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Replace standard EF_ROTATE
with one that mimicks Power-Up behavior
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parent
f074921080
commit
3621d42cb7
1 changed files with 61 additions and 13 deletions
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@ -525,20 +525,74 @@ float CL_LerpPoint (void)
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extern cvar_t scr_fov;
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float mdlflag_poweruprotate_duration = 0.0f;
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float mdlflag_poweruprotate_starttime = 0.0f;
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vec3_t mdlflag_poweruprotate_startangles;
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vec3_t mdlflag_poweruprotate_differenceangles;
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vec3_t mdlflag_poweruprotate_currentangles;
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double last_puframetime = 0.0f;
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/*
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===============
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CL_UpdatePowerUpAngles
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===============
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*/
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void CL_UpdatePowerUpAngles (void)
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{
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// Don't update more than once per frame.
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if (last_puframetime != host_frametime) {
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// New cycle, dictate new rotation time and target angle.
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if (mdlflag_poweruprotate_duration <= cl.time) {
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mdlflag_poweruprotate_starttime = cl.time;
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mdlflag_poweruprotate_duration = cl.time + (float)((rand() % 25 + 25)/10.0f); // Take between 2.5 and 5 seconds.
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mdlflag_poweruprotate_startangles[0] = mdlflag_poweruprotate_currentangles[0];
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mdlflag_poweruprotate_startangles[1] = mdlflag_poweruprotate_currentangles[1];
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mdlflag_poweruprotate_startangles[2] = mdlflag_poweruprotate_currentangles[2];
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int target_pitch = rand() % 120 - 60;
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int target_yaw = rand() % 240 + 60;
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int target_roll = rand() % 90 - 45;
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vec3_t target_angles;
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target_angles[0] = target_pitch;
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target_angles[1] = target_yaw;
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target_angles[2] = target_roll;
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// Calculate the difference from our start to our target.
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for(int i = 0; i < 2; i++) {
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if (mdlflag_poweruprotate_currentangles[i] > target_angles[i])
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mdlflag_poweruprotate_differenceangles[i] = (mdlflag_poweruprotate_currentangles[i] - target_angles[i]) * -1;
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else
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mdlflag_poweruprotate_differenceangles[i] = fabs(mdlflag_poweruprotate_currentangles[i] - target_angles[i]);
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}
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}
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float percentage_complete = (cl.time - mdlflag_poweruprotate_starttime) / (mdlflag_poweruprotate_duration - mdlflag_poweruprotate_starttime);
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for(int j = 0; j < 2; j++) {
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mdlflag_poweruprotate_currentangles[j] = mdlflag_poweruprotate_startangles[j] + (mdlflag_poweruprotate_differenceangles[j] * percentage_complete);
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}
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last_puframetime = host_frametime;
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}
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}
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/*
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===============
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CL_RelinkEntities
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===============
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*/
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void CL_RelinkEntities (void)
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{
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entity_t *ent;
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int i, j;
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float frac, f, d;
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vec3_t delta;
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float bobjrotate;
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vec3_t oldorg;
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//model_t *model;
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dlight_t *dl;
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@ -547,6 +601,7 @@ void CL_RelinkEntities (void)
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// determine partial update time
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frac = CL_LerpPoint ();
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CL_UpdatePowerUpAngles();
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cl_numvisedicts = 0;
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cl_numstaticbrushmodels = 0;
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@ -570,8 +625,6 @@ void CL_RelinkEntities (void)
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}
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}
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bobjrotate = anglemod(100*cl.time);
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// start on the entity after the world
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for (i=1,ent=cl_entities+1 ; i<cl.num_entities ; i++,ent++)
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{
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@ -668,15 +721,10 @@ void CL_RelinkEntities (void)
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// rotate binary objects locally
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if (ent->model->flags & EF_ROTATE)
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{
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ent->angles[1] = bobjrotate;
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#ifdef PSP_VFPU
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ent->origin[2] += (( vfpu_sinf(bobjrotate/90*M_PI) * 5) + 5 );
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#else
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ent->origin[2] += (( sin(bobjrotate/90*M_PI) * 5) + 5 );
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#endif
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if (ent->model->flags & EF_ROTATE) {
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ent->angles[0] = mdlflag_poweruprotate_currentangles[0];
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ent->angles[1] = mdlflag_poweruprotate_currentangles[1];
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ent->angles[2] = mdlflag_poweruprotate_currentangles[2];
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}
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if (ent->effects & EF_MUZZLEFLASH)
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