More color fixes for railgun

Show other players' railgun color and their firetime state.
Show snapshot client's color on world item models of railgun.
Fix the impact mark using color2 (spiral) rather than color1 (beam).
Credits go to Ensiform and Harekiet for the refire portion.
This commit is contained in:
Thilo Schulz 2011-06-28 08:28:12 +00:00
parent c52bfbd5a8
commit 53d89b6c10
5 changed files with 37 additions and 14 deletions

View File

@ -294,6 +294,11 @@ static void CG_Item( centity_t *cent ) {
cent->lerpOrigin[2] += 8; // an extra height boost
}
if( item->giType == IT_WEAPON && item->giTag == WP_RAILGUN ) {
clientInfo_t *ci = &cgs.clientinfo[cg.snap->ps.clientNum];
Byte4Copy( ci->c1RGBA, ent.shaderRGBA );
}
ent.hModel = cg_items[es->modelindex].models[0];

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@ -154,6 +154,8 @@ typedef struct {
vec3_t railgunImpact;
qboolean railgunFlash;
int railFireTime;
// machinegun spinning
float barrelAngle;
int barrelTime;
@ -320,6 +322,9 @@ typedef struct {
vec3_t color1;
vec3_t color2;
byte c1RGBA[4];
byte c2RGBA[4];
int score; // updated by score servercmds
int location; // location index for team mode

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@ -900,9 +900,19 @@ void CG_NewClientInfo( int clientNum ) {
v = Info_ValueForKey( configstring, "c1" );
CG_ColorFromString( v, newInfo.color1 );
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;
v = Info_ValueForKey( configstring, "c2" );
CG_ColorFromString( v, newInfo.color2 );
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;
// bot skill
v = Info_ValueForKey( configstring, "skill" );
newInfo.botSkill = atoi( v );

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@ -1253,21 +1253,18 @@ void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent
gun.renderfx = parent->renderfx;
// set custom shading for railgun refire rate
if ( ps || cent->currentState.clientNum == cg.predictedPlayerState.clientNum ) {
if ( cg.predictedPlayerState.weapon == WP_RAILGUN
&& cg.predictedPlayerState.weaponstate == WEAPON_FIRING ) {
float f;
f = (float)cg.predictedPlayerState.weaponTime / 1500;
gun.shaderRGBA[1] = 0;
gun.shaderRGBA[0] =
gun.shaderRGBA[2] = 255 * ( 1.0 - f );
} else {
gun.shaderRGBA[0] = 255;
gun.shaderRGBA[1] = 255;
gun.shaderRGBA[2] = 255;
if( weaponNum == WP_RAILGUN ) {
clientInfo_t *ci = &cgs.clientinfo[cent->currentState.clientNum];
if( cent->pe.railFireTime + 1500 > cg.time ) {
int scale = 255 * ( cg.time - cent->pe.railFireTime ) / 1500;
gun.shaderRGBA[0] = ( ci->c1RGBA[0] * scale ) >> 8;
gun.shaderRGBA[1] = ( ci->c1RGBA[1] * scale ) >> 8;
gun.shaderRGBA[2] = ( ci->c1RGBA[2] * scale ) >> 8;
gun.shaderRGBA[3] = 255;
}
else {
Byte4Copy( ci->c1RGBA, gun.shaderRGBA );
}
}
gun.hModel = weapon->weaponModel;
@ -1743,6 +1740,10 @@ void CG_FireWeapon( centity_t *cent ) {
}
}
if( ent->weapon == WP_RAILGUN ) {
cent->pe.railFireTime = cg.time;
}
// play quad sound if needed
if ( cent->currentState.powerups & ( 1 << PW_QUAD ) ) {
trap_S_StartSound (NULL, cent->currentState.number, CHAN_ITEM, cgs.media.quadSound );
@ -1978,7 +1979,7 @@ void CG_MissileHitWall( int weapon, int clientNum, vec3_t origin, vec3_t dir, im
float *color;
// colorize with client color
color = cgs.clientinfo[clientNum].color2;
color = cgs.clientinfo[clientNum].color1;
CG_ImpactMark( mark, origin, dir, random()*360, color[0],color[1], color[2],1, alphaFade, radius, qfalse );
} else {
CG_ImpactMark( mark, origin, dir, random()*360, 1,1,1,1, alphaFade, radius, qfalse );

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@ -545,6 +545,8 @@ typedef struct {
#define VectorSet(v, x, y, z) ((v)[0]=(x), (v)[1]=(y), (v)[2]=(z))
#define Vector4Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3])
#define Byte4Copy(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3])
#define SnapVector(v) {v[0]=((int)(v[0]));v[1]=((int)(v[1]));v[2]=((int)(v[2]));}
// just in case you do't want to use the macros
vec_t _DotProduct( const vec3_t v1, const vec3_t v2 );