q3rally/engine/code/cgame/cg_players.c

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2011-02-18 14:31:32 +00:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
2021-03-24 20:13:01 +00:00
Copyright (C) 2002-2021 Q3Rally Team (Per Thormann - q3rally@gmail.com)
2011-02-18 14:31:32 +00:00
This file is part of q3rally source code.
q3rally source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
q3rally source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with q3rally; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
//
// cg_players.c -- handle the media and animation for player entities
#include "cg_local.h"
char *cg_customSoundNames[MAX_CUSTOM_SOUNDS] = {
// Q3Rally Code Start
"*engine0.wav",
"*engine1.wav",
"*engine2.wav",
"*engine3.wav",
"*engine4.wav",
"*engine5.wav",
"*engine6.wav",
"*engine7.wav",
"*engine8.wav",
"*engine9.wav",
"*engine10.wav",
"*horn.wav",
"*falling1.wav",
/*
"*death1.wav",
"*death2.wav",
"*death3.wav",
"*jump1.wav",
"*pain25_1.wav",
"*pain50_1.wav",
"*pain75_1.wav",
"*pain100_1.wav",
"*falling1.wav",
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"*gasp.wav",
"*drown.wav",
"*fall1.wav",
"*taunt.wav"
*/
// END
};
/*
================
CG_CustomSound
================
*/
sfxHandle_t CG_CustomSound( int clientNum, const char *soundName ) {
clientInfo_t *ci;
int i;
if ( soundName[0] != '*' ) {
return trap_S_RegisterSound( soundName, qfalse );
}
if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) {
clientNum = 0;
}
ci = &cgs.clientinfo[ clientNum ];
for ( i = 0 ; i < MAX_CUSTOM_SOUNDS && cg_customSoundNames[i] ; i++ ) {
if ( !strcmp( soundName, cg_customSoundNames[i] ) ) {
return ci->sounds[i];
}
}
CG_Error( "Unknown custom sound: %s", soundName );
return 0;
}
/*
=============================================================================
CLIENT INFO
=============================================================================
*/
#if 0 // ZTM: Not used by Q3Rally
/*
======================
CG_ParseAnimationFile
Read a configuration file containing animation counts and rates
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models/players/visor/animation.cfg, etc
======================
*/
// Q3Rally Code Start (change function to do q3rally related stuff)
static qboolean CG_ParseAnimationFile( const char *filename, clientInfo_t *ci ) {
char *text_p, *prev;
int len;
char *token;
char text[20000];
fileHandle_t f;
// Q3Rally Code Start
// char texturename[MAX_QPATH];
// setup default incase this fails for some reason
Q_strncpyz( ci->plateName, DEFAULT_PLATE, sizeof( ci->plateName ) );
// END
// load the file
len = trap_FS_FOpenFile( filename, &f, FS_READ );
if ( len <= 0 ) {
return qfalse;
}
if ( len >= sizeof( text ) - 1 ) {
CG_Printf( "File %s too long\n", filename );
trap_FS_FCloseFile( f );
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return qfalse;
}
trap_FS_Read( text, len, f );
text[len] = 0;
trap_FS_FCloseFile( f );
// parse the text
text_p = text;
// read optional parameters
while ( 1 ) {
prev = text_p; // so we can unget
token = COM_Parse( &text_p );
if ( !token ) {
break;
}
/*
if ( !Q_stricmp( token, "plate" ) ) {
token = COM_Parse( &text_p );
if ( !token ) {
break;
}
Com_sprintf( texturename, sizeof( texturename ), "models/players/plates/player%d.tga", ci->clientNum );
if ( !Q_stricmp( token, "usa" ) ){
Q_strncpyz( ci->plateName, "plate_usa", sizeof( ci->plateName ) );
CreateLicensePlateImage(va("models/players/plates/%s_usa.tga", ci->plateSkinName), texturename, ci->name, 10);
}
else{
Q_strncpyz( ci->plateName, "plate_eu", sizeof( ci->plateName ) );
CreateLicensePlateImage(va("models/players/plates/%s_eu.tga", ci->plateSkinName), texturename, ci->name, 20);
}
continue;
}
else
*/
if ( !Q_stricmp( token, "oppositeRoll" ) ) {
token = COM_Parse( &text_p );
if ( !token ) {
ci->oppositeRoll = qfalse;
break;
}
ci->oppositeRoll = atoi( token );
}
else {
break;
}
}
return qtrue;
}
// END
#endif
// SKWID( removed function )
/*
static qboolean CG_ParseAnimationFile( const char *filename, clientInfo_t *ci ) {
char *text_p, *prev;
int len;
int i;
char *token;
float fps;
int skip;
char text[20000];
fileHandle_t f;
animation_t *animations;
animations = ci->animations;
// load the file
len = trap_FS_FOpenFile( filename, &f, FS_READ );
if ( len <= 0 ) {
return qfalse;
}
if ( len >= sizeof( text ) - 1 ) {
CG_Printf( "File %s too long\n", filename );
trap_FS_FCloseFile( f );
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return qfalse;
}
trap_FS_Read( text, len, f );
text[len] = 0;
trap_FS_FCloseFile( f );
// parse the text
text_p = text;
skip = 0; // quite the compiler warning
ci->footsteps = FOOTSTEP_NORMAL;
VectorClear( ci->headOffset );
ci->gender = GENDER_MALE;
ci->fixedlegs = qfalse;
ci->fixedtorso = qfalse;
// read optional parameters
while ( 1 ) {
prev = text_p; // so we can unget
token = COM_Parse( &text_p );
if ( !token[0] ) {
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break;
}
if ( !Q_stricmp( token, "footsteps" ) ) {
token = COM_Parse( &text_p );
if ( !token[0] ) {
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break;
}
if ( !Q_stricmp( token, "default" ) || !Q_stricmp( token, "normal" ) ) {
ci->footsteps = FOOTSTEP_NORMAL;
} else if ( !Q_stricmp( token, "boot" ) ) {
ci->footsteps = FOOTSTEP_BOOT;
} else if ( !Q_stricmp( token, "flesh" ) ) {
ci->footsteps = FOOTSTEP_FLESH;
} else if ( !Q_stricmp( token, "mech" ) ) {
ci->footsteps = FOOTSTEP_MECH;
} else if ( !Q_stricmp( token, "energy" ) ) {
ci->footsteps = FOOTSTEP_ENERGY;
} else {
CG_Printf( "Bad footsteps parm in %s: %s\n", filename, token );
}
continue;
} else if ( !Q_stricmp( token, "headoffset" ) ) {
for ( i = 0 ; i < 3 ; i++ ) {
token = COM_Parse( &text_p );
if ( !token[0] ) {
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break;
}
ci->headOffset[i] = atof( token );
}
continue;
} else if ( !Q_stricmp( token, "sex" ) ) {
token = COM_Parse( &text_p );
if ( !token[0] ) {
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break;
}
if ( token[0] == 'f' || token[0] == 'F' ) {
ci->gender = GENDER_FEMALE;
} else if ( token[0] == 'n' || token[0] == 'N' ) {
ci->gender = GENDER_NEUTER;
} else {
ci->gender = GENDER_MALE;
}
continue;
} else if ( !Q_stricmp( token, "fixedlegs" ) ) {
ci->fixedlegs = qtrue;
continue;
} else if ( !Q_stricmp( token, "fixedtorso" ) ) {
ci->fixedtorso = qtrue;
continue;
}
// if it is a number, start parsing animations
if ( token[0] >= '0' && token[0] <= '9' ) {
text_p = prev; // unget the token
break;
}
Com_Printf( "unknown token '%s' in %s\n", token, filename );
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}
// read information for each frame
for ( i = 0 ; i < MAX_ANIMATIONS ; i++ ) {
token = COM_Parse( &text_p );
if ( !token[0] ) {
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if( i >= TORSO_GETFLAG && i <= TORSO_NEGATIVE ) {
animations[i].firstFrame = animations[TORSO_GESTURE].firstFrame;
animations[i].frameLerp = animations[TORSO_GESTURE].frameLerp;
animations[i].initialLerp = animations[TORSO_GESTURE].initialLerp;
animations[i].loopFrames = animations[TORSO_GESTURE].loopFrames;
animations[i].numFrames = animations[TORSO_GESTURE].numFrames;
animations[i].reversed = qfalse;
animations[i].flipflop = qfalse;
continue;
}
break;
}
animations[i].firstFrame = atoi( token );
// leg only frames are adjusted to not count the upper body only frames
if ( i == LEGS_WALKCR ) {
skip = animations[LEGS_WALKCR].firstFrame - animations[TORSO_GESTURE].firstFrame;
}
if ( i >= LEGS_WALKCR && i<TORSO_GETFLAG) {
animations[i].firstFrame -= skip;
}
token = COM_Parse( &text_p );
if ( !token[0] ) {
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break;
}
animations[i].numFrames = atoi( token );
animations[i].reversed = qfalse;
animations[i].flipflop = qfalse;
// if numFrames is negative the animation is reversed
if (animations[i].numFrames < 0) {
animations[i].numFrames = -animations[i].numFrames;
animations[i].reversed = qtrue;
}
token = COM_Parse( &text_p );
if ( !token[0] ) {
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break;
}
animations[i].loopFrames = atoi( token );
token = COM_Parse( &text_p );
if ( !token[0] ) {
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break;
}
fps = atof( token );
if ( fps == 0 ) {
fps = 1;
}
animations[i].frameLerp = 1000 / fps;
animations[i].initialLerp = 1000 / fps;
}
if ( i != MAX_ANIMATIONS ) {
CG_Printf( "Error parsing animation file: %s\n", filename );
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return qfalse;
}
// crouch backward animation
memcpy(&animations[LEGS_BACKCR], &animations[LEGS_WALKCR], sizeof(animation_t));
animations[LEGS_BACKCR].reversed = qtrue;
// walk backward animation
memcpy(&animations[LEGS_BACKWALK], &animations[LEGS_WALK], sizeof(animation_t));
animations[LEGS_BACKWALK].reversed = qtrue;
// flag moving fast
animations[FLAG_RUN].firstFrame = 0;
animations[FLAG_RUN].numFrames = 16;
animations[FLAG_RUN].loopFrames = 16;
animations[FLAG_RUN].frameLerp = 1000 / 15;
animations[FLAG_RUN].initialLerp = 1000 / 15;
animations[FLAG_RUN].reversed = qfalse;
// flag not moving or moving slowly
animations[FLAG_STAND].firstFrame = 16;
animations[FLAG_STAND].numFrames = 5;
animations[FLAG_STAND].loopFrames = 0;
animations[FLAG_STAND].frameLerp = 1000 / 20;
animations[FLAG_STAND].initialLerp = 1000 / 20;
animations[FLAG_STAND].reversed = qfalse;
// flag speeding up
animations[FLAG_STAND2RUN].firstFrame = 16;
animations[FLAG_STAND2RUN].numFrames = 5;
animations[FLAG_STAND2RUN].loopFrames = 1;
animations[FLAG_STAND2RUN].frameLerp = 1000 / 15;
animations[FLAG_STAND2RUN].initialLerp = 1000 / 15;
animations[FLAG_STAND2RUN].reversed = qtrue;
//
// new anims changes
//
// animations[TORSO_GETFLAG].flipflop = qtrue;
// animations[TORSO_GUARDBASE].flipflop = qtrue;
// animations[TORSO_PATROL].flipflop = qtrue;
// animations[TORSO_AFFIRMATIVE].flipflop = qtrue;
// animations[TORSO_NEGATIVE].flipflop = qtrue;
//
return qtrue;
}
*/
// END
/*
==========================
CG_FileExists
==========================
*/
// Q3Rally Code Start
/*
static qboolean CG_FileExists(const char *filename) {
int len;
len = trap_FS_FOpenFile( filename, NULL, FS_READ );
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if (len>0) {
return qtrue;
}
return qfalse;
}
*/
// END
/*
==========================
CG_FindClientModelFile
==========================
*/
// Q3Rally Code Start
/*
static qboolean CG_FindClientModelFile( char *filename, int length, clientInfo_t *ci, const char *teamName, const char *modelName, const char *skinName, const char *base, const char *ext ) {
char *team, *charactersFolder;
int i;
if ( cgs.gametype >= GT_TEAM ) {
switch ( ci->team ) {
case TEAM_BLUE: {
team = "blue";
break;
}
default: {
team = "red";
break;
}
}
}
else {
team = "default";
}
charactersFolder = "";
while(1) {
for ( i = 0; i < 2; i++ ) {
if ( i == 0 && teamName && *teamName ) {
// "models/players/characters/james/stroggs/lower_lily_red.skin"
Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s_%s.%s", charactersFolder, modelName, teamName, base, skinName, team, ext );
}
else {
// "models/players/characters/james/lower_lily_red.skin"
Com_sprintf( filename, length, "models/players/%s%s/%s_%s_%s.%s", charactersFolder, modelName, base, skinName, team, ext );
}
if ( CG_FileExists( filename ) ) {
return qtrue;
}
if ( cgs.gametype >= GT_TEAM ) {
if ( i == 0 && teamName && *teamName ) {
// "models/players/characters/james/stroggs/lower_red.skin"
Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", charactersFolder, modelName, teamName, base, team, ext );
}
else {
// "models/players/characters/james/lower_red.skin"
Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", charactersFolder, modelName, base, team, ext );
}
}
else {
if ( i == 0 && teamName && *teamName ) {
// "models/players/characters/james/stroggs/lower_lily.skin"
Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", charactersFolder, modelName, teamName, base, skinName, ext );
}
else {
// "models/players/characters/james/lower_lily.skin"
Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", charactersFolder, modelName, base, skinName, ext );
}
}
if ( CG_FileExists( filename ) ) {
return qtrue;
}
if ( !teamName || !*teamName ) {
break;
}
}
// if tried the heads folder first
if ( charactersFolder[0] ) {
break;
}
charactersFolder = "characters/";
}
return qfalse;
}
*/
// END
/*
==========================
CG_FindClientHeadFile
==========================
*/
// Q3Rally Code Start
/*
static qboolean CG_FindClientHeadFile( char *filename, int length, clientInfo_t *ci, const char *teamName, const char *headModelName, const char *headSkinName, const char *base, const char *ext ) {
char *team, *headsFolder;
int i;
if ( cgs.gametype >= GT_TEAM ) {
switch ( ci->team ) {
case TEAM_BLUE: {
team = "blue";
break;
}
default: {
team = "red";
break;
}
}
}
else {
team = "default";
}
if ( headModelName[0] == '*' ) {
headsFolder = "heads/";
headModelName++;
}
else {
headsFolder = "";
}
while(1) {
for ( i = 0; i < 2; i++ ) {
if ( i == 0 && teamName && *teamName ) {
Com_sprintf( filename, length, "models/players/%s%s/%s/%s%s_%s.%s", headsFolder, headModelName, headSkinName, teamName, base, team, ext );
}
else {
Com_sprintf( filename, length, "models/players/%s%s/%s/%s_%s.%s", headsFolder, headModelName, headSkinName, base, team, ext );
}
if ( CG_FileExists( filename ) ) {
return qtrue;
}
if ( cgs.gametype >= GT_TEAM ) {
if ( i == 0 && teamName && *teamName ) {
Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", headsFolder, headModelName, teamName, base, team, ext );
}
else {
Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", headsFolder, headModelName, base, team, ext );
}
}
else {
if ( i == 0 && teamName && *teamName ) {
Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", headsFolder, headModelName, teamName, base, headSkinName, ext );
}
else {
Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", headsFolder, headModelName, base, headSkinName, ext );
}
}
if ( CG_FileExists( filename ) ) {
return qtrue;
}
if ( !teamName || !*teamName ) {
break;
}
}
// if tried the heads folder first
if ( headsFolder[0] ) {
break;
}
headsFolder = "heads/";
}
return qfalse;
}
*/
// END
/*
==========================
CG_RegisterClientSkin
==========================
*/
// STONELANCE( q3 player replaced with car )
//static qboolean CG_RegisterClientSkin( clientInfo_t *ci, const char *teamName, const char *modelName, const char *skinName, const char *headModelName, const char *headSkinName ) {
static qboolean CG_RegisterClientSkin( clientInfo_t *ci, const char *modelName, const char *skinName, const char *rimName, const char *headName ) {
char filename[MAX_QPATH];
/*
Com_sprintf( filename, sizeof( filename ), "models/players/%s/%slower_%s.skin", modelName, teamName, skinName );
ci->legsSkin = trap_R_RegisterSkin( filename );
if (!ci->legsSkin) {
Com_Printf( "Leg skin load failure: %s\n", filename );
}
Com_sprintf( filename, sizeof( filename ), "models/players/%s/%supper_%s.skin", modelName, teamName, skinName );
ci->torsoSkin = trap_R_RegisterSkin( filename );
if (!ci->torsoSkin) {
Com_Printf( "Torso skin load failure: %s\n", filename );
}
if( headModelName[0] == '*' ) {
Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/head_%s.skin", &headModelName[1], headSkinName );
} else {
Com_sprintf( filename, sizeof( filename ), "models/players/%s/%shead_%s.skin", headModelName, teamName, headSkinName );
}
ci->headSkin = trap_R_RegisterSkin( filename );
// if the head skin could not be found and we didn't load from the heads folder try to load from there
if ( !ci->headSkin && headModelName[0] != '*' ) {
Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/head_%s.skin", headModelName, headSkinName );
ci->headSkin = trap_R_RegisterSkin( filename );
}
if (!ci->headSkin) {
Com_Printf( "Head skin load failure: %s\n", filename );
}
if ( !ci->legsSkin || !ci->torsoSkin || !ci->headSkin ) {
return qfalse;
}
*/
if( cgs.gametype >= GT_TEAM ){
switch ( ci->team ) {
case TEAM_BLUE:
skinName = "blue";
break;
case TEAM_GREEN:
skinName = "green";
break;
case TEAM_YELLOW:
skinName = "yellow";
break;
default:
skinName = "red";
break;
}
}
Com_sprintf( filename, sizeof(filename), "models/players/%s/%s.skin", modelName, skinName );
ci->bodySkin = trap_R_RegisterSkin( filename );
if( !ci->bodySkin ) {
Com_Printf( S_COLOR_YELLOW "Q3R Warning: Failed to load car skin: %s\n", filename );
// try loading default skin
Com_sprintf( filename, sizeof(filename), "models/players/%s/%s.skin", modelName, DEFAULT_SKIN );
ci->bodySkin = trap_R_RegisterSkin( filename );
if( !ci->bodySkin ) {
Com_Printf( S_COLOR_RED "Q3R Error: Failed to load default car skin: %s\n", filename );
return qfalse;
}
}
// load players icon
Com_sprintf( filename, sizeof(filename), "models/players/%s/icon_%s.tga", modelName, skinName );
ci->modelIcon = trap_R_RegisterShader( filename );
Com_sprintf( filename, sizeof(filename), "models/players/wheels/%s.skin", rimName );
ci->wheelSkin = trap_R_RegisterSkin( filename );
if( !ci->wheelSkin ) {
Com_Printf( S_COLOR_YELLOW "Q3R Warning: Failed to load wheel skin: %s\n", filename );
// try loading default skin
Com_sprintf( filename, sizeof(filename), "models/players/wheels/%s.skin", DEFAULT_RIM );
ci->wheelSkin = trap_R_RegisterSkin( filename );
if( !ci->wheelSkin ) {
Com_Printf( S_COLOR_RED "Q3R Error: Failed to load default wheel skin: %s\n", filename );
return qfalse;
}
}
Com_sprintf( filename, sizeof(filename), "models/players/heads/%s.skin", headName );
ci->headSkin = trap_R_RegisterSkin( filename );
if( !ci->headSkin ) {
Com_Printf( S_COLOR_YELLOW "Q3R Warning: Failed to load head skin: %s\n", filename );
// try loading default skin
Com_sprintf( filename, sizeof(filename), "models/players/heads/%s.skin", DEFAULT_HEAD );
ci->headSkin = trap_R_RegisterSkin( filename );
if( !ci->headSkin ) {
Com_Printf( S_COLOR_RED "Q3R Error: Failed to load default head skin: %s\n", filename );
return qfalse;
}
}
if (ci->plateSkinName[0]) {
Com_sprintf( filename, sizeof( filename ), "models/players/plates/player%d.tga", ci->clientNum );
} else {
Com_sprintf( filename, sizeof( filename ), "models/players/plates/default.tga" );
}
ci->plateShader = trap_R_RegisterShader(filename);
if( !ci->plateShader ) {
Com_Printf( S_COLOR_YELLOW "Q3R Warning: Failed to load plate shader: %s\n", filename );
2011-02-18 14:31:32 +00:00
/*
// try loading default
Com_sprintf( filename, sizeof(filename), "models/players/plates/%s.tga", DEFAULT_PLATE_SKIN );
ci->plateShader = trap_R_RegisterShader( filename );
if( !ci->plateShader ) {
Com_Printf( S_COLOR_RED "Q3R Error: Failed to load default plate shader: %s\n", filename );
return qfalse;
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}
*/
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}
// END
return qtrue;
}
/*
==========================
CG_RegisterClientModelname
==========================
*/
// STONELANCE( q3 player replaced with car )
// static qboolean CG_RegisterClientModelname( clientInfo_t *ci, const char *modelName, const char *skinName, const char *headModelName, const char *headSkinName, const char *teamName ) {
static qboolean CG_RegisterClientModelname( clientInfo_t *ci, const char *modelName, const char *skinName, const char *rimName, const char *headName, const char *teamName ) {
char filename[MAX_QPATH];
/*
const char *headName;
char newTeamName[MAX_QPATH];
if ( headModelName[0] == '\0' ) {
headName = modelName;
}
else {
headName = headModelName;
}
Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.md3", modelName );
ci->legsModel = trap_R_RegisterModel( filename );
if ( !ci->legsModel ) {
Com_Printf( "Failed to load model file %s\n", filename );
return qfalse;
}
Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.md3", modelName );
ci->torsoModel = trap_R_RegisterModel( filename );
if ( !ci->torsoModel ) {
Com_Printf( "Failed to load model file %s\n", filename );
return qfalse;
}
if( headName[0] == '*' ) {
Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/%s.md3", &headModelName[1], &headModelName[1] );
}
else {
Com_sprintf( filename, sizeof( filename ), "models/players/%s/head.md3", headName );
}
ci->headModel = trap_R_RegisterModel( filename );
// if the head model could not be found and we didn't load from the heads folder try to load from there
if ( !ci->headModel && headName[0] != '*' ) {
Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/%s.md3", headModelName, headModelName );
ci->headModel = trap_R_RegisterModel( filename );
}
if ( !ci->headModel ) {
Com_Printf( "Failed to load model file %s\n", filename );
return qfalse;
}
// if any skins failed to load, return failure
if ( !CG_RegisterClientSkin( ci, teamName, modelName, skinName, headName, headSkinName ) ) {
if( teamName && *teamName) {
Com_Printf( "Failed to load skin file: %s : %s : %s, %s : %s\n", teamName, modelName, skinName, headName, headSkinName );
if( ci->team == TEAM_BLUE ) {
Com_sprintf(newTeamName, sizeof(newTeamName), "%s/", DEFAULT_BLUETEAM_NAME);
}
else {
Com_sprintf(newTeamName, sizeof(newTeamName), "%s/", DEFAULT_REDTEAM_NAME);
}
if ( !CG_RegisterClientSkin( ci, newTeamName, modelName, skinName, headName, headSkinName ) ) {
Com_Printf( "Failed to load skin file: %s : %s : %s, %s : %s\n", newTeamName, modelName, skinName, headName, headSkinName );
return qfalse;
}
} else {
Com_Printf( "Failed to load skin file: %s : %s, %s : %s\n", modelName, skinName, headName, headSkinName );
return qfalse;
}
}
*/
// load the data from the animation config
/*
Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", modelName );
if ( !CG_ParseAnimationFile( filename, ci ) ) {
Com_Printf( S_COLOR_YELLOW "Q3R Warning: Failed to load animation file %s\n", filename );
// return qfalse;
}
*/
/*
if( headName[0] == '*' ) {
Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/icon_%s.tga", &headName[1], headSkinName );
} else {
Com_sprintf( filename, sizeof( filename ), "models/players/%s/icon_%s.tga", headName, headSkinName );
}
ci->modelIcon = trap_R_RegisterShaderNoMip( filename );
// if the model icon could not be found and we didn't load from the heads folder try to load from there
if ( !ci->modelIcon && headName[0] != '*') {
Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/icon_%s.tga", headName, headSkinName );
ci->modelIcon = trap_R_RegisterShaderNoMip( filename );
}
if ( !ci->modelIcon ) {
Com_Printf( "Failed to load icon file: %s\n", filename );
return qfalse;
}
*/
// load cmodels before models so filecache works
Com_sprintf( filename, sizeof( filename ), "models/players/%s/body.md3", modelName );
ci->bodyModel = trap_R_RegisterModel( filename );
if ( !ci->bodyModel ) {
Com_Printf( S_COLOR_YELLOW "Q3R Warning: Could not load car body model: %s\n", filename);
return qfalse;
#if 0 // ZTM: Not used by Q3Rally
// use default body model
Com_sprintf( filename, sizeof(filename), "models/players/%s/body.md3", DEFAULT_MODEL );
ci->bodyModel = trap_R_RegisterModel( filename );
if( !ci->bodyModel ) {
Com_Printf( S_COLOR_RED "Q3R Error: Failed to load default car body model: %s\n", filename );
return qfalse;
}
modelName = "sidepipe";
// STONELANCE - UPDATE team name always valid?
// skinName = teamName;
// trap_SendClientCommand("model \"sidepipe/default\"\n");
#endif
}
Com_sprintf( filename, sizeof( filename ), "models/players/%s/wheel.md3", modelName );
ci->wheelModel = trap_R_RegisterModel( filename );
if ( !ci->wheelModel ) {
Com_Printf( S_COLOR_YELLOW "Q3R Warning: Could not load wheel model: %s\n", filename);
// use default wheel model
Com_sprintf( filename, sizeof(filename), "models/players/%s/wheel.md3", DEFAULT_MODEL );
ci->wheelModel = trap_R_RegisterModel( filename );
if( !ci->wheelModel ) {
Com_Printf( S_COLOR_RED "Q3R Error: Failed to load default wheel model: %s\n", filename );
return qfalse;
}
}
Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s.md3", headName );
ci->headModel = trap_R_RegisterModel( filename );
if ( !ci->headModel ) {
Com_Printf( S_COLOR_YELLOW "Q3R Warning: Failed to load head model: %s\n", filename );
// use default wheel model
Com_sprintf( filename, sizeof(filename), "models/players/heads/%s.md3", DEFAULT_HEAD );
ci->headModel = trap_R_RegisterModel( filename );
if( !ci->headModel ) {
Com_Printf( S_COLOR_RED "Q3R Error: Failed to load default head model: %s\n", filename );
return qfalse;
}
}
// figure out plate model
Com_sprintf( filename, sizeof( filename ), "models/players/plates/player%d.tga", ci->clientNum );
if ( !Q_stricmpn( ci->plateSkinName, "usa_", 4 ) ){
Q_strncpyz( ci->plateName, "plate_usa", sizeof( ci->plateName ) );
CreateLicensePlateImage(va("models/players/plates/%s.tga", ci->plateSkinName), filename, ci->name, 10);
}
else{
Q_strncpyz( ci->plateName, "plate_eu", sizeof( ci->plateName ) );
CreateLicensePlateImage(va("models/players/plates/%s.tga", ci->plateSkinName), filename, ci->name, 20);
}
Com_sprintf( filename, sizeof( filename ), "models/players/plates/%s.md3", ci->plateName );
ci->plateModel = trap_R_RegisterModel( filename );
if ( !ci->plateModel ) {
Com_Printf( S_COLOR_YELLOW "Q3R Warning: Failed to load license plate model: %s\n", filename );
return qfalse;
/* // use plate_eu model
Com_sprintf( filename, sizeof(filename), "models/players/plates/%s.md3", DEFAULT_PLATE );
ci->plateModel = trap_R_RegisterModel( filename );
if( !ci->plateModel ) {
Com_Printf( S_COLOR_RED "Q3R Error: Failed to load default license plate model: %s\n", filename );
return qfalse;
}
*/
}
// load center suspension
if (ci->bodyModel && (CG_TagExists(ci->bodyModel, "tag_suspcl") || CG_TagExists(ci->bodyModel, "tag_suspcr"))){
Com_sprintf( filename, sizeof( filename ), "models/players/%s/suspc.md3", modelName );
ci->suspCModel = trap_R_RegisterModel( filename );
if ( !ci->suspCModel ) {
Com_Printf( S_COLOR_YELLOW "Q3R Warning: Failed to load center suspension model: %s\n", filename );
// return qfalse;
}
}
// if any skins failed to load, return failure
if ( !CG_RegisterClientSkin( ci, modelName, skinName, rimName, headName ) ) {
Com_Printf( S_COLOR_RED "Q3R Error: Failed to load skin files: %s : %s : %s : %s\n", modelName, skinName, rimName, headName );
return qfalse;
}
// END
return qtrue;
}
/*
====================
CG_ColorFromString
====================
*/
static void CG_ColorFromString( const char *v, vec3_t color ) {
int val;
VectorClear( color );
val = atoi( v );
if ( val < 1 || val > 7 ) {
VectorSet( color, 1, 1, 1 );
return;
}
if ( val & 1 ) {
color[2] = 1.0f;
}
if ( val & 2 ) {
color[1] = 1.0f;
}
if ( val & 4 ) {
color[0] = 1.0f;
}
}
/*
===================
CG_LoadClientInfo
Load it now, taking the disk hits.
This will usually be deferred to a safe time
===================
*/
static void CG_LoadClientInfo( int clientNum, clientInfo_t *ci ) {
2011-02-18 14:31:32 +00:00
const char *dir, *fallback;
int i, modelloaded;
const char *s;
char teamname[MAX_QPATH];
teamname[0] = 0;
#ifdef MISSIONPACK
if( cgs.gametype >= GT_TEAM) {
if( ci->team == TEAM_BLUE ) {
Q_strncpyz(teamname, cg_blueTeamName.string, sizeof(teamname) );
}
// Q3Rally Code Start
/*
else if( ci->team == TEAM_GREEN ) {
Q_strncpyz(teamname, cg_greenTeamName.string, sizeof(teamname) );
}
else if( ci->team == TEAM_YELLOW ) {
Q_strncpyz(teamname, cg_yellowTeamName.string, sizeof(teamname) );
}
*/
// END
else {
Q_strncpyz(teamname, cg_redTeamName.string, sizeof(teamname) );
}
}
if( teamname[0] ) {
strcat( teamname, "/" );
}
#endif
modelloaded = qtrue;
// Q3Rally Code Start
// if ( !CG_RegisterClientModelname( ci, ci->modelName, ci->skinName, ci->headModelName, ci->headSkinName, teamname ) ) {
if ( !CG_RegisterClientModelname( ci, ci->modelName, ci->skinName, ci->rimName, ci->headModelName, teamname ) ) {
// END
if ( cg_buildScript.integer ) {
// Q3Rally Code Start
// CG_Error( "CG_RegisterClientModelname( %s, %s, %s, %s %s ) failed", ci->modelName, ci->skinName, ci->headModelName, ci->headSkinName, teamname );
CG_Error( "CG_RegisterClientModelname( %s, %s, %s, %s %s ) failed", ci->modelName, ci->skinName, ci->headModelName, ci->rimName, teamname );
// END
}
// fall back
if( cgs.gametype >= GT_TEAM) {
// keep skin name
if( ci->team == TEAM_BLUE ) {
Q_strncpyz(teamname, DEFAULT_BLUETEAM_NAME, sizeof(teamname) );
} else {
Q_strncpyz(teamname, DEFAULT_REDTEAM_NAME, sizeof(teamname) );
}
// Q3Rally Code Start
// if ( !CG_RegisterClientModelname( ci, DEFAULT_TEAM_MODEL, ci->skinName, DEFAULT_TEAM_HEAD, ci->skinName, teamname ) ) {
if ( !CG_RegisterClientModelname( ci, DEFAULT_TEAM_MODEL, ci->skinName, ci->rimName, DEFAULT_HEAD, teamname ) ) {
CG_Error( "DEFAULT_TEAM_MODEL / skin (%s/%s) failed to register", DEFAULT_TEAM_MODEL, ci->skinName );
// END
}
} else {
// Q3Rally Code Start
// if ( !CG_RegisterClientModelname( ci, DEFAULT_MODEL, "default", DEFAULT_MODEL, "default", teamname ) ) {
if ( !CG_RegisterClientModelname( ci, DEFAULT_MODEL, DEFAULT_SKIN, DEFAULT_RIM, DEFAULT_HEAD, teamname ) ) {
CG_Error( "DEFAULT_MODEL (%s) failed to register", DEFAULT_MODEL );
// END
}
}
modelloaded = qfalse;
}
ci->newAnims = qfalse;
// STONELANCE UPDATE: change this to body maybe?
/*
if ( ci->torsoModel ) {
orientation_t tag;
// if the torso model has the "tag_flag"
if ( trap_R_LerpTag( &tag, ci->torsoModel, 0, 0, 1, "tag_flag" ) ) {
ci->newAnims = qtrue;
}
}
*/
// END
// sounds
dir = ci->modelName;
// Q3Rally Code Start
// fallback = (cgs.gametype >= GT_TEAM) ? DEFAULT_TEAM_MODEL : DEFAULT_MODEL;
// UPDATE - remove after player car sounds are added
fallback = "sarge";
// END
for ( i = 0 ; i < MAX_CUSTOM_SOUNDS ; i++ ) {
s = cg_customSoundNames[i];
if ( !s ) {
break;
}
ci->sounds[i] = 0;
// if the model didn't load use the sounds of the default model
if (modelloaded) {
ci->sounds[i] = trap_S_RegisterSound( va("sound/player/%s/%s", dir, s + 1), qfalse );
}
if ( !ci->sounds[i] ) {
ci->sounds[i] = trap_S_RegisterSound( va("sound/player/%s/%s", DEFAULT_MODEL, s + 1), qfalse );
}
if ( !ci->sounds[i] ) {
ci->sounds[i] = trap_S_RegisterSound( va("sound/player/%s/%s", fallback, s + 1), qfalse );
}
}
ci->deferred = qfalse;
// reset any existing players and bodies, because they might be in bad
// frames for this new model
for ( i = 0 ; i < MAX_GENTITIES ; i++ ) {
if ( cg_entities[i].currentState.clientNum == clientNum
&& cg_entities[i].currentState.eType == ET_PLAYER ) {
CG_ResetPlayerEntity( &cg_entities[i] );
}
}
}
/*
======================
CG_CopyClientInfoModel
======================
*/
static void CG_CopyClientInfoModel( clientInfo_t *from, clientInfo_t *to ) {
VectorCopy( from->headOffset, to->headOffset );
to->footsteps = from->footsteps;
to->gender = from->gender;
// SKWID( replaced player with car )
to->bodyModel = from->bodyModel;
to->bodySkin = from->bodySkin;
to->wheelModel = from->wheelModel;
to->wheelSkin = from->wheelSkin;
/*
to->legsModel = from->legsModel;
to->legsSkin = from->legsSkin;
to->torsoModel = from->torsoModel;
to->torsoSkin = from->torsoSkin;
*/
// END
to->headModel = from->headModel;
// Q3Rally Code Start
// to->headSkin = from->headSkin;
to->plateModel = from->plateModel;
to->plateShader = from->plateShader;
to->clientNum = from->clientNum;
// END
to->modelIcon = from->modelIcon;
to->newAnims = from->newAnims;
// SKWID( no more need for animations )
// memcpy( to->animations, from->animations, sizeof( to->animations ) );
// END
memcpy( to->sounds, from->sounds, sizeof( to->sounds ) );
}
/*
======================
CG_ScanForExistingClientInfo
======================
*/
static qboolean CG_ScanForExistingClientInfo( clientInfo_t *ci ) {
int i;
clientInfo_t *match;
for ( i = 0 ; i < cgs.maxclients ; i++ ) {
match = &cgs.clientinfo[ i ];
if ( !match->infoValid ) {
continue;
}
if ( match->deferred ) {
continue;
}
if ( !Q_stricmp( ci->modelName, match->modelName )
&& !Q_stricmp( ci->skinName, match->skinName )
&& !Q_stricmp( ci->headModelName, match->headModelName )
// Q3Rally Code Start
&& !Q_stricmp( ci->rimName, match->rimName )
&& !Q_stricmp( ci->plateName, match->plateName )
&& !Q_stricmp( ci->plateSkinName, match->plateSkinName )
// && !Q_stricmp( ci->headSkinName, match->headSkinName )
// END
&& !Q_stricmp( ci->blueTeam, match->blueTeam )
&& !Q_stricmp( ci->redTeam, match->redTeam )
&& (cgs.gametype < GT_TEAM || ci->team == match->team) ) {
// this clientinfo is identical, so use its handles
2011-02-18 14:31:32 +00:00
ci->deferred = qfalse;
CG_CopyClientInfoModel( match, ci );
return qtrue;
}
}
// nothing matches, so defer the load
return qfalse;
}
/*
======================
CG_SetDeferredClientInfo
We aren't going to load it now, so grab some other
client's info to use until we have some spare time.
======================
*/
static void CG_SetDeferredClientInfo( int clientNum, clientInfo_t *ci ) {
2011-02-18 14:31:32 +00:00
int i;
clientInfo_t *match;
// if someone else is already the same models and skins we
// can just load the client info
for ( i = 0 ; i < cgs.maxclients ; i++ ) {
match = &cgs.clientinfo[ i ];
if ( !match->infoValid || match->deferred ) {
continue;
}
if ( Q_stricmp( ci->skinName, match->skinName ) ||
Q_stricmp( ci->modelName, match->modelName ) ||
// Q_stricmp( ci->headModelName, match->headModelName ) ||
// Q_stricmp( ci->headSkinName, match->headSkinName ) ||
// Q3Rally Code Start
Q_stricmp( ci->rimName, match->rimName ) ||
Q_stricmp( ci->plateSkinName, match->plateSkinName ) ||
// END
(cgs.gametype >= GT_TEAM && ci->team != match->team) ) {
continue;
}
// just load the real info cause it uses the same models and skins
CG_LoadClientInfo( clientNum, ci );
2011-02-18 14:31:32 +00:00
return;
}
// if we are in teamplay, only grab a model if the skin is correct
if ( cgs.gametype >= GT_TEAM ) {
for ( i = 0 ; i < cgs.maxclients ; i++ ) {
match = &cgs.clientinfo[ i ];
if ( !match->infoValid || match->deferred ) {
continue;
}
if ( Q_stricmp( ci->skinName, match->skinName ) ||
(cgs.gametype >= GT_TEAM && ci->team != match->team) ) {
continue;
}
ci->deferred = qtrue;
CG_CopyClientInfoModel( match, ci );
return;
}
// load the full model, because we don't ever want to show
// an improper team skin. This will cause a hitch for the first
// player, when the second enters. Combat shouldn't be going on
// yet, so it shouldn't matter
CG_LoadClientInfo( clientNum, ci );
2011-02-18 14:31:32 +00:00
return;
}
// find the first valid clientinfo and grab its stuff
for ( i = 0 ; i < cgs.maxclients ; i++ ) {
match = &cgs.clientinfo[ i ];
if ( !match->infoValid ) {
continue;
}
ci->deferred = qtrue;
CG_CopyClientInfoModel( match, ci );
return;
}
// we should never get here...
CG_Printf( "CG_SetDeferredClientInfo: no valid clients!\n" );
CG_LoadClientInfo( clientNum, ci );
2011-02-18 14:31:32 +00:00
}
/*
======================
CG_NewClientInfo
======================
*/
void CG_NewClientInfo( int clientNum ) {
clientInfo_t *ci;
clientInfo_t newInfo;
const char *configstring;
const char *v;
char *slash;
ci = &cgs.clientinfo[clientNum];
configstring = CG_ConfigString( clientNum + CS_PLAYERS );
if ( !configstring[0] ) {
memset( ci, 0, sizeof( *ci ) );
return; // player just left
}
// build into a temp buffer so the defer checks can use
// the old value
memset( &newInfo, 0, sizeof( newInfo ) );
// Q3Rally Code Start
newInfo.clientNum = clientNum;
// END
// isolate the player's name
v = Info_ValueForKey(configstring, "n");
Q_strncpyz( newInfo.name, v, sizeof( newInfo.name ) );
// colors
v = Info_ValueForKey( configstring, "c1" );
CG_ColorFromString( v, newInfo.color1 );
newInfo.c1RGBA[0] = 255 * newInfo.color1[0];
newInfo.c1RGBA[1] = 255 * newInfo.color1[1];
newInfo.c1RGBA[2] = 255 * newInfo.color1[2];
newInfo.c1RGBA[3] = 255;
2011-02-18 14:31:32 +00:00
v = Info_ValueForKey( configstring, "c2" );
CG_ColorFromString( v, newInfo.color2 );
newInfo.c2RGBA[0] = 255 * newInfo.color2[0];
newInfo.c2RGBA[1] = 255 * newInfo.color2[1];
newInfo.c2RGBA[2] = 255 * newInfo.color2[2];
newInfo.c2RGBA[3] = 255;
2011-02-18 14:31:32 +00:00
// bot skill
v = Info_ValueForKey( configstring, "skill" );
newInfo.botSkill = atoi( v );
// handicap
v = Info_ValueForKey( configstring, "hc" );
newInfo.handicap = atoi( v );
// wins
v = Info_ValueForKey( configstring, "w" );
newInfo.wins = atoi( v );
// losses
v = Info_ValueForKey( configstring, "l" );
newInfo.losses = atoi( v );
// team
v = Info_ValueForKey( configstring, "t" );
newInfo.team = atoi( v );
// team task
v = Info_ValueForKey( configstring, "tt" );
newInfo.teamTask = atoi(v);
// team leader
v = Info_ValueForKey( configstring, "tl" );
newInfo.teamLeader = atoi(v);
v = Info_ValueForKey( configstring, "g_redteam" );
Q_strncpyz(newInfo.redTeam, v, MAX_TEAMNAME);
v = Info_ValueForKey( configstring, "g_blueteam" );
Q_strncpyz(newInfo.blueTeam, v, MAX_TEAMNAME);
// model
v = Info_ValueForKey( configstring, "model" );
if ( cg_forceModel.integer ) {
// forcemodel makes everyone use a single model
// to prevent load hitches
char modelStr[MAX_QPATH];
char *skin;
if( cgs.gametype >= GT_TEAM ) {
Q_strncpyz( newInfo.modelName, DEFAULT_TEAM_MODEL, sizeof( newInfo.modelName ) );
// Q3Rally Code Start
// Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) );
Q_strncpyz( newInfo.skinName, DEFAULT_SKIN, sizeof( newInfo.skinName ) );
// END
} else {
trap_Cvar_VariableStringBuffer( "model", modelStr, sizeof( modelStr ) );
if ( ( skin = strchr( modelStr, '/' ) ) == NULL) {
// Q3Rally Code Start
// skin = "default";
skin = DEFAULT_SKIN;
// END
} else {
*skin++ = 0;
}
Q_strncpyz( newInfo.skinName, skin, sizeof( newInfo.skinName ) );
Q_strncpyz( newInfo.modelName, modelStr, sizeof( newInfo.modelName ) );
}
if ( cgs.gametype >= GT_TEAM ) {
// keep skin name
slash = strchr( v, '/' );
if ( slash ) {
Q_strncpyz( newInfo.skinName, slash + 1, sizeof( newInfo.skinName ) );
}
}
// Q3Rally Code Start
trap_Cvar_VariableStringBuffer( "rim", ci->rimName, sizeof(ci->rimName));
trap_Cvar_VariableStringBuffer( "plate", ci->plateSkinName, sizeof(ci->plateSkinName));
// END
} else {
Q_strncpyz( newInfo.modelName, v, sizeof( newInfo.modelName ) );
slash = strchr( newInfo.modelName, '/' );
if ( !slash ) {
// modelName didn not include a skin name
// Q3Rally Code Start
// Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) );
Q_strncpyz( newInfo.skinName, DEFAULT_SKIN, sizeof( newInfo.skinName ) );
// END
} else {
Q_strncpyz( newInfo.skinName, slash + 1, sizeof( newInfo.skinName ) );
// truncate modelName
*slash = 0;
}
// Q3Rally Code Start
v = Info_ValueForKey( configstring, "rim" );
Q_strncpyz( newInfo.rimName, v, sizeof( newInfo.rimName ) );
v = Info_ValueForKey( configstring, "plate" );
Q_strncpyz( newInfo.plateSkinName, v, sizeof( newInfo.plateSkinName ) );
// END
}
// Q3Rally Code Start
v = Info_ValueForKey( configstring, "cm" );
newInfo.controlMode = atoi(v);
v = Info_ValueForKey( configstring, "ms" );
newInfo.manualShift = atoi(v);
// END
// head model
v = Info_ValueForKey( configstring, "hmodel" );
if ( cg_forceModel.integer ) {
// forcemodel makes everyone use a single model
// to prevent load hitches
char modelStr[MAX_QPATH];
// Q3Rally Code Start (removed)
/*
char *skin;
if( cgs.gametype >= GT_TEAM ) {
Q_strncpyz( newInfo.headModelName, DEFAULT_TEAM_HEAD, sizeof( newInfo.headModelName ) );
2011-02-18 14:31:32 +00:00
Q_strncpyz( newInfo.headSkinName, "default", sizeof( newInfo.headSkinName ) );
} else {
trap_Cvar_VariableStringBuffer( "headmodel", modelStr, sizeof( modelStr ) );
*/
trap_Cvar_VariableStringBuffer( "head", modelStr, sizeof( modelStr ) );
/*
if ( ( skin = strchr( modelStr, '/' ) ) == NULL) {
skin = "default";
} else {
*skin++ = 0;
}
Q_strncpyz( newInfo.headSkinName, skin, sizeof( newInfo.headSkinName ) );
*/
Q_strncpyz( newInfo.headModelName, modelStr, sizeof( newInfo.headModelName ) );
// }
// END
// STONELANCE (removed)
/*
if ( cgs.gametype >= GT_TEAM ) {
// keep skin name
slash = strchr( v, '/' );
if ( slash ) {
Q_strncpyz( newInfo.headSkinName, slash + 1, sizeof( newInfo.headSkinName ) );
}
}
*/
// END
} else {
Q_strncpyz( newInfo.headModelName, v, sizeof( newInfo.headModelName ) );
slash = strchr( newInfo.headModelName, '/' );
// STONELANCE (removed)
/*
if ( !slash ) {
// modelName didn not include a skin name
Q_strncpyz( newInfo.headSkinName, "default", sizeof( newInfo.headSkinName ) );
} else {
Q_strncpyz( newInfo.headSkinName, slash + 1, sizeof( newInfo.headSkinName ) );
// truncate modelName
*slash = 0;
}
*/
// hack off any extra crap if there is a /
if ( slash ) {
// truncate modelName
*slash = 0;
}
// END
}
// scan for an existing clientinfo that matches this modelname
// so we can avoid loading checks if possible
if ( !CG_ScanForExistingClientInfo( &newInfo ) ) {
qboolean forceDefer;
forceDefer = trap_MemoryRemaining() < 4000000;
// if we are defering loads, just have it pick the first valid
if ( forceDefer || (cg_deferPlayers.integer && !cg_buildScript.integer && !cg.loading ) ) {
2011-02-18 14:31:32 +00:00
// keep whatever they had if it won't violate team skins
CG_SetDeferredClientInfo( clientNum, &newInfo );
2011-02-18 14:31:32 +00:00
// if we are low on memory, leave them with this model
if ( forceDefer ) {
CG_Printf( "Memory is low. Using deferred model.\n" );
2011-02-18 14:31:32 +00:00
newInfo.deferred = qfalse;
}
} else {
CG_LoadClientInfo( clientNum, &newInfo );
2011-02-18 14:31:32 +00:00
}
}
// replace whatever was there with the new one
newInfo.infoValid = qtrue;
*ci = newInfo;
}
/*
======================
CG_LoadDeferredPlayers
Called each frame when a player is dead
and the scoreboard is up
so deferred players can be loaded
======================
*/
void CG_LoadDeferredPlayers( void ) {
int i;
clientInfo_t *ci;
// scan for a deferred player to load
for ( i = 0, ci = cgs.clientinfo ; i < cgs.maxclients ; i++, ci++ ) {
if ( ci->infoValid && ci->deferred ) {
// if we are low on memory, leave it deferred
if ( trap_MemoryRemaining() < 4000000 ) {
CG_Printf( "Memory is low. Using deferred model.\n" );
2011-02-18 14:31:32 +00:00
ci->deferred = qfalse;
continue;
}
CG_LoadClientInfo( i, ci );
2011-02-18 14:31:32 +00:00
// break;
}
}
}
/*
=============================================================================
PLAYER ANIMATION
=============================================================================
*/
/*
===============
CG_SetLerpFrameAnimation
may include ANIM_TOGGLEBIT
===============
*/
// SKWID( removed function )
/*
static void CG_SetLerpFrameAnimation( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation ) {
animation_t *anim;
lf->animationNumber = newAnimation;
newAnimation &= ~ANIM_TOGGLEBIT;
if ( newAnimation < 0 || newAnimation >= MAX_TOTALANIMATIONS ) {
CG_Error( "Bad animation number: %i", newAnimation );
}
anim = &ci->animations[ newAnimation ];
lf->animation = anim;
lf->animationTime = lf->frameTime + anim->initialLerp;
if ( cg_debugAnim.integer ) {
CG_Printf( "Anim: %i\n", newAnimation );
}
}
*/
// END
/*
===============
CG_RunLerpFrame
Sets cg.snap, cg.oldFrame, and cg.backlerp
cg.time should be between oldFrameTime and frameTime after exit
===============
*/
// SKWID( removed this function )
/*
static void CG_RunLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation, float speedScale ) {
int f, numFrames;
animation_t *anim;
// debugging tool to get no animations
if ( cg_animSpeed.integer == 0 ) {
lf->oldFrame = lf->frame = lf->backlerp = 0;
return;
}
// see if the animation sequence is switching
if ( newAnimation != lf->animationNumber || !lf->animation ) {
CG_SetLerpFrameAnimation( ci, lf, newAnimation );
}
// if we have passed the current frame, move it to
// oldFrame and calculate a new frame
if ( cg.time >= lf->frameTime ) {
lf->oldFrame = lf->frame;
lf->oldFrameTime = lf->frameTime;
// get the next frame based on the animation
anim = lf->animation;
if ( !anim->frameLerp ) {
return; // shouldn't happen
}
if ( cg.time < lf->animationTime ) {
lf->frameTime = lf->animationTime; // initial lerp
} else {
lf->frameTime = lf->oldFrameTime + anim->frameLerp;
}
f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp;
f *= speedScale; // adjust for haste, etc
numFrames = anim->numFrames;
if (anim->flipflop) {
numFrames *= 2;
}
if ( f >= numFrames ) {
f -= numFrames;
if ( anim->loopFrames ) {
f %= anim->loopFrames;
f += anim->numFrames - anim->loopFrames;
} else {
f = numFrames - 1;
// the animation is stuck at the end, so it
// can immediately transition to another sequence
lf->frameTime = cg.time;
}
}
if ( anim->reversed ) {
lf->frame = anim->firstFrame + anim->numFrames - 1 - f;
}
else if (anim->flipflop && f>=anim->numFrames) {
lf->frame = anim->firstFrame + anim->numFrames - 1 - (f%anim->numFrames);
}
else {
lf->frame = anim->firstFrame + f;
}
if ( cg.time > lf->frameTime ) {
lf->frameTime = cg.time;
if ( cg_debugAnim.integer ) {
CG_Printf( "Clamp lf->frameTime\n");
}
}
}
if ( lf->frameTime > cg.time + 200 ) {
lf->frameTime = cg.time;
}
if ( lf->oldFrameTime > cg.time ) {
lf->oldFrameTime = cg.time;
}
// calculate current lerp value
if ( lf->frameTime == lf->oldFrameTime ) {
lf->backlerp = 0;
} else {
lf->backlerp = 1.0 - (float)( cg.time - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime );
}
}
*/
// END
/*
===============
CG_ClearLerpFrame
===============
*/
// SKWID( removed function )
/*
static void CG_ClearLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int animationNumber ) {
lf->frameTime = lf->oldFrameTime = cg.time;
CG_SetLerpFrameAnimation( ci, lf, animationNumber );
lf->oldFrame = lf->frame = lf->animation->firstFrame;
}
*/
// END
/*
===============
CG_PlayerAnimation
===============
*/
// SKWID( removed function )
/*
static void CG_PlayerAnimation( centity_t *cent, int *legsOld, int *legs, float *legsBackLerp,
int *torsoOld, int *torso, float *torsoBackLerp ) {
clientInfo_t *ci;
int clientNum;
float speedScale;
clientNum = cent->currentState.clientNum;
if ( cg_noPlayerAnims.integer ) {
*legsOld = *legs = *torsoOld = *torso = 0;
return;
}
if ( cent->currentState.powerups & ( 1 << PW_HASTE ) ) {
speedScale = 1.5;
} else {
speedScale = 1;
}
ci = &cgs.clientinfo[ clientNum ];
// do the shuffle turn frames locally
if ( cent->pe.legs.yawing && ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) {
CG_RunLerpFrame( ci, &cent->pe.legs, LEGS_TURN, speedScale );
} else {
CG_RunLerpFrame( ci, &cent->pe.legs, cent->currentState.legsAnim, speedScale );
}
*legsOld = cent->pe.legs.oldFrame;
*legs = cent->pe.legs.frame;
*legsBackLerp = cent->pe.legs.backlerp;
CG_RunLerpFrame( ci, &cent->pe.torso, cent->currentState.torsoAnim, speedScale );
*torsoOld = cent->pe.torso.oldFrame;
*torso = cent->pe.torso.frame;
*torsoBackLerp = cent->pe.torso.backlerp;
}
*/
// END
/*
=============================================================================
PLAYER ANGLES
=============================================================================
*/
2012-09-15 03:56:52 +00:00
#if 0 // ZTM: Not used by Q3Rally
2011-02-18 14:31:32 +00:00
/*
==================
CG_SwingAngles
==================
*/
static void CG_SwingAngles( float destination, float swingTolerance, float clampTolerance,
float speed, float *angle, qboolean *swinging ) {
float swing;
float move;
float scale;
if ( !*swinging ) {
// see if a swing should be started
swing = AngleSubtract( *angle, destination );
if ( swing > swingTolerance || swing < -swingTolerance ) {
*swinging = qtrue;
}
}
if ( !*swinging ) {
return;
}
// modify the speed depending on the delta
// so it doesn't seem so linear
swing = AngleSubtract( destination, *angle );
scale = fabs( swing );
if ( scale < swingTolerance * 0.5 ) {
scale = 0.5;
} else if ( scale < swingTolerance ) {
scale = 1.0;
} else {
scale = 2.0;
}
// swing towards the destination angle
if ( swing >= 0 ) {
move = cg.frametime * scale * speed;
if ( move >= swing ) {
move = swing;
*swinging = qfalse;
}
*angle = AngleMod( *angle + move );
} else if ( swing < 0 ) {
move = cg.frametime * scale * -speed;
if ( move <= swing ) {
move = swing;
*swinging = qfalse;
}
*angle = AngleMod( *angle + move );
}
// clamp to no more than tolerance
swing = AngleSubtract( destination, *angle );
if ( swing > clampTolerance ) {
*angle = AngleMod( destination - (clampTolerance - 1) );
} else if ( swing < -clampTolerance ) {
*angle = AngleMod( destination + (clampTolerance - 1) );
}
}
/*
=================
CG_AddPainTwitch
=================
*/
static void CG_AddPainTwitch( centity_t *cent, vec3_t torsoAngles ) {
int t;
float f;
t = cg.time - cent->pe.painTime;
if ( t >= PAIN_TWITCH_TIME ) {
return;
}
f = 1.0 - (float)t / PAIN_TWITCH_TIME;
if ( cent->pe.painDirection ) {
torsoAngles[ROLL] += 20 * f;
} else {
torsoAngles[ROLL] -= 20 * f;
}
}
#endif
/*
===============
CG_PlayerAngles
Handles separate torso motion
2011-02-18 14:31:32 +00:00
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
===============
*/
// SKWID( removed function )
/*
static void CG_PlayerAngles( centity_t *cent, vec3_t legs[3], vec3_t torso[3], vec3_t head[3] ) {
vec3_t legsAngles, torsoAngles, headAngles;
float dest;
static int movementOffsets[8] = { 0, 22, 45, -22, 0, 22, -45, -22 };
vec3_t velocity;
float speed;
int dir, clientNum;
clientInfo_t *ci;
VectorCopy( cent->lerpAngles, headAngles );
headAngles[YAW] = AngleMod( headAngles[YAW] );
VectorClear( legsAngles );
VectorClear( torsoAngles );
// --------- yaw -------------
// allow yaw to drift a bit
if ( ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE
|| ((cent->currentState.torsoAnim & ~ANIM_TOGGLEBIT) != TORSO_STAND
&& (cent->currentState.torsoAnim & ~ANIM_TOGGLEBIT) != TORSO_STAND2)) {
2011-02-18 14:31:32 +00:00
// if not standing still, always point all in the same direction
cent->pe.torso.yawing = qtrue; // always center
cent->pe.torso.pitching = qtrue; // always center
cent->pe.legs.yawing = qtrue; // always center
}
// adjust legs for movement dir
if ( cent->currentState.eFlags & EF_DEAD ) {
// don't let dead bodies twitch
dir = 0;
} else {
dir = cent->currentState.angles2[YAW];
if ( dir < 0 || dir > 7 ) {
CG_Error( "Bad player movement angle" );
}
}
legsAngles[YAW] = headAngles[YAW] + movementOffsets[ dir ];
torsoAngles[YAW] = headAngles[YAW] + 0.25 * movementOffsets[ dir ];
// torso
CG_SwingAngles( torsoAngles[YAW], 25, 90, cg_swingSpeed.value, &cent->pe.torso.yawAngle, &cent->pe.torso.yawing );
CG_SwingAngles( legsAngles[YAW], 40, 90, cg_swingSpeed.value, &cent->pe.legs.yawAngle, &cent->pe.legs.yawing );
torsoAngles[YAW] = cent->pe.torso.yawAngle;
legsAngles[YAW] = cent->pe.legs.yawAngle;
2011-02-18 14:31:32 +00:00
// --------- pitch -------------
// only show a fraction of the pitch angle in the torso
if ( headAngles[PITCH] > 180 ) {
dest = (-360 + headAngles[PITCH]) * 0.75f;
} else {
dest = headAngles[PITCH] * 0.75f;
}
CG_SwingAngles( dest, 15, 30, 0.1f, &cent->pe.torso.pitchAngle, &cent->pe.torso.pitching );
torsoAngles[PITCH] = cent->pe.torso.pitchAngle;
//
clientNum = cent->currentState.clientNum;
if ( clientNum >= 0 && clientNum < MAX_CLIENTS ) {
ci = &cgs.clientinfo[ clientNum ];
if ( ci->fixedtorso ) {
torsoAngles[PITCH] = 0.0f;
}
}
// --------- roll -------------
// lean towards the direction of travel
VectorCopy( cent->currentState.pos.trDelta, velocity );
speed = VectorNormalize( velocity );
if ( speed ) {
vec3_t axis[3];
float side;
speed *= 0.05f;
AnglesToAxis( legsAngles, axis );
side = speed * DotProduct( velocity, axis[1] );
legsAngles[ROLL] -= side;
side = speed * DotProduct( velocity, axis[0] );
legsAngles[PITCH] += side;
}
//
clientNum = cent->currentState.clientNum;
if ( clientNum >= 0 && clientNum < MAX_CLIENTS ) {
ci = &cgs.clientinfo[ clientNum ];
if ( ci->fixedlegs ) {
legsAngles[YAW] = torsoAngles[YAW];
legsAngles[PITCH] = 0.0f;
legsAngles[ROLL] = 0.0f;
}
}
// pain twitch
CG_AddPainTwitch( cent, torsoAngles );
// pull the angles back out of the hierarchial chain
AnglesSubtract( headAngles, torsoAngles, headAngles );
AnglesSubtract( torsoAngles, legsAngles, torsoAngles );
AnglesToAxis( legsAngles, legs );
AnglesToAxis( torsoAngles, torso );
AnglesToAxis( headAngles, head );
}
*/
// END
2011-02-18 14:31:32 +00:00
//==========================================================================
/*
===============
CG_HasteTrail
===============
*/
// STONELANCE - removed function
/*
static void CG_HasteTrail( centity_t *cent ) {
localEntity_t *smoke;
vec3_t origin;
int anim;
if ( cent->trailTime > cg.time ) {
return;
}
// SKWID( removed animations )
// anim = cent->pe.legs.animationNumber & ~ANIM_TOGGLEBIT;
// if ( anim != LEGS_RUN && anim != LEGS_BACK ) {
// return;
// }
// END
cent->trailTime += 100;
if ( cent->trailTime < cg.time ) {
cent->trailTime = cg.time;
}
VectorCopy( cent->lerpOrigin, origin );
origin[2] -= 16;
smoke = CG_SmokePuff( origin, vec3_origin,
8,
1, 1, 1, 1,
500,
cg.time,
0,
0,
cgs.media.hastePuffShader );
// use the optimized local entity add
smoke->leType = LE_SCALE_FADE;
}
*/
// END
#ifdef MISSIONPACK
/*
===============
CG_BreathPuffs
===============
*/
static void CG_BreathPuffs( centity_t *cent, refEntity_t *head) {
clientInfo_t *ci;
vec3_t up, origin;
int contents;
ci = &cgs.clientinfo[ cent->currentState.number ];
if (!cg_enableBreath.integer) {
return;
}
if ( cent->currentState.number == cg.snap->ps.clientNum && !cg.renderingThirdPerson) {
return;
}
if ( cent->currentState.eFlags & EF_DEAD ) {
return;
}
contents = CG_PointContents( head->origin, 0 );
2011-02-18 14:31:32 +00:00
if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) {
return;
}
if ( ci->breathPuffTime > cg.time ) {
return;
}
VectorSet( up, 0, 0, 8 );
VectorMA(head->origin, 8, head->axis[0], origin);
VectorMA(origin, -4, head->axis[2], origin);
CG_SmokePuff( origin, up, 16, 1, 1, 1, 0.66f, 1500, cg.time, cg.time + 400, LEF_PUFF_DONT_SCALE, cgs.media.shotgunSmokePuffShader );
ci->breathPuffTime = cg.time + 2000;
}
/*
===============
CG_DustTrail
===============
*/
static void CG_DustTrail( centity_t *cent ) {
int anim;
vec3_t end, vel;
trace_t tr;
if (!cg_enableDust.integer)
return;
if ( cent->dustTrailTime > cg.time ) {
return;
}
cent->dustTrailTime += 40;
if ( cent->dustTrailTime < cg.time ) {
cent->dustTrailTime = cg.time;
}
VectorCopy(cent->currentState.pos.trBase, end);
end[2] -= 64;
CG_Trace( &tr, cent->currentState.pos.trBase, NULL, NULL, end, cent->currentState.number, MASK_PLAYERSOLID );
if ( !(tr.surfaceFlags & SURF_DUST) )
return;
VectorCopy( cent->currentState.pos.trBase, end );
end[2] -= 16;
VectorSet(vel, 0, 0, -30);
CG_SmokePuff( end, vel,
2011-02-18 14:31:32 +00:00
24,
.8f, .8f, 0.7f, 0.33f,
500,
cg.time,
0,
0,
cgs.media.dustPuffShader );
}
2021-04-11 09:51:15 +00:00
// #endif
2011-02-18 14:31:32 +00:00
/*
===============
CG_SnowTrail
===============
*/
static void CG_SnowTrail( centity_t *cent ) {
// int anim;
vec3_t end, vel;
trace_t tr;
if (!cg_enableSnow.integer)
return;
if ( cent->snowTrailTime > cg.time ) {
return;
}
cent->snowTrailTime += 40;
if ( cent->snowTrailTime < cg.time ) {
cent->snowTrailTime = cg.time;
}
VectorCopy(cent->currentState.pos.trBase, end);
end[2] -= 64;
CG_Trace( &tr, cent->currentState.pos.trBase, NULL, NULL, end, cent->currentState.number, MASK_PLAYERSOLID );
if ( !(tr.surfaceFlags & SURF_SNOW) )
return;
VectorCopy( cent->currentState.pos.trBase, end );
end[2] -= 16;
VectorSet(vel, 0, 0, -30);
CG_SmokePuff( end, vel,
24,
.8f, .8f, 0.7f, 0.33f,
500,
cg.time,
0,
0,
cgs.media.snowPuffShader );
}
// #endif
2021-04-11 09:51:15 +00:00
/*
===============
CG_SandTrail
===============
*/
static void CG_SandTrail( centity_t *cent ) {
// int anim;
vec3_t end, vel;
trace_t tr;
if (!cg_enableSand.integer)
return;
if ( cent->sandTrailTime > cg.time ) {
return;
}
cent->sandTrailTime += 40;
if ( cent->sandTrailTime < cg.time ) {
cent->sandTrailTime = cg.time;
}
VectorCopy(cent->currentState.pos.trBase, end);
end[2] -= 64;
CG_Trace( &tr, cent->currentState.pos.trBase, NULL, NULL, end, cent->currentState.number, MASK_PLAYERSOLID );
if ( !(tr.surfaceFlags & SURF_SAND) )
return;
VectorCopy( cent->currentState.pos.trBase, end );
end[2] -= 16;
VectorSet(vel, 0, 0, -30);
CG_SmokePuff( end, vel,
24,
.8f, .8f, 0.7f, 0.33f,
500,
cg.time,
0,
0,
// FIX THIS !!! cgs.media.sandPuffShader );
cgs.media.snowPuffShader );
2021-04-11 09:51:15 +00:00
}
#endif
2011-02-18 14:31:32 +00:00
/*
===============
CG_TrailItem
===============
*/
static void CG_TrailItem( centity_t *cent, qhandle_t hModel ) {
refEntity_t ent;
vec3_t angles;
vec3_t axis[3];
VectorCopy( cent->lerpAngles, angles );
angles[PITCH] = 0;
angles[ROLL] = 0;
AnglesToAxis( angles, axis );
memset( &ent, 0, sizeof( ent ) );
VectorMA( cent->lerpOrigin, -16, axis[0], ent.origin );
ent.origin[2] += 16;
// Q3Rally Code Start
// angles[YAW] += 90;
// END
AnglesToAxis( angles, ent.axis );
ent.hModel = hModel;
trap_R_AddRefEntityToScene( &ent );
}
/*
===============
CG_PlayerFlag
===============
*/
static void CG_PlayerFlag( centity_t *cent, qhandle_t hSkin, refEntity_t *torso ) {
2012-09-15 03:56:52 +00:00
#if 0 // Not supported by Q3Rally
2011-02-18 14:31:32 +00:00
clientInfo_t *ci;
refEntity_t pole;
refEntity_t flag;
vec3_t angles, dir;
int legsAnim, flagAnim, updateangles;
float angle, d;
// show the flag pole model
memset( &pole, 0, sizeof(pole) );
pole.hModel = cgs.media.flagPoleModel;
VectorCopy( torso->lightingOrigin, pole.lightingOrigin );
pole.shadowPlane = torso->shadowPlane;
pole.renderfx = torso->renderfx;
CG_PositionEntityOnTag( &pole, torso, torso->hModel, "tag_flag" );
trap_R_AddRefEntityToScene( &pole );
// show the flag model
memset( &flag, 0, sizeof(flag) );
flag.hModel = cgs.media.flagFlapModel;
flag.customSkin = hSkin;
VectorCopy( torso->lightingOrigin, flag.lightingOrigin );
flag.shadowPlane = torso->shadowPlane;
flag.renderfx = torso->renderfx;
VectorClear(angles);
updateangles = qfalse;
legsAnim = cent->currentState.legsAnim & ~ANIM_TOGGLEBIT;
if( legsAnim == LEGS_IDLE || legsAnim == LEGS_IDLECR ) {
flagAnim = FLAG_STAND;
} else if ( legsAnim == LEGS_WALK || legsAnim == LEGS_WALKCR ) {
flagAnim = FLAG_STAND;
updateangles = qtrue;
} else {
flagAnim = FLAG_RUN;
updateangles = qtrue;
}
if ( updateangles ) {
VectorCopy( cent->currentState.pos.trDelta, dir );
// add gravity
dir[2] += 100;
VectorNormalize( dir );
d = DotProduct(pole.axis[2], dir);
// if there is enough movement orthogonal to the flag pole
2011-02-18 14:31:32 +00:00
if (fabs(d) < 0.9) {
//
d = DotProduct(pole.axis[0], dir);
if (d > 1.0f) {
d = 1.0f;
}
else if (d < -1.0f) {
d = -1.0f;
}
angle = Q_acos(d);
2011-02-18 14:31:32 +00:00
d = DotProduct(pole.axis[1], dir);
if (d < 0) {
angles[YAW] = 360 - angle * 180 / M_PI;
}
else {
angles[YAW] = angle * 180 / M_PI;
}
if (angles[YAW] < 0)
angles[YAW] += 360;
if (angles[YAW] > 360)
angles[YAW] -= 360;
//vectoangles( cent->currentState.pos.trDelta, tmpangles );
//angles[YAW] = tmpangles[YAW] + 45 - cent->pe.torso.yawAngle;
// change the yaw angle
CG_SwingAngles( angles[YAW], 25, 90, 0.15f, &cent->pe.flag.yawAngle, &cent->pe.flag.yawing );
}
/*
d = DotProduct(pole.axis[2], dir);
angle = Q_acos(d);
d = DotProduct(pole.axis[1], dir);
if (d < 0) {
angle = 360 - angle * 180 / M_PI;
}
else {
angle = angle * 180 / M_PI;
}
if (angle > 340 && angle < 20) {
flagAnim = FLAG_RUNUP;
}
if (angle > 160 && angle < 200) {
flagAnim = FLAG_RUNDOWN;
}
*/
}
// set the yaw angle
angles[YAW] = cent->pe.flag.yawAngle;
// lerp the flag animation frames
ci = &cgs.clientinfo[ cent->currentState.clientNum ];
// STONELANCE (removed function)
// CG_RunLerpFrame( ci, &cent->pe.flag, flagAnim, 1 );
// END
flag.oldframe = cent->pe.flag.oldFrame;
flag.frame = cent->pe.flag.frame;
flag.backlerp = cent->pe.flag.backlerp;
AnglesToAxis( angles, flag.axis );
CG_PositionRotatedEntityOnTag( &flag, &pole, pole.hModel, "tag_flag" );
trap_R_AddRefEntityToScene( &flag );
2012-09-15 03:56:52 +00:00
#endif
2011-02-18 14:31:32 +00:00
}
#ifdef MISSIONPACK
2011-02-18 14:31:32 +00:00
/*
===============
CG_PlayerTokens
===============
*/
static void CG_PlayerTokens( centity_t *cent, int renderfx ) {
int tokens, i, j;
float angle;
refEntity_t ent;
vec3_t dir, origin;
skulltrail_t *trail;
if ( cent->currentState.number >= MAX_CLIENTS ) {
return;
}
2011-02-18 14:31:32 +00:00
trail = &cg.skulltrails[cent->currentState.number];
tokens = cent->currentState.generic1;
if ( !tokens ) {
trail->numpositions = 0;
return;
}
if ( tokens > MAX_SKULLTRAIL ) {
tokens = MAX_SKULLTRAIL;
}
// add skulls if there are more than last time
for (i = 0; i < tokens - trail->numpositions; i++) {
for (j = trail->numpositions; j > 0; j--) {
VectorCopy(trail->positions[j-1], trail->positions[j]);
}
VectorCopy(cent->lerpOrigin, trail->positions[0]);
}
trail->numpositions = tokens;
// move all the skulls along the trail
VectorCopy(cent->lerpOrigin, origin);
for (i = 0; i < trail->numpositions; i++) {
VectorSubtract(trail->positions[i], origin, dir);
if (VectorNormalize(dir) > 30) {
VectorMA(origin, 30, dir, trail->positions[i]);
}
VectorCopy(trail->positions[i], origin);
}
memset( &ent, 0, sizeof( ent ) );
if( cgs.clientinfo[ cent->currentState.clientNum ].team == TEAM_BLUE ) {
ent.hModel = cgs.media.redCubeModel;
} else {
ent.hModel = cgs.media.blueCubeModel;
}
ent.renderfx = renderfx;
VectorCopy(cent->lerpOrigin, origin);
for (i = 0; i < trail->numpositions; i++) {
VectorSubtract(origin, trail->positions[i], ent.axis[0]);
ent.axis[0][2] = 0;
VectorNormalize(ent.axis[0]);
VectorSet(ent.axis[2], 0, 0, 1);
CrossProduct(ent.axis[0], ent.axis[2], ent.axis[1]);
VectorCopy(trail->positions[i], ent.origin);
angle = (((cg.time + 500 * MAX_SKULLTRAIL - 500 * i) / 16) & 255) * (M_PI * 2) / 255;
ent.origin[2] += sin(angle) * 10;
trap_R_AddRefEntityToScene( &ent );
VectorCopy(trail->positions[i], origin);
}
}
#endif
/*
===============
CG_PlayerPowerups
===============
*/
static void CG_PlayerPowerups( centity_t *cent, refEntity_t *torso ) {
int powerups;
clientInfo_t *ci;
powerups = cent->currentState.powerups;
if ( !powerups ) {
return;
}
// quad gives a dlight
if ( powerups & ( 1 << PW_QUAD ) ) {
trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 0.2f, 0.2f, 1 );
}
// flight plays a looped sound
// STOENLANCE
/*
if ( powerups & ( 1 << PW_FLIGHT ) ) {
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, cgs.media.flightSound );
}
*/
// END
ci = &cgs.clientinfo[ cent->currentState.clientNum ];
// redflag
if ( powerups & ( 1 << PW_REDFLAG ) ) {
if (ci->newAnims) {
CG_PlayerFlag( cent, cgs.media.redFlagFlapSkin, torso );
}
else {
CG_TrailItem( cent, cgs.media.redFlagModel );
}
trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 1.0, 0.2f, 0.2f );
}
// blueflag
if ( powerups & ( 1 << PW_BLUEFLAG ) ) {
if (ci->newAnims){
CG_PlayerFlag( cent, cgs.media.blueFlagFlapSkin, torso );
}
else {
CG_TrailItem( cent, cgs.media.blueFlagModel );
}
trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 0.2f, 0.2f, 1.0 );
}
// neutralflag
if ( powerups & ( 1 << PW_NEUTRALFLAG ) ) {
if (ci->newAnims) {
CG_PlayerFlag( cent, cgs.media.neutralFlagFlapSkin, torso );
}
else {
CG_TrailItem( cent, cgs.media.neutralFlagModel );
}
trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 1.0, 1.0, 1.0 );
}
// haste leaves smoke trails
// STONELANCE - no smoke from haste
/*
if ( powerups & ( 1 << PW_HASTE ) ) {
CG_HasteTrail( cent );
}
*/
// END
}
/*
===============
CG_PlayerFloatSprite
Float a sprite over the player's head
===============
*/
static void CG_PlayerFloatSprite( centity_t *cent, qhandle_t shader ) {
int rf;
refEntity_t ent;
if ( cent->currentState.number == cg.snap->ps.clientNum && !cg.renderingThirdPerson ) {
rf = RF_THIRD_PERSON; // only show in mirrors
} else {
rf = 0;
}
memset( &ent, 0, sizeof( ent ) );
VectorCopy( cent->lerpOrigin, ent.origin );
ent.origin[2] += 48;
ent.reType = RT_SPRITE;
ent.customShader = shader;
ent.radius = 10;
ent.renderfx = rf;
ent.shaderRGBA[0] = 255;
ent.shaderRGBA[1] = 255;
ent.shaderRGBA[2] = 255;
ent.shaderRGBA[3] = 255;
trap_R_AddRefEntityToScene( &ent );
}
// Q3Rally Code Start
/*
===============
CG_PlayerFloatSpriteField
Float a sprite over the player's head
===============
*/
static void CG_PlayerFloatSpriteField( centity_t *cent, int value ) {
char num[16], *ptr;
int l;
int frame;
int rf;
refEntity_t ent;
int width, radius;
vec3_t right;
radius = 10;
width = 2;
AngleVectors(cent->currentState.apos.trBase, NULL, right, NULL);
switch ( width ) {
case 1:
value = value > 9 ? 9 : value;
value = value < 0 ? 0 : value;
break;
case 2:
value = value > 99 ? 99 : value;
value = value < -9 ? -9 : value;
break;
case 3:
value = value > 999 ? 999 : value;
value = value < -99 ? -99 : value;
break;
case 4:
value = value > 9999 ? 9999 : value;
value = value < -999 ? -999 : value;
break;
}
if ( cent->currentState.number == cg.snap->ps.clientNum && !cg.renderingThirdPerson ) {
rf = RF_THIRD_PERSON; // only show in mirrors
} else {
rf = 0;
}
memset( &ent, 0, sizeof( ent ) );
VectorCopy( cent->lerpOrigin, ent.origin );
ent.origin[2] += 48;
ent.reType = RT_SPRITE;
ent.radius = radius;
ent.renderfx = rf;
ent.shaderRGBA[0] = 0;
ent.shaderRGBA[1] = 255;
ent.shaderRGBA[2] = 0;
ent.shaderRGBA[3] = 127;
ent.shaderTime = cg.time / 1000.0f;
Com_sprintf (num, sizeof(num), "%i", value);
l = strlen(num);
if (l > width)
l = width;
if (l == width){
VectorMA(ent.origin, -radius / 2, right, ent.origin);
}
ptr = num;
while (*ptr && l)
{
if (*ptr == '-')
frame = STAT_MINUS;
else
frame = *ptr -'0';
ent.customShader = cgs.media.numberShaders[frame];
trap_R_AddRefEntityToScene( &ent );
VectorMA(ent.origin, radius, right, ent.origin);
ptr++;
l--;
}
}
// END
/*
===============
CG_PlayerSprites
Float sprites over the player's head
===============
*/
static void CG_PlayerSprites( centity_t *cent ) {
int team;
if ( cent->currentState.eFlags & EF_CONNECTION ) {
CG_PlayerFloatSprite( cent, cgs.media.connectionShader );
return;
}
if ( cent->currentState.eFlags & EF_TALK ) {
CG_PlayerFloatSprite( cent, cgs.media.balloonShader );
return;
}
if ( cent->currentState.eFlags & EF_AWARD_IMPRESSIVE ) {
CG_PlayerFloatSprite( cent, cgs.media.medalImpressive );
return;
}
if ( cent->currentState.eFlags & EF_AWARD_EXCELLENT ) {
CG_PlayerFloatSprite( cent, cgs.media.medalExcellent );
return;
}
if ( cent->currentState.eFlags & EF_AWARD_GAUNTLET ) {
CG_PlayerFloatSprite( cent, cgs.media.medalGauntlet );
return;
}
if ( cent->currentState.eFlags & EF_AWARD_DEFEND ) {
CG_PlayerFloatSprite( cent, cgs.media.medalDefend );
return;
}
if ( cent->currentState.eFlags & EF_AWARD_ASSIST ) {
CG_PlayerFloatSprite( cent, cgs.media.medalAssist );
return;
}
if ( cent->currentState.eFlags & EF_AWARD_CAP ) {
CG_PlayerFloatSprite( cent, cgs.media.medalCapture );
return;
}
// Q3Rally Code Start
// UPDATE - enable this
// if ( cg_drawPositionSprites.integer && isRallyRace() &&
if ( isRallyRace() &&
cg_entities[cent->currentState.number].currentPosition >= 1 &&
cg_entities[cent->currentState.number].positionChangeTime + 5000 > cg.time) {
CG_PlayerFloatSpriteField( cent, cg_entities[cent->currentState.number].currentPosition );
return;
}
// END
team = cgs.clientinfo[ cent->currentState.clientNum ].team;
if ( !(cent->currentState.eFlags & EF_DEAD) &&
cg.snap->ps.persistant[PERS_TEAM] == team &&
// STONELANCE - dont draw friend sprite over yourself
cent->currentState.clientNum != cg.snap->ps.clientNum &&
// END
cgs.gametype >= GT_TEAM) {
if (cg_drawFriend.integer) {
CG_PlayerFloatSprite( cent, cgs.media.friendShader );
}
return;
}
}
/*
===============
CG_PlayerShadow
Returns the Z component of the surface being shadowed
should it return a full plane instead of a Z?
===============
*/
#define SHADOW_DISTANCE 128
static qboolean CG_PlayerShadow( centity_t *cent, float *shadowPlane ) {
vec3_t end, mins = {-15, -15, 0}, maxs = {15, 15, 2};
// Q3Rally Code Start
vec3_t forward;
// END
trace_t trace;
float alpha;
*shadowPlane = 0;
if ( cg_shadows.integer == 0 ) {
return qfalse;
}
// no shadows when invisible
if ( cent->currentState.powerups & ( 1 << PW_INVIS ) ) {
return qfalse;
}
// send a trace down from the player to the ground
VectorCopy( cent->lerpOrigin, end );
end[2] -= SHADOW_DISTANCE;
trap_CM_BoxTrace( &trace, cent->lerpOrigin, end, mins, maxs, 0, MASK_PLAYERSOLID );
// no shadow if too high
if ( trace.fraction == 1.0 || trace.startsolid || trace.allsolid ) {
return qfalse;
}
*shadowPlane = trace.endpos[2] + 1;
if ( cg_shadows.integer != 1 ) { // no mark for stencil or projection shadows
return qtrue;
}
// fade the shadow out with height
alpha = 1.0 - trace.fraction;
// hack / FPE - bogus planes?
2011-02-18 14:31:32 +00:00
//assert( DotProduct( trace.plane.normal, trace.plane.normal ) != 0.0f )
// add the mark as a temporary, so it goes directly to the renderer
// without taking a spot in the cg_marks array
// Q3Rally Code Start
AngleVectors( cent->lerpAngles, forward, NULL, NULL );
CG_ImpactMark2( cgs.media.shadowMarkShader, trace.endpos, trace.plane.normal,
forward, alpha, alpha, alpha, 1, qfalse, 64, qtrue );
// END
// SKWID( replaced player with car )
// CG_ImpactMark( cgs.media.shadowMarkShader, trace.endpos, trace.plane.normal,
// cent->pe.legs.yawAngle, alpha,alpha,alpha,1, qfalse, 24, qtrue );
// END
return qtrue;
}
/*
===============
CG_PlayerSplash
Draw a mark at the water surface
===============
*/
static void CG_PlayerSplash( centity_t *cent ) {
vec3_t start, end;
trace_t trace;
int contents;
polyVert_t verts[4];
if ( !cg_shadows.integer ) {
return;
}
VectorCopy( cent->lerpOrigin, end );
end[2] -= 24;
// if the feet aren't in liquid, don't make a mark
// this won't handle moving water brushes, but they wouldn't draw right anyway...
contents = CG_PointContents( end, 0 );
2011-02-18 14:31:32 +00:00
if ( !( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) ) {
return;
}
VectorCopy( cent->lerpOrigin, start );
start[2] += 32;
// if the head isn't out of liquid, don't make a mark
contents = CG_PointContents( start, 0 );
2011-02-18 14:31:32 +00:00
if ( contents & ( CONTENTS_SOLID | CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) {
return;
}
// trace down to find the surface
trap_CM_BoxTrace( &trace, start, end, NULL, NULL, 0, ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) );
if ( trace.fraction == 1.0 ) {
return;
}
// create a mark polygon
VectorCopy( trace.endpos, verts[0].xyz );
verts[0].xyz[0] -= 32;
verts[0].xyz[1] -= 32;
verts[0].st[0] = 0;
verts[0].st[1] = 0;
verts[0].modulate[0] = 255;
verts[0].modulate[1] = 255;
verts[0].modulate[2] = 255;
verts[0].modulate[3] = 255;
VectorCopy( trace.endpos, verts[1].xyz );
verts[1].xyz[0] -= 32;
verts[1].xyz[1] += 32;
verts[1].st[0] = 0;
verts[1].st[1] = 1;
verts[1].modulate[0] = 255;
verts[1].modulate[1] = 255;
verts[1].modulate[2] = 255;
verts[1].modulate[3] = 255;
VectorCopy( trace.endpos, verts[2].xyz );
verts[2].xyz[0] += 32;
verts[2].xyz[1] += 32;
verts[2].st[0] = 1;
verts[2].st[1] = 1;
verts[2].modulate[0] = 255;
verts[2].modulate[1] = 255;
verts[2].modulate[2] = 255;
verts[2].modulate[3] = 255;
VectorCopy( trace.endpos, verts[3].xyz );
verts[3].xyz[0] += 32;
verts[3].xyz[1] -= 32;
verts[3].st[0] = 1;
verts[3].st[1] = 0;
verts[3].modulate[0] = 255;
verts[3].modulate[1] = 255;
verts[3].modulate[2] = 255;
verts[3].modulate[3] = 255;
trap_R_AddPolyToScene( cgs.media.wakeMarkShader, 4, verts );
}
/*
===============
CG_AddRefEntityWithPowerups
Adds a piece with modifications or duplications for powerups
Also called by CG_Missile for quad rockets, but nobody can tell...
===============
*/
void CG_AddRefEntityWithPowerups( refEntity_t *ent, entityState_t *state, int team ) {
if ( state->powerups & ( 1 << PW_INVIS ) ) {
ent->customShader = cgs.media.invisShader;
trap_R_AddRefEntityToScene( ent );
} else {
/*
if ( state->eFlags & EF_KAMIKAZE ) {
if (team == TEAM_BLUE)
ent->customShader = cgs.media.blueKamikazeShader;
else
ent->customShader = cgs.media.redKamikazeShader;
trap_R_AddRefEntityToScene( ent );
}
else {*/
trap_R_AddRefEntityToScene( ent );
//}
if ( state->powerups & ( 1 << PW_QUAD ) )
{
if (team == TEAM_RED)
ent->customShader = cgs.media.redQuadShader;
else
ent->customShader = cgs.media.quadShader;
trap_R_AddRefEntityToScene( ent );
}
if ( state->powerups & ( 1 << PW_REGEN ) ) {
if ( ( ( cg.time / 100 ) % 10 ) == 1 ) {
ent->customShader = cgs.media.regenShader;
trap_R_AddRefEntityToScene( ent );
}
}
// Q3Rally Code Start
if ( state->powerups & ( 1 << PW_HASTE ) ) {
ent->customShader = cgs.media.hasteShader;
trap_R_AddRefEntityToScene( ent );
}
if ( state->powerups & ( 1 << PW_SHIELD ) ) {
ent->customShader = cgs.media.shieldShader;
trap_R_AddRefEntityToScene( ent );
}
// END
if ( state->powerups & ( 1 << PW_BATTLESUIT ) ) {
ent->customShader = cgs.media.battleSuitShader;
trap_R_AddRefEntityToScene( ent );
}
}
}
// STONELANCE( new functions )
static float surfaceColors[4][4] = {
{ 0.0f, 0.2f, 0.0f, 0.3f }, // grass
{ 0.2f, 0.13f, 0.036f, 0.3f }, // dirt
{ 0.95f, 0.95f, 0.95f, 0.3f }, // ashpalt
{ 0.4f, 0.05f, 0.0f, 0.3f } // fleshy
};
/*
===============
CG_AddSplash
Ripped from CG_PlayerSplash.
Draws a splash effect for the tire if it is in the water and
returns true. Returns false if the tire is not in the water.
===============
*/
static qboolean CG_AddSplash( centity_t *cent, vec3_t origin ) {
vec3_t start, end;
trace_t trace;
int contents;
polyVert_t verts[4];
VectorCopy( origin, end );
end[2] -= 10;
// if the bottom isn't in liquid, don't make a mark
contents = trap_CM_PointContents( end, 0 );
if ( !( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) ) {
return qfalse;
}
VectorCopy( origin, start );
start[2] += 10;
// if the top isn't out of liquid, don't make a mark
contents = trap_CM_PointContents( start, 0 );
if ( contents & ( CONTENTS_SOLID | CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) {
// Com_Printf("Entire tire in water\n");
return qtrue;
}
// trace down to find the surface
trap_CM_BoxTrace( &trace, start, end, NULL, NULL, 0, ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) );
if ( trace.fraction == 1.0 ) {
return qfalse;
}
// Com_Printf("Bottom of tire in water\n");
// create a mark polygon
VectorCopy( trace.endpos, verts[0].xyz );
verts[0].xyz[0] -= 32;
verts[0].xyz[1] -= 32;
verts[0].st[0] = 0;
verts[0].st[1] = 0;
verts[0].modulate[0] = 255;
verts[0].modulate[1] = 255;
verts[0].modulate[2] = 255;
verts[0].modulate[3] = 255;
VectorCopy( trace.endpos, verts[1].xyz );
verts[1].xyz[0] -= 32;
verts[1].xyz[1] += 32;
verts[1].st[0] = 0;
verts[1].st[1] = 1;
verts[1].modulate[0] = 255;
verts[1].modulate[1] = 255;
verts[1].modulate[2] = 255;
verts[1].modulate[3] = 255;
VectorCopy( trace.endpos, verts[2].xyz );
verts[2].xyz[0] += 32;
verts[2].xyz[1] += 32;
verts[2].st[0] = 1;
verts[2].st[1] = 1;
verts[2].modulate[0] = 255;
verts[2].modulate[1] = 255;
verts[2].modulate[2] = 255;
verts[2].modulate[3] = 255;
VectorCopy( trace.endpos, verts[3].xyz );
verts[3].xyz[0] += 32;
verts[3].xyz[1] -= 32;
verts[3].st[0] = 1;
verts[3].st[1] = 0;
verts[3].modulate[0] = 255;
verts[3].modulate[1] = 255;
verts[3].modulate[2] = 255;
verts[3].modulate[3] = 255;
trap_R_AddPolyToScene( cgs.media.wakeMarkShader, 4, verts );
return qtrue;
}
/*
===============
CG_SurfaceEffects
Draw skidmarks, dust, smoke, and tire splashes
===============
*/
static void CG_SurfaceEffects( centity_t *cent, vec3_t curOrigin, vec3_t up, int tireNum ){
vec3_t delta, origin, end;
int colorIndex;
float length;
qhandle_t shader;
trace_t tr;
VectorMA(curOrigin, -(WHEEL_RADIUS * 2.0f), up, end);
CG_Trace(&tr, curOrigin, NULL, NULL, end, cent->currentState.number, CONTENTS_SOLID);
if (tr.surfaceFlags & SURF_SKY)
return;
// teleportFlag - teleported so dont use old skid origin
if ( !CG_AddSplash(cent, curOrigin) && tr.fraction != 1.0 && !cent->teleportFlag ){
// FIXME: add snow and leaves
if (tr.surfaceFlags & SURF_SLICK){
shader = -1;
colorIndex = 2;
}
else if (tr.surfaceFlags & SURF_GRASS){
shader = cgs.media.SMGrassShader;
colorIndex = 0;
}
else if (tr.surfaceFlags & SURF_DUST){
shader = cgs.media.SMDirtShader;
colorIndex = 1;
}
else if (tr.surfaceFlags & SURF_SNOW){
shader = cgs.media.SMDirtShader;
colorIndex = 1;
}
2011-02-18 14:31:32 +00:00
else if (tr.surfaceFlags & SURF_DIRT) {
shader = cgs.media.SMDirtShader;
colorIndex = 1;
}
else if (tr.surfaceFlags & SURF_FLESH){
shader = cgs.media.SMFleshShader;
colorIndex = 3;
}
else if (tr.surfaceFlags & SURF_GRAVEL){ // like dirt but without so much dust
shader = cgs.media.SMDirtShader;
colorIndex = 1;
}
else {
shader = cgs.media.SMAsphaltShader;
colorIndex = 2;
}
VectorSubtract(cent->lastSkidOrigin[tireNum], curOrigin, delta);
if ( cent->wheelSkidding[tireNum] && shader >= 0 ){
length = VectorLength(delta) / 2;
// create smoke even if we arent moving because the car is being stopped from moving
if (cent->smokeTime[tireNum] < cg.time){
if (tr.surfaceFlags & SURF_DUST)
CreateSmokeCloudEntity(tr.endpos, up, 20, 48, 2000, surfaceColors[colorIndex][0], surfaceColors[colorIndex][1], surfaceColors[colorIndex][2], surfaceColors[colorIndex][3], cgs.media.smokePuffShader);
else
CreateSmokeCloudEntity(tr.endpos, up, 20, 12, 1000, surfaceColors[colorIndex][0], surfaceColors[colorIndex][1], surfaceColors[colorIndex][2], surfaceColors[colorIndex][3], cgs.media.smokePuffShader);
cent->smokeTime[tireNum] = cg.time + 100;
}
if (length < cg_minSkidLength.integer){
return;
}
trap_S_AddRealLoopingSound( cent->currentState.clientNum, origin, cent->currentState.pos.trDelta, trap_S_RegisterSound( "sound/rally/car/skid.wav", qfalse ) );
2011-02-18 14:31:32 +00:00
if( cent->skidSoundTime + 500 < cg.time )
{
trap_S_StartSound( origin, cent->currentState.clientNum, CHAN_VOICE, trap_S_RegisterSound( "sound/rally/car/skid.wav", qfalse ) );
cent->skidSoundTime = cg.time;
}
VectorMA(curOrigin, 1/2.0F, delta, origin);
VectorNormalize(delta);
CG_SkidMark( shader, origin, tr.plane.normal, delta, 1,1,1,1, qfalse, 8.0F, length, qfalse );
}
else if ( tr.surfaceFlags & SURF_DUST ){
if ( VectorLength(delta) > 5 && cent->smokeTime[tireNum] < cg.time ){
CreateSmokeCloudEntity( tr.endpos, up, 20, 36, 1500, surfaceColors[colorIndex][0] * 1.3f, surfaceColors[colorIndex][1] * 1.3f, surfaceColors[colorIndex][2] * 1.3f, 0.8f, cgs.media.dustPuffShader);
cent->smokeTime[tireNum] = cg.time + 100;
}
}
}
VectorCopy(curOrigin, cent->lastSkidOrigin[tireNum]);
}
void CG_PlayerEngineSmoke ( centity_t *cent, refEntity_t *body ){
vec4_t color;
vec3_t origin;
vec3_t dir = {0, 0, 1};
float radius = 32;
if (cent->engineSmokeTime + 100 > cg.time)
return;
if( cent->currentState.eFlags & EF_SMOKE_DARK || cent->currentState.eFlags & EF_DEAD ){
radius = 64;
color[0] = color[1] = color[2] = 0.5f;
color[3] = 1.0f;
}
else if( cent->currentState.eFlags & EF_SMOKE_LIGHT ){
radius = 32;
color[0] = color[1] = color[2] = 0.9f;
color[3] = 1.0f;
}
else
return;
CG_GetTagPosition( body, body->hModel, "tag_smoke", origin );
CreateSmokeCloudEntity( origin, dir, 75, radius, 1000, color[0], color[1], color[2], color[3], cgs.media.smokePuffShader );
cent->engineSmokeTime = cg.time;
}
// END
// SKWID( new function )
/*
===============
CG_AddWheels
Adds the wheels to the car body.
===============
*/
// Q3Rally Code Start
// FIXME: could increase the speed by only looking for components that
// need to be drawn once when the model is loaded
static void CG_AddWheels( centity_t *cent, refEntity_t *body, float angle )
{
clientInfo_t *ci;
centity_t *cent2;
refEntity_t wheel_fl, wheel_fr, wheel_rl, wheel_rr;
refEntity_t susp_cl, susp_cr;
// refEntity_t susp_fl, susp_fr;
vec3_t whlAngles;
float vel;
int i;
float springLength;
qboolean corpse;
ci = &cgs.clientinfo[cent->currentState.clientNum];
cent2 = &cg_entities[cent->currentState.clientNum];
// END
memset( &wheel_fl, 0, sizeof(wheel_fl) );
memset( &wheel_fr, 0, sizeof(wheel_fr) );
memset( &wheel_rl, 0, sizeof(wheel_rl) );
memset( &wheel_rr, 0, sizeof(wheel_rr) );
corpse = (cent->currentState.eFlags & EF_DEAD) && !(cent2->currentState.eFlags & EF_DEAD);
// Q3Rally Code Start
vel = DotProduct(cent2->currentState.pos.trDelta, body->axis[0]);
if( cent->currentState.clientNum != cg.snap->ps.clientNum )
{
cent2->wheelSpeeds[3] = cent2->wheelSpeeds[2] = cent2->wheelSpeeds[1] = cent2->wheelSpeeds[0] = -vel / WHEEL_RADIUS;
}
if ( !corpse ){
for (i = 0; i < 4; i++){
cent2->wheelAngles[i] += 180.0f / M_PI * cent2->wheelSpeeds[i] * (cg.frametime / 1000.0f);
cent2->wheelAngles[i] = AngleNormalize360(cent2->wheelAngles[i]);
}
}
VectorClear(whlAngles);
if ( !corpse )
whlAngles[YAW] = angle;
// END
VectorCopy( body->lightingOrigin, wheel_fl.lightingOrigin );
VectorCopy( body->lightingOrigin, wheel_fr.lightingOrigin );
VectorCopy( body->lightingOrigin, wheel_rl.lightingOrigin );
VectorCopy( body->lightingOrigin, wheel_rr.lightingOrigin );
// Q3Rally Code Start
wheel_fl.hModel = ci->wheelModel;
if ( CG_TagExists( body->hModel, "tag_wheelfl" ) && wheel_fl.hModel ){
if ( !corpse )
whlAngles[ROLL] = -cent2->wheelAngles[0];
if( CG_TagExists( wheel_fl.hModel, "tag_polygonwheel" ) )
wheel_fl.customSkin = 0;
else
wheel_fl.customSkin = ci->wheelSkin;
// END
wheel_fl.shadowPlane = body->shadowPlane;
wheel_fl.renderfx = body->renderfx;
// Q3Rally Code Start
AnglesToAxis(whlAngles, wheel_fl.axis);
CG_PositionRotatedEntityOnTag( &wheel_fl, body, body->hModel, "tag_wheelfl" );
if (!corpse && (cent->currentState.clientNum == cg.snap->ps.clientNum)){
// VectorMA(wheel_fl.origin, 8.2 - CP_SPRING_MINLEN - cg.snap->ps.legsTimer / CP_SPRING_SCALE, body->axis[2], wheel_fl.origin);
VectorMA(wheel_fl.origin, 8.2 - CP_SPRING_MINLEN - cg.predictedPlayerState.legsTimer / CP_SPRING_SCALE, body->axis[2], wheel_fl.origin);
}
CG_AddRefEntityWithPowerups( &wheel_fl, &cent->currentState, ci->team );
// skids
if (!(cent->currentState.eFlags & EF_DEAD))
CG_SurfaceEffects(cent2, wheel_fl.origin, body->axis[2], 0);
}
// END
// Q3Rally Code Start
wheel_fr.hModel = ci->wheelModel;
if (CG_TagExists(body->hModel, "tag_wheelfr") && wheel_fr.hModel){
if ( !corpse )
whlAngles[ROLL] = cent2->wheelAngles[1];
if( CG_TagExists( wheel_fr.hModel, "tag_polygonwheel" ) )
wheel_fr.customSkin = 0;
else
wheel_fr.customSkin = ci->wheelSkin;
// END
wheel_fr.shadowPlane = body->shadowPlane;
wheel_fr.renderfx = body->renderfx;
// Q3Rally Code Start
AnglesToAxis(whlAngles, wheel_fr.axis);
CG_PositionRotatedEntityOnTag( &wheel_fr, body, body->hModel, "tag_wheelfr" );
if (!corpse && (cent->currentState.clientNum == cg.snap->ps.clientNum))
{
springLength = 8.2 - CP_SPRING_MINLEN - cg.predictedPlayerState.legsAnim / CP_SPRING_SCALE;
// VectorMA(wheel_fr.origin, 8.2 - CP_SPRING_MINLEN - cg.snap->ps.legsAnim / CP_SPRING_SCALE, body->axis[2], wheel_fr.origin);
// VectorMA(wheel_fr.origin, 8.2 - CP_SPRING_MINLEN - cg.predictedPlayerState.legsAnim / CP_SPRING_SCALE, body->axis[2], wheel_fr.origin);
VectorMA(wheel_fr.origin, springLength, body->axis[2], wheel_fr.origin);
}
CG_AddRefEntityWithPowerups( &wheel_fr, &cent->currentState, ci->team );
// skids
if (!(cent->currentState.eFlags & EF_DEAD))
CG_SurfaceEffects(cent2, wheel_fr.origin, body->axis[2], 1);
}
whlAngles[YAW] = 0;
wheel_rl.hModel = ci->wheelModel;
if (CG_TagExists(body->hModel, "tag_wheelrl") && wheel_rl.hModel){
if ( !corpse )
whlAngles[ROLL] = -cent2->wheelAngles[2];
if( CG_TagExists( wheel_rl.hModel, "tag_polygonwheel" ) )
wheel_rl.customSkin = 0;
else
wheel_rl.customSkin = ci->wheelSkin;
// END
wheel_rl.shadowPlane = body->shadowPlane;
wheel_rl.renderfx = body->renderfx;
// Q3Rally Code Start
AnglesToAxis(whlAngles, wheel_rl.axis);
CG_PositionRotatedEntityOnTag( &wheel_rl, body, body->hModel, "tag_wheelrl" );
if (!corpse && (cent->currentState.clientNum == cg.snap->ps.clientNum))
{
// VectorMA(wheel_rl.origin, 8.2 - CP_SPRING_MINLEN - cg.snap->ps.torsoTimer / CP_SPRING_SCALE, body->axis[2], wheel_rl.origin);
VectorMA(wheel_rl.origin, 8.2 - CP_SPRING_MINLEN - cg.predictedPlayerState.torsoTimer / CP_SPRING_SCALE, body->axis[2], wheel_rl.origin);
}
CG_AddRefEntityWithPowerups( &wheel_rl, &cent->currentState, ci->team );
// skids
if (!(cent->currentState.eFlags & EF_DEAD))
CG_SurfaceEffects(cent2, wheel_rl.origin, body->axis[2], 2);
}
// END
// Q3Rally Code Start
wheel_rr.hModel = ci->wheelModel;
if (CG_TagExists(body->hModel, "tag_wheelrr") && wheel_rr.hModel){
if ( !corpse )
whlAngles[ROLL] = cent2->wheelAngles[3];
if( CG_TagExists( wheel_rr.hModel, "tag_polygonwheel" ) )
wheel_rr.customSkin = 0;
else
wheel_rr.customSkin = ci->wheelSkin;
// END
wheel_rr.shadowPlane = body->shadowPlane;
wheel_rr.renderfx = body->renderfx;
// Q3Rally Code Start
AnglesToAxis(whlAngles, wheel_rr.axis);
CG_PositionRotatedEntityOnTag( &wheel_rr, body, body->hModel, "tag_wheelrr" );
if (!corpse && (cent->currentState.clientNum == cg.snap->ps.clientNum))
{
springLength = 8.2 - CP_SPRING_MINLEN - cg.predictedPlayerState.torsoAnim / CP_SPRING_SCALE;
// VectorMA(wheel_rr.origin, 8.2 - CP_SPRING_MINLEN - cg.snap->ps.torsoAnim / CP_SPRING_SCALE, body->axis[2], wheel_rr.origin);
// VectorMA(wheel_rr.origin, 8.2 - CP_SPRING_MINLEN - cg.predictedPlayerState.torsoAnim / CP_SPRING_SCALE, body->axis[2], wheel_rr.origin);
VectorMA(wheel_rr.origin, springLength, body->axis[2], wheel_rr.origin);
}
CG_AddRefEntityWithPowerups( &wheel_rr, &cent->currentState, ci->team );
// skids
if (!(cent->currentState.eFlags & EF_DEAD))
CG_SurfaceEffects(cent2, wheel_rr.origin, body->axis[2], 3);
}
memset( &susp_cl, 0, sizeof(susp_cl) );
memset( &susp_cr, 0, sizeof(susp_cr) );
// memset( &susp_fl, 0, sizeof(susp_fl) );
// memset( &susp_fr, 0, sizeof(susp_fr) );
susp_cl.hModel = ci->suspCModel;
if (CG_TagExists(body->hModel, "tag_suspcl") && susp_cl.hModel){
susp_cl.shadowPlane = body->shadowPlane;
susp_cl.renderfx = body->renderfx;
VectorClear(whlAngles);
whlAngles[PITCH] = -M_180_PI * atan2((8.2 - cg.snap->ps.legsTimer / 10.0f) - (8.2 - cg.snap->ps.torsoTimer / 10.0f), 2*WHEEL_FORWARD);
AnglesToAxis(whlAngles, susp_cl.axis);
CG_PositionRotatedEntityOnTag( &susp_cl, body, body->hModel, "tag_suspcl" );
if (!corpse && (cent->currentState.clientNum == cg.snap->ps.clientNum)){
// VectorMA(susp_cl.origin, ((8.2 - cg.snap->ps.legsTimer / 10.0f) + (8.2 - cg.snap->ps.torsoTimer / 10.0f))/2, body->axis[2], susp_cl.origin);
VectorMA(susp_cl.origin, ((8.2 - cg.predictedPlayerState.legsTimer / 10.0f) + (8.2 - cg.predictedPlayerState.torsoTimer / 10.0f))/2, body->axis[2], susp_cl.origin);
}
trap_R_AddRefEntityToScene( &susp_cl );
}
susp_cr.hModel = ci->suspCModel;
if (CG_TagExists(body->hModel, "tag_suspcr") && susp_cr.hModel){
susp_cr.shadowPlane = body->shadowPlane;
susp_cr.renderfx = body->renderfx;
VectorClear(whlAngles);
whlAngles[PITCH] = -M_180_PI * atan2((8.2 - cg.snap->ps.legsAnim / 10.0f) - (8.2 - cg.snap->ps.torsoAnim / 10.0f), 2*WHEEL_FORWARD);
AnglesToAxis(whlAngles, susp_cr.axis);
CG_PositionRotatedEntityOnTag( &susp_cr, body, body->hModel, "tag_suspcr" );
if (!corpse && (cent->currentState.clientNum == cg.snap->ps.clientNum)){
// VectorMA(susp_cr.origin, ((8.2 - cg.snap->ps.legsAnim / 10.0f) + (8.2 - cg.snap->ps.torsoAnim / 10.0f))/2, body->axis[2], susp_cr.origin);
VectorMA(susp_cr.origin, ((8.2 - cg.predictedPlayerState.legsAnim / 10.0f) + (8.2 - cg.predictedPlayerState.torsoAnim / 10.0f))/2, body->axis[2], susp_cr.origin);
}
trap_R_AddRefEntityToScene( &susp_cr );
}
/*
if (CG_TagExists(body->hModel, "tag_suspfr")){
susp_fr.hModel = trap_R_RegisterModel("models/players/reaper/suspf.md3");
susp_fr.customShader = trap_R_RegisterShader("models/players/reaper/parts_blue.tga");
susp_fr.shadowPlane = body->shadowPlane;
susp_fr.renderfx = body->renderfx;
CG_GetTagPosition(body, body->hModel, "tag_suspfr", susp_fr.origin);
VectorSubtract(wheel_fr.origin, susp_fr.origin, delta);
VectorClear(whlAngles);
whlAngles[PITCH] = -M_180_PI * atan2(8.2 - cg.snap->ps.legsAnim / 10.0f, -DotProduct(delta, body->axis[1]));
AnglesToAxis(whlAngles, susp_fr.axis);
CG_PositionRotatedEntityOnTag( &susp_fr, body, body->hModel, "tag_suspfr" );
trap_R_AddRefEntityToScene( &susp_fr );
}
if (CG_TagExists(body->hModel, "tag_suspfl")){
susp_fl.hModel = trap_R_RegisterModel("models/players/reaper/suspf.md3");
susp_fl.customShader = trap_R_RegisterShader("models/players/reaper/parts_blue.tga");
susp_fl.shadowPlane = body->shadowPlane;
susp_fl.renderfx = body->renderfx;
CG_GetTagPosition(body, body->hModel, "tag_suspfl", susp_fl.origin);
VectorSubtract(wheel_fl.origin, susp_fl.origin, delta);
VectorClear(whlAngles);
whlAngles[PITCH] = M_180_PI * atan2(8.2 - cg.snap->ps.legsTimer / 10.0f, DotProduct(delta, body->axis[1]));
AnglesToAxis(whlAngles, susp_fl.axis);
CG_PositionRotatedEntityOnTag( &susp_fl, body, body->hModel, "tag_suspfl" );
trap_R_AddRefEntityToScene( &susp_fl );
}
*/
cent2->teleportFlag = 0;
// END
}
// END
/*
=================
CG_LightVerts
=================
*/
int CG_LightVerts( vec3_t normal, int numVerts, polyVert_t *verts )
{
int i, j;
float incoming;
vec3_t ambientLight;
vec3_t lightDir;
vec3_t directedLight;
trap_R_LightForPoint( verts[0].xyz, ambientLight, directedLight, lightDir );
for (i = 0; i < numVerts; i++) {
incoming = DotProduct (normal, lightDir);
if ( incoming <= 0 ) {
verts[i].modulate[0] = ambientLight[0];
verts[i].modulate[1] = ambientLight[1];
verts[i].modulate[2] = ambientLight[2];
verts[i].modulate[3] = 255;
continue;
}
j = ( ambientLight[0] + incoming * directedLight[0] );
if ( j > 255 ) {
j = 255;
}
verts[i].modulate[0] = j;
j = ( ambientLight[1] + incoming * directedLight[1] );
if ( j > 255 ) {
j = 255;
}
verts[i].modulate[1] = j;
j = ( ambientLight[2] + incoming * directedLight[2] );
if ( j > 255 ) {
j = 255;
}
verts[i].modulate[2] = j;
verts[i].modulate[3] = 255;
}
return qtrue;
}
/*
===============
CG_Player
===============
*/
void CG_Player( centity_t *cent ) {
clientInfo_t *ci;
// SKWID( replaced player with car )
refEntity_t body;
/*
refEntity_t legs;
refEntity_t torso;
*/
refEntity_t head;
refEntity_t plate;
refEntity_t turbo;
refEntity_t headlight;
refEntity_t brakelight;
refEntity_t reverselight;
refEntity_t emergencylight;
// END
// Q3Rally Code Start
centity_t *other;
char filename[MAX_QPATH];
vec3_t angles;
float wheelAngle;
int i;
// END
int clientNum;
int renderfx;
qboolean shadow;
float shadowPlane;
#ifdef MISSIONPACK
refEntity_t skull;
refEntity_t powerup;
int t;
float c;
float angle;
// Q3Rally Code Start
// vec3_t dir;
#endif
vec3_t dir;
// END
// the client number is stored in clientNum. It can't be derived
// from the entity number, because a single client may have
// multiple corpses on the level using the same clientinfo
clientNum = cent->currentState.clientNum;
if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) {
CG_Error( "Bad clientNum on player entity");
}
ci = &cgs.clientinfo[ clientNum ];
// it is possible to see corpses from disconnected players that may
// not have valid clientinfo
if ( !ci->infoValid ) {
return;
}
// get the player model information
renderfx = 0;
if ( cent->currentState.number == cg.snap->ps.clientNum) {
if (!cg.renderingThirdPerson) {
renderfx = RF_THIRD_PERSON; // only draw in mirrors
} else {
if (cg_cameraMode.integer) {
return;
}
}
}
// SKWID( replaced player with car )
memset( &body, 0, sizeof(body) );
/*
memset( &legs, 0, sizeof(legs) );
memset( &torso, 0, sizeof(torso) );
*/
memset( &head, 0, sizeof(head) );
memset( &plate, 0, sizeof(plate) );
memset( &headlight, 0, sizeof(headlight) );
memset( &brakelight, 0, sizeof(brakelight) );
memset( &reverselight, 0, sizeof(reverselight) );
memset( &emergencylight, 0, sizeof(emergencylight) );
memset( &turbo, 0, sizeof(turbo) );
// END
// SKWID( removed animation )
/*
// get the rotation information
CG_PlayerAngles( cent, legs.axis, torso.axis, head.axis );
// get the animation state (after rotation, to allow feet shuffle)
CG_PlayerAnimation( cent, &legs.oldframe, &legs.frame, &legs.backlerp,
&torso.oldframe, &torso.frame, &torso.backlerp );
*/
// END
// add the talk baloon or disconnect icon
CG_PlayerSprites( cent );
// add the shadow
shadow = CG_PlayerShadow( cent, &shadowPlane );
// add a water splash if partially in and out of water
CG_PlayerSplash( cent );
if ( cg_shadows.integer == 3 && shadow ) {
renderfx |= RF_SHADOW_PLANE;
}
renderfx |= RF_LIGHTING_ORIGIN; // use the same origin for all
#ifdef MISSIONPACK
if( cgs.gametype == GT_HARVESTER ) {
CG_PlayerTokens( cent, renderfx );
}
#endif
// SKWID( replaced player with car )
body.hModel = ci->bodyModel;
if( !body.hModel)
return;
body.customSkin = ci->bodySkin;
// Q3Rally Code Start
// if ( cg_entities[clientNum].finishRaceTime ) {
// body.customShader = cgs.media.ghostCarShader;
// }
// END
VectorCopy( cent->lerpOrigin, body.origin );
VectorCopy( cent->lerpOrigin, body.lightingOrigin );
body.shadowPlane = shadowPlane;
body.renderfx = renderfx;
VectorCopy( body.origin, body.oldorigin );
// Q3Rally Code Start
// UPDATE - need to use lerpAngles?
VectorCopy( cent->lerpAngles, angles);
if (ci->oppositeRoll)
angles[ROLL] *= -1.0f;
AnglesToAxis( angles, body.axis );
// if (cg_entities[clientNum].finishRaceTime)
// trap_R_AddRefEntityToScene( &body );
// else
CG_AddRefEntityWithPowerups( &body, &cent->currentState, ci->team );
// engine sounds
/*
if( cent->currentState.clientNum == cg.predictedPlayerState.clientNum &&
cg_engineSounds.integer &&
cent->engineSoundTime + cg_engineSoundDelay.integer < cg.time )
{
int index = (int) (10.0f * (cg.predictedPlayerState.stats[STAT_RPM] - CP_RPM_MIN) / (CP_RPM_MAX - CP_RPM_MIN));
trap_S_StartSound( cg.predictedPlayerState.origin,
cg.predictedPlayerState.clientNum,
CHAN_VOICE,
cgs.clientinfo[cg.predictedPlayerState.clientNum].sounds[index] );
cent->engineSoundTime = cg.time;
}
*/
if( cent->currentState.clientNum == cg.predictedPlayerState.clientNum &&
cg_engineSounds.integer )
{
int index = (int) (10.0f * (cg.predictedPlayerState.stats[STAT_RPM] - CP_RPM_MIN) / (CP_RPM_MAX - CP_RPM_MIN));
trap_S_AddLoopingSound( cent->currentState.number + 32,
cent->lerpOrigin,
vec3_origin,
cgs.clientinfo[cent->currentState.clientNum].sounds[index] );
// trap_S_StopLoopingSound( cg.predictedPlayerState.clientNum );
// trap_S_AddLoopingSound( cg_entities[cg.predictedPlayerState.clientNum].currentState.number,
// cg.predictedPlayerState.origin,
// cg.predictedPlayerState.velocity,
// cgs.clientinfo[cg.predictedPlayerState.clientNum].sounds[index] );
}
if (ci->controlMode == CT_MOUSE){
wheelAngle = WheelAngle(cent->currentState.apos.trBase[YAW], cent->currentState.angles2[YAW]);
}
else {
wheelAngle = cent->currentState.angles2[YAW];
}
// add the car wheels
// CG_AddWheels(cent, &body, wheelAngle);
// use this so proper angles are used when dead
if( cent->currentState.clientNum == cg.snap->ps.clientNum )
CG_AddWheels( cent, &body, cg_entities[cent->currentState.clientNum].steeringAngle );
else
CG_AddWheels( cent, &body, wheelAngle );
CG_PlayerEngineSmoke(cent, &body);
// END
// Q3Rally Code Start
#if 0
2011-02-18 14:31:32 +00:00
//
// add the legs
//
legs.hModel = ci->legsModel;
legs.customSkin = ci->legsSkin;
VectorCopy( cent->lerpOrigin, legs.origin );
VectorCopy( cent->lerpOrigin, legs.lightingOrigin );
legs.shadowPlane = shadowPlane;
legs.renderfx = renderfx;
VectorCopy (legs.origin, legs.oldorigin); // don't positionally lerp at all
CG_AddRefEntityWithPowerups( &legs, &cent->currentState, ci->team );
// if the model failed, allow the default nullmodel to be displayed
if (!legs.hModel) {
return;
}
//
// add the torso
//
torso.hModel = ci->torsoModel;
if (!torso.hModel) {
return;
}
torso.customSkin = ci->torsoSkin;
VectorCopy( cent->lerpOrigin, torso.lightingOrigin );
CG_PositionRotatedEntityOnTag( &torso, &legs, ci->legsModel, "tag_torso");
torso.shadowPlane = shadowPlane;
torso.renderfx = renderfx;
CG_AddRefEntityWithPowerups( &torso, &cent->currentState, ci->team );
#ifdef MISSIONPACK
if ( cent->currentState.eFlags & EF_KAMIKAZE ) {
memset( &skull, 0, sizeof(skull) );
VectorCopy( cent->lerpOrigin, skull.lightingOrigin );
skull.shadowPlane = shadowPlane;
skull.renderfx = renderfx;
if ( cent->currentState.eFlags & EF_DEAD ) {
// one skull bobbing above the dead body
angle = ((cg.time / 7) & 255) * (M_PI * 2) / 255;
if (angle > M_PI * 2)
angle -= (float)M_PI * 2;
dir[0] = sin(angle) * 20;
dir[1] = cos(angle) * 20;
angle = ((cg.time / 4) & 255) * (M_PI * 2) / 255;
dir[2] = 15 + sin(angle) * 8;
VectorAdd(torso.origin, dir, skull.origin);
dir[2] = 0;
VectorCopy(dir, skull.axis[1]);
VectorNormalize(skull.axis[1]);
VectorSet(skull.axis[2], 0, 0, 1);
CrossProduct(skull.axis[1], skull.axis[2], skull.axis[0]);
skull.hModel = cgs.media.kamikazeHeadModel;
trap_R_AddRefEntityToScene( &skull );
skull.hModel = cgs.media.kamikazeHeadTrail;
trap_R_AddRefEntityToScene( &skull );
}
else {
// three skulls spinning around the player
angle = ((cg.time / 4) & 255) * (M_PI * 2) / 255;
dir[0] = cos(angle) * 20;
dir[1] = sin(angle) * 20;
dir[2] = cos(angle) * 20;
VectorAdd(torso.origin, dir, skull.origin);
angles[0] = sin(angle) * 30;
angles[1] = (angle * 180 / M_PI) + 90;
if (angles[1] > 360)
angles[1] -= 360;
angles[2] = 0;
AnglesToAxis( angles, skull.axis );
/*
dir[2] = 0;
VectorInverse(dir);
VectorCopy(dir, skull.axis[1]);
VectorNormalize(skull.axis[1]);
VectorSet(skull.axis[2], 0, 0, 1);
CrossProduct(skull.axis[1], skull.axis[2], skull.axis[0]);
*/
2011-02-18 14:31:32 +00:00
skull.hModel = cgs.media.kamikazeHeadModel;
trap_R_AddRefEntityToScene( &skull );
// flip the trail because this skull is spinning in the other direction
VectorInverse(skull.axis[1]);
skull.hModel = cgs.media.kamikazeHeadTrail;
trap_R_AddRefEntityToScene( &skull );
angle = ((cg.time / 4) & 255) * (M_PI * 2) / 255 + M_PI;
if (angle > M_PI * 2)
angle -= (float)M_PI * 2;
dir[0] = sin(angle) * 20;
dir[1] = cos(angle) * 20;
dir[2] = cos(angle) * 20;
VectorAdd(torso.origin, dir, skull.origin);
angles[0] = cos(angle - 0.5 * M_PI) * 30;
angles[1] = 360 - (angle * 180 / M_PI);
if (angles[1] > 360)
angles[1] -= 360;
angles[2] = 0;
AnglesToAxis( angles, skull.axis );
/*
dir[2] = 0;
VectorCopy(dir, skull.axis[1]);
VectorNormalize(skull.axis[1]);
VectorSet(skull.axis[2], 0, 0, 1);
CrossProduct(skull.axis[1], skull.axis[2], skull.axis[0]);
*/
2011-02-18 14:31:32 +00:00
skull.hModel = cgs.media.kamikazeHeadModel;
trap_R_AddRefEntityToScene( &skull );
skull.hModel = cgs.media.kamikazeHeadTrail;
trap_R_AddRefEntityToScene( &skull );
angle = ((cg.time / 3) & 255) * (M_PI * 2) / 255 + 0.5 * M_PI;
if (angle > M_PI * 2)
angle -= (float)M_PI * 2;
dir[0] = sin(angle) * 20;
dir[1] = cos(angle) * 20;
dir[2] = 0;
VectorAdd(torso.origin, dir, skull.origin);
VectorCopy(dir, skull.axis[1]);
VectorNormalize(skull.axis[1]);
VectorSet(skull.axis[2], 0, 0, 1);
CrossProduct(skull.axis[1], skull.axis[2], skull.axis[0]);
skull.hModel = cgs.media.kamikazeHeadModel;
trap_R_AddRefEntityToScene( &skull );
skull.hModel = cgs.media.kamikazeHeadTrail;
trap_R_AddRefEntityToScene( &skull );
}
}
if ( cent->currentState.powerups & ( 1 << PW_GUARD ) ) {
memcpy(&powerup, &torso, sizeof(torso));
powerup.hModel = cgs.media.guardPowerupModel;
powerup.frame = 0;
powerup.oldframe = 0;
powerup.customSkin = 0;
trap_R_AddRefEntityToScene( &powerup );
}
if ( cent->currentState.powerups & ( 1 << PW_SCOUT ) ) {
memcpy(&powerup, &torso, sizeof(torso));
powerup.hModel = cgs.media.scoutPowerupModel;
powerup.frame = 0;
powerup.oldframe = 0;
powerup.customSkin = 0;
trap_R_AddRefEntityToScene( &powerup );
}
if ( cent->currentState.powerups & ( 1 << PW_DOUBLER ) ) {
memcpy(&powerup, &torso, sizeof(torso));
powerup.hModel = cgs.media.doublerPowerupModel;
powerup.frame = 0;
powerup.oldframe = 0;
powerup.customSkin = 0;
trap_R_AddRefEntityToScene( &powerup );
}
if ( cent->currentState.powerups & ( 1 << PW_AMMOREGEN ) ) {
memcpy(&powerup, &torso, sizeof(torso));
powerup.hModel = cgs.media.ammoRegenPowerupModel;
powerup.frame = 0;
powerup.oldframe = 0;
powerup.customSkin = 0;
trap_R_AddRefEntityToScene( &powerup );
}
if ( cent->currentState.powerups & ( 1 << PW_INVULNERABILITY ) ) {
if ( !ci->invulnerabilityStartTime ) {
ci->invulnerabilityStartTime = cg.time;
}
ci->invulnerabilityStopTime = cg.time;
}
else {
ci->invulnerabilityStartTime = 0;
}
if ( (cent->currentState.powerups & ( 1 << PW_INVULNERABILITY ) ) ||
cg.time - ci->invulnerabilityStopTime < 250 ) {
memcpy(&powerup, &torso, sizeof(torso));
powerup.hModel = cgs.media.invulnerabilityPowerupModel;
powerup.frame = 0;
powerup.oldframe = 0;
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powerup.customSkin = 0;
// always draw
powerup.renderfx &= ~RF_THIRD_PERSON;
VectorCopy(cent->lerpOrigin, powerup.origin);
if ( cg.time - ci->invulnerabilityStartTime < 250 ) {
c = (float) (cg.time - ci->invulnerabilityStartTime) / 250;
}
else if (cg.time - ci->invulnerabilityStopTime < 250 ) {
c = (float) (250 - (cg.time - ci->invulnerabilityStopTime)) / 250;
}
else {
c = 1;
}
VectorSet( powerup.axis[0], c, 0, 0 );
VectorSet( powerup.axis[1], 0, c, 0 );
VectorSet( powerup.axis[2], 0, 0, c );
trap_R_AddRefEntityToScene( &powerup );
}
t = cg.time - ci->medkitUsageTime;
if ( ci->medkitUsageTime && t < 500 ) {
memcpy(&powerup, &torso, sizeof(torso));
powerup.hModel = cgs.media.medkitUsageModel;
powerup.frame = 0;
powerup.oldframe = 0;
2011-02-18 14:31:32 +00:00
powerup.customSkin = 0;
// always draw
powerup.renderfx &= ~RF_THIRD_PERSON;
VectorClear(angles);
AnglesToAxis(angles, powerup.axis);
VectorCopy(cent->lerpOrigin, powerup.origin);
powerup.origin[2] += -24 + (float) t * 80 / 500;
if ( t > 400 ) {
c = (float) (t - 1000) * 0xff / 100;
powerup.shaderRGBA[0] = 0xff - c;
powerup.shaderRGBA[1] = 0xff - c;
powerup.shaderRGBA[2] = 0xff - c;
powerup.shaderRGBA[3] = 0xff - c;
}
else {
powerup.shaderRGBA[0] = 0xff;
powerup.shaderRGBA[1] = 0xff;
powerup.shaderRGBA[2] = 0xff;
powerup.shaderRGBA[3] = 0xff;
}
trap_R_AddRefEntityToScene( &powerup );
}
#endif // MISSIONPACK
#endif // Q3Rally
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// STONELANCE( add head support )
/*
//
// add the head
//
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head.hModel = ci->headModel;
if (!head.hModel) {
return;
}
head.customSkin = ci->headSkin;
VectorCopy( cent->lerpOrigin, head.lightingOrigin );
CG_PositionRotatedEntityOnTag( &head, &torso, ci->torsoModel, "tag_head");
head.shadowPlane = shadowPlane;
head.renderfx = renderfx;
CG_AddRefEntityWithPowerups( &head, &cent->currentState, ci->team );
*/
//
// add the head
//
if ( CG_TagExists(ci->bodyModel, "tag_head") ){
head.hModel = ci->headModel;
if (!head.hModel) {
return;
}
head.customSkin = ci->headSkin;
VectorCopy( cent->currentState.angles2, angles );
if (ci->controlMode == CT_MOUSE){
angles[YAW] = Com_Clamp(-45, 45, AngleNormalize180(cent->currentState.apos.trBase[YAW] - angles[YAW]));
}
AnglesToAxis(angles, head.axis);
// if ( cg_entities[clientNum].finishRaceTime ) {
// head.customShader = cgs.media.ghostCarShader;
// }
VectorCopy( cent->lerpOrigin, head.lightingOrigin );
CG_PositionRotatedEntityOnTag( &head, &body, ci->bodyModel, "tag_head");
head.shadowPlane = shadowPlane;
head.renderfx = renderfx;
// check for head tag, if no tag the length of delta should be 0
// if (cg_entities[clientNum].finishRaceTime)
// trap_R_AddRefEntityToScene( &head );
// else
CG_AddRefEntityWithPowerups( &head, &cent->currentState, ci->team );
}
//
// add the license plate
//
if (!(cent->currentState.powerups & ( 1 << PW_INVIS )) && CG_TagExists(ci->bodyModel, "tag_plate")){
plate.frame = 0;
plate.hModel = ci->plateModel;
if (!plate.hModel) {
return;
}
plate.customShader = ci->plateShader;
VectorCopy( cent->lerpOrigin, plate.lightingOrigin );
CG_PositionEntityOnTag( &plate, &body, ci->bodyModel, "tag_plate");
plate.shadowPlane = shadowPlane;
plate.renderfx = renderfx;
/*
plate.radius = 20;
plate.shaderRGBA[0] = 255;
plate.shaderRGBA[1] = 255;
plate.shaderRGBA[2] = 255;
plate.shaderRGBA[3] = 255;
plate.shaderTime = cg.time / 1000.0f;
*/
trap_R_AddRefEntityToScene( &plate );
}
//
// add the headlights
//
/*
VectorMA(body.origin, 200, body.axis[0], dir);
VectorMA(dir, 75, body.axis[1], dir);
trap_R_AddAdditiveLightToScene( dir, 200, 0.3f, 0.3f, 0.3f );
VectorMA(dir, -150, body.axis[1], dir);
trap_R_AddAdditiveLightToScene( dir, 200, 0.3f, 0.3f, 0.3f );
*/
if (/*cg_entities[cent->currentState.clientNum].hl_left->light &&*/
!(cent->currentState.powerups & ( 1 << PW_INVIS ))){
headlight.hModel = cgs.media.headLightGlow;
if (!headlight.hModel) {
return;
}
VectorCopy( cent->lerpOrigin, headlight.lightingOrigin );
headlight.shadowPlane = shadowPlane;
headlight.renderfx = renderfx;
for (i = 0; i < 4; i++){
Com_sprintf(filename, sizeof(filename), "tag_hlite%d", i+1);
if (!CG_TagExists(ci->bodyModel, filename)) continue;
CG_PositionEntityOnTag( &headlight, &body, ci->bodyModel, filename);
trap_R_AddRefEntityToScene( &headlight );
}
}
//
// add the red and blue lights for emergency vehicles
//
if (/*cg_entities[cent->currentState.clientNum].hl_left->light &&*/
!(cent->currentState.powerups & ( 1 << PW_INVIS ))){
VectorCopy( cent->lerpOrigin, emergencylight.lightingOrigin );
emergencylight.shadowPlane = shadowPlane;
emergencylight.renderfx = renderfx;
// red
if ( CG_TagExists(ci->bodyModel, "tag_redlight") ){
emergencylight.hModel = trap_R_RegisterModel( "gfx/flares/red_lite.md3" );
if (!emergencylight.hModel) {
return;
}
CG_PositionEntityOnTag( &emergencylight, &body, ci->bodyModel, "tag_redlight");
trap_R_AddRefEntityToScene( &emergencylight );
}
// blue
if ( CG_TagExists(ci->bodyModel, "tag_bluelight") ){
emergencylight.hModel = trap_R_RegisterModel( "gfx/flares/blue_lite.md3" );
if (!emergencylight.hModel) {
return;
}
CG_PositionEntityOnTag( &emergencylight, &body, ci->bodyModel, "tag_bluelight");
trap_R_AddRefEntityToScene( &emergencylight );
}
// yellow
if ( CG_TagExists(ci->bodyModel, "tag_yellowlight") ) {
emergencylight.hModel = trap_R_RegisterModel( "gfx/flares/yellow_lite.md3" );
if (!emergencylight.hModel) {
return;
}
CG_PositionEntityOnTag( &emergencylight, &body, ci->bodyModel, "tag_yellowlight");
trap_R_AddRefEntityToScene( &emergencylight );
}
}
//
// add the brakelights
//
if ((cg_entities[cent->currentState.clientNum].currentState.eFlags & EF_BRAKE) &&
!(cent->currentState.powerups & ( 1 << PW_INVIS ))){
brakelight.hModel = cgs.media.brakeLightGlow;
if (!brakelight.hModel) {
return;
}
VectorCopy( cent->lerpOrigin, brakelight.lightingOrigin );
brakelight.shadowPlane = shadowPlane;
brakelight.renderfx = renderfx;
for (i = 0; i < 3; i++){
Com_sprintf(filename, sizeof(filename), "tag_blite%d", i+1);
if (!CG_TagExists(ci->bodyModel, filename)) continue;
CG_PositionEntityOnTag( &brakelight, &body, ci->bodyModel, filename);
trap_R_AddRefEntityToScene( &brakelight );
}
}
//
// add the reverselights
//
if ((cg_entities[cent->currentState.clientNum].currentState.eFlags & EF_REVERSE) &&
VectorLength(cent->currentState.pos.trDelta) > 10.0f &&
!(cent->currentState.powerups & ( 1 << PW_INVIS ))){
reverselight.hModel = cgs.media.reverseLightGlow;
if (!reverselight.hModel) {
return;
}
VectorCopy( cent->lerpOrigin, reverselight.lightingOrigin );
reverselight.shadowPlane = shadowPlane;
reverselight.renderfx = renderfx;
for (i = 0; i < 2; i++){
Com_sprintf(filename, sizeof(filename), "tag_rlite%d", i+1);
if (!CG_TagExists(ci->bodyModel, filename)) continue;
CG_PositionEntityOnTag( &reverselight, &body, ci->bodyModel, filename);
trap_R_AddRefEntityToScene( &reverselight );
}
}
//
// add turbo flame
//
if (cent->currentState.powerups & ( 1 << PW_TURBO ) && CG_TagExists(ci->bodyModel, "tag_turbo")){
turbo.hModel = cgs.media.turboModel;
if (!turbo.hModel) {
return;
}
VectorCopy( cent->lerpOrigin, turbo.lightingOrigin );
CG_PositionEntityOnTag( &turbo, &body, ci->bodyModel, "tag_turbo");
turbo.shadowPlane = shadowPlane;
turbo.renderfx = renderfx;
trap_R_AddRefEntityToScene( &turbo );
}
// floating arrow to checkpoint
if (cg_checkpointArrowMode.integer == 2 && cent->currentState.clientNum == cg.snap->ps.clientNum){
ioquake3 resync to revision 2369 from 2317. Some revision messages: Cache servers for each master server in q3_ui, otherwise servers from last updated master for shown for all Internet# sources. Play correct team sounds when in spectator mode and following a player. Check last listener number instead of clc.clientNum in S_AL_HearingThroughEntity so sound work correctly when spectate following a client. (Related to bug 5741.) When in third person, don't play player's sounds as full volume in Base sound system. OpenAL already does this. (Related to bug 5741.) really fix the confusion with game entity and refentity numbers to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES Added Rend2, an alternate renderer. (Bug #4358) Fix restoring fs_game when default.cfg is missing. Fix restoring old fs_game upon leaving a server. Patch by Ensiform. Change more operator commands to require sv_running to be usable. Patch by Ensiform. Fix some "> MAX_*" to be ">= MAX_*". Fix follow command to find clients whose name begins with a number. Fix up "gc" command, make it more like "tell". Based on patch by Ensiform. Add usage messages for gc, tell, vtell, and votell commands. Check player names in gc, tell, vtell, and votell commands. #5799 - Change messagemode text box to display colors like in console input box. Improve "play" command, based on a patch from Ensiform. Check for invalid filename in OpenAL's RegisterSound function. Changed Base sound system to warn not error when sound filename is empty or too long. Remove references to non-existent functions CM_MarkFragments and CM_LerpTag.
2012-12-06 07:07:19 +00:00
for (i = 0; i < MAX_GENTITIES; i++) {
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other = &cg_entities[i];
if (other->currentState.eType != ET_CHECKPOINT) continue;
if (other->currentState.weapon != cg.snap->ps.stats[STAT_NEXT_CHECKPOINT]) continue;
break;
}
ioquake3 resync to revision 2369 from 2317. Some revision messages: Cache servers for each master server in q3_ui, otherwise servers from last updated master for shown for all Internet# sources. Play correct team sounds when in spectator mode and following a player. Check last listener number instead of clc.clientNum in S_AL_HearingThroughEntity so sound work correctly when spectate following a client. (Related to bug 5741.) When in third person, don't play player's sounds as full volume in Base sound system. OpenAL already does this. (Related to bug 5741.) really fix the confusion with game entity and refentity numbers to further reduce confusion, rename constants like MAX_ENTITIES to MAX_REFENTITIES Added Rend2, an alternate renderer. (Bug #4358) Fix restoring fs_game when default.cfg is missing. Fix restoring old fs_game upon leaving a server. Patch by Ensiform. Change more operator commands to require sv_running to be usable. Patch by Ensiform. Fix some "> MAX_*" to be ">= MAX_*". Fix follow command to find clients whose name begins with a number. Fix up "gc" command, make it more like "tell". Based on patch by Ensiform. Add usage messages for gc, tell, vtell, and votell commands. Check player names in gc, tell, vtell, and votell commands. #5799 - Change messagemode text box to display colors like in console input box. Improve "play" command, based on a patch from Ensiform. Check for invalid filename in OpenAL's RegisterSound function. Changed Base sound system to warn not error when sound filename is empty or too long. Remove references to non-existent functions CM_MarkFragments and CM_LerpTag.
2012-12-06 07:07:19 +00:00
if (i != MAX_GENTITIES){
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turbo.hModel = cgs.media.checkpointArrow;
if (!turbo.hModel) {
return;
}
VectorSubtract(other->currentState.origin, cent->lerpOrigin, dir);
VectorClear(angles);
angles[YAW] = vectoyaw(dir);
AnglesToAxis(angles, turbo.axis);
VectorScale(turbo.axis[0], 0.5f, turbo.axis[0]);
VectorScale(turbo.axis[1], 0.5f, turbo.axis[1]);
turbo.nonNormalizedAxes = qtrue;
VectorMA( cent->lerpOrigin, 24, turbo.axis[2], turbo.origin );
VectorCopy( cent->lerpOrigin, turbo.lightingOrigin );
turbo.shadowPlane = shadowPlane;
turbo.renderfx = renderfx;
trap_R_AddRefEntityToScene( &turbo );
}
}
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/*
#ifdef MISSIONPACK
CG_BreathPuffs(cent, &head);
CG_DustTrail(cent);
#endif
*/
// END
//
// add the gun / barrel / flash
//
// Q3Rally Code Start
// CG_AddPlayerWeapon( &torso, NULL, cent, ci->team );
2011-02-18 14:31:32 +00:00
CG_AddPlayerWeapon( &body, NULL, cent, ci->team );
// END
// add powerups floating behind the player
// Q3Rally Code Start
// CG_PlayerPowerups( cent, &torso );
CG_PlayerPowerups( cent, &body );
// END
}
//=====================================================================
/*
===============
CG_ResetPlayerEntity
A player just came into view or teleported, so reset all animation info
===============
*/
void CG_ResetPlayerEntity( centity_t *cent ) {
cent->errorTime = -99999; // guarantee no error decay added
cent->extrapolated = qfalse;
// SKWID( removed functions )
// 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 );
// END
BG_EvaluateTrajectory( &cent->currentState.pos, cg.time, cent->lerpOrigin );
BG_EvaluateTrajectory( &cent->currentState.apos, cg.time, cent->lerpAngles );
VectorCopy( cent->lerpOrigin, cent->rawOrigin );
VectorCopy( cent->lerpAngles, cent->rawAngles );
// SKWID( replace player with car )
memset( &cent->pe.body, 0, sizeof( cent->pe.body ) );
cent->pe.body.yawAngle = cent->rawAngles[YAW];
cent->pe.body.yawing = qfalse;
cent->pe.body.pitchAngle = cent->rawAngles[PITCH];
cent->pe.body.pitching = qfalse;
/*
memset( &cent->pe.legs, 0, sizeof( cent->pe.legs ) );
cent->pe.legs.yawAngle = cent->rawAngles[YAW];
cent->pe.legs.yawing = qfalse;
cent->pe.legs.pitchAngle = 0;
cent->pe.legs.pitching = qfalse;
memset( &cent->pe.torso, 0, sizeof( cent->pe.torso ) );
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cent->pe.torso.yawAngle = cent->rawAngles[YAW];
cent->pe.torso.yawing = qfalse;
cent->pe.torso.pitchAngle = cent->rawAngles[PITCH];
cent->pe.torso.pitching = qfalse;
if ( cg_debugPosition.integer ) {
CG_Printf("%i ResetPlayerEntity yaw=%f\n", cent->currentState.number, cent->pe.torso.yawAngle );
2011-02-18 14:31:32 +00:00
}
*/
// END
}