientInfo
|
|
|
|
|
|
|
|
We aren't going to load it now, so grab some other
|
|
|
|
client's info to use until we have some spare time.
|
|
|
|
======================
|
|
|
|
*/
|
2005-10-23 17:18:23 +00:00
|
|
|
static void CG_SetDeferredClientInfo( int clientNum, clientInfo_t *ci ) {
|
2005-08-26 17:39:27 +00:00
|
|
|
int i;
|
|
|
|
clientInfo_t *match;
|
|
|
|
|
|
|
|
// if someone else is already the same models and skins we
|
|
|
|
// can just load the client info
|
|
|
|
for ( i = 0 ; i < cgs.maxclients ; i++ ) {
|
|
|
|
match = &cgs.clientinfo[ i ];
|
|
|
|
if ( !match->infoValid || match->deferred ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if ( Q_stricmp( ci->skinName, match->skinName ) ||
|
|
|
|
Q_stricmp( ci->modelName, match->modelName ) ||
|
|
|
|
// Q_stricmp( ci->headModelName, match->headModelName ) ||
|
|
|
|
// Q_stricmp( ci->headSkinName, match->headSkinName ) ||
|
|
|
|
(cgs.gametype >= GT_TEAM && ci->team != match->team) ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
// just load the real info cause it uses the same models and skins
|
2005-10-23 17:18:23 +00:00
|
|
|
CG_LoadClientInfo( clientNum, ci );
|
2005-08-26 17:39:27 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// if we are in teamplay, only grab a model if the skin is correct
|
|
|
|
if ( cgs.gametype >= GT_TEAM ) {
|
|
|
|
for ( i = 0 ; i < cgs.maxclients ; i++ ) {
|
|
|
|
match = &cgs.clientinfo[ i ];
|
|
|
|
if ( !match->infoValid || match->deferred ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if ( Q_stricmp( ci->skinName, match->skinName ) ||
|
|
|
|
(cgs.gametype >= GT_TEAM && ci->team != match->team) ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
ci->deferred = qtrue;
|
|
|
|
CG_CopyClientInfoModel( match, ci );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
// load the full model, because we don't ever want to show
|
|
|
|
// an improper team skin. This will cause a hitch for the first
|
|
|
|
// player, when the second enters. Combat shouldn't be going on
|
|
|
|
// yet, so it shouldn't matter
|
2005-10-23 17:18:23 +00:00
|
|
|
CG_LoadClientInfo( clientNum, ci );
|
2005-08-26 17:39:27 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// find the first valid clientinfo and grab its stuff
|
|
|
|
for ( i = 0 ; i < cgs.maxclients ; i++ ) {
|
|
|
|
match = &cgs.clientinfo[ i ];
|
|
|
|
if ( !match->infoValid ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
ci->deferred = qtrue;
|
|
|
|
CG_CopyClientInfoModel( match, ci );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// we should never get here...
|
|
|
|
CG_Printf( "CG_SetDeferredClientInfo: no valid clients!\n" );
|
|
|
|
|
2005-10-23 17:18:23 +00:00
|
|
|
CG_LoadClientInfo( clientNum, ci );
|
2005-08-26 17:39:27 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
======================
|
|
|
|
CG_NewClientInfo
|
|
|
|
======================
|
|
|
|
*/
|
|
|
|
void CG_NewClientInfo( int clientNum ) {
|
|
|
|
clientInfo_t *ci;
|
|
|
|
clientInfo_t newInfo;
|
|
|
|
const char *configstring;
|
|
|
|
const char *v;
|
|
|
|
char *slash;
|
|
|
|
|
|
|
|
ci = &cgs.clientinfo[clientNum];
|
|
|
|
|
|
|
|
configstring = CG_ConfigString( clientNum + CS_PLAYERS );
|
|
|
|
if ( !configstring[0] ) {
|
|
|
|
memset( ci, 0, sizeof( *ci ) );
|
|
|
|
return; // player just left
|
|
|
|
}
|
|
|
|
|
|
|
|
// build into a temp buffer so the defer checks can use
|
|
|
|
// the old value
|
|
|
|
memset( &newInfo, 0, sizeof( newInfo ) );
|
|
|
|
|
|
|
|
// isolate the player's name
|
|
|
|
v = Info_ValueForKey(configstring, "n");
|
|
|
|
Q_strncpyz( newInfo.name, v, sizeof( newInfo.name ) );
|
|
|
|
|
|
|
|
// colors
|
|
|
|
v = Info_ValueForKey( configstring, "c1" );
|
|
|
|
CG_ColorFromString( v, newInfo.color1 );
|
|
|
|
|
2011-06-28 08:28:12 +00:00
|
|
|
newInfo.c1RGBA[0] = 255 * newInfo.color1[0];
|
|
|
|
newInfo.c1RGBA[1] = 255 * newInfo.color1[1];
|
|
|
|
newInfo.c1RGBA[2] = 255 * newInfo.color1[2];
|
|
|
|
newInfo.c1RGBA[3] = 255;
|
|
|
|
|
2005-08-26 17:39:27 +00:00
|
|
|
v = Info_ValueForKey( configstring, "c2" );
|
|
|
|
CG_ColorFromString( v, newInfo.color2 );
|
|
|
|
|
2011-06-28 08:28:12 +00:00
|
|
|
newInfo.c2RGBA[0] = 255 * newInfo.color2[0];
|
|
|
|
newInfo.c2RGBA[1] = 255 * newInfo.color2[1];
|
|
|
|
newInfo.c2RGBA[2] = 255 * newInfo.color2[2];
|
|
|
|
newInfo.c2RGBA[3] = 255;
|
|
|
|
|
2005-08-26 17:39:27 +00:00
|
|
|
// bot skill
|
|
|
|
v = Info_ValueForKey( configstring, "skill" );
|
|
|
|
newInfo.botSkill = atoi( v );
|
|
|
|
|
|
|
|
// handicap
|
|
|
|
v = Info_ValueForKey( configstring, "hc" );
|
|
|
|
newInfo.handicap = atoi( v );
|
|
|
|
|
|
|
|
// wins
|
|
|
|
v = Info_ValueForKey( configstring, "w" );
|
|
|
|
newInfo.wins = atoi( v );
|
|
|
|
|
|
|
|
// losses
|
|
|
|
v = Info_ValueForKey( configstring, "l" );
|
|
|
|
newInfo.losses = atoi( v );
|
|
|
|
|
|
|
|
// team
|
|
|
|
v = Info_ValueForKey( configstring, "t" );
|
|
|
|
newInfo.team = atoi( v );
|
|
|
|
|
|
|
|
// team task
|
|
|
|
v = Info_ValueForKey( configstring, "tt" );
|
|
|
|
newInfo.teamTask = atoi(v);
|
|
|
|
|
|
|
|
// team leader
|
|
|
|
v = Info_ValueForKey( configstring, "tl" );
|
|
|
|
newInfo.teamLeader = atoi(v);
|
|
|
|
|
|
|
|
v = Info_ValueForKey( configstring, "g_redteam" );
|
|
|
|
Q_strncpyz(newInfo.redTeam, v, MAX_TEAMNAME);
|
|
|
|
|
|
|
|
v = Info_ValueForKey( configstring, "g_blueteam" );
|
|
|
|
Q_strncpyz(newInfo.blueTeam, v, MAX_TEAMNAME);
|
|
|
|
|
|
|
|
// model
|
|
|
|
v = Info_ValueForKey( configstring, "model" );
|
|
|
|
if ( cg_forceModel.integer ) {
|
|
|
|
// forcemodel makes everyone use a single model
|
|
|
|
// to prevent load hitches
|
|
|
|
char modelStr[MAX_QPATH];
|
|
|
|
char *skin;
|
|
|
|
|
|
|
|
if( cgs.gametype >= GT_TEAM ) {
|
|
|
|
Q_strncpyz( newInfo.modelName, DEFAULT_TEAM_MODEL, sizeof( newInfo.modelName ) );
|
|
|
|
Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) );
|
|
|
|
} else {
|
|
|
|
trap_Cvar_VariableStringBuffer( "model", modelStr, sizeof( modelStr ) );
|
|
|
|
if ( ( skin = strchr( modelStr, '/' ) ) == NULL) {
|
|
|
|
skin = "default";
|
|
|
|
} else {
|
|
|
|
*skin++ = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
Q_strncpyz( newInfo.skinName, skin, sizeof( newInfo.skinName ) );
|
|
|
|
Q_strncpyz( newInfo.modelName, modelStr, sizeof( newInfo.modelName ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( cgs.gametype >= GT_TEAM ) {
|
|
|
|
// keep skin name
|
|
|
|
slash = strchr( v, '/' );
|
|
|
|
if ( slash ) {
|
|
|
|
Q_strncpyz( newInfo.skinName, slash + 1, sizeof( newInfo.skinName ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
Q_strncpyz( newInfo.modelName, v, sizeof( newInfo.modelName ) );
|
|
|
|
|
|
|
|
slash = strchr( newInfo.modelName, '/' );
|
|
|
|
if ( !slash ) {
|
|
|
|
// modelName didn not include a skin name
|
|
|
|
Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) );
|
|
|
|
} else {
|
|
|
|
Q_strncpyz( newInfo.skinName, slash + 1, sizeof( newInfo.skinName ) );
|
|
|
|
// truncate modelName
|
|
|
|
*slash = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// head model
|
|
|
|
v = Info_ValueForKey( configstring, "hmodel" );
|
|
|
|
if ( cg_forceModel.integer ) {
|
|
|
|
// forcemodel makes everyone use a single model
|
|
|
|
// to prevent load hitches
|
|
|
|
char modelStr[MAX_QPATH];
|
|
|
|
char *skin;
|
|
|
|
|
|
|
|
if( cgs.gametype >= GT_TEAM ) {
|
2011-03-04 21:51:34 +00:00
|
|
|
Q_strncpyz( newInfo.headModelName, DEFAULT_TEAM_HEAD, sizeof( newInfo.headModelName ) );
|
2005-08-26 17:39:27 +00:00
|
|
|
Q_strncpyz( newInfo.headSkinName, "default", sizeof( newInfo.headSkinName ) );
|
|
|
|
} else {
|
|
|
|
trap_Cvar_VariableStringBuffer( "headmodel", modelStr, sizeof( modelStr ) );
|
|
|
|
if ( ( skin = strchr( modelStr, '/' ) ) == NULL) {
|
|
|
|
skin = "default";
|
|
|
|
} else {
|
|
|
|
*skin++ = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
Q_strncpyz( newInfo.headSkinName, skin, sizeof( newInfo.headSkinName ) );
|
|
|
|
Q_strncpyz( newInfo.headModelName, modelStr, sizeof( newInfo.headModelName ) );
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( cgs.gametype >= GT_TEAM ) {
|
|
|
|
// keep skin name
|
|
|
|
slash = strchr( v, '/' );
|
|
|
|
if ( slash ) {
|
|
|
|
Q_strncpyz( newInfo.headSkinName, slash + 1, sizeof( newInfo.headSkinName ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
Q_strncpyz( newInfo.headModelName, v, sizeof( newInfo.headModelName ) );
|
|
|
|
|
|
|
|
slash = strchr( newInfo.headModelName, '/' );
|
|
|
|
if ( !slash ) {
|
|
|
|
// modelName didn not include a skin name
|
|
|
|
Q_strncpyz( newInfo.headSkinName, "default", sizeof( newInfo.headSkinName ) );
|
|
|
|
} else {
|
|
|
|
Q_strncpyz( newInfo.headSkinName, slash + 1, sizeof( newInfo.headSkinName ) );
|
|
|
|
// truncate modelName
|
|
|
|
*slash = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// scan for an existing clientinfo that matches this modelname
|
|
|
|
// so we can avoid loading checks if possible
|
|
|
|
if ( !CG_ScanForExistingClientInfo( &newInfo ) ) {
|
|
|
|
qboolean forceDefer;
|
|
|
|
|
|
|
|
forceDefer = trap_MemoryRemaining() < 4000000;
|
|
|
|
|
|
|
|
// if we are defering loads, just have it pick the first valid
|
|
|
|
if ( forceDefer || (cg_deferPlayers.integer && !cg_buildScript.integer && !cg.loading ) ) {
|
|
|
|
// keep whatever they had if it won't violate team skins
|
2005-10-23 17:18:23 +00:00
|
|
|
CG_SetDeferredClientInfo( clientNum, &newInfo );
|
2005-08-26 17:39:27 +00:00
|
|
|
// if we are low on memory, leave them with this model
|
|
|
|
if ( forceDefer ) {
|
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################
- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes.
NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.
################################################################################
Details:
################################################################################
********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0)
but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be
ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no
Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered
if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you
don't play (io)Quake3 every day and know the places where it happens! ;)
But anyway...
Test: start q3dm12 go to "Long Jump Canyon" (where the small platform
teleporter for the BFG is) place yourself at the point where the railgun
spawns, look in the direction where the red suspended armor is. Now shoot
at the sloped wall on the out/leftside of the door you see. (the sloped
wall should be nearly in the center of your screen now). If you choose the
correct brush face and shoot up and down at this brush face, the impact
marks sometimes aren't visible.
There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from
"Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not
restricted to that. All weapons except those two were handled correct.
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats
with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here:
http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.
Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
someone tries to implement a lot of singleplayer monsters which should
walk
slowly (like the "Crash" bot). So if someone wants to make slow down bots
or monsters when they are walking towards a goal and alter the function
"BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
this is the default (also buggy) behavior they start running although they
shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J.
Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
"(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots
(test: mpq3tourney6 with many bots). If that happens, game becomes
unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
I added this:
#ifdef MISSIONPACK
if (bs->enemy == redobelisk.entitynum || bs->enemy ==
blueobelisk.entitynum)
{
AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
return qfalse;
}
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
shooting at you, although you are on their team now. It seems that the
configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
"Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
You can test it with some regular id maps (q3dm14, q3dm12) but there are
also many custom maps where this can happen! This is annoying because in
the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman.
Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
(something like "Limbo" or "Meeting") because of the way the player spawn
effect, intermission and spawning on victory pads is handled. I reworked
it
a bit and simplified it so that the effect is handled when a client
respawns
(as the name says) and not when a client begins. I think this will help
more
mod makers everytime they want to make changes to spawning of players,
bots
on victory pads or monsters... and want to avoid spectators with
Machineguns
which can kill and score... :()
NOTE: I also renamed the poorly named function "respawn"
to "ClientRespawn". If someone searches the code base for "respawn"
it was really hard to find the correct place for what was
meant. "respawn" is used so often, that you really get headache ...
now with "ClientRespawn" it's easier!
IMPORTANT: The whole respawning, moving to intermission point and
everything related to that is now done in a more reliable way
without changing the default behavior. (How critical the whole
spwaning mess was did you see by yourself (ioquake3 rev. 2076).
With this patch it's safer.
Trust me, I spent hours of fixing silly problems...
--------------------------------------------------------------------------------
Solution: Simplified "ClientBegin" and moved the teleport event
to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
drowning sounds are played together. This is silly. Moreover it's no good
idea to let the server play client sounds! There was a solution in a mod
called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************
################################################################################
2011-08-01 11:39:33 +00:00
|
|
|
CG_Printf( "Memory is low. Using deferred model.\n" );
|
2005-08-26 17:39:27 +00:00
|
|
|
newInfo.deferred = qfalse;
|
|
|
|
}
|
|
|
|
} else {
|
2005-10-23 17:18:23 +00:00
|
|
|
CG_LoadClientInfo( clientNum, &newInfo );
|
2005-08-26 17:39:27 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// replace whatever was there with the new one
|
|
|
|
newInfo.infoValid = qtrue;
|
|
|
|
*ci = newInfo;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
======================
|
|
|
|
CG_LoadDeferredPlayers
|
|
|
|
|
|
|
|
Called each frame when a player is dead
|
|
|
|
and the scoreboard is up
|
|
|
|
so deferred players can be loaded
|
|
|
|
======================
|
|
|
|
*/
|
|
|
|
void CG_LoadDeferredPlayers( void ) {
|
|
|
|
int i;
|
|
|
|
clientInfo_t *ci;
|
|
|
|
|
|
|
|
// scan for a deferred player to load
|
|
|
|
for ( i = 0, ci = cgs.clientinfo ; i < cgs.maxclients ; i++, ci++ ) {
|
|
|
|
if ( ci->infoValid && ci->deferred ) {
|
|
|
|
// if we are low on memory, leave it deferred
|
|
|
|
if ( trap_MemoryRemaining() < 4000000 ) {
|
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################
- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes.
NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.
################################################################################
Details:
################################################################################
********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0)
but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be
ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no
Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered
if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you
don't play (io)Quake3 every day and know the places where it happens! ;)
But anyway...
Test: start q3dm12 go to "Long Jump Canyon" (where the small platform
teleporter for the BFG is) place yourself at the point where the railgun
spawns, look in the direction where the red suspended armor is. Now shoot
at the sloped wall on the out/leftside of the door you see. (the sloped
wall should be nearly in the center of your screen now). If you choose the
correct brush face and shoot up and down at this brush face, the impact
marks sometimes aren't visible.
There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from
"Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not
restricted to that. All weapons except those two were handled correct.
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats
with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here:
http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.
Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
someone tries to implement a lot of singleplayer monsters which should
walk
slowly (like the "Crash" bot). So if someone wants to make slow down bots
or monsters when they are walking towards a goal and alter the function
"BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
this is the default (also buggy) behavior they start running although they
shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J.
Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
"(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots
(test: mpq3tourney6 with many bots). If that happens, game becomes
unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
I added this:
#ifdef MISSIONPACK
if (bs->enemy == redobelisk.entitynum || bs->enemy ==
blueobelisk.entitynum)
{
AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
return qfalse;
}
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
shooting at you, although you are on their team now. It seems that the
configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
"Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
You can test it with some regular id maps (q3dm14, q3dm12) but there are
also many custom maps where this can happen! This is annoying because in
the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman.
Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
(something like "Limbo" or "Meeting") because of the way the player spawn
effect, intermission and spawning on victory pads is handled. I reworked
it
a bit and simplified it so that the effect is handled when a client
respawns
(as the name says) and not when a client begins. I think this will help
more
mod makers everytime they want to make changes to spawning of players,
bots
on victory pads or monsters... and want to avoid spectators with
Machineguns
which can kill and score... :()
NOTE: I also renamed the poorly named function "respawn"
to "ClientRespawn". If someone searches the code base for "respawn"
it was really hard to find the correct place for what was
meant. "respawn" is used so often, that you really get headache ...
now with "ClientRespawn" it's easier!
IMPORTANT: The whole respawning, moving to intermission point and
everything related to that is now done in a more reliable way
without changing the default behavior. (How critical the whole
spwaning mess was did you see by yourself (ioquake3 rev. 2076).
With this patch it's safer.
Trust me, I spent hours of fixing silly problems...
--------------------------------------------------------------------------------
Solution: Simplified "ClientBegin" and moved the teleport event
to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
drowning sounds are played together. This is silly. Moreover it's no good
idea to let the server play client sounds! There was a solution in a mod
called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************
################################################################################
2011-08-01 11:39:33 +00:00
|
|
|
CG_Printf( "Memory is low. Using deferred model.\n" );
|
2005-08-26 17:39:27 +00:00
|
|
|
ci->deferred = qfalse;
|
|
|
|
continue;
|
|
|
|
}
|
2005-10-23 17:18:23 +00:00
|
|
|
CG_LoadClientInfo( i, ci );
|
2005-08-26 17:39:27 +00:00
|
|
|
// break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============================================================================
|
|
|
|
|
|
|
|
PLAYER ANIMATION
|
|
|
|
|
|
|
|
=============================================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CG_SetLerpFrameAnimation
|
|
|
|
|
|
|
|
may include ANIM_TOGGLEBIT
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
static void CG_SetLerpFrameAnimation( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation ) {
|
|
|
|
animation_t *anim;
|
|
|
|
|
|
|
|
lf->animationNumber = newAnimation;
|
|
|
|
newAnimation &= ~ANIM_TOGGLEBIT;
|
|
|
|
|
|
|
|
if ( newAnimation < 0 || newAnimation >= MAX_TOTALANIMATIONS ) {
|
|
|
|
CG_Error( "Bad animation number: %i", newAnimation );
|
|
|
|
}
|
|
|
|
|
|
|
|
anim = &ci->animations[ newAnimation ];
|
|
|
|
|
|
|
|
lf->animation = anim;
|
|
|
|
lf->animationTime = lf->frameTime + anim->initialLerp;
|
|
|
|
|
|
|
|
if ( cg_debugAnim.integer ) {
|
|
|
|
CG_Printf( "Anim: %i\n", newAnimation );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CG_RunLerpFrame
|
|
|
|
|
|
|
|
Sets cg.snap, cg.oldFrame, and cg.backlerp
|
|
|
|
cg.time should be between oldFrameTime and frameTime after exit
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
static void CG_RunLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation, float speedScale ) {
|
|
|
|
int f, numFrames;
|
|
|
|
animation_t *anim;
|
|
|
|
|
|
|
|
// debugging tool to get no animations
|
|
|
|
if ( cg_animSpeed.integer == 0 ) {
|
|
|
|
lf->oldFrame = lf->frame = lf->backlerp = 0;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// see if the animation sequence is switching
|
|
|
|
if ( newAnimation != lf->animationNumber || !lf->animation ) {
|
|
|
|
CG_SetLerpFrameAnimation( ci, lf, newAnimation );
|
|
|
|
}
|
|
|
|
|
|
|
|
// if we have passed the current frame, move it to
|
|
|
|
// oldFrame and calculate a new frame
|
|
|
|
if ( cg.time >= lf->frameTime ) {
|
|
|
|
lf->oldFrame = lf->frame;
|
|
|
|
lf->oldFrameTime = lf->frameTime;
|
|
|
|
|
|
|
|
// get the next frame based on the animation
|
|
|
|
anim = lf->animation;
|
|
|
|
if ( !anim->frameLerp ) {
|
|
|
|
return; // shouldn't happen
|
|
|
|
}
|
|
|
|
if ( cg.time < lf->animationTime ) {
|
|
|
|
lf->frameTime = lf->animationTime; // initial lerp
|
|
|
|
} else {
|
|
|
|
lf->frameTime = lf->oldFrameTime + anim->frameLerp;
|
|
|
|
}
|
|
|
|
f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp;
|
|
|
|
f *= speedScale; // adjust for haste, etc
|
|
|
|
|
|
|
|
numFrames = anim->numFrames;
|
|
|
|
if (anim->flipflop) {
|
|
|
|
numFrames *= 2;
|
|
|
|
}
|
|
|
|
if ( f >= numFrames ) {
|
|
|
|
f -= numFrames;
|
|
|
|
if ( anim->loopFrames ) {
|
|
|
|
f %= anim->loopFrames;
|
|
|
|
f += anim->numFrames - anim->loopFrames;
|
|
|
|
} else {
|
|
|
|
f = numFrames - 1;
|
|
|
|
// the animation is stuck at the end, so it
|
|
|
|
// can immediately transition to another sequence
|
|
|
|
lf->frameTime = cg.time;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( anim->reversed ) {
|
|
|
|
lf->frame = anim->firstFrame + anim->numFrames - 1 - f;
|
|
|
|
}
|
|
|
|
else if (anim->flipflop && f>=anim->numFrames) {
|
|
|
|
lf->frame = anim->firstFrame + anim->numFrames - 1 - (f%anim->numFrames);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
lf->frame = anim->firstFrame + f;
|
|
|
|
}
|
|
|
|
if ( cg.time > lf->frameTime ) {
|
|
|
|
lf->frameTime = cg.time;
|
|
|
|
if ( cg_debugAnim.integer ) {
|
|
|
|
CG_Printf( "Clamp lf->frameTime\n");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( lf->frameTime > cg.time + 200 ) {
|
|
|
|
lf->frameTime = cg.time;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( lf->oldFrameTime > cg.time ) {
|
|
|
|
lf->oldFrameTime = cg.time;
|
|
|
|
}
|
|
|
|
// calculate current lerp value
|
|
|
|
if ( lf->frameTime == lf->oldFrameTime ) {
|
|
|
|
lf->backlerp = 0;
|
|
|
|
} else {
|
|
|
|
lf->backlerp = 1.0 - (float)( cg.time - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CG_ClearLerpFrame
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
static void CG_ClearLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int animationNumber ) {
|
|
|
|
lf->frameTime = lf->oldFrameTime = cg.time;
|
|
|
|
CG_SetLerpFrameAnimation( ci, lf, animationNumber );
|
|
|
|
lf->oldFrame = lf->frame = lf->animation->firstFrame;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CG_PlayerAnimation
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
static void CG_PlayerAnimation( centity_t *cent, int *legsOld, int *legs, float *legsBackLerp,
|
|
|
|
int *torsoOld, int *torso, float *torsoBackLerp ) {
|
|
|
|
clientInfo_t *ci;
|
|
|
|
int clientNum;
|
|
|
|
float speedScale;
|
|
|
|
|
|
|
|
clientNum = cent->currentState.clientNum;
|
|
|
|
|
|
|
|
if ( cg_noPlayerAnims.integer ) {
|
|
|
|
*legsOld = *legs = *torsoOld = *torso = 0;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( cent->currentState.powerups & ( 1 << PW_HASTE ) ) {
|
|
|
|
speedScale = 1.5;
|
|
|
|
} else {
|
|
|
|
speedScale = 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
ci = &cgs.clientinfo[ clientNum ];
|
|
|
|
|
|
|
|
// do the shuffle turn frames locally
|
|
|
|
if ( cent->pe.legs.yawing && ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) {
|
|
|
|
CG_RunLerpFrame( ci, ¢->pe.legs, LEGS_TURN, speedScale );
|
|
|
|
} else {
|
|
|
|
CG_RunLerpFrame( ci, ¢->pe.legs, cent->currentState.legsAnim, speedScale );
|
|
|
|
}
|
|
|
|
|
|
|
|
*legsOld = cent->pe.legs.oldFrame;
|
|
|
|
*legs = cent->pe.legs.frame;
|
|
|
|
*legsBackLerp = cent->pe.legs.backlerp;
|
|
|
|
|
|
|
|
CG_RunLerpFrame( ci, ¢->pe.torso, cent->currentState.torsoAnim, speedScale );
|
|
|
|
|
|
|
|
*torsoOld = cent->pe.torso.oldFrame;
|
|
|
|
*torso = cent->pe.torso.frame;
|
|
|
|
*torsoBackLerp = cent->pe.torso.backlerp;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============================================================================
|
|
|
|
|
|
|
|
PLAYER ANGLES
|
|
|
|
|
|
|
|
=============================================================================
|
|
|
|
*/
|
|
|
|
|
|
|
|
/*
|
|
|
|
==================
|
|
|
|
CG_SwingAngles
|
|
|
|
==================
|
|
|
|
*/
|
|
|
|
static void CG_SwingAngles( float destination, float swingTolerance, float clampTolerance,
|
|
|
|
float speed, float *angle, qboolean *swinging ) {
|
|
|
|
float swing;
|
|
|
|
float move;
|
|
|
|
float scale;
|
|
|
|
|
|
|
|
if ( !*swinging ) {
|
|
|
|
// see if a swing should be started
|
|
|
|
swing = AngleSubtract( *angle, destination );
|
|
|
|
if ( swing > swingTolerance || swing < -swingTolerance ) {
|
|
|
|
*swinging = qtrue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( !*swinging ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// modify the speed depending on the delta
|
|
|
|
// so it doesn't seem so linear
|
|
|
|
swing = AngleSubtract( destination, *angle );
|
|
|
|
scale = fabs( swing );
|
|
|
|
if ( scale < swingTolerance * 0.5 ) {
|
|
|
|
scale = 0.5;
|
|
|
|
} else if ( scale < swingTolerance ) {
|
|
|
|
scale = 1.0;
|
|
|
|
} else {
|
|
|
|
scale = 2.0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// swing towards the destination angle
|
|
|
|
if ( swing >= 0 ) {
|
|
|
|
move = cg.frametime * scale * speed;
|
|
|
|
if ( move >= swing ) {
|
|
|
|
move = swing;
|
|
|
|
*swinging = qfalse;
|
|
|
|
}
|
|
|
|
*angle = AngleMod( *angle + move );
|
|
|
|
} else if ( swing < 0 ) {
|
|
|
|
move = cg.frametime * scale * -speed;
|
|
|
|
if ( move <= swing ) {
|
|
|
|
move = swing;
|
|
|
|
*swinging = qfalse;
|
|
|
|
}
|
|
|
|
*angle = AngleMod( *angle + move );
|
|
|
|
}
|
|
|
|
|
|
|
|
// clamp to no more than tolerance
|
|
|
|
swing = AngleSubtract( destination, *angle );
|
|
|
|
if ( swing > clampTolerance ) {
|
|
|
|
*angle = AngleMod( destination - (clampTolerance - 1) );
|
|
|
|
} else if ( swing < -clampTolerance ) {
|
|
|
|
*angle = AngleMod( destination + (clampTolerance - 1) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
CG_AddPainTwitch
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
static void CG_AddPainTwitch( centity_t *cent, vec3_t torsoAngles ) {
|
|
|
|
int t;
|
|
|
|
float f;
|
|
|
|
|
|
|
|
t = cg.time - cent->pe.painTime;
|
|
|
|
if ( t >= PAIN_TWITCH_TIME ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
f = 1.0 - (float)t / PAIN_TWITCH_TIME;
|
|
|
|
|
|
|
|
if ( cent->pe.painDirection ) {
|
|
|
|
torsoAngles[ROLL] += 20 * f;
|
|
|
|
} else {
|
|
|
|
torsoAngles[ROLL] -= 20 * f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CG_PlayerAngles
|
|
|
|
|
|
|
|
Handles seperate torso motion
|
|
|
|
|
|
|
|
legs pivot based on direction of movement
|
|
|
|
|
|
|
|
head always looks exactly at cent->lerpAngles
|
|
|
|
|
|
|
|
if motion < 20 degrees, show in head only
|
|
|
|
if < 45 degrees, also show in torso
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
static void CG_PlayerAngles( centity_t *cent, vec3_t legs[3], vec3_t torso[3], vec3_t head[3] ) {
|
|
|
|
vec3_t legsAngles, torsoAngles, headAngles;
|
|
|
|
float dest;
|
|
|
|
static int movementOffsets[8] = { 0, 22, 45, -22, 0, 22, -45, -22 };
|
|
|
|
vec3_t velocity;
|
|
|
|
float speed;
|
|
|
|
int dir, clientNum;
|
|
|
|
clientInfo_t *ci;
|
|
|
|
|
|
|
|
VectorCopy( cent->lerpAngles, headAngles );
|
|
|
|
headAngles[YAW] = AngleMod( headAngles[YAW] );
|
|
|
|
VectorClear( legsAngles );
|
|
|
|
VectorClear( torsoAngles );
|
|
|
|
|
|
|
|
// --------- yaw -------------
|
|
|
|
|
|
|
|
// allow yaw to drift a bit
|
|
|
|
if ( ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE
|
Batch of bug fixes for gamecode. Patch compiled and log message written by Tobias Kuehnhammer (#5144)
################################################################################
This Patch fixes:
################################################################################
- The "fraglimit warning" was not played at all, if on the blue team.
- The "where" console command was broken.
- Obelisk explosion wasn't drawn if no Rocketlauncher was loaded.
- Impact marks sometimes didn't draw at all.
- IMPORTANT BUGFIX: No killing for cheaters with Lightning gun and Gauntlet.
- If two doors are close to each other a spectator couldn't fly through them.
- More robust, efficient and logical respawning routine.
NOTE: The game.qvm will get notable smaller and will use LESS MEMORY!
- Drowning sounds are fixed. Now they are played as intended. (as the id
comment
in the source code shows).
- Some AI bugs (OVERFLOW!) in the bot movement code.
- Several "Team Arena" Overload and Harvester bugs.
- Stops bots from attacking a team mate (player) who only changed teams.
- Some voice chats and CTF commands fixed.
- "Team_ReturnFlag" was called twice, which did wired things sometimes.
NOTE: (G_RunItem checks CONTENTS_NODROP already!)
- A bugfix for Gauntlet animation.
- Incorrect CTF scoring.
- A bunch of corrected comments and print lines ("\n").
- Some regularity of expression and some small trivial bugs.
################################################################################
Details:
################################################################################
********************************************************************************
BUG: in gamemode GT_TEAM the fraglimit warning will not be played if joining
the
blue team!
--------------------------------------------------------------------------------
Solution: In "CG_CheckLocalSounds": if cgs.scores2 > highScore, highScore
should
be cgs.scores2.
********************************************************************************
BUG: the "where" console command doesn't work as expected (it's always 0 0 0)
but not in id Quake 3 Arena. It seems that now Ioquake3 is affected!
--------------------------------------------------------------------------------
Solution: In Function "Cmd_Where_f" ent->s.origin should be
ent->r.currentOrigin.
********************************************************************************
BUG: in gamemode GT_OBELISK obelisk explosion won't be drawn if there is no
Rocketlauncher loaded. (The "maps without Rocketlauncher" bug)
--------------------------------------------------------------------------------
Solution: in "cg_main.c": cgs.media.rocketExplosionShader should be registered
if gamemode is GT_OBELISK.
********************************************************************************
BUG: Impact marks sometimes doesn't draw at all. Not easy to reproduce if you
don't play (io)Quake3 every day and know the places where it happens! ;)
But anyway...
Test: start q3dm12 go to "Long Jump Canyon" (where the small platform
teleporter for the BFG is) place yourself at the point where the railgun
spawns, look in the direction where the red suspended armor is. Now shoot
at the sloped wall on the out/leftside of the door you see. (the sloped
wall should be nearly in the center of your screen now). If you choose the
correct brush face and shoot up and down at this brush face, the impact
marks sometimes aren't visible.
There are hundreds of custom maps where this can happen!
--------------------------------------------------------------------------------
Solution: I replaced the function "SnapVectorTowards" with the one from
"Wolfenstein - Enemy Territory (GPL Source Code)"
********************************************************************************
BUG: Normally "NOCLIP" cheaters are logically not allowed to fire a gun.
Unfortunatly the Gauntlet (and Lightning gun) was forgotten and not
restricted to that. All weapons except those two were handled correct.
--------------------------------------------------------------------------------
Solution: Make Gauntlet and Lightning gun not firing for someone who cheats
with "NOCLIP" (like all other weapons).
********************************************************************************
NOTE: A few bugfixes are not mine and are reported here:
http://www.quake3world.com/forum/viewtopic.php?f=16&t=9179.
Thanks to Quake3world, for all those years and the good guys there!
********************************************************************************
BUG: During making a mod I found a very strange bug, which mainly occurs if
someone tries to implement a lot of singleplayer monsters which should
walk
slowly (like the "Crash" bot). So if someone wants to make slow down bots
or monsters when they are walking towards a goal and alter the function
"BotMoveInGoalArea" then the bots/monsters do stupid things. Otherwise and
this is the default (also buggy) behavior they start running although they
shouldn't (as seen with the "Crash" bot and will not be fixed here).
--------------------------------------------------------------------------------
Solution: Fix overflow in bot user command. BUGFIX from "Hunt" mod by J.
Hoffman.
********************************************************************************
BUG: in function "BotMoveToGoal" the special elevator case doesn't make sense.
--------------------------------------------------------------------------------
Solution: in "be_ai_move.c": ((result->flags & MOVERESULT_ONTOPOF_FUNCBOB) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB))
should be ((result->flags & MOVERESULT_ONTOPOF_ELEVATOR) ||
(result->flags & MOVERESULT_ONTOPOF_FUNCBOB)).
********************************************************************************
BUG: in function "BotWantsToRetreat" and "BotWantsToChase" this is wrong:
"(bs->enemy != redobelisk.entitynum || bs->enemy !=
blueobelisk.entitynum)"
--------------------------------------------------------------------------------
Solution: "... redobelisk.entitynum) && (bs->enemy != blueobelisk.." is
correct.
********************************************************************************
BUG: in gamemode GT_OBELISK there are too many node switches for bots
(test: mpq3tourney6 with many bots). If that happens, game becomes
unplayable. I don't know if this is the best solution but here it is:
--------------------------------------------------------------------------------
Solution: In function "AINode_Battle_Fight" right after:
if (!BotEntityVisible(bs->entitynum, bs->eye, bs->viewangles, 360, bs->enemy))
{
I added this:
#ifdef MISSIONPACK
if (bs->enemy == redobelisk.entitynum || bs->enemy ==
blueobelisk.entitynum)
{
AIEnter_Battle_Chase(bs, "battle fight: obelisk out of sight");
return qfalse;
}
#endif
********************************************************************************
BUG: in gamemode >= GT_TEAM, after team change, bots will (sometimes) not stop
shooting at you, although you are on their team now. It seems that the
configstrings are f***** up or not reliable in this case!
--------------------------------------------------------------------------------
Solution: In function "BotTeam" and "BotSameTeam" get the real team values.
********************************************************************************
BUG: Some of the bots voice commands are wrong. They are commanded to attack
the
enemy base but they say "Okay, I will defend!"
--------------------------------------------------------------------------------
Solution: Corrected some voice commands in "BotCTFOrders_FlagNotAtBase" and
"Bot1FCTFOrders_EnemyDroppedFlag"
********************************************************************************
BUG: Spectators couldn't fly through doors if they are very close to each
other.
You can test it with some regular id maps (q3dm14, q3dm12) but there are
also many custom maps where this can happen! This is annoying because in
the worst case you can't move at all and are caught inside a door.
--------------------------------------------------------------------------------
Solution: There is a solution in a mod called "Hunt" by J. Hoffman.
Bugfix is included in this patch!
********************************************************************************
BUG: During making a mod I found it very hard to implement some of my ideas
(something like "Limbo" or "Meeting") because of the way the player spawn
effect, intermission and spawning on victory pads is handled. I reworked
it
a bit and simplified it so that the effect is handled when a client
respawns
(as the name says) and not when a client begins. I think this will help
more
mod makers everytime they want to make changes to spawning of players,
bots
on victory pads or monsters... and want to avoid spectators with
Machineguns
which can kill and score... :()
NOTE: I also renamed the poorly named function "respawn"
to "ClientRespawn". If someone searches the code base for "respawn"
it was really hard to find the correct place for what was
meant. "respawn" is used so often, that you really get headache ...
now with "ClientRespawn" it's easier!
IMPORTANT: The whole respawning, moving to intermission point and
everything related to that is now done in a more reliable way
without changing the default behavior. (How critical the whole
spwaning mess was did you see by yourself (ioquake3 rev. 2076).
With this patch it's safer.
Trust me, I spent hours of fixing silly problems...
--------------------------------------------------------------------------------
Solution: Simplified "ClientBegin" and moved the teleport event
to "ClientSpawn".
********************************************************************************
BUG: If a player is dying or hurted under water the hurt/dying sounds AND the
drowning sounds are played together. This is silly. Moreover it's no good
idea to let the server play client sounds! There was a solution in a mod
called "Q3A++" by Dan 'Neurobasher' Gomes which fixes the problem.
--------------------------------------------------------------------------------
Solution: Created a "CG_WaterLevel" function to play the appropriate sounds.
********************************************************************************
################################################################################
2011-08-01 11:39:33 +00:00
|
|
|
|| ((cent->currentState.torsoAnim & ~ANIM_TOGGLEBIT) != TORSO_STAND
|
|
|
|
&& (cent->currentState.torsoAnim & ~ANIM_TOGGLEBIT) != TORSO_STAND2)) {
|
2005-08-26 17:39:27 +00:00
|
|
|
// if not standing still, always point all in the same direction
|
|
|
|
cent->pe.torso.yawing = qtrue; // always center
|
|
|
|
cent->pe.torso.pitching = qtrue; // always center
|
|
|
|
cent->pe.legs.yawing = qtrue; // always center
|
|
|
|
}
|
|
|
|
|
|
|
|
// adjust legs for movement dir
|
|
|
|
if ( cent->currentState.eFlags & EF_DEAD ) {
|
|
|
|
// don't let dead bodies twitch
|
|
|
|
dir = 0;
|
|
|
|
} else {
|
|
|
|
dir = cent->currentState.angles2[YAW];
|
|
|
|
if ( dir < 0 || dir > 7 ) {
|
|
|
|
CG_Error( "Bad player movement angle" );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
legsAngles[YAW] = headAngles[YAW] + movementOffsets[ dir ];
|
|
|
|
torsoAngles[YAW] = headAngles[YAW] + 0.25 * movementOffsets[ dir ];
|
|
|
|
|
|
|
|
// torso
|
|
|
|
CG_SwingAngles( torsoAngles[YAW], 25, 90, cg_swingSpeed.value, ¢->pe.torso.yawAngle, ¢->pe.torso.yawing );
|
|
|
|
CG_SwingAngles( legsAngles[YAW], 40, 90, cg_swingSpeed.value, ¢->pe.legs.yawAngle, ¢->pe.legs.yawing );
|
|
|
|
|
|
|
|
torsoAngles[YAW] = cent->pe.torso.yawAngle;
|
|
|
|
legsAngles[YAW] = cent->pe.legs.yawAngle;
|
|
|
|
|
|
|
|
|
|
|
|
// --------- pitch -------------
|
|
|
|
|
|
|
|
// only show a fraction of the pitch angle in the torso
|
|
|
|
if ( headAngles[PITCH] > 180 ) {
|
|
|
|
dest = (-360 + headAngles[PITCH]) * 0.75f;
|
|
|
|
} else {
|
|
|
|
dest = headAngles[PITCH] * 0.75f;
|
|
|
|
}
|
|
|
|
CG_SwingAngles( dest, 15, 30, 0.1f, ¢->pe.torso.pitchAngle, ¢->pe.torso.pitching );
|
|
|
|
torsoAngles[PITCH] = cent->pe.torso.pitchAngle;
|
|
|
|
|
|
|
|
//
|
|
|
|
clientNum = cent->currentState.clientNum;
|
|
|
|
if ( clientNum >= 0 && clientNum < MAX_CLIENTS ) {
|
|
|
|
ci = &cgs.clientinfo[ clientNum ];
|
|
|
|
if ( ci->fixedtorso ) {
|
|
|
|
torsoAngles[PITCH] = 0.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// --------- roll -------------
|
|
|
|
|
|
|
|
|
|
|
|
// lean towards the direction of travel
|
|
|
|
VectorCopy( cent->currentState.pos.trDelta, velocity );
|
|
|
|
speed = VectorNormalize( velocity );
|
|
|
|
if ( speed ) {
|
|
|
|
vec3_t axis[3];
|
|
|
|
float side;
|
|
|
|
|
|
|
|
speed *= 0.05f;
|
|
|
|
|
|
|
|
AnglesToAxis( legsAngles, axis );
|
|
|
|
side = speed * DotProduct( velocity, axis[1] );
|
|
|
|
legsAngles[ROLL] -= side;
|
|
|
|
|
|
|
|
side = speed * DotProduct( velocity, axis[0] );
|
|
|
|
legsAngles[PITCH] += side;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
clientNum = cent->currentState.clientNum;
|
|
|
|
if ( clientNum >= 0 && clientNum < MAX_CLIENTS ) {
|
|
|
|
ci = &cgs.clientinfo[ clientNum ];
|
|
|
|
if ( ci->fixedlegs ) {
|
|
|
|
legsAngles[YAW] = torsoAngles[YAW];
|
|
|
|
legsAngles[PITCH] = 0.0f;
|
|
|
|
legsAngles[ROLL] = 0.0f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// pain twitch
|
|
|
|
CG_AddPainTwitch( cent, torsoAngles );
|
|
|
|
|
|
|
|
// pull the angles back out of the hierarchial chain
|
|
|
|
AnglesSubtract( headAngles, torsoAngles, headAngles );
|
|
|
|
AnglesSubtract( torsoAngles, legsAngles, torsoAngles );
|
|
|
|
AnglesToAxis( legsAngles, legs );
|
|
|
|
AnglesToAxis( torsoAngles, torso );
|
|
|
|
AnglesToAxis( headAngles, head );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CG_HasteTrail
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
static void CG_HasteTrail( centity_t *cent ) {
|
|
|
|
localEntity_t *smoke;
|
|
|
|
vec3_t origin;
|
|
|
|
int anim;
|
|
|
|
|
|
|
|
if ( cent->trailTime > cg.time ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
anim = cent->pe.legs.animationNumber & ~ANIM_TOGGLEBIT;
|
|
|
|
if ( anim != LEGS_RUN && anim != LEGS_BACK ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
cent->trailTime += 100;
|
|
|
|
if ( cent->trailTime < cg.time ) {
|
|
|
|
cent->trailTime = cg.time;
|
|
|
|
}
|
|
|
|
|
|
|
|
VectorCopy( cent->lerpOrigin, origin );
|
|
|
|
origin[2] -= 16;
|
|
|
|
|
|
|
|
smoke = CG_SmokePuff( origin, vec3_origin,
|
|
|
|
8,
|
|
|
|
1, 1, 1, 1,
|
|
|
|
500,
|
|
|
|
cg.time,
|
|
|
|
0,
|
|
|
|
0,
|
|
|
|
cgs.media.hastePuffShader );
|
|
|
|
|
|
|
|
// use the optimized local entity add
|
|
|
|
smoke->leType = LE_SCALE_FADE;
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CG_BreathPuffs
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
static void CG_BreathPuffs( centity_t *cent, refEntity_t *head) {
|
|
|
|
clientInfo_t *ci;
|
|
|
|
vec3_t up, origin;
|
|
|
|
int contents;
|
|
|
|
|
|
|
|
ci = &cgs.clientinfo[ cent->currentState.number ];
|
|
|
|
|
|
|
|
if (!cg_enableBreath.integer) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if ( cent->currentState.number == cg.snap->ps.clientNum && !cg.renderingThirdPerson) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if ( cent->currentState.eFlags & EF_DEAD ) {
|
|
|
|
return;
|
|
|
|
}
|
2011-06-06 15:05:10 +00:00
|
|
|
contents = CG_PointContents( head->origin, 0 );
|
2005-08-26 17:39:27 +00:00
|
|
|
if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if ( ci->breathPuffTime > cg.time ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
VectorSet( up, 0, 0, 8 );
|
|
|
|
VectorMA(head->origin, 8, head->axis[0], origin);
|
|
|
|
VectorMA(origin, -4, head->axis[2], origin);
|
|
|
|
CG_SmokePuff( origin, up, 16, 1, 1, 1, 0.66f, 1500, cg.time, cg.time + 400, LEF_PUFF_DONT_SCALE, cgs.media.shotgunSmokePuffShader );
|
|
|
|
ci->breathPuffTime = cg.time + 2000;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CG_DustTrail
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
static void CG_DustTrail( centity_t *cent ) {
|
|
|
|
int anim;
|
|
|
|
vec3_t end, vel;
|
|
|
|
trace_t tr;
|
|
|
|
|
|
|
|
if (!cg_enableDust.integer)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if ( cent->dustTrailTime > cg.time ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
anim = cent->pe.legs.animationNumber & ~ANIM_TOGGLEBIT;
|
|
|
|
if ( anim != LEGS_LANDB && anim != LEGS_LAND ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
cent->dustTrailTime += 40;
|
|
|
|
if ( cent->dustTrailTime < cg.time ) {
|
|
|
|
cent->dustTrailTime = cg.time;
|
|
|
|
}
|
|
|
|
|
|
|
|
VectorCopy(cent->currentState.pos.trBase, end);
|
|
|
|
end[2] -= 64;
|
|
|
|
CG_Trace( &tr, cent->currentState.pos.trBase, NULL, NULL, end, cent->currentState.number, MASK_PLAYERSOLID );
|
|
|
|
|
|
|
|
if ( !(tr.surfaceFlags & SURF_DUST) )
|
|
|
|
return;
|
|
|
|
|
|
|
|
VectorCopy( cent->currentState.pos.trBase, end );
|
|
|
|
end[2] -= 16;
|
|
|
|
|
|
|
|
VectorSet(vel, 0, 0, -30);
|
2011-07-29 12:27:00 +00:00
|
|
|
CG_SmokePuff( end, vel,
|
2005-08-26 17:39:27 +00:00
|
|
|
24,
|
|
|
|
.8f, .8f, 0.7f, 0.33f,
|
|
|
|
500,
|
|
|
|
cg.time,
|
|
|
|
0,
|
|
|
|
0,
|
|
|
|
cgs.media.dustPuffShader );
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CG_TrailItem
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
static void CG_TrailItem( centity_t *cent, qhandle_t hModel ) {
|
|
|
|
refEntity_t ent;
|
|
|
|
vec3_t angles;
|
|
|
|
vec3_t axis[3];
|
|
|
|
|
|
|
|
VectorCopy( cent->lerpAngles, angles );
|
|
|
|
angles[PITCH] = 0;
|
|
|
|
angles[ROLL] = 0;
|
|
|
|
AnglesToAxis( angles, axis );
|
|
|
|
|
|
|
|
memset( &ent, 0, sizeof( ent ) );
|
|
|
|
VectorMA( cent->lerpOrigin, -16, axis[0], ent.origin );
|
|
|
|
ent.origin[2] += 16;
|
|
|
|
angles[YAW] += 90;
|
|
|
|
AnglesToAxis( angles, ent.axis );
|
|
|
|
|
|
|
|
ent.hModel = hModel;
|
|
|
|
trap_R_AddRefEntityToScene( &ent );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CG_PlayerFlag
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
static void CG_PlayerFlag( centity_t *cent, qhandle_t hSkin, refEntity_t *torso ) {
|
|
|
|
clientInfo_t *ci;
|
|
|
|
refEntity_t pole;
|
|
|
|
refEntity_t flag;
|
|
|
|
vec3_t angles, dir;
|
|
|
|
int legsAnim, flagAnim, updateangles;
|
|
|
|
float angle, d;
|
|
|
|
|
|
|
|
// show the flag pole model
|
|
|
|
memset( &pole, 0, sizeof(pole) );
|
|
|
|
pole.hModel = cgs.media.flagPoleModel;
|
|
|
|
VectorCopy( torso->lightingOrigin, pole.lightingOrigin );
|
|
|
|
pole.shadowPlane = torso->shadowPlane;
|
|
|
|
pole.renderfx = torso->renderfx;
|
|
|
|
CG_PositionEntityOnTag( &pole, torso, torso->hModel, "tag_flag" );
|
|
|
|
trap_R_AddRefEntityToScene( &pole );
|
|
|
|
|
|
|
|
// show the flag model
|
|
|
|
memset( &flag, 0, sizeof(flag) );
|
|
|
|
flag.hModel = cgs.media.flagFlapModel;
|
|
|
|
flag.customSkin = hSkin;
|
|
|
|
VectorCopy( torso->lightingOrigin, flag.lightingOrigin );
|
|
|
|
flag.shadowPlane = torso->shadowPlane;
|
|
|
|
flag.renderfx = torso->renderfx;
|
|
|
|
|
|
|
|
VectorClear(angles);
|
|
|
|
|
|
|
|
updateangles = qfalse;
|
|
|
|
legsAnim = cent->currentState.legsAnim & ~ANIM_TOGGLEBIT;
|
|
|
|
if( legsAnim == LEGS_IDLE || legsAnim == LEGS_IDLECR ) {
|
|
|
|
flagAnim = FLAG_STAND;
|
|
|
|
} else if ( legsAnim == LEGS_WALK || legsAnim == LEGS_WALKCR ) {
|
|
|
|
flagAnim = FLAG_STAND;
|
|
|
|
updateangles = qtrue;
|
|
|
|
} else {
|
|
|
|
flagAnim = FLAG_RUN;
|
|
|
|
updateangles = qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( updateangles ) {
|
|
|
|
|
|
|
|
VectorCopy( cent->currentState.pos.trDelta, dir );
|
|
|
|
// add gravity
|
|
|
|
dir[2] += 100;
|
|
|
|
VectorNormalize( dir );
|
|
|
|
d = DotProduct(pole.axis[2], dir);
|
2012-06-18 16:39:58 +00:00
|
|
|
// if there is enough movement orthogonal to the flag pole
|
2005-08-26 17:39:27 +00:00
|
|
|
if (fabs(d) < 0.9) {
|
|
|
|
//
|
|
|
|
d = DotProduct(pole.axis[0], dir);
|
|
|
|
if (d > 1.0f) {
|
|
|
|
d = 1.0f;
|
|
|
|
}
|
|
|
|
else if (d < -1.0f) {
|
|
|
|
d = -1.0f;
|
|
|
|
}
|
|
|
|
angle = acos(d);
|
|
|
|
|
|
|
|
d = DotProduct(pole.axis[1], dir);
|
|
|
|
if (d < 0) {
|
|
|
|
angles[YAW] = 360 - angle * 180 / M_PI;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
angles[YAW] = angle * 180 / M_PI;
|
|
|
|
}
|
|
|
|
if (angles[YAW] < 0)
|
|
|
|
angles[YAW] += 360;
|
|
|
|
if (angles[YAW] > 360)
|
|
|
|
angles[YAW] -= 360;
|
|
|
|
|
|
|
|
//vectoangles( cent->currentState.pos.trDelta, tmpangles );
|
|
|
|
//angles[YAW] = tmpangles[YAW] + 45 - cent->pe.torso.yawAngle;
|
|
|
|
// change the yaw angle
|
|
|
|
CG_SwingAngles( angles[YAW], 25, 90, 0.15f, ¢->pe.flag.yawAngle, ¢->pe.flag.yawing );
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
d = DotProduct(pole.axis[2], dir);
|
|
|
|
angle = Q_acos(d);
|
|
|
|
|
|
|
|
d = DotProduct(pole.axis[1], dir);
|
|
|
|
if (d < 0) {
|
|
|
|
angle = 360 - angle * 180 / M_PI;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
angle = angle * 180 / M_PI;
|
|
|
|
}
|
|
|
|
if (angle > 340 && angle < 20) {
|
|
|
|
flagAnim = FLAG_RUNUP;
|
|
|
|
}
|
|
|
|
if (angle > 160 && angle < 200) {
|
|
|
|
flagAnim = FLAG_RUNDOWN;
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
}
|
|
|
|
|
|
|
|
// set the yaw angle
|
|
|
|
angles[YAW] = cent->pe.flag.yawAngle;
|
|
|
|
// lerp the flag animation frames
|
|
|
|
ci = &cgs.clientinfo[ cent->currentState.clientNum ];
|
|
|
|
CG_RunLerpFrame( ci, ¢->pe.flag, flagAnim, 1 );
|
|
|
|
flag.oldframe = cent->pe.flag.oldFrame;
|
|
|
|
flag.frame = cent->pe.flag.frame;
|
|
|
|
flag.backlerp = cent->pe.flag.backlerp;
|
|
|
|
|
|
|
|
AnglesToAxis( angles, flag.axis );
|
|
|
|
CG_PositionRotatedEntityOnTag( &flag, &pole, pole.hModel, "tag_flag" );
|
|
|
|
|
|
|
|
trap_R_AddRefEntityToScene( &flag );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2007-09-05 18:17:46 +00:00
|
|
|
#ifdef MISSIONPACK
|
2005-08-26 17:39:27 +00:00
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CG_PlayerTokens
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
static void CG_PlayerTokens( centity_t *cent, int renderfx ) {
|
|
|
|
int tokens, i, j;
|
|
|
|
float angle;
|
|
|
|
refEntity_t ent;
|
|
|
|
vec3_t dir, origin;
|
|
|
|
skulltrail_t *trail;
|
|
|
|
trail = &cg.skulltrails[cent->currentState.number];
|
|
|
|
tokens = cent->currentState.generic1;
|
|
|
|
if ( !tokens ) {
|
|
|
|
trail->numpositions = 0;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( tokens > MAX_SKULLTRAIL ) {
|
|
|
|
tokens = MAX_SKULLTRAIL;
|
|
|
|
}
|
|
|
|
|
|
|
|
// add skulls if there are more than last time
|
|
|
|
for (i = 0; i < tokens - trail->numpositions; i++) {
|
|
|
|
for (j = trail->numpositions; j > 0; j--) {
|
|
|
|
VectorCopy(trail->positions[j-1], trail->positions[j]);
|
|
|
|
}
|
|
|
|
VectorCopy(cent->lerpOrigin, trail->positions[0]);
|
|
|
|
}
|
|
|
|
trail->numpositions = tokens;
|
|
|
|
|
|
|
|
// move all the skulls along the trail
|
|
|
|
VectorCopy(cent->lerpOrigin, origin);
|
|
|
|
for (i = 0; i < trail->numpositions; i++) {
|
|
|
|
VectorSubtract(trail->positions[i], origin, dir);
|
|
|
|
if (VectorNormalize(dir) > 30) {
|
|
|
|
VectorMA(origin, 30, dir, trail->positions[i]);
|
|
|
|
}
|
|
|
|
VectorCopy(trail->positions[i], origin);
|
|
|
|
}
|
|
|
|
|
|
|
|
memset( &ent, 0, sizeof( ent ) );
|
|
|
|
if( cgs.clientinfo[ cent->currentState.clientNum ].team == TEAM_BLUE ) {
|
|
|
|
ent.hModel = cgs.media.redCubeModel;
|
|
|
|
} else {
|
|
|
|
ent.hModel = cgs.media.blueCubeModel;
|
|
|
|
}
|
|
|
|
ent.renderfx = renderfx;
|
|
|
|
|
|
|
|
VectorCopy(cent->lerpOrigin, origin);
|
|
|
|
for (i = 0; i < trail->numpositions; i++) {
|
|
|
|
VectorSubtract(origin, trail->positions[i], ent.axis[0]);
|
|
|
|
ent.axis[0][2] = 0;
|
|
|
|
VectorNormalize(ent.axis[0]);
|
|
|
|
VectorSet(ent.axis[2], 0, 0, 1);
|
|
|
|
CrossProduct(ent.axis[0], ent.axis[2], ent.axis[1]);
|
|
|
|
|
|
|
|
VectorCopy(trail->positions[i], ent.origin);
|
|
|
|
angle = (((cg.time + 500 * MAX_SKULLTRAIL - 500 * i) / 16) & 255) * (M_PI * 2) / 255;
|
|
|
|
ent.origin[2] += sin(angle) * 10;
|
|
|
|
trap_R_AddRefEntityToScene( &ent );
|
|
|
|
VectorCopy(trail->positions[i], origin);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CG_PlayerPowerups
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
static void CG_PlayerPowerups( centity_t *cent, refEntity_t *torso ) {
|
|
|
|
int powerups;
|
|
|
|
clientInfo_t *ci;
|
|
|
|
|
|
|
|
powerups = cent->currentState.powerups;
|
|
|
|
if ( !powerups ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// quad gives a dlight
|
|
|
|
if ( powerups & ( 1 << PW_QUAD ) ) {
|
|
|
|
trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 0.2f, 0.2f, 1 );
|
|
|
|
}
|
|
|
|
|
|
|
|
// flight plays a looped sound
|
|
|
|
if ( powerups & ( 1 << PW_FLIGHT ) ) {
|
|
|
|
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, cgs.media.flightSound );
|
|
|
|
}
|
|
|
|
|
|
|
|
ci = &cgs.clientinfo[ cent->currentState.clientNum ];
|
|
|
|
// redflag
|
|
|
|
if ( powerups & ( 1 << PW_REDFLAG ) ) {
|
|
|
|
if (ci->newAnims) {
|
|
|
|
CG_PlayerFlag( cent, cgs.media.redFlagFlapSkin, torso );
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
CG_TrailItem( cent, cgs.media.redFlagModel );
|
|
|
|
}
|
|
|
|
trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 1.0, 0.2f, 0.2f );
|
|
|
|
}
|
|
|
|
|
|
|
|
// blueflag
|
|
|
|
if ( powerups & ( 1 << PW_BLUEFLAG ) ) {
|
|
|
|
if (ci->newAnims){
|
|
|
|
CG_PlayerFlag( cent, cgs.media.blueFlagFlapSkin, torso );
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
CG_TrailItem( cent, cgs.media.blueFlagModel );
|
|
|
|
}
|
|
|
|
trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 0.2f, 0.2f, 1.0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
// neutralflag
|
|
|
|
if ( powerups & ( 1 << PW_NEUTRALFLAG ) ) {
|
|
|
|
if (ci->newAnims) {
|
|
|
|
CG_PlayerFlag( cent, cgs.media.neutralFlagFlapSkin, torso );
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
CG_TrailItem( cent, cgs.media.neutralFlagModel );
|
|
|
|
}
|
|
|
|
trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 1.0, 1.0, 1.0 );
|
|
|
|
}
|
|
|
|
|
|
|
|
// haste leaves smoke trails
|
|
|
|
if ( powerups & ( 1 << PW_HASTE ) ) {
|
|
|
|
CG_HasteTrail( cent );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CG_PlayerFloatSprite
|
|
|
|
|
|
|
|
Float a sprite over the player's head
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
static void CG_PlayerFloatSprite( centity_t *cent, qhandle_t shader ) {
|
|
|
|
int rf;
|
|
|
|
refEntity_t ent;
|
|
|
|
|
|
|
|
if ( cent->currentState.number == cg.snap->ps.clientNum && !cg.renderingThirdPerson ) {
|
|
|
|
rf = RF_THIRD_PERSON; // only show in mirrors
|
|
|
|
} else {
|
|
|
|
rf = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
memset( &ent, 0, sizeof( ent ) );
|
|
|
|
VectorCopy( cent->lerpOrigin, ent.origin );
|
|
|
|
ent.origin[2] += 48;
|
|
|
|
ent.reType = RT_SPRITE;
|
|
|
|
ent.customShader = shader;
|
|
|
|
ent.radius = 10;
|
|
|
|
ent.renderfx = rf;
|
|
|
|
ent.shaderRGBA[0] = 255;
|
|
|
|
ent.shaderRGBA[1] = 255;
|
|
|
|
ent.shaderRGBA[2] = 255;
|
|
|
|
ent.shaderRGBA[3] = 255;
|
|
|
|
trap_R_AddRefEntityToScene( &ent );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CG_PlayerSprites
|
|
|
|
|
|
|
|
Float sprites over the player's head
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
static void CG_PlayerSprites( centity_t *cent ) {
|
|
|
|
int team;
|
|
|
|
|
|
|
|
if ( cent->currentState.eFlags & EF_CONNECTION ) {
|
|
|
|
CG_PlayerFloatSprite( cent, cgs.media.connectionShader );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( cent->currentState.eFlags & EF_TALK ) {
|
|
|
|
CG_PlayerFloatSprite( cent, cgs.media.balloonShader );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( cent->currentState.eFlags & EF_AWARD_IMPRESSIVE ) {
|
|
|
|
CG_PlayerFloatSprite( cent, cgs.media.medalImpressive );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( cent->currentState.eFlags & EF_AWARD_EXCELLENT ) {
|
|
|
|
CG_PlayerFloatSprite( cent, cgs.media.medalExcellent );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( cent->currentState.eFlags & EF_AWARD_GAUNTLET ) {
|
|
|
|
CG_PlayerFloatSprite( cent, cgs.media.medalGauntlet );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( cent->currentState.eFlags & EF_AWARD_DEFEND ) {
|
|
|
|
CG_PlayerFloatSprite( cent, cgs.media.medalDefend );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( cent->currentState.eFlags & EF_AWARD_ASSIST ) {
|
|
|
|
CG_PlayerFloatSprite( cent, cgs.media.medalAssist );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( cent->currentState.eFlags & EF_AWARD_CAP ) {
|
|
|
|
CG_PlayerFloatSprite( cent, cgs.media.medalCapture );
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
team = cgs.clientinfo[ cent->currentState.clientNum ].team;
|
|
|
|
if ( !(cent->currentState.eFlags & EF_DEAD) &&
|
|
|
|
cg.snap->ps.persistant[PERS_TEAM] == team &&
|
|
|
|
cgs.gametype >= GT_TEAM) {
|
|
|
|
if (cg_drawFriend.integer) {
|
|
|
|
CG_PlayerFloatSprite( cent, cgs.media.friendShader );
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CG_PlayerShadow
|
|
|
|
|
|
|
|
Returns the Z component of the surface being shadowed
|
|
|
|
|
|
|
|
should it return a full plane instead of a Z?
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
#define SHADOW_DISTANCE 128
|
|
|
|
static qboolean CG_PlayerShadow( centity_t *cent, float *shadowPlane ) {
|
|
|
|
vec3_t end, mins = {-15, -15, 0}, maxs = {15, 15, 2};
|
|
|
|
trace_t trace;
|
|
|
|
float alpha;
|
|
|
|
|
|
|
|
*shadowPlane = 0;
|
|
|
|
|
|
|
|
if ( cg_shadows.integer == 0 ) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
// no shadows when invisible
|
|
|
|
if ( cent->currentState.powerups & ( 1 << PW_INVIS ) ) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
// send a trace down from the player to the ground
|
|
|
|
VectorCopy( cent->lerpOrigin, end );
|
|
|
|
end[2] -= SHADOW_DISTANCE;
|
|
|
|
|
|
|
|
trap_CM_BoxTrace( &trace, cent->lerpOrigin, end, mins, maxs, 0, MASK_PLAYERSOLID );
|
|
|
|
|
|
|
|
// no shadow if too high
|
|
|
|
if ( trace.fraction == 1.0 || trace.startsolid || trace.allsolid ) {
|
|
|
|
return qfalse;
|
|
|
|
}
|
|
|
|
|
|
|
|
*shadowPlane = trace.endpos[2] + 1;
|
|
|
|
|
|
|
|
if ( cg_shadows.integer != 1 ) { // no mark for stencil or projection shadows
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
// fade the shadow out with height
|
|
|
|
alpha = 1.0 - trace.fraction;
|
|
|
|
|
2007-09-05 18:17:46 +00:00
|
|
|
// hack / FPE - bogus planes?
|
2005-08-26 17:39:27 +00:00
|
|
|
//assert( DotProduct( trace.plane.normal, trace.plane.normal ) != 0.0f )
|
|
|
|
|
|
|
|
// add the mark as a temporary, so it goes directly to the renderer
|
|
|
|
// without taking a spot in the cg_marks array
|
|
|
|
CG_ImpactMark( cgs.media.shadowMarkShader, trace.endpos, trace.plane.normal,
|
|
|
|
cent->pe.legs.yawAngle, alpha,alpha,alpha,1, qfalse, 24, qtrue );
|
|
|
|
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CG_PlayerSplash
|
|
|
|
|
|
|
|
Draw a mark at the water surface
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
static void CG_PlayerSplash( centity_t *cent ) {
|
|
|
|
vec3_t start, end;
|
|
|
|
trace_t trace;
|
|
|
|
int contents;
|
|
|
|
polyVert_t verts[4];
|
|
|
|
|
|
|
|
if ( !cg_shadows.integer ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
VectorCopy( cent->lerpOrigin, end );
|
|
|
|
end[2] -= 24;
|
|
|
|
|
|
|
|
// if the feet aren't in liquid, don't make a mark
|
|
|
|
// this won't handle moving water brushes, but they wouldn't draw right anyway...
|
2011-06-06 15:05:10 +00:00
|
|
|
contents = CG_PointContents( end, 0 );
|
2005-08-26 17:39:27 +00:00
|
|
|
if ( !( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
VectorCopy( cent->lerpOrigin, start );
|
|
|
|
start[2] += 32;
|
|
|
|
|
|
|
|
// if the head isn't out of liquid, don't make a mark
|
2011-06-06 15:05:10 +00:00
|
|
|
contents = CG_PointContents( start, 0 );
|
2005-08-26 17:39:27 +00:00
|
|
|
if ( contents & ( CONTENTS_SOLID | CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// trace down to find the surface
|
|
|
|
trap_CM_BoxTrace( &trace, start, end, NULL, NULL, 0, ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) );
|
|
|
|
|
|
|
|
if ( trace.fraction == 1.0 ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// create a mark polygon
|
|
|
|
VectorCopy( trace.endpos, verts[0].xyz );
|
|
|
|
verts[0].xyz[0] -= 32;
|
|
|
|
verts[0].xyz[1] -= 32;
|
|
|
|
verts[0].st[0] = 0;
|
|
|
|
verts[0].st[1] = 0;
|
|
|
|
verts[0].modulate[0] = 255;
|
|
|
|
verts[0].modulate[1] = 255;
|
|
|
|
verts[0].modulate[2] = 255;
|
|
|
|
verts[0].modulate[3] = 255;
|
|
|
|
|
|
|
|
VectorCopy( trace.endpos, verts[1].xyz );
|
|
|
|
verts[1].xyz[0] -= 32;
|
|
|
|
verts[1].xyz[1] += 32;
|
|
|
|
verts[1].st[0] = 0;
|
|
|
|
verts[1].st[1] = 1;
|
|
|
|
verts[1].modulate[0] = 255;
|
|
|
|
verts[1].modulate[1] = 255;
|
|
|
|
verts[1].modulate[2] = 255;
|
|
|
|
verts[1].modulate[3] = 255;
|
|
|
|
|
|
|
|
VectorCopy( trace.endpos, verts[2].xyz );
|
|
|
|
verts[2].xyz[0] += 32;
|
|
|
|
verts[2].xyz[1] += 32;
|
|
|
|
verts[2].st[0] = 1;
|
|
|
|
verts[2].st[1] = 1;
|
|
|
|
verts[2].modulate[0] = 255;
|
|
|
|
verts[2].modulate[1] = 255;
|
|
|
|
verts[2].modulate[2] = 255;
|
|
|
|
verts[2].modulate[3] = 255;
|
|
|
|
|
|
|
|
VectorCopy( trace.endpos, verts[3].xyz );
|
|
|
|
verts[3].xyz[0] += 32;
|
|
|
|
verts[3].xyz[1] -= 32;
|
|
|
|
verts[3].st[0] = 1;
|
|
|
|
verts[3].st[1] = 0;
|
|
|
|
verts[3].modulate[0] = 255;
|
|
|
|
verts[3].modulate[1] = 255;
|
|
|
|
verts[3].modulate[2] = 255;
|
|
|
|
verts[3].modulate[3] = 255;
|
|
|
|
|
|
|
|
trap_R_AddPolyToScene( cgs.media.wakeMarkShader, 4, verts );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CG_AddRefEntityWithPowerups
|
|
|
|
|
|
|
|
Adds a piece with modifications or duplications for powerups
|
|
|
|
Also called by CG_Missile for quad rockets, but nobody can tell...
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void CG_AddRefEntityWithPowerups( refEntity_t *ent, entityState_t *state, int team ) {
|
|
|
|
|
|
|
|
if ( state->powerups & ( 1 << PW_INVIS ) ) {
|
|
|
|
ent->customShader = cgs.media.invisShader;
|
|
|
|
trap_R_AddRefEntityToScene( ent );
|
|
|
|
} else {
|
|
|
|
/*
|
|
|
|
if ( state->eFlags & EF_KAMIKAZE ) {
|
|
|
|
if (team == TEAM_BLUE)
|
|
|
|
ent->customShader = cgs.media.blueKamikazeShader;
|
|
|
|
else
|
|
|
|
ent->customShader = cgs.media.redKamikazeShader;
|
|
|
|
trap_R_AddRefEntityToScene( ent );
|
|
|
|
}
|
|
|
|
else {*/
|
|
|
|
trap_R_AddRefEntityToScene( ent );
|
|
|
|
//}
|
|
|
|
|
|
|
|
if ( state->powerups & ( 1 << PW_QUAD ) )
|
|
|
|
{
|
|
|
|
if (team == TEAM_RED)
|
|
|
|
ent->customShader = cgs.media.redQuadShader;
|
|
|
|
else
|
|
|
|
ent->customShader = cgs.media.quadShader;
|
|
|
|
trap_R_AddRefEntityToScene( ent );
|
|
|
|
}
|
|
|
|
if ( state->powerups & ( 1 << PW_REGEN ) ) {
|
|
|
|
if ( ( ( cg.time / 100 ) % 10 ) == 1 ) {
|
|
|
|
ent->customShader = cgs.media.regenShader;
|
|
|
|
trap_R_AddRefEntityToScene( ent );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( state->powerups & ( 1 << PW_BATTLESUIT ) ) {
|
|
|
|
ent->customShader = cgs.media.battleSuitShader;
|
|
|
|
trap_R_AddRefEntityToScene( ent );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=================
|
|
|
|
CG_LightVerts
|
|
|
|
=================
|
|
|
|
*/
|
|
|
|
int CG_LightVerts( vec3_t normal, int numVerts, polyVert_t *verts )
|
|
|
|
{
|
|
|
|
int i, j;
|
|
|
|
float incoming;
|
|
|
|
vec3_t ambientLight;
|
|
|
|
vec3_t lightDir;
|
|
|
|
vec3_t directedLight;
|
|
|
|
|
|
|
|
trap_R_LightForPoint( verts[0].xyz, ambientLight, directedLight, lightDir );
|
|
|
|
|
|
|
|
for (i = 0; i < numVerts; i++) {
|
|
|
|
incoming = DotProduct (normal, lightDir);
|
|
|
|
if ( incoming <= 0 ) {
|
|
|
|
verts[i].modulate[0] = ambientLight[0];
|
|
|
|
verts[i].modulate[1] = ambientLight[1];
|
|
|
|
verts[i].modulate[2] = ambientLight[2];
|
|
|
|
verts[i].modulate[3] = 255;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
j = ( ambientLight[0] + incoming * directedLight[0] );
|
|
|
|
if ( j > 255 ) {
|
|
|
|
j = 255;
|
|
|
|
}
|
|
|
|
verts[i].modulate[0] = j;
|
|
|
|
|
|
|
|
j = ( ambientLight[1] + incoming * directedLight[1] );
|
|
|
|
if ( j > 255 ) {
|
|
|
|
j = 255;
|
|
|
|
}
|
|
|
|
verts[i].modulate[1] = j;
|
|
|
|
|
|
|
|
j = ( ambientLight[2] + incoming * directedLight[2] );
|
|
|
|
if ( j > 255 ) {
|
|
|
|
j = 255;
|
|
|
|
}
|
|
|
|
verts[i].modulate[2] = j;
|
|
|
|
|
|
|
|
verts[i].modulate[3] = 255;
|
|
|
|
}
|
|
|
|
return qtrue;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CG_Player
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void CG_Player( centity_t *cent ) {
|
|
|
|
clientInfo_t *ci;
|
|
|
|
refEntity_t legs;
|
|
|
|
refEntity_t torso;
|
|
|
|
refEntity_t head;
|
|
|
|
int clientNum;
|
|
|
|
int renderfx;
|
|
|
|
qboolean shadow;
|
|
|
|
float shadowPlane;
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
refEntity_t skull;
|
|
|
|
refEntity_t powerup;
|
|
|
|
int t;
|
|
|
|
float c;
|
|
|
|
float angle;
|
|
|
|
vec3_t dir, angles;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// the client number is stored in clientNum. It can't be derived
|
|
|
|
// from the entity number, because a single client may have
|
|
|
|
// multiple corpses on the level using the same clientinfo
|
|
|
|
clientNum = cent->currentState.clientNum;
|
|
|
|
if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) {
|
|
|
|
CG_Error( "Bad clientNum on player entity");
|
|
|
|
}
|
|
|
|
ci = &cgs.clientinfo[ clientNum ];
|
|
|
|
|
|
|
|
// it is possible to see corpses from disconnected players that may
|
|
|
|
// not have valid clientinfo
|
|
|
|
if ( !ci->infoValid ) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// get the player model information
|
|
|
|
renderfx = 0;
|
|
|
|
if ( cent->currentState.number == cg.snap->ps.clientNum) {
|
|
|
|
if (!cg.renderingThirdPerson) {
|
|
|
|
renderfx = RF_THIRD_PERSON; // only draw in mirrors
|
|
|
|
} else {
|
|
|
|
if (cg_cameraMode.integer) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
memset( &legs, 0, sizeof(legs) );
|
|
|
|
memset( &torso, 0, sizeof(torso) );
|
|
|
|
memset( &head, 0, sizeof(head) );
|
|
|
|
|
|
|
|
// get the rotation information
|
|
|
|
CG_PlayerAngles( cent, legs.axis, torso.axis, head.axis );
|
|
|
|
|
|
|
|
// get the animation state (after rotation, to allow feet shuffle)
|
|
|
|
CG_PlayerAnimation( cent, &legs.oldframe, &legs.frame, &legs.backlerp,
|
|
|
|
&torso.oldframe, &torso.frame, &torso.backlerp );
|
|
|
|
|
|
|
|
// add the talk baloon or disconnect icon
|
|
|
|
CG_PlayerSprites( cent );
|
|
|
|
|
|
|
|
// add the shadow
|
|
|
|
shadow = CG_PlayerShadow( cent, &shadowPlane );
|
|
|
|
|
|
|
|
// add a water splash if partially in and out of water
|
|
|
|
CG_PlayerSplash( cent );
|
|
|
|
|
|
|
|
if ( cg_shadows.integer == 3 && shadow ) {
|
|
|
|
renderfx |= RF_SHADOW_PLANE;
|
|
|
|
}
|
|
|
|
renderfx |= RF_LIGHTING_ORIGIN; // use the same origin for all
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
if( cgs.gametype == GT_HARVESTER ) {
|
|
|
|
CG_PlayerTokens( cent, renderfx );
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
//
|
|
|
|
// add the legs
|
|
|
|
//
|
|
|
|
legs.hModel = ci->legsModel;
|
|
|
|
legs.customSkin = ci->legsSkin;
|
|
|
|
|
|
|
|
VectorCopy( cent->lerpOrigin, legs.origin );
|
|
|
|
|
|
|
|
VectorCopy( cent->lerpOrigin, legs.lightingOrigin );
|
|
|
|
legs.shadowPlane = shadowPlane;
|
|
|
|
legs.renderfx = renderfx;
|
|
|
|
VectorCopy (legs.origin, legs.oldorigin); // don't positionally lerp at all
|
|
|
|
|
|
|
|
CG_AddRefEntityWithPowerups( &legs, ¢->currentState, ci->team );
|
|
|
|
|
|
|
|
// if the model failed, allow the default nullmodel to be displayed
|
|
|
|
if (!legs.hModel) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
// add the torso
|
|
|
|
//
|
|
|
|
torso.hModel = ci->torsoModel;
|
|
|
|
if (!torso.hModel) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
torso.customSkin = ci->torsoSkin;
|
|
|
|
|
|
|
|
VectorCopy( cent->lerpOrigin, torso.lightingOrigin );
|
|
|
|
|
|
|
|
CG_PositionRotatedEntityOnTag( &torso, &legs, ci->legsModel, "tag_torso");
|
|
|
|
|
|
|
|
torso.shadowPlane = shadowPlane;
|
|
|
|
torso.renderfx = renderfx;
|
|
|
|
|
|
|
|
CG_AddRefEntityWithPowerups( &torso, ¢->currentState, ci->team );
|
|
|
|
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
if ( cent->currentState.eFlags & EF_KAMIKAZE ) {
|
|
|
|
|
|
|
|
memset( &skull, 0, sizeof(skull) );
|
|
|
|
|
|
|
|
VectorCopy( cent->lerpOrigin, skull.lightingOrigin );
|
|
|
|
skull.shadowPlane = shadowPlane;
|
|
|
|
skull.renderfx = renderfx;
|
|
|
|
|
|
|
|
if ( cent->currentState.eFlags & EF_DEAD ) {
|
|
|
|
// one skull bobbing above the dead body
|
|
|
|
angle = ((cg.time / 7) & 255) * (M_PI * 2) / 255;
|
|
|
|
if (angle > M_PI * 2)
|
|
|
|
angle -= (float)M_PI * 2;
|
|
|
|
dir[0] = sin(angle) * 20;
|
|
|
|
dir[1] = cos(angle) * 20;
|
|
|
|
angle = ((cg.time / 4) & 255) * (M_PI * 2) / 255;
|
|
|
|
dir[2] = 15 + sin(angle) * 8;
|
|
|
|
VectorAdd(torso.origin, dir, skull.origin);
|
|
|
|
|
|
|
|
dir[2] = 0;
|
|
|
|
VectorCopy(dir, skull.axis[1]);
|
|
|
|
VectorNormalize(skull.axis[1]);
|
|
|
|
VectorSet(skull.axis[2], 0, 0, 1);
|
|
|
|
CrossProduct(skull.axis[1], skull.axis[2], skull.axis[0]);
|
|
|
|
|
|
|
|
skull.hModel = cgs.media.kamikazeHeadModel;
|
|
|
|
trap_R_AddRefEntityToScene( &skull );
|
|
|
|
skull.hModel = cgs.media.kamikazeHeadTrail;
|
|
|
|
trap_R_AddRefEntityToScene( &skull );
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
// three skulls spinning around the player
|
|
|
|
angle = ((cg.time / 4) & 255) * (M_PI * 2) / 255;
|
|
|
|
dir[0] = cos(angle) * 20;
|
|
|
|
dir[1] = sin(angle) * 20;
|
|
|
|
dir[2] = cos(angle) * 20;
|
|
|
|
VectorAdd(torso.origin, dir, skull.origin);
|
|
|
|
|
|
|
|
angles[0] = sin(angle) * 30;
|
|
|
|
angles[1] = (angle * 180 / M_PI) + 90;
|
|
|
|
if (angles[1] > 360)
|
|
|
|
angles[1] -= 360;
|
|
|
|
angles[2] = 0;
|
|
|
|
AnglesToAxis( angles, skull.axis );
|
|
|
|
|
|
|
|
/*
|
|
|
|
dir[2] = 0;
|
|
|
|
VectorInverse(dir);
|
|
|
|
VectorCopy(dir, skull.axis[1]);
|
|
|
|
VectorNormalize(skull.axis[1]);
|
|
|
|
VectorSet(skull.axis[2], 0, 0, 1);
|
|
|
|
CrossProduct(skull.axis[1], skull.axis[2], skull.axis[0]);
|
|
|
|
*/
|
|
|
|
|
|
|
|
skull.hModel = cgs.media.kamikazeHeadModel;
|
|
|
|
trap_R_AddRefEntityToScene( &skull );
|
|
|
|
// flip the trail because this skull is spinning in the other direction
|
|
|
|
VectorInverse(skull.axis[1]);
|
|
|
|
skull.hModel = cgs.media.kamikazeHeadTrail;
|
|
|
|
trap_R_AddRefEntityToScene( &skull );
|
|
|
|
|
|
|
|
angle = ((cg.time / 4) & 255) * (M_PI * 2) / 255 + M_PI;
|
|
|
|
if (angle > M_PI * 2)
|
|
|
|
angle -= (float)M_PI * 2;
|
|
|
|
dir[0] = sin(angle) * 20;
|
|
|
|
dir[1] = cos(angle) * 20;
|
|
|
|
dir[2] = cos(angle) * 20;
|
|
|
|
VectorAdd(torso.origin, dir, skull.origin);
|
|
|
|
|
|
|
|
angles[0] = cos(angle - 0.5 * M_PI) * 30;
|
|
|
|
angles[1] = 360 - (angle * 180 / M_PI);
|
|
|
|
if (angles[1] > 360)
|
|
|
|
angles[1] -= 360;
|
|
|
|
angles[2] = 0;
|
|
|
|
AnglesToAxis( angles, skull.axis );
|
|
|
|
|
|
|
|
/*
|
|
|
|
dir[2] = 0;
|
|
|
|
VectorCopy(dir, skull.axis[1]);
|
|
|
|
VectorNormalize(skull.axis[1]);
|
|
|
|
VectorSet(skull.axis[2], 0, 0, 1);
|
|
|
|
CrossProduct(skull.axis[1], skull.axis[2], skull.axis[0]);
|
|
|
|
*/
|
|
|
|
|
|
|
|
skull.hModel = cgs.media.kamikazeHeadModel;
|
|
|
|
trap_R_AddRefEntityToScene( &skull );
|
|
|
|
skull.hModel = cgs.media.kamikazeHeadTrail;
|
|
|
|
trap_R_AddRefEntityToScene( &skull );
|
|
|
|
|
|
|
|
angle = ((cg.time / 3) & 255) * (M_PI * 2) / 255 + 0.5 * M_PI;
|
|
|
|
if (angle > M_PI * 2)
|
|
|
|
angle -= (float)M_PI * 2;
|
|
|
|
dir[0] = sin(angle) * 20;
|
|
|
|
dir[1] = cos(angle) * 20;
|
|
|
|
dir[2] = 0;
|
|
|
|
VectorAdd(torso.origin, dir, skull.origin);
|
|
|
|
|
|
|
|
VectorCopy(dir, skull.axis[1]);
|
|
|
|
VectorNormalize(skull.axis[1]);
|
|
|
|
VectorSet(skull.axis[2], 0, 0, 1);
|
|
|
|
CrossProduct(skull.axis[1], skull.axis[2], skull.axis[0]);
|
|
|
|
|
|
|
|
skull.hModel = cgs.media.kamikazeHeadModel;
|
|
|
|
trap_R_AddRefEntityToScene( &skull );
|
|
|
|
skull.hModel = cgs.media.kamikazeHeadTrail;
|
|
|
|
trap_R_AddRefEntityToScene( &skull );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if ( cent->currentState.powerups & ( 1 << PW_GUARD ) ) {
|
|
|
|
memcpy(&powerup, &torso, sizeof(torso));
|
|
|
|
powerup.hModel = cgs.media.guardPowerupModel;
|
|
|
|
powerup.frame = 0;
|
|
|
|
powerup.oldframe = 0;
|
|
|
|
powerup.customSkin = 0;
|
|
|
|
trap_R_AddRefEntityToScene( &powerup );
|
|
|
|
}
|
|
|
|
if ( cent->currentState.powerups & ( 1 << PW_SCOUT ) ) {
|
|
|
|
memcpy(&powerup, &torso, sizeof(torso));
|
|
|
|
powerup.hModel = cgs.media.scoutPowerupModel;
|
|
|
|
powerup.frame = 0;
|
|
|
|
powerup.oldframe = 0;
|
|
|
|
powerup.customSkin = 0;
|
|
|
|
trap_R_AddRefEntityToScene( &powerup );
|
|
|
|
}
|
|
|
|
if ( cent->currentState.powerups & ( 1 << PW_DOUBLER ) ) {
|
|
|
|
memcpy(&powerup, &torso, sizeof(torso));
|
|
|
|
powerup.hModel = cgs.media.doublerPowerupModel;
|
|
|
|
powerup.frame = 0;
|
|
|
|
powerup.oldframe = 0;
|
|
|
|
powerup.customSkin = 0;
|
|
|
|
trap_R_AddRefEntityToScene( &powerup );
|
|
|
|
}
|
|
|
|
if ( cent->currentState.powerups & ( 1 << PW_AMMOREGEN ) ) {
|
|
|
|
memcpy(&powerup, &torso, sizeof(torso));
|
|
|
|
powerup.hModel = cgs.media.ammoRegenPowerupModel;
|
|
|
|
powerup.frame = 0;
|
|
|
|
powerup.oldframe = 0;
|
|
|
|
powerup.customSkin = 0;
|
|
|
|
trap_R_AddRefEntityToScene( &powerup );
|
|
|
|
}
|
|
|
|
if ( cent->currentState.powerups & ( 1 << PW_INVULNERABILITY ) ) {
|
|
|
|
if ( !ci->invulnerabilityStartTime ) {
|
|
|
|
ci->invulnerabilityStartTime = cg.time;
|
|
|
|
}
|
|
|
|
ci->invulnerabilityStopTime = cg.time;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
ci->invulnerabilityStartTime = 0;
|
|
|
|
}
|
|
|
|
if ( (cent->currentState.powerups & ( 1 << PW_INVULNERABILITY ) ) ||
|
|
|
|
cg.time - ci->invulnerabilityStopTime < 250 ) {
|
|
|
|
|
|
|
|
memcpy(&powerup, &torso, sizeof(torso));
|
|
|
|
powerup.hModel = cgs.media.invulnerabilityPowerupModel;
|
|
|
|
powerup.customSkin = 0;
|
|
|
|
// always draw
|
|
|
|
powerup.renderfx &= ~RF_THIRD_PERSON;
|
|
|
|
VectorCopy(cent->lerpOrigin, powerup.origin);
|
|
|
|
|
|
|
|
if ( cg.time - ci->invulnerabilityStartTime < 250 ) {
|
|
|
|
c = (float) (cg.time - ci->invulnerabilityStartTime) / 250;
|
|
|
|
}
|
|
|
|
else if (cg.time - ci->invulnerabilityStopTime < 250 ) {
|
|
|
|
c = (float) (250 - (cg.time - ci->invulnerabilityStopTime)) / 250;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
c = 1;
|
|
|
|
}
|
|
|
|
VectorSet( powerup.axis[0], c, 0, 0 );
|
|
|
|
VectorSet( powerup.axis[1], 0, c, 0 );
|
|
|
|
VectorSet( powerup.axis[2], 0, 0, c );
|
|
|
|
trap_R_AddRefEntityToScene( &powerup );
|
|
|
|
}
|
|
|
|
|
|
|
|
t = cg.time - ci->medkitUsageTime;
|
|
|
|
if ( ci->medkitUsageTime && t < 500 ) {
|
|
|
|
memcpy(&powerup, &torso, sizeof(torso));
|
|
|
|
powerup.hModel = cgs.media.medkitUsageModel;
|
|
|
|
powerup.customSkin = 0;
|
|
|
|
// always draw
|
|
|
|
powerup.renderfx &= ~RF_THIRD_PERSON;
|
|
|
|
VectorClear(angles);
|
|
|
|
AnglesToAxis(angles, powerup.axis);
|
|
|
|
VectorCopy(cent->lerpOrigin, powerup.origin);
|
|
|
|
powerup.origin[2] += -24 + (float) t * 80 / 500;
|
|
|
|
if ( t > 400 ) {
|
|
|
|
c = (float) (t - 1000) * 0xff / 100;
|
|
|
|
powerup.shaderRGBA[0] = 0xff - c;
|
|
|
|
powerup.shaderRGBA[1] = 0xff - c;
|
|
|
|
powerup.shaderRGBA[2] = 0xff - c;
|
|
|
|
powerup.shaderRGBA[3] = 0xff - c;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
powerup.shaderRGBA[0] = 0xff;
|
|
|
|
powerup.shaderRGBA[1] = 0xff;
|
|
|
|
powerup.shaderRGBA[2] = 0xff;
|
|
|
|
powerup.shaderRGBA[3] = 0xff;
|
|
|
|
}
|
|
|
|
trap_R_AddRefEntityToScene( &powerup );
|
|
|
|
}
|
|
|
|
#endif // MISSIONPACK
|
|
|
|
|
|
|
|
//
|
|
|
|
// add the head
|
|
|
|
//
|
|
|
|
head.hModel = ci->headModel;
|
|
|
|
if (!head.hModel) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
head.customSkin = ci->headSkin;
|
|
|
|
|
|
|
|
VectorCopy( cent->lerpOrigin, head.lightingOrigin );
|
|
|
|
|
|
|
|
CG_PositionRotatedEntityOnTag( &head, &torso, ci->torsoModel, "tag_head");
|
|
|
|
|
|
|
|
head.shadowPlane = shadowPlane;
|
|
|
|
head.renderfx = renderfx;
|
|
|
|
|
|
|
|
CG_AddRefEntityWithPowerups( &head, ¢->currentState, ci->team );
|
|
|
|
|
|
|
|
#ifdef MISSIONPACK
|
|
|
|
CG_BreathPuffs(cent, &head);
|
|
|
|
|
|
|
|
CG_DustTrail(cent);
|
|
|
|
#endif
|
|
|
|
|
|
|
|
//
|
|
|
|
// add the gun / barrel / flash
|
|
|
|
//
|
|
|
|
CG_AddPlayerWeapon( &torso, NULL, cent, ci->team );
|
|
|
|
|
|
|
|
// add powerups floating behind the player
|
|
|
|
CG_PlayerPowerups( cent, &torso );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//=====================================================================
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
CG_ResetPlayerEntity
|
|
|
|
|
|
|
|
A player just came into view or teleported, so reset all animation info
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void CG_ResetPlayerEntity( centity_t *cent ) {
|
|
|
|
cent->errorTime = -99999; // guarantee no error decay added
|
|
|
|
cent->extrapolated = qfalse;
|
|
|
|
|
|
|
|
CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ], ¢->pe.legs, cent->currentState.legsAnim );
|
|
|
|
CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ], ¢->pe.torso, cent->currentState.torsoAnim );
|
|
|
|
|
|
|
|
BG_EvaluateTrajectory( ¢->currentState.pos, cg.time, cent->lerpOrigin );
|
|
|
|
BG_EvaluateTrajectory( ¢->currentState.apos, cg.time, cent->lerpAngles );
|
|
|
|
|
|
|
|
VectorCopy( cent->lerpOrigin, cent->rawOrigin );
|
|
|
|
VectorCopy( cent->lerpAngles, cent->rawAngles );
|
|
|
|
|
|
|
|
memset( ¢->pe.legs, 0, sizeof( cent->pe.legs ) );
|
|
|
|
cent->pe.legs.yawAngle = cent->rawAngles[YAW];
|
|
|
|
cent->pe.legs.yawing = qfalse;
|
|
|
|
cent->pe.legs.pitchAngle = 0;
|
|
|
|
cent->pe.legs.pitching = qfalse;
|
|
|
|
|
2012-07-01 17:27:52 +00:00
|
|
|
memset( ¢->pe.torso, 0, sizeof( cent->pe.torso ) );
|
2005-08-26 17:39:27 +00:00
|
|
|
cent->pe.torso.yawAngle = cent->rawAngles[YAW];
|
|
|
|
cent->pe.torso.yawing = qfalse;
|
|
|
|
cent->pe.torso.pitchAngle = cent->rawAngles[PITCH];
|
|
|
|
cent->pe.torso.pitching = qfalse;
|
|
|
|
|
|
|
|
if ( cg_debugPosition.integer ) {
|
2011-07-18 14:56:57 +00:00
|
|
|
CG_Printf("%i ResetPlayerEntity yaw=%f\n", cent->currentState.number, cent->pe.torso.yawAngle );
|
2005-08-26 17:39:27 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|