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https://github.com/ioquake/jedi-academy.git
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242 lines
5.4 KiB
C
242 lines
5.4 KiB
C
#include "cg_local.h"
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#include "../game/q_shared.h"
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#include "../ghoul2/G2.h"
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//rww - The turret is heavily dependant on bone angles. We can't happily set that on the server, so it is done client-only.
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void CreepToPosition(vec3_t ideal, vec3_t current)
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{
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float max_degree_switch = 90;
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int degrees_negative = 0;
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int degrees_positive = 0;
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int doNegative = 0;
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int angle_ideal;
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int angle_current;
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angle_ideal = (int)ideal[YAW];
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angle_current = (int)current[YAW];
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if (angle_ideal <= angle_current)
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{
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degrees_negative = (angle_current - angle_ideal);
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degrees_positive = (360 - angle_current) + angle_ideal;
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}
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else
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{
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degrees_negative = angle_current + (360 - angle_ideal);
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degrees_positive = (angle_ideal - angle_current);
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}
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if (degrees_negative < degrees_positive)
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{
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doNegative = 1;
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}
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if (doNegative)
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{
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current[YAW] -= max_degree_switch;
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if (current[YAW] < ideal[YAW] && (current[YAW]+(max_degree_switch*2)) >= ideal[YAW])
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{
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current[YAW] = ideal[YAW];
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}
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if (current[YAW] < 0)
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{
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current[YAW] += 361;
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}
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}
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else
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{
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current[YAW] += max_degree_switch;
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if (current[YAW] > ideal[YAW] && (current[YAW]-(max_degree_switch*2)) <= ideal[YAW])
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{
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current[YAW] = ideal[YAW];
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}
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if (current[YAW] > 360)
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{
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current[YAW] -= 361;
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}
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}
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if (ideal[PITCH] < 0)
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{
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ideal[PITCH] += 360;
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}
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angle_ideal = (int)ideal[PITCH];
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angle_current = (int)current[PITCH];
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doNegative = 0;
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if (angle_ideal <= angle_current)
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{
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degrees_negative = (angle_current - angle_ideal);
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degrees_positive = (360 - angle_current) + angle_ideal;
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}
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else
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{
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degrees_negative = angle_current + (360 - angle_ideal);
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degrees_positive = (angle_ideal - angle_current);
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}
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if (degrees_negative < degrees_positive)
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{
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doNegative = 1;
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}
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if (doNegative)
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{
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current[PITCH] -= max_degree_switch;
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if (current[PITCH] < ideal[PITCH] && (current[PITCH]+(max_degree_switch*2)) >= ideal[PITCH])
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{
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current[PITCH] = ideal[PITCH];
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}
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if (current[PITCH] < 0)
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{
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current[PITCH] += 361;
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}
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}
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else
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{
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current[PITCH] += max_degree_switch;
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if (current[PITCH] > ideal[PITCH] && (current[PITCH]-(max_degree_switch*2)) <= ideal[PITCH])
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{
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current[PITCH] = ideal[PITCH];
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}
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if (current[PITCH] > 360)
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{
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current[PITCH] -= 361;
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}
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}
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}
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void TurretClientRun(centity_t *ent)
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{
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if (!ent->ghoul2)
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{
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weaponInfo_t *weaponInfo;
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trap_G2API_InitGhoul2Model(&ent->ghoul2, CG_ConfigString( CS_MODELS+ent->currentState.modelindex ), 0, 0, 0, 0, 0);
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if (!ent->ghoul2)
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{ //bad
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return;
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}
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ent->torsoBolt = trap_G2API_AddBolt( ent->ghoul2, 0, "*flash02" );
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trap_G2API_SetBoneAngles( ent->ghoul2, 0, "bone_hinge", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL, 100, cg.time );
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trap_G2API_SetBoneAngles( ent->ghoul2, 0, "bone_gback", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL, 100, cg.time );
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trap_G2API_SetBoneAngles( ent->ghoul2, 0, "bone_barrel", vec3_origin, BONE_ANGLES_POSTMULT, POSITIVE_Y, POSITIVE_Z, POSITIVE_X, NULL, 100, cg.time );
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trap_G2API_SetBoneAnim( ent->ghoul2, 0, "model_root", 0, 11, BONE_ANIM_OVERRIDE_FREEZE, 0.8f, cg.time, 0, 0 );
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ent->turAngles[ROLL] = 0;
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ent->turAngles[PITCH] = 90;
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ent->turAngles[YAW] = 0;
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weaponInfo = &cg_weapons[WP_TURRET];
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if ( !weaponInfo->registered )
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{
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CG_RegisterWeapon(WP_TURRET);
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}
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}
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if (ent->currentState.fireflag == 2)
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{ //I'm about to blow
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if (ent->turAngles)
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{
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trap_G2API_SetBoneAngles( ent->ghoul2, 0, "bone_hinge", ent->turAngles, BONE_ANGLES_REPLACE, NEGATIVE_Y, NEGATIVE_Z, NEGATIVE_X, NULL, 100, cg.time );
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}
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return;
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}
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else if (ent->currentState.fireflag && ent->bolt4 != ent->currentState.fireflag)
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{
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vec3_t muzzleOrg, muzzleDir;
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mdxaBone_t boltMatrix;
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trap_G2API_GetBoltMatrix(ent->ghoul2, 0, ent->torsoBolt, &boltMatrix, /*ent->lerpAngles*/vec3_origin, ent->lerpOrigin, cg.time, cgs.gameModels, ent->modelScale);
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BG_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, muzzleOrg);
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BG_GiveMeVectorFromMatrix(&boltMatrix, NEGATIVE_X, muzzleDir);
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trap_FX_PlayEffectID(cgs.effects.mTurretMuzzleFlash, muzzleOrg, muzzleDir, -1, -1);
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ent->bolt4 = ent->currentState.fireflag;
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}
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else if (!ent->currentState.fireflag)
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{
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ent->bolt4 = 0;
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}
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if (ent->currentState.bolt2 != ENTITYNUM_NONE)
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{ //turn toward the enemy
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centity_t *enemy = &cg_entities[ent->currentState.bolt2];
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if (enemy)
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{
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vec3_t enAng;
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vec3_t enPos;
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VectorCopy(enemy->currentState.pos.trBase, enPos);
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VectorSubtract(enPos, ent->lerpOrigin, enAng);
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VectorNormalize(enAng);
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vectoangles(enAng, enAng);
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enAng[ROLL] = 0;
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enAng[PITCH] += 90;
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CreepToPosition(enAng, ent->turAngles);
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}
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}
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else
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{
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vec3_t idleAng;
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float turnAmount;
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if (ent->turAngles[YAW] > 360)
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{
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ent->turAngles[YAW] -= 361;
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}
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if (!ent->dustTrailTime)
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{
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ent->dustTrailTime = cg.time;
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}
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turnAmount = (cg.time-ent->dustTrailTime)*0.03;
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if (turnAmount > 360)
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{
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turnAmount = 360;
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}
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idleAng[PITCH] = 90;
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idleAng[ROLL] = 0;
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idleAng[YAW] = ent->turAngles[YAW] + turnAmount;
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ent->dustTrailTime = cg.time;
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CreepToPosition(idleAng, ent->turAngles);
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}
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if (cg.time < ent->frame_minus1_refreshed)
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{
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ent->frame_minus1_refreshed = cg.time;
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return;
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}
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ent->frame_minus1_refreshed = cg.time;
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trap_G2API_SetBoneAngles( ent->ghoul2, 0, "bone_hinge", ent->turAngles, BONE_ANGLES_REPLACE, NEGATIVE_Y, NEGATIVE_Z, NEGATIVE_X, NULL, 100, cg.time );
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}
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