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// this line must stay at top so the whole PCH thing works...
# include "cg_headers.h"
# define CG_PLAYERS_CPP
//#include "cg_local.h"
# include "cg_media.h"
# include "FxScheduler.h"
# include "..\game\ghoul2_shared.h"
# include "..\game\anims.h"
# include "..\game\wp_saber.h"
# include "..\game\g_vehicles.h"
# include "..\Rufl\hstring.h"
# define LOOK_SWING_SCALE 0.5f
# define CG_SWINGSPEED 0.3f
# include "animtable.h"
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extern qboolean WP_SaberBladeUseSecondBladeStyle ( saberInfo_t * saber , int bladeNum ) ;
extern void WP_SaberSwingSound ( gentity_t * ent , int saberNum , swingType_t swingType ) ;
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extern vmCvar_t cg_debugHealthBars ;
/*
player entities generate a great deal of information from implicit ques
taken from the entityState_t
*/
//rww - generic function for applying a shader to the skin.
extern vmCvar_t cg_g2Marks ;
void CG_AddGhoul2Mark ( int type , float size , vec3_t hitloc , vec3_t hitdirection ,
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int entnum , vec3_t entposition , float entangle , CGhoul2Info_v & ghoul2 , vec3_t modelScale , int lifeTime , int firstModel , vec3_t uaxis )
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{
if ( ! cg_g2Marks . integer )
{ //don't want these
return ;
}
static SSkinGoreData goreSkin ;
memset ( & goreSkin , 0 , sizeof ( goreSkin ) ) ;
goreSkin . growDuration = - 1 ; // do not grow
goreSkin . goreScaleStartFraction = 1.0 ; // default start scale
goreSkin . frontFaces = true ; // yes front
goreSkin . backFaces = false ; // no back
goreSkin . lifeTime = lifeTime ;
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goreSkin . firstModel = firstModel ;
/*
//NOTE: sorry, have to disable fade-out of marks, causes sorting issues
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if ( lifeTime > 0 )
{
goreSkin . fadeOutTime = lifeTime * 0.1 ; //use whatever you want here -rww
}
goreSkin . fadeRGB = true ; //fade on RGB and alpha instead of just alpha (not needed for all shaders, but whatever)
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*/
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goreSkin . currentTime = cg . time ;
goreSkin . entNum = entnum ;
goreSkin . SSize = size ;
goreSkin . TSize = size ;
goreSkin . shader = type ;
goreSkin . theta = flrand ( 0.0f , 6.28f ) ;
if ( uaxis )
{
goreSkin . backFaces = true ;
goreSkin . SSize = 6 ;
goreSkin . TSize = 3 ;
goreSkin . depthStart = - 10 ; //arbitrary depths, just limiting marks to near hit loc
goreSkin . depthEnd = 15 ;
goreSkin . useTheta = false ;
VectorCopy ( uaxis , goreSkin . uaxis ) ;
if ( VectorNormalize ( goreSkin . uaxis ) < 0.001f )
{ //too short to make a mark
return ;
}
}
else
{
goreSkin . depthStart = - 1000 ;
goreSkin . depthEnd = 1000 ;
goreSkin . useTheta = true ;
}
VectorCopy ( modelScale , goreSkin . scale ) ;
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if ( VectorCompare ( hitdirection , vec3_origin ) )
{ //wtf, no dir? Make one up
VectorSubtract ( entposition , hitloc , goreSkin . rayDirection ) ;
VectorNormalize ( goreSkin . rayDirection ) ;
}
else
{ //use passed in value
VectorCopy ( hitdirection , goreSkin . rayDirection ) ;
}
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VectorCopy ( hitloc , goreSkin . hitLocation ) ;
VectorCopy ( entposition , goreSkin . position ) ;
goreSkin . angles [ YAW ] = entangle ;
gi . G2API_AddSkinGore ( ghoul2 , goreSkin ) ;
}
qboolean CG_RegisterClientModelname ( clientInfo_t * ci , const char * headModelName , const char * headSkinName ,
const char * torsoModelName , const char * torsoSkinName ,
const char * legsModelName , const char * legsSkinName ) ;
static void CG_PlayerFootsteps ( centity_t * const cent , footstepType_t footStepType ) ;
static void CG_PlayerAnimEvents ( int animFileIndex , qboolean torso , int oldFrame , int frame , int entNum ) ;
extern void BG_G2SetBoneAngles ( centity_t * cent , gentity_t * gent , int boneIndex , const vec3_t angles , const int flags ,
const Eorientations up , const Eorientations left , const Eorientations forward , qhandle_t * modelList ) ;
extern void FX_BorgDeathSparkParticles ( vec3_t origin , vec3_t angles , vec3_t vel , vec3_t user ) ;
extern qboolean PM_SaberInSpecialAttack ( int anim ) ;
extern qboolean PM_SaberInAttack ( int move ) ;
extern qboolean PM_SaberInTransitionAny ( int move ) ;
extern int PM_GetTurnAnim ( gentity_t * gent , int anim ) ;
extern int PM_AnimLength ( int index , animNumber_t anim ) ;
extern qboolean PM_InRoll ( playerState_t * ps ) ;
extern Vehicle_t * G_IsRidingVehicle ( gentity_t * ent ) ;
extern qboolean PM_SuperBreakWinAnim ( int anim ) ;
//Basic set of custom sounds that everyone needs
// (keep numbers in ascending order in order for variant-capping to work)
const char * cg_customBasicSoundNames [ MAX_CUSTOM_BASIC_SOUNDS ] =
{
" *death1.wav " ,
" *death2.wav " ,
" *death3.wav " ,
" *jump1.wav " ,
" *pain25.wav " ,
" *pain50.wav " ,
" *pain75.wav " ,
" *pain100.wav " ,
" *gurp1.wav " ,
" *gurp2.wav " ,
" *drown.wav " ,
" *gasp.wav " ,
" *land1.wav " ,
" *falling1.wav " ,
} ;
//Used as a supplement to the basic set for enemies and hazard team
// (keep numbers in ascending order in order for variant-capping to work)
const char * cg_customCombatSoundNames [ MAX_CUSTOM_COMBAT_SOUNDS ] =
{
" *anger1.wav " , //Say when acquire an enemy when didn't have one before
" *anger2.wav " ,
" *anger3.wav " ,
" *victory1.wav " , //Say when killed an enemy
" *victory2.wav " ,
" *victory3.wav " ,
" *confuse1.wav " , //Say when confused
" *confuse2.wav " ,
" *confuse3.wav " ,
" *pushed1.wav " , //Say when force-pushed
" *pushed2.wav " ,
" *pushed3.wav " ,
" *choke1.wav " ,
" *choke2.wav " ,
" *choke3.wav " ,
" *ffwarn.wav " ,
" *ffturn.wav " ,
} ;
//Used as a supplement to the basic set for stormtroopers
// (keep numbers in ascending order in order for variant-capping to work)
const char * cg_customExtraSoundNames [ MAX_CUSTOM_EXTRA_SOUNDS ] =
{
" *chase1.wav " ,
" *chase2.wav " ,
" *chase3.wav " ,
" *cover1.wav " ,
" *cover2.wav " ,
" *cover3.wav " ,
" *cover4.wav " ,
" *cover5.wav " ,
" *detected1.wav " ,
" *detected2.wav " ,
" *detected3.wav " ,
" *detected4.wav " ,
" *detected5.wav " ,
" *lost1.wav " ,
" *outflank1.wav " ,
" *outflank2.wav " ,
" *escaping1.wav " ,
" *escaping2.wav " ,
" *escaping3.wav " ,
" *giveup1.wav " ,
" *giveup2.wav " ,
" *giveup3.wav " ,
" *giveup4.wav " ,
" *look1.wav " ,
" *look2.wav " ,
" *sight1.wav " ,
" *sight2.wav " ,
" *sight3.wav " ,
" *sound1.wav " ,
" *sound2.wav " ,
" *sound3.wav " ,
" *suspicious1.wav " ,
" *suspicious2.wav " ,
" *suspicious3.wav " ,
" *suspicious4.wav " ,
" *suspicious5.wav " ,
} ;
//Used as a supplement to the basic set for jedi
// (keep numbers in ascending order in order for variant-capping to work)
const char * cg_customJediSoundNames [ MAX_CUSTOM_JEDI_SOUNDS ] =
{
" *combat1.wav " ,
" *combat2.wav " ,
" *combat3.wav " ,
" *jdetected1.wav " ,
" *jdetected2.wav " ,
" *jdetected3.wav " ,
" *taunt1.wav " ,
" *taunt2.wav " ,
" *taunt3.wav " ,
" *jchase1.wav " ,
" *jchase2.wav " ,
" *jchase3.wav " ,
" *jlost1.wav " ,
" *jlost2.wav " ,
" *jlost3.wav " ,
" *deflect1.wav " ,
" *deflect2.wav " ,
" *deflect3.wav " ,
" *gloat1.wav " ,
" *gloat2.wav " ,
" *gloat3.wav " ,
" *pushfail.wav " ,
} ;
// done at registration time only...
//
// cuts down on sound-variant registration for low end machines,
// eg *gloat1.wav (plus...2,...3) can be capped to all be just *gloat1.wav
//
static const char * GetCustomSound_VariantCapped ( const char * ppsTable [ ] , int iEntryNum , qboolean bForceVariant1 )
{
extern vmCvar_t cg_VariantSoundCap ;
// const int iVariantCap = 2; // test
const int & iVariantCap = cg_VariantSoundCap . integer ;
if ( iVariantCap | | bForceVariant1 )
{
char * p = strchr ( ppsTable [ iEntryNum ] , ' . ' ) ;
if ( p & & p - 2 > ppsTable [ iEntryNum ] & & isdigit ( p [ - 1 ] ) & & ! isdigit ( p [ - 2 ] ) )
{
int iThisVariant = p [ - 1 ] - ' 0 ' ;
if ( iThisVariant > iVariantCap | | bForceVariant1 )
{
// ok, let's not load this variant, so pick a random one below the cap value...
//
for ( int i = 0 ; i < 2 ; i + + ) // 1st pass, choose random, 2nd pass (if random not in list), choose xxx1, else fall through...
{
char sName [ MAX_QPATH ] ;
Q_strncpyz ( sName , ppsTable [ iEntryNum ] , sizeof ( sName ) ) ;
p = strchr ( sName , ' . ' ) ;
if ( p )
{
* p = ' \0 ' ;
sName [ strlen ( sName ) - 1 ] = ' \0 ' ; // strip the digit
int iRandom = bForceVariant1 ? 1 : ( ! i ? Q_irand ( 1 , iVariantCap ) : 1 ) ;
strcat ( sName , va ( " %d " , iRandom ) ) ;
// does this exist in the entries before the original one?...
//
for ( int iScanNum = 0 ; iScanNum < iEntryNum ; iScanNum + + )
{
if ( ! stricmp ( ppsTable [ iScanNum ] , sName ) )
{
// yeah, this entry is also present in the table, so ok to return it
//
return ppsTable [ iScanNum ] ;
}
}
}
}
// didn't find an entry corresponding to either the random name, or the xxxx1 version,
// so give up and drop through to return the original...
//
}
}
}
return ppsTable [ iEntryNum ] ;
}
extern cvar_t * g_sex ;
extern cvar_t * com_buildScript ;
static void CG_RegisterCustomSounds ( clientInfo_t * ci , int iSoundEntryBase ,
int iTableEntries , const char * ppsTable [ ] , const char * psDir
)
{
for ( int i = 0 ; i < iTableEntries ; i + + )
{
char s [ MAX_QPATH ] = { 0 } ;
const char * pS = GetCustomSound_VariantCapped ( ppsTable , i , qfalse ) ;
if ( ! s )
{
break ; // fairly pointless code in original, since there are no NULL's in the table, but wtf...
}
COM_StripExtension ( pS , s ) ;
sfxHandle_t hSFX = 0 ;
if ( g_sex - > string [ 0 ] = = ' f ' )
{
hSFX = cgi_S_RegisterSound ( va ( " sound/chars/%s/misc/%s_f.wav " , psDir , s + 1 ) ) ;
}
if ( hSFX = = 0 | | com_buildScript - > integer )
{
hSFX = cgi_S_RegisterSound ( va ( " sound/chars/%s/misc/%s.wav " , psDir , s + 1 ) ) ;
}
if ( hSFX = = 0 )
{
// hmmm... variant in table was missing, so forcibly-retry with %1 version (which we may have just tried, but wtf?)...
//
pS = GetCustomSound_VariantCapped ( ppsTable , i , qtrue ) ;
COM_StripExtension ( pS , s ) ;
if ( g_sex - > string [ 0 ] = = ' f ' )
{
hSFX = cgi_S_RegisterSound ( va ( " sound/chars/%s/misc/%s_f.wav " , psDir , s + 1 ) ) ;
}
if ( hSFX = = 0 | | com_buildScript - > integer )
{
hSFX = cgi_S_RegisterSound ( va ( " sound/chars/%s/misc/%s.wav " , psDir , s + 1 ) ) ;
}
//
// and fall through regardless...
//
}
ci - > sounds [ i + iSoundEntryBase ] = hSFX ;
}
}
/*
= = = = = = = = = = = = = = = =
CG_CustomSound
NOTE : when you call this , check the value . If zero , do not try to play the sound .
Either that or when a sound that doesn ' t exist is played , don ' t play the null
sound honk and don ' t display the error message
= = = = = = = = = = = = = = = =
*/
static sfxHandle_t CG_CustomSound ( int entityNum , const char * soundName , int customSoundSet )
{
clientInfo_t * ci ;
int i ;
if ( soundName [ 0 ] ! = ' * ' )
{
return cgi_S_RegisterSound ( soundName ) ;
}
if ( ! g_entities [ entityNum ] . client )
{
// No client, this should never happen, so just don't
# ifndef FINAL_BUILD
// CG_Printf( "custom sound not on client: %s", soundName );
# endif
return 0 ;
}
else
{
ci = & g_entities [ entityNum ] . client - > clientInfo ;
}
//FIXME: if the sound you want to play could not be found, pick another from the same
//general grouping? ie: if you want ff_2c and there is none, try ff_2b or ff_2a...
switch ( customSoundSet )
{
case CS_BASIC :
// There should always be a clientInfo structure if there is a client, but just make sure...
if ( ci )
{
for ( i = 0 ; i < MAX_CUSTOM_BASIC_SOUNDS & & cg_customBasicSoundNames [ i ] ; i + + )
{
if ( ! Q_stricmp ( soundName , cg_customBasicSoundNames [ i ] ) )
{
return ci - > sounds [ i ] ;
}
}
}
break ;
case CS_COMBAT :
// There should always be a clientInfo structure if there is a client, but just make sure...
if ( ci )
{
for ( i = 0 ; i < MAX_CUSTOM_COMBAT_SOUNDS & & cg_customCombatSoundNames [ i ] ; i + + )
{
if ( ! Q_stricmp ( soundName , cg_customCombatSoundNames [ i ] ) )
{
return ci - > sounds [ i + MAX_CUSTOM_BASIC_SOUNDS ] ;
}
}
}
break ;
case CS_EXTRA :
// There should always be a clientInfo structure if there is a client, but just make sure...
if ( ci )
{
for ( i = 0 ; i < MAX_CUSTOM_EXTRA_SOUNDS & & cg_customExtraSoundNames [ i ] ; i + + )
{
if ( ! Q_stricmp ( soundName , cg_customExtraSoundNames [ i ] ) )
{
return ci - > sounds [ i + MAX_CUSTOM_BASIC_SOUNDS + MAX_CUSTOM_COMBAT_SOUNDS ] ;
}
}
}
break ;
case CS_JEDI :
// There should always be a clientInfo structure if there is a client, but just make sure...
if ( ci )
{
for ( i = 0 ; i < MAX_CUSTOM_JEDI_SOUNDS & & cg_customJediSoundNames [ i ] ; i + + )
{
if ( ! Q_stricmp ( soundName , cg_customJediSoundNames [ i ] ) )
{
return ci - > sounds [ i + MAX_CUSTOM_BASIC_SOUNDS + MAX_CUSTOM_COMBAT_SOUNDS + MAX_CUSTOM_EXTRA_SOUNDS ] ;
}
}
}
break ;
case CS_TRY_ALL :
default :
//no set specified, search all
if ( ci )
{
for ( i = 0 ; i < MAX_CUSTOM_BASIC_SOUNDS & & cg_customBasicSoundNames [ i ] ; i + + )
{
if ( ! Q_stricmp ( soundName , cg_customBasicSoundNames [ i ] ) )
{
return ci - > sounds [ i ] ;
}
}
for ( i = 0 ; i < MAX_CUSTOM_COMBAT_SOUNDS & & cg_customCombatSoundNames [ i ] ; i + + )
{
if ( ! Q_stricmp ( soundName , cg_customCombatSoundNames [ i ] ) )
{
return ci - > sounds [ i + MAX_CUSTOM_BASIC_SOUNDS ] ;
}
}
for ( i = 0 ; i < MAX_CUSTOM_EXTRA_SOUNDS & & cg_customExtraSoundNames [ i ] ; i + + )
{
if ( ! Q_stricmp ( soundName , cg_customExtraSoundNames [ i ] ) )
{
return ci - > sounds [ i + MAX_CUSTOM_BASIC_SOUNDS + MAX_CUSTOM_COMBAT_SOUNDS ] ;
}
}
for ( i = 0 ; i < MAX_CUSTOM_JEDI_SOUNDS & & cg_customJediSoundNames [ i ] ; i + + )
{
if ( ! Q_stricmp ( soundName , cg_customJediSoundNames [ i ] ) )
{
return ci - > sounds [ i + MAX_CUSTOM_BASIC_SOUNDS + MAX_CUSTOM_COMBAT_SOUNDS + MAX_CUSTOM_EXTRA_SOUNDS ] ;
}
}
}
break ;
}
# ifdef FINAL_BUILD
CG_Printf ( " Unknown custom sound: %s " , soundName ) ;
# else
CG_Error ( " Unknown custom sound: %s " , soundName ) ;
# endif
return 0 ;
}
qboolean CG_TryPlayCustomSound ( vec3_t origin , int entityNum , soundChannel_t channel , const char * soundName , int customSoundSet )
{
sfxHandle_t soundIndex = CG_CustomSound ( entityNum , soundName , customSoundSet ) ;
if ( ! soundIndex )
{
return qfalse ;
}
cgi_S_StartSound ( origin , entityNum , channel , soundIndex ) ;
return qtrue ;
}
/*
= = = = = = = = = = = = = = = = = = = = = =
CG_NewClientinfo
For player only , NPCs get them through NPC_stats and G_ModelIndex
= = = = = = = = = = = = = = = = = = = = = =
*/
void CG_NewClientinfo ( int clientNum )
{
clientInfo_t * ci ;
const char * configstring ;
const char * v ;
// const char *s;
// int i;
configstring = CG_ConfigString ( clientNum + CS_PLAYERS ) ;
if ( ! configstring [ 0 ] )
{
return ; // player just left
}
//ci = &cgs.clientinfo[clientNum];
if ( ! ( & g_entities [ clientNum ] . client ) )
{
return ;
}
ci = & g_entities [ clientNum ] . client - > clientInfo ;
// isolate the player's name
v = Info_ValueForKey ( configstring , " n " ) ;
Q_strncpyz ( ci - > name , v , sizeof ( ci - > name ) ) ;
// handicap
v = Info_ValueForKey ( configstring , " hc " ) ;
ci - > handicap = atoi ( v ) ;
// team
v = Info_ValueForKey ( configstring , " t " ) ;
ci - > team = ( team_t ) atoi ( v ) ;
// legsModel
v = Info_ValueForKey ( configstring , " legsModel " ) ;
Q_strncpyz ( g_entities [ clientNum ] . client - > renderInfo . legsModelName , v ,
sizeof ( g_entities [ clientNum ] . client - > renderInfo . legsModelName ) , qtrue ) ;
// torsoModel
v = Info_ValueForKey ( configstring , " torsoModel " ) ;
Q_strncpyz ( g_entities [ clientNum ] . client - > renderInfo . torsoModelName , v ,
sizeof ( g_entities [ clientNum ] . client - > renderInfo . torsoModelName ) , qtrue ) ;
// headModel
v = Info_ValueForKey ( configstring , " headModel " ) ;
Q_strncpyz ( g_entities [ clientNum ] . client - > renderInfo . headModelName , v ,
sizeof ( g_entities [ clientNum ] . client - > renderInfo . headModelName ) , qtrue ) ;
// sounds
v = Info_ValueForKey ( configstring , " snd " ) ;
ci - > customBasicSoundDir = G_NewString ( v ) ;
//player uses only the basic custom and combat sound sets, not the extra or jedi
CG_RegisterCustomSounds ( ci ,
0 , // int iSoundEntryBase,
MAX_CUSTOM_BASIC_SOUNDS , // int iTableEntries,
cg_customBasicSoundNames , // const char *ppsTable[],
ci - > customBasicSoundDir // const char *psDir
) ;
CG_RegisterCustomSounds ( ci ,
MAX_CUSTOM_BASIC_SOUNDS , // int iSoundEntryBase,
MAX_CUSTOM_COMBAT_SOUNDS , // int iTableEntries,
cg_customCombatSoundNames , // const char *ppsTable[],
ci - > customBasicSoundDir // const char *psDir
) ;
ci - > infoValid = qfalse ;
}
/*
CG_RegisterNPCCustomSounds
*/
void CG_RegisterNPCCustomSounds ( clientInfo_t * ci )
{
// const char *s;
// int i;
// sounds
if ( ci - > customBasicSoundDir & & ci - > customBasicSoundDir [ 0 ] )
{
CG_RegisterCustomSounds ( ci ,
0 , // int iSoundEntryBase,
MAX_CUSTOM_BASIC_SOUNDS , // int iTableEntries,
cg_customBasicSoundNames , // const char *ppsTable[],
ci - > customBasicSoundDir // const char *psDir
) ;
}
if ( ci - > customCombatSoundDir & & ci - > customCombatSoundDir [ 0 ] )
{
CG_RegisterCustomSounds ( ci ,
MAX_CUSTOM_BASIC_SOUNDS , // int iSoundEntryBase,
MAX_CUSTOM_COMBAT_SOUNDS , // int iTableEntries,
cg_customCombatSoundNames , // const char *ppsTable[],
ci - > customCombatSoundDir // const char *psDir
) ;
}
if ( ci - > customExtraSoundDir & & ci - > customExtraSoundDir [ 0 ] )
{
CG_RegisterCustomSounds ( ci ,
MAX_CUSTOM_BASIC_SOUNDS + MAX_CUSTOM_COMBAT_SOUNDS , // int iSoundEntryBase,
MAX_CUSTOM_EXTRA_SOUNDS , // int iTableEntries,
cg_customExtraSoundNames , // const char *ppsTable[],
ci - > customExtraSoundDir // const char *psDir
) ;
}
if ( ci - > customJediSoundDir & & ci - > customJediSoundDir [ 0 ] )
{
CG_RegisterCustomSounds ( ci ,
MAX_CUSTOM_BASIC_SOUNDS + MAX_CUSTOM_COMBAT_SOUNDS + MAX_CUSTOM_EXTRA_SOUNDS , // int iSoundEntryBase,
MAX_CUSTOM_JEDI_SOUNDS , // int iTableEntries,
cg_customJediSoundNames , // const char *ppsTable[],
ci - > customJediSoundDir // const char *psDir
) ;
}
}
//=============================================================================
/*
void CG_RegisterNPCEffects ( team_t team )
This should register all the shaders , models and sounds used by a specific type
of NPC ' s spawn , death and other miscellaneous effects . NOT WEAPON EFFECTS , as those
are taken care of in CG_RegisterWeapon
*/
/*
void CG_RegisterNPCEffects ( team_t team )
{
switch ( team )
{
case TEAM_ENEMY :
break ;
case TEAM_NEUTRAL :
break ;
case TEAM_PLAYER :
break ;
default :
break ;
}
}
*/
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
PLAYER ANIMATION
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
qboolean ValidAnimFileIndex ( int index )
{
if ( index < 0 | | index > = level . numKnownAnimFileSets )
{
Com_Printf ( S_COLOR_RED " Bad animFileIndex: %d \n " , index ) ;
return qfalse ;
}
return qtrue ;
}
/*
= = = = = = = = = = = = = = = = = = = = = =
CG_ClearAnimEvtCache
resets all the eventcache so that a vid restart will recache them
= = = = = = = = = = = = = = = = = = = = = =
*/
void CG_ClearAnimEvtCache ( void )
{
int i ;
for ( i = 0 ; i < level . numKnownAnimFileSets ; i + + )
{
// TODO: Make this work again?
// level.knownAnimFileSets[i].eventsParsed = qfalse;
}
}
/*
= = = = = = = = = = = = = = =
CG_SetLerpFrameAnimation
= = = = = = = = = = = = = = =
*/
static void CG_SetLerpFrameAnimation ( clientInfo_t * ci , lerpFrame_t * lf , int newAnimation )
{
animation_t * anim ;
if ( newAnimation < 0 | | newAnimation > = MAX_ANIMATIONS )
{
# ifdef FINAL_BUILD
newAnimation = 0 ;
# else
CG_Error ( " Bad animation number: %i for " , newAnimation , ci - > name ) ;
# endif
}
lf - > animationNumber = newAnimation ;
if ( ! ValidAnimFileIndex ( ci - > animFileIndex ) )
{
# ifdef FINAL_BUILD
ci - > animFileIndex = 0 ;
# else
CG_Error ( " Bad animFileIndex: %i for %s " , ci - > animFileIndex , ci - > name ) ;
# endif
}
anim = & level . knownAnimFileSets [ ci - > animFileIndex ] . animations [ newAnimation ] ;
lf - > animation = anim ;
lf - > animationTime = lf - > frameTime + abs ( anim - > frameLerp ) ;
}
/*
= = = = = = = = = = = = = = =
CG_RunLerpFrame
Sets cg . snap , cg . oldFrame , and cg . backlerp
cg . time should be between oldFrameTime and frameTime after exit
= = = = = = = = = = = = = = =
*/
static qboolean CG_RunLerpFrame ( clientInfo_t * ci , lerpFrame_t * lf , int newAnimation , float fpsMod , int entNum ) {
int f , animFrameTime ;
animation_t * anim ;
qboolean newFrame = qfalse ;
if ( fpsMod > 2 | | fpsMod < 0.5 )
{ //should have been set right
fpsMod = 1.0f ;
}
// see if the animation sequence is switching
//FIXME: allow multiple-frame overlapped lerping between sequences? - Possibly last 3 of last seq and first 3 of next seq?
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 ;
//Do we need to speed up or slow down the anim?
/*if(fpsMod != 1.0)
{ //Note! despite it's name, a higher fpsMod slows down the anim, a lower one speeds it up
animFrameTime = ceil ( lf - > frameTime * fpsMod ) ;
}
else */
{
animFrameTime = abs ( anim - > frameLerp ) ;
//special hack for player to ensure quick weapon change
if ( entNum = = 0 )
{
if ( lf - > animationNumber = = TORSO_DROPWEAP1 | | lf - > animationNumber = = TORSO_RAISEWEAP1 )
{
animFrameTime = 50 ;
}
}
}
if ( cg . time < lf - > animationTime )
{
lf - > frameTime = lf - > animationTime ; // initial lerp
}
else
{
lf - > frameTime = lf - > oldFrameTime + animFrameTime ;
}
f = ( lf - > frameTime - lf - > animationTime ) / animFrameTime ;
if ( f > = anim - > numFrames )
{ //Reached the end of the anim
//FIXME: Need to set a flag here to TASK_COMPLETE
f - = anim - > numFrames ;
if ( anim - > loopFrames ! = - 1 ) //Before 0 meant no loop
{
if ( anim - > numFrames - anim - > loopFrames = = 0 )
{
f % = anim - > numFrames ;
}
else
{
f % = ( anim - > numFrames - anim - > loopFrames ) ;
}
f + = anim - > loopFrames ;
}
else
{
f = anim - > numFrames - 1 ;
if ( f < 0 )
{
f = 0 ;
}
// the animation is stuck at the end, so it
// can immediately transition to another sequence
lf - > frameTime = cg . time ;
}
}
if ( anim - > frameLerp < 0 )
{
lf - > frame = anim - > firstFrame + anim - > numFrames - 1 - f ;
}
else
{
lf - > frame = anim - > firstFrame + f ;
}
if ( cg . time > lf - > frameTime )
{
lf - > frameTime = cg . time ;
}
newFrame = qtrue ;
}
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 ) ;
}
return newFrame ;
}
/*
= = = = = = = = = = = = = = =
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 ) ;
if ( lf - > animation - > frameLerp < 0 )
{ //Plays backwards
lf - > oldFrame = lf - > frame = ( lf - > animation - > firstFrame + lf - > animation - > numFrames ) ;
}
else
{
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 ;
int legsAnim ;
int legsTurnAnim = - 1 ;
qboolean newLegsFrame = qfalse ;
qboolean newTorsoFrame = qfalse ;
clientNum = cent - > currentState . clientNum ;
ci = & cent - > gent - > client - > clientInfo ;
//Changed this from cent->currentState.legsAnim to cent->gent->client->ps.legsAnim because it was screwing up our timers when we've just changed anims while turning
legsAnim = cent - > gent - > client - > ps . legsAnim ;
// do the shuffle turn frames locally (MAN this is an Fugly-ass hack!)
if ( cent - > pe . legs . yawing )
{
legsTurnAnim = PM_GetTurnAnim ( cent - > gent , legsAnim ) ;
}
if ( legsTurnAnim ! = - 1 )
{
newLegsFrame = CG_RunLerpFrame ( ci , & cent - > pe . legs , legsTurnAnim , cent - > gent - > client - > renderInfo . legsFpsMod , cent - > gent - > s . number ) ;
//This line doesn't seem to serve any useful purpose, rather it
//breaks things since any task waiting for a lower anim to complete
//never will finish if this happens!!!
//cent->gent->client->ps.legsAnimTimer = 0;
}
else
{
newLegsFrame = CG_RunLerpFrame ( ci , & cent - > pe . legs , legsAnim , cent - > gent - > client - > renderInfo . legsFpsMod , cent - > gent - > s . number ) ;
}
* legsOld = cent - > pe . legs . oldFrame ;
* legs = cent - > pe . legs . frame ;
* legsBackLerp = cent - > pe . legs . backlerp ;
if ( newLegsFrame )
{
if ( ValidAnimFileIndex ( ci - > animFileIndex ) )
{
CG_PlayerAnimEvents ( ci - > animFileIndex , qfalse , cent - > pe . legs . frame , cent - > pe . legs . frame , cent - > currentState . number ) ;
}
}
//HACKHACKHACK
/*
if ( cent - > gent - > client - > playerTeam = = TEAM_BORG & &
cent - > gent - > client - > ps . weapon = = WP_BORG_ASSIMILATOR )
{
if ( cent - > gent - > NPC - > attackHoldTime > cg . time )
{
if ( cent - > pe . torso . frame > = 468 & & cent - > pe . torso . frame < 478 )
{ //Do not animate
* torsoOld = * torso = cent - > pe . torso . frame = 468 ;
* torsoBackLerp = 0 ;
if ( ValidAnimFileIndex ( ci - > animFileIndex ) )
{
CG_PlayerAnimSounds ( ci - > animFileIndex , qtrue , cent - > pe . torso . frame , cent - > pe . torso . frame , cent - > currentState . number ) ;
}
return ;
}
}
}
*/
newTorsoFrame = CG_RunLerpFrame ( ci , & cent - > pe . torso , cent - > gent - > client - > ps . torsoAnim , cent - > gent - > client - > renderInfo . torsoFpsMod , cent - > gent - > s . number ) ;
* torsoOld = cent - > pe . torso . oldFrame ;
* torso = cent - > pe . torso . frame ;
* torsoBackLerp = cent - > pe . torso . backlerp ;
if ( newTorsoFrame )
{
if ( ValidAnimFileIndex ( ci - > animFileIndex ) )
{
CG_PlayerAnimEvents ( ci - > animFileIndex , qtrue , cent - > pe . torso . frame , cent - > pe . torso . frame , cent - > currentState . number ) ;
}
}
}
extern int PM_LegsAnimForFrame ( gentity_t * ent , int legsFrame ) ;
extern int PM_TorsoAnimForFrame ( gentity_t * ent , int torsoFrame ) ;
static void CG_PlayerAnimEventDo ( centity_t * cent , animevent_t * animEvent )
{
//FIXME: pass in event, switch off the type
if ( cent = = NULL | | animEvent = = NULL )
{
return ;
}
soundChannel_t channel = CHAN_AUTO ;
switch ( animEvent - > eventType )
{
case AEV_SOUNDCHAN :
channel = ( soundChannel_t ) animEvent - > eventData [ AED_SOUNDCHANNEL ] ;
case AEV_SOUND :
// are there variations on the sound?
{
const int holdSnd = animEvent - > eventData [ AED_SOUNDINDEX_START + Q_irand ( 0 , animEvent - > eventData [ AED_SOUND_NUMRANDOMSNDS ] ) ] ;
if ( holdSnd > 0 )
{
if ( cgs . sound_precache [ holdSnd ] )
{
cgi_S_StartSound ( NULL , cent - > currentState . clientNum , channel , cgs . sound_precache [ holdSnd ] ) ;
}
else
{ //try a custom sound
const char * s = CG_ConfigString ( CS_SOUNDS + holdSnd ) ;
CG_TryPlayCustomSound ( NULL , cent - > currentState . clientNum , channel , va ( " %s.wav " , s ) , CS_TRY_ALL ) ;
}
}
}
break ;
2013-04-04 23:21:13 +00:00
case AEV_SABER_SWING :
if ( cent - > gent )
{ //cheat over to game side and play sound from there...
WP_SaberSwingSound ( cent - > gent , animEvent - > eventData [ AED_SABER_SWING_SABERNUM ] , ( swingType_t ) animEvent - > eventData [ AED_SABER_SWING_TYPE ] ) ;
}
break ;
case AEV_SABER_SPIN :
if ( cent - > gent
& & cent - > gent - > client )
{
saberInfo_t * saber = & cent - > gent - > client - > ps . saber [ animEvent - > eventData [ AED_SABER_SPIN_SABERNUM ] ] ;
if ( saber )
{
int spinSound = 0 ;
if ( saber - > spinSound
& & cgs . sound_precache [ saber - > spinSound ] )
{ //use override
spinSound = cgs . sound_precache [ saber - > spinSound ] ;
}
else
{
switch ( animEvent - > eventData [ AED_SABER_SPIN_TYPE ] )
{
case 0 : //saberspinoff
spinSound = cgi_S_RegisterSound ( " sound/weapons/saber/saberspinoff.wav " ) ;
break ;
case 1 : //saberspin
spinSound = cgi_S_RegisterSound ( " sound/weapons/saber/saberspin.wav " ) ;
break ;
case 2 : //saberspin1
spinSound = cgi_S_RegisterSound ( " sound/weapons/saber/saberspin1.wav " ) ;
break ;
case 3 : //saberspin2
spinSound = cgi_S_RegisterSound ( " sound/weapons/saber/saberspin2.wav " ) ;
break ;
case 4 : //saberspin3
spinSound = cgi_S_RegisterSound ( " sound/weapons/saber/saberspin3.wav " ) ;
break ;
default : //random saberspin1-3
spinSound = cgi_S_RegisterSound ( va ( " sound/weapons/saber/saberspin%d.wav " , Q_irand ( 1 , 3 ) ) ) ;
break ;
}
}
if ( spinSound )
{
cgi_S_StartSound ( NULL , cent - > currentState . clientNum , CHAN_AUTO , spinSound ) ;
}
}
}
break ;
2013-04-04 22:35:38 +00:00
case AEV_FOOTSTEP :
CG_PlayerFootsteps ( cent , ( footstepType_t ) animEvent - > eventData [ AED_FOOTSTEP_TYPE ] ) ;
break ;
case AEV_EFFECT :
if ( animEvent - > eventData [ AED_EFFECTINDEX ] = = - 1 )
{ //invalid effect
if ( animEvent - > stringData ! = NULL
& & animEvent - > stringData [ 0 ] )
{ //some sort of hard-coded effect
if ( Q_stricmp ( " push_l " , animEvent - > stringData ) = = 0 )
{
cgi_S_StartSound ( cent - > lerpOrigin , cent - > currentState . clientNum , CHAN_AUTO , cgi_S_RegisterSound ( " sound/weapons/force/push.wav " ) ) ;
cent - > gent - > client - > ps . powerups [ PW_FORCE_PUSH ] = cg . time + animEvent - > eventData [ AED_EFFECT_PROBABILITY ] ; //AED_EFFECT_PROBABILITY in this case is the number of ms for the effect to last
cent - > gent - > client - > pushEffectFadeTime = 0 ;
}
else if ( Q_stricmp ( " push_r " , animEvent - > stringData ) = = 0 )
{
cgi_S_StartSound ( cent - > lerpOrigin , cent - > currentState . clientNum , CHAN_AUTO , cgi_S_RegisterSound ( " sound/weapons/force/push.wav " ) ) ;
cent - > gent - > client - > ps . powerups [ PW_FORCE_PUSH_RHAND ] = cg . time + animEvent - > eventData [ AED_EFFECT_PROBABILITY ] ; //AED_EFFECT_PROBABILITY in this case is the number of ms for the effect to last
cent - > gent - > client - > pushEffectFadeTime = 0 ;
}
else if ( Q_stricmp ( " scepter_beam " , animEvent - > stringData ) = = 0 )
{
int modelIndex = cent - > gent - > weaponModel [ 1 ] ;
if ( modelIndex < = 0 )
{
modelIndex = cent - > gent - > cinematicModel ;
}
if ( modelIndex > 0 )
{ //we have a cinematic model
int boltIndex = gi . G2API_AddBolt ( & cent - > gent - > ghoul2 [ modelIndex ] , " *flash " ) ;
if ( boltIndex > - 1 )
{ //cinematic model has a flash bolt
CG_PlayEffectBolted ( " scepter/beam.efx " , modelIndex , boltIndex , cent - > currentState . clientNum , cent - > lerpOrigin , animEvent - > eventData [ AED_EFFECT_PROBABILITY ] , qtrue ) ; //AED_EFFECT_PROBABILITY in this case is the number of ms for the effect to last
}
}
}
//FIXME: add more
}
}
else
{
//add bolt, play effect
if ( animEvent - > stringData ! = NULL & & cent & & cent - > gent & & cent - > gent - > ghoul2 . size ( ) )
{ //have a bolt name we want to use
animEvent - > eventData [ AED_MODELINDEX ] = cent - > gent - > playerModel ;
if ( ( Q_stricmpn ( " *blade " , animEvent - > stringData , 6 ) = = 0
| | Q_stricmp ( " *flash " , animEvent - > stringData ) = = 0 )
& & cent - > gent - > weaponModel [ 0 ] > 0 )
{ //must be a weapon, try weapon 0?
animEvent - > eventData [ AED_BOLTINDEX ] = gi . G2API_AddBolt ( & cent - > gent - > ghoul2 [ cent - > gent - > weaponModel [ 0 ] ] , animEvent - > stringData ) ;
if ( animEvent - > eventData [ AED_BOLTINDEX ] ! = - 1 )
{ //found it!
animEvent - > eventData [ AED_MODELINDEX ] = cent - > gent - > weaponModel [ 0 ] ;
}
else
{ //hmm, just try on the player model, then?
animEvent - > eventData [ AED_BOLTINDEX ] = gi . G2API_AddBolt ( & cent - > gent - > ghoul2 [ cent - > gent - > playerModel ] , animEvent - > stringData ) ;
}
}
else
{
animEvent - > eventData [ AED_BOLTINDEX ] = gi . G2API_AddBolt ( & cent - > gent - > ghoul2 [ cent - > gent - > playerModel ] , animEvent - > stringData ) ;
}
animEvent - > stringData = NULL ; //so we don't try to do this again
}
if ( animEvent - > eventData [ AED_BOLTINDEX ] ! = - 1 )
{ //have a bolt we want to play the effect on
CG_PlayEffectIDBolted ( animEvent - > eventData [ AED_EFFECTINDEX ] ,
animEvent - > eventData [ AED_MODELINDEX ] ,
animEvent - > eventData [ AED_BOLTINDEX ] ,
cent - > currentState . clientNum ,
cent - > lerpOrigin ) ;
}
else
{ //play at origin? FIXME: maybe allow a fwd/rt/up offset?
const vec3_t up = { 0 , 0 , 1 } ;
CG_PlayEffectID ( animEvent - > eventData [ AED_EFFECTINDEX ] , cent - > lerpOrigin , up ) ;
//G_PlayEffect( animEvent->eventData[AED_EFFECTINDEX], cent->lerpOrigin, up );
//theFxScheduler.PlayEffect( animEvent->eventData[AED_EFFECTINDEX], cent->lerpOrigin, qfalse );
}
}
break ;
case AEV_FIRE :
//add fire event
if ( animEvent - > eventData [ AED_FIRE_ALT ] )
{
G_AddEvent ( cent - > gent , EV_ALT_FIRE , 0 ) ;
}
else
{
G_AddEvent ( cent - > gent , EV_FIRE_WEAPON , 0 ) ;
}
break ;
case AEV_MOVE :
//make him jump
if ( cent & & cent - > gent & & cent - > gent - > client )
{
if ( cent - > gent - > client - > ps . groundEntityNum ! = ENTITYNUM_NONE )
{ //on something
vec3_t fwd , rt , up , angles = { 0 , cent - > gent - > client - > ps . viewangles [ YAW ] , 0 } ;
AngleVectors ( angles , fwd , rt , up ) ;
//FIXME: set or add to velocity?
VectorScale ( fwd , animEvent - > eventData [ AED_MOVE_FWD ] , cent - > gent - > client - > ps . velocity ) ;
VectorMA ( cent - > gent - > client - > ps . velocity , animEvent - > eventData [ AED_MOVE_RT ] , rt , cent - > gent - > client - > ps . velocity ) ;
VectorMA ( cent - > gent - > client - > ps . velocity , animEvent - > eventData [ AED_MOVE_UP ] , up , cent - > gent - > client - > ps . velocity ) ;
if ( animEvent - > eventData [ AED_MOVE_UP ] > 0 )
{ //a jump
cent - > gent - > client - > ps . pm_flags | = PMF_JUMPING ;
G_AddEvent ( cent - > gent , EV_JUMP , 0 ) ;
//FIXME: if have force jump, do this? or specify sound in the event data?
//cent->gent->client->ps.forceJumpZStart = cent->gent->client->ps.origin[2];//so we don't take damage if we land at same height
//G_SoundOnEnt( cent->gent, CHAN_BODY, "sound/weapons/force/jump.wav" );
}
}
}
break ;
default :
return ;
break ;
}
}
static void CG_PlayerAnimEvents ( int animFileIndex , qboolean torso , int oldFrame , int frame , int entNum )
{
int i ;
int firstFrame = 0 , lastFrame = 0 ;
qboolean doEvent = qfalse , inSameAnim = qfalse , loopAnim = qfalse , match = qfalse , animBackward = qfalse ;
animevent_t * animEvents = NULL ;
int glaIndex = - 1 ;
if ( g_entities [ entNum ] . ghoul2 . size ( ) )
{
glaIndex = gi . G2API_GetAnimIndex ( & ( g_entities [ entNum ] . ghoul2 [ 0 ] ) ) ;
}
if ( torso )
{
animEvents = level . knownAnimFileSets [ animFileIndex ] . torsoAnimEvents ;
}
else
{
animEvents = level . knownAnimFileSets [ animFileIndex ] . legsAnimEvents ;
}
if ( abs ( oldFrame - frame ) > 1 )
{ //given a range, see if keyFrame falls in that range
int oldAnim , anim ;
if ( torso )
{
//more precise, slower
oldAnim = PM_TorsoAnimForFrame ( & g_entities [ entNum ] , oldFrame ) ;
anim = PM_TorsoAnimForFrame ( & g_entities [ entNum ] , frame ) ;
}
else
{
//more precise, slower
oldAnim = PM_LegsAnimForFrame ( & g_entities [ entNum ] , oldFrame ) ;
anim = PM_TorsoAnimForFrame ( & g_entities [ entNum ] , frame ) ;
}
if ( anim ! = oldAnim )
{ //not in same anim
inSameAnim = qfalse ;
//FIXME: we *could* see if the oldFrame was *just about* to play the keyframed sound...
}
else
{ //still in same anim, check for looping anim
inSameAnim = qtrue ;
animation_t * animation = & level . knownAnimFileSets [ animFileIndex ] . animations [ anim ] ;
animBackward = ( animation - > frameLerp < 0 ) ;
if ( animation - > loopFrames ! = - 1 )
{ //a looping anim!
loopAnim = qtrue ;
firstFrame = animation - > firstFrame ;
lastFrame = animation - > firstFrame + animation - > numFrames ;
}
}
}
# ifdef _XBOX
using dllNamespace : : hstring ;
# endif
hstring myModel = g_entities [ entNum ] . NPC_type ; //apparently NPC_type is always the same as the model name???
// Check for anim event
for ( i = 0 ; i < MAX_ANIM_EVENTS ; + + i )
{
if ( animEvents [ i ] . eventType = = AEV_NONE ) // No event, end of list
{
break ;
}
if ( glaIndex ! = - 1 & & animEvents [ i ] . glaIndex ! = glaIndex )
{
continue ;
}
match = qfalse ;
if ( animEvents [ i ] . modelOnly = = 0 | | animEvents [ i ] . modelOnly = = myModel . handle ( ) )
{
if ( animEvents [ i ] . keyFrame = = frame )
{ //exact match
match = qtrue ;
}
else if ( abs ( oldFrame - frame ) > 1 ) //&& cg_reliableAnimEvents.integer )
{ //given a range, see if keyFrame falls in that range
if ( inSameAnim )
{ //if changed anims altogether, sorry, the sound is lost
if ( abs ( oldFrame - animEvents [ i ] . keyFrame ) < = 3
| | abs ( frame - animEvents [ i ] . keyFrame ) < = 3 )
{ //must be at least close to the keyframe
if ( animBackward )
{ //animation plays backwards
if ( oldFrame > animEvents [ i ] . keyFrame & & frame < animEvents [ i ] . keyFrame )
{ //old to new passed through keyframe
match = qtrue ;
}
else if ( loopAnim )
{ //hmm, didn't pass through it linearally, see if we looped
if ( animEvents [ i ] . keyFrame > = firstFrame & & animEvents [ i ] . keyFrame < lastFrame )
{ //keyframe is in this anim
if ( oldFrame > animEvents [ i ] . keyFrame
& & frame > oldFrame )
{ //old to new passed through keyframe
match = qtrue ;
}
}
}
}
else
{ //anim plays forwards
if ( oldFrame < animEvents [ i ] . keyFrame & & frame > animEvents [ i ] . keyFrame )
{ //old to new passed through keyframe
match = qtrue ;
}
else if ( loopAnim )
{ //hmm, didn't pass through it linearally, see if we looped
if ( animEvents [ i ] . keyFrame > = firstFrame & & animEvents [ i ] . keyFrame < lastFrame )
{ //keyframe is in this anim
if ( oldFrame < animEvents [ i ] . keyFrame
& & frame < oldFrame )
{ //old to new passed through keyframe
match = qtrue ;
}
}
}
}
}
}
}
if ( match )
{
switch ( animEvents [ i ] . eventType )
{
case AEV_SOUNDCHAN :
case AEV_SOUND :
// Determine probability of playing sound
if ( ! animEvents [ i ] . eventData [ AED_SOUND_PROBABILITY ] ) // 100%
{
doEvent = qtrue ;
}
else if ( animEvents [ i ] . eventData [ AED_SOUND_PROBABILITY ] > Q_irand ( 0 , 99 ) )
{
doEvent = qtrue ;
}
break ;
2013-04-04 23:21:13 +00:00
case AEV_SABER_SWING :
// Determine probability of playing sound
if ( ! animEvents [ i ] . eventData [ AED_SABER_SWING_PROBABILITY ] ) // 100%
{
doEvent = qtrue ;
}
else if ( animEvents [ i ] . eventData [ AED_SABER_SWING_PROBABILITY ] > Q_irand ( 0 , 99 ) )
{
doEvent = qtrue ;
}
break ;
case AEV_SABER_SPIN :
// Determine probability of playing sound
if ( ! animEvents [ i ] . eventData [ AED_SABER_SPIN_PROBABILITY ] ) // 100%
{
doEvent = qtrue ;
}
else if ( animEvents [ i ] . eventData [ AED_SABER_SPIN_PROBABILITY ] > Q_irand ( 0 , 99 ) )
{
doEvent = qtrue ;
}
break ;
2013-04-04 22:35:38 +00:00
case AEV_FOOTSTEP :
// Determine probability of playing sound
//Com_Printf( "Footstep event on frame %d, even should be on frame %d, off by %d\n", frame, animEvents[i].keyFrame, frame-animEvents[i].keyFrame );
if ( ! animEvents [ i ] . eventData [ AED_FOOTSTEP_PROBABILITY ] ) // 100%
{
doEvent = qtrue ;
}
else if ( animEvents [ i ] . eventData [ AED_FOOTSTEP_PROBABILITY ] > Q_irand ( 0 , 99 ) )
{
doEvent = qtrue ;
}
break ;
case AEV_EFFECT :
// Determine probability of playing sound
if ( ! animEvents [ i ] . eventData [ AED_EFFECT_PROBABILITY ] ) // 100%
{
doEvent = qtrue ;
}
else if ( animEvents [ i ] . eventData [ AED_EFFECT_PROBABILITY ] > Q_irand ( 0 , 99 ) )
{
doEvent = qtrue ;
}
break ;
case AEV_FIRE :
// Determine probability of playing sound
if ( ! animEvents [ i ] . eventData [ AED_FIRE_PROBABILITY ] ) // 100%
{
doEvent = qtrue ;
}
else if ( animEvents [ i ] . eventData [ AED_FIRE_PROBABILITY ] > Q_irand ( 0 , 99 ) )
{
doEvent = qtrue ;
}
break ;
case AEV_MOVE :
doEvent = qtrue ;
break ;
default :
//doEvent = qfalse;//implicit
break ;
}
// do event
if ( doEvent )
{
CG_PlayerAnimEventDo ( & cg_entities [ entNum ] , & animEvents [ i ] ) ;
}
} // end if event matches
} // end if model matches
} // end for
}
static void CGG2_AnimEvents ( centity_t * cent )
{
if ( ! cent | | ! cent - > gent | | ! cent - > gent - > client )
{
return ;
}
if ( ! cent - > gent - > ghoul2 . size ( ) )
{ //sorry, ghoul2 models only
return ;
}
assert ( cent - > gent - > playerModel > = 0 & & cent - > gent - > playerModel < cent - > gent - > ghoul2 . size ( ) ) ;
if ( ValidAnimFileIndex ( cent - > gent - > client - > clientInfo . animFileIndex ) )
{
int junk , curFrame = 0 ;
float currentFrame = 0 , animSpeed ;
if ( cent - > gent - > rootBone > = 0 & & gi . G2API_GetBoneAnimIndex ( & cent - > gent - > ghoul2 [ cent - > gent - > playerModel ] , cent - > gent - > rootBone , cg . time , & currentFrame , & junk , & junk , & junk , & animSpeed , cgs . model_draw ) )
{
// the above may have failed, not sure what to do about it, current frame will be zero in that case
curFrame = floor ( currentFrame ) ;
}
if ( curFrame ! = cent - > gent - > client - > renderInfo . legsFrame )
{
CG_PlayerAnimEvents ( cent - > gent - > client - > clientInfo . animFileIndex , qfalse , cent - > gent - > client - > renderInfo . legsFrame , curFrame , cent - > currentState . clientNum ) ;
}
cent - > gent - > client - > renderInfo . legsFrame = curFrame ;
cent - > pe . legs . frame = curFrame ;
if ( cent - > gent - > lowerLumbarBone > = 0 & & gi . G2API_GetBoneAnimIndex ( & cent - > gent - > ghoul2 [ cent - > gent - > playerModel ] , cent - > gent - > lowerLumbarBone , cg . time , & currentFrame , & junk , & junk , & junk , & animSpeed , cgs . model_draw ) )
{
curFrame = floor ( currentFrame ) ;
}
if ( curFrame ! = cent - > gent - > client - > renderInfo . torsoFrame )
{
CG_PlayerAnimEvents ( cent - > gent - > client - > clientInfo . animFileIndex , qtrue , cent - > gent - > client - > renderInfo . torsoFrame , curFrame , cent - > currentState . clientNum ) ;
}
cent - > gent - > client - > renderInfo . torsoFrame = curFrame ;
cent - > pe . torso . frame = curFrame ;
}
}
/*
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
PLAYER ANGLES
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
/*
= = = = = = = = = = = = = = = = = =
CG_UpdateAngleClamp
Turn curAngle toward destAngle at angleSpeed , but stay within clampMin and Max
= = = = = = = = = = = = = = = = = =
*/
static void CG_UpdateAngleClamp ( float destAngle , float clampMin , float clampMax , float angleSpeed , float * curAngle , float normalAngle )
{
float swing ;
float move ;
float scale ;
float actualSpeed ;
swing = AngleSubtract ( destAngle , * curAngle ) ;
if ( swing = = 0 )
{ //Don't have to turn
return ;
}
// modify the angleSpeed depending on the delta
// so it doesn't seem so linear
scale = fabs ( swing ) ;
if ( swing > 0 )
{
if ( swing < clampMax * 0.25 )
{ //Pretty small way to go
scale = 0.25 ;
}
else if ( swing > clampMax * 2.0 )
{ //Way out of our range
scale = 2.0 ;
}
else
{ //Scale it smoothly
scale = swing / clampMax ;
}
}
else // if (swing < 0)
{
if ( swing > clampMin * 0.25 )
{ //Pretty small way to go
scale = 0.5 ;
}
else if ( swing < clampMin * 2.0 )
{ //Way out of our range
scale = 2.0 ;
}
else
{ //Scale it smoothly
scale = swing / clampMin ;
}
}
actualSpeed = scale * angleSpeed ;
// swing towards the destination angle
if ( swing > = 0 )
{
move = cg . frametime * actualSpeed ;
if ( move > = swing )
{ //our turnspeed is so fast, no need to swing, just match
* curAngle = destAngle ;
}
else
{
* curAngle = AngleNormalize360 ( * curAngle + move ) ;
}
}
else if ( swing < 0 )
{
move = cg . frametime * - actualSpeed ;
if ( move < = swing )
{ //our turnspeed is so fast, no need to swing, just match
* curAngle = destAngle ;
}
else
{
* curAngle = AngleNormalize180 ( * curAngle + move ) ;
}
}
swing = AngleSubtract ( * curAngle , normalAngle ) ;
// clamp to no more than normalAngle + tolerance
if ( swing > clampMax )
{
* curAngle = AngleNormalize180 ( normalAngle + clampMax ) ;
}
else if ( swing < clampMin )
{
* curAngle = AngleNormalize180 ( normalAngle + clampMin ) ;
}
}
/*
= = = = = = = = = = = = = = = = = =
CG_SwingAngles
If the body is not locked OR if the upper part is trying to swing beyond it ' s
range , turn the lower body part to catch up .
Parms : desired angle , ( Our eventual goal angle
min swing tolerance , ( Lower angle value threshold at which to start turning )
max swing tolerance , ( Upper angle value threshold at which to start turning )
min clamp tolerance , ( Lower angle value threshold to clamp output angle to )
max clamp tolerance , ( Upper angle value threshold to clamp output angle to )
angle speed , ( How fast to turn )
current angle , ( Current angle to modify )
locked mode ( Don ' t turn unless you exceed the swing / clamp tolerance )
= = = = = = = = = = = = = = = = = =
*/
static void CG_SwingAngles ( float destAngle ,
float swingTolMin , float swingTolMax ,
float clampMin , float clampMax ,
float angleSpeed , float * curAngle ,
qboolean * turning )
{
float swing ;
float move ;
float scale ;
swing = AngleSubtract ( destAngle , * curAngle ) ;
if ( swing = = 0 )
{ //Don't have to turn
* turning = qfalse ;
}
else
{
* turning = qtrue ;
}
//If we're not turning, then we're done
if ( * turning = = qfalse )
return ;
// modify the angleSpeed depending on the delta
// so it doesn't seem so linear
scale = fabs ( swing ) ;
if ( swing > 0 )
{
if ( clampMax < = 0 )
{
* curAngle = destAngle ;
return ;
}
if ( swing < swingTolMax * 0.5 )
{ //Pretty small way to go
scale = 0.5 ;
}
else if ( scale < swingTolMax )
{ //More than halfway to go
scale = 1.0 ;
}
else
{ //Way out of our range
scale = 2.0 ;
}
}
else // if (swing < 0)
{
if ( clampMin > = 0 )
{
* curAngle = destAngle ;
return ;
}
if ( swing > swingTolMin * 0.5 )
{ //Pretty small way to go
scale = 0.5 ;
}
else if ( scale > swingTolMin )
{ //More than halfway to go
scale = 1.0 ;
}
else
{ //Way out of our range
scale = 2.0 ;
}
}
// swing towards the destination angle
if ( swing > = 0 )
{
move = cg . frametime * scale * angleSpeed ;
if ( move > = swing )
{ //our turnspeed is so fast, no need to swing, just match
move = swing ;
}
* curAngle = AngleNormalize360 ( * curAngle + move ) ;
}
else if ( swing < 0 )
{
move = cg . frametime * scale * - angleSpeed ;
if ( move < = swing )
{ //our turnspeed is so fast, no need to swing, just match
move = swing ;
}
* curAngle = AngleNormalize360 ( * curAngle + move ) ;
}
// clamp to no more than tolerance
if ( swing > clampMax )
{
* curAngle = AngleNormalize360 ( destAngle - ( clampMax - 1 ) ) ;
}
else if ( swing < clampMin )
{
* curAngle = AngleNormalize360 ( destAngle + ( - clampMin - 1 ) ) ;
}
}
/*
= = = = = = = = = = = = = = =
CG_BreathPuffs
= = = = = = = = = = = = = = =
Description : Makes the player appear to have breath puffs ( from the cold ) .
Added 11 / 06 / 02 by Aurelio Reis .
*/
extern vmCvar_t cg_drawBreath ;
static void CG_BreathPuffs ( centity_t * cent , vec3_t angles , vec3_t origin )
{
gclient_s * client = cent - > gent - > client ;
/* cg_drawBreath.integer == 0 - Don't draw at all.
= = 1 - Draw both ( but bubbles only when under water ) .
= = 2 - Draw only cold breath .
= = 3 - Draw only under water bubbles ( when under water ) */
if ( ! client
| | cg_drawBreath . integer = = 0
| | ! cg . renderingThirdPerson
| | client - > ps . pm_type = = PM_DEAD
| | client - > breathPuffTime > cg . time )
{
return ;
}
// Get the head-front bolt/tag.
int bolt = gi . G2API_AddBolt ( & cent - > gent - > ghoul2 [ cent - > gent - > playerModel ] , " *head_front " ) ;
if ( bolt = = - 1 )
{
return ;
}
vec3_t vEffectOrigin ;
mdxaBone_t boltMatrix ;
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , bolt , & boltMatrix , angles , origin , cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , vEffectOrigin ) ;
int contents = cgi_CM_PointContents ( vEffectOrigin , 0 ) ;
if ( contents & ( CONTENTS_SLIME | CONTENTS_LAVA ) ) // If they're submerged in something bad, leave.
{
return ;
}
// Show bubbles effect if we're under water.
if ( ( contents & CONTENTS_WATER ) & & ( cg_drawBreath . integer = = 1 | | cg_drawBreath . integer = = 3 ) )
{
CG_PlayEffectBolted ( " misc/waterbreath " , cent - > gent - > playerModel , bolt , cent - > currentState . clientNum , vEffectOrigin ) ;
}
// Draw cold breath effect.
else if ( cg_drawBreath . integer = = 1 | | cg_drawBreath . integer = = 2 )
{
CG_PlayEffectBolted ( " misc/breath " , cent - > gent - > playerModel , bolt , cent - > currentState . clientNum , vEffectOrigin ) ;
}
// TODO: It'd be nice if they breath faster when they're more damaged or when running...
if ( gi . VoiceVolume [ cent - > currentState . number ] > 0 )
{ //make breath when talking
client - > breathPuffTime = cg . time + 300 ; // every 200 ms
}
else
{
client - > breathPuffTime = cg . time + 3000 ; // every 3 seconds.
}
}
# define LOOK_DEFAULT_SPEED 0.15f
# define LOOK_TALKING_SPEED 0.15f
static qboolean CG_CheckLookTarget ( centity_t * cent , vec3_t lookAngles , float * lookingSpeed )
{
if ( ! cent - > gent - > ghoul2 . size ( ) )
{
if ( ! cent - > gent - > client - > clientInfo . torsoModel | | ! cent - > gent - > client - > clientInfo . headModel )
{
return qfalse ;
}
}
//FIXME: also clamp the lookAngles based on the clamp + the existing difference between
// headAngles and torsoAngles? But often the tag_torso is straight but the torso itself
// is deformed to not face straight... sigh...
//Now calc head angle to lookTarget, if any
if ( cent - > gent - > client - > renderInfo . lookTarget > = 0 & & cent - > gent - > client - > renderInfo . lookTarget < ENTITYNUM_WORLD )
{
vec3_t lookDir , lookOrg , eyeOrg ;
if ( cent - > gent - > client - > renderInfo . lookMode = = LM_ENT )
{
centity_t * lookCent = & cg_entities [ cent - > gent - > client - > renderInfo . lookTarget ] ;
if ( lookCent & & lookCent - > gent )
{
if ( lookCent - > gent ! = cent - > gent - > enemy )
{ //We turn heads faster than headbob speed, but not as fast as if watching an enemy
if ( cent - > gent - > client - > NPC_class = = CLASS_ROCKETTROOPER )
{ //they look around slowly and deliberately
* lookingSpeed = LOOK_DEFAULT_SPEED * 0.25f ;
}
else
{
* lookingSpeed = LOOK_DEFAULT_SPEED ;
}
}
//FIXME: Ignore small deltas from current angles so we don't bob our head in synch with theirs?
if ( cent - > gent - > client - > renderInfo . lookTarget = = 0 & & ! cg . renderingThirdPerson ) //!cg_thirdPerson.integer )
{ //Special case- use cg.refdef.vieworg if looking at player and not in third person view
VectorCopy ( cg . refdef . vieworg , lookOrg ) ;
}
else if ( lookCent - > gent - > client )
{
VectorCopy ( lookCent - > gent - > client - > renderInfo . eyePoint , lookOrg ) ;
}
else if ( lookCent - > gent - > s . pos . trType = = TR_INTERPOLATE )
{
VectorCopy ( lookCent - > lerpOrigin , lookOrg ) ;
}
else if ( lookCent - > gent - > inuse & & ! VectorCompare ( lookCent - > gent - > currentOrigin , vec3_origin ) )
{
VectorCopy ( lookCent - > gent - > currentOrigin , lookOrg ) ;
}
else
{ //at origin of world
return qfalse ;
}
//Look in dir of lookTarget
}
}
else if ( cent - > gent - > client - > renderInfo . lookMode = = LM_INTEREST & & cent - > gent - > client - > renderInfo . lookTarget > - 1 & & cent - > gent - > client - > renderInfo . lookTarget < MAX_INTEREST_POINTS )
{
VectorCopy ( level . interestPoints [ cent - > gent - > client - > renderInfo . lookTarget ] . origin , lookOrg ) ;
}
else
{
return qfalse ;
}
VectorCopy ( cent - > gent - > client - > renderInfo . eyePoint , eyeOrg ) ;
VectorSubtract ( lookOrg , eyeOrg , lookDir ) ;
# if 1
vectoangles ( lookDir , lookAngles ) ;
# else
//FIXME: get the angle of the head tag and account for that when finding the lookAngles-
// so if they're lying on their back we get an accurate lookAngle...
vec3_t headDirs [ 3 ] ;
vec3_t finalDir ;
AnglesToAxis ( cent - > gent - > client - > renderInfo . headAngles , headDirs ) ;
VectorRotate ( lookDir , headDirs , finalDir ) ;
vectoangles ( finalDir , lookAngles ) ;
# endif
for ( int i = 0 ; i < 3 ; i + + )
{
lookAngles [ i ] = AngleNormalize180 ( lookAngles [ i ] ) ;
cent - > gent - > client - > renderInfo . eyeAngles [ i ] = AngleNormalize180 ( cent - > gent - > client - > renderInfo . eyeAngles [ i ] ) ;
}
AnglesSubtract ( lookAngles , cent - > gent - > client - > renderInfo . eyeAngles , lookAngles ) ;
return qtrue ;
}
return qfalse ;
}
/*
= = = = = = = = = = = = = = = = =
CG_AddHeadBob
= = = = = = = = = = = = = = = = =
*/
static qboolean CG_AddHeadBob ( centity_t * cent , vec3_t addTo )
{
renderInfo_t * renderInfo = & cent - > gent - > client - > renderInfo ;
const int volume = gi . VoiceVolume [ cent - > gent - > s . clientNum ] ;
const int volChange = volume - renderInfo - > lastVoiceVolume ; //was *3 because voice fromLA was too low
int i ;
renderInfo - > lastVoiceVolume = volume ;
if ( ! volume )
{
// Not talking, set our target to be the normal head position
VectorClear ( renderInfo - > targetHeadBobAngles ) ;
if ( VectorLengthSquared ( renderInfo - > headBobAngles ) < 1.0f )
{
// We are close enough to being back to our normal head position, so we are done for now
return qfalse ;
}
}
else if ( volChange > 2 )
{
// a big positive change in volume
for ( i = 0 ; i < 3 ; i + + )
{
// Move our head angle target a bit
renderInfo - > targetHeadBobAngles [ i ] + = Q_flrand ( - 1.0 * volChange , 1.0 * volChange ) ;
// Clamp so we don't get too out of hand
if ( renderInfo - > targetHeadBobAngles [ i ] > 7.0f )
renderInfo - > targetHeadBobAngles [ i ] = 7.0f ;
if ( renderInfo - > targetHeadBobAngles [ i ] < - 7.0f )
renderInfo - > targetHeadBobAngles [ i ] = - 7.0f ;
}
}
for ( i = 0 ; i < 3 ; i + + )
{
// Always try to move head angles towards our target
renderInfo - > headBobAngles [ i ] + = ( renderInfo - > targetHeadBobAngles [ i ] - renderInfo - > headBobAngles [ i ] ) * ( cg . frametime / 150.0f ) ;
if ( addTo )
{
addTo [ i ] = AngleNormalize180 ( addTo [ i ] + AngleNormalize180 ( renderInfo - > headBobAngles [ i ] ) ) ;
}
}
// We aren't back to our normal position yet, so we still have to apply headBobAngles
return qtrue ;
}
extern float vectoyaw ( const vec3_t vec ) ;
static qboolean CG_PlayerLegsYawFromMovement ( centity_t * cent , const vec3_t velocity , float * yaw , float fwdAngle , float swingTolMin , float swingTolMax , qboolean alwaysFace )
{
float newAddAngle , angleDiff , turnRate = 10 , addAngle = 0 ;
//figure out what the offset, if any, should be
if ( velocity [ 0 ] | | velocity [ 1 ] )
{
float moveYaw ;
moveYaw = vectoyaw ( velocity ) ;
addAngle = AngleDelta ( cent - > lerpAngles [ YAW ] , moveYaw ) * - 1 ;
if ( addAngle > 150 | | addAngle < - 150 )
{
addAngle = 0 ;
}
else
{
//FIXME: use actual swing/clamp tolerances
if ( addAngle > swingTolMax )
{
addAngle = swingTolMax ;
}
else if ( addAngle < swingTolMin )
{
addAngle = swingTolMin ;
}
if ( cent - > gent - > client - > ps . pm_flags & PMF_BACKWARDS_RUN )
{
addAngle * = - 1 ;
}
turnRate = 5 ;
}
}
else if ( ! alwaysFace )
{
return qfalse ;
}
if ( cent - > gent & & cent - > gent - > client & & cent - > gent - > client - > ps . forcePowersActive & ( 1 < < FP_SPEED ) )
{ //using force speed
//scale up the turning speed
turnRate / = cg_timescale . value ;
}
//lerp the legs angle to the new angle
angleDiff = AngleDelta ( cent - > pe . legs . yawAngle , ( * yaw + addAngle ) ) ;
newAddAngle = angleDiff * cg . frameInterpolation * - 1 ;
if ( fabs ( newAddAngle ) > fabs ( angleDiff ) )
{
newAddAngle = angleDiff * - 1 ;
}
if ( newAddAngle > turnRate )
{
newAddAngle = turnRate ;
}
else if ( newAddAngle < - turnRate )
{
newAddAngle = - turnRate ;
}
* yaw = cent - > pe . legs . yawAngle + newAddAngle ;
//Now clamp
angleDiff = AngleDelta ( fwdAngle , * yaw ) ;
if ( angleDiff > swingTolMax )
{
* yaw = fwdAngle - swingTolMax ;
}
else if ( angleDiff < swingTolMin )
{
* yaw = fwdAngle - swingTolMin ;
}
return qtrue ;
}
static void CG_ATSTLegsYaw ( centity_t * cent , vec3_t trailingLegsAngles )
{
float ATSTLegsYaw = cent - > lerpAngles [ YAW ] ;
CG_PlayerLegsYawFromMovement ( cent , cent - > gent - > client - > ps . velocity , & ATSTLegsYaw , cent - > lerpAngles [ YAW ] , - 60 , 60 , qtrue ) ;
float legAngleDiff = AngleNormalize180 ( ATSTLegsYaw ) - AngleNormalize180 ( cent - > pe . legs . yawAngle ) ;
int legsAnim = cent - > currentState . legsAnim ;
qboolean moving = ( ! VectorCompare ( cent - > gent - > client - > ps . velocity , vec3_origin ) ) ;
if ( moving | | legsAnim = = BOTH_TURN_LEFT1 | | legsAnim = = BOTH_TURN_RIGHT1 | | fabs ( legAngleDiff ) > 45 )
{ //moving or turning or beyond the turn allowance
if ( legsAnim = = BOTH_STAND1 & & ! moving )
{ //standing
if ( legAngleDiff > 0 )
{
NPC_SetAnim ( cent - > gent , SETANIM_LEGS , BOTH_TURN_LEFT1 , SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD ) ;
}
else
{
NPC_SetAnim ( cent - > gent , SETANIM_LEGS , BOTH_TURN_RIGHT1 , SETANIM_FLAG_OVERRIDE | SETANIM_FLAG_HOLD ) ;
}
VectorSet ( trailingLegsAngles , 0 , cent - > pe . legs . yawAngle , 0 ) ;
cent - > gent - > client - > renderInfo . legsYaw = trailingLegsAngles [ YAW ] ;
}
else if ( legsAnim = = BOTH_TURN_LEFT1 | | legsAnim = = BOTH_TURN_RIGHT1 )
{ //turning
legAngleDiff = AngleSubtract ( ATSTLegsYaw , cent - > gent - > client - > renderInfo . legsYaw ) ;
float add = 0 ;
if ( legAngleDiff > 50 )
{
cent - > pe . legs . yawAngle + = legAngleDiff - 50 ;
}
else if ( legAngleDiff < - 50 )
{
cent - > pe . legs . yawAngle + = legAngleDiff + 50 ;
}
float animLength = PM_AnimLength ( cent - > gent - > client - > clientInfo . animFileIndex , ( animNumber_t ) legsAnim ) ;
legAngleDiff * = ( animLength - cent - > gent - > client - > ps . legsAnimTimer ) / animLength ;
VectorSet ( trailingLegsAngles , 0 , cent - > pe . legs . yawAngle + legAngleDiff + add , 0 ) ;
if ( ! cent - > gent - > client - > ps . legsAnimTimer )
{ //FIXME: if start turning in the middle of this, our legs pop back to the old cent->pe.legs.yawAngle...
cent - > gent - > client - > renderInfo . legsYaw = trailingLegsAngles [ YAW ] ;
}
}
else
{ //moving
legAngleDiff = AngleSubtract ( ATSTLegsYaw , cent - > pe . legs . yawAngle ) ;
//FIXME: framerate dependant!!!
if ( legAngleDiff > 50 )
{
legAngleDiff - = 50 ;
}
else if ( legAngleDiff > 5 )
{
legAngleDiff = 5 ;
}
else if ( legAngleDiff < - 50 )
{
legAngleDiff + = 50 ;
}
else if ( legAngleDiff < - 5 )
{
legAngleDiff = - 5 ;
}
legAngleDiff * = cg . frameInterpolation ;
VectorSet ( trailingLegsAngles , 0 , AngleNormalize180 ( cent - > pe . legs . yawAngle + legAngleDiff ) , 0 ) ;
cent - > gent - > client - > renderInfo . legsYaw = trailingLegsAngles [ YAW ] ;
}
cent - > gent - > client - > renderInfo . legsYaw = cent - > pe . legs . yawAngle = trailingLegsAngles [ YAW ] ;
cent - > pe . legs . yawing = qtrue ;
}
else
{
VectorSet ( trailingLegsAngles , 0 , cent - > pe . legs . yawAngle , 0 ) ;
cent - > gent - > client - > renderInfo . legsYaw = cent - > pe . legs . yawAngle = trailingLegsAngles [ YAW ] ;
cent - > pe . legs . yawing = qfalse ;
}
return ;
}
extern qboolean G_ClassHasBadBones ( int NPC_class ) ;
extern void G_BoneOrientationsForClass ( int NPC_class , char * boneName , Eorientations * oUp , Eorientations * oRt , Eorientations * oFwd ) ;
extern qboolean PM_FlippingAnim ( int anim ) ;
extern qboolean PM_SpinningSaberAnim ( int anim ) ;
static CGhoul2Info_v dummyGhoul2 ;
static int dummyRootBone ;
static int dummyHipsBolt ;
static void CG_G2ClientSpineAngles ( centity_t * cent , vec3_t viewAngles , const vec3_t angles , vec3_t thoracicAngles , vec3_t ulAngles , vec3_t llAngles )
{
vec3_t motionBoneCorrectAngles = { 0 } ;
cent - > pe . torso . pitchAngle = viewAngles [ PITCH ] ;
viewAngles [ YAW ] = AngleDelta ( cent - > lerpAngles [ YAW ] , angles [ YAW ] ) ;
cent - > pe . torso . yawAngle = viewAngles [ YAW ] ;
/*
if ( G_ClassHasBadBones ( cent - > gent - > client - > NPC_class ) )
{ //don't use lower bones
VectorClear ( thoracicAngles ) ;
VectorClear ( ulAngles ) ;
VectorClear ( llAngles ) ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > upperLumbarBone , vec3_origin , BONE_ANGLES_POSTMULT , POSITIVE_X , POSITIVE_Y , POSITIVE_Z , cgs . model_draw ) ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > lowerLumbarBone , vec3_origin , BONE_ANGLES_POSTMULT , POSITIVE_X , POSITIVE_Y , POSITIVE_Z , cgs . model_draw ) ;
return ;
}
*/
if ( cent - > gent - > client - > NPC_class = = CLASS_SABER_DROID )
{ //don't use lower bones
VectorClear ( thoracicAngles ) ;
VectorClear ( ulAngles ) ;
VectorClear ( llAngles ) ;
return ;
}
if ( cg_motionBoneComp . integer
& & ! PM_FlippingAnim ( cent - > currentState . legsAnim )
& & ! PM_SpinningSaberAnim ( cent - > currentState . legsAnim )
& & ! PM_SpinningSaberAnim ( cent - > currentState . torsoAnim )
& & cent - > currentState . legsAnim ! = cent - > currentState . torsoAnim //NOTE: presumes your legs & torso are on the same frame, though they *should* be because PM_SetAnimFinal tries to keep them in synch
& & ! G_ClassHasBadBones ( cent - > gent - > client - > NPC_class ) ) //these guys' bones are so fucked up we shouldn't even bother with this motion bone comp...
{ //FIXME: no need to do this if legs and torso on are same frame
mdxaBone_t boltMatrix ;
if ( cg_motionBoneComp . integer > 2 & & cent - > gent - > rootBone > = 0 & & cent - > gent - > lowerLumbarBone > = 0 )
{ //expensive version
//have a local ghoul2 instance to mess with for this stuff... :/
//remember the frame the lower is on
float upperFrame , animSpeed ;
int junk ;
vec3_t llFwd , llRt , destPAngles , curPAngles , tempAng ;
if ( ! dummyGhoul2 . size ( ) )
{ //set it up
int dummyHModel = cgi_R_RegisterModel ( " models/players/_humanoid/_humanoid.glm " ) ;
gi . G2API_InitGhoul2Model ( dummyGhoul2 , " models/players/_humanoid/_humanoid.glm " , dummyHModel , 0 ) ;
dummyRootBone = gi . G2API_GetBoneIndex ( & dummyGhoul2 [ 0 ] , " model_root " , qtrue ) ;
dummyHipsBolt = gi . G2API_AddBolt ( & dummyGhoul2 [ 0 ] , " pelvis " ) ;
}
gi . G2API_GetBoneAnimIndex ( & cent - > gent - > ghoul2 [ cent - > gent - > playerModel ] , cent - > gent - > lowerLumbarBone , cg . time , & upperFrame , & junk , & junk , & junk , & animSpeed , cgs . model_draw ) ;
//set the dummyGhoul2 lower body to same frame as upper
gi . G2API_SetBoneAnimIndex ( & dummyGhoul2 [ 0 ] , dummyRootBone , upperFrame , upperFrame , BONE_ANIM_OVERRIDE_FREEZE , 1 , cg . time , upperFrame , 0 ) ;
//get the dummyGhoul2 lower_lumbar orientation
gi . G2API_GetBoltMatrix ( dummyGhoul2 , 0 , dummyHipsBolt , & boltMatrix , vec3_origin , vec3_origin , cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Z , llFwd ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Y , llRt ) ;
vectoangles ( llFwd , destPAngles ) ;
vectoangles ( llRt , tempAng ) ;
destPAngles [ ROLL ] = - tempAng [ PITCH ] ;
//get my lower_lumbar
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > crotchBolt , & boltMatrix , vec3_origin , vec3_origin , cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Z , llFwd ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Y , llRt ) ;
vectoangles ( llFwd , curPAngles ) ;
vectoangles ( llRt , tempAng ) ;
curPAngles [ ROLL ] = - tempAng [ PITCH ] ;
//get the difference
for ( int ang = 0 ; ang < 3 ; ang + + )
{
motionBoneCorrectAngles [ ang ] = AngleNormalize180 ( AngleDelta ( AngleNormalize180 ( destPAngles [ ang ] ) , AngleNormalize180 ( curPAngles [ ang ] ) ) ) ;
}
# ifdef _DEBUG
Com_Printf ( " motion bone correction: %4.2f %4.2f %4.2f \n " , motionBoneCorrectAngles [ PITCH ] , motionBoneCorrectAngles [ YAW ] , motionBoneCorrectAngles [ ROLL ] ) ;
# endif // _DEBUG
/*
for ( int ang = 0 ; ang < 3 ; ang + + )
{
viewAngles [ ang ] = AngleNormalize180 ( viewAngles [ ang ] - AngleNormalize180 ( destLLAngles [ ang ] ) ) ;
}
*/
}
else
{
//adjust for motion offset
vec3_t motionFwd , motionAngles ;
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > motionBolt , & boltMatrix , vec3_origin , cent - > lerpOrigin , cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Y , motionFwd ) ;
vectoangles ( motionFwd , motionAngles ) ;
if ( cg_motionBoneComp . integer > 1 )
{ //do roll, too
vec3_t motionRt , tempAng ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_X , motionRt ) ;
vectoangles ( motionRt , tempAng ) ;
motionAngles [ ROLL ] = - tempAng [ PITCH ] ;
}
for ( int ang = 0 ; ang < 3 ; ang + + )
{
viewAngles [ ang ] = AngleNormalize180 ( viewAngles [ ang ] - AngleNormalize180 ( motionAngles [ ang ] ) ) ;
}
}
}
//distribute the angles differently up the spine
//NOTE: each of these distributions must add up to 1.0f
if ( cent - > gent - > client - > NPC_class = = CLASS_HAZARD_TROOPER )
{ //only uses lower_lumbar and upper_lumbar to look around
VectorClear ( thoracicAngles ) ;
ulAngles [ PITCH ] = viewAngles [ PITCH ] * 0.50f ;
llAngles [ PITCH ] = viewAngles [ PITCH ] * 0.50f + motionBoneCorrectAngles [ PITCH ] ;
ulAngles [ YAW ] = viewAngles [ YAW ] * 0.45f ;
llAngles [ YAW ] = viewAngles [ YAW ] * 0.55f + motionBoneCorrectAngles [ YAW ] ;
ulAngles [ ROLL ] = viewAngles [ ROLL ] * 0.45f ;
llAngles [ ROLL ] = viewAngles [ ROLL ] * 0.55f + motionBoneCorrectAngles [ ROLL ] ;
}
else if ( cent - > gent - > client - > NPC_class = = CLASS_ASSASSIN_DROID )
{ //each bone has only 1 axis of rotation!
//upper lumbar does not pitch
thoracicAngles [ PITCH ] = viewAngles [ PITCH ] * 0.40f ;
ulAngles [ PITCH ] = 0.0f ;
llAngles [ PITCH ] = viewAngles [ PITCH ] * 0.60f + motionBoneCorrectAngles [ PITCH ] ;
//only upper lumbar yaws
thoracicAngles [ YAW ] = 0.0f ;
ulAngles [ YAW ] = viewAngles [ YAW ] ;
llAngles [ YAW ] = motionBoneCorrectAngles [ YAW ] ;
//no bone is capable of rolling
thoracicAngles [ ROLL ] = 0.0f ;
ulAngles [ ROLL ] = 0.0f ;
llAngles [ ROLL ] = motionBoneCorrectAngles [ ROLL ] ;
}
else
{ //use all 3 bones
thoracicAngles [ PITCH ] = viewAngles [ PITCH ] * 0.20f ;
ulAngles [ PITCH ] = viewAngles [ PITCH ] * 0.40f ;
llAngles [ PITCH ] = viewAngles [ PITCH ] * 0.40f + motionBoneCorrectAngles [ PITCH ] ;
thoracicAngles [ YAW ] = viewAngles [ YAW ] * 0.20f ;
ulAngles [ YAW ] = viewAngles [ YAW ] * 0.35f ;
llAngles [ YAW ] = viewAngles [ YAW ] * 0.45f + motionBoneCorrectAngles [ YAW ] ;
thoracicAngles [ ROLL ] = viewAngles [ ROLL ] * 0.20f ;
ulAngles [ ROLL ] = viewAngles [ ROLL ] * 0.35f ;
llAngles [ ROLL ] = viewAngles [ ROLL ] * 0.45f + motionBoneCorrectAngles [ ROLL ] ;
}
if ( G_IsRidingVehicle ( cent - > gent ) ) // && type == VH_SPEEDER ?
{ //aim torso forward too
ulAngles [ YAW ] = llAngles [ YAW ] = 0 ;
// Only if they have weapon can they pitch forward/back.
if ( cent - > gent - > client - > ps . weapon = = WP_NONE | | cent - > gent - > client - > ps . weapon = = WP_SABER )
{
ulAngles [ PITCH ] = llAngles [ PITCH ] = 0 ;
}
}
//thoracic is added modified again by neckAngle calculations, so don't set it until then
if ( G_ClassHasBadBones ( cent - > gent - > client - > NPC_class ) )
{
Eorientations oUp , oRt , oFwd ;
if ( cent - > gent - > client - > NPC_class = = CLASS_RANCOR )
{
llAngles [ YAW ] = llAngles [ ROLL ] = 0.0f ;
ulAngles [ YAW ] = ulAngles [ ROLL ] = 0.0f ;
}
G_BoneOrientationsForClass ( cent - > gent - > client - > NPC_class , " upper_lumbar " , & oUp , & oRt , & oFwd ) ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > upperLumbarBone , ulAngles , BONE_ANGLES_POSTMULT , oUp , oRt , oFwd , cgs . model_draw ) ;
G_BoneOrientationsForClass ( cent - > gent - > client - > NPC_class , " lower_lumbar " , & oUp , & oRt , & oFwd ) ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > lowerLumbarBone , llAngles , BONE_ANGLES_POSTMULT , oUp , oRt , oFwd , cgs . model_draw ) ;
}
else
{
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > upperLumbarBone , ulAngles , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > lowerLumbarBone , llAngles , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
}
}
static void CG_G2ClientNeckAngles ( centity_t * cent , const vec3_t lookAngles , vec3_t headAngles , vec3_t neckAngles , vec3_t thoracicAngles , vec3_t headClampMinAngles , vec3_t headClampMaxAngles )
{
/*
if ( G_ClassHasBadBones ( cent - > gent - > client - > NPC_class ) )
{ //don't use lower bones
VectorClear ( thoracicAngles ) ;
VectorClear ( headAngles ) ;
VectorClear ( neckAngles ) ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > thoracicBone , vec3_origin , BONE_ANGLES_POSTMULT , POSITIVE_X , POSITIVE_Y , POSITIVE_Z , cgs . model_draw ) ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > cervicalBone , vec3_origin , BONE_ANGLES_POSTMULT , POSITIVE_X , POSITIVE_Y , POSITIVE_Z , cgs . model_draw ) ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > craniumBone , vec3_origin , BONE_ANGLES_POSTMULT , POSITIVE_X , POSITIVE_Y , POSITIVE_Z , cgs . model_draw ) ;
return ;
}
*/
if ( cent - > gent - > client - > NPC_class = = CLASS_HAZARD_TROOPER )
{ //don't use upper bones
return ;
}
vec3_t lA ;
VectorCopy ( lookAngles , lA ) ;
//clamp the headangles (which should now be relative to the cervical (neck) angles
if ( lA [ PITCH ] < headClampMinAngles [ PITCH ] )
{
lA [ PITCH ] = headClampMinAngles [ PITCH ] ;
}
else if ( lA [ PITCH ] > headClampMaxAngles [ PITCH ] )
{
lA [ PITCH ] = headClampMaxAngles [ PITCH ] ;
}
if ( lA [ YAW ] < headClampMinAngles [ YAW ] )
{
lA [ YAW ] = headClampMinAngles [ YAW ] ;
}
else if ( lA [ YAW ] > headClampMaxAngles [ YAW ] )
{
lA [ YAW ] = headClampMaxAngles [ YAW ] ;
}
if ( lA [ ROLL ] < headClampMinAngles [ ROLL ] )
{
lA [ ROLL ] = headClampMinAngles [ ROLL ] ;
}
else if ( lA [ ROLL ] > headClampMaxAngles [ ROLL ] )
{
lA [ ROLL ] = headClampMaxAngles [ ROLL ] ;
}
//split it up between the neck and cranium
if ( cent - > gent - > client - > NPC_class = = CLASS_ASSASSIN_DROID )
{ //each bone has only 1 axis of rotation!
//thoracic only pitches, split with cervical
if ( thoracicAngles [ PITCH ] )
{ //already been set above, blend them
thoracicAngles [ PITCH ] = ( thoracicAngles [ PITCH ] + ( lA [ PITCH ] * 0.5f ) ) * 0.5f ;
}
else
{
thoracicAngles [ PITCH ] = lA [ PITCH ] * 0.5f ;
}
thoracicAngles [ YAW ] = thoracicAngles [ ROLL ] = 0.0f ;
//cervical only pitches, split with thoracis
neckAngles [ PITCH ] = lA [ PITCH ] * 0.5f ;
neckAngles [ YAW ] = 0.0f ;
neckAngles [ ROLL ] = 0.0f ;
//cranium only yaws
headAngles [ PITCH ] = 0.0f ;
headAngles [ YAW ] = lA [ YAW ] ;
headAngles [ ROLL ] = 0.0f ;
//no bones roll
}
else if ( cent - > gent - > client - > NPC_class = = CLASS_SABER_DROID )
{ //each bone has only 1 axis of rotation!
//no thoracic
VectorClear ( thoracicAngles ) ;
//cervical only yaws
neckAngles [ PITCH ] = 0.0f ;
neckAngles [ YAW ] = lA [ YAW ] ;
neckAngles [ ROLL ] = 0.0f ;
//cranium only pitches
headAngles [ PITCH ] = lA [ PITCH ] ;
headAngles [ YAW ] = 0.0f ;
headAngles [ ROLL ] = 0.0f ;
//none of the bones roll
}
else
{
if ( thoracicAngles [ PITCH ] )
{ //already been set above, blend them
thoracicAngles [ PITCH ] = ( thoracicAngles [ PITCH ] + ( lA [ PITCH ] * 0.4f ) ) * 0.5f ;
}
else
{
thoracicAngles [ PITCH ] = lA [ PITCH ] * 0.4f ;
}
if ( thoracicAngles [ YAW ] )
{ //already been set above, blend them
thoracicAngles [ YAW ] = ( thoracicAngles [ YAW ] + ( lA [ YAW ] * 0.1f ) ) * 0.5f ;
}
else
{
thoracicAngles [ YAW ] = lA [ YAW ] * 0.1f ;
}
if ( thoracicAngles [ ROLL ] )
{ //already been set above, blend them
thoracicAngles [ ROLL ] = ( thoracicAngles [ ROLL ] + ( lA [ ROLL ] * 0.1f ) ) * 0.5f ;
}
else
{
thoracicAngles [ ROLL ] = lA [ ROLL ] * 0.1f ;
}
neckAngles [ PITCH ] = lA [ PITCH ] * 0.2f ;
neckAngles [ YAW ] = lA [ YAW ] * 0.3f ;
neckAngles [ ROLL ] = lA [ ROLL ] * 0.3f ;
headAngles [ PITCH ] = lA [ PITCH ] * 0.4f ;
headAngles [ YAW ] = lA [ YAW ] * 0.6f ;
headAngles [ ROLL ] = lA [ ROLL ] * 0.6f ;
}
if ( G_IsRidingVehicle ( cent - > gent ) ) // && type == VH_SPEEDER ?
{ //aim torso forward too
headAngles [ YAW ] = neckAngles [ YAW ] = thoracicAngles [ YAW ] = 0 ;
// Only if they have weapon can they pitch forward/back.
if ( cent - > gent - > client - > ps . weapon = = WP_NONE | | cent - > gent - > client - > ps . weapon = = WP_SABER )
{
thoracicAngles [ PITCH ] = 0 ;
}
/* ABORTED ATTEMPT AT AIMING GUN WITH SHOULDER WHEN ON BIKE... POSSIBLY RETURN TO THIS LATER
if ( cent - > gent & &
cent - > gent - > client & &
cent - > gent - > enemy & &
cent - > gent - > humerusRBone ! = - 1 & &
( cent - > gent - > client - > ps . torsoAnim = = BOTH_VS_ATR_G | | cent - > gent - > client - > ps . torsoAnim = = BOTH_VS_ATF_G ) )
{
vec3_t toEnemy ;
vec3_t toEnemyAngles ;
float toEnemyDistance ;
gentity_t * actor = cent - > gent ;
vec3_t actorPos ;
vec3_t actorAim ;
vec3_t actorAngles ;
float actorAimDot ;
mdxaBone_t boltMatrix ;
vec3_t boltAngles ;
gi . G2API_GetBoltMatrix ( actor - > ghoul2 , actor - > playerModel , actor - > humerusRBone , & boltMatrix , vec3_origin , cent - > lerpOrigin , cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , actorPos ) ;
VectorSubtract ( actorPos , actor - > enemy - > currentOrigin , toEnemy ) ;
toEnemyDistance = VectorNormalize ( toEnemy ) ;
AngleVectors ( actor - > currentAngles , actorAim , 0 , 0 ) ;
actorAimDot = DotProduct ( toEnemy , actorAim ) ;
if ( actorAimDot > 0.9f | | ( actorAimDot < 0.1f & & actorAimDot > - 0.1f ) )
{
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Y , actorAim ) ;
vectoangles ( actorAim , actorAngles ) ;
vectoangles ( toEnemy , toEnemyAngles ) ;
boltAngles [ 0 ] = AngleDelta ( actorAngles [ 0 ] , toEnemyAngles [ 0 ] ) ;
boltAngles [ 1 ] = AngleDelta ( actorAngles [ 1 ] , toEnemyAngles [ 1 ] ) ;
boltAngles [ 2 ] = AngleDelta ( actorAngles [ 2 ] , toEnemyAngles [ 2 ] ) ;
BG_G2SetBoneAngles ( cent , actor , actor - > humerusRBone , boltAngles , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
}
} */
}
if ( G_ClassHasBadBones ( cent - > gent - > client - > NPC_class ) )
{
Eorientations oUp , oRt , oFwd ;
if ( cent - > gent - > client - > NPC_class ! = CLASS_RANCOR )
{ //Rancor doesn't use cranium and cervical
G_BoneOrientationsForClass ( cent - > gent - > client - > NPC_class , " cranium " , & oUp , & oRt , & oFwd ) ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > craniumBone , headAngles , BONE_ANGLES_POSTMULT , oUp , oRt , oFwd , cgs . model_draw ) ;
G_BoneOrientationsForClass ( cent - > gent - > client - > NPC_class , " cervical " , & oUp , & oRt , & oFwd ) ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > cervicalBone , neckAngles , BONE_ANGLES_POSTMULT , oUp , oRt , oFwd , cgs . model_draw ) ;
}
if ( cent - > gent - > client - > NPC_class ! = CLASS_SABER_DROID )
{ //saber droid doesn't use thoracic
if ( cent - > gent - > client - > NPC_class = = CLASS_RANCOR )
{
thoracicAngles [ YAW ] = thoracicAngles [ ROLL ] = 0.0f ;
}
G_BoneOrientationsForClass ( cent - > gent - > client - > NPC_class , " thoracic " , & oUp , & oRt , & oFwd ) ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > thoracicBone , thoracicAngles , BONE_ANGLES_POSTMULT , oUp , oRt , oFwd , cgs . model_draw ) ;
}
}
else
{
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > craniumBone , headAngles , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > cervicalBone , neckAngles , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > thoracicBone , thoracicAngles , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
}
}
static void CG_UpdateLookAngles ( centity_t * cent , vec3_t lookAngles , float lookSpeed , float minPitch , float maxPitch , float minYaw , float maxYaw , float minRoll , float maxRoll )
{
if ( ! cent | | ! cent - > gent | | ! cent - > gent - > client )
{
return ;
}
if ( cent - > gent - > client - > renderInfo . lookingDebounceTime > cg . time )
{
//clamp so don't get "Exorcist" effect
if ( lookAngles [ PITCH ] > maxPitch )
{
lookAngles [ PITCH ] = maxPitch ;
}
else if ( lookAngles [ PITCH ] < minPitch )
{
lookAngles [ PITCH ] = minPitch ;
}
if ( lookAngles [ YAW ] > maxYaw )
{
lookAngles [ YAW ] = maxYaw ;
}
else if ( lookAngles [ YAW ] < minYaw )
{
lookAngles [ YAW ] = minYaw ;
}
if ( lookAngles [ ROLL ] > maxRoll )
{
lookAngles [ ROLL ] = maxRoll ;
}
else if ( lookAngles [ ROLL ] < minRoll )
{
lookAngles [ ROLL ] = minRoll ;
}
//slowly lerp to this new value
//Remember last headAngles
vec3_t oldLookAngles ;
VectorCopy ( cent - > gent - > client - > renderInfo . lastHeadAngles , oldLookAngles ) ;
vec3_t lookAnglesDiff ;
VectorSubtract ( lookAngles , oldLookAngles , lookAnglesDiff ) ;
for ( int ang = 0 ; ang < 3 ; ang + + )
{
lookAnglesDiff [ ang ] = AngleNormalize180 ( lookAnglesDiff [ ang ] ) ;
}
if ( VectorLengthSquared ( lookAnglesDiff ) )
{
lookAngles [ PITCH ] = AngleNormalize180 ( oldLookAngles [ PITCH ] + ( lookAnglesDiff [ PITCH ] * cg . frameInterpolation * lookSpeed ) ) ;
lookAngles [ YAW ] = AngleNormalize180 ( oldLookAngles [ YAW ] + ( lookAnglesDiff [ YAW ] * cg . frameInterpolation * lookSpeed ) ) ;
lookAngles [ ROLL ] = AngleNormalize180 ( oldLookAngles [ ROLL ] + ( lookAnglesDiff [ ROLL ] * cg . frameInterpolation * lookSpeed ) ) ;
}
}
//Remember current lookAngles next time
VectorCopy ( lookAngles , cent - > gent - > client - > renderInfo . lastHeadAngles ) ;
}
/*
= = = = = = = = = = = = = = =
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
= = = = = = = = = = = = = = =
*/
extern int PM_TurnAnimForLegsAnim ( gentity_t * gent , int anim ) ;
extern float PM_GetTimeScaleMod ( gentity_t * gent ) ;
static void CG_G2PlayerAngles ( centity_t * cent , vec3_t legs [ 3 ] , vec3_t angles )
{
vec3_t headAngles , neckAngles , chestAngles , thoracicAngles = { 0 , 0 , 0 } ; //legsAngles, torsoAngles,
vec3_t ulAngles , llAngles ;
//float speed;
//vec3_t velocity;
vec3_t lookAngles , viewAngles ;
/*
float headYawClampMin , headYawClampMax ;
float headPitchClampMin , headPitchClampMax ;
float torsoYawSwingTolMin , torsoYawSwingTolMax ;
float torsoYawClampMin , torsoYawClampMax ;
float torsoPitchSwingTolMin , torsoPitchSwingTolMax ;
float torsoPitchClampMin , torsoPitchClampMax ;
float legsYawSwingTolMin , legsYawSwingTolMax ;
float yawSpeed , maxYawSpeed , lookingSpeed ;
*/
float lookAngleSpeed = LOOK_TALKING_SPEED ; //shut up the compiler
//float swing, scale;
//int i;
qboolean looking = qfalse , talking = qfalse ;
if ( cent - > gent
& & ( cent - > gent - > flags & FL_NO_ANGLES ) )
{ //flatten out all bone angles we might have been overriding
cent - > lerpAngles [ PITCH ] = cent - > lerpAngles [ ROLL ] = 0 ;
VectorCopy ( cent - > lerpAngles , angles ) ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > craniumBone , vec3_origin , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > cervicalBone , vec3_origin , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > thoracicBone , vec3_origin , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
cent - > pe . torso . pitchAngle = 0 ;
cent - > pe . torso . yawAngle = 0 ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > upperLumbarBone , vec3_origin , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > lowerLumbarBone , vec3_origin , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
cent - > pe . legs . pitchAngle = angles [ 0 ] ;
cent - > pe . legs . yawAngle = angles [ 1 ] ;
if ( cent - > gent - > client )
{
cent - > gent - > client - > renderInfo . legsYaw = angles [ 1 ] ;
}
AnglesToAxis ( angles , legs ) ;
return ;
}
// Dead entity
if ( cent - > gent & & cent - > gent - > health < = 0 )
{
if ( cent - > gent - > hipsBone ! = - 1 )
{
gi . G2API_StopBoneAnimIndex ( & cent - > gent - > ghoul2 [ cent - > gent - > playerModel ] , cent - > gent - > hipsBone ) ;
}
VectorCopy ( cent - > lerpAngles , angles ) ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > craniumBone , vec3_origin , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > cervicalBone , vec3_origin , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > thoracicBone , vec3_origin , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
cent - > pe . torso . pitchAngle = 0 ;
cent - > pe . torso . yawAngle = 0 ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > upperLumbarBone , vec3_origin , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > lowerLumbarBone , vec3_origin , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
cent - > pe . legs . pitchAngle = angles [ 0 ] ;
cent - > pe . legs . yawAngle = angles [ 1 ] ;
if ( cent - > gent - > client )
{
cent - > gent - > client - > renderInfo . legsYaw = angles [ 1 ] ;
}
AnglesToAxis ( angles , legs ) ;
return ;
}
if ( cent - > gent & & cent - > gent - > client
& & ( cent - > gent - > client - > NPC_class ! = CLASS_GONK )
& & ( cent - > gent - > client - > NPC_class ! = CLASS_INTERROGATOR )
& & ( cent - > gent - > client - > NPC_class ! = CLASS_SENTRY )
& & ( cent - > gent - > client - > NPC_class ! = CLASS_PROBE )
& & ( cent - > gent - > client - > NPC_class ! = CLASS_R2D2 )
& & ( cent - > gent - > client - > NPC_class ! = CLASS_R5D2 )
& & ( cent - > gent - > client - > NPC_class ! = CLASS_ATST | | ! cent - > gent - > s . number ) )
{ // If we are rendering third person, we should just force the player body to always fully face
// whatever way they are looking, otherwise, you can end up with gun shots coming off of the
// gun at angles that just look really wrong.
//NOTENOTE: shots are coming out of the gun at ridiculous angles. The head & torso
//should pitch *some* when looking up and down...
VectorCopy ( cent - > lerpAngles , angles ) ;
angles [ PITCH ] = 0 ;
if ( cent - > gent - > client )
{
if ( cent - > gent - > client - > NPC_class ! = CLASS_ATST )
{
if ( ! PM_SpinningSaberAnim ( cent - > currentState . legsAnim ) )
{ //don't turn legs if in a spinning saber transition
//FIXME: use actual swing/clamp tolerances?
if ( cent - > gent - > client - > ps . groundEntityNum ! = ENTITYNUM_NONE & & ! PM_InRoll ( & cent - > gent - > client - > ps ) )
{ //on the ground
CG_PlayerLegsYawFromMovement ( cent , cent - > gent - > client - > ps . velocity , & angles [ YAW ] , cent - > lerpAngles [ YAW ] , - 60 , 60 , qtrue ) ;
}
else
{ //face legs to front
CG_PlayerLegsYawFromMovement ( cent , vec3_origin , & angles [ YAW ] , cent - > lerpAngles [ YAW ] , - 60 , 60 , qtrue ) ;
}
}
}
}
//VectorClear( viewAngles );
VectorCopy ( cent - > lerpAngles , viewAngles ) ;
viewAngles [ YAW ] = viewAngles [ ROLL ] = 0 ;
if ( cent - > gent & & cent - > gent - > client & & cent - > gent - > client - > NPC_class = = CLASS_RANCOR )
{ //rancor uses full pitch
if ( cent - > gent - > count )
{ //don't look up or down at enemy when he's in your hand...
viewAngles [ PITCH ] = 0.0f ;
}
else if ( cent - > gent - > enemy )
{
if ( cent - > gent - > enemy - > s . solid = = SOLID_BMODEL )
{ //don't look up or down at architecture?
viewAngles [ PITCH ] = 0.0f ;
}
else if ( cent - > gent - > client - > ps . legsAnim = = BOTH_MELEE1 )
{ //don't look up or down when smashing the ground
viewAngles [ PITCH ] = 0.0f ;
}
else
{
vec3_t eDir , eAngles , lookFrom ;
VectorCopy ( cent - > lerpOrigin , lookFrom ) ;
lookFrom [ 2 ] + = cent - > gent - > maxs [ 2 ] * 0.6f ;
VectorSubtract ( cg_entities [ cent - > gent - > enemy - > s . number ] . lerpOrigin , lookFrom , eDir ) ;
vectoangles ( eDir , eAngles ) ;
viewAngles [ PITCH ] = AngleNormalize180 ( eAngles [ 0 ] ) ;
if ( cent - > gent - > client - > ps . legsAnim = = BOTH_ATTACK2 )
{ //swinging at something on the ground
if ( viewAngles [ PITCH ] > 0.0f )
{ //don't look down
viewAngles [ PITCH ] = 0.0f ;
}
}
else if ( cent - > gent - > client - > ps . legsAnim = = BOTH_ATTACK4 )
{ //in breath attack anim
if ( viewAngles [ PITCH ] > 0.0f )
{ //don't look down
viewAngles [ PITCH ] = 0.0f ;
}
else
{ //exaggerate looking up
viewAngles [ PITCH ] * = 2.0f ;
}
}
else if ( viewAngles [ PITCH ] > 0.0f )
{ //reduce looking down
viewAngles [ PITCH ] * = 0.5f ;
}
//clamp?
/*
if ( viewAngles [ PITCH ] > 30.0f )
{
viewAngles [ PITCH ] > 30.0f ;
}
if ( viewAngles [ PITCH ] < - 75.0f )
{
viewAngles [ PITCH ] = - 75.0f ;
}
*/
}
}
else
{
viewAngles [ PITCH ] = 0.0f ;
}
}
else
{
viewAngles [ PITCH ] * = 0.5 ;
}
VectorCopy ( viewAngles , lookAngles ) ;
// if ( cent->gent && !Q_stricmp( "atst", cent->gent->NPC_type ) )
if ( cent - > gent & & cent - > gent - > client & & cent - > gent - > client - > NPC_class = = CLASS_ATST )
{
lookAngles [ YAW ] = 0 ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > craniumBone , lookAngles , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
VectorCopy ( viewAngles , lookAngles ) ;
}
else
{
if ( cg_turnAnims . integer & & ! in_camera & & cent - > gent - > hipsBone > = 0 )
{
//override the hips bone with a turn anim when turning
//and clear it when we're not... does blend from and to parent actually work?
int startFrame , endFrame ;
const qboolean animatingHips = gi . G2API_GetAnimRangeIndex ( & cent - > gent - > ghoul2 [ cent - > gent - > playerModel ] , cent - > gent - > hipsBone , & startFrame , & endFrame ) ;
//FIXME: make legs lag behind when turning in place, only play turn anim when legs have to catch up
if ( angles [ YAW ] = = cent - > pe . legs . yawAngle )
{
gi . G2API_StopBoneAnimIndex ( & cent - > gent - > ghoul2 [ cent - > gent - > playerModel ] , cent - > gent - > hipsBone ) ;
}
else if ( VectorCompare ( vec3_origin , cent - > gent - > client - > ps . velocity ) )
{ //FIXME: because of LegsYawFromMovement, we play the turnAnims when we stop running, which looks really bad.
int turnAnim = PM_TurnAnimForLegsAnim ( cent - > gent , cent - > gent - > client - > ps . legsAnim ) ;
if ( turnAnim ! = - 1 & & cent - > gent - > health > 0 )
{
animation_t * animations = level . knownAnimFileSets [ cent - > gent - > client - > clientInfo . animFileIndex ] . animations ;
if ( ! animatingHips | | ( animations [ turnAnim ] . firstFrame ! = startFrame ) ) // only set the anim if we aren't going to do the same animation again
{
float animSpeed = 50.0f / animations [ turnAnim ] . frameLerp * PM_GetTimeScaleMod ( cent - > gent ) ;
gi . G2API_SetBoneAnimIndex ( & cent - > gent - > ghoul2 [ cent - > gent - > playerModel ] , cent - > gent - > hipsBone ,
animations [ turnAnim ] . firstFrame , animations [ turnAnim ] . firstFrame + animations [ turnAnim ] . numFrames ,
BONE_ANIM_OVERRIDE_LOOP /*|BONE_ANIM_OVERRIDE_FREEZE|BONE_ANIM_BLEND*/ , animSpeed , cg . time , - 1 , 100 ) ;
}
}
else
{
gi . G2API_StopBoneAnimIndex ( & cent - > gent - > ghoul2 [ cent - > gent - > playerModel ] , cent - > gent - > hipsBone ) ;
}
}
else
{
gi . G2API_StopBoneAnimIndex ( & cent - > gent - > ghoul2 [ cent - > gent - > playerModel ] , cent - > gent - > hipsBone ) ;
}
}
CG_G2ClientSpineAngles ( cent , viewAngles , angles , thoracicAngles , ulAngles , llAngles ) ;
}
vec3_t trailingLegsAngles ;
if ( cent - > gent - > client & & cent - > gent - > client - > NPC_class = = CLASS_ATST )
{
CG_ATSTLegsYaw ( cent , trailingLegsAngles ) ;
AnglesToAxis ( trailingLegsAngles , legs ) ;
angles [ YAW ] = trailingLegsAngles [ YAW ] ;
}
/*
else if ( cent - > gent - > client & & cent - > gent - > client - > NPC_class = = CLASS_WAMPA )
{
CG_ATSTLegsYaw ( cent , trailingLegsAngles ) ;
AnglesToAxis ( trailingLegsAngles , legs ) ;
angles [ YAW ] = trailingLegsAngles [ YAW ] ;
}
*/
// either riding a vehicle or we are a vehicle
if ( cent - > gent & & cent - > gent - > client & & cent - > gent - > client - > NPC_class = = CLASS_VEHICLE )
{ //you are a vehicle, just use your lerpAngles which comes from m_vOrientation
cent - > pe . legs . yawing = qfalse ;
cent - > pe . legs . yawAngle = cent - > lerpAngles [ YAW ] ;
if ( cent - > gent - > client )
{
cent - > gent - > client - > renderInfo . legsYaw = cent - > lerpAngles [ YAW ] ;
}
AnglesToAxis ( cent - > lerpAngles , legs ) ;
if ( cent - > gent - > m_pVehicle )
{
if ( cent - > gent - > m_pVehicle - > m_pVehicleInfo )
{
if ( cent - > gent - > m_pVehicle - > m_pVehicleInfo - > type = = VH_FIGHTER
| | cent - > gent - > m_pVehicle - > m_pVehicleInfo - > type = = VH_SPEEDER )
{
VectorCopy ( cent - > lerpAngles , angles ) ;
}
}
}
}
else if ( G_IsRidingVehicle ( cent - > gent ) )
{ //riding a vehicle, get the vehicle's lerpAngles (which comes from m_vOrientation)
cent - > pe . legs . yawing = qfalse ;
cent - > pe . legs . yawAngle = cg_entities [ cent - > gent - > owner - > s . number ] . lerpAngles [ YAW ] ;
if ( cent - > gent - > client )
{
cent - > gent - > client - > renderInfo . legsYaw = cg_entities [ cent - > gent - > owner - > s . number ] . lerpAngles [ YAW ] ;
}
AnglesToAxis ( cg_entities [ cent - > gent - > owner - > s . number ] . lerpAngles , legs ) ;
}
else
{
//set the legs.yawing field so we play the turning anim when turning in place
if ( angles [ YAW ] = = cent - > pe . legs . yawAngle )
{
cent - > pe . legs . yawing = qfalse ;
}
else
{
cent - > pe . legs . yawing = qtrue ;
}
cent - > pe . legs . yawAngle = angles [ YAW ] ;
if ( cent - > gent - > client )
{
cent - > gent - > client - > renderInfo . legsYaw = angles [ YAW ] ;
}
if ( ( ( cent - > gent - > client - > ps . eFlags & EF_FORCE_GRIPPED ) | | ( ( cent - > gent - > client - > NPC_class = = CLASS_BOBAFETT | | cent - > gent - > client - > NPC_class = = CLASS_ROCKETTROOPER ) & & cent - > gent - > client - > moveType = = MT_FLYSWIM ) )
& & cent - > gent - > client - > ps . groundEntityNum = = ENTITYNUM_NONE )
{
vec3_t centFwd , centRt ;
float divFactor = 1.0f ;
if ( ( cent - > gent - > client - > NPC_class = = CLASS_BOBAFETT | | cent - > gent - > client - > NPC_class = = CLASS_ROCKETTROOPER )
& & cent - > gent - > client - > moveType = = MT_FLYSWIM )
{
divFactor = 3.0f ;
}
AngleVectors ( cent - > lerpAngles , centFwd , centRt , NULL ) ;
angles [ PITCH ] = AngleNormalize180 ( DotProduct ( cent - > gent - > client - > ps . velocity , centFwd ) / ( 2 * divFactor ) ) ;
if ( angles [ PITCH ] > 90 )
{
angles [ PITCH ] = 90 ;
}
else if ( angles [ PITCH ] < - 90 )
{
angles [ PITCH ] = - 90 ;
}
angles [ ROLL ] = AngleNormalize180 ( DotProduct ( cent - > gent - > client - > ps . velocity , centRt ) / ( 10 * divFactor ) ) ;
if ( angles [ ROLL ] > 90 )
{
angles [ ROLL ] = 90 ;
}
else if ( angles [ ROLL ] < - 90 )
{
angles [ ROLL ] = - 90 ;
}
}
AnglesToAxis ( angles , legs ) ;
}
//clamp relative to forward of cervical bone!
if ( cent - > gent & & cent - > gent - > client & & cent - > gent - > client - > NPC_class = = CLASS_ATST )
{
looking = qfalse ;
VectorCopy ( vec3_origin , chestAngles ) ;
}
else
{
//look at lookTarget!
float lookingSpeed = 0.3f ;
looking = CG_CheckLookTarget ( cent , lookAngles , & lookingSpeed ) ;
//Now add head bob when talking
talking = CG_AddHeadBob ( cent , lookAngles ) ;
//NOTE: previously, lookAngleSpeed was always 0.25f for the player
//Figure out how fast head should be turning
if ( cent - > pe . torso . yawing | | cent - > pe . torso . pitching )
{ //If torso is turning, we want to turn head just as fast
if ( cent - > gent - > NPC )
{
lookAngleSpeed = cent - > gent - > NPC - > stats . yawSpeed / 150 ; //about 0.33 normally
}
else
{
lookAngleSpeed = CG_SWINGSPEED ;
}
}
else if ( talking )
{ //Slow for head bobbing
lookAngleSpeed = LOOK_TALKING_SPEED ;
}
else if ( looking )
{ //Not talking, set it up for looking at enemy, CheckLookTarget will scale it down if neccessary
lookAngleSpeed = lookingSpeed ;
}
else if ( cent - > gent - > client - > renderInfo . lookingDebounceTime > cg . time )
{ //Not looking, not talking, head is returning from a talking head bob, use talking speed
lookAngleSpeed = LOOK_TALKING_SPEED ;
}
if ( looking | | talking )
{ //want to keep doing this lerp behavior for a full second after stopped looking (so don't snap)
//we should have a relative look angle, normalized to 180
cent - > gent - > client - > renderInfo . lookingDebounceTime = cg . time + 1000 ;
}
else
{
//still have a relative look angle from above
}
if ( cent - > gent - > client - > NPC_class = = CLASS_RANCOR )
{ //always use the viewAngles we calced
VectorCopy ( viewAngles , lookAngles ) ;
}
CG_UpdateLookAngles ( cent , lookAngles , lookAngleSpeed , - 50.0f , 50.0f , - 70.0f , 70.0f , - 30.0f , 30.0f ) ;
}
if ( cent - > gent & & cent - > gent - > client & & cent - > gent - > client - > NPC_class = = CLASS_ATST )
{
VectorCopy ( cent - > lerpAngles , lookAngles ) ;
lookAngles [ 0 ] = lookAngles [ 2 ] = 0 ;
lookAngles [ YAW ] - = trailingLegsAngles [ YAW ] ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > thoracicBone , lookAngles , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
}
else
{
vec3_t headClampMinAngles = { - 25 , - 55 , - 10 } , headClampMaxAngles = { 50 , 50 , 10 } ;
CG_G2ClientNeckAngles ( cent , lookAngles , headAngles , neckAngles , thoracicAngles , headClampMinAngles , headClampMaxAngles ) ;
}
return ;
}
// All other entities
else if ( cent - > gent & & cent - > gent - > client )
{
if ( ( cent - > gent - > client - > NPC_class = = CLASS_PROBE )
| | ( cent - > gent - > client - > NPC_class = = CLASS_R2D2 )
| | ( cent - > gent - > client - > NPC_class = = CLASS_R5D2 )
| | ( cent - > gent - > client - > NPC_class = = CLASS_RANCOR )
| | ( cent - > gent - > client - > NPC_class = = CLASS_WAMPA )
| | ( cent - > gent - > client - > NPC_class = = CLASS_ATST ) )
{
VectorCopy ( cent - > lerpAngles , angles ) ;
angles [ PITCH ] = 0 ;
//FIXME: use actual swing/clamp tolerances?
if ( cent - > gent - > client - > ps . groundEntityNum ! = ENTITYNUM_NONE )
{ //on the ground
CG_PlayerLegsYawFromMovement ( cent , cent - > gent - > client - > ps . velocity , & angles [ YAW ] , cent - > lerpAngles [ YAW ] , - 60 , 60 , qtrue ) ;
}
else
{ //face legs to front
CG_PlayerLegsYawFromMovement ( cent , vec3_origin , & angles [ YAW ] , cent - > lerpAngles [ YAW ] , - 60 , 60 , qtrue ) ;
}
VectorCopy ( cent - > lerpAngles , viewAngles ) ;
// viewAngles[YAW] = viewAngles[ROLL] = 0;
viewAngles [ PITCH ] * = 0.5 ;
VectorCopy ( viewAngles , lookAngles ) ;
lookAngles [ 1 ] = 0 ;
if ( cent - > gent - > client - > NPC_class = = CLASS_ATST )
{ //body pitch
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > thoracicBone , lookAngles , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
}
VectorCopy ( viewAngles , lookAngles ) ;
vec3_t trailingLegsAngles ;
if ( cent - > gent & & cent - > gent - > client & & cent - > gent - > client - > NPC_class = = CLASS_ATST )
{
CG_ATSTLegsYaw ( cent , trailingLegsAngles ) ;
AnglesToAxis ( trailingLegsAngles , legs ) ;
}
/*
else if ( cent - > gent - > client
& & ( cent - > gent - > client - > NPC_class = = CLASS_WAMPA | | cent - > gent - > client - > NPC_class = = CLASS_RANCOR ) )
{
CG_ATSTLegsYaw ( cent , trailingLegsAngles ) ;
AnglesToAxis ( trailingLegsAngles , legs ) ;
}
*/
else
{
//FIXME: this needs to properly set the legs.yawing field so we don't erroneously play the turning anim, but we do play it when turning in place
if ( angles [ YAW ] = = cent - > pe . legs . yawAngle )
{
cent - > pe . legs . yawing = qfalse ;
}
else
{
cent - > pe . legs . yawing = qtrue ;
}
cent - > pe . legs . yawAngle = angles [ YAW ] ;
if ( cent - > gent - > client )
{
cent - > gent - > client - > renderInfo . legsYaw = angles [ YAW ] ;
}
AnglesToAxis ( angles , legs ) ;
}
// if ( cent->gent && cent->gent->client && cent->gent->client->NPC_class == CLASS_ATST )
// {
// looking = qfalse;
// }
// else
{ //look at lookTarget!
//FIXME: snaps to side when lets go of lookTarget... ?
float lookingSpeed = 0.3f ;
looking = CG_CheckLookTarget ( cent , lookAngles , & lookingSpeed ) ;
lookAngles [ PITCH ] = lookAngles [ ROLL ] = 0 ; //droids can't pitch or roll their heads
if ( looking )
{ //want to keep doing this lerp behavior for a full second after stopped looking (so don't snap)
cent - > gent - > client - > renderInfo . lookingDebounceTime = cg . time + 1000 ;
}
}
if ( cent - > gent - > client - > renderInfo . lookingDebounceTime > cg . time )
{ //adjust for current body orientation
lookAngles [ YAW ] - = cent - > pe . torso . yawAngle ;
lookAngles [ YAW ] - = cent - > pe . legs . yawAngle ;
//normalize
lookAngles [ YAW ] = AngleNormalize180 ( lookAngles [ YAW ] ) ;
//slowly lerp to this new value
//Remember last headAngles
vec3_t oldLookAngles ;
VectorCopy ( cent - > gent - > client - > renderInfo . lastHeadAngles , oldLookAngles ) ;
if ( VectorCompare ( oldLookAngles , lookAngles ) = = qfalse )
{
//FIXME: This clamp goes off viewAngles,
//but really should go off the tag_torso's axis[0] angles, no?
lookAngles [ YAW ] = oldLookAngles [ YAW ] + ( lookAngles [ YAW ] - oldLookAngles [ YAW ] ) * cg . frameInterpolation * 0.25 ;
}
//Remember current lookAngles next time
VectorCopy ( lookAngles , cent - > gent - > client - > renderInfo . lastHeadAngles ) ;
}
else
{ //Remember current lookAngles next time
VectorCopy ( lookAngles , cent - > gent - > client - > renderInfo . lastHeadAngles ) ;
}
if ( cent - > gent - > client - > NPC_class = = CLASS_ATST )
{
VectorCopy ( cent - > lerpAngles , lookAngles ) ;
lookAngles [ 0 ] = lookAngles [ 2 ] = 0 ;
lookAngles [ YAW ] - = trailingLegsAngles [ YAW ] ;
}
else
{
lookAngles [ PITCH ] = lookAngles [ ROLL ] = 0 ;
lookAngles [ YAW ] - = cent - > pe . legs . yawAngle ;
}
if ( cent - > gent - > client - > NPC_class = = CLASS_WAMPA )
{
Eorientations oUp , oRt , oFwd ;
G_BoneOrientationsForClass ( cent - > gent - > client - > NPC_class , " cranium " , & oUp , & oRt , & oFwd ) ;
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > craniumBone , lookAngles , BONE_ANGLES_POSTMULT , oUp , oRt , oFwd , cgs . model_draw ) ;
}
else
{
BG_G2SetBoneAngles ( cent , cent - > gent , cent - > gent - > craniumBone , lookAngles , BONE_ANGLES_POSTMULT , POSITIVE_X , NEGATIVE_Y , NEGATIVE_Z , cgs . model_draw ) ;
}
//return;
}
else //if ( (cent->gent->client->NPC_class == CLASS_GONK ) || (cent->gent->client->NPC_class == CLASS_INTERROGATOR) || (cent->gent->client->NPC_class == CLASS_SENTRY) )
{
VectorCopy ( cent - > lerpAngles , angles ) ;
cent - > pe . torso . pitchAngle = 0 ;
cent - > pe . torso . yawAngle = 0 ;
cent - > pe . legs . pitchAngle = angles [ 0 ] ;
cent - > gent - > client - > renderInfo . legsYaw = cent - > pe . legs . yawAngle = angles [ 1 ] ;
AnglesToAxis ( angles , legs ) ;
//return;
}
}
}
static void CG_PlayerAngles ( centity_t * cent , vec3_t legs [ 3 ] , vec3_t torso [ 3 ] , vec3_t head [ 3 ] )
{
vec3_t legsAngles , torsoAngles , headAngles ;
vec3_t lookAngles , viewAngles ;
float headYawClampMin , headYawClampMax ;
float headPitchClampMin , headPitchClampMax ;
float torsoYawSwingTolMin , torsoYawSwingTolMax ;
float torsoYawClampMin , torsoYawClampMax ;
float torsoPitchSwingTolMin , torsoPitchSwingTolMax ;
float torsoPitchClampMin , torsoPitchClampMax ;
float legsYawSwingTolMin , legsYawSwingTolMax ;
float maxYawSpeed , yawSpeed , lookingSpeed ;
float lookAngleSpeed = LOOK_TALKING_SPEED ; //shut up the compiler
float swing , scale ;
int i ;
qboolean looking = qfalse , talking = qfalse ;
if ( cg . renderingThirdPerson & & cent - > gent & & cent - > gent - > s . number = = 0 )
{
// If we are rendering third person, we should just force the player body to always fully face
// whatever way they are looking, otherwise, you can end up with gun shots coming off of the
// gun at angles that just look really wrong.
//NOTENOTE: shots are coming out of the gun at ridiculous angles. The head & torso
//should pitch *some* when looking up and down...
//VectorClear( viewAngles );
VectorCopy ( cent - > lerpAngles , viewAngles ) ;
viewAngles [ YAW ] = viewAngles [ ROLL ] = 0 ;
viewAngles [ PITCH ] * = 0.5 ;
AnglesToAxis ( viewAngles , head ) ;
viewAngles [ PITCH ] * = 0.75 ;
cent - > pe . torso . pitchAngle = viewAngles [ PITCH ] ;
cent - > pe . torso . yawAngle = viewAngles [ YAW ] ;
AnglesToAxis ( viewAngles , torso ) ;
VectorCopy ( cent - > lerpAngles , lookAngles ) ;
lookAngles [ PITCH ] = 0 ;
//FIXME: this needs to properly set the legs.yawing field so we don't erroneously play the turning anim, but we do play it when turning in place
if ( lookAngles [ YAW ] = = cent - > pe . legs . yawAngle )
{
cent - > pe . legs . yawing = qfalse ;
}
else
{
cent - > pe . legs . yawing = qtrue ;
}
if ( cent - > gent - > client - > ps . velocity [ 0 ] | | cent - > gent - > client - > ps . velocity [ 1 ] )
{
float moveYaw ;
moveYaw = vectoyaw ( cent - > gent - > client - > ps . velocity ) ;
lookAngles [ YAW ] = cent - > lerpAngles [ YAW ] + AngleDelta ( cent - > lerpAngles [ YAW ] , moveYaw ) ;
}
cent - > pe . legs . yawAngle = lookAngles [ YAW ] ;
if ( cent - > gent - > client )
{
cent - > gent - > client - > renderInfo . legsYaw = lookAngles [ YAW ] ;
}
AnglesToAxis ( lookAngles , legs ) ;
return ;
}
if ( cent - > currentState . clientNum ! = 0 )
{
headYawClampMin = - cent - > gent - > client - > renderInfo . headYawRangeLeft ;
headYawClampMax = cent - > gent - > client - > renderInfo . headYawRangeRight ;
//These next two are only used for a calc below- this clamp is done in PM_UpdateViewAngles
headPitchClampMin = - cent - > gent - > client - > renderInfo . headPitchRangeUp ;
headPitchClampMax = cent - > gent - > client - > renderInfo . headPitchRangeDown ;
torsoYawSwingTolMin = headYawClampMin * 0.3 ;
torsoYawSwingTolMax = headYawClampMax * 0.3 ;
torsoPitchSwingTolMin = headPitchClampMin * 0.5 ;
torsoPitchSwingTolMax = headPitchClampMax * 0.5 ;
torsoYawClampMin = - cent - > gent - > client - > renderInfo . torsoYawRangeLeft ;
torsoYawClampMax = cent - > gent - > client - > renderInfo . torsoYawRangeRight ;
torsoPitchClampMin = - cent - > gent - > client - > renderInfo . torsoPitchRangeUp ;
torsoPitchClampMax = cent - > gent - > client - > renderInfo . torsoPitchRangeDown ;
legsYawSwingTolMin = torsoYawClampMin * 0.5 ;
legsYawSwingTolMax = torsoYawClampMax * 0.5 ;
if ( cent - > gent & & cent - > gent - > next_roff_time & & cent - > gent - > next_roff_time > = cg . time )
{ //Following a roff, body must keep up with head, yaw-wise
headYawClampMin =
headYawClampMax =
torsoYawSwingTolMin =
torsoYawSwingTolMax =
torsoYawClampMin =
torsoYawClampMax =
legsYawSwingTolMin =
legsYawSwingTolMax = 0 ;
}
yawSpeed = maxYawSpeed = cent - > gent - > NPC - > stats . yawSpeed / 150 ; //about 0.33 normally
}
else
{
headYawClampMin = - 70 ;
headYawClampMax = 70 ;
//These next two are only used for a calc below- this clamp is done in PM_UpdateViewAngles
headPitchClampMin = - 90 ;
headPitchClampMax = 90 ;
torsoYawSwingTolMin = - 90 ;
torsoYawSwingTolMax = 90 ;
torsoPitchSwingTolMin = - 90 ;
torsoPitchSwingTolMax = 90 ;
torsoYawClampMin = - 90 ;
torsoYawClampMax = 90 ;
torsoPitchClampMin = - 90 ;
torsoPitchClampMax = 90 ;
legsYawSwingTolMin = - 90 ;
legsYawSwingTolMax = 90 ;
yawSpeed = maxYawSpeed = CG_SWINGSPEED ;
}
if ( yawSpeed < = 0 )
{ //Just in case
yawSpeed = 0.5f ; //was 0.33
}
lookingSpeed = yawSpeed ;
VectorCopy ( cent - > lerpAngles , headAngles ) ;
headAngles [ YAW ] = AngleNormalize360 ( headAngles [ YAW ] ) ;
VectorClear ( legsAngles ) ;
VectorClear ( torsoAngles ) ;
// --------- yaw -------------
//Clamp and swing the legs
legsAngles [ YAW ] = headAngles [ YAW ] ;
if ( cent - > gent - > client - > renderInfo . renderFlags & RF_LOCKEDANGLE )
{
cent - > gent - > client - > renderInfo . legsYaw = cent - > pe . legs . yawAngle = cent - > gent - > client - > renderInfo . lockYaw ;
cent - > pe . legs . yawing = qfalse ;
legsAngles [ YAW ] = cent - > pe . legs . yawAngle ;
}
else
{
qboolean alwaysFace = qfalse ;
if ( cent - > gent & & cent - > gent - > health > 0 )
{
if ( cent - > gent - > enemy )
{
alwaysFace = qtrue ;
}
if ( CG_PlayerLegsYawFromMovement ( cent , cent - > gent - > client - > ps . velocity , & legsAngles [ YAW ] , headAngles [ YAW ] , torsoYawClampMin , torsoYawClampMax , alwaysFace ) )
{
if ( legsAngles [ YAW ] = = cent - > pe . legs . yawAngle )
{
cent - > pe . legs . yawing = qfalse ;
}
else
{
cent - > pe . legs . yawing = qtrue ;
}
cent - > pe . legs . yawAngle = legsAngles [ YAW ] ;
if ( cent - > gent - > client )
{
cent - > gent - > client - > renderInfo . legsYaw = legsAngles [ YAW ] ;
}
}
else
{
CG_SwingAngles ( legsAngles [ YAW ] , legsYawSwingTolMin , legsYawSwingTolMax , torsoYawClampMin , torsoYawClampMax , maxYawSpeed , & cent - > pe . legs . yawAngle , & cent - > pe . legs . yawing ) ;
legsAngles [ YAW ] = cent - > pe . legs . yawAngle ;
if ( cent - > gent - > client )
{
cent - > gent - > client - > renderInfo . legsYaw = legsAngles [ YAW ] ;
}
}
}
else
{
CG_SwingAngles ( legsAngles [ YAW ] , legsYawSwingTolMin , legsYawSwingTolMax , torsoYawClampMin , torsoYawClampMax , maxYawSpeed , & cent - > pe . legs . yawAngle , & cent - > pe . legs . yawing ) ;
legsAngles [ YAW ] = cent - > pe . legs . yawAngle ;
if ( cent - > gent - > client )
{
cent - > gent - > client - > renderInfo . legsYaw = legsAngles [ YAW ] ;
}
}
}
/*
legsAngles [ YAW ] = cent - > pe . legs . yawAngle ;
if ( cent - > gent - > client )
{
cent - > gent - > client - > renderInfo . legsYaw = legsAngles [ YAW ] ;
}
*/
// torso
// If applicable, swing the lower parts to catch up with the head
CG_SwingAngles ( headAngles [ YAW ] , torsoYawSwingTolMin , torsoYawSwingTolMax , headYawClampMin , headYawClampMax , yawSpeed , & cent - > pe . torso . yawAngle , & cent - > pe . torso . yawing ) ;
torsoAngles [ YAW ] = cent - > pe . torso . yawAngle ;
// ---------- pitch -----------
//As the body twists to its extents, the back tends to arch backwards
float dest ;
// only show a fraction of the pitch angle in the torso
if ( headAngles [ PITCH ] > 180 )
{
dest = ( - 360 + headAngles [ PITCH ] ) * 0.75 ;
}
else
{
dest = headAngles [ PITCH ] * 0.75 ;
}
CG_SwingAngles ( dest , torsoPitchSwingTolMin , torsoPitchSwingTolMax , torsoPitchClampMin , torsoPitchClampMax , 0.1f , & cent - > pe . torso . pitchAngle , & cent - > pe . torso . pitching ) ;
torsoAngles [ PITCH ] = cent - > pe . torso . pitchAngle ;
// --------- roll -------------
// pain twitch - FIXME: don't do this if you have no head (like droids?)
// Maybe need to have clamp angles for roll as well as pitch and yaw?
//CG_AddPainTwitch( cent, torsoAngles );
//----------- Special head looking ---------------
//FIXME: to clamp the head angles, figure out tag_head's offset from tag_torso and add
// that to whatever offset we're getting here... so turning the head in an
// anim that also turns the head doesn't allow the head to turn out of range.
//Start with straight ahead
VectorCopy ( headAngles , viewAngles ) ;
VectorCopy ( headAngles , lookAngles ) ;
//Remember last headAngles
VectorCopy ( cent - > gent - > client - > renderInfo . lastHeadAngles , headAngles ) ;
//See if we're looking at someone/thing
looking = CG_CheckLookTarget ( cent , lookAngles , & lookingSpeed ) ;
//Now add head bob when talking
/* if ( cent->gent->client->clientInfo.extensions )
{
talking = CG_AddHeadBob ( cent , lookAngles ) ;
}
*/
//Figure out how fast head should be turning
if ( cent - > pe . torso . yawing | | cent - > pe . torso . pitching )
{ //If torso is turning, we want to turn head just as fast
lookAngleSpeed = yawSpeed ;
}
else if ( talking )
{ //Slow for head bobbing
lookAngleSpeed = LOOK_TALKING_SPEED ;
}
else if ( looking )
{ //Not talking, set it up for looking at enemy, CheckLookTarget will scale it down if neccessary
lookAngleSpeed = lookingSpeed ;
}
else if ( cent - > gent - > client - > renderInfo . lookingDebounceTime > cg . time )
{ //Not looking, not talking, head is returning from a talking head bob, use talking speed
lookAngleSpeed = LOOK_TALKING_SPEED ;
}
if ( looking | | talking )
{ //Keep this type of looking for a second after stopped looking
cent - > gent - > client - > renderInfo . lookingDebounceTime = cg . time + 1000 ;
}
if ( cent - > gent - > client - > renderInfo . lookingDebounceTime > cg . time )
{
//Calc our actual desired head angles
for ( i = 0 ; i < 3 ; i + + )
{
lookAngles [ i ] = AngleNormalize360 ( cent - > gent - > client - > renderInfo . headBobAngles [ i ] + lookAngles [ i ] ) ;
}
if ( VectorCompare ( headAngles , lookAngles ) = = qfalse )
{
//FIXME: This clamp goes off viewAngles,
//but really should go off the tag_torso's axis[0] angles, no?
CG_UpdateAngleClamp ( lookAngles [ PITCH ] , headPitchClampMin / 1.25 , headPitchClampMax / 1.25 , lookAngleSpeed , & headAngles [ PITCH ] , viewAngles [ PITCH ] ) ;
CG_UpdateAngleClamp ( lookAngles [ YAW ] , headYawClampMin / 1.25 , headYawClampMax / 1.25 , lookAngleSpeed , & headAngles [ YAW ] , viewAngles [ YAW ] ) ;
CG_UpdateAngleClamp ( lookAngles [ ROLL ] , - 10 , 10 , lookAngleSpeed , & headAngles [ ROLL ] , viewAngles [ ROLL ] ) ;
}
if ( ! cent - > gent - > enemy | | cent - > gent - > enemy - > s . number ! = cent - > gent - > client - > renderInfo . lookTarget )
{
//NOTE: Hacky, yes, I know, but necc.
//We want to turn the body to follow the lookTarget
//ONLY IF WE DON'T HAVE AN ENEMY OR OUR ENEMY IS NOT OUR LOOKTARGET
//This is the piece of code that was making the enemies not face where
//they were actually aiming.
//Yaw change
swing = AngleSubtract ( legsAngles [ YAW ] , headAngles [ YAW ] ) ;
scale = fabs ( swing ) / ( torsoYawClampMax + 0.01 ) ; //NOTENOTE: Some ents have a clamp of 0, which is bad for division
scale * = LOOK_SWING_SCALE ;
torsoAngles [ YAW ] = legsAngles [ YAW ] - ( swing * scale ) ;
//Pitch change
swing = AngleSubtract ( legsAngles [ PITCH ] , headAngles [ PITCH ] ) ;
scale = fabs ( swing ) / ( torsoPitchClampMax + 0.01 ) ; //NOTENOTE: Some ents have a clamp of 0, which is bad for division
scale * = LOOK_SWING_SCALE ;
torsoAngles [ PITCH ] = legsAngles [ PITCH ] - ( swing * scale ) ;
}
}
else
{ //Look straight ahead
VectorCopy ( viewAngles , headAngles ) ;
}
//Remember current headAngles next time
VectorCopy ( headAngles , cent - > gent - > client - > renderInfo . lastHeadAngles ) ;
//-------------------------------------------------------------
// 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_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 , - 24 , axis [ 0 ] , ent . origin ) ;
ent . origin [ 2 ] + = 20 ;
VectorScale ( cg . autoAxis [ 0 ] , 0.75 , ent . axis [ 0 ] ) ;
VectorScale ( cg . autoAxis [ 1 ] , 0.75 , ent . axis [ 1 ] ) ;
VectorScale ( cg . autoAxis [ 2 ] , 0.75 , ent . axis [ 2 ] ) ;
ent . hModel = hModel ;
cgi_R_AddRefEntityToScene ( & ent ) ;
}
*/
/*
= = = = = = = = = = = = = = =
CG_PlayerPowerups
= = = = = = = = = = = = = = =
*/
extern void CG_Seeker ( centity_t * cent ) ;
static void CG_PlayerPowerups ( centity_t * cent )
{
if ( ! cent - > currentState . powerups )
{
return ;
}
/*
// quad gives a dlight
if ( cent - > currentState . powerups & ( 1 < < PW_QUAD ) ) {
cgi_R_AddLightToScene ( cent - > lerpOrigin , 200 + ( rand ( ) & 31 ) , 0.2 , 0.2 , 1 ) ;
}
// redflag
if ( cent - > currentState . powerups & ( 1 < < PW_REDFLAG ) ) {
CG_TrailItem ( cent , cgs . media . redFlagModel ) ;
cgi_R_AddLightToScene ( cent - > lerpOrigin , 200 + ( rand ( ) & 31 ) , 1 , 0.2 , 0.2 ) ;
}
// blueflag
if ( cent - > currentState . powerups & ( 1 < < PW_BLUEFLAG ) ) {
CG_TrailItem ( cent , cgs . media . blueFlagModel ) ;
cgi_R_AddLightToScene ( cent - > lerpOrigin , 200 + ( rand ( ) & 31 ) , 0.2 , 0.2 , 1 ) ;
}
*/
// invul gives a dlight
// if ( cent->currentState.powerups & ( 1 << PW_BATTLESUIT ) )
// {
// cgi_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 0.8f, 0.8f, 0.2f );
// }
// seeker coolness
/* if ( cent->currentState.powerups & ( 1 << PW_SEEKER ) )
{
// CG_Seeker(cent);
} */
}
# define SHADOW_DISTANCE 128
static qboolean _PlayerShadow ( const vec3_t origin , const float orientation , float * const shadowPlane , const float radius , qhandle_t markShader ) {
vec3_t end , mins = { - 7 , - 7 , 0 } , maxs = { 7 , 7 , 2 } ;
trace_t trace ;
float alpha ;
// send a trace down from the player to the ground
VectorCopy ( origin , end ) ;
end [ 2 ] - = SHADOW_DISTANCE ;
cgi_CM_BoxTrace ( & trace , origin , end , mins , maxs , 0 , MASK_PLAYERSOLID ) ;
// no shadow if too high
if ( trace . fraction = = 1.0 ) {
return qfalse ;
}
* shadowPlane = trace . endpos [ 2 ] + 1 ;
// no mark for stencil or projection shadows
if ( cg_shadows . integer = = 1
| | ( in_camera & & cg_shadows . integer = = 2 ) ) //don't want stencil shadows during a cinematic
{
// fade the shadow out with height
alpha = 1.0 - trace . fraction ;
// add the mark as a temporary, so it goes directly to the renderer
// without taking a spot in the cg_marks array
CG_ImpactMark ( markShader , trace . endpos , trace . plane . normal ,
orientation , 1 , 1 , 1 , alpha , qfalse , radius , qtrue ) ;
}
return qtrue ;
}
/*
= = = = = = = = = = = = = = =
CG_PlayerShadow
Returns the Z component of the surface being shadowed
should it return a full plane instead of a Z ?
= = = = = = = = = = = = = = =
*/
static qboolean CG_PlayerShadow ( centity_t * const cent , float * const shadowPlane ) {
* shadowPlane = 0 ;
if ( cg_shadows . integer = = 0 ) {
return qfalse ;
}
// no shadows when cloaked
if ( cent - > currentState . powerups & ( 1 < < PW_CLOAKED ) )
{
return qfalse ;
}
if ( cent - > gent - > client - > NPC_class = = CLASS_SAND_CREATURE )
{ //sand creatures have no shadow
return qfalse ;
}
vec3_t rootOrigin ;
vec3_t tempAngles ;
tempAngles [ PITCH ] = 0 ;
tempAngles [ YAW ] = cent - > pe . legs . yawAngle ;
tempAngles [ ROLL ] = 0 ;
if ( cent - > gent - > rootBone > = 0 & & cent - > gent - > ghoul2 . IsValid ( ) & & cent - > gent - > ghoul2 [ 0 ] . animModelIndexOffset ) //If it has an animOffset it's a cinematic anim
{ //i might be running out of my bounding box, so get my root origin
mdxaBone_t boltMatrix ;
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > rootBone ,
& boltMatrix , tempAngles , cent - > lerpOrigin ,
cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , rootOrigin ) ;
}
else
{
VectorCopy ( cent - > lerpOrigin , rootOrigin ) ;
}
if ( DistanceSquared ( cg . refdef . vieworg , rootOrigin ) > cg_shadowCullDistance . value * cg_shadowCullDistance . value )
{
// Shadow is too far away, don't do any traces, don't do any marks...blah
return qfalse ;
}
if ( cent - > gent - > client - > NPC_class = = CLASS_ATST )
{
qboolean bShadowed ;
mdxaBone_t boltMatrix ;
vec3_t sideOrigin ;
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > footLBolt ,
& boltMatrix , tempAngles , cent - > lerpOrigin ,
cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , sideOrigin ) ;
sideOrigin [ 2 ] + = 30 ; //fudge up a bit for coplaner
bShadowed = _PlayerShadow ( sideOrigin , 0 , shadowPlane , 28 , cgs . media . shadowMarkShader ) ;
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > footRBolt ,
& boltMatrix , tempAngles , cent - > lerpOrigin , cg . time ,
cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , sideOrigin ) ;
sideOrigin [ 2 ] + = 30 ; //fudge up a bit for coplaner
bShadowed = _PlayerShadow ( sideOrigin , 0 , shadowPlane , 28 , cgs . media . shadowMarkShader ) | | bShadowed ;
bShadowed = _PlayerShadow ( rootOrigin , cent - > pe . legs . yawAngle , shadowPlane , 64 , cgs . media . shadowMarkShader ) | | bShadowed ;
return bShadowed ;
}
else if ( cent - > gent - > client - > NPC_class = = CLASS_RANCOR )
{
return _PlayerShadow ( rootOrigin , cent - > pe . legs . yawAngle , shadowPlane , 64 , cgs . media . shadowMarkShader ) ;
}
else
{
return _PlayerShadow ( rootOrigin , cent - > pe . legs . yawAngle , shadowPlane , 16 , cgs . media . shadowMarkShader ) ;
}
}
void CG_LandingEffect ( vec3_t origin , vec3_t normal , int material )
{
int effectID = - 1 ;
switch ( material )
{
case MATERIAL_MUD :
effectID = cgs . effects . landingMud ;
break ;
case MATERIAL_DIRT :
effectID = cgs . effects . landingDirt ;
break ;
case MATERIAL_SAND :
effectID = cgs . effects . landingSand ;
break ;
case MATERIAL_SNOW :
effectID = cgs . effects . landingSnow ;
break ;
case MATERIAL_GRAVEL :
effectID = cgs . effects . landingGravel ;
break ;
}
if ( effectID ! = - 1 )
{
theFxScheduler . PlayEffect ( effectID , origin , normal ) ;
}
}
# define FOOTSTEP_DISTANCE 32
static void _PlayerFootStep ( const vec3_t origin ,
const vec3_t traceDir ,
const float orientation ,
const float radius ,
centity_t * const cent , footstepType_t footStepType )
{
vec3_t end , mins = { - 7 , - 7 , 0 } , maxs = { 7 , 7 , 2 } ;
trace_t trace ;
footstep_t soundType = FOOTSTEP_TOTAL ;
bool bMark = false ;
int effectID = - 1 ;
//float alpha;
// send a trace down from the player to the ground
VectorCopy ( origin , end ) ;
VectorMA ( origin , FOOTSTEP_DISTANCE , traceDir , end ) ; //was end[2] -= FOOTSTEP_DISTANCE;
cgi_CM_BoxTrace ( & trace , origin , end , mins , maxs , 0 , MASK_PLAYERSOLID ) ;
// no shadow if too high
if ( trace . fraction > = 1.0f )
{
return ;
}
//check for foot-steppable surface flag
switch ( trace . surfaceFlags & MATERIAL_MASK )
{
case MATERIAL_MUD :
bMark = true ;
if ( footStepType = = FOOTSTEP_HEAVY_R | | footStepType = = FOOTSTEP_HEAVY_L ) {
soundType = FOOTSTEP_MUDRUN ;
} else {
soundType = FOOTSTEP_MUDWALK ;
}
effectID = cgs . effects . footstepMud ;
break ;
case MATERIAL_DIRT :
bMark = true ;
if ( footStepType = = FOOTSTEP_HEAVY_R | | footStepType = = FOOTSTEP_HEAVY_L ) {
soundType = FOOTSTEP_DIRTRUN ;
} else {
soundType = FOOTSTEP_DIRTWALK ;
}
effectID = cgs . effects . footstepSand ;
break ;
case MATERIAL_SAND :
bMark = true ;
if ( footStepType = = FOOTSTEP_HEAVY_R | | footStepType = = FOOTSTEP_HEAVY_L ) {
soundType = FOOTSTEP_SANDRUN ;
} else {
soundType = FOOTSTEP_SANDWALK ;
}
effectID = cgs . effects . footstepSand ;
break ;
case MATERIAL_SNOW :
bMark = true ;
if ( footStepType = = FOOTSTEP_HEAVY_R | | footStepType = = FOOTSTEP_HEAVY_L ) {
soundType = FOOTSTEP_SNOWRUN ;
} else {
soundType = FOOTSTEP_SNOWWALK ;
}
effectID = cgs . effects . footstepSnow ;
break ;
case MATERIAL_SHORTGRASS :
case MATERIAL_LONGGRASS :
if ( footStepType = = FOOTSTEP_HEAVY_R | | footStepType = = FOOTSTEP_HEAVY_L ) {
soundType = FOOTSTEP_GRASSRUN ;
} else {
soundType = FOOTSTEP_GRASSWALK ;
}
break ;
case MATERIAL_SOLIDMETAL :
if ( footStepType = = FOOTSTEP_HEAVY_R | | footStepType = = FOOTSTEP_HEAVY_L ) {
soundType = FOOTSTEP_METALRUN ;
} else {
soundType = FOOTSTEP_METALWALK ;
}
break ;
case MATERIAL_HOLLOWMETAL :
if ( footStepType = = FOOTSTEP_HEAVY_R | | footStepType = = FOOTSTEP_HEAVY_L ) {
soundType = FOOTSTEP_PIPERUN ;
} else {
soundType = FOOTSTEP_PIPEWALK ;
}
break ;
case MATERIAL_GRAVEL :
if ( footStepType = = FOOTSTEP_HEAVY_R | | footStepType = = FOOTSTEP_HEAVY_L ) {
soundType = FOOTSTEP_GRAVELRUN ;
} else {
soundType = FOOTSTEP_GRAVELWALK ;
}
effectID = cgs . effects . footstepGravel ;
break ;
case MATERIAL_CARPET :
case MATERIAL_FABRIC :
case MATERIAL_CANVAS :
case MATERIAL_RUBBER :
case MATERIAL_PLASTIC :
if ( footStepType = = FOOTSTEP_HEAVY_R | | footStepType = = FOOTSTEP_HEAVY_L ) {
soundType = FOOTSTEP_RUGRUN ;
} else {
soundType = FOOTSTEP_RUGWALK ;
}
break ;
case MATERIAL_SOLIDWOOD :
case MATERIAL_HOLLOWWOOD :
if ( footStepType = = FOOTSTEP_HEAVY_R | | footStepType = = FOOTSTEP_HEAVY_L ) {
soundType = FOOTSTEP_WOODRUN ;
} else {
soundType = FOOTSTEP_WOODWALK ;
}
break ;
default :
//fall through
case MATERIAL_GLASS :
case MATERIAL_WATER :
case MATERIAL_FLESH :
case MATERIAL_BPGLASS :
case MATERIAL_DRYLEAVES :
case MATERIAL_GREENLEAVES :
case MATERIAL_TILES :
case MATERIAL_PLASTER :
case MATERIAL_SHATTERGLASS :
case MATERIAL_ARMOR :
case MATERIAL_COMPUTER :
case MATERIAL_CONCRETE :
case MATERIAL_ROCK :
case MATERIAL_ICE :
case MATERIAL_MARBLE :
if ( footStepType = = FOOTSTEP_HEAVY_R | | footStepType = = FOOTSTEP_HEAVY_L ) {
soundType = FOOTSTEP_STONERUN ;
} else {
soundType = FOOTSTEP_STONEWALK ;
}
break ;
}
if ( soundType < FOOTSTEP_TOTAL )
{
cgi_S_StartSound ( NULL , cent - > currentState . clientNum , CHAN_BODY , cgs . media . footsteps [ soundType ] [ Q_irand ( 0 , 3 ) ] ) ;
}
if ( cg_footsteps . integer < 4 )
{ //debugging - 4 always does footstep effect
if ( cg_footsteps . integer < 2 ) //1 for sounds, 2 for effects, 3 for marks
{
return ;
}
}
if ( effectID ! = - 1 )
{
theFxScheduler . PlayEffect ( effectID , trace . endpos , trace . plane . normal ) ;
}
if ( cg_footsteps . integer < 4 )
{ //debugging - 4 always does footprint decal
if ( ! bMark | | cg_footsteps . integer < 3 ) //1 for sounds, 2 for effects, 3 for marks
{
return ;
}
}
qhandle_t footMarkShader ;
switch ( footStepType )
{
case FOOTSTEP_HEAVY_R :
footMarkShader = cgs . media . fshrMarkShader ;
break ;
case FOOTSTEP_HEAVY_L :
footMarkShader = cgs . media . fshlMarkShader ;
break ;
case FOOTSTEP_R :
footMarkShader = cgs . media . fsrMarkShader ;
break ;
default :
case FOOTSTEP_L :
footMarkShader = cgs . media . fslMarkShader ;
break ;
}
// fade the shadow out with height
// alpha = 1.0 - trace.fraction;
// add the mark as a temporary, so it goes directly to the renderer
// without taking a spot in the cg_marks array
vec3_t projNormal ;
VectorCopy ( trace . plane . normal , projNormal ) ;
if ( projNormal [ 2 ] > 0.5f )
{
// footsteps will not have the correct orientation for all surfaces, so punt and set the projection to Z
projNormal [ 0 ] = 0.0f ;
projNormal [ 1 ] = 0.0f ;
projNormal [ 2 ] = 1.0f ;
}
CG_ImpactMark ( footMarkShader , trace . endpos , projNormal ,
orientation , 1 , 1 , 1 , 1.0f , qfalse , radius , qfalse ) ;
}
extern vmCvar_t cg_footsteps ;
static void CG_PlayerFootsteps ( centity_t * const cent , footstepType_t footStepType )
{
if ( cg_footsteps . integer = = 0 )
{
return ;
}
//FIXME: make this a feature of NPCs in the NPCs.cfg? Specify a footstep shader, if any?
if ( cent - > gent - > client - > NPC_class ! = CLASS_ATST
& & cent - > gent - > client - > NPC_class ! = CLASS_CLAW
& & cent - > gent - > client - > NPC_class ! = CLASS_FISH
& & cent - > gent - > client - > NPC_class ! = CLASS_FLIER2
& & cent - > gent - > client - > NPC_class ! = CLASS_GLIDER
& & cent - > gent - > client - > NPC_class ! = CLASS_INTERROGATOR
& & cent - > gent - > client - > NPC_class ! = CLASS_MURJJ
& & cent - > gent - > client - > NPC_class ! = CLASS_PROBE
& & cent - > gent - > client - > NPC_class ! = CLASS_R2D2
& & cent - > gent - > client - > NPC_class ! = CLASS_R5D2
& & cent - > gent - > client - > NPC_class ! = CLASS_REMOTE
& & cent - > gent - > client - > NPC_class ! = CLASS_SEEKER
& & cent - > gent - > client - > NPC_class ! = CLASS_SENTRY
& & cent - > gent - > client - > NPC_class ! = CLASS_SWAMP )
{
mdxaBone_t boltMatrix ;
vec3_t tempAngles , sideOrigin , footDownDir ;
tempAngles [ PITCH ] = 0 ;
tempAngles [ YAW ] = cent - > pe . legs . yawAngle ;
tempAngles [ ROLL ] = 0 ;
int footBolt = cent - > gent - > footLBolt ;
if ( footStepType = = FOOTSTEP_HEAVY_R | | footStepType = = FOOTSTEP_R )
{
footBolt = cent - > gent - > footRBolt ;
}
//FIXME: get yaw orientation of the foot and use on decal
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , footBolt ,
& boltMatrix , tempAngles , cent - > lerpOrigin ,
cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , sideOrigin ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Y , footDownDir ) ;
VectorMA ( sideOrigin , - 8.0f , footDownDir , sideOrigin ) ; //was [2] += 15; //fudge up a bit for coplanar
_PlayerFootStep ( sideOrigin , footDownDir , cent - > pe . legs . yawAngle - 90 , 6 , cent , footStepType ) ;
}
}
static void _PlayerSplash ( const vec3_t origin , const vec3_t velocity , const float radius , const int maxUp )
{
static vec3_t WHITE = { 1 , 1 , 1 } ;
vec3_t start , end ;
trace_t trace ;
int contents ;
VectorCopy ( origin , 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...
contents = cgi_CM_PointContents ( end , 0 ) ;
if ( ! ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) )
{
return ;
}
VectorCopy ( origin , start ) ;
if ( maxUp < 32 )
{ //our head may actually be lower than 32 above our origin
start [ 2 ] + = maxUp ;
}
else
{
start [ 2 ] + = 32 ;
}
// if the head isn't out of liquid, don't make a mark
contents = cgi_CM_PointContents ( start , 0 ) ;
if ( contents & ( CONTENTS_SOLID | CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) )
{
return ;
}
// trace down to find the surface
cgi_CM_BoxTrace ( & trace , start , end , NULL , NULL , 0 , ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) ;
if ( trace . fraction = = 1.0 )
{
return ;
}
VectorCopy ( trace . endpos , end ) ;
end [ 0 ] + = crandom ( ) * 3.0f ;
end [ 1 ] + = crandom ( ) * 3.0f ;
end [ 2 ] + = 1.0f ; //fudge up
int t = VectorLengthSquared ( velocity ) ;
if ( t > 8192 ) // oh, magic number
{
t = 8192 ;
}
float alpha = ( t / 8192.0f ) * 0.6f + 0.2f ;
FX_AddOrientedParticle ( - 1 , end , trace . plane . normal , NULL , NULL ,
6.0f , radius + random ( ) * 48.0f , 0 ,
alpha , 0.0f , 0.0f ,
WHITE , WHITE , 0.0f ,
random ( ) * 360 , crandom ( ) * 6.0f , NULL , NULL , 0.0f , 0 , 0 , 1200 ,
cgs . media . wakeMarkShader , FX_ALPHA_LINEAR | FX_SIZE_LINEAR ) ;
}
/*
= = = = = = = = = = = = = = =
CG_PlayerSplash
Draw a mark at the water surface
= = = = = = = = = = = = = = =
*/
static void CG_PlayerSplash ( centity_t * cent )
{
if ( ! cg_shadows . integer )
{
return ;
}
if ( cent - > gent & & cent - > gent - > client )
{
gclient_t * cl = cent - > gent - > client ;
if ( cent - > gent - > disconnectDebounceTime < cg . time ) // can't do these expanding ripples all the time
{
if ( cl - > NPC_class = = CLASS_ATST )
{
mdxaBone_t boltMatrix ;
vec3_t tempAngles , sideOrigin ;
tempAngles [ PITCH ] = 0 ;
tempAngles [ YAW ] = cent - > pe . legs . yawAngle ;
tempAngles [ ROLL ] = 0 ;
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > footLBolt ,
& boltMatrix , tempAngles , cent - > lerpOrigin ,
cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , sideOrigin ) ;
sideOrigin [ 2 ] + = 22 ; //fudge up a bit for coplaner
_PlayerSplash ( sideOrigin , cl - > ps . velocity , 42 , cent - > gent - > maxs [ 2 ] ) ;
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > footRBolt ,
& boltMatrix , tempAngles , cent - > lerpOrigin , cg . time ,
cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , sideOrigin ) ;
sideOrigin [ 2 ] + = 22 ; //fudge up a bit for coplaner
_PlayerSplash ( sideOrigin , cl - > ps . velocity , 42 , cent - > gent - > maxs [ 2 ] ) ;
}
else
{
// player splash mark
_PlayerSplash ( cent - > lerpOrigin , cl - > ps . velocity , 36 , cl - > renderInfo . eyePoint [ 2 ] - cent - > lerpOrigin [ 2 ] + 5 ) ;
}
cent - > gent - > disconnectDebounceTime = cg . time + 125 + random ( ) * 50.0f ;
}
}
}
/*
= = = = = = = = = = = = = = =
CG_LightningBolt
= = = = = = = = = = = = = = =
*/
#if 0
static void CG_LightningBolt ( centity_t * cent , vec3_t origin )
{
// FIXME: This sound also plays when the weapon first fires which causes little sputtering sounds..not exactly cool
// Must be currently firing
if ( ! ( cent - > currentState . eFlags & EF_FIRING ) )
return ;
//Must be a durational weapon
// if ( cent->currentState.weapon == WP_DEMP2 && cent->currentState.eFlags & EF_ALT_FIRING )
// { /*nothing*/ }
// else
{
return ;
}
/* trace_t trace;
gentity_t * traceEnt ;
vec3_t end , forward , org , angs ;
qboolean spark = qfalse , impact = qtrue ; //, weak = qfalse;
// for lightning weapons coming from the player, it had better hit the crosshairs or else..
if ( cent - > gent - > s . number )
{
VectorCopy ( origin , org ) ;
}
else
{
VectorCopy ( cg . refdef . vieworg , org ) ;
}
// Find the impact point of the beam
VectorCopy ( cent - > lerpAngles , angs ) ;
AngleVectors ( angs , forward , NULL , NULL ) ;
VectorMA ( org , weaponData [ cent - > currentState . weapon ] . range , forward , end ) ;
CG_Trace ( & trace , org , vec3_origin , vec3_origin , end , cent - > currentState . number , MASK_SHOT ) ;
traceEnt = & g_entities [ trace . entityNum ] ;
// Make sparking be a bit less frame-rate dependent..also never add sparking when we hit a surface with a NOIMPACT flag
if ( cent - > gent - > fx_time < cg . time & & ! ( trace . surfaceFlags & SURF_NOIMPACT ) )
{
spark = qtrue ;
cent - > gent - > fx_time = cg . time + random ( ) * 100 + 100 ;
}
// Don't draw certain kinds of impacts when it hits a player and such..or when we hit a surface with a NOIMPACT flag
if ( ( traceEnt - > takedamage & & traceEnt - > client ) | | ( trace . surfaceFlags & SURF_NOIMPACT ) )
{
impact = qfalse ;
}
// Add in the effect
switch ( cent - > currentState . weapon )
{
case WP_DEMP2 :
// vec3_t org;
extern void FX_DEMP2_AltBeam ( vec3_t start , vec3_t end , vec3_t normal , //qboolean spark,
vec3_t targ1 , vec3_t targ2 ) ;
// Move the beam back a bit to help cover up the poly edges on the fire beam
// VectorMA( origin, -4, forward, org );
// FIXME: Looks and works like ASS, so don't let people see it until it improves
FX_DEMP2_AltBeam ( origin , trace . endpos , trace . plane . normal , cent - > gent - > pos1 , cent - > gent - > pos2 ) ;
break ;
}
*/
}
# endif
//-------------------------------------------
# define REFRACT_EFFECT_DURATION 500
void CG_ForcePushBlur ( const vec3_t org , qboolean darkSide = qfalse ) ;
static void CG_ForcePushRefraction ( vec3_t org , centity_t * cent )
{
refEntity_t ent ;
vec3_t ang ;
float scale ;
float vLen ;
float alpha ;
int tDif ;
if ( ! cg_renderToTextureFX . integer )
{
CG_ForcePushBlur ( org ) ;
return ;
}
if ( ! cent - > gent | |
! cent - > gent - > client )
{ //can only do this for player/npc's
return ;
}
if ( ! cent - > gent - > client - > pushEffectFadeTime )
{ //the duration for the expansion and fade
cent - > gent - > client - > pushEffectFadeTime = cg . time + REFRACT_EFFECT_DURATION ;
}
//closer tDif is to 0, the closer we are to
//being "done"
tDif = ( cent - > gent - > client - > pushEffectFadeTime - cg . time ) ;
if ( ( REFRACT_EFFECT_DURATION - tDif ) < 200 )
{ //stop following the hand after a little and stay in a fixed spot
//save the initial spot of the effect
VectorCopy ( org , cent - > gent - > client - > pushEffectOrigin ) ;
}
//scale from 1.0f to 0.1f then hold at 0.1 for the rest of the duration
if ( cent - > gent - > client - > ps . forcePowersActive & ( 1 < < FP_PULL ) )
{
scale = ( float ) ( REFRACT_EFFECT_DURATION - tDif ) * 0.003f ;
}
else
{
scale = ( float ) ( tDif ) * 0.003f ;
}
if ( scale > 1.0f )
{
scale = 1.0f ;
}
else if ( scale < 0.2f )
{
scale = 0.2f ;
}
//start alpha at 244, fade to 10
alpha = ( float ) tDif * 0.488f ;
if ( alpha > 244.0f )
{
alpha = 244.0f ;
}
else if ( alpha < 10.0f )
{
alpha = 10.0f ;
}
memset ( & ent , 0 , sizeof ( ent ) ) ;
ent . shaderTime = ( cent - > gent - > client - > pushEffectFadeTime - REFRACT_EFFECT_DURATION ) / 1000.0f ;
VectorCopy ( cent - > gent - > client - > pushEffectOrigin , ent . origin ) ;
VectorSubtract ( ent . origin , cg . refdef . vieworg , ent . axis [ 0 ] ) ;
vLen = VectorLength ( ent . axis [ 0 ] ) ;
if ( vLen < = 0.1f )
{ // Entity is right on vieworg. quit.
return ;
}
vectoangles ( ent . axis [ 0 ] , ang ) ;
ang [ ROLL ] + = 180.0f ;
AnglesToAxis ( ang , ent . axis ) ;
//radius must be a power of 2, and is the actual captured texture size
if ( vLen < 128 )
{
ent . radius = 256 ;
}
else if ( vLen < 256 )
{
ent . radius = 128 ;
}
else if ( vLen < 512 )
{
ent . radius = 64 ;
}
else
{
ent . radius = 32 ;
}
VectorScale ( ent . axis [ 0 ] , scale , ent . axis [ 0 ] ) ;
VectorScale ( ent . axis [ 1 ] , scale , ent . axis [ 1 ] ) ;
VectorScale ( ent . axis [ 2 ] , scale , ent . axis [ 2 ] ) ;
ent . hModel = cgs . media . halfShieldModel ;
ent . customShader = cgs . media . refractShader ;
ent . nonNormalizedAxes = qtrue ;
//make it partially transparent so it blends with the background
ent . renderfx = ( RF_DISTORTION | RF_ALPHA_FADE ) ;
ent . shaderRGBA [ 0 ] = 255.0f ;
ent . shaderRGBA [ 1 ] = 255.0f ;
ent . shaderRGBA [ 2 ] = 255.0f ;
ent . shaderRGBA [ 3 ] = alpha ;
cgi_R_AddRefEntityToScene ( & ent ) ;
}
void CG_ForcePushBlur ( const vec3_t org , qboolean darkSide )
{
localEntity_t * ex ;
ex = CG_AllocLocalEntity ( ) ;
ex - > leType = LE_PUFF ;
ex - > refEntity . reType = RT_SPRITE ;
ex - > radius = 2.0f ;
ex - > startTime = cg . time ;
ex - > endTime = ex - > startTime + 120 ;
VectorCopy ( org , ex - > pos . trBase ) ;
ex - > pos . trTime = cg . time ;
ex - > pos . trType = TR_LINEAR ;
VectorScale ( cg . refdef . viewaxis [ 1 ] , 55 , ex - > pos . trDelta ) ;
if ( darkSide )
{ //make it red
ex - > color [ 0 ] = 60 ;
ex - > color [ 1 ] = 8 ;
ex - > color [ 2 ] = 8 ;
}
else
{ //blue
ex - > color [ 0 ] = 24 ;
ex - > color [ 1 ] = 32 ;
ex - > color [ 2 ] = 40 ;
}
ex - > refEntity . customShader = cgi_R_RegisterShader ( " gfx/effects/forcePush " ) ;
ex = CG_AllocLocalEntity ( ) ;
ex - > leType = LE_PUFF ;
ex - > refEntity . reType = RT_SPRITE ;
ex - > refEntity . rotation = 180.0f ;
ex - > radius = 2.0f ;
ex - > startTime = cg . time ;
ex - > endTime = ex - > startTime + 120 ;
VectorCopy ( org , ex - > pos . trBase ) ;
ex - > pos . trTime = cg . time ;
ex - > pos . trType = TR_LINEAR ;
VectorScale ( cg . refdef . viewaxis [ 1 ] , - 55 , ex - > pos . trDelta ) ;
if ( darkSide )
{ //make it red
ex - > color [ 0 ] = 60 ;
ex - > color [ 1 ] = 8 ;
ex - > color [ 2 ] = 8 ;
}
else
{ //blue
ex - > color [ 0 ] = 24 ;
ex - > color [ 1 ] = 32 ;
ex - > color [ 2 ] = 40 ;
}
ex - > refEntity . customShader = cgi_R_RegisterShader ( " gfx/effects/forcePush " ) ;
}
static void CG_ForcePushBodyBlur ( centity_t * cent , const vec3_t origin , vec3_t tempAngles )
{
vec3_t fxOrg ;
mdxaBone_t boltMatrix ;
// Head blur
CG_ForcePushBlur ( cent - > gent - > client - > renderInfo . eyePoint ) ;
// Do a torso based blur
if ( cent - > gent - > torsoBolt > = 0 )
{
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > torsoBolt ,
& boltMatrix , tempAngles , origin , cg . time ,
cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , fxOrg ) ;
CG_ForcePushBlur ( fxOrg ) ;
}
if ( cent - > gent - > handRBolt > = 0 )
{
// Do a right-hand based blur
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > handRBolt ,
& boltMatrix , tempAngles , origin , cg . time ,
cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , fxOrg ) ;
CG_ForcePushBlur ( fxOrg ) ;
}
if ( cent - > gent - > handLBolt > = 0 )
{
// Do a left-hand based blur
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > handLBolt ,
& boltMatrix , tempAngles , origin , cg . time ,
cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , fxOrg ) ;
CG_ForcePushBlur ( fxOrg ) ;
}
// Do the knees
if ( cent - > gent - > kneeLBolt > = 0 )
{
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > kneeLBolt ,
& boltMatrix , tempAngles , origin , cg . time ,
cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , fxOrg ) ;
CG_ForcePushBlur ( fxOrg ) ;
}
if ( cent - > gent - > kneeRBolt > = 0 )
{
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > kneeRBolt ,
& boltMatrix , tempAngles , origin , cg . time ,
cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , fxOrg ) ;
CG_ForcePushBlur ( fxOrg ) ;
}
if ( cent - > gent - > elbowLBolt > = 0 )
{
// Do the elbows
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > elbowLBolt ,
& boltMatrix , tempAngles , origin , cg . time ,
cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , fxOrg ) ;
CG_ForcePushBlur ( fxOrg ) ;
}
if ( cent - > gent - > elbowRBolt > = 0 )
{
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > elbowRBolt ,
& boltMatrix , tempAngles , origin , cg . time ,
cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , fxOrg ) ;
CG_ForcePushBlur ( fxOrg ) ;
}
}
static void CG_ForceElectrocution ( centity_t * cent , const vec3_t origin , vec3_t tempAngles , qhandle_t shader , qboolean alwaysDo = qfalse )
{
// Undoing for now, at least this code should compile if I ( or anyone else ) decides to work on this effect
qboolean found = qfalse ;
vec3_t fxOrg , fxOrg2 , dir ;
vec3_t rgb = { 1.0f , 1.0f , 1.0f } ;
mdxaBone_t boltMatrix ;
int bolt = - 1 ;
int iter = 0 ;
// Pick a random start point
while ( bolt < 0 )
{
int test ;
if ( iter > 5 )
{
test = iter - 5 ;
}
else
{
test = Q_irand ( 0 , 6 ) ;
}
switch ( test )
{
case 0 :
// Right Elbow
bolt = cent - > gent - > elbowRBolt ;
break ;
case 1 :
// Left Hand
bolt = cent - > gent - > handLBolt ;
break ;
case 2 :
// Right hand
bolt = cent - > gent - > handRBolt ;
break ;
case 3 :
// Left Foot
bolt = cent - > gent - > footLBolt ;
break ;
case 4 :
// Right foot
bolt = cent - > gent - > footRBolt ;
break ;
case 5 :
// Torso
bolt = cent - > gent - > torsoBolt ;
break ;
case 6 :
default :
// Left Elbow
bolt = cent - > gent - > elbowLBolt ;
break ;
}
if ( + + iter = = 20 )
break ;
}
if ( bolt > = 0 )
{
found = gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , bolt ,
& boltMatrix , tempAngles , origin , cg . time ,
cgs . model_draw , cent - > currentState . modelScale ) ;
}
// Make sure that it's safe to even try and get these values out of the Matrix, otherwise the values could be garbage
if ( found )
{
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , fxOrg ) ;
if ( random ( ) > 0.5f )
{
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_X , dir ) ;
}
else
{
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Y , dir ) ;
}
// Add some fudge, makes us not normalized, but that isn't really important
dir [ 0 ] + = crandom ( ) * 0.4f ;
dir [ 1 ] + = crandom ( ) * 0.4f ;
dir [ 2 ] + = crandom ( ) * 0.4f ;
}
else
{
// Just use the lerp Origin and a random direction
VectorCopy ( cent - > lerpOrigin , fxOrg ) ;
VectorSet ( dir , crandom ( ) , crandom ( ) , crandom ( ) ) ; // Not normalized, but who cares.
if ( cent - > gent & & cent - > gent - > client )
{
switch ( cent - > gent - > client - > NPC_class )
{
case CLASS_PROBE :
fxOrg [ 2 ] + = 50 ;
break ;
case CLASS_MARK1 :
fxOrg [ 2 ] + = 50 ;
break ;
case CLASS_ATST :
fxOrg [ 2 ] + = 120 ;
break ;
}
}
}
VectorMA ( fxOrg , random ( ) * 40 + 40 , dir , fxOrg2 ) ;
trace_t tr ;
CG_Trace ( & tr , fxOrg , NULL , NULL , fxOrg2 , - 1 , CONTENTS_SOLID ) ;
if ( tr . fraction < 1.0f | | random ( ) > 0.94f | | alwaysDo )
{
FX_AddElectricity ( - 1 , fxOrg , tr . endpos ,
1.5f , 4.0f , 0.0f ,
1.0f , 0.5f , 0.0f ,
rgb , rgb , 0.0f ,
5.5f , random ( ) * 50 + 100 , shader , FX_ALPHA_LINEAR | FX_SIZE_LINEAR | FX_BRANCH | FX_GROW | FX_TAPER , - 1 , - 1 ) ;
}
}
static void CG_BoltedEffects ( centity_t * cent , const vec3_t origin , vec3_t tempAngles )
{
if ( cent - > gent & & cent - > gent - > client & & cent - > gent - > client - > NPC_class = = CLASS_VEHICLE )
{
Vehicle_t * pVeh = cent - > gent - > m_pVehicle ;
gentity_t * parent = cent - > gent ;
if ( pVeh - > m_ulFlags & VEH_ARMORLOW
& & ( pVeh - > m_iLastFXTime < = cg . time )
& & Q_irand ( 0 , 1 ) = = 0 )
{
pVeh - > m_iLastFXTime = cg . time + 50 ; //Q_irand(50, 100);
CG_PlayEffectIDBolted ( pVeh - > m_pVehicleInfo - > iArmorLowFX , parent - > playerModel , parent - > crotchBolt , parent - > s . number , parent - > currentOrigin ) ;
}
}
}
/*
= = = = = = = = = = = = = = =
CG_PlayerCanSeeCent
tests force sight level
= = = = = = = = = = = = = = =
*/
qboolean CG_PlayerCanSeeCent ( centity_t * cent )
{ //return true if this cent is in view
//NOTE: this is similar to the func SV_PlayerCanSeeEnt in sv_snapshot
if ( ( cent - > currentState . eFlags & EF_FORCE_VISIBLE ) )
{ //can always be seen
return qtrue ;
}
if ( g_entities [ 0 ] . client - > ps . forcePowerLevel [ FP_SEE ] < FORCE_LEVEL_2
& & cent - > currentState . eType ! = ET_PLAYER )
{ //TEST: level 1 only sees force hints and enemies
return qfalse ;
}
float dot = 0.25f ; //1.0f;
float range = 512.0f ;
switch ( g_entities [ 0 ] . client - > ps . forcePowerLevel [ FP_SEE ] )
{
case FORCE_LEVEL_1 :
//dot = 0.95f;
range = 1024.0f ;
break ;
case FORCE_LEVEL_2 :
//dot = 0.7f;
range = 2048.0f ;
break ;
case FORCE_LEVEL_3 :
case FORCE_LEVEL_4 :
case FORCE_LEVEL_5 :
//dot = 0.4f;
range = 4096.0f ;
break ;
}
vec3_t centDir , lookDir ;
VectorSubtract ( cent - > lerpOrigin , cg . refdef . vieworg , centDir ) ;
float centDist = VectorNormalize ( centDir ) ;
if ( centDist < 128.0f )
{ //can always see them if they're really close
return qtrue ;
}
if ( centDist > range )
{ //too far away to see them
return qfalse ;
}
dot + = ( 0.99f - dot ) * centDist / range ; //the farther away they are, the more in front they have to be
AngleVectors ( cg . refdefViewAngles , lookDir , NULL , NULL ) ;
if ( DotProduct ( centDir , lookDir ) < dot )
{ //not in force sight cone
return qfalse ;
}
return qtrue ;
}
/*
= = = = = = = = = = = = = = =
CG_AddForceSightShell
Adds the special effect
= = = = = = = = = = = = = = =
*/
extern void CG_AddHealthBarEnt ( int entNum ) ;
void CG_AddForceSightShell ( refEntity_t * ent , centity_t * cent )
{
ent - > customShader = cgs . media . forceShell ;
ent - > renderfx & = ~ RF_RGB_TINT ;
// See through walls.
ent - > renderfx | = ( RF_MORELIGHT | RF_NODEPTH ) ;
if ( ( cent - > currentState . eFlags & EF_FORCE_VISIBLE )
| | ( cent - > currentState . eType = = ET_PLAYER & & cent - > gent & & cent - > gent - > message ) )
{
ent - > shaderRGBA [ 0 ] = 0 ;
ent - > shaderRGBA [ 1 ] = 0 ;
ent - > shaderRGBA [ 2 ] = 255 ;
ent - > shaderRGBA [ 3 ] = 254 ;
cgi_R_AddRefEntityToScene ( ent ) ;
return ;
}
ent - > shaderRGBA [ 0 ] = 255 ;
ent - > shaderRGBA [ 1 ] = 255 ;
ent - > shaderRGBA [ 2 ] = 0 ;
//if ( g_entities[0].client->ps.forcePowerLevel[FP_SEE] > FORCE_LEVEL_2 )
//{TEST: level 3 identifies friend or foe with color
team_t team = TEAM_NEUTRAL ;
if ( cent - > gent & & cent - > gent - > client )
{
team = cent - > gent - > client - > playerTeam ;
}
else if ( cent - > gent - > owner )
{
if ( cent - > gent - > owner - > client )
{
team = cent - > gent - > owner - > client - > playerTeam ;
}
else
{
team = cent - > gent - > owner - > noDamageTeam ;
}
}
switch ( team )
{
case TEAM_ENEMY :
ent - > shaderRGBA [ 0 ] = 255 ;
ent - > shaderRGBA [ 1 ] = 0 ;
ent - > shaderRGBA [ 2 ] = 0 ;
break ;
case TEAM_PLAYER :
ent - > shaderRGBA [ 0 ] = 0 ;
ent - > shaderRGBA [ 1 ] = 255 ;
ent - > shaderRGBA [ 2 ] = 0 ;
break ;
case TEAM_FREE :
if ( cent - > gent & & cent - > gent - > client )
{
if ( cent - > gent - > client - > NPC_class = = CLASS_TUSKEN
| | cent - > gent - > client - > NPC_class = = CLASS_RANCOR
| | cent - > gent - > client - > NPC_class = = CLASS_WAMPA
| | cent - > gent - > client - > NPC_class = = CLASS_SAND_CREATURE )
{
ent - > shaderRGBA [ 0 ] = 255 ;
ent - > shaderRGBA [ 1 ] = 0 ;
ent - > shaderRGBA [ 2 ] = 0 ;
}
}
break ;
}
if ( g_entities [ 0 ] . client - > ps . forcePowerLevel [ FP_SEE ] > FORCE_LEVEL_2 )
{ //TEST: level 3 also displays health
if ( cent - > gent & & cent - > gent - > health > 0 & & cent - > gent - > max_health > 0 )
{ //draw a health bar over them
CG_AddHealthBarEnt ( cent - > currentState . clientNum ) ;
}
}
/*
if ( g_entities [ 0 ] . client - > ps . forcePowerLevel [ FP_SEE ] < FORCE_LEVEL_2 )
{ //only level 2+ can see players through walls
ent - > renderfx & = ~ RF_NODEPTH ;
}
*/
//FIXME: make it darker or more translucent the further away it is?
cgi_R_AddRefEntityToScene ( ent ) ;
}
/*
= = = = = = = = = = = = = = =
CG_AddRefEntityWithPowerups
Adds a piece with modifications or duplications for powerups
= = = = = = = = = = = = = = =
*/
void CG_AddRefEntityWithPowerups ( refEntity_t * ent , int powerups , centity_t * cent )
{
if ( ! cent )
{
cgi_R_AddRefEntityToScene ( ent ) ;
return ;
}
gentity_t * gent = cent - > gent ;
if ( ! gent )
{
cgi_R_AddRefEntityToScene ( ent ) ;
return ;
}
if ( gent - > client - > ps . powerups [ PW_DISRUPTION ] < cg . time )
{ //disruptor
if ( ( powerups & ( 1 < < PW_DISRUPTION ) ) )
{
//stop drawing him after this effect
gent - > client - > ps . eFlags | = EF_NODRAW ;
return ;
}
}
// if ( gent->client->ps.powerups[PW_WEAPON_OVERCHARGE] > 0 )
// {
// centity_t *cent = &cg_entities[gent->s.number];
// cgi_S_AddLoopingSound( 0, cent->lerpOrigin, vec3_origin, cgs.media.overchargeLoopSound );
// }
//get the dude's color choice in
ent - > shaderRGBA [ 0 ] = gent - > client - > renderInfo . customRGBA [ 0 ] ;
ent - > shaderRGBA [ 1 ] = gent - > client - > renderInfo . customRGBA [ 1 ] ;
ent - > shaderRGBA [ 2 ] = gent - > client - > renderInfo . customRGBA [ 2 ] ;
ent - > shaderRGBA [ 3 ] = gent - > client - > renderInfo . customRGBA [ 3 ] ;
// If certain states are active, we don't want to add in the regular body
if ( ! gent - > client - > ps . powerups [ PW_CLOAKED ] & &
! gent - > client - > ps . powerups [ PW_UNCLOAKING ] & &
! gent - > client - > ps . powerups [ PW_DISRUPTION ] )
{
cgi_R_AddRefEntityToScene ( ent ) ;
}
// Disruptor Gun Alt-fire
if ( gent - > client - > ps . powerups [ PW_DISRUPTION ] )
{
// I guess when something dies, it looks like pos1 gets set to the impact point on death, we can do fun stuff with this
vec3_t tempAng ;
VectorSubtract ( gent - > pos1 , ent - > origin , ent - > oldorigin ) ;
//er, adjust this to get the proper position in model space... account for yaw
float tempLength = VectorNormalize ( ent - > oldorigin ) ;
vectoangles ( ent - > oldorigin , tempAng ) ;
tempAng [ YAW ] - = gent - > client - > ps . viewangles [ YAW ] ;
AngleVectors ( tempAng , ent - > oldorigin , NULL , NULL ) ;
VectorScale ( ent - > oldorigin , tempLength , ent - > oldorigin ) ;
ent - > endTime = gent - > fx_time ;
ent - > renderfx | = ( RF_DISINTEGRATE2 ) ;
ent - > customShader = cgi_R_RegisterShader ( " gfx/effects/burn " ) ;
cgi_R_AddRefEntityToScene ( ent ) ;
ent - > renderfx & = ~ ( RF_DISINTEGRATE2 ) ;
ent - > renderfx | = ( RF_DISINTEGRATE1 ) ;
ent - > customShader = 0 ;
cgi_R_AddRefEntityToScene ( ent ) ;
if ( cg . time - ent - > endTime < 1000 & & ( cg_timescale . value * cg_timescale . value * random ( ) ) > 0.05f )
{
vec3_t fxOrg ;
mdxaBone_t boltMatrix ;
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , gent - > playerModel , gent - > torsoBolt ,
& boltMatrix , gent - > currentAngles , ent - > origin , cg . time ,
cgs . model_draw , gent - > s . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , fxOrg ) ;
VectorMA ( fxOrg , - 18 , cg . refdef . viewaxis [ 0 ] , fxOrg ) ;
fxOrg [ 2 ] + = crandom ( ) * 20 ;
theFxScheduler . PlayEffect ( " disruptor/death_smoke " , fxOrg ) ;
if ( random ( ) > 0.5f )
{
theFxScheduler . PlayEffect ( " disruptor/death_smoke " , fxOrg ) ;
}
}
}
// Cloaking & Uncloaking Technology
//----------------------------------------
if ( ( powerups & ( 1 < < PW_UNCLOAKING ) ) )
{ //in the middle of cloaking
if ( ( cg . snap - > ps . forcePowersActive & ( 1 < < FP_SEE ) )
& & cg . snap - > ps . clientNum ! = cent - > currentState . number
& & CG_PlayerCanSeeCent ( cent ) )
{ //just draw him
cgi_R_AddRefEntityToScene ( ent ) ;
}
else
{
float perc = ( float ) ( gent - > client - > ps . powerups [ PW_UNCLOAKING ] - cg . time ) / 2000.0f ;
if ( ( powerups & ( 1 < < PW_CLOAKED ) ) )
{ //actually cloaking, so reverse it
perc = 1.0f - perc ;
}
if ( perc > = 0.0f & & perc < = 1.0f )
{
ent - > renderfx & = ~ RF_ALPHA_FADE ;
ent - > renderfx | = RF_RGB_TINT ;
ent - > shaderRGBA [ 0 ] = ent - > shaderRGBA [ 1 ] = ent - > shaderRGBA [ 2 ] = 255.0f * perc ;
ent - > shaderRGBA [ 3 ] = 0 ;
ent - > customShader = cgs . media . cloakedShader ;
cgi_R_AddRefEntityToScene ( ent ) ;
ent - > shaderRGBA [ 0 ] = ent - > shaderRGBA [ 1 ] = ent - > shaderRGBA [ 2 ] = 255 ;
ent - > shaderRGBA [ 3 ] = 255 * ( 1.0f - perc ) ; // let model alpha in
ent - > customShader = 0 ; // use regular skin
ent - > renderfx & = ~ RF_RGB_TINT ;
ent - > renderfx | = RF_ALPHA_FADE ;
cgi_R_AddRefEntityToScene ( ent ) ;
}
}
}
else if ( ( powerups & ( 1 < < PW_CLOAKED ) ) )
{ //fully cloaked
if ( ( cg . snap - > ps . forcePowersActive & ( 1 < < FP_SEE ) )
& & cg . snap - > ps . clientNum ! = cent - > currentState . number
& & CG_PlayerCanSeeCent ( cent ) )
{ //just draw him
cgi_R_AddRefEntityToScene ( ent ) ;
}
else
{
if ( cg_renderToTextureFX . integer & & cg_shadows . integer ! = 2 & & cgs . glconfig . stencilBits > = 4 )
{
cgi_R_SetRefractProp ( 1.0f , 0.0f , qfalse , qfalse ) ; //don't need to do this every frame.. but..
ent - > customShader = 2 ; //crazy "refractive" shader
cgi_R_AddRefEntityToScene ( ent ) ;
ent - > customShader = 0 ;
}
else
{ //stencil buffer's in use, sorry
ent - > renderfx = 0 ; //&= ~(RF_RGB_TINT|RF_ALPHA_FADE);
ent - > shaderRGBA [ 0 ] = ent - > shaderRGBA [ 1 ] = ent - > shaderRGBA [ 2 ] = ent - > shaderRGBA [ 3 ] = 255 ;
ent - > customShader = cgs . media . cloakedShader ;
cgi_R_AddRefEntityToScene ( ent ) ;
}
}
}
// Electricity
//------------------------------------------------
if ( ( powerups & ( 1 < < PW_SHOCKED ) ) )
{
int dif = gent - > client - > ps . powerups [ PW_SHOCKED ] - cg . time ;
if ( dif > 0 & & random ( ) > 0.4f )
{
// fade out over the last 500 ms
int brightness = 255 ;
if ( dif < 500 )
{
brightness = floor ( ( dif - 500.0f ) / 500.0f * 255.0f ) ;
}
ent - > renderfx | = RF_RGB_TINT ;
ent - > shaderRGBA [ 0 ] = ent - > shaderRGBA [ 1 ] = ent - > shaderRGBA [ 2 ] = brightness ;
ent - > shaderRGBA [ 3 ] = 255 ;
if ( rand ( ) & 1 )
{
ent - > customShader = cgs . media . electricBodyShader ;
}
else
{
ent - > customShader = cgs . media . electricBody2Shader ;
}
cgi_R_AddRefEntityToScene ( ent ) ;
if ( random ( ) > 0.9f )
cgi_S_StartSound ( ent - > origin , gent - > s . number , CHAN_AUTO , cgi_S_RegisterSound ( " sound/effects/energy_crackle.wav " ) ) ;
}
}
// FORCE speed does blur trails
//------------------------------------------------------
if ( ( gent - > client - > ps . forcePowersActive & ( 1 < < FP_SPEED ) //in force speed
| | cent - > gent - > client - > ps . legsAnim = = BOTH_FORCELONGLEAP_START //or force long jump - FIXME: only 1st half of that anim?
| | cent - > gent - > client - > ps . legsAnim = = BOTH_FORCELONGLEAP_ATTACK ) //or force long jump attack
& & ( gent - > s . number | | cg . renderingThirdPerson ) ) // looks dumb doing this with first peron mode on
{
//FIXME: debounce this
localEntity_t * ex ;
ex = CG_AllocLocalEntity ( ) ;
ex - > leType = LE_FADE_MODEL ;
memcpy ( & ex - > refEntity , ent , sizeof ( refEntity_t ) ) ;
ex - > refEntity . renderfx | = ( RF_ALPHA_FADE | RF_NOSHADOW | RF_G2MINLOD ) ;
//ex->refEntity.renderfx |= RF_ALPHA_FADE;
ex - > startTime = cg . time ;
ex - > endTime = ex - > startTime + 75 ;
VectorCopy ( ex - > refEntity . origin , ex - > pos . trBase ) ;
VectorClear ( ex - > pos . trDelta ) ;
if ( gent - > client - > renderInfo . customRGBA [ 0 ]
| | gent - > client - > renderInfo . customRGBA [ 1 ]
| | gent - > client - > renderInfo . customRGBA [ 2 ] )
{
ex - > color [ 0 ] = gent - > client - > renderInfo . customRGBA [ 0 ] ;
ex - > color [ 1 ] = gent - > client - > renderInfo . customRGBA [ 1 ] ;
ex - > color [ 2 ] = gent - > client - > renderInfo . customRGBA [ 2 ] ;
}
else
{
ex - > color [ 0 ] = ex - > color [ 1 ] = ex - > color [ 2 ] = 255.0f ;
}
ex - > color [ 3 ] = 50.0f ;
}
// Personal Shields
//------------------------
if ( powerups & ( 1 < < PW_BATTLESUIT ) )
{
float diff = gent - > client - > ps . powerups [ PW_BATTLESUIT ] - cg . time ;
float t ;
if ( diff > 0 )
{
t = 1.0f - ( diff / ( ARMOR_EFFECT_TIME * 2.0f ) ) ;
// Only display when we have damage
if ( t < 0.0f | | t > 1.0f )
{
}
else
{
ent - > shaderRGBA [ 0 ] = ent - > shaderRGBA [ 1 ] = ent - > shaderRGBA [ 2 ] = 255.0f * t ;
ent - > shaderRGBA [ 3 ] = 255 ;
ent - > renderfx & = ~ RF_ALPHA_FADE ;
ent - > renderfx | = RF_RGB_TINT ;
ent - > customShader = cgs . media . personalShieldShader ;
cgi_R_AddRefEntityToScene ( ent ) ;
}
}
}
// Galak Mech shield bubble
//------------------------------------------------------
if ( powerups & ( 1 < < PW_GALAK_SHIELD ) )
{
/* refEntity_t tent;
memset ( & tent , 0 , sizeof ( refEntity_t ) ) ;
tent . reType = RT_LATHE ;
// Setting up the 2d control points, these get swept around to make a 3D lathed model
Vector2Set ( tent . axis [ 0 ] , 0.5 , 0 ) ; // start point of curve
Vector2Set ( tent . axis [ 1 ] , 50 , 85 ) ; // control point 1
Vector2Set ( tent . axis [ 2 ] , 135 , - 100 ) ; // control point 2
Vector2Set ( tent . oldorigin , 0 , - 90 ) ; // end point of curve
if ( gent - > client - > poisonTime & & gent - > client - > poisonTime + 1000 > cg . time )
{
VectorCopy ( gent - > pos4 , tent . lightingOrigin ) ;
tent . frame = gent - > client - > poisonTime ;
}
mdxaBone_t boltMatrix ;
vec3_t angles = { 0 , gent - > client - > ps . legsYaw , 0 } ;
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , gent - > playerModel , gent - > genericBolt1 , & boltMatrix , angles , cent - > lerpOrigin , cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , tent . origin ) ; // pass in the emitter origin here
tent . endTime = gent - > fx_time + 1000 ; // if you want the shell to build around the guy, pass in a time that is 1000ms after the start of the turn-on-effect
tent . customShader = cgi_R_RegisterShader ( " gfx/effects/irid_shield " ) ;
cgi_R_AddRefEntityToScene ( & tent ) ; */
}
// Invincibility -- effect needs work
//------------------------------------------------------
/*
if ( powerups & ( 1 < < PW_INVINCIBLE ) )
{
theFxScheduler . PlayEffect ( cgs . effects . forceInvincibility , cent - > lerpOrigin ) ;
}
*/
// Healing -- could use some work....maybe also make it NOT be framerate dependant
//------------------------------------------------------
/* if ( powerups & ( 1 << PW_HEALING ))
{
vec3_t axis [ 3 ] ;
AngleVectors ( cent - > gent - > client - > renderInfo . eyeAngles , axis [ 0 ] , axis [ 1 ] , axis [ 2 ] ) ;
theFxScheduler . PlayEffect ( cgs . effects . forceHeal , cent - > gent - > client - > renderInfo . eyePoint , axis ) ;
}
*/
// Push Blur
if ( gent - > forcePushTime > cg . time & & gi . G2API_HaveWeGhoul2Models ( cent - > gent - > ghoul2 ) )
{
CG_ForcePushBlur ( ent - > origin ) ;
}
//new Jedi Academy force powers
//Rage effect
if ( ( cent - > gent - > client - > ps . forcePowersActive & ( 1 < < FP_RAGE ) ) & &
( cg . renderingThirdPerson | | cent - > currentState . number ! = cg . snap - > ps . clientNum ) )
{
//ent->renderfx &= ~RF_FORCE_ENT_ALPHA;
//ent->renderfx &= ~RF_MINLIGHT;
ent - > renderfx | = RF_RGB_TINT ;
ent - > shaderRGBA [ 0 ] = 255 ;
ent - > shaderRGBA [ 1 ] = ent - > shaderRGBA [ 2 ] = 0 ;
ent - > shaderRGBA [ 3 ] = 255 ;
if ( rand ( ) & 1 )
{
ent - > customShader = cgs . media . electricBodyShader ;
}
else
{
ent - > customShader = cgs . media . electricBody2Shader ;
}
cgi_R_AddRefEntityToScene ( ent ) ;
}
//FIXME: Tavion possessed effect? White?
//For now, these two are using the old shield shader. This is just so that you
//can tell it apart from the JM/duel shaders, but it's still very obvious.
if ( ( cent - > gent - > client - > ps . forcePowersActive & ( 1 < < FP_PROTECT ) )
& & ( cent - > gent - > client - > ps . forcePowersActive & ( 1 < < FP_ABSORB ) ) )
{ //using both at once, save ourselves some rendering
//protect+absorb is represented by cyan..
ent - > shaderRGBA [ 0 ] = 0 ;
ent - > shaderRGBA [ 1 ] = 255 ;
ent - > shaderRGBA [ 2 ] = 255 ;
ent - > shaderRGBA [ 3 ] = 254 ;
ent - > renderfx & = ~ RF_RGB_TINT ;
//ent->renderfx &= ~RF_FORCE_ENT_ALPHA;
if ( cent - > gent - > client - > ps . forcePowerLevel [ FP_PROTECT ] > FORCE_LEVEL_1
| | cent - > gent - > client - > ps . forcePowerLevel [ FP_ABSORB ] > FORCE_LEVEL_1 )
{
ent - > customShader = cgs . media . forceShell ;
}
else
{
ent - > customShader = cgs . media . playerShieldDamage ;
}
cgi_R_AddRefEntityToScene ( ent ) ;
}
else if ( cent - > gent - > client - > ps . forcePowersActive & ( 1 < < FP_PROTECT ) )
{ //protect is represented by green..
ent - > shaderRGBA [ 0 ] = 0 ;
ent - > shaderRGBA [ 1 ] = 255 ;
ent - > shaderRGBA [ 2 ] = 0 ;
ent - > shaderRGBA [ 3 ] = 254 ;
ent - > renderfx & = ~ RF_RGB_TINT ;
//ent->renderfx &= ~RF_FORCE_ENT_ALPHA;
if ( cent - > gent - > client - > ps . forcePowerLevel [ FP_PROTECT ] > FORCE_LEVEL_1 )
{
ent - > customShader = cgs . media . forceShell ;
}
else
{
ent - > customShader = cgs . media . playerShieldDamage ;
}
cgi_R_AddRefEntityToScene ( ent ) ;
}
else if ( cent - > gent - > client - > ps . forcePowersActive & ( 1 < < FP_ABSORB ) )
{ //absorb is represented by blue..
ent - > shaderRGBA [ 0 ] = 0 ;
ent - > shaderRGBA [ 1 ] = 0 ;
ent - > shaderRGBA [ 2 ] = 255 ;
ent - > shaderRGBA [ 3 ] = 254 ;
ent - > renderfx & = ~ RF_RGB_TINT ;
//ent->renderfx &= ~RF_FORCE_ENT_ALPHA;
if ( cent - > gent - > client - > ps . forcePowerLevel [ FP_ABSORB ] > FORCE_LEVEL_1 )
{
ent - > customShader = cgs . media . forceShell ;
}
else
{
ent - > customShader = cgs . media . playerShieldDamage ;
}
cgi_R_AddRefEntityToScene ( ent ) ;
}
if ( ( cg . snap - > ps . forcePowersActive & ( 1 < < FP_SEE ) )
& & cg . snap - > ps . clientNum ! = cent - > currentState . number
& & ( cent - > currentState . eFlags & EF_FORCE_VISIBLE
| | ( ( cent - > gent - > health > 0 | | cent - > gent - > message )
& & cent - > currentState . eType = = ET_PLAYER //other things handle this in their own render funcs
& & CG_PlayerCanSeeCent ( cent ) )
)
)
{ //force sight draws auras around living things
CG_AddForceSightShell ( ent , cent ) ;
}
//temp stuff for drain
if ( ( ( cent - > gent - > client - > ps . eFlags & EF_FORCE_DRAINED ) | | cent - > gent - > client - > ps . forcePowersActive & ( 1 < < FP_DRAIN ) ) & &
( cg . renderingThirdPerson | | cent - > currentState . number ! = cg . snap - > ps . clientNum ) )
{ //draining or being drained
ent - > renderfx | = RF_RGB_TINT ;
ent - > shaderRGBA [ 0 ] = 255 ;
ent - > shaderRGBA [ 1 ] = ent - > shaderRGBA [ 2 ] = 0 ;
ent - > shaderRGBA [ 3 ] = 255 ;
if ( rand ( ) & 1 )
{
ent - > customShader = cgs . media . electricBodyShader ;
}
else
{
ent - > customShader = cgs . media . electricBody2Shader ;
}
cgi_R_AddRefEntityToScene ( ent ) ;
}
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
CG_G2SetHeadBlink
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
static void CG_G2SetHeadBlink ( centity_t * cent , qboolean bStart )
{
if ( ! cent )
{
return ;
}
gentity_t * gent = cent - > gent ;
//FIXME: get these boneIndices game-side and pass it down?
//FIXME: need a version of this that *doesn't* need the mFileName in the ghoul2
const int hLeye = gi . G2API_GetBoneIndex ( & gent - > ghoul2 [ 0 ] , " leye " , qtrue ) ;
if ( hLeye = = - 1 )
{
return ;
}
vec3_t desiredAngles = { 0 } ;
int blendTime = 80 ;
qboolean bWink = qfalse ;
if ( bStart )
{
desiredAngles [ YAW ] = - 38 ;
if ( ! in_camera & & random ( ) > 0.95f )
{
bWink = qtrue ;
blendTime / = 3 ;
}
}
gi . G2API_SetBoneAnglesIndex ( & gent - > ghoul2 [ gent - > playerModel ] , hLeye , desiredAngles ,
BONE_ANGLES_POSTMULT , POSITIVE_Y , POSITIVE_Z , POSITIVE_X , NULL , blendTime , cg . time ) ;
const int hReye = gi . G2API_GetBoneIndex ( & gent - > ghoul2 [ 0 ] , " reye " , qtrue ) ;
if ( hReye = = - 1 )
{
return ;
}
if ( ! bWink )
gi . G2API_SetBoneAnglesIndex ( & gent - > ghoul2 [ gent - > playerModel ] , hReye , desiredAngles ,
BONE_ANGLES_POSTMULT , POSITIVE_Y , POSITIVE_Z , POSITIVE_X , NULL , blendTime , cg . time ) ;
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
CG_G2SetHeadAnims
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
static void CG_G2SetHeadAnim ( centity_t * cent , int anim )
{
gentity_t * gent = cent - > gent ;
const int blendTime = 50 ;
const animation_t * animations = level . knownAnimFileSets [ gent - > client - > clientInfo . animFileIndex ] . animations ;
int animFlags = BONE_ANIM_OVERRIDE ; //| BONE_ANIM_BLEND;
// animSpeed is 1.0 if the frameLerp (ms/frame) is 50 (20 fps).
// float timeScaleMod = (cg_timescale.value&&gent&&gent->s.clientNum==0&&!player_locked&&!MatrixMode&&gent->client->ps.forcePowersActive&(1<<FP_SPEED))?(1.0/cg_timescale.value):1.0;
const float timeScaleMod = ( cg_timescale . value ) ? ( 1.0 / cg_timescale . value ) : 1.0 ;
float animSpeed = 50.0f / animations [ anim ] . frameLerp * timeScaleMod ;
if ( animations [ anim ] . numFrames < = 0 )
{
return ;
}
if ( anim = = FACE_DEAD )
{
animFlags | = BONE_ANIM_OVERRIDE_FREEZE ;
}
// animSpeed is 1.0 if the frameLerp (ms/frame) is 50 (20 fps).
int firstFrame ;
int lastFrame ;
if ( animSpeed < 0 )
{ //play anim backwards
lastFrame = animations [ anim ] . firstFrame - 1 ;
firstFrame = ( animations [ anim ] . numFrames - 1 ) + animations [ anim ] . firstFrame ;
}
else
{
firstFrame = animations [ anim ] . firstFrame ;
lastFrame = ( animations [ anim ] . numFrames ) + animations [ anim ] . firstFrame ;
}
// first decide if we are doing an animation on the head already
// int startFrame, endFrame;
// const qboolean animatingHead = gi.G2API_GetAnimRangeIndex(&gent->ghoul2[gent->playerModel], cent->gent->faceBone, &startFrame, &endFrame);
// if (!animatingHead || ( animations[anim].firstFrame != startFrame ) )// only set the anim if we aren't going to do the same animation again
{
gi . G2API_SetBoneAnimIndex ( & gent - > ghoul2 [ gent - > playerModel ] , cent - > gent - > faceBone ,
firstFrame , lastFrame , animFlags , animSpeed , cg . time , - 1 , blendTime ) ;
}
}
static qboolean CG_G2PlayerHeadAnims ( centity_t * cent )
{
if ( ! ValidAnimFileIndex ( cent - > gent - > client - > clientInfo . animFileIndex ) )
{
return qfalse ;
}
if ( cent - > gent - > faceBone = = BONE_INDEX_INVALID )
{ // i don't have a face
return qfalse ;
}
int anim = - 1 ;
if ( cent - > gent - > health < = 0 )
{ //Dead people close their eyes and don't make faces!
anim = FACE_DEAD ;
}
else
{
if ( ! cent - > gent - > client - > facial_blink )
{ // set the timers
cent - > gent - > client - > facial_blink = cg . time + Q_flrand ( 4000.0 , 8000.0 ) ;
cent - > gent - > client - > facial_timer = cg . time + Q_flrand ( 6000.0 , 10000.0 ) ;
}
//are we blinking?
if ( cent - > gent - > client - > facial_blink < 0 )
{ // yes, check if we are we done blinking ?
if ( - ( cent - > gent - > client - > facial_blink ) < cg . time )
{ // yes, so reset blink timer
cent - > gent - > client - > facial_blink = cg . time + Q_flrand ( 4000.0 , 8000.0 ) ;
CG_G2SetHeadBlink ( cent , qfalse ) ; //stop the blink
}
}
else // no we aren't blinking
{
if ( cent - > gent - > client - > facial_blink < cg . time ) // but should we start ?
{
CG_G2SetHeadBlink ( cent , qtrue ) ;
if ( cent - > gent - > client - > facial_blink = = 1 )
{ //requested to stay shut by SET_FACEEYESCLOSED
cent - > gent - > client - > facial_blink = - ( cg . time + 99999999.0f ) ; // set blink timer
}
else
{
cent - > gent - > client - > facial_blink = - ( cg . time + 300.0f ) ; // set blink timer
}
}
}
if ( gi . VoiceVolume [ cent - > gent - > s . clientNum ] > 0 ) // if we aren't talking, then it will be 0, -1 for talking but paused
{
anim = FACE_TALK1 + gi . VoiceVolume [ cent - > gent - > s . clientNum ] - 1 ;
cent - > gent - > client - > facial_timer = cg . time + Q_flrand ( 2000.0 , 7000.0 ) ;
if ( cent - > gent - > client - > breathPuffTime > cg . time + 300 )
{ //when talking, do breath puff
cent - > gent - > client - > breathPuffTime = cg . time ;
}
}
else if ( gi . VoiceVolume [ cent - > gent - > s . clientNum ] = = - 1 )
{ //talking but silent
anim = FACE_TALK0 ;
cent - > gent - > client - > facial_timer = cg . time + Q_flrand ( 2000.0 , 7000.0 ) ;
}
else if ( gi . VoiceVolume [ cent - > gent - > s . clientNum ] = = 0 ) //don't do aux if in a slient part of speech
{ //not talking
if ( cent - > gent - > client - > facial_timer < 0 ) // are we auxing ?
{ //yes
if ( - ( cent - > gent - > client - > facial_timer ) < cg . time ) // are we done auxing ?
{ // yes, reset aux timer
cent - > gent - > client - > facial_timer = cg . time + Q_flrand ( 7000.0 , 10000.0 ) ;
}
else
{ // not yet, so choose anim
anim = cent - > gent - > client - > facial_anim ;
}
}
else // no we aren't auxing
{ // but should we start ?
if ( cent - > gent - > client - > facial_timer < cg . time )
{ //yes
cent - > gent - > client - > facial_anim = FACE_ALERT + Q_irand ( 0 , 2 ) ; //alert, smile, frown
// set aux timer
cent - > gent - > client - > facial_timer = - ( cg . time + 2000.0 ) ;
anim = cent - > gent - > client - > facial_anim ;
}
}
} //talking
} //dead
if ( anim ! = - 1 )
{
CG_G2SetHeadAnim ( cent , anim ) ;
return qtrue ;
}
return qfalse ;
}
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
CG_PlayerHeadExtension
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
/*
int CG_PlayerHeadExtension ( centity_t * cent , refEntity_t * head )
{
clientInfo_t * ci = & cent - > gent - > client - > clientInfo ; ;
// if we have facial texture extensions, go get the sound override and add it to the face skin
// if we aren't talking, then it will be 0
if ( ci - > extensions & & ( gi . VoiceVolume [ cent - > gent - > s . clientNum ] > 0 ) )
{ //FIXME: When talking, look at talkTarget, if any
//ALSO: When talking, add a head bob/movement on syllables - when gi.VoiceVolume[] changes drastically
if ( cent - > gent - > health < = 0 )
{ //Dead people close their eyes and don't make faces! They also tell no tales... BUM BUM BAHHHHHHH!
//Make them always blink and frown
head - > customSkin = ci - > headSkin + 3 ;
return qtrue ;
}
head - > customSkin = ci - > headSkin + 4 + gi . VoiceVolume [ cent - > gent - > s . clientNum ] ;
//reset the frown and blink timers
}
else
// ok, we have facial extensions, but we aren't speaking. Lets decide if we need to frown or blink
if ( ci - > extensions )
{
int add_in = 0 ;
// deal with blink first
//Dead people close their eyes and don't make faces! They also tell no tales... BUM BUM BAHHHHHHH!
if ( cent - > gent - > health < = 0 )
{
//Make them always blink and frown
head - > customSkin = ci - > headSkin + 3 ;
return qtrue ;
}
if ( ! cent - > gent - > client - > facial_blink )
{ // reset blink timer
cent - > gent - > client - > facial_blink = cg . time + Q_flrand ( 3000.0 , 5000.0 ) ;
cent - > gent - > client - > facial_frown = cg . time + Q_flrand ( 6000.0 , 10000.0 ) ;
cent - > gent - > client - > facial_aux = cg . time + Q_flrand ( 6000.0 , 10000.0 ) ;
}
// now deal with auxing
// are we frowning ?
if ( cent - > gent - > client - > facial_aux < 0 )
{
// are we done frowning ?
if ( - ( cent - > gent - > client - > facial_aux ) < cg . time )
{
// reset frown timer
cent - > gent - > client - > facial_aux = cg . time + Q_flrand ( 6000.0 , 10000.0 ) ;
}
else
{
// yes so set offset to frown
add_in = 4 ;
}
}
// no we aren't frowning
else
{
// but should we start ?
if ( cent - > gent - > client - > facial_aux < cg . time )
{
add_in = 4 ;
// set blink timer
cent - > gent - > client - > facial_aux = - ( cg . time + 3000.0 ) ;
}
}
// now, if we aren't auxing - lets see if we should be blinking or frowning
if ( ! add_in )
{
if ( gi . VoiceVolume [ cent - > gent - > s . clientNum ] = = - 1 )
{ //then we're talking and don't want to use blinking normal frames, force open eyes.
add_in = 0 ;
// reset blink timer
cent - > gent - > client - > facial_blink = cg . time + Q_flrand ( 3000.0 , 5000.0 ) ;
}
// are we blinking ?
else if ( cent - > gent - > client - > facial_blink < 0 )
{
// yes so set offset to blink
add_in = 1 ;
// are we done blinking ?
if ( - ( cent - > gent - > client - > facial_blink ) < cg . time )
{
add_in = 0 ;
// reset blink timer
cent - > gent - > client - > facial_blink = cg . time + Q_flrand ( 3000.0 , 5000.0 ) ;
}
}
// no we aren't blinking
else
{
// but should we start ?
if ( cent - > gent - > client - > facial_blink < cg . time )
{
add_in = 1 ;
// set blink timer
cent - > gent - > client - > facial_blink = - ( cg . time + 200.0 ) ;
}
}
// now deal with frowning
// are we frowning ?
if ( cent - > gent - > client - > facial_frown < 0 )
{
// yes so set offset to frown
add_in + = 2 ;
// are we done frowning ?
if ( - ( cent - > gent - > client - > facial_frown ) < cg . time )
{
add_in - = 2 ;
// reset frown timer
cent - > gent - > client - > facial_frown = cg . time + Q_flrand ( 6000.0 , 10000.0 ) ;
}
}
// no we aren't frowning
else
{
// but should we start ?
if ( cent - > gent - > client - > facial_frown < cg . time )
{
add_in + = 2 ;
// set blink timer
cent - > gent - > client - > facial_frown = - ( cg . time + 3000.0 ) ;
}
}
}
// add in whatever we should
head - > customSkin = ci - > headSkin + add_in ;
}
// at this point, we don't have any facial extensions, so who cares ?
else
{
head - > customSkin = ci - > headSkin ;
}
return qtrue ;
}
*/
//--------------------------------------------------------------
// CG_GetTagWorldPosition
//
// Can pass in NULL for the axis
//--------------------------------------------------------------
void CG_GetTagWorldPosition ( refEntity_t * model , char * tag , vec3_t pos , vec3_t axis [ 3 ] )
{
orientation_t orientation ;
// Get the requested tag
cgi_R_LerpTag ( & orientation , model - > hModel , model - > oldframe , model - > frame ,
1.0f - model - > backlerp , tag ) ;
VectorCopy ( model - > origin , pos ) ;
for ( int i = 0 ; i < 3 ; i + + )
{
VectorMA ( pos , orientation . origin [ i ] , model - > axis [ i ] , pos ) ;
}
if ( axis )
{
MatrixMultiply ( orientation . axis , model - > axis , axis ) ;
}
}
static qboolean calcedMp = qfalse ;
/*
- - - - - - - - - - - - - - - - - - - - - - - - -
CG_GetPlayerLightLevel
- - - - - - - - - - - - - - - - - - - - - - - - -
*/
static void CG_GetPlayerLightLevel ( centity_t * cent )
{
vec3_t ambient = { 0 } , directed , lightDir ;
//Poll the renderer for the light level
if ( cent - > currentState . clientNum = = cg . snap - > ps . clientNum )
{ //hAX0R
ambient [ 0 ] = 666 ;
}
cgi_R_GetLighting ( cent - > lerpOrigin , ambient , directed , lightDir ) ;
//Get the maximum value for the player
cent - > gent - > lightLevel = directed [ 0 ] ;
if ( directed [ 1 ] > cent - > gent - > lightLevel )
cent - > gent - > lightLevel = directed [ 1 ] ;
if ( directed [ 2 ] > cent - > gent - > lightLevel )
cent - > gent - > lightLevel = directed [ 2 ] ;
if ( cent - > gent - > client - > ps . weapon = = WP_SABER & & cent - > gent - > client - > ps . SaberLength ( ) > 0 )
{
cent - > gent - > lightLevel + = ( cent - > gent - > client - > ps . SaberLength ( ) / cent - > gent - > client - > ps . SaberLengthMax ( ) ) * 200 ;
}
}
# ifdef _IMMERSION
static int CG_SaberHumForceForEnt ( gentity_t * gent )
{
//now: based on saber type and npc, pick correct hum sound
int saberHumForce = cgi_FF_Register ( " fffx/weapons/saber/saberhum1 " , FF_CHANNEL_WEAPON ) ;
if ( gent & & gent - > client )
{
if ( gent - > client - > NPC_class = = CLASS_DESANN )
{ //desann
saberHumForce = cgi_FF_Register ( " fffx/weapons/saber/saberhum2 " , FF_CHANNEL_WEAPON ) ;
}
else if ( gent - > client - > NPC_class = = CLASS_LUKE )
{ //luke
saberHumForce = cgi_FF_Register ( " fffx/weapons/saber/saberhum5 " , FF_CHANNEL_WEAPON ) ;
}
else if ( gent - > client - > NPC_class = = CLASS_PLAYER
| | gent - > client - > NPC_class = = CLASS_KYLE )
{ //Kyle NPC and player
saberHumForce = cgi_FF_Register ( " fffx/weapons/saber/saberhum4 " , FF_CHANNEL_WEAPON ) ;
}
else if ( gent - > client - > playerTeam = = TEAM_ENEMY ) //NPC_class == CLASS_TAVION )
{ //reborn, shadowtroopers, tavion
saberHumForce = cgi_FF_Register ( " fffx/weapons/saber/saberhum3 " , FF_CHANNEL_WEAPON ) ;
}
else
{ //allies
//use default
//saberHumSound = cgi_S_RegisterSound( "sound/weapons/saber/saberhum1.wav" );
}
}
return saberHumForce ;
}
# endif // _IMMERSION
/*
= = = = = = = = = = = = = = =
CG_StopWeaponSounds
Stops any weapon sounds as needed
= = = = = = = = = = = = = = =
*/
static void CG_StopWeaponSounds ( centity_t * cent )
{
weaponInfo_t * weapon = & cg_weapons [ cent - > currentState . weapon ] ;
if ( cent - > currentState . weapon = = WP_SABER )
{
if ( cent - > gent & & cent - > gent - > client )
{
if ( ! cent - > gent - > client - > ps . SaberActive ( ) )
{ //neither saber is on
return ;
}
else if ( cent - > gent - > client - > ps . saberInFlight ) //cent->gent->client->ps.saberInFlight )
{ //throwing saber
if ( ! cent - > gent - > client - > ps . dualSabers | | ! cent - > gent - > client - > ps . saber [ 1 ] . Active ( ) )
{ //don't have a second saber or it's not on
return ;
}
}
}
cgi_S_AddLoopingSound ( cent - > currentState . number ,
cent - > lerpOrigin ,
vec3_origin ,
cgs . sound_precache [ g_entities [ cent - > currentState . clientNum ] . client - > ps . saber [ 0 ] . soundLoop ] ) ;
# ifdef _IMMERSION
cgi_FF_AddLoopingForce
( CG_SaberHumForceForEnt ( & g_entities [ cent - > currentState . clientNum ] )
, cent - > currentState . number
) ;
# endif // _IMMERSION
return ;
}
if ( cent - > currentState . weapon = = WP_STUN_BATON | | cent - > currentState . weapon = = WP_CONCUSSION )
{ //idling sounds
cgi_S_AddLoopingSound ( cent - > currentState . number ,
cent - > lerpOrigin ,
vec3_origin ,
weapon - > firingSound ) ;
return ;
}
if ( ! ( cent - > currentState . eFlags & EF_FIRING ) )
{
if ( cent - > pe . lightningFiring )
{
if ( weapon - > stopSound )
{
cgi_S_StartSound ( cent - > lerpOrigin , cent - > currentState . number , CHAN_WEAPON , weapon - > stopSound ) ;
}
# ifdef _IMMERSION
if ( weapon - > stopForce )
{
cgi_FF_Start ( weapon - > stopForce , cent - > currentState . number ) ;
}
# endif // _IMMERSION
cent - > pe . lightningFiring = qfalse ;
}
return ;
}
if ( cent - > currentState . eFlags & EF_ALT_FIRING )
{
if ( weapon - > altFiringSound )
{
cgi_S_AddLoopingSound ( cent - > currentState . number , cent - > lerpOrigin , vec3_origin , weapon - > altFiringSound ) ;
}
# ifdef _IMMERSION
if ( weapon - > altFiringForce )
{
cgi_FF_AddLoopingForce ( weapon - > altFiringForce , cent - > currentState . number ) ;
}
# endif // _IMMERSION
cent - > pe . lightningFiring = qtrue ;
}
}
//--------------- SABER STUFF --------
extern void CG_Smoke ( vec3_t origin , vec3_t dir , float radius , float speed , qhandle_t shader , int flags ) ;
2013-04-04 23:21:13 +00:00
void CG_SaberDoWeaponHitMarks ( gclient_t * client , gentity_t * saberEnt , gentity_t * hitEnt , int saberNum , int bladeNum , vec3_t hitPos , vec3_t hitDir , vec3_t uaxis , vec3_t splashBackDir , float sizeTimeScale )
{
if ( client
& & sizeTimeScale > 0.0f
& & hitEnt
& & hitEnt - > client
& & hitEnt - > ghoul2 . size ( ) )
{ //burn mark with glow
//FIXME: set the correct angle based on direction of swing
//FIXME: keep a count of these on the ent and don't add too many
int lifeTime = ( 1.01 - ( float ) ( hitEnt - > health ) / hitEnt - > max_health ) * ( float ) Q_irand ( 5000 , 10000 ) ;
float size = 0.0f ;
int weaponMarkShader = 0 , markShader = cgs . media . bdecal_saberglowmark ;
//First: do mark decal on hitEnt
if ( WP_SaberBladeUseSecondBladeStyle ( & client - > ps . saber [ saberNum ] , bladeNum ) )
{
if ( client - > ps . saber [ saberNum ] . g2MarksShader2 [ 0 ] )
{ //we have a shader to use instead of the standard mark shader
markShader = cgi_R_RegisterShader ( client - > ps . saber [ saberNum ] . g2MarksShader2 ) ;
lifeTime = Q_irand ( 20000 , 30000 ) ; //last longer if overridden
}
}
else
{
if ( client - > ps . saber [ saberNum ] . g2MarksShader [ 0 ] )
{ //we have a shader to use instead of the standard mark shader
markShader = cgi_R_RegisterShader ( client - > ps . saber [ saberNum ] . g2MarksShader ) ;
lifeTime = Q_irand ( 20000 , 30000 ) ; //last longer if overridden
}
}
if ( markShader )
{
lifeTime = ceil ( ( float ) lifeTime * sizeTimeScale ) ;
size = Q_flrand ( 2.0f , 3.0f ) * sizeTimeScale ;
CG_AddGhoul2Mark ( markShader , size , hitPos , hitDir , hitEnt - > s . number ,
hitEnt - > client - > ps . origin , hitEnt - > client - > renderInfo . legsYaw , hitEnt - > ghoul2 , hitEnt - > s . modelScale ,
lifeTime , 0 , uaxis ) ;
}
//now do weaponMarkShader - splashback decal on weapon
if ( WP_SaberBladeUseSecondBladeStyle ( & client - > ps . saber [ saberNum ] , bladeNum ) )
{
if ( client - > ps . saber [ saberNum ] . g2WeaponMarkShader2 [ 0 ] )
{ //we have a shader to use instead of the standard mark shader
weaponMarkShader = cgi_R_RegisterShader ( client - > ps . saber [ saberNum ] . g2WeaponMarkShader2 ) ;
lifeTime = Q_irand ( 7000 , 12000 ) ; //last longer if overridden
}
}
else
{
if ( client - > ps . saber [ saberNum ] . g2WeaponMarkShader [ 0 ] )
{ //we have a shader to use instead of the standard mark shader
weaponMarkShader = cgi_R_RegisterShader ( client - > ps . saber [ saberNum ] . g2WeaponMarkShader ) ;
lifeTime = Q_irand ( 7000 , 12000 ) ; //last longer if overridden
}
}
if ( weaponMarkShader )
{
centity_t * splatterOnCent = ( saberEnt & & client - > ps . saberInFlight ? & cg_entities [ saberEnt - > s . number ] : & cg_entities [ client - > ps . clientNum ] ) ;
float yawAngle = 0 ;
vec3_t backDir ;
VectorScale ( hitDir , - 1 , backDir ) ;
if ( ! splatterOnCent - > gent - > client )
{
yawAngle = splatterOnCent - > lerpAngles [ YAW ] ;
}
else
{
yawAngle = splatterOnCent - > gent - > client - > renderInfo . legsYaw ;
}
lifeTime = ceil ( ( float ) lifeTime * sizeTimeScale ) ;
size = Q_flrand ( 1.0f , 3.0f ) * sizeTimeScale ;
if ( splatterOnCent - > gent - > ghoul2 . size ( ) > saberNum + 1 )
{
CG_AddGhoul2Mark ( weaponMarkShader , size , hitPos , backDir , splatterOnCent - > currentState . number ,
splatterOnCent - > lerpOrigin , yawAngle , splatterOnCent - > gent - > ghoul2 , splatterOnCent - > currentState . modelScale ,
lifeTime , saberNum + 1 , uaxis /*splashBackDir*/ ) ;
}
}
}
}
2013-04-04 22:35:38 +00:00
static void CG_RGBForSaberColor ( saber_colors_t color , vec3_t rgb )
{
switch ( color )
{
case SABER_RED :
VectorSet ( rgb , 1.0f , 0.2f , 0.2f ) ;
break ;
case SABER_ORANGE :
VectorSet ( rgb , 1.0f , 0.5f , 0.1f ) ;
break ;
case SABER_YELLOW :
VectorSet ( rgb , 1.0f , 1.0f , 0.2f ) ;
break ;
case SABER_GREEN :
VectorSet ( rgb , 0.2f , 1.0f , 0.2f ) ;
break ;
case SABER_BLUE :
VectorSet ( rgb , 0.2f , 0.4f , 1.0f ) ;
break ;
case SABER_PURPLE :
VectorSet ( rgb , 0.9f , 0.2f , 1.0f ) ;
break ;
}
}
static void CG_DoSaberLight ( saberInfo_t * saber )
{
2013-04-04 23:21:13 +00:00
int firstBlade = 0 ;
int lastBlade ;
2013-04-04 22:35:38 +00:00
//RGB combine all the colors of the sabers you're using into one averaged color!
if ( ! saber )
{
return ;
}
2013-04-04 23:21:13 +00:00
lastBlade = saber - > numBlades - 1 ;
if ( ( saber - > saberFlags2 & SFL2_NO_DLIGHT ) )
{
if ( saber - > bladeStyle2Start > 0 )
{
if ( ( saber - > saberFlags2 & SFL2_NO_DLIGHT2 ) )
{
return ;
}
else
{
firstBlade = saber - > bladeStyle2Start ;
}
}
else
{
return ;
}
}
else if ( saber - > bladeStyle2Start > 0 )
{
if ( ( saber - > saberFlags2 & SFL2_NO_DLIGHT2 ) )
{
lastBlade = saber - > bladeStyle2Start ;
}
}
2013-04-04 22:35:38 +00:00
vec3_t positions [ MAX_BLADES * 2 ] , mid = { 0 } , rgbs [ MAX_BLADES * 2 ] , rgb = { 0 } ;
float lengths [ MAX_BLADES * 2 ] = { 0 } , totallength = 0 , numpositions = 0 , dist , diameter = 0 ;
int i , j ;
if ( saber )
{
2013-04-04 23:21:13 +00:00
for ( i = firstBlade ; i < = lastBlade ; i + + )
2013-04-04 22:35:38 +00:00
{
if ( saber - > blade [ i ] . length > = MIN_SABERBLADE_DRAW_LENGTH )
{
//FIXME: make RGB sabers
CG_RGBForSaberColor ( saber - > blade [ i ] . color , rgbs [ i ] ) ;
lengths [ i ] = saber - > blade [ i ] . length ;
if ( saber - > blade [ i ] . length * 2.0f > diameter )
{
diameter = saber - > blade [ i ] . length * 2.0f ;
}
totallength + = saber - > blade [ i ] . length ;
VectorMA ( saber - > blade [ i ] . muzzlePoint , saber - > blade [ i ] . length , saber - > blade [ i ] . muzzleDir , positions [ i ] ) ;
if ( ! numpositions )
{ //first blade, store middle of that as midpoint
VectorMA ( saber - > blade [ i ] . muzzlePoint , saber - > blade [ i ] . length * 0.5 , saber - > blade [ i ] . muzzleDir , mid ) ;
VectorCopy ( rgbs [ i ] , rgb ) ;
}
numpositions + + ;
}
}
}
if ( totallength )
{ //actually have something to do
if ( numpositions = = 1 )
{ //only 1 blade, midpoint is already set (halfway between the start and end of that blade), rgb is already set, so it diameter
}
else
{ //multiple blades, calc averages
VectorClear ( mid ) ;
VectorClear ( rgb ) ;
//now go through all the data and get the average RGB and middle position and the radius
for ( i = 0 ; i < MAX_BLADES * 2 ; i + + )
{
if ( lengths [ i ] )
{
VectorMA ( rgb , lengths [ i ] , rgbs [ i ] , rgb ) ;
VectorAdd ( mid , positions [ i ] , mid ) ;
}
}
//get middle rgb
VectorScale ( rgb , 1 / totallength , rgb ) ; //get the average, normalized RGB
//get mid position
VectorScale ( mid , 1 / numpositions , mid ) ;
//find the farthest distance between the blade tips, this will be our diameter
for ( i = 0 ; i < MAX_BLADES * 2 ; i + + )
{
if ( lengths [ i ] )
{
for ( j = 0 ; j < MAX_BLADES * 2 ; j + + )
{
if ( lengths [ j ] )
{
dist = Distance ( positions [ i ] , positions [ j ] ) ;
if ( dist > diameter )
{
diameter = dist ;
}
}
}
}
}
}
cgi_R_AddLightToScene ( mid , diameter + ( random ( ) * 8.0f ) , rgb [ 0 ] , rgb [ 1 ] , rgb [ 2 ] ) ;
}
}
static void CG_DoSaber ( vec3_t origin , vec3_t dir , float length , float lengthMax , float radius , saber_colors_t color , int rfx , qboolean doLight )
{
vec3_t mid ;
qhandle_t blade = 0 , glow = 0 ;
refEntity_t saber ;
float radiusmult ;
if ( length < MIN_SABERBLADE_DRAW_LENGTH )
{
// if the thing is so short, just forget even adding me.
return ;
}
// Find the midpoint of the saber for lighting purposes
VectorMA ( origin , length * 0.5f , dir , mid ) ;
switch ( color )
{
case SABER_RED :
glow = cgs . media . redSaberGlowShader ;
blade = cgs . media . redSaberCoreShader ;
break ;
case SABER_ORANGE :
glow = cgs . media . orangeSaberGlowShader ;
blade = cgs . media . orangeSaberCoreShader ;
break ;
case SABER_YELLOW :
glow = cgs . media . yellowSaberGlowShader ;
blade = cgs . media . yellowSaberCoreShader ;
break ;
case SABER_GREEN :
glow = cgs . media . greenSaberGlowShader ;
blade = cgs . media . greenSaberCoreShader ;
break ;
case SABER_BLUE :
glow = cgs . media . blueSaberGlowShader ;
blade = cgs . media . blueSaberCoreShader ;
break ;
case SABER_PURPLE :
glow = cgs . media . purpleSaberGlowShader ;
blade = cgs . media . purpleSaberCoreShader ;
break ;
}
// always add a light because sabers cast a nice glow before they slice you in half!! or something...
if ( doLight )
{ //FIXME: RGB combine all the colors of the sabers you're using into one averaged color!
vec3_t rgb = { 1 , 1 , 1 } ;
CG_RGBForSaberColor ( color , rgb ) ;
cgi_R_AddLightToScene ( mid , ( length * 1.4f ) + ( random ( ) * 3.0f ) , rgb [ 0 ] , rgb [ 1 ] , rgb [ 2 ] ) ;
}
memset ( & saber , 0 , sizeof ( refEntity_t ) ) ;
// Saber glow is it's own ref type because it uses a ton of sprites, otherwise it would eat up too many
// refEnts to do each glow blob individually
saber . saberLength = length ;
// Jeff, I did this because I foolishly wished to have a bright halo as the saber is unleashed.
// It's not quite what I'd hoped tho. If you have any ideas, go for it! --Pat
if ( length < lengthMax )
{
radiusmult = 1.0 + ( 2.0 / length ) ; // Note this creates a curve, and length cannot be < 0.5.
}
else
{
radiusmult = 1.0 ;
}
float radiusRange = radius * 0.075f ;
float radiusStart = radius - radiusRange ;
saber . radius = ( radiusStart + crandom ( ) * radiusRange ) * radiusmult ;
//saber.radius = (2.8f + crandom() * 0.2f)*radiusmult;
VectorCopy ( origin , saber . origin ) ;
VectorCopy ( dir , saber . axis [ 0 ] ) ;
saber . reType = RT_SABER_GLOW ;
saber . customShader = glow ;
saber . shaderRGBA [ 0 ] = saber . shaderRGBA [ 1 ] = saber . shaderRGBA [ 2 ] = saber . shaderRGBA [ 3 ] = 0xff ;
saber . renderfx = rfx ;
cgi_R_AddRefEntityToScene ( & saber ) ;
// Do the hot core
VectorMA ( origin , length , dir , saber . origin ) ;
VectorMA ( origin , - 1 , dir , saber . oldorigin ) ;
saber . customShader = blade ;
saber . reType = RT_LINE ;
radiusStart = radius / 3.0f ;
saber . radius = ( radiusStart + crandom ( ) * radiusRange ) * radiusmult ;
// saber.radius = (1.0 + crandom() * 0.2f)*radiusmult;
cgi_R_AddRefEntityToScene ( & saber ) ;
}
# define MAX_MARK_FRAGMENTS 128
# define MAX_MARK_POINTS 384
extern markPoly_t * CG_AllocMark ( ) ;
static void CG_CreateSaberMarks ( vec3_t start , vec3_t end , vec3_t normal )
{
// byte colors[4];
int i , j , numFragments ;
vec3_t axis [ 3 ] , originalPoints [ 4 ] , mid ;
vec3_t markPoints [ MAX_MARK_POINTS ] , projection ;
polyVert_t * v , verts [ MAX_VERTS_ON_POLY ] ;
markPoly_t * mark ;
markFragment_t markFragments [ MAX_MARK_FRAGMENTS ] , * mf ;
if ( ! cg_addMarks . integer ) {
return ;
}
float radius = 0.65f ;
VectorSubtract ( end , start , axis [ 1 ] ) ;
VectorNormalizeFast ( axis [ 1 ] ) ;
// create the texture axis
VectorCopy ( normal , axis [ 0 ] ) ;
CrossProduct ( axis [ 1 ] , axis [ 0 ] , axis [ 2 ] ) ;
// create the full polygon that we'll project
for ( i = 0 ; i < 3 ; i + + )
{
originalPoints [ 0 ] [ i ] = start [ i ] - radius * axis [ 1 ] [ i ] - radius * axis [ 2 ] [ i ] ;
originalPoints [ 1 ] [ i ] = end [ i ] + radius * axis [ 1 ] [ i ] - radius * axis [ 2 ] [ i ] ;
originalPoints [ 2 ] [ i ] = end [ i ] + radius * axis [ 1 ] [ i ] + radius * axis [ 2 ] [ i ] ;
originalPoints [ 3 ] [ i ] = start [ i ] - radius * axis [ 1 ] [ i ] + radius * axis [ 2 ] [ i ] ;
}
VectorScale ( normal , - 1 , projection ) ;
// get the fragments
numFragments = cgi_CM_MarkFragments ( 4 , ( const float ( * ) [ 3 ] ) originalPoints ,
projection , MAX_MARK_POINTS , markPoints [ 0 ] , MAX_MARK_FRAGMENTS , markFragments ) ;
for ( i = 0 , mf = markFragments ; i < numFragments ; i + + , mf + + )
{
// we have an upper limit on the complexity of polygons that we store persistantly
if ( mf - > numPoints > MAX_VERTS_ON_POLY )
{
mf - > numPoints = MAX_VERTS_ON_POLY ;
}
for ( j = 0 , v = verts ; j < mf - > numPoints ; j + + , v + + )
{
vec3_t delta ;
// Set up our texture coords, this may need some work
VectorCopy ( markPoints [ mf - > firstPoint + j ] , v - > xyz ) ;
VectorAdd ( end , start , mid ) ;
VectorScale ( mid , 0.5f , mid ) ;
VectorSubtract ( v - > xyz , mid , delta ) ;
v - > st [ 0 ] = 0.5 + DotProduct ( delta , axis [ 1 ] ) * ( 0.05f + random ( ) * 0.03f ) ;
v - > st [ 1 ] = 0.5 + DotProduct ( delta , axis [ 2 ] ) * ( 0.15f + random ( ) * 0.05f ) ;
}
// save it persistantly, do burn first
mark = CG_AllocMark ( ) ;
mark - > time = cg . time ;
mark - > alphaFade = qtrue ;
mark - > markShader = cgs . media . rivetMarkShader ;
mark - > poly . numVerts = mf - > numPoints ;
mark - > color [ 0 ] = mark - > color [ 1 ] = mark - > color [ 2 ] = mark - > color [ 3 ] = 255 ;
memcpy ( mark - > verts , verts , mf - > numPoints * sizeof ( verts [ 0 ] ) ) ;
// And now do a glow pass
// by moving the start time back, we can hack it to fade out way before the burn does
mark = CG_AllocMark ( ) ;
mark - > time = cg . time - 8500 ;
mark - > alphaFade = qfalse ;
mark - > markShader = cgi_R_RegisterShader ( " gfx/effects/saberDamageGlow " ) ;
mark - > poly . numVerts = mf - > numPoints ;
mark - > color [ 0 ] = 215 + random ( ) * 40.0f ;
mark - > color [ 1 ] = 96 + random ( ) * 32.0f ;
mark - > color [ 2 ] = mark - > color [ 3 ] = random ( ) * 15.0f ;
memcpy ( mark - > verts , verts , mf - > numPoints * sizeof ( verts [ 0 ] ) ) ;
}
}
extern void FX_AddPrimitive ( CEffect * * effect , int killTime ) ;
//-------------------------------------------------------
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void CG_CheckSaberInWater ( centity_t * cent , centity_t * scent , int saberNum , int modelIndex , vec3_t origin , vec3_t angles )
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{
gclient_s * client = cent - > gent - > client ;
if ( ! client )
{
return ;
}
if ( ! scent | |
modelIndex = = - 1 | |
scent - > gent - > ghoul2 . size ( ) < = modelIndex | |
scent - > gent - > ghoul2 [ modelIndex ] . mBltlist . size ( ) < = 0 | | //using a camera puts away your saber so you have no bolts
scent - > gent - > ghoul2 [ modelIndex ] . mModelindex = = - 1 )
{
return ;
}
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if ( cent & & cent - > gent & & cent - > gent - > client
& & ( cent - > gent - > client - > ps . saber [ saberNum ] . saberFlags & SFL_ON_IN_WATER ) )
{ //saber can stay on underwater
return ;
}
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if ( gi . totalMapContents ( ) & ( CONTENTS_WATER | CONTENTS_SLIME ) )
{
vec3_t saberOrg ;
mdxaBone_t boltMatrix ;
// figure out where the actual model muzzle is
gi . G2API_GetBoltMatrix ( scent - > gent - > ghoul2 , modelIndex , 0 , & boltMatrix , angles , origin , cg . time , cgs . model_draw , scent - > currentState . modelScale ) ;
// work the matrix axis stuff into the original axis and origins used.
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , saberOrg ) ;
const int contents = gi . pointcontents ( saberOrg , cent - > currentState . clientNum ) ;
if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME ) )
{ //still in water
client - > ps . saberEventFlags | = SEF_INWATER ;
return ;
}
}
//not in water
client - > ps . saberEventFlags & = ~ SEF_INWATER ;
}
static void CG_AddSaberBladeGo ( centity_t * cent , centity_t * scent , refEntity_t * saber , int renderfx , int modelIndex , vec3_t origin , vec3_t angles , int saberNum , int bladeNum )
{
vec3_t org_ , end , //org_future,
axis_ [ 3 ] = { 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 } ; //, axis_future[3]={0,0,0, 0,0,0, 0,0,0}; // shut the compiler up
trace_t trace ;
float length ;
int bolt ;
mdxaBone_t boltMatrix ;
qboolean tagHack = qfalse ;
gclient_s * client = cent - > gent - > client ;
if ( ! client )
{
return ;
}
/*
Ghoul2 Insert Start
*/
// if (scent->gent->ghoul2.size())
if ( 1 )
{
if ( ! scent | |
modelIndex = = - 1 | |
scent - > gent - > ghoul2 . size ( ) < = modelIndex | |
scent - > gent - > ghoul2 [ modelIndex ] . mModelindex = = - 1 )
{
return ;
}
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/*
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if ( cent - > gent - > client - > ps . saber [ saberNum ] . type = = SABER_CLAW )
{ //hack - come off the forearm
int fwdAxis = POSITIVE_Y ;
int rtAxis = POSITIVE_X ;
int upAxis = POSITIVE_Z ;
if ( saberNum = = 0 )
{
bolt = gi . G2API_AddBolt ( & cent - > gent - > ghoul2 [ cent - > gent - > playerModel ] , " *r_hand_cap_r_arm " ) ;
if ( bolt = = - 1 )
{
bolt = cent - > gent - > handRBolt ;
fwdAxis = NEGATIVE_Y ;
rtAxis = POSITIVE_Z ;
upAxis = NEGATIVE_X ;
}
}
else
{
bolt = gi . G2API_AddBolt ( & cent - > gent - > ghoul2 [ cent - > gent - > playerModel ] , " *l_hand_cap_l_arm " ) ;
if ( bolt = = - 1 )
{
bolt = cent - > gent - > handLBolt ;
fwdAxis = NEGATIVE_Y ;
rtAxis = POSITIVE_Z ;
upAxis = POSITIVE_X ;
}
}
tagHack = qtrue ; //use the hacked switch statement below to position and orient the blades
// figure out where the actual model muzzle is
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , bolt , & boltMatrix , angles , origin , cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
// work the matrix axis stuff into the original axis and origins used.
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , org_ ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ( Eorientations ) fwdAxis , axis_ [ 0 ] ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ( Eorientations ) rtAxis , axis_ [ 1 ] ) ; //right
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ( Eorientations ) upAxis , axis_ [ 2 ] ) ; //up
}
else
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*/
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{
// figure out where the actual model muzzle is
//old way - only 1 tag ever in a saber:
//gi.G2API_GetBoltMatrix(scent->gent->ghoul2, modelIndex, 0, &boltMatrix, angles, origin, cg.time, cgs.model_draw, scent->currentState.modelScale);
//New way, multiple blade tags:
char * tagName = va ( " *blade%d " , bladeNum + 1 ) ;
bolt = gi . G2API_AddBolt ( & scent - > gent - > ghoul2 [ modelIndex ] , tagName ) ;
if ( bolt = = - 1 )
{
tagHack = qtrue ; //use the hacked switch statement below to position and orient the blades
//hmm, just fall back to the most basic tag (this will also make it work with pre-JKA saber models
bolt = gi . G2API_AddBolt ( & scent - > gent - > ghoul2 [ modelIndex ] , " *flash " ) ;
if ( bolt = = - 1 )
{ //no tag_flash either?!!
bolt = 0 ;
}
}
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//if there is an effect on this blade, play it
if ( ! WP_SaberBladeUseSecondBladeStyle ( & cent - > gent - > client - > ps . saber [ saberNum ] , bladeNum )
& & cent - > gent - > client - > ps . saber [ saberNum ] . bladeEffect )
{
CG_PlayEffectIDBolted ( cent - > gent - > client - > ps . saber [ saberNum ] . bladeEffect , modelIndex , bolt , scent - > currentState . clientNum , scent - > lerpOrigin , - 1 , qfalse ) ;
}
else if ( WP_SaberBladeUseSecondBladeStyle ( & cent - > gent - > client - > ps . saber [ saberNum ] , bladeNum )
& & cent - > gent - > client - > ps . saber [ saberNum ] . bladeEffect2 )
{
CG_PlayEffectIDBolted ( cent - > gent - > client - > ps . saber [ saberNum ] . bladeEffect2 , modelIndex , bolt , scent - > currentState . clientNum , scent - > lerpOrigin , - 1 , qfalse ) ;
}
//get the boltMatrix
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gi . G2API_GetBoltMatrix ( scent - > gent - > ghoul2 , modelIndex , bolt , & boltMatrix , angles , origin , cg . time , cgs . model_draw , scent - > currentState . modelScale ) ;
// work the matrix axis stuff into the original axis and origins used.
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , org_ ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_X , axis_ [ 0 ] ) ; //front (was NEGATIVE_Y, but the md3->glm exporter screws up this tag somethin' awful)
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Y , axis_ [ 1 ] ) ; //right
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , POSITIVE_Z , axis_ [ 2 ] ) ; //up
}
//Now figure out where this info will be next frame
/*
{
vec3_t futureOrigin , futureAngles , orgDiff , angDiff ;
int futuretime ;
//futuretime = (int)((cg.time + 99)/50) * 50;
futuretime = cg . time + 100 ;
VectorCopy ( angles , futureAngles ) ;
VectorCopy ( origin , futureOrigin ) ;
//note: for a thrown saber, this does nothing, really
if ( cent - > gent )
{
VectorSubtract ( cent - > lerpOrigin , cent - > gent - > lastOrigin , orgDiff ) ;
VectorSubtract ( cent - > lerpAngles , cent - > gent - > lastAngles , angDiff ) ;
VectorAdd ( futureOrigin , orgDiff , futureOrigin ) ;
for ( int i = 0 ; i < 3 ; i + + )
{
futureAngles [ i ] = AngleNormalize360 ( futureAngles [ i ] + angDiff [ i ] ) ;
}
}
// figure out where the actual model muzzle will be after next server frame.
gi . G2API_GetBoltMatrix ( scent - > gent - > ghoul2 , modelIndex , 0 , & boltMatrix , futureAngles , futureOrigin , futuretime , cgs . model_draw , scent - > currentState . modelScale ) ;
// work the matrix axis stuff into the original axis and origins used.
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , org_future ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_X , axis_future [ 0 ] ) ; //was NEGATIVE_Y, but the md3->glm exporter screws up this tag somethin' awful
}
*/
}
else
{
CG_GetTagWorldPosition ( saber , " *flash " , org_ , axis_ ) ;
}
/*
Ghoul2 Insert End
*/
//====FIXMEFIXMEFIXMEFIXMEFIXME========================================================
//FIXME: temp hack until we have a tag_flash2 for the second (3rd? 4th?) blade
//FIXME: maybe fall back on this if the saber model has only 1 tag_flash?
// or, better yet, if the saber info doesn't list tagnames for the blades?
if ( tagHack )
{
switch ( cent - > gent - > client - > ps . saber [ saberNum ] . type )
{
case SABER_SINGLE :
case SABER_DAGGER :
case SABER_LANCE :
break ;
case SABER_STAFF :
if ( bladeNum = = 1 )
{
VectorScale ( axis_ [ 0 ] , - 1 , axis_ [ 0 ] ) ;
VectorMA ( org_ , 16 , axis_ [ 0 ] , org_ ) ;
}
break ;
case SABER_BROAD :
if ( bladeNum = = 0 )
{
VectorMA ( org_ , - 1 , axis_ [ 1 ] , org_ ) ;
}
else if ( bladeNum = = 1 )
{
VectorMA ( org_ , 1 , axis_ [ 1 ] , org_ ) ;
}
break ;
case SABER_PRONG :
if ( bladeNum = = 0 )
{
VectorMA ( org_ , - 3 , axis_ [ 1 ] , org_ ) ;
}
else if ( bladeNum = = 1 )
{
VectorMA ( org_ , 3 , axis_ [ 1 ] , org_ ) ;
}
break ;
case SABER_ARC :
VectorSubtract ( axis_ [ 1 ] , axis_ [ 2 ] , axis_ [ 1 ] ) ;
VectorNormalizeFast ( axis_ [ 1 ] ) ;
switch ( bladeNum )
{
case 0 :
VectorMA ( org_ , 8 , axis_ [ 0 ] , org_ ) ;
VectorScale ( axis_ [ 0 ] , 0.75f , axis_ [ 0 ] ) ;
VectorScale ( axis_ [ 1 ] , 0.25f , axis_ [ 1 ] ) ;
VectorAdd ( axis_ [ 0 ] , axis_ [ 1 ] , axis_ [ 0 ] ) ;
//VectorNormalize( axis_[0] );
break ;
case 1 :
//VectorMA( org_, 0, axis_[0], org_ );
VectorScale ( axis_ [ 0 ] , 0.25f , axis_ [ 0 ] ) ;
VectorScale ( axis_ [ 1 ] , 0.75f , axis_ [ 1 ] ) ;
VectorAdd ( axis_ [ 0 ] , axis_ [ 1 ] , axis_ [ 0 ] ) ;
//VectorNormalize( axis_[0] );
break ;
case 2 :
VectorMA ( org_ , - 8 , axis_ [ 0 ] , org_ ) ;
VectorScale ( axis_ [ 0 ] , - 0.25f , axis_ [ 0 ] ) ;
VectorScale ( axis_ [ 1 ] , 0.75f , axis_ [ 1 ] ) ;
VectorAdd ( axis_ [ 0 ] , axis_ [ 1 ] , axis_ [ 0 ] ) ;
//VectorNormalize( axis_[0] );
break ;
case 3 :
VectorMA ( org_ , - 16 , axis_ [ 0 ] , org_ ) ;
VectorScale ( axis_ [ 0 ] , - 0.75f , axis_ [ 0 ] ) ;
VectorScale ( axis_ [ 1 ] , 0.25f , axis_ [ 1 ] ) ;
VectorAdd ( axis_ [ 0 ] , axis_ [ 1 ] , axis_ [ 0 ] ) ;
//VectorNormalize( axis_[0] );
break ;
}
break ;
case SABER_SAI :
if ( bladeNum = = 1 )
{
VectorMA ( org_ , - 3 , axis_ [ 1 ] , org_ ) ;
}
else if ( bladeNum = = 2 )
{
VectorMA ( org_ , 3 , axis_ [ 1 ] , org_ ) ;
}
break ;
case SABER_CLAW :
switch ( bladeNum )
{
case 0 :
VectorMA ( org_ , 2 , axis_ [ 0 ] , org_ ) ;
VectorMA ( org_ , 2 , axis_ [ 2 ] , org_ ) ;
break ;
case 1 :
VectorMA ( org_ , 2 , axis_ [ 0 ] , org_ ) ;
VectorMA ( org_ , 2 , axis_ [ 2 ] , org_ ) ;
VectorMA ( org_ , 2 , axis_ [ 1 ] , org_ ) ;
break ;
case 2 :
VectorMA ( org_ , 2 , axis_ [ 0 ] , org_ ) ;
VectorMA ( org_ , 2 , axis_ [ 2 ] , org_ ) ;
VectorMA ( org_ , - 2 , axis_ [ 1 ] , org_ ) ;
break ;
}
/*
if ( bladeNum = = 1 )
{
VectorMA ( org_ , - 2 , axis_ [ 1 ] , org_ ) ;
}
else if ( bladeNum = = 2 )
{
VectorMA ( org_ , 2 , axis_ [ 1 ] , org_ ) ;
}
*/
break ;
case SABER_STAR :
/*
if ( saber )
{
VectorCopy ( saber - > origin , org_ ) ;
}
else
{
bolt = cent - > gent - > handRBolt ;
if ( saberNum = = 1 )
{
bolt = cent - > gent - > handLBolt ;
}
// figure out where the actual model muzzle is
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , bolt , & boltMatrix , angles , origin , cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
// work the matrix axis stuff into the original axis and origins used.
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , org_ ) ;
}
*/
/*
if ( cent - > currentState . clientNum & & cent - > gent - > client - > ps . saberInFlight )
{ //WTF? For some reason, sabers thrown by NPCs are 90 degrees off on roll
VectorCopy ( axis_ [ 1 ] , axis_ [ 2 ] ) ;
}
*/
switch ( bladeNum )
{
case 0 :
VectorMA ( org_ , 8 , axis_ [ 0 ] , org_ ) ;
break ;
case 1 :
VectorScale ( axis_ [ 0 ] , 0.33f , axis_ [ 0 ] ) ;
VectorScale ( axis_ [ 2 ] , 0.67f , axis_ [ 2 ] ) ;
VectorAdd ( axis_ [ 0 ] , axis_ [ 2 ] , axis_ [ 0 ] ) ;
//VectorNormalize( axis_[0] );
VectorMA ( org_ , 8 , axis_ [ 0 ] , org_ ) ;
break ;
case 2 :
VectorScale ( axis_ [ 0 ] , - 0.33f , axis_ [ 0 ] ) ;
VectorScale ( axis_ [ 2 ] , 0.67f , axis_ [ 2 ] ) ;
VectorAdd ( axis_ [ 0 ] , axis_ [ 2 ] , axis_ [ 0 ] ) ;
//VectorNormalize( axis_[0] );
VectorMA ( org_ , 8 , axis_ [ 0 ] , org_ ) ;
break ;
case 3 :
VectorScale ( axis_ [ 0 ] , - 1 , axis_ [ 0 ] ) ;
VectorMA ( org_ , 8 , axis_ [ 0 ] , org_ ) ;
break ;
case 4 :
VectorScale ( axis_ [ 0 ] , - 0.33f , axis_ [ 0 ] ) ;
VectorScale ( axis_ [ 2 ] , - 0.67f , axis_ [ 2 ] ) ;
VectorAdd ( axis_ [ 0 ] , axis_ [ 2 ] , axis_ [ 0 ] ) ;
//VectorNormalize( axis_[0] );
VectorMA ( org_ , 8 , axis_ [ 0 ] , org_ ) ;
break ;
case 5 :
VectorScale ( axis_ [ 0 ] , 0.33f , axis_ [ 0 ] ) ;
VectorScale ( axis_ [ 2 ] , - 0.67f , axis_ [ 2 ] ) ;
VectorAdd ( axis_ [ 0 ] , axis_ [ 2 ] , axis_ [ 0 ] ) ;
//VectorNormalize( axis_[0] );
VectorMA ( org_ , 8 , axis_ [ 0 ] , org_ ) ;
break ;
}
break ;
case SABER_TRIDENT :
switch ( bladeNum )
{
case 0 :
VectorMA ( org_ , 24 , axis_ [ 0 ] , org_ ) ;
break ;
case 1 :
VectorMA ( org_ , - 6 , axis_ [ 1 ] , org_ ) ;
VectorMA ( org_ , 24 , axis_ [ 0 ] , org_ ) ;
break ;
case 2 :
VectorMA ( org_ , 6 , axis_ [ 1 ] , org_ ) ;
VectorMA ( org_ , 24 , axis_ [ 0 ] , org_ ) ;
break ;
case 3 :
VectorMA ( org_ , - 32 , axis_ [ 0 ] , org_ ) ;
VectorScale ( axis_ [ 0 ] , - 1 , axis_ [ 0 ] ) ;
break ;
}
break ;
case SABER_SITH_SWORD :
//no blade
break ;
}
}
//====FIXMEFIXMEFIXMEFIXMEFIXME========================================================
//store where saber is this frame
VectorCopy ( org_ , cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . muzzlePoint ) ;
VectorCopy ( axis_ [ 0 ] , cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . muzzleDir ) ;
if ( saberNum = = 0 & & bladeNum = = 0 )
{
VectorCopy ( org_ , cent - > gent - > client - > renderInfo . muzzlePoint ) ;
VectorCopy ( axis_ [ 0 ] , cent - > gent - > client - > renderInfo . muzzleDir ) ;
cent - > gent - > client - > renderInfo . mPCalcTime = cg . time ;
}
//length for purposes of rendering and marks trace will be longer than blade so we don't damage past a wall's surface
if ( cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . length < cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . lengthMax )
{
if ( cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . length < cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . lengthMax - 8 )
{
length = cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . length + 8 ;
}
else
{
length = cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . lengthMax ;
}
}
else
{
length = cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . length ;
}
VectorMA ( org_ , length , axis_ [ 0 ] , end ) ;
// Now store where the saber will be after next frame.
//VectorCopy(org_future, cent->gent->client->renderInfo.muzzlePointNext);
//VectorCopy(axis_future[0], cent->gent->client->renderInfo.muzzleDirNext);
VectorAdd ( end , axis_ [ 0 ] , end ) ;
// If the saber is in flight we shouldn't trace from the player to the muzzle point
if ( cent - > gent - > client - > ps . saberInFlight & & saberNum = = 0 )
{
trace . fraction = 1.0f ;
}
else
{
vec3_t rootOrigin ;
if ( cent - > gent - > rootBone > = 0 & & cent - > gent - > ghoul2 . IsValid ( ) & & cent - > gent - > ghoul2 [ 0 ] . animModelIndexOffset ) //If it has an animOffset it's a cinematic anim
{ //i might be running out of my bounding box, so get my root origin
mdxaBone_t boltMatrix ;
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > rootBone ,
& boltMatrix , angles , cent - > lerpOrigin ,
cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , rootOrigin ) ;
}
else
{
VectorCopy ( cent - > lerpOrigin , rootOrigin ) ;
}
gi . trace ( & trace , rootOrigin , NULL , NULL , cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . muzzlePoint , cent - > currentState . number , CONTENTS_SOLID ) ;
}
if ( trace . fraction < 1.0f )
{
// Saber is on the other side of a wall
cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . length = 0.1f ;
cent - > gent - > client - > ps . saberEventFlags & = ~ SEF_INWATER ;
}
else
{
extern vmCvar_t cg_saberEntMarks ;
int traceMask = MASK_SOLID ;
2013-04-04 23:21:13 +00:00
qboolean noMarks = qfalse ;
if ( ( ! WP_SaberBladeUseSecondBladeStyle ( & cent - > gent - > client - > ps . saber [ saberNum ] , bladeNum )
& & ( cent - > gent - > client - > ps . saber [ saberNum ] . saberFlags2 & SFL2_NO_IDLE_EFFECT ) )
| | ( WP_SaberBladeUseSecondBladeStyle ( & cent - > gent - > client - > ps . saber [ saberNum ] , bladeNum )
& & ( cent - > gent - > client - > ps . saber [ saberNum ] . saberFlags2 & SFL2_NO_IDLE_EFFECT2 ) )
)
{ //do no effects when idle
if ( ! cent - > gent - > client - > ps . saberInFlight
& & ! PM_SaberInAttack ( cent - > gent - > client - > ps . saberMove )
& & ! PM_SaberInTransitionAny ( cent - > gent - > client - > ps . saberMove )
& & ! PM_SaberInSpecialAttack ( cent - > gent - > client - > ps . torsoAnim ) )
{ //idle, do no marks
noMarks = qtrue ;
}
}
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if ( cg_saberEntMarks . integer )
{
if ( cent - > gent - > client - > ps . saberInFlight
| | PM_SaberInAttack ( cent - > gent - > client - > ps . saberMove )
//|| PM_SaberInTransitionAny( cent->gent->client->ps.saberMove )
| | PM_SaberInSpecialAttack ( cent - > gent - > client - > ps . torsoAnim ) )
{
traceMask | = ( CONTENTS_BODY | CONTENTS_CORPSE ) ;
}
}
for ( int i = 0 ; i < 1 ; i + + ) //was 2 because it would go through architecture and leave saber trails on either side of the brush - but still looks bad if we hit a corner, blade is still 8 longer than hit
{
if ( i )
{ //tracing from end to base
gi . trace ( & trace , end , NULL , NULL , org_ , cent - > currentState . clientNum , traceMask ) ;
}
else
{ //tracing from base to end
gi . trace ( & trace , org_ , NULL , NULL , end , cent - > currentState . clientNum , traceMask | CONTENTS_WATER | CONTENTS_SLIME ) ;
}
if ( trace . fraction < 1.0f )
{
if ( ( trace . contents & CONTENTS_WATER ) | | ( trace . contents & CONTENTS_SLIME ) )
{
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if ( ! noMarks )
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{
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/*
if ( ! ( cent - > gent - > client - > ps . saberEventFlags & SEF_INWATER ) )
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{
}
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*/
if ( ! Q_irand ( 0 , 10 ) )
{ //FIXME: don't do this this way.... :)
# ifdef _IMMERSION
if ( ! cent - > gent - > client - > ps . saberInFlight | | saberNum ! = 0 )
{
cgi_FF_Start ( cgi_FF_Register ( " fffx/weapons/saber/hitwater " , FF_CHANNEL_WEAPON ) , cent - > currentState . number ) ;
}
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# endif // _IMMERSION
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vec3_t spot ;
VectorCopy ( trace . endpos , spot ) ;
spot [ 2 ] + = 4 ;
if ( Q_irand ( 1 , client - > ps . saber [ saberNum ] . numBlades ) = = 1 )
{
theFxScheduler . PlayEffect ( " saber/boil " , spot ) ;
cgi_S_StartSound ( spot , - 1 , CHAN_AUTO , cgi_S_RegisterSound ( " sound/weapons/saber/hitwater.wav " ) ) ;
}
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}
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//cent->gent->client->ps.saberEventFlags |= SEF_INWATER;
//don't do other trace
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}
i = 1 ;
}
else
{
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if ( ! noMarks )
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{
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if ( ( ! WP_SaberBladeUseSecondBladeStyle ( & client - > ps . saber [ saberNum ] , bladeNum ) & & ! ( client - > ps . saber [ saberNum ] . saberFlags2 & SFL2_NO_WALL_MARKS ) )
| | ( WP_SaberBladeUseSecondBladeStyle ( & client - > ps . saber [ saberNum ] , bladeNum ) & & ! ( client - > ps . saber [ saberNum ] . saberFlags2 & SFL2_NO_WALL_MARKS2 ) ) )
{
if ( ! ( trace . surfaceFlags & SURF_NOIMPACT ) // never spark on sky
& & ( trace . entityNum = = ENTITYNUM_WORLD | | cg_entities [ trace . entityNum ] . currentState . solid = = SOLID_BMODEL )
& & Q_irand ( 1 , client - > ps . saber [ saberNum ] . numBlades ) = = 1 )
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{
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//was "sparks/spark"
theFxScheduler . PlayEffect ( " sparks/spark_nosnd " , trace . endpos , trace . plane . normal ) ;
}
}
// All I need is a bool to mark whether I have a previous point to work with.
//....come up with something better..
if ( client - > ps . saber [ saberNum ] . blade [ bladeNum ] . trail . haveOldPos [ i ] )
{
if ( trace . entityNum = = ENTITYNUM_WORLD | | ( cg_entities [ trace . entityNum ] . currentState . eFlags & EF_PERMANENT ) | | cg_entities [ trace . entityNum ] . currentState . eType = = ET_TERRAIN )
{ //only put marks on architecture
if ( ( ! WP_SaberBladeUseSecondBladeStyle ( & client - > ps . saber [ saberNum ] , bladeNum ) & & ! ( client - > ps . saber [ saberNum ] . saberFlags2 & SFL2_NO_WALL_MARKS ) )
| | ( WP_SaberBladeUseSecondBladeStyle ( & client - > ps . saber [ saberNum ] , bladeNum ) & & ! ( client - > ps . saber [ saberNum ] . saberFlags2 & SFL2_NO_WALL_MARKS2 ) ) )
{
// Let's do some cool burn/glowing mark bits!!!
CG_CreateSaberMarks ( client - > ps . saber [ saberNum ] . blade [ bladeNum ] . trail . oldPos [ i ] , trace . endpos , trace . plane . normal ) ;
if ( Q_irand ( 1 , client - > ps . saber [ saberNum ] . numBlades ) = = 1 )
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{
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//make a sound
if ( cg . time - cent - > gent - > client - > ps . saberHitWallSoundDebounceTime > = 100 )
{ //ugh, need to have a real sound debouncer... or do this game-side
cent - > gent - > client - > ps . saberHitWallSoundDebounceTime = cg . time ;
# ifdef _IMMERSION
int index = Q_irand ( 1 , 3 ) ;
cgi_S_StartSound ( cent - > lerpOrigin , cent - > currentState . clientNum , CHAN_WEAPON , cgi_S_RegisterSound ( va ( " sound/weapons/saber/saberhitwall%d.wav " , index ) ) ) ;
if ( ! cent - > gent - > client - > ps . saberInFlight | | saberNum = = 1 )
{
cgi_FF_Start ( cgi_FF_Register ( va ( " fffx/weapons/saber/saberhitwall%d " , index ) , FF_CHANNEL_WEAPON ) , cent - > currentState . clientNum ) ;
}
# else
cgi_S_StartSound ( cent - > lerpOrigin , cent - > currentState . clientNum , CHAN_ITEM , cgi_S_RegisterSound ( va ( " sound/weapons/saber/saberhitwall%d.wav " , Q_irand ( 1 , 3 ) ) ) ) ;
# endif // _IMMERSION
}
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}
}
}
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else if ( ! i )
{ //can put marks on G2 clients (but only on base to tip trace)
gentity_t * hitEnt = & g_entities [ trace . entityNum ] ;
vec3_t uaxis , splashBackDir ;
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VectorSubtract ( client - > ps . saber [ saberNum ] . blade [ bladeNum ] . trail . oldPos [ i ] , trace . endpos , uaxis ) ;
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VectorScale ( axis_ [ 0 ] , - 1 , splashBackDir ) ;
//FIXME: if not hitting the first model on the enemy, don't do this!
CG_SaberDoWeaponHitMarks ( client , ( scent ! = NULL ? scent - > gent : NULL ) , hitEnt , saberNum , bladeNum , trace . endpos , axis_ [ 0 ] , uaxis , splashBackDir , 0.25f ) ;
}
}
else
{
// if we impact next frame, we'll mark a slash mark
client - > ps . saber [ saberNum ] . blade [ bladeNum ] . trail . haveOldPos [ i ] = qtrue ;
if ( ( ! WP_SaberBladeUseSecondBladeStyle ( & client - > ps . saber [ saberNum ] , bladeNum ) & & ! ( client - > ps . saber [ saberNum ] . saberFlags2 & SFL2_NO_WALL_MARKS ) )
| | ( WP_SaberBladeUseSecondBladeStyle ( & client - > ps . saber [ saberNum ] , bladeNum ) & & ! ( client - > ps . saber [ saberNum ] . saberFlags2 & SFL2_NO_WALL_MARKS2 ) ) )
{
CG_ImpactMark ( cgs . media . rivetMarkShader , client - > ps . saber [ saberNum ] . blade [ bladeNum ] . trail . oldPos [ i ] , client - > ps . saber [ saberNum ] . blade [ bladeNum ] . trail . oldNormal [ i ] ,
0.0f , 1.0f , 1.0f , 1.0f , 1.0f , qfalse , 1.1f , qfalse ) ;
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}
}
}
}
// stash point so we can connect-the-dots later
VectorCopy ( trace . endpos , client - > ps . saber [ saberNum ] . blade [ bladeNum ] . trail . oldPos [ i ] ) ;
VectorCopy ( trace . plane . normal , client - > ps . saber [ saberNum ] . blade [ bladeNum ] . trail . oldNormal [ i ] ) ;
if ( ! i & & trace . contents & ( CONTENTS_SOLID | CONTENTS_TERRAIN | CONTENTS_SHOTCLIP ) )
{ //Now that we don't let the blade go through walls, we need to shorten the blade when it hits one
cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . length = cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . length * trace . fraction ; //this will stop damage from going through walls
if ( cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . length < = 0.1f )
{ //SIGH... hack so it doesn't play the saber turn-on sound that plays when you first turn the saber on (assumed when saber is active but length is zero)
cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . length = 0.1f ; //FIXME: may go through walls still??
}
//FIXME: should probably re-extend instantly, not use the "turning-on" growth rate
}
}
else
{
cent - > gent - > client - > ps . saberEventFlags & = ~ SEF_INWATER ;
if ( client - > ps . saber [ saberNum ] . blade [ bladeNum ] . trail . haveOldPos [ i ] )
{
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if ( ! noMarks )
{
if ( ( ! WP_SaberBladeUseSecondBladeStyle ( & client - > ps . saber [ saberNum ] , bladeNum ) & & ! ( client - > ps . saber [ saberNum ] . saberFlags2 & SFL2_NO_WALL_MARKS ) )
| | ( WP_SaberBladeUseSecondBladeStyle ( & client - > ps . saber [ saberNum ] , bladeNum ) & & ! ( client - > ps . saber [ saberNum ] . saberFlags2 & SFL2_NO_WALL_MARKS2 ) ) )
{
// Hmmm, no impact this frame, but we have an old point
// Let's put the mark there, we should use an endcap mark to close the line, but we
// can probably just get away with a round mark
CG_ImpactMark ( cgs . media . rivetMarkShader , client - > ps . saber [ saberNum ] . blade [ bladeNum ] . trail . oldPos [ i ] , client - > ps . saber [ saberNum ] . blade [ bladeNum ] . trail . oldNormal [ i ] ,
0.0f , 1.0f , 1.0f , 1.0f , 1.0f , qfalse , 1.1f , qfalse ) ;
}
}
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}
// we aren't impacting, so turn off our mark tracking mechanism
client - > ps . saber [ saberNum ] . blade [ bladeNum ] . trail . haveOldPos [ i ] = qfalse ;
}
}
}
// Added 10/02/02 by Aurelio Reis.
// If the Blade is not active, leave here; we do not Render it!
/* if ( cent->gent->client->ps.saber[saberNum].type == SABER_SITH_SWORD )
{ //draws no blade or trail
//FIXME: draw some sort of energy halo and motion trail!
return ;
}
*/
if ( ! client - > ps . saber [ saberNum ] . blade [ bladeNum ] . active & & client - > ps . saber [ saberNum ] . blade [ bladeNum ] . length < = 0 )
{
return ;
}
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if ( ( ! WP_SaberBladeUseSecondBladeStyle ( & client - > ps . saber [ saberNum ] , bladeNum ) & & client - > ps . saber [ saberNum ] . trailStyle < 2 )
| | ( WP_SaberBladeUseSecondBladeStyle ( & client - > ps . saber [ saberNum ] , bladeNum ) & & client - > ps . saber [ saberNum ] . trailStyle2 < 2 ) )
{ //okay to draw the trail
saberTrail_t * saberTrail = & client - > ps . saber [ saberNum ] . blade [ bladeNum ] . trail ;
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# define SABER_TRAIL_TIME 40.0f
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// if we happen to be timescaled or running in a high framerate situation, we don't want to flood
// the system with very small trail slices...but perhaps doing it by distance would yield better results?
if ( saberTrail - > lastTime > cg . time )
{ //after a pause, cg.time jumps ahead in time for one frame
//and lastTime gets set to that and will freak out, so, since
//it's never valid for saberTrail->lastTime to be > cg.time,
//cap it to cg.time here
saberTrail - > lastTime = cg . time ;
}
if ( cg . time > saberTrail - > lastTime + 2 & & saberTrail - > inAction ) // 2ms
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{
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if ( saberTrail - > inAction & & cg . time < saberTrail - > lastTime + 300 ) // if we have a stale segment, don't draw until we have a fresh one
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{
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vec3_t rgb1 = { 255 , 255 , 255 } ;
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if ( cent - > gent - > client - > ps . saber [ saberNum ] . type ! = SABER_SITH_SWORD
& & ( WP_SaberBladeUseSecondBladeStyle ( & client - > ps . saber [ saberNum ] , bladeNum ) | | client - > ps . saber [ saberNum ] . trailStyle ! = 1 )
& & ( ! WP_SaberBladeUseSecondBladeStyle ( & client - > ps . saber [ saberNum ] , bladeNum ) | | client - > ps . saber [ saberNum ] . trailStyle2 ! = 1 )
)
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{
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switch ( client - > ps . saber [ saberNum ] . blade [ bladeNum ] . color )
{
case SABER_RED :
VectorSet ( rgb1 , 255.0f , 0.0f , 0.0f ) ;
break ;
case SABER_ORANGE :
VectorSet ( rgb1 , 255.0f , 64.0f , 0.0f ) ;
break ;
case SABER_YELLOW :
VectorSet ( rgb1 , 255.0f , 255.0f , 0.0f ) ;
break ;
case SABER_GREEN :
VectorSet ( rgb1 , 0.0f , 255.0f , 0.0f ) ;
break ;
case SABER_BLUE :
VectorSet ( rgb1 , 0.0f , 64.0f , 255.0f ) ;
break ;
case SABER_PURPLE :
VectorSet ( rgb1 , 220.0f , 0.0f , 255.0f ) ;
break ;
}
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}
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float diff = cg . time - saberTrail - > lastTime ;
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// I'm not sure that clipping this is really the best idea
if ( diff < = SABER_TRAIL_TIME * 2 )
{
// build a quad
CTrail * fx = new CTrail ;
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float duration ;
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if ( cent - > gent - > client - > ps . saber [ saberNum ] . type = = SABER_SITH_SWORD
| | ( ! WP_SaberBladeUseSecondBladeStyle ( & client - > ps . saber [ saberNum ] , bladeNum ) & & client - > ps . saber [ saberNum ] . trailStyle = = 1 )
| | ( WP_SaberBladeUseSecondBladeStyle ( & client - > ps . saber [ saberNum ] , bladeNum ) & & client - > ps . saber [ saberNum ] . trailStyle2 = = 1 )
)
{
fx - > mShader = cgs . media . swordTrailShader ;
duration = saberTrail - > duration / 2.0f ; // stay around twice as long
VectorSet ( rgb1 , 32.0f , 32.0f , 32.0f ) ; // make the sith sword trail pretty faint
}
else
{
fx - > mShader = cgs . media . saberBlurShader ;
duration = saberTrail - > duration / 5.0f ;
}
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float oldAlpha = 1.0f - ( diff / duration ) ;
// Go from new muzzle to new end...then to old end...back down to old muzzle...finally
// connect back to the new muzzle...this is our trail quad
VectorCopy ( org_ , fx - > mVerts [ 0 ] . origin ) ;
VectorMA ( end , 3.0f , axis_ [ 0 ] , fx - > mVerts [ 1 ] . origin ) ;
VectorCopy ( saberTrail - > tip , fx - > mVerts [ 2 ] . origin ) ;
VectorCopy ( saberTrail - > base , fx - > mVerts [ 3 ] . origin ) ;
// New muzzle
VectorCopy ( rgb1 , fx - > mVerts [ 0 ] . rgb ) ;
fx - > mVerts [ 0 ] . alpha = 255.0f ;
fx - > mVerts [ 0 ] . ST [ 0 ] = 0.0f ;
fx - > mVerts [ 0 ] . ST [ 1 ] = 0.99f ;
fx - > mVerts [ 0 ] . destST [ 0 ] = 0.99f ;
fx - > mVerts [ 0 ] . destST [ 1 ] = 0.99f ;
// new tip
VectorCopy ( rgb1 , fx - > mVerts [ 1 ] . rgb ) ;
fx - > mVerts [ 1 ] . alpha = 255.0f ;
fx - > mVerts [ 1 ] . ST [ 0 ] = 0.0f ;
fx - > mVerts [ 1 ] . ST [ 1 ] = 0.0f ;
fx - > mVerts [ 1 ] . destST [ 0 ] = 0.99f ;
fx - > mVerts [ 1 ] . destST [ 1 ] = 0.0f ;
// old tip
VectorCopy ( rgb1 , fx - > mVerts [ 2 ] . rgb ) ;
fx - > mVerts [ 2 ] . alpha = 255.0f ;
fx - > mVerts [ 2 ] . ST [ 0 ] = 0.99f - oldAlpha ; // NOTE: this just happens to contain the value I want
fx - > mVerts [ 2 ] . ST [ 1 ] = 0.0f ;
fx - > mVerts [ 2 ] . destST [ 0 ] = 0.99f + fx - > mVerts [ 2 ] . ST [ 0 ] ;
fx - > mVerts [ 2 ] . destST [ 1 ] = 0.0f ;
// old muzzle
VectorCopy ( rgb1 , fx - > mVerts [ 3 ] . rgb ) ;
fx - > mVerts [ 3 ] . alpha = 255.0f ;
fx - > mVerts [ 3 ] . ST [ 0 ] = 0.99f - oldAlpha ; // NOTE: this just happens to contain the value I want
fx - > mVerts [ 3 ] . ST [ 1 ] = 0.99f ;
fx - > mVerts [ 3 ] . destST [ 0 ] = 0.99f + fx - > mVerts [ 2 ] . ST [ 0 ] ;
fx - > mVerts [ 3 ] . destST [ 1 ] = 0.99f ;
// fx->SetFlags( FX_USE_ALPHA );
FX_AddPrimitive ( ( CEffect * * ) & fx , duration ) ; //SABER_TRAIL_TIME );
}
}
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// we must always do this, even if we aren't active..otherwise we won't know where to pick up from
VectorCopy ( org_ , saberTrail - > base ) ;
VectorMA ( end , 3.0f , axis_ [ 0 ] , saberTrail - > tip ) ;
saberTrail - > lastTime = cg . time ;
}
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}
if ( cent - > gent - > client - > ps . saber [ saberNum ] . type = = SABER_SITH_SWORD )
{
// don't need to do nuthin else
return ;
}
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qboolean noDlight = qfalse ;
if ( client - > ps . saber [ saberNum ] . numBlades > = 3
| | ( ! WP_SaberBladeUseSecondBladeStyle ( & client - > ps . saber [ saberNum ] , bladeNum ) & & ( client - > ps . saber [ saberNum ] . saberFlags2 & SFL2_NO_DLIGHT ) )
| | ( WP_SaberBladeUseSecondBladeStyle ( & client - > ps . saber [ saberNum ] , bladeNum ) & & ( client - > ps . saber [ saberNum ] . saberFlags2 & SFL2_NO_DLIGHT2 ) )
)
{
noDlight = qtrue ;
}
if ( ( ! WP_SaberBladeUseSecondBladeStyle ( & client - > ps . saber [ saberNum ] , bladeNum ) & & ( client - > ps . saber [ saberNum ] . saberFlags2 & SFL2_NO_BLADE ) )
| | ( WP_SaberBladeUseSecondBladeStyle ( & client - > ps . saber [ saberNum ] , bladeNum ) & & ( client - > ps . saber [ saberNum ] . saberFlags2 & SFL2_NO_BLADE2 ) ) )
{ //don't draw a blade
if ( ! noDlight )
{ //but still do dlight
CG_DoSaberLight ( & client - > ps . saber [ saberNum ] ) ;
}
return ;
}
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// Pass in the renderfx flags attached to the saber weapon model...this is done so that saber glows
// will get rendered properly in a mirror...not sure if this is necessary??
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CG_DoSaber ( org_ , axis_ [ 0 ] , length , client - > ps . saber [ saberNum ] . blade [ bladeNum ] . lengthMax , client - > ps . saber [ saberNum ] . blade [ bladeNum ] . radius , client - > ps . saber [ saberNum ] . blade [ bladeNum ] . color , renderfx , ( noDlight = = qfalse ) ) ;
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}
void CG_AddSaberBlade ( centity_t * cent , centity_t * scent , refEntity_t * saber , int renderfx , int modelIndex , vec3_t origin , vec3_t angles )
{
//FIXME: if this is a dropped saber, it could be possible that it's the second saber?
if ( cent - > gent - > client )
{
for ( int i = 0 ; i < cent - > gent - > client - > ps . saber [ 0 ] . numBlades ; i + + )
{
CG_AddSaberBladeGo ( cent , scent , saber , renderfx , modelIndex , origin , angles , 0 , i ) ;
}
if ( cent - > gent - > client - > ps . saber [ 0 ] . numBlades > 2 )
{ // add blended light
CG_DoSaberLight ( & cent - > gent - > client - > ps . saber [ 0 ] ) ;
}
}
}
/*
static void CG_AddSaberBlades ( centity_t * cent , int renderfx , vec3_t origin , vec3_t angles , int saberNum )
{
if ( cent - > gent - > client )
{
for ( int i = 0 ; i < cent - > gent - > client - > ps . saber [ saberNum ] . numBlades ; i + + )
{
CG_AddSaberBladeGo ( cent , cent , NULL , renderfx , cent - > gent - > weaponModel [ saberNum ] , origin , angles , saberNum , i ) ;
}
}
}
*/
//--------------- END SABER STUFF --------
/*
= = = = = = = = = = = = = = =
CG_Player
FIXME : Extend this to be a render func for all multiobject entities in the game such that :
You can have and stack multiple animated pieces ( not just legs and torso )
You can attach " bolt-ons " that either animate or don ' t ( weapons , heads , borg pieces )
You can attach any object to any tag on any object ( weapon on the head , etc . )
Basically , keep a list of objects :
Root object ( in this case , the legs ) with this info :
model
skin
effects
scale
if animated , frame or anim number
drawn at origin and angle of master entity
Animated objects , with this info :
model
skin
effects
scale
frame or anim number
object it ' s attached to
tag to attach it ' s tag_parent to
angle offset to attach it with
Non - animated objects , with this info :
model
skin
effects
scale
object it ' s attached to
tag to attach it ' s tag_parent to
angle offset to attach it with
ALSO :
Move the auto angle setting back up to the game
Implement 3 - axis scaling
Implement alpha
Implement tint
Implement other effects ( generic call effect at org and dir ( or tag ) , with parms ? )
= = = = = = = = = = = = = = =
*/
extern qboolean G_GetRootSurfNameWithVariant ( gentity_t * ent , const char * rootSurfName , char * returnSurfName , int returnSize ) ;
extern qboolean G_ControlledByPlayer ( gentity_t * self ) ;
extern qboolean G_RagDoll ( gentity_t * ent , vec3_t forcedAngles ) ;
int cg_saberOnSoundTime [ MAX_GENTITIES ] = { 0 } ;
void CG_Player ( centity_t * cent ) {
clientInfo_t * ci ;
qboolean shadow , staticScale = qfalse ;
float shadowPlane ;
entityState_t * ent ;
const weaponData_t * wData = NULL ;
if ( cent - > currentState . eFlags & EF_NODRAW )
{
return ;
}
//make sure this thing has a gent and client
if ( ! cent - > gent )
{
return ;
}
if ( ! cent - > gent - > client )
{
return ;
}
calcedMp = qfalse ;
ent = & cent - > currentState ;
//Get the player's light level for stealth calculations
CG_GetPlayerLightLevel ( cent ) ;
if ( ( in_camera ) & & cent - > currentState . clientNum = = 0 ) // If player in camera then no need for shadow
{
return ;
}
if ( cent - > currentState . number = = 0 & & ! cg . renderingThirdPerson ) //!cg_thirdPerson.integer )
{
calcedMp = qtrue ;
}
ci = & cent - > gent - > client - > clientInfo ;
if ( ! ci - > infoValid )
{
return ;
}
G_RagDoll ( cent - > gent , cent - > lerpAngles ) ;
if ( cent - > currentState . weapon )
{
wData = & weaponData [ cent - > currentState . weapon ] ;
}
/*
Ghoul2 Insert Start
*/
if ( cent - > gent - > ghoul2 . size ( ) ) //do we have ghoul models attached?
{
refEntity_t ent ;
vec3_t tempAngles ;
memset ( & ent , 0 , sizeof ( ent ) ) ;
//FIXME: if at all possible, do all our sets before our gets to do only *1* G2 skeleton transform per render frame
CG_SetGhoul2Info ( & ent , cent ) ;
// Weapon sounds may need to be stopped, so check now
CG_StopWeaponSounds ( cent ) ;
// add powerups floating behind the player
CG_PlayerPowerups ( cent ) ;
// add the shadow
//FIXME: funcs that modify our origin below will cause the shadow to be in the wrong spot
shadow = CG_PlayerShadow ( cent , & shadowPlane ) ;
// add a water splash if partially in and out of water
CG_PlayerSplash ( cent ) ;
// get the player model information
ent . renderfx = 0 ;
if ( ! cg . renderingThirdPerson | | cg . zoomMode )
{ //in first person or zoomed in
if ( cg . snap - > ps . viewEntity < = 0 | | cg . snap - > ps . viewEntity > = ENTITYNUM_WORLD )
{ //no viewentity
if ( cent - > currentState . number = = cg . snap - > ps . clientNum )
{ //I am the player
if ( cg . snap - > ps . weapon ! = WP_SABER & & cg . snap - > ps . weapon ! = WP_MELEE )
{ //not using saber or fists
ent . renderfx = RF_THIRD_PERSON ; // only draw in mirrors
}
}
}
else if ( cent - > currentState . number = = cg . snap - > ps . viewEntity )
{ //I am the view entity
if ( cg . snap - > ps . weapon ! = WP_SABER & & cg . snap - > ps . weapon ! = WP_MELEE )
{ //not using first person saber test or, if so, not using saber
ent . renderfx = RF_THIRD_PERSON ; // only draw in mirrors
}
}
}
if ( cent - > gent - > client - > ps . powerups [ PW_DISINT_2 ] > cg . time )
{ //ghost!
ent . renderfx = RF_THIRD_PERSON ; // only draw in mirrors
}
else if ( cg_shadows . integer = = 2 & & ( ent . renderfx & RF_THIRD_PERSON ) )
{ //show stencil shadow in first person now because we can -rww
ent . renderfx | = RF_SHADOW_ONLY ;
}
if ( ( cg_shadows . integer = = 2 & & ! in_camera ) | | ( cg_shadows . integer = = 3 & & shadow ) )
{
ent . renderfx | = RF_SHADOW_PLANE ;
}
ent . shadowPlane = shadowPlane ;
ent . renderfx | = RF_LIGHTING_ORIGIN ; // use the same origin for all
if ( cent - > gent - > NPC & & cent - > gent - > NPC - > scriptFlags & SCF_MORELIGHT )
{
ent . renderfx | = RF_MORELIGHT ; //bigger than normal min light
}
CG_RegisterWeapon ( cent - > currentState . weapon ) ;
//---------------
Vehicle_t * pVeh ;
if ( cent - > currentState . eFlags & EF_LOCKED_TO_WEAPON & & cent - > gent & & cent - > gent - > health > 0 & & cent - > gent - > owner )
{
centity_t * chair = & cg_entities [ cent - > gent - > owner - > s . number ] ;
if ( chair & & chair - > gent )
{
vec3_t temp ;
mdxaBone_t boltMatrix ;
//NOTE: call this so it updates on the server and client
if ( chair - > gent - > bounceCount )
{ //EWeb
// We'll set the turret angles directly
VectorClear ( temp ) ;
VectorClear ( chair - > gent - > pos1 ) ;
temp [ PITCH ] = cent - > lerpAngles [ PITCH ] ;
chair - > gent - > pos1 [ YAW ] = AngleSubtract ( cent - > lerpAngles [ YAW ] , chair - > gent - > s . angles [ YAW ] ) ; //remember which dir our turret is facing for later
cent - > lerpAngles [ ROLL ] = 0 ;
BG_G2SetBoneAngles ( chair , chair - > gent , chair - > gent - > lowerLumbarBone , chair - > gent - > pos1 , BONE_ANGLES_POSTMULT , POSITIVE_Z , NEGATIVE_X , NEGATIVE_Y , cgs . model_draw ) ;
BG_G2SetBoneAngles ( chair , chair - > gent , chair - > gent - > upperLumbarBone , temp , BONE_ANGLES_POSTMULT , POSITIVE_Z , NEGATIVE_X , NEGATIVE_Y , cgs . model_draw ) ;
}
else
{
// We'll set the turret yaw directly
VectorClear ( chair - > gent - > s . apos . trBase ) ;
VectorClear ( temp ) ;
chair - > gent - > s . apos . trBase [ YAW ] = cent - > lerpAngles [ YAW ] ;
temp [ PITCH ] = - cent - > lerpAngles [ PITCH ] ;
cent - > lerpAngles [ ROLL ] = 0 ;
BG_G2SetBoneAngles ( chair , chair - > gent , chair - > gent - > lowerLumbarBone , temp , BONE_ANGLES_POSTMULT , POSITIVE_Y , POSITIVE_Z , POSITIVE_X , cgs . model_draw ) ;
}
//gi.G2API_SetBoneAngles( &chair->gent->ghoul2[0], "swivel_bone", temp, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, cgs.model_draw );
VectorCopy ( temp , chair - > gent - > lastAngles ) ;
gi . G2API_StopBoneAnimIndex ( & cent - > gent - > ghoul2 [ cent - > gent - > playerModel ] , cent - > gent - > hipsBone ) ;
// Getting the seat bolt here
gi . G2API_GetBoltMatrix ( chair - > gent - > ghoul2 , chair - > gent - > playerModel , chair - > gent - > headBolt ,
& boltMatrix , chair - > gent - > s . apos . trBase , chair - > gent - > currentOrigin , cg . time ,
cgs . model_draw , chair - > currentState . modelScale ) ;
if ( chair - > gent - > bounceCount )
{ //put behind it, not in chair
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , ent . origin ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Y , chair - > gent - > pos3 ) ;
chair - > gent - > pos3 [ 2 ] = 0 ;
VectorNormalizeFast ( chair - > gent - > pos3 ) ;
VectorMA ( ent . origin , - 44.0f , chair - > gent - > pos3 , ent . origin ) ;
ent . origin [ 2 ] = cent - > lerpOrigin [ 2 ] ;
cent - > lerpAngles [ YAW ] = vectoyaw ( chair - > gent - > pos3 ) ;
cent - > lerpAngles [ ROLL ] = 0 ;
CG_G2PlayerAngles ( cent , ent . axis , tempAngles ) ;
calcedMp = qtrue ;
}
else
{ //sitting in it
// Storing ent position, bolt position, and bolt axis
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , ent . origin ) ;
VectorCopy ( ent . origin , chair - > gent - > pos2 ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , POSITIVE_Y , chair - > gent - > pos3 ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Z , chair - > gent - > pos4 ) ;
AnglesToAxis ( cent - > lerpAngles , ent . axis ) ;
VectorCopy ( cent - > lerpAngles , tempAngles ) ; //tempAngles is needed a lot below
}
VectorCopy ( ent . origin , ent . oldorigin ) ;
VectorCopy ( ent . origin , ent . lightingOrigin ) ;
// FIXME: Mike claims that hacking the eyepoint will make them shoot at me.......so,
// we move up from the seat bolt and store off that point.
// VectorMA( ent.origin, -20, chair->gent->pos3, cent->gent->client->renderInfo.eyePoint );
// VectorMA( cent->gent->client->renderInfo.eyePoint, 40, chair->gent->pos4, cent->gent->client->renderInfo.eyePoint );
}
}
else if ( ( pVeh = G_IsRidingVehicle ( cent - > gent ) ) ! = NULL )
{ //rider
CG_G2PlayerAngles ( cent , ent . axis , tempAngles ) ;
//Deal with facial expressions
CG_G2PlayerHeadAnims ( cent ) ;
centity_t * vehEnt = & cg_entities [ cent - > gent - > owner - > s . number ] ;
CG_CalcEntityLerpPositions ( vehEnt ) ;
// Get the driver tag.
mdxaBone_t boltMatrix ;
gi . G2API_GetBoltMatrix ( vehEnt - > gent - > ghoul2 , vehEnt - > gent - > playerModel , vehEnt - > gent - > crotchBolt ,
& boltMatrix , vehEnt - > lerpAngles , vehEnt - > lerpOrigin , ( cg . time ? cg . time : level . time ) , NULL , vehEnt - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , ent . origin ) ;
float savPitch = cent - > lerpAngles [ PITCH ] ;
VectorCopy ( vehEnt - > lerpAngles , cent - > lerpAngles ) ;
AnglesToAxis ( cent - > lerpAngles , ent . axis ) ;
VectorCopy ( ent . origin , ent . oldorigin ) ;
VectorCopy ( ent . origin , ent . lightingOrigin ) ;
VectorCopy ( cent - > lerpAngles , tempAngles ) ; //tempAngles is needed a lot below
VectorCopy ( ent . origin , cent - > lerpOrigin ) ;
VectorCopy ( ent . origin , cent - > gent - > client - > ps . origin ) ;
//bah, keep our pitch!
cent - > lerpAngles [ PITCH ] = savPitch ;
}
else if ( ( ( cent - > gent - > client - > ps . eFlags & EF_HELD_BY_RANCOR ) | | ( cent - > gent - > client - > ps . eFlags & EF_HELD_BY_WAMPA ) )
& & cent - > gent & & cent - > gent - > activator )
{
centity_t * monster = & cg_entities [ cent - > gent - > activator - > s . number ] ;
if ( monster & & monster - > gent & & monster - > gent - > inuse & & monster - > gent - > health > 0 )
{
mdxaBone_t boltMatrix ;
// Getting the bolt here
//in mouth
int boltIndex = monster - > gent - > gutBolt ;
if ( monster - > gent - > count = = 1 )
{ //in hand
boltIndex = monster - > gent - > handRBolt ;
}
vec3_t rancAngles = { 0 } ;
rancAngles [ YAW ] = monster - > lerpAngles [ YAW ] ;
gi . G2API_GetBoltMatrix ( monster - > gent - > ghoul2 , monster - > gent - > playerModel , boltIndex ,
& boltMatrix , rancAngles , monster - > lerpOrigin , cg . time ,
cgs . model_draw , monster - > currentState . modelScale ) ;
// Storing ent position, bolt position, and bolt axis
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , ent . origin ) ;
if ( ( cent - > gent - > client - > ps . eFlags & EF_HELD_BY_WAMPA ) )
{
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Y , ent . axis [ 0 ] ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , POSITIVE_X , ent . axis [ 1 ] ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , POSITIVE_Z , ent . axis [ 2 ] ) ;
}
else if ( monster - > gent - > count = = 1 )
{
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Y , ent . axis [ 0 ] ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , POSITIVE_X , ent . axis [ 1 ] ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , POSITIVE_Z , ent . axis [ 2 ] ) ;
}
else
{
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , POSITIVE_Z , ent . axis [ 0 ] ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Y , ent . axis [ 1 ] ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_X , ent . axis [ 2 ] ) ;
}
//FIXME: this is messing up our axis and turning us inside-out
if ( cent - > gent - > client - > isRagging )
{ //hack, ragdoll has you way at bottom of bounding box
VectorMA ( ent . origin , 32 , ent . axis [ 2 ] , ent . origin ) ;
}
VectorCopy ( ent . origin , ent . oldorigin ) ;
VectorCopy ( ent . origin , ent . lightingOrigin ) ;
vectoangles ( ent . axis [ 0 ] , cent - > lerpAngles ) ;
vec3_t temp ;
vectoangles ( ent . axis [ 2 ] , temp ) ;
cent - > lerpAngles [ ROLL ] = - temp [ PITCH ] ;
VectorCopy ( cent - > lerpAngles , tempAngles ) ; //tempAngles is needed a lot below
VectorCopy ( ent . origin , cent - > lerpOrigin ) ;
VectorCopy ( ent . origin , cent - > gent - > client - > ps . origin ) ;
// if ( (cent->gent->client->ps.eFlags&EF_HELD_BY_WAMPA) )
// {
vectoangles ( ent . axis [ 0 ] , cent - > lerpAngles ) ;
VectorCopy ( cent - > lerpAngles , tempAngles ) ; //tempAngles is needed a lot below
// }
// else
// {
// //cent->gent->client->ps.viewangles[YAW] = cent->lerpAngles[YAW];
// }
}
else
{ //wtf happened to the guy holding me? Better get out
cent - > gent - > activator = NULL ;
cent - > gent - > client - > ps . eFlags & = ~ ( EF_HELD_BY_WAMPA | EF_HELD_BY_RANCOR ) ;
}
}
else if ( ( cent - > gent - > client - > ps . eFlags & EF_HELD_BY_SAND_CREATURE )
& & cent - > gent
& & cent - > gent - > activator )
{
centity_t * sand_creature = & cg_entities [ cent - > gent - > activator - > s . number ] ;
if ( sand_creature & & sand_creature - > gent )
{
mdxaBone_t boltMatrix ;
// Getting the bolt here
//in hand
vec3_t scAngles = { 0 } ;
scAngles [ YAW ] = sand_creature - > lerpAngles [ YAW ] ;
gi . G2API_GetBoltMatrix ( sand_creature - > gent - > ghoul2 , sand_creature - > gent - > playerModel , sand_creature - > gent - > gutBolt ,
& boltMatrix , scAngles , sand_creature - > lerpOrigin , cg . time ,
cgs . model_draw , sand_creature - > currentState . modelScale ) ;
// Storing ent position, bolt position, and bolt axis
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , ent . origin ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Y , ent . axis [ 0 ] ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_X , ent . axis [ 1 ] ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , POSITIVE_Z , ent . axis [ 2 ] ) ;
//FIXME: this is messing up our axis and turning us inside-out
if ( cent - > gent - > client - > isRagging )
{ //hack, ragdoll has you way at bottom of bounding box
VectorMA ( ent . origin , 32 , ent . axis [ 2 ] , ent . origin ) ;
}
VectorCopy ( ent . origin , ent . oldorigin ) ;
VectorCopy ( ent . origin , ent . lightingOrigin ) ;
vectoangles ( ent . axis [ 0 ] , cent - > lerpAngles ) ;
vec3_t temp ;
vectoangles ( ent . axis [ 2 ] , temp ) ;
cent - > lerpAngles [ ROLL ] = - temp [ PITCH ] ;
VectorCopy ( cent - > lerpAngles , tempAngles ) ; //tempAngles is needed a lot below
VectorCopy ( ent . origin , cent - > lerpOrigin ) ;
VectorCopy ( ent . origin , cent - > gent - > client - > ps . origin ) ;
cent - > gent - > client - > ps . viewangles [ YAW ] = cent - > lerpAngles [ YAW ] ;
}
}
else
{
//---------------
CG_G2PlayerAngles ( cent , ent . axis , tempAngles ) ;
//Deal with facial expressions
CG_G2PlayerHeadAnims ( cent ) ;
/*
if ( cent - > gent - > client - > ps . eFlags & EF_FORCE_DRAINED
& & ! VectorCompare ( cent - > gent - > client - > ps . forceDrainOrg , vec3_origin ) )
{ //HACKHACKHACK!!!! being drained
VectorCopy ( cent - > gent - > client - > ps . forceDrainOrg , ent . origin ) ;
}
else
*/
{
VectorCopy ( cent - > lerpOrigin , ent . origin ) ;
}
if ( ent . modelScale [ 2 ] & & ent . modelScale [ 2 ] ! = 1.0f )
{
ent . origin [ 2 ] + = 24 * ( ent . modelScale [ 2 ] - 1 ) ;
}
VectorCopy ( ent . origin , ent . oldorigin ) ;
VectorCopy ( ent . origin , ent . lightingOrigin ) ;
}
if ( cent - > gent & & cent - > gent - > client )
{
cent - > gent - > client - > ps . legsYaw = tempAngles [ YAW ] ;
}
ScaleModelAxis ( & ent ) ;
//HACK - add swoop model
/*
if ( cent - > currentState . vehicleIndex ! = VEHICLE_NONE
& & g_vehicleInfo [ cent - > currentState . vehicleIndex ] . type = = VH_SPEEDER )
{ //add it at my origin
//FIXME: should be a G2 model
refEntity_t swoopEnt ;
memset ( & swoopEnt , 0 , sizeof ( swoopEnt ) ) ;
VectorCopy ( cent - > lerpOrigin , swoopEnt . origin ) ;
VectorMA ( swoopEnt . origin , - 32 , ent . axis [ 2 ] , swoopEnt . origin ) ;
VectorCopy ( swoopEnt . origin , swoopEnt . oldorigin ) ;
AnglesToAxis ( cent - > currentState . vehicleAngles , swoopEnt . axis ) ;
swoopEnt . hModel = cgs . model_draw [ g_vehicleInfo [ cent - > currentState . vehicleIndex ] . modelIndex ] ;
cgi_R_AddRefEntityToScene ( & swoopEnt ) ;
}
*/
//HACK - add swoop model
extern vmCvar_t cg_thirdPersonAlpha ;
if ( ( cent - > gent - > s . number = = 0 | | G_ControlledByPlayer ( cent - > gent ) ) )
{
float alpha = 1.0f ;
if ( ( cg . overrides . active & CG_OVERRIDE_3RD_PERSON_APH ) )
{
alpha = cg . overrides . thirdPersonAlpha ;
}
else
{
alpha = cg_thirdPersonAlpha . value ;
}
if ( alpha < 1.0f )
{
ent . renderfx | = RF_ALPHA_FADE ;
ent . shaderRGBA [ 3 ] = ( unsigned char ) ( alpha * 255.0f ) ;
}
}
if ( cg_debugHealthBars . integer )
{
if ( cent - > gent & & cent - > gent - > health > 0 & & cent - > gent - > max_health > 0 )
{ //draw a health bar over them
CG_AddHealthBarEnt ( cent - > currentState . clientNum ) ;
}
}
CG_AddRefEntityWithPowerups ( & ent , cent - > currentState . powerups , cent ) ;
VectorCopy ( tempAngles , cent - > renderAngles ) ;
//Initialize all these to *some* valid data
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . headPoint ) ;
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . handRPoint ) ;
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . handLPoint ) ;
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . footRPoint ) ;
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . footLPoint ) ;
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . torsoPoint ) ;
VectorCopy ( cent - > lerpAngles , cent - > gent - > client - > renderInfo . torsoAngles ) ;
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . crotchPoint ) ;
if ( cent - > currentState . number ! = 0
| | cg . renderingThirdPerson
| | cg . snap - > ps . stats [ STAT_HEALTH ] < = 0
| | ( ! cg . renderingThirdPerson & & ( cg . snap - > ps . weapon = = WP_SABER | | cg . snap - > ps . weapon = = WP_MELEE ) ) //First person saber
)
{ //in some third person mode or NPC
//we don't override thes in pure 1st person because they will be set before this func
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . eyePoint ) ;
VectorCopy ( cent - > lerpAngles , cent - > gent - > client - > renderInfo . eyeAngles ) ;
if ( ! cent - > gent - > client - > ps . saberInFlight )
{
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . muzzlePoint ) ;
VectorCopy ( ent . axis [ 0 ] , cent - > gent - > client - > renderInfo . muzzleDir ) ;
}
}
//now try to get the right data
mdxaBone_t boltMatrix ;
vec3_t tempAxis , G2Angles = { 0 , tempAngles [ YAW ] , 0 } ;
if ( cent - > gent - > handRBolt ! = - 1 )
{
//Get handRPoint
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > handRBolt ,
& boltMatrix , G2Angles , ent . origin , cg . time ,
cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , cent - > gent - > client - > renderInfo . handRPoint ) ;
}
if ( cent - > gent - > handLBolt ! = - 1 )
{
//always get handLPoint too...?
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > handLBolt ,
& boltMatrix , G2Angles , ent . origin , cg . time ,
cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , cent - > gent - > client - > renderInfo . handLPoint ) ;
}
if ( cent - > gent - > footLBolt ! = - 1 )
{
//get the feet
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > footLBolt ,
& boltMatrix , G2Angles , ent . origin , cg . time ,
cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , cent - > gent - > client - > renderInfo . footLPoint ) ;
}
if ( cent - > gent - > footRBolt ! = - 1 )
{
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > footRBolt ,
& boltMatrix , G2Angles , ent . origin , cg . time ,
cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , cent - > gent - > client - > renderInfo . footRPoint ) ;
}
//Handle saber
if ( cent - > gent
& & cent - > gent - > client
& & ( cent - > currentState . weapon = = WP_SABER | | cent - > gent - > client - > ps . saberInFlight )
& & cent - > gent - > client - > NPC_class ! = CLASS_ATST )
{ //FIXME: somehow saberactive is getting lost over the network
//loop this and do for both sabers
int numSabers = 1 ;
if ( cent - > gent - > client - > ps . dualSabers )
{
numSabers = 2 ;
}
for ( int saberNum = 0 ; saberNum < numSabers ; saberNum + + )
{
if ( cent - > gent - > client - > ps . saberEventFlags & SEF_INWATER )
{
cent - > gent - > client - > ps . saber [ saberNum ] . Deactivate ( ) ;
}
//loop this and do for both blades
for ( int bladeNum = 0 ; bladeNum < cent - > gent - > client - > ps . saber [ saberNum ] . numBlades ; bladeNum + + )
{
if ( ! cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . active | |
cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . length > cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . lengthMax ) //hack around network lag for now
{ //saber blade is off
if ( cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . length > 0 )
{
if ( cent - > gent - > client - > ps . stats [ STAT_HEALTH ] < = 0 )
{ //dead, didn't actively turn it off
cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . length - = cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . lengthMax / 10 * cg . frametime / 100 ;
}
else
{ //actively turned it off, shrink faster
cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . length - = cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . lengthMax / 10 * cg . frametime / 100 ;
}
}
}
else
{ //saber blade is on
if ( cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . length < cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . lengthMax )
{
if ( ! cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . length )
{
qhandle_t saberOnSound = cgs . sound_precache [ g_entities [ cent - > currentState . clientNum ] . client - > ps . saber [ saberNum ] . soundOn ] ;
# ifdef _IMMERSION
ffHandle_t saberOnForce ;
if ( cent - > gent - > client - > playerTeam = = TEAM_PLAYER )
{
saberOnForce = cgi_FF_Register ( " fffx/weapons/saber/saberon " , FF_CHANNEL_WEAPON ) ;
}
else
{
saberOnForce = cgi_FF_Register ( " fffx/weapons/saber/enemy_saber_on " , FF_CHANNEL_WEAPON ) ;
}
# endif // _IMMERSION
if ( ! cent - > gent - > client - > ps . weaponTime
& & ! saberNum //first saber only
& & ! bladeNum ) //first blade only
{ //make us play the turn on anim
cent - > gent - > client - > ps . weaponstate = WEAPON_RAISING ;
cent - > gent - > client - > ps . weaponTime = 250 ;
}
if ( cent - > gent - > client - > ps . saberInFlight & & saberNum = = 0 )
{ //play it on the saber
if ( cg_saberOnSoundTime [ cent - > currentState . number ] < cg . time )
{
cgi_S_UpdateEntityPosition ( cent - > gent - > client - > ps . saberEntityNum , g_entities [ cent - > gent - > client - > ps . saberEntityNum ] . currentOrigin ) ;
cgi_S_StartSound ( NULL , cent - > gent - > client - > ps . saberEntityNum , CHAN_AUTO , saberOnSound ) ;
cg_saberOnSoundTime [ cent - > currentState . number ] = cg . time ; //so we don't play multiple on sounds at one time
}
}
else
{
if ( cg_saberOnSoundTime [ cent - > currentState . number ] < cg . time )
{
cgi_S_StartSound ( NULL , cent - > currentState . number , CHAN_AUTO , saberOnSound ) ;
cg_saberOnSoundTime [ cent - > currentState . number ] = cg . time ; //so we don't play multiple on sounds at one time
# ifdef _IMMERSION
cgi_FF_Start ( saberOnForce , cent - > currentState . number ) ;
# endif // _IMMERSION
}
}
}
if ( cg . frametime > 0 )
{
if ( PM_SuperBreakWinAnim ( cent - > gent - > client - > ps . torsoAnim ) )
{ //just keep it full length!
//NOTE: does this mean it will go through walls now...?
cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . length = cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . lengthMax ;
}
else
{
cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . length + = cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . lengthMax / 10 * cg . frametime / 100 ;
}
}
if ( cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . length > cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . lengthMax )
{
cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . length = cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . lengthMax ;
}
}
}
if ( cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . length > 0 )
{
if ( ! cent - > gent - > client - > ps . saberInFlight | | saberNum ! = 0 ) //&& cent->gent->client->ps.saberActive)
{ //holding the saber in-hand
// CGhoul2Info *currentModel = ¢->gent->ghoul2[1];
// CGhoul2Info *nextModel = ¢->gent->ghoul2[1];
//FIXME: need a version of this that *doesn't* need the mFileName in the ghoul2
//FIXME: use an actual surfaceIndex?
char handName [ MAX_QPATH ] ;
if ( saberNum = = 0 )
{
//this returns qfalse if it doesn't exist or isn't being rendered
if ( G_GetRootSurfNameWithVariant ( cent - > gent , " r_hand " , handName , sizeof ( handName ) ) ) //!gi.G2API_GetSurfaceRenderStatus( ¢->gent->ghoul2[cent->gent->playerModel], "r_hand" ) )//surf is still on
{
CG_AddSaberBladeGo ( cent , cent , NULL , ent . renderfx , cent - > gent - > weaponModel [ saberNum ] , ent . origin , tempAngles , saberNum , bladeNum ) ;
//CG_AddSaberBlades( cent, ent.renderfx, ent.origin, tempAngles, saberNum );
} //else, the limb will draw the blade itself
}
else if ( saberNum = = 1 )
{
//this returns qfalse if it doesn't exist or isn't being rendered
if ( G_GetRootSurfNameWithVariant ( cent - > gent , " l_hand " , handName , sizeof ( handName ) ) ) //!gi.G2API_GetSurfaceRenderStatus( ¢->gent->ghoul2[cent->gent->playerModel], "l_hand" ) )//surf is still on
{
CG_AddSaberBladeGo ( cent , cent , NULL , ent . renderfx , cent - > gent - > weaponModel [ saberNum ] , ent . origin , tempAngles , saberNum , bladeNum ) ;
//CG_AddSaberBlades( cent, ent.renderfx, ent.origin, tempAngles, saberNum );
} //else, the limb will draw the blade itself
}
} //in-flight saber draws it's own blade
}
else
{
if ( cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . length < 0 )
{
cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . length = 0 ;
}
//if ( cent->gent->client->ps.saberEventFlags&SEF_INWATER )
{
2013-04-04 23:21:13 +00:00
CG_CheckSaberInWater ( cent , cent , saberNum , cent - > gent - > weaponModel [ saberNum ] , ent . origin , tempAngles ) ;
2013-04-04 22:35:38 +00:00
}
}
if ( cent - > currentState . weapon = = WP_SABER
& & ( cent - > gent - > client - > ps . saber [ saberNum ] . blade [ bladeNum ] . length > 0 | | cent - > gent - > client - > ps . saberInFlight ) )
{
calcedMp = qtrue ;
}
}
}
//add the light
if ( cent - > gent - > client - > ps . dualSabers )
{
if ( cent - > gent - > client - > ps . saber [ 0 ] . Length ( ) > 0.0f
& & ! cent - > gent - > client - > ps . saberInFlight )
{
if ( cent - > gent - > client - > ps . saber [ 0 ] . numBlades > 2 )
{ // add blended light
CG_DoSaberLight ( & cent - > gent - > client - > ps . saber [ 0 ] ) ;
}
}
if ( cent - > gent - > client - > ps . saber [ 1 ] . Length ( ) > 0.0f )
{
if ( cent - > gent - > client - > ps . saber [ 1 ] . numBlades > 2 )
{ // add blended light
CG_DoSaberLight ( & cent - > gent - > client - > ps . saber [ 1 ] ) ;
}
}
}
else if ( cent - > gent - > client - > ps . saber [ 0 ] . Length ( ) > 0.0f
& & ! cent - > gent - > client - > ps . saberInFlight )
{
if ( cent - > gent - > client - > ps . saber [ 0 ] . numBlades > 2 )
{ // add blended light
CG_DoSaberLight ( & cent - > gent - > client - > ps . saber [ 0 ] ) ;
}
}
}
if ( cent - > currentState . number ! = 0
| | cg . renderingThirdPerson
| | cg . snap - > ps . stats [ STAT_HEALTH ] < = 0
| | ( ! cg . renderingThirdPerson & & ( cg . snap - > ps . weapon = = WP_SABER | | cg . snap - > ps . weapon = = WP_MELEE ) ) //First person saber
)
{ //if NPC, third person, or dead, unless using saber
//Get eyePoint & eyeAngles
/*
if ( cg . snap - > ps . viewEntity > 0
& & cg . snap - > ps . viewEntity < ENTITYNUM_WORLD
& & cg . snap - > ps . viewEntity = = cent - > currentState . clientNum )
{ //player is in an entity camera view, ME
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . eyePoint ) ;
VectorCopy ( tempAngles , cent - > gent - > client - > renderInfo . eyeAngles ) ;
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . headPoint ) ;
}
else
*/ if ( cent - > gent - > headBolt = = - 1 )
{ //no headBolt
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . eyePoint ) ;
VectorCopy ( tempAngles , cent - > gent - > client - > renderInfo . eyeAngles ) ;
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . headPoint ) ;
}
else
{
//FIXME: if head is missing, we should let the dismembered head set our eyePoint...
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > headBolt , & boltMatrix , tempAngles , ent . origin , cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , cent - > gent - > client - > renderInfo . eyePoint ) ;
if ( cent - > gent - > client - > NPC_class = = CLASS_RANCOR )
{ //temp hack
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , POSITIVE_X , tempAxis ) ;
}
else
{
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Y , tempAxis ) ;
}
vectoangles ( tempAxis , cent - > gent - > client - > renderInfo . eyeAngles ) ;
//estimate where the neck would be...
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Z , tempAxis ) ; //go down to find neck
VectorMA ( cent - > gent - > client - > renderInfo . eyePoint , 8 , tempAxis , cent - > gent - > client - > renderInfo . headPoint ) ;
// Play the breath puffs (or not).
CG_BreathPuffs ( cent , tempAngles , ent . origin ) ;
}
//Get torsoPoint & torsoAngles
if ( cent - > gent - > chestBolt > = 0 )
{
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > chestBolt , & boltMatrix , tempAngles , ent . origin , cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , cent - > gent - > client - > renderInfo . torsoPoint ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Z , tempAxis ) ;
vectoangles ( tempAxis , cent - > gent - > client - > renderInfo . torsoAngles ) ;
}
else
{
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . torsoPoint ) ;
VectorClear ( cent - > gent - > client - > renderInfo . torsoAngles ) ;
}
//get crotchPoint
if ( cent - > gent - > crotchBolt > = 0 )
{
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > crotchBolt , & boltMatrix , tempAngles , ent . origin , cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , cent - > gent - > client - > renderInfo . crotchPoint ) ;
}
else
{
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . crotchPoint ) ;
}
//NOTE: these are used for any case where an NPC fires and the next shot needs to come out
// of a new barrel/point. That way the muzzleflash will draw on the old barrel/point correctly
//NOTE: I'm only doing this for the saboteur right now - AT-STs might need this... others?
vec3_t oldMP = { 0 , 0 , 0 } ;
vec3_t oldMD = { 0 , 0 , 0 } ;
if ( ! calcedMp )
{
if ( cent - > gent & & cent - > gent - > client & & cent - > gent - > client - > NPC_class = = CLASS_ATST )
{ //FIXME: different for the three different weapon positions
mdxaBone_t boltMatrix ;
int bolt ;
entityState_t * es ;
es = & cent - > currentState ;
// figure out where the actual model muzzle is
if ( es - > weapon = = WP_ATST_MAIN )
{
if ( ! es - > number )
{ //player, just use left one, I guess
if ( cent - > gent - > alt_fire )
{
bolt = cent - > gent - > handRBolt ;
}
else
{
bolt = cent - > gent - > handLBolt ;
}
}
else if ( cent - > gent - > count > 0 )
{
cent - > gent - > count = 0 ;
bolt = cent - > gent - > handLBolt ;
}
else
{
cent - > gent - > count = 1 ;
bolt = cent - > gent - > handRBolt ;
}
}
else // ATST SIDE weapons
{
if ( cent - > gent - > alt_fire )
{
bolt = cent - > gent - > genericBolt2 ;
}
else
{
bolt = cent - > gent - > genericBolt1 ;
}
}
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , bolt , & boltMatrix , tempAngles , ent . origin , cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
// work the matrix axis stuff into the original axis and origins used.
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , cent - > gent - > client - > renderInfo . muzzlePoint ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Y , cent - > gent - > client - > renderInfo . muzzleDir ) ;
}
else if ( cent - > gent & & cent - > gent - > client & & cent - > gent - > client - > NPC_class = = CLASS_GALAKMECH )
{
int bolt = - 1 ;
if ( cent - > gent - > lockCount )
{ //using the big laser beam
bolt = cent - > gent - > handLBolt ;
}
else //repeater
{
if ( cent - > gent - > alt_fire )
{ //fire from the lower barrel (not that anyone will ever notice this, but...)
bolt = cent - > gent - > genericBolt3 ;
}
else
{
bolt = cent - > gent - > handRBolt ;
}
}
if ( bolt = = - 1 )
{
VectorCopy ( ent . origin , cent - > gent - > client - > renderInfo . muzzlePoint ) ;
AngleVectors ( tempAngles , cent - > gent - > client - > renderInfo . muzzleDir , NULL , NULL ) ;
}
else
{
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , bolt , & boltMatrix , tempAngles , ent . origin , cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
// work the matrix axis stuff into the original axis and origins used.
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , cent - > gent - > client - > renderInfo . muzzlePoint ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Y , cent - > gent - > client - > renderInfo . muzzleDir ) ;
}
}
// Set the Vehicle Muzzle Point and Direction.
else if ( cent - > gent & & cent - > gent - > client & & cent - > gent - > client - > NPC_class = = CLASS_VEHICLE )
{
// Get the Position and Direction of the Tag and use that as our Muzzles Properties.
mdxaBone_t boltMatrix ;
vec3_t velocity ;
VectorCopy ( cent - > gent - > client - > ps . velocity , velocity ) ;
velocity [ 2 ] = 0 ;
for ( int i = 0 ; i < MAX_VEHICLE_MUZZLES ; i + + )
{
if ( cent - > gent - > m_pVehicle - > m_iMuzzleTag [ i ] ! = - 1 )
{
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > playerModel , cent - > gent - > m_pVehicle - > m_iMuzzleTag [ i ] , & boltMatrix , cent - > lerpAngles , ent . origin , cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , cent - > gent - > m_pVehicle - > m_Muzzles [ i ] . m_vMuzzlePos ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Y , cent - > gent - > m_pVehicle - > m_Muzzles [ i ] . m_vMuzzleDir ) ;
VectorMA ( cent - > gent - > m_pVehicle - > m_Muzzles [ i ] . m_vMuzzlePos , 0.075f , velocity , cent - > gent - > m_pVehicle - > m_Muzzles [ i ] . m_vMuzzlePos ) ;
}
else
{
break ;
}
}
}
else if ( cent - > gent - > client & & cent - > gent - > NPC //client NPC
/*
& & cent - > gent - > client - > NPC_class = = CLASS_REBORN //cultist
& & cent - > gent - > NPC - > rank > = RANK_LT_COMM //commando
*/
& & cent - > gent - > s . weapon = = WP_BLASTER_PISTOL //using blaster pistol
& & cent - > gent - > weaponModel [ 1 ] ) //one in each hand
{
qboolean getBoth = qfalse ;
int oldOne = 0 ;
if ( cent - > muzzleFlashTime > 0 & & wData & & ! ( cent - > currentState . eFlags & EF_LOCKED_TO_WEAPON ) )
{ //we need to get both muzzles since we're toggling and we fired recently
getBoth = qtrue ;
oldOne = ( cent - > gent - > count ) ? 0 : 1 ;
}
if ( ( cent - > gent - > weaponModel [ cent - > gent - > count ] ! = - 1 )
& & ( cent - > gent - > ghoul2 . size ( ) > cent - > gent - > weaponModel [ cent - > gent - > count ] )
& & ( cent - > gent - > ghoul2 [ cent - > gent - > weaponModel [ cent - > gent - > count ] ] . mModelindex ! = - 1 ) )
{ //get whichever one we're using now
mdxaBone_t boltMatrix ;
// figure out where the actual model muzzle is
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > weaponModel [ cent - > gent - > count ] , 0 , & boltMatrix , tempAngles , ent . origin , cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
// work the matrix axis stuff into the original axis and origins used.
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , cent - > gent - > client - > renderInfo . muzzlePoint ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Y , cent - > gent - > client - > renderInfo . muzzleDir ) ;
}
//get the old one too, if needbe, and store it in muzzle2
if ( getBoth
& & ( cent - > gent - > weaponModel [ oldOne ] ! = - 1 ) //have a second weapon
& & ( cent - > gent - > ghoul2 . size ( ) > cent - > gent - > weaponModel [ oldOne ] ) //have a valid ghoul model index
& & ( cent - > gent - > ghoul2 [ cent - > gent - > weaponModel [ oldOne ] ] . mModelindex ! = - 1 ) ) //model exists and was loaded
{ //saboteur commando, toggle the muzzle point back and forth between the two pistols each time he fires
mdxaBone_t boltMatrix ;
// figure out where the actual model muzzle is
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > weaponModel [ oldOne ] , 0 , & boltMatrix , tempAngles , ent . origin , cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
// work the matrix axis stuff into the original axis and origins used.
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , oldMP ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Y , oldMD ) ;
}
}
else if ( ( cent - > gent - > weaponModel [ 0 ] ! = - 1 ) & &
( cent - > gent - > ghoul2 . size ( ) > cent - > gent - > weaponModel [ 0 ] ) & &
( cent - > gent - > ghoul2 [ cent - > gent - > weaponModel [ 0 ] ] . mModelindex ! = - 1 ) )
{
mdxaBone_t boltMatrix ;
// figure out where the actual model muzzle is
gi . G2API_GetBoltMatrix ( cent - > gent - > ghoul2 , cent - > gent - > weaponModel [ 0 ] , 0 , & boltMatrix , tempAngles , ent . origin , cg . time , cgs . model_draw , cent - > currentState . modelScale ) ;
// work the matrix axis stuff into the original axis and origins used.
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , ORIGIN , cent - > gent - > client - > renderInfo . muzzlePoint ) ;
gi . G2API_GiveMeVectorFromMatrix ( boltMatrix , NEGATIVE_Y , cent - > gent - > client - > renderInfo . muzzleDir ) ;
}
else
{
VectorCopy ( cent - > gent - > client - > renderInfo . eyePoint , cent - > gent - > client - > renderInfo . muzzlePoint ) ;
AngleVectors ( cent - > gent - > client - > renderInfo . eyeAngles , cent - > gent - > client - > renderInfo . muzzleDir , NULL , NULL ) ;
}
cent - > gent - > client - > renderInfo . mPCalcTime = cg . time ;
}
// Draw Vehicle Muzzle Flashs.
if ( cent - > gent & & cent - > gent - > client & & cent - > gent - > client - > NPC_class = = CLASS_VEHICLE )
{
for ( int i = 0 ; i < MAX_VEHICLE_MUZZLES ; i + + )
{
/*if ( cent->gent->m_pVehicle->m_pVehicleInfo->weap1ID == cent->gent->m_pVehicle->m_pVehicleInfo->weapMuzzle[i] )
{
iDelay = cent - > gent - > m_pVehicle - > m_pVehicleInfo - > weap1Delay ;
}
else if ( cent - > gent - > m_pVehicle - > m_pVehicleInfo - > weap2ID = = cent - > gent - > m_pVehicle - > m_pVehicleInfo - > weapMuzzle [ i ] )
{
iDelay = cent - > gent - > m_pVehicle - > m_pVehicleInfo - > weap2Delay ;
}
if ( cent - > gent - > m_pVehicle - > m_Muzzles [ i ] . m_iMuzzleWait - cg . time > ( iDelay - 500 ) ) */
if ( cent - > gent - > m_pVehicle - > m_Muzzles [ i ] . m_bFired )
{
const char * effect = & weaponData [ cent - > gent - > m_pVehicle - > m_pVehicleInfo - > weapMuzzle [ i ] ] . mMuzzleEffect [ 0 ] ;
if ( effect )
{
theFxScheduler . PlayEffect ( effect , cent - > gent - > m_pVehicle - > m_Muzzles [ i ] . m_vMuzzlePos , cent - > gent - > m_pVehicle - > m_Muzzles [ i ] . m_vMuzzleDir ) ;
}
cent - > gent - > m_pVehicle - > m_Muzzles [ i ] . m_bFired = false ;
}
}
}
// Pick the right effect for the type of weapon we are, defaults to no effect unless explicitly specified
else if ( cent - > muzzleFlashTime > 0 & & wData & & ! ( cent - > currentState . eFlags & EF_LOCKED_TO_WEAPON ) )
{
const char * effect = NULL ;
cent - > muzzleFlashTime = 0 ;
// Try and get a default muzzle so we have one to fall back on
if ( wData - > mMuzzleEffect [ 0 ] )
{
effect = & wData - > mMuzzleEffect [ 0 ] ;
}
if ( cent - > altFire )
{
// We're alt-firing, so see if we need to override with a custom alt-fire effect
if ( wData - > mAltMuzzleEffect [ 0 ] )
{
effect = & wData - > mAltMuzzleEffect [ 0 ] ;
}
}
if ( /*( cent->currentState.eFlags & EF_FIRING || cent->currentState.eFlags & EF_ALT_FIRING ) &&*/ effect )
{
if ( cent - > gent & & cent - > gent - > NPC )
{
if ( ! VectorCompare ( oldMP , vec3_origin )
& & ! VectorCompare ( oldMD , vec3_origin ) )
{ //we have an old muzzlePoint we want to use
theFxScheduler . PlayEffect ( effect , oldMP , oldMD ) ;
}
else
{ //use the current one
theFxScheduler . PlayEffect ( effect , cent - > gent - > client - > renderInfo . muzzlePoint ,
cent - > gent - > client - > renderInfo . muzzleDir ) ;
}
}
else
{
// We got an effect and we're firing, so let 'er rip.
theFxScheduler . PlayEffect ( effect , cent - > currentState . clientNum ) ;
}
}
}
//play special force effects
/*
if ( cent - > gent - > NPC & & ( cent - > gent - > NPC - > confusionTime > cg . time | | cent - > gent - > NPC - > charmedTime > cg . time | | cent - > gent - > NPC - > controlledTime > cg . time ) )
{ // we are currently confused, so play an effect at the headBolt position
if ( TIMER_Done ( cent - > gent , " confusionEffectDebounce " ) )
{ //ARGH!!!
theFxScheduler . PlayEffect ( cgs . effects . forceConfusion , cent - > gent - > client - > renderInfo . eyePoint ) ;
TIMER_Set ( cent - > gent , " confusionEffectDebounce " , 1000 ) ;
}
}
*/
if ( cent - > gent - > client & & cent - > gent - > forcePushTime > cg . time )
{ //being pushed
CG_ForcePushBodyBlur ( cent , ent . origin , tempAngles ) ;
}
//This is now being done via an effect and the animevents.cfg
//if ( cent->gent->client->ps.powerups[PW_FORCE_PUSH] > cg.time ||
if ( ( cent - > gent - > client - > ps . forcePowersActive & ( 1 < < FP_GRIP ) ) )
{ //doing the gripping
//FIXME: effect?
CG_ForcePushBlur ( cent - > gent - > client - > renderInfo . handLPoint , qtrue ) ;
}
if ( cent - > gent - > client - > ps . eFlags & EF_FORCE_GRIPPED )
{ //being gripped
CG_ForcePushBlur ( cent - > gent - > client - > renderInfo . headPoint , qtrue ) ;
}
if ( cent - > gent - > client & & cent - > gent - > client - > ps . powerups [ PW_SHOCKED ] > cg . time )
{ //being electrocuted
CG_ForceElectrocution ( cent , ent . origin , tempAngles , cgs . media . boltShader ) ;
}
if ( cent - > gent - > client - > ps . eFlags & EF_FORCE_DRAINED
| | ( cent - > currentState . powerups & ( 1 < < PW_DRAINED ) ) )
{ //being drained
//do red electricity lines off them and red drain shell on them
CG_ForceElectrocution ( cent , ent . origin , tempAngles , cgs . media . drainShader , qtrue ) ;
}
if ( cent - > gent - > client - > ps . forcePowersActive & ( 1 < < FP_LIGHTNING ) )
{ //doing the electrocuting
//FIXME: if the target is absorbing or blocking lightning w/saber, draw a beam from my hand to his (hand?chest?saber?)
vec3_t tAng , fxDir ;
VectorCopy ( cent - > lerpAngles , tAng ) ;
if ( cent - > gent - > client - > ps . forcePowerLevel [ FP_LIGHTNING ] > FORCE_LEVEL_2 )
{ //arc
vec3_t fxAxis [ 3 ] ;
AnglesToAxis ( tAng , fxAxis ) ;
theFxScheduler . PlayEffect ( cgs . effects . forceLightningWide , cent - > gent - > client - > renderInfo . handLPoint , fxAxis ) ;
if ( cent - > gent - > client - > ps . torsoAnim = = BOTH_FORCE_2HANDEDLIGHTNING
| | cent - > gent - > client - > ps . torsoAnim = = BOTH_FORCE_2HANDEDLIGHTNING_START
| | cent - > gent - > client - > ps . torsoAnim = = BOTH_FORCE_2HANDEDLIGHTNING_HOLD
| | cent - > gent - > client - > ps . torsoAnim = = BOTH_FORCE_2HANDEDLIGHTNING_RELEASE )
{ //jackin' 'em up, Palpatine-style
theFxScheduler . PlayEffect ( cgs . effects . forceLightningWide , cent - > gent - > client - > renderInfo . handRPoint , fxAxis ) ;
}
}
else
{ //line
AngleVectors ( tAng , fxDir , NULL , NULL ) ;
theFxScheduler . PlayEffect ( cgs . effects . forceLightning , cent - > gent - > client - > renderInfo . handLPoint , fxDir ) ;
}
}
if ( ( cent - > gent - > client - > ps . eFlags & EF_POWERING_ROSH ) )
{
vec3_t tAng , fxDir ;
VectorCopy ( cent - > lerpAngles , tAng ) ;
AngleVectors ( tAng , fxDir , NULL , NULL ) ;
theFxScheduler . PlayEffect ( cgs . effects . forceDrain , cent - > gent - > client - > renderInfo . handLPoint , fxDir ) ; //theFxScheduler.RegisterEffect( "force/dr1" )
}
if ( cent - > gent - > client - > ps . forcePowersActive & ( 1 < < FP_DRAIN )
& & cent - > gent - > client - > ps . forceDrainEntityNum > = ENTITYNUM_WORLD )
{ //doing the draining and not on a single person
vec3_t tAng , fxDir ;
VectorCopy ( cent - > lerpAngles , tAng ) ;
if ( cent - > gent - > client - > ps . forcePowerLevel [ FP_DRAIN ] > FORCE_LEVEL_2 )
{ //arc
vec3_t fxAxis [ 3 ] ;
AnglesToAxis ( tAng , fxAxis ) ;
theFxScheduler . PlayEffect ( cgs . effects . forceDrainWide , cent - > gent - > client - > renderInfo . handLPoint , fxAxis ) ;
}
else
{ //line
AngleVectors ( tAng , fxDir , NULL , NULL ) ;
theFxScheduler . PlayEffect ( cgs . effects . forceDrain , cent - > gent - > client - > renderInfo . handLPoint , fxDir ) ;
}
}
//spotlight?
if ( ( cent - > currentState . eFlags & EF_SPOTLIGHT ) )
{ //FIXME: player's view should glare/flare if look at this... maybe build into the effect?
// hack for the spotlight
vec3_t org , eyeFwd ;
AngleVectors ( cent - > gent - > client - > renderInfo . eyeAngles , eyeFwd , NULL , NULL ) ;
theFxScheduler . PlayEffect ( " rockettrooper/light_cone " , cent - > gent - > client - > renderInfo . eyePoint , eyeFwd ) ;
// stay a bit back from the server-side's trace impact point...this may not be enough?
VectorMA ( cent - > gent - > client - > renderInfo . eyePoint , cent - > gent - > speed - 5 , eyeFwd , org ) ;
float radius = cent - > gent - > speed ;
if ( radius < 128.0f )
{
radius = 128.0f ;
}
else if ( radius > 1024.0f )
{
radius = 1024.0f ;
}
cgi_R_AddLightToScene ( org , radius , 1.0f , 1.0f , 1.0f ) ;
}
}
//"refraction" effect -rww
if ( cent - > gent - > client - > ps . powerups [ PW_FORCE_PUSH ] > cg . time )
{
CG_ForcePushRefraction ( cent - > gent - > client - > renderInfo . handLPoint , cent ) ;
}
else if ( cent - > gent - > client - > ps . powerups [ PW_FORCE_PUSH_RHAND ] > cg . time )
{
CG_ForcePushRefraction ( cent - > gent - > client - > renderInfo . handRPoint , cent ) ;
}
else
{
cent - > gent - > client - > ps . forcePowersActive & = ~ ( 1 < < FP_PULL ) ;
}
//bolted effects
CG_BoltedEffects ( cent , ent . origin , tempAngles ) ;
//As good a place as any, I suppose, to do this keyframed sound thing
CGG2_AnimEvents ( cent ) ;
//setup old system for gun to look at
//CG_RunLerpFrame( ci, ¢->pe.torso, cent->gent->client->ps.torsoAnim, cent->gent->client->renderInfo.torsoFpsMod, cent->gent->s.number );
if ( cent - > gent & & cent - > gent - > client & & cent - > gent - > client - > ps . weapon = = WP_SABER )
{
extern qboolean PM_KickingAnim ( int anim ) ;
if ( ! PM_KickingAnim ( cent - > gent - > client - > ps . torsoAnim )
| | cent - > gent - > client - > ps . torsoAnim = = BOTH_A7_KICK_S )
{ //not kicking (unless it's the spinning kick)
if ( cg_timescale . value < 1.0f & & ( cent - > gent - > client - > ps . forcePowersActive & ( 1 < < FP_SPEED ) ) )
{
int wait = floor ( ( float ) FRAMETIME / 2.0f ) ;
//sanity check
if ( cent - > gent - > client - > ps . saberDamageDebounceTime - cg . time > wait )
{ //when you unpause the game with force speed on, the time gets *really* wiggy...
cent - > gent - > client - > ps . saberDamageDebounceTime = cg . time + wait ;
}
if ( cent - > gent - > client - > ps . saberDamageDebounceTime < = cg . time )
{
extern void WP_SabersDamageTrace ( gentity_t * ent , qboolean noEffects ) ;
extern void WP_SaberUpdateOldBladeData ( gentity_t * ent ) ;
//FIXME: this causes an ASSLOAD of effects
WP_SabersDamageTrace ( cent - > gent , qtrue ) ;
WP_SaberUpdateOldBladeData ( cent - > gent ) ;
cent - > gent - > client - > ps . saberDamageDebounceTime = cg . time + floor ( ( float ) wait * cg_timescale . value ) ;
}
}
}
}
}
else
{
refEntity_t legs ;
refEntity_t torso ;
refEntity_t head ;
refEntity_t gun ;
refEntity_t flash ;
refEntity_t flashlight ;
int renderfx , i ;
const weaponInfo_t * weapon ;
/*
Ghoul2 Insert End
*/
memset ( & legs , 0 , sizeof ( legs ) ) ;
memset ( & torso , 0 , sizeof ( torso ) ) ;
memset ( & head , 0 , sizeof ( head ) ) ;
memset ( & gun , 0 , sizeof ( gun ) ) ;
memset ( & flash , 0 , sizeof ( flash ) ) ;
memset ( & flashlight , 0 , sizeof ( flashlight ) ) ;
// Weapon sounds may need to be stopped, so check now
CG_StopWeaponSounds ( cent ) ;
//FIXME: pass in the axis/angles offset between the tag_torso and the tag_head?
// get the rotation information
CG_PlayerAngles ( cent , legs . axis , torso . axis , head . axis ) ;
if ( cent - > gent & & cent - > gent - > client )
{
cent - > gent - > client - > ps . legsYaw = cent - > lerpAngles [ YAW ] ;
}
// get the animation state (after rotation, to allow feet shuffle)
// NB: Also plays keyframed animSounds (Bob- hope you dont mind, I was here late and at about 5:30 Am i needed to do something to keep me awake and i figured you wouldn't mind- you might want to check it, though, to make sure I wasn't smoking crack and missed something important, it is pretty late and I'm getting pretty close to being up for 24 hours here, so i wouldn't doubt if I might have messed something up, but i tested it and it looked right.... noticed in old code base i was doing it wrong too, whic h explains why I was getting so many damn sounds all the time! I had to lower the probabilities because it seemed like i was getting way too many sounds, and that was the problem! Well, should be fixed now I think...)
CG_PlayerAnimation ( cent , & legs . oldframe , & legs . frame , & legs . backlerp ,
& torso . oldframe , & torso . frame , & torso . backlerp ) ;
cent - > gent - > client - > renderInfo . legsFrame = cent - > pe . legs . frame ;
cent - > gent - > client - > renderInfo . torsoFrame = cent - > pe . torso . frame ;
// add powerups floating behind the player
CG_PlayerPowerups ( cent ) ;
// add the shadow
shadow = CG_PlayerShadow ( cent , & shadowPlane ) ;
// add a water splash if partially in and out of water
CG_PlayerSplash ( cent ) ;
// get the player model information
renderfx = 0 ;
if ( ! cg . renderingThirdPerson | | cg . zoomMode )
{
if ( cg . snap - > ps . viewEntity < = 0 | | cg . snap - > ps . viewEntity > = ENTITYNUM_WORLD )
{ //no viewentity
if ( cent - > currentState . number = = cg . snap - > ps . clientNum )
{ //I am the player
if ( cg . snap - > ps . weapon ! = WP_SABER & & cg . snap - > ps . weapon ! = WP_MELEE )
{ //not using saber or fists
renderfx = RF_THIRD_PERSON ; // only draw in mirrors
}
}
}
else if ( cent - > currentState . number = = cg . snap - > ps . viewEntity )
{ //I am the view entity
if ( cg . snap - > ps . weapon ! = WP_SABER & & cg . snap - > ps . weapon ! = WP_MELEE )
{ //not using saber or fists
renderfx = RF_THIRD_PERSON ; // only draw in mirrors
}
}
}
if ( ( cg_shadows . integer = = 2 ) | | ( cg_shadows . integer = = 3 & & shadow ) )
{
renderfx | = RF_SHADOW_PLANE ;
}
renderfx | = RF_LIGHTING_ORIGIN ; // use the same origin for all
if ( cent - > gent - > NPC & & cent - > gent - > NPC - > scriptFlags & SCF_MORELIGHT )
{
renderfx | = RF_MORELIGHT ; //bigger than normal min light
}
if ( cent - > gent & & cent - > gent - > client )
{
VectorCopy ( cent - > lerpOrigin , cent - > gent - > client - > renderInfo . headPoint ) ;
VectorCopy ( cent - > lerpOrigin , cent - > gent - > client - > renderInfo . handRPoint ) ;
VectorCopy ( cent - > lerpOrigin , cent - > gent - > client - > renderInfo . handLPoint ) ;
VectorCopy ( cent - > lerpOrigin , cent - > gent - > client - > renderInfo . footRPoint ) ;
VectorCopy ( cent - > lerpOrigin , cent - > gent - > client - > renderInfo . footLPoint ) ;
VectorCopy ( cent - > lerpOrigin , cent - > gent - > client - > renderInfo . torsoPoint ) ;
VectorCopy ( cent - > lerpAngles , cent - > gent - > client - > renderInfo . torsoAngles ) ;
VectorCopy ( cent - > lerpOrigin , cent - > gent - > client - > renderInfo . crotchPoint ) ;
}
if ( cg . snap - > ps . viewEntity > 0 & & cg . snap - > ps . viewEntity < ENTITYNUM_WORLD & & cg . snap - > ps . viewEntity = = cent - > currentState . clientNum )
{ //player is in an entity camera view, ME
VectorCopy ( cent - > lerpOrigin , cent - > gent - > client - > renderInfo . eyePoint ) ;
VectorCopy ( cent - > lerpAngles , cent - > gent - > client - > renderInfo . eyeAngles ) ;
VectorCopy ( cent - > lerpOrigin , cent - > gent - > client - > renderInfo . headPoint ) ;
}
//
// add the legs
//
legs . hModel = ci - > legsModel ;
legs . customSkin = ci - > legsSkin ;
VectorCopy ( cent - > lerpOrigin , legs . origin ) ;
//Scale applied to a refEnt will apply to any models attached to it...
//This seems to copy the scale to every piece attached, kinda cool, but doesn't
//allow the body to be scaled up without scaling a bolt on or whatnot...
//Only apply scale if it's not 100% scale...
if ( cent - > currentState . modelScale [ 0 ] ! = 0.0f )
{
VectorScale ( legs . axis [ 0 ] , cent - > currentState . modelScale [ 0 ] , legs . axis [ 0 ] ) ;
legs . nonNormalizedAxes = qtrue ;
}
if ( cent - > currentState . modelScale [ 1 ] ! = 0.0f )
{
VectorScale ( legs . axis [ 1 ] , cent - > currentState . modelScale [ 1 ] , legs . axis [ 1 ] ) ;
legs . nonNormalizedAxes = qtrue ;
}
if ( cent - > currentState . modelScale [ 2 ] ! = 0.0f )
{
VectorScale ( legs . axis [ 2 ] , cent - > currentState . modelScale [ 2 ] , legs . axis [ 2 ] ) ;
legs . nonNormalizedAxes = qtrue ;
if ( ! staticScale )
{
//FIXME:? need to know actual height of leg model bottom to origin, not hardcoded
legs . origin [ 2 ] + = 24 * ( cent - > currentState . modelScale [ 2 ] - 1 ) ;
}
}
VectorCopy ( legs . origin , legs . lightingOrigin ) ;
legs . shadowPlane = shadowPlane ;
legs . renderfx = renderfx ;
VectorCopy ( legs . origin , legs . oldorigin ) ; // don't positionally lerp at all
CG_AddRefEntityWithPowerups ( & legs , cent - > currentState . powerups , cent ) ;
// 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 )
{
orientation_t tag_torso ;
torso . customSkin = ci - > torsoSkin ;
VectorCopy ( cent - > lerpOrigin , torso . lightingOrigin ) ;
CG_PositionRotatedEntityOnTag ( & torso , & legs , legs . hModel , " tag_torso " , & tag_torso ) ;
VectorCopy ( torso . origin , cent - > gent - > client - > renderInfo . torsoPoint ) ;
vectoangles ( tag_torso . axis [ 0 ] , cent - > gent - > client - > renderInfo . torsoAngles ) ;
torso . shadowPlane = shadowPlane ;
torso . renderfx = renderfx ;
CG_AddRefEntityWithPowerups ( & torso , cent - > currentState . powerups , cent ) ;
//
// add the head
//
head . hModel = ci - > headModel ;
if ( head . hModel )
{
orientation_t tag_head ;
//Deal with facial expressions
//CG_PlayerHeadExtension( cent, &head );
VectorCopy ( cent - > lerpOrigin , head . lightingOrigin ) ;
CG_PositionRotatedEntityOnTag ( & head , & torso , torso . hModel , " tag_head " , & tag_head ) ;
VectorCopy ( head . origin , cent - > gent - > client - > renderInfo . headPoint ) ;
vectoangles ( tag_head . axis [ 0 ] , cent - > gent - > client - > renderInfo . headAngles ) ;
head . shadowPlane = shadowPlane ;
head . renderfx = renderfx ;
CG_AddRefEntityWithPowerups ( & head , cent - > currentState . powerups , cent ) ;
if ( cent - > gent & & cent - > gent - > NPC & & ( cent - > gent - > NPC - > confusionTime > cg . time | | cent - > gent - > NPC - > charmedTime > cg . time | | cent - > gent - > NPC - > controlledTime > cg . time ) )
{
// we are currently confused, so play an effect
if ( TIMER_Done ( cent - > gent , " confusionEffectDebounce " ) )
{ //ARGH!!!
theFxScheduler . PlayEffect ( cgs . effects . forceConfusion , head . origin ) ;
TIMER_Set ( cent - > gent , " confusionEffectDebounce " , 1000 ) ;
}
}
if ( ! calcedMp )
{ //First person player's eyePoint and eyeAngles should be copies from cg.refdef...
//Calc this client's eyepoint
VectorCopy ( head . origin , cent - > gent - > client - > renderInfo . eyePoint ) ;
// race is gone, eyepoint should refer to the tag/bolt on the model... if this breaks something let me know - dmv
// VectorMA( cent->gent->client->renderInfo.eyePoint, CG_EyePointOfsForRace[cent->gent->client->race][1]*scaleFactor[2], head.axis[2], cent->gent->client->renderInfo.eyePoint );//up
// VectorMA( cent->gent->client->renderInfo.eyePoint, CG_EyePointOfsForRace[cent->gent->client->race][0]*scaleFactor[0], head.axis[0], cent->gent->client->renderInfo.eyePoint );//forward
//Calc this client's eyeAngles
vectoangles ( head . axis [ 0 ] , cent - > gent - > client - > renderInfo . eyeAngles ) ;
}
}
else
{
VectorCopy ( torso . origin , cent - > gent - > client - > renderInfo . eyePoint ) ;
cent - > gent - > client - > renderInfo . eyePoint [ 2 ] + = cent - > gent - > maxs [ 2 ] - 4 ;
vectoangles ( torso . axis [ 0 ] , cent - > gent - > client - > renderInfo . eyeAngles ) ;
}
//
// add the gun
//
CG_RegisterWeapon ( cent - > currentState . weapon ) ;
weapon = & cg_weapons [ cent - > currentState . weapon ] ;
gun . hModel = weapon - > weaponWorldModel ;
if ( gun . hModel )
{
qboolean drawGun = qtrue ;
//FIXME: allow scale, animation and angle offsets
VectorCopy ( cent - > lerpOrigin , gun . lightingOrigin ) ;
//FIXME: allow it to be put anywhere and move this out of if(torso.hModel)
//Will have to call CG_PositionRotatedEntityOnTag
CG_PositionEntityOnTag ( & gun , & torso , torso . hModel , " tag_weapon " ) ;
//--------------------- start saber hacks
/*
if ( cent - > gent & & cent - > gent - > client & & ( cent - > currentState . weapon = = WP_SABER | | cent - > gent - > client - > ps . saberInFlight ) )
{
int numSabers = 1 ;
if ( cent - > gent - > client - > ps . dualSabers )
{
numSabers = 2 ;
}
for ( int saberNum = 0 ; saberNum < numSabers ; saberNum + + )
{
if ( ! cent - > gent - > client - > ps . saber [ saberNum ] . active ) //!cent->gent->client->ps.saberActive )
{ //saber is off
if ( cent - > gent - > client - > ps . saber [ saberNum ] . length > 0 )
{
if ( cent - > gent - > client - > ps . stats [ STAT_HEALTH ] < = 0 )
{ //dead, didn't actively turn it off
cent - > gent - > client - > ps . saber [ saberNum ] . length - = cent - > gent - > client - > ps . saber [ saberNum ] . lengthMax / 10 * cg . frametime / 100 ;
}
else
{ //actively turned it off, shrink faster
cent - > gent - > client - > ps . saber [ saberNum ] . length - = cent - > gent - > client - > ps . saber [ saberNum ] . lengthMax / 3 * cg . frametime / 100 ;
}
}
if ( cent - > gent - > client - > ps . saber [ saberNum ] . length < 0 )
{
cent - > gent - > client - > ps . saber [ saberNum ] . length = 0 ;
}
}
else if ( cent - > gent - > client - > ps . saber [ saberNum ] . length < cent - > gent - > client - > ps . saber [ saberNum ] . lengthMax )
{ //saber is on
if ( ! cent - > gent - > client - > ps . saber [ saberNum ] . length )
{
if ( cent - > gent - > client - > ps . saberInFlight )
{ //play it on the saber
cgi_S_UpdateEntityPosition ( cent - > gent - > client - > ps . saberEntityNum , g_entities [ cent - > gent - > client - > ps . saberEntityNum ] . currentOrigin ) ;
cgi_S_StartSound ( NULL , cent - > gent - > client - > ps . saberEntityNum , CHAN_AUTO , cgs . sound_precache [ cent - > gent - > client - > ps . saber [ 0 ] . soundOn ] ) ;
}
else
{
cgi_S_StartSound ( NULL , cent - > currentState . number , CHAN_AUTO , cgs . sound_precache [ cent - > gent - > client - > ps . saber [ 0 ] . soundOn ] ) ;
# ifdef _IMMERSION
cgi_FF_Start ( cgi_FF_Register ( " fffx/weapons/saber/saberon " , FF_CHANNEL_WEAPON ) , cent - > currentState . number ) ;
# endif // _IMMERSION
}
}
cent - > gent - > client - > ps . saber [ saberNum ] . length + = cent - > gent - > client - > ps . saber [ saberNum ] . lengthMax / 6 * cg . frametime / 100 ; //= saber[saberNum].lengthMax;
if ( cent - > gent - > client - > ps . saber [ saberNum ] . length > cent - > gent - > client - > ps . saber [ saberNum ] . lengthMax )
{
cent - > gent - > client - > ps . saber [ saberNum ] . length = cent - > gent - > client - > ps . saber [ saberNum ] . lengthMax ;
}
}
if ( cent - > gent - > client - > ps . saberInFlight )
{ //not holding the saber in-hand
drawGun = qfalse ;
}
if ( cent - > gent - > client - > ps . saber [ saberNum ] . length > 0 )
{
if ( ! cent - > gent - > client - > ps . saberInFlight )
{ //holding the saber in-hand
CG_AddSaberBlade ( cent , cent , & gun , renderfx , 0 , NULL , NULL ) ;
calcedMp = qtrue ;
}
}
else
{
//if ( cent->gent->client->ps.saberEventFlags&SEF_INWATER )
{
2013-04-04 23:21:13 +00:00
CG_CheckSaberInWater ( cent , cent , 0 , 0 , NULL , NULL ) ;
2013-04-04 22:35:38 +00:00
}
}
}
}
*/
//--------------------- end saber hacks
gun . shadowPlane = shadowPlane ;
gun . renderfx = renderfx ;
if ( drawGun )
{
CG_AddRefEntityWithPowerups ( & gun ,
( cent - > currentState . powerups & ( ( 1 < < PW_CLOAKED ) | ( 1 < < PW_BATTLESUIT ) ) ) ,
cent ) ;
}
//
// add the flash (even if invisible)
//
// impulse flash
if ( cent - > muzzleFlashTime > 0 & & wData & & ! ( cent - > currentState . eFlags & EF_LOCKED_TO_WEAPON ) )
{
int effect = 0 ;
cent - > muzzleFlashTime = 0 ;
CG_PositionEntityOnTag ( & flash , & gun , gun . hModel , " tag_flash " ) ;
// Try and get a default muzzle so we have one to fall back on
if ( wData - > mMuzzleEffectID )
{
effect = wData - > mMuzzleEffectID ;
}
if ( cent - > currentState . eFlags & EF_ALT_FIRING )
{
// We're alt-firing, so see if we need to override with a custom alt-fire effect
if ( wData - > mAltMuzzleEffectID )
{
effect = wData - > mAltMuzzleEffectID ;
}
}
if ( ( cent - > currentState . eFlags & EF_FIRING | | cent - > currentState . eFlags & EF_ALT_FIRING ) & & effect )
{
vec3_t up = { 0 , 0 , 1 } , ax [ 3 ] ;
VectorCopy ( flash . axis [ 0 ] , ax [ 0 ] ) ;
CrossProduct ( up , ax [ 0 ] , ax [ 1 ] ) ;
CrossProduct ( ax [ 0 ] , ax [ 1 ] , ax [ 2 ] ) ;
if ( ( cent - > gent & & cent - > gent - > NPC ) | | cg . renderingThirdPerson )
{
theFxScheduler . PlayEffect ( effect , flash . origin , ax ) ;
}
else
{
// We got an effect and we're firing, so let 'er rip.
theFxScheduler . PlayEffect ( effect , flash . origin , ax ) ;
}
}
}
if ( ! calcedMp & & ! ( cent - > currentState . eFlags & EF_LOCKED_TO_WEAPON ) )
{ // Set the muzzle point
orientation_t orientation ;
cgi_R_LerpTag ( & orientation , weapon - > weaponModel , gun . oldframe , gun . frame ,
1.0f - gun . backlerp , " tag_flash " ) ;
// FIXME: allow origin offsets along tag?
VectorCopy ( gun . origin , cent - > gent - > client - > renderInfo . muzzlePoint ) ;
for ( i = 0 ; i < 3 ; i + + )
{
VectorMA ( cent - > gent - > client - > renderInfo . muzzlePoint , orientation . origin [ i ] , gun . axis [ i ] , cent - > gent - > client - > renderInfo . muzzlePoint ) ;
}
// VectorCopy( gun.axis[0], cent->gent->client->renderInfo.muzzleDir );
// VectorAdd( gun.axis[0], orientation.axis[0], cent->gent->client->renderInfo.muzzleDir );
// VectorNormalize( cent->gent->client->renderInfo.muzzleDir );
cent - > gent - > client - > renderInfo . mPCalcTime = cg . time ;
// Weapon wasn't firing anymore, so ditch any weapon associated looping sounds.
//cent->gent->s.loopSound = 0;
}
}
}
else
{
VectorCopy ( legs . origin , cent - > gent - > client - > renderInfo . eyePoint ) ;
cent - > gent - > client - > renderInfo . eyePoint [ 2 ] + = cent - > gent - > maxs [ 2 ] - 4 ;
vectoangles ( legs . axis [ 0 ] , cent - > gent - > client - > renderInfo . eyeAngles ) ;
}
}
//FIXME: for debug, allow to draw a cone of the NPC's FOV...
if ( cent - > currentState . number = = 0 & & cg . renderingThirdPerson )
{
playerState_t * ps = & cg . predicted_player_state ;
if ( ( ps - > weaponstate = = WEAPON_CHARGING_ALT & & ps - > weapon = = WP_BRYAR_PISTOL )
| | ( ps - > weaponstate = = WEAPON_CHARGING_ALT & & ps - > weapon = = WP_BLASTER_PISTOL )
| | ( ps - > weapon = = WP_BOWCASTER & & ps - > weaponstate = = WEAPON_CHARGING )
| | ( ps - > weapon = = WP_DEMP2 & & ps - > weaponstate = = WEAPON_CHARGING_ALT ) )
{
int shader = 0 ;
float val = 0.0f , scale = 1.0f ;
vec3_t WHITE = { 1.0f , 1.0f , 1.0f } ;
if ( ps - > weapon = = WP_BRYAR_PISTOL
| | ps - > weapon = = WP_BLASTER_PISTOL )
{
// Hardcoded max charge time of 1 second
val = ( cg . time - ps - > weaponChargeTime ) * 0.001f ;
shader = cgi_R_RegisterShader ( " gfx/effects/bryarFrontFlash " ) ;
}
else if ( ps - > weapon = = WP_BOWCASTER )
{
// Hardcoded max charge time of 1 second
val = ( cg . time - ps - > weaponChargeTime ) * 0.001f ;
shader = cgi_R_RegisterShader ( " gfx/effects/greenFrontFlash " ) ;
}
else if ( ps - > weapon = = WP_DEMP2 )
{
// Hardcoded max charge time of 1 second
val = ( cg . time - ps - > weaponChargeTime ) * 0.001f ;
shader = cgi_R_RegisterShader ( " gfx/misc/lightningFlash " ) ;
scale = 1.75f ;
}
if ( val < 0.0f )
{
val = 0.0f ;
}
else if ( val > 1.0f )
{
val = 1.0f ;
CGCam_Shake ( 0.1f , 100 ) ;
}
else
{
CGCam_Shake ( val * val * 0.3f , 100 ) ;
}
val + = random ( ) * 0.5f ;
FX_AddSprite ( cent - > gent - > client - > renderInfo . muzzlePoint , NULL , NULL , 3.0f * val * scale , 0.0f , 0.7f , 0.7f , WHITE , WHITE , random ( ) * 360 , 0.0f , 1.0f , shader , FX_USE_ALPHA ) ;
}
}
}
//=====================================================================
/*
= = = = = = = = = = = = = = =
CG_ResetPlayerEntity
A player just came into view or teleported , so reset all animation info
FIXME : We do not need to do this , we can remember the last anim and frame they were
on and coontinue from there .
= = = = = = = = = = = = = = =
*/
void CG_ResetPlayerEntity ( centity_t * cent ) {
// cent->errorTime = -99999; // guarantee no error decay added
// cent->extrapolated = qfalse;
if ( cent - > gent & & cent - > gent - > ghoul2 . size ( ) )
{
if ( cent - > currentState . clientNum < MAX_CLIENTS )
{
CG_ClearLerpFrame ( & cgs . clientinfo [ cent - > currentState . clientNum ] , & cent - > pe . legs , cent - > currentState . legsAnim ) ;
CG_ClearLerpFrame ( & cgs . clientinfo [ cent - > currentState . clientNum ] , & cent - > pe . torso , cent - > currentState . torsoAnim ) ;
}
else if ( cent - > gent & & cent - > gent - > client )
{
CG_ClearLerpFrame ( & cent - > gent - > client - > clientInfo , & cent - > pe . legs , cent - > currentState . legsAnim ) ;
CG_ClearLerpFrame ( & cent - > gent - > client - > clientInfo , & cent - > pe . torso , cent - > currentState . torsoAnim ) ;
}
}
//else????
EvaluateTrajectory ( & cent - > currentState . pos , cg . time , cent - > lerpOrigin ) ;
EvaluateTrajectory ( & cent - > currentState . apos , cg . time , cent - > lerpAngles ) ;
// Removed by BTO (VV) - These values are crap anyway. Also changed below to use lerp instead
// VectorCopy( cent->lerpOrigin, cent->rawOrigin );
// VectorCopy( cent->lerpAngles, cent->rawAngles );
memset ( & cent - > pe . legs , 0 , sizeof ( cent - > pe . legs ) ) ;
cent - > pe . legs . yawAngle = cent - > lerpAngles [ YAW ] ;
cent - > pe . legs . yawing = qfalse ;
cent - > pe . legs . pitchAngle = 0 ;
cent - > pe . legs . pitching = qfalse ;
memset ( & cent - > pe . torso , 0 , sizeof ( cent - > pe . legs ) ) ;
cent - > pe . torso . yawAngle = cent - > lerpAngles [ YAW ] ;
cent - > pe . torso . yawing = qfalse ;
cent - > pe . torso . pitchAngle = cent - > lerpAngles [ PITCH ] ;
cent - > pe . torso . pitching = qfalse ;
}