mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-23 04:12:02 +00:00
2077 lines
52 KiB
C
2077 lines
52 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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Copyright (C) 2002-2009 Q3Rally Team (Per Thormann - perle@q3rally.com)
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This file is part of q3rally source code.
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q3rally source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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q3rally source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with q3rally; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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// ui_players.c
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#include "ui_local.h"
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#define UI_TIMER_GESTURE 2300
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#define UI_TIMER_JUMP 1000
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#define UI_TIMER_LAND 130
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#define UI_TIMER_WEAPON_SWITCH 300
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#define UI_TIMER_ATTACK 500
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#define UI_TIMER_MUZZLE_FLASH 20
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#define UI_TIMER_WEAPON_DELAY 250
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#define JUMP_HEIGHT 56
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#define SWINGSPEED 0.3f
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#define SPIN_SPEED 0.9f
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#define COAST_TIME 1000
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static int dp_realtime;
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static float jumpHeight;
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// STONELANCE
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static float roll;
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static float yaw;
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static float deltaYaw = 60;
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static float deltaRoll;
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/*
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===============
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UI_PlayerInfo_SetWeapon
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===============
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*/
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static void UI_PlayerInfo_SetWeapon( playerInfo_t *pi, weapon_t weaponNum ) {
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gitem_t * item;
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char path[MAX_QPATH];
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pi->currentWeapon = weaponNum;
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tryagain:
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pi->realWeapon = weaponNum;
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pi->weaponModel = 0;
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pi->barrelModel = 0;
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pi->flashModel = 0;
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if ( weaponNum == WP_NONE ) {
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return;
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}
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for ( item = bg_itemlist + 1; item->classname ; item++ ) {
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if ( item->giType != IT_WEAPON ) {
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continue;
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}
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if ( item->giTag == weaponNum ) {
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break;
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}
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}
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if ( item->classname ) {
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pi->weaponModel = trap_R_RegisterModel( item->world_model[0] );
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}
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if( pi->weaponModel == 0 ) {
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if( weaponNum == WP_MACHINEGUN ) {
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weaponNum = WP_NONE;
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goto tryagain;
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}
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weaponNum = WP_MACHINEGUN;
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goto tryagain;
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}
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if ( weaponNum == WP_MACHINEGUN || weaponNum == WP_GAUNTLET || weaponNum == WP_BFG ) {
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strcpy( path, item->world_model[0] );
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COM_StripExtension( path, path, sizeof(path) );
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strcat( path, "_barrel.md3" );
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pi->barrelModel = trap_R_RegisterModel( path );
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}
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strcpy( path, item->world_model[0] );
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COM_StripExtension( path, path, sizeof(path) );
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strcat( path, "_flash.md3" );
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pi->flashModel = trap_R_RegisterModel( path );
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switch( weaponNum ) {
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case WP_GAUNTLET:
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MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
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break;
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case WP_MACHINEGUN:
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MAKERGB( pi->flashDlightColor, 1, 1, 0 );
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break;
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case WP_SHOTGUN:
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MAKERGB( pi->flashDlightColor, 1, 1, 0 );
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break;
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case WP_GRENADE_LAUNCHER:
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MAKERGB( pi->flashDlightColor, 1, 0.7f, 0.5f );
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break;
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case WP_ROCKET_LAUNCHER:
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MAKERGB( pi->flashDlightColor, 1, 0.75f, 0 );
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break;
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case WP_LIGHTNING:
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MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
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break;
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case WP_RAILGUN:
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MAKERGB( pi->flashDlightColor, 1, 0.5f, 0 );
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break;
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case WP_PLASMAGUN:
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MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
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break;
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case WP_BFG:
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MAKERGB( pi->flashDlightColor, 1, 0.7f, 1 );
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break;
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case WP_FLAME_THROWER:
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MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
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break;
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// STONELANCE
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/*
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case WP_GRAPPLING_HOOK:
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MAKERGB( pi->flashDlightColor, 0.6f, 0.6f, 1 );
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break;
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*/
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// END
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default:
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MAKERGB( pi->flashDlightColor, 1, 1, 1 );
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break;
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}
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}
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/*
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===============
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UI_ForceLegsAnim
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===============
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*/
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// STONELANCE - removed
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/*
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static void UI_ForceLegsAnim( playerInfo_t *pi, int anim ) {
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pi->legsAnim = ( ( pi->legsAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
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if ( anim == LEGS_JUMP ) {
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pi->legsAnimationTimer = UI_TIMER_JUMP;
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}
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}
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*/
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// END
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/*
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===============
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UI_SetLegsAnim
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===============
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*/
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// STONELANCE - removed
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/*
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static void UI_SetLegsAnim( playerInfo_t *pi, int anim ) {
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if ( pi->pendingLegsAnim ) {
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anim = pi->pendingLegsAnim;
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pi->pendingLegsAnim = 0;
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}
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UI_ForceLegsAnim( pi, anim );
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}
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*/
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// END
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/*
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===============
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UI_ForceTorsoAnim
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===============
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*/
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// STONELANCE - removed
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/*
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static void UI_ForceTorsoAnim( playerInfo_t *pi, int anim ) {
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pi->torsoAnim = ( ( pi->torsoAnim & ANIM_TOGGLEBIT ) ^ ANIM_TOGGLEBIT ) | anim;
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if ( anim == TORSO_GESTURE ) {
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pi->torsoAnimationTimer = UI_TIMER_GESTURE;
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}
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if ( anim == TORSO_ATTACK || anim == TORSO_ATTACK2 ) {
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pi->torsoAnimationTimer = UI_TIMER_ATTACK;
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}
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}
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*/
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// END
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/*
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===============
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UI_SetTorsoAnim
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===============
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*/
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// STONELANCE - removed
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/*
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static void UI_SetTorsoAnim( playerInfo_t *pi, int anim ) {
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if ( pi->pendingTorsoAnim ) {
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anim = pi->pendingTorsoAnim;
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pi->pendingTorsoAnim = 0;
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}
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UI_ForceTorsoAnim( pi, anim );
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}
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*/
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// END
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/*
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===============
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UI_TorsoSequencing
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===============
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*/
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// STONELANCE - removed
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/*
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static void UI_TorsoSequencing( playerInfo_t *pi ) {
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int currentAnim;
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currentAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT;
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if ( pi->weapon != pi->currentWeapon ) {
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if ( currentAnim != TORSO_DROP ) {
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pi->torsoAnimationTimer = UI_TIMER_WEAPON_SWITCH;
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UI_ForceTorsoAnim( pi, TORSO_DROP );
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}
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}
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if ( pi->torsoAnimationTimer > 0 ) {
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return;
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}
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if( currentAnim == TORSO_GESTURE ) {
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UI_SetTorsoAnim( pi, TORSO_STAND );
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return;
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}
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if( currentAnim == TORSO_ATTACK || currentAnim == TORSO_ATTACK2 ) {
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UI_SetTorsoAnim( pi, TORSO_STAND );
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return;
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}
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if ( currentAnim == TORSO_DROP ) {
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UI_PlayerInfo_SetWeapon( pi, pi->weapon );
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pi->torsoAnimationTimer = UI_TIMER_WEAPON_SWITCH;
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UI_ForceTorsoAnim( pi, TORSO_RAISE );
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return;
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}
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if ( currentAnim == TORSO_RAISE ) {
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UI_SetTorsoAnim( pi, TORSO_STAND );
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return;
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}
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}
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*/
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// END
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/*
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===============
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UI_LegsSequencing
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===============
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*/
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// STONELANCE - removed
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/*
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static void UI_LegsSequencing( playerInfo_t *pi ) {
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int currentAnim;
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currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT;
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if ( pi->legsAnimationTimer > 0 ) {
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if ( currentAnim == LEGS_JUMP ) {
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jumpHeight = JUMP_HEIGHT * sin( M_PI * ( UI_TIMER_JUMP - pi->legsAnimationTimer ) / UI_TIMER_JUMP );
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}
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return;
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}
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if ( currentAnim == LEGS_JUMP ) {
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UI_ForceLegsAnim( pi, LEGS_LAND );
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pi->legsAnimationTimer = UI_TIMER_LAND;
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jumpHeight = 0;
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return;
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}
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if ( currentAnim == LEGS_LAND ) {
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UI_SetLegsAnim( pi, LEGS_IDLE );
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return;
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}
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}
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*/
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// END
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// STONELANCE
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/*
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======================
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UI_TagExists
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Returns true if the tag is not in the model.. ie: not at the vec3_origin
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======================
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*/
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/*
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qboolean UI_TagExists( const refEntity_t *parent, qhandle_t parentModel, char *tagName ) {
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orientation_t lerped;
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// lerp the tag
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trap_R_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
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1.0 - parent->backlerp, tagName );
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if (VectorLength(lerped.origin))
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return qtrue;
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else
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return qfalse;
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}
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*/
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// uses frame 0
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qboolean UI_TagExists( qhandle_t parentModel, char *tagName ) {
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orientation_t lerped;
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// lerp the tag
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trap_CM_LerpTag( &lerped, parentModel, 0, 0, 1.0f, tagName );
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if( VectorLength( lerped.origin ) == 0.0f &&
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lerped.axis[0][0] == 1.0f &&
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lerped.axis[1][1] == 1.0f &&
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lerped.axis[2][2] == 1.0f )
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{
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return qfalse;
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}
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else
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return qtrue;
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}
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/*
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======================
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UI_GetTagPosition
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Returns the position of the specified tag
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======================
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*/
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void UI_GetTagPosition( const refEntity_t *parent, qhandle_t parentModel, char *tagName, vec3_t origin ) {
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int i;
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orientation_t lerped;
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// lerp the tag
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trap_CM_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
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1.0 - parent->backlerp, tagName );
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// FIXME: allow origin offsets along tag?
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VectorCopy( parent->origin, origin );
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for ( i = 0 ; i < 3 ; i++ ) {
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VectorMA( origin, lerped.origin[i], parent->axis[i], origin );
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}
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}
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// END
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/*
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======================
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UI_PositionEntityOnTag
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======================
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*/
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static void UI_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
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clipHandle_t parentModel, char *tagName ) {
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int i;
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orientation_t lerped;
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// lerp the tag
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trap_CM_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
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1.0 - parent->backlerp, tagName );
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// FIXME: allow origin offsets along tag?
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VectorCopy( parent->origin, entity->origin );
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for ( i = 0 ; i < 3 ; i++ ) {
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VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
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}
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// cast away const because of compiler problems
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MatrixMultiply( lerped.axis, ((refEntity_t*)parent)->axis, entity->axis );
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entity->backlerp = parent->backlerp;
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}
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/*
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======================
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UI_PositionRotatedEntityOnTag
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======================
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*/
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static void UI_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
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clipHandle_t parentModel, char *tagName ) {
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int i;
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orientation_t lerped;
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vec3_t tempAxis[3];
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// lerp the tag
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trap_CM_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
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1.0 - parent->backlerp, tagName );
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// FIXME: allow origin offsets along tag?
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VectorCopy( parent->origin, entity->origin );
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for ( i = 0 ; i < 3 ; i++ ) {
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VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
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}
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// cast away const because of compiler problems
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MatrixMultiply( entity->axis, ((refEntity_t *)parent)->axis, tempAxis );
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MatrixMultiply( lerped.axis, tempAxis, entity->axis );
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}
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/*
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===============
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UI_SetLerpFrameAnimation
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===============
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*/
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// STONELANCE - removed
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/*
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static void UI_SetLerpFrameAnimation( playerInfo_t *ci, lerpFrame_t *lf, int newAnimation ) {
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animation_t *anim;
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lf->animationNumber = newAnimation;
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newAnimation &= ~ANIM_TOGGLEBIT;
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if ( newAnimation < 0 || newAnimation >= MAX_ANIMATIONS ) {
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trap_Error( va("Bad animation number: %i", newAnimation) );
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}
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anim = &ci->animations[ newAnimation ];
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lf->animation = anim;
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lf->animationTime = lf->frameTime + anim->initialLerp;
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}
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*/
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// END
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/*
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===============
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UI_RunLerpFrame
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===============
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*/
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// STONELANCE - removed
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/*
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static void UI_RunLerpFrame( playerInfo_t *ci, lerpFrame_t *lf, int newAnimation ) {
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int f;
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animation_t *anim;
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// see if the animation sequence is switching
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if ( newAnimation != lf->animationNumber || !lf->animation ) {
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UI_SetLerpFrameAnimation( ci, lf, newAnimation );
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}
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// if we have passed the current frame, move it to
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// oldFrame and calculate a new frame
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if ( dp_realtime >= lf->frameTime ) {
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lf->oldFrame = lf->frame;
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lf->oldFrameTime = lf->frameTime;
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// get the next frame based on the animation
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anim = lf->animation;
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if ( dp_realtime < lf->animationTime ) {
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lf->frameTime = lf->animationTime; // initial lerp
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} else {
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lf->frameTime = lf->oldFrameTime + anim->frameLerp;
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}
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f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp;
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if ( f >= anim->numFrames ) {
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f -= anim->numFrames;
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if ( anim->loopFrames ) {
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f %= anim->loopFrames;
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f += anim->numFrames - anim->loopFrames;
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} else {
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f = anim->numFrames - 1;
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// the animation is stuck at the end, so it
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// can immediately transition to another sequence
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lf->frameTime = dp_realtime;
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}
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}
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lf->frame = anim->firstFrame + f;
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if ( dp_realtime > lf->frameTime ) {
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lf->frameTime = dp_realtime;
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}
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}
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if ( lf->frameTime > dp_realtime + 200 ) {
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lf->frameTime = dp_realtime;
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}
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if ( lf->oldFrameTime > dp_realtime ) {
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lf->oldFrameTime = dp_realtime;
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}
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// calculate current lerp value
|
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if ( lf->frameTime == lf->oldFrameTime ) {
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lf->backlerp = 0;
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} else {
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lf->backlerp = 1.0 - (float)( dp_realtime - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime );
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}
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}
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*/
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// END
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|
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/*
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===============
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UI_PlayerAnimation
|
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===============
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*/
|
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// STONELANCE - removed
|
|
/*
|
|
static void UI_PlayerAnimation( playerInfo_t *pi, int *legsOld, int *legs, float *legsBackLerp,
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int *torsoOld, int *torso, float *torsoBackLerp ) {
|
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|
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// legs animation
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pi->legsAnimationTimer -= uis.frametime;
|
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if ( pi->legsAnimationTimer < 0 ) {
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pi->legsAnimationTimer = 0;
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}
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|
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UI_LegsSequencing( pi );
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if ( pi->legs.yawing && ( pi->legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) {
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UI_RunLerpFrame( pi, &pi->legs, LEGS_TURN );
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} else {
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UI_RunLerpFrame( pi, &pi->legs, pi->legsAnim );
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}
|
|
*legsOld = pi->legs.oldFrame;
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*legs = pi->legs.frame;
|
|
*legsBackLerp = pi->legs.backlerp;
|
|
|
|
// torso animation
|
|
pi->torsoAnimationTimer -= uis.frametime;
|
|
if ( pi->torsoAnimationTimer < 0 ) {
|
|
pi->torsoAnimationTimer = 0;
|
|
}
|
|
|
|
UI_TorsoSequencing( pi );
|
|
|
|
UI_RunLerpFrame( pi, &pi->torso, pi->torsoAnim );
|
|
*torsoOld = pi->torso.oldFrame;
|
|
*torso = pi->torso.frame;
|
|
*torsoBackLerp = pi->torso.backlerp;
|
|
}
|
|
*/
|
|
// END
|
|
|
|
|
|
/*
|
|
==================
|
|
UI_SwingAngles
|
|
==================
|
|
*/
|
|
// STONELANCE - removed
|
|
/*
|
|
static void UI_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 = uis.frametime * scale * speed;
|
|
if ( move >= swing ) {
|
|
move = swing;
|
|
*swinging = qfalse;
|
|
}
|
|
*angle = AngleMod( *angle + move );
|
|
} else if ( swing < 0 ) {
|
|
move = uis.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) );
|
|
}
|
|
}
|
|
*/
|
|
// END
|
|
|
|
|
|
/*
|
|
======================
|
|
UI_MovedirAdjustment
|
|
======================
|
|
*/
|
|
// STONELANCE
|
|
/*
|
|
static float UI_MovedirAdjustment( playerInfo_t *pi ) {
|
|
vec3_t relativeAngles;
|
|
vec3_t moveVector;
|
|
|
|
VectorSubtract( pi->viewAngles, pi->moveAngles, relativeAngles );
|
|
AngleVectors( relativeAngles, moveVector, NULL, NULL );
|
|
if ( Q_fabs( moveVector[0] ) < 0.01 ) {
|
|
moveVector[0] = 0.0;
|
|
}
|
|
if ( Q_fabs( moveVector[1] ) < 0.01 ) {
|
|
moveVector[1] = 0.0;
|
|
}
|
|
|
|
if ( moveVector[1] == 0 && moveVector[0] > 0 ) {
|
|
return 0;
|
|
}
|
|
if ( moveVector[1] < 0 && moveVector[0] > 0 ) {
|
|
return 22;
|
|
}
|
|
if ( moveVector[1] < 0 && moveVector[0] == 0 ) {
|
|
return 45;
|
|
}
|
|
if ( moveVector[1] < 0 && moveVector[0] < 0 ) {
|
|
return -22;
|
|
}
|
|
if ( moveVector[1] == 0 && moveVector[0] < 0 ) {
|
|
return 0;
|
|
}
|
|
if ( moveVector[1] > 0 && moveVector[0] < 0 ) {
|
|
return 22;
|
|
}
|
|
if ( moveVector[1] > 0 && moveVector[0] == 0 ) {
|
|
return -45;
|
|
}
|
|
|
|
return -22;
|
|
}
|
|
*/
|
|
// END
|
|
|
|
|
|
/*
|
|
===============
|
|
UI_PlayerAngles
|
|
===============
|
|
*/
|
|
// STONELANCE - removed
|
|
/*
|
|
static void UI_PlayerAngles( playerInfo_t *pi, vec3_t legs[3], vec3_t torso[3], vec3_t head[3] ) {
|
|
vec3_t legsAngles, torsoAngles, headAngles;
|
|
float dest;
|
|
float adjust;
|
|
|
|
VectorCopy( pi->viewAngles, headAngles );
|
|
headAngles[YAW] = AngleMod( headAngles[YAW] );
|
|
VectorClear( legsAngles );
|
|
VectorClear( torsoAngles );
|
|
|
|
// --------- yaw -------------
|
|
|
|
// allow yaw to drift a bit
|
|
if ( ( pi->legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE
|
|
|| ( pi->torsoAnim & ~ANIM_TOGGLEBIT ) != TORSO_STAND ) {
|
|
// if not standing still, always point all in the same direction
|
|
pi->torso.yawing = qtrue; // always center
|
|
pi->torso.pitching = qtrue; // always center
|
|
pi->legs.yawing = qtrue; // always center
|
|
}
|
|
|
|
// adjust legs for movement dir
|
|
adjust = UI_MovedirAdjustment( pi );
|
|
legsAngles[YAW] = headAngles[YAW] + adjust;
|
|
torsoAngles[YAW] = headAngles[YAW] + 0.25 * adjust;
|
|
|
|
|
|
// torso
|
|
UI_SwingAngles( torsoAngles[YAW], 25, 90, SWINGSPEED, &pi->torso.yawAngle, &pi->torso.yawing );
|
|
UI_SwingAngles( legsAngles[YAW], 40, 90, SWINGSPEED, &pi->legs.yawAngle, &pi->legs.yawing );
|
|
|
|
torsoAngles[YAW] = pi->torso.yawAngle;
|
|
legsAngles[YAW] = pi->legs.yawAngle;
|
|
|
|
// --------- pitch -------------
|
|
|
|
// only show a fraction of the pitch angle in the torso
|
|
if ( headAngles[PITCH] > 180 ) {
|
|
dest = (-360 + headAngles[PITCH]) * 0.75;
|
|
} else {
|
|
dest = headAngles[PITCH] * 0.75;
|
|
}
|
|
UI_SwingAngles( dest, 15, 30, 0.1f, &pi->torso.pitchAngle, &pi->torso.pitching );
|
|
torsoAngles[PITCH] = pi->torso.pitchAngle;
|
|
|
|
// 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
|
|
|
|
|
|
/*
|
|
===============
|
|
UI_PlayerFloatSprite
|
|
===============
|
|
*/
|
|
static void UI_PlayerFloatSprite( playerInfo_t *pi, vec3_t origin, qhandle_t shader ) {
|
|
refEntity_t ent;
|
|
|
|
memset( &ent, 0, sizeof( ent ) );
|
|
VectorCopy( origin, ent.origin );
|
|
ent.origin[2] += 48;
|
|
ent.reType = RT_SPRITE;
|
|
ent.customShader = shader;
|
|
ent.radius = 10;
|
|
ent.renderfx = 0;
|
|
trap_R_AddRefEntityToScene( &ent );
|
|
}
|
|
|
|
|
|
/*
|
|
======================
|
|
UI_MachinegunSpinAngle
|
|
======================
|
|
*/
|
|
float UI_MachinegunSpinAngle( playerInfo_t *pi ) {
|
|
int delta;
|
|
float angle;
|
|
float speed;
|
|
int torsoAnim;
|
|
|
|
delta = dp_realtime - pi->barrelTime;
|
|
if ( pi->barrelSpinning ) {
|
|
angle = pi->barrelAngle + delta * SPIN_SPEED;
|
|
} else {
|
|
if ( delta > COAST_TIME ) {
|
|
delta = COAST_TIME;
|
|
}
|
|
|
|
speed = 0.5 * ( SPIN_SPEED + (float)( COAST_TIME - delta ) / COAST_TIME );
|
|
angle = pi->barrelAngle + delta * speed;
|
|
}
|
|
|
|
torsoAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT;
|
|
if( torsoAnim == TORSO_ATTACK2 ) {
|
|
torsoAnim = TORSO_ATTACK;
|
|
}
|
|
if ( pi->barrelSpinning == !(torsoAnim == TORSO_ATTACK) ) {
|
|
pi->barrelTime = dp_realtime;
|
|
pi->barrelAngle = AngleMod( angle );
|
|
pi->barrelSpinning = !!(torsoAnim == TORSO_ATTACK);
|
|
}
|
|
|
|
return angle;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
UI_AddWheels
|
|
|
|
Adds the wheels to the car body.
|
|
===============
|
|
*/
|
|
// FIXME: could increase the speed by only looking for components that
|
|
// need to be drawn one time, when the model is loaded
|
|
static void UI_AddWheels( playerInfo_t *pi, refEntity_t *body, float angle )
|
|
{
|
|
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;
|
|
|
|
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) );
|
|
|
|
VectorClear(whlAngles);
|
|
whlAngles[YAW] = angle;
|
|
|
|
VectorCopy( body->lightingOrigin, wheel_fl.lightingOrigin );
|
|
VectorCopy( body->lightingOrigin, wheel_fr.lightingOrigin );
|
|
VectorCopy( body->lightingOrigin, wheel_rl.lightingOrigin );
|
|
VectorCopy( body->lightingOrigin, wheel_rr.lightingOrigin );
|
|
|
|
// front left wheel
|
|
wheel_fl.hModel = pi->wheelModel;
|
|
if (UI_TagExists(body->hModel, "tag_wheelfl") && wheel_fl.hModel){
|
|
whlAngles[ROLL] = 0;
|
|
|
|
if( UI_TagExists( wheel_fl.hModel, "tag_polygonwheel" ) )
|
|
wheel_fl.customSkin = 0;
|
|
else
|
|
wheel_fl.customSkin = pi->wheelSkin;
|
|
wheel_fl.shadowPlane = body->shadowPlane;
|
|
wheel_fl.renderfx = body->renderfx;
|
|
|
|
AnglesToAxis(whlAngles, wheel_fl.axis);
|
|
UI_PositionRotatedEntityOnTag( &wheel_fl, body, body->hModel, "tag_wheelfl" );
|
|
|
|
// move for suspension
|
|
// if (cent->currentState.clientNum == cg.snap->ps.clientNum)
|
|
// VectorMA(wheel_fl.origin, 8.2 - cg.snap->ps.legsTimer / 10.0f, body->axis[2], wheel_fl.origin);
|
|
trap_R_AddRefEntityToScene( &wheel_fl );
|
|
|
|
// skids
|
|
// if (!(cent->currentState.eFlags & EF_DEAD))
|
|
// UI_SurfaceEffects(cent2, wheel_fl.origin, body->axis[2], 0);
|
|
}
|
|
|
|
// front right wheel
|
|
wheel_fr.hModel = pi->wheelModel;
|
|
if (UI_TagExists(body->hModel, "tag_wheelfr") && wheel_fr.hModel){
|
|
whlAngles[ROLL] = 0;
|
|
|
|
if( UI_TagExists( wheel_fr.hModel, "tag_polygonwheel" ) )
|
|
wheel_fr.customSkin = 0;
|
|
else
|
|
wheel_fr.customSkin = pi->wheelSkin;
|
|
wheel_fr.shadowPlane = body->shadowPlane;
|
|
wheel_fr.renderfx = body->renderfx;
|
|
|
|
AnglesToAxis(whlAngles, wheel_fr.axis);
|
|
UI_PositionRotatedEntityOnTag( &wheel_fr, body, body->hModel, "tag_wheelfr" );
|
|
|
|
// move for suspension
|
|
// if (cent->currentState.clientNum == cg.snap->ps.clientNum)
|
|
// VectorMA(wheel_fr.origin, 8.2 - cg.snap->ps.legsAnim / 10.0f, body->axis[2], wheel_fr.origin);
|
|
trap_R_AddRefEntityToScene( &wheel_fr );
|
|
|
|
// skids
|
|
// if (!(cent->currentState.eFlags & EF_DEAD))
|
|
// CG_SurfaceEffects(cent2, wheel_fr.origin, body->axis[2], 1);
|
|
}
|
|
|
|
whlAngles[YAW] = 0;
|
|
|
|
// rear left wheel
|
|
wheel_rl.hModel = pi->wheelModel;
|
|
if (UI_TagExists(body->hModel, "tag_wheelrl") && wheel_rl.hModel){
|
|
whlAngles[ROLL] = 0;
|
|
|
|
if( UI_TagExists( wheel_rl.hModel, "tag_polygonwheel" ) )
|
|
wheel_rl.customSkin = 0;
|
|
else
|
|
wheel_rl.customSkin = pi->wheelSkin;
|
|
wheel_rl.shadowPlane = body->shadowPlane;
|
|
wheel_rl.renderfx = body->renderfx;
|
|
|
|
AnglesToAxis(whlAngles, wheel_rl.axis);
|
|
UI_PositionRotatedEntityOnTag( &wheel_rl, body, body->hModel, "tag_wheelrl" );
|
|
|
|
// move for suspension
|
|
// if (cent->currentState.clientNum == cg.snap->ps.clientNum)
|
|
// VectorMA(wheel_rl.origin, 8.2 - cg.snap->ps.torsoTimer / 10.0f, body->axis[2], wheel_rl.origin);
|
|
trap_R_AddRefEntityToScene( &wheel_rl );
|
|
|
|
// skids
|
|
// if (!(cent->currentState.eFlags & EF_DEAD))
|
|
// CG_SurfaceEffects(cent2, wheel_rl.origin, body->axis[2], 2);
|
|
}
|
|
|
|
// rear right wheel
|
|
wheel_rr.hModel = pi->wheelModel;
|
|
if (UI_TagExists(body->hModel, "tag_wheelrr") && wheel_rr.hModel){
|
|
whlAngles[ROLL] = 0;
|
|
|
|
if( UI_TagExists( wheel_rr.hModel, "tag_polygonwheel" ) )
|
|
wheel_rr.customSkin = 0;
|
|
else
|
|
wheel_rr.customSkin = pi->wheelSkin;
|
|
wheel_rr.shadowPlane = body->shadowPlane;
|
|
wheel_rr.renderfx = body->renderfx;
|
|
AnglesToAxis(whlAngles, wheel_rr.axis);
|
|
UI_PositionRotatedEntityOnTag( &wheel_rr, body, body->hModel, "tag_wheelrr" );
|
|
|
|
// move for suspension
|
|
// if (cent->currentState.clientNum == cg.snap->ps.clientNum)
|
|
// VectorMA(wheel_rr.origin, 8.2 - cg.snap->ps.torsoAnim / 10.0f, body->axis[2], wheel_rr.origin);
|
|
trap_R_AddRefEntityToScene( &wheel_rr );
|
|
|
|
// 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 = pi->suspCModel;
|
|
if (UI_TagExists(body->hModel, "tag_suspcl") && susp_cl.hModel){
|
|
susp_cl.shadowPlane = body->shadowPlane;
|
|
susp_cl.renderfx = body->renderfx;
|
|
|
|
VectorClear(whlAngles);
|
|
// whlAngles[PITCH] = -180 / M_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);
|
|
UI_PositionRotatedEntityOnTag( &susp_cl, body, body->hModel, "tag_suspcl" );
|
|
|
|
// if (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);
|
|
trap_R_AddRefEntityToScene( &susp_cl );
|
|
}
|
|
|
|
susp_cr.hModel = pi->suspCModel;
|
|
if (UI_TagExists(body->hModel, "tag_suspcr") && susp_cr.hModel){
|
|
susp_cr.shadowPlane = body->shadowPlane;
|
|
susp_cr.renderfx = body->renderfx;
|
|
|
|
VectorClear(whlAngles);
|
|
// whlAngles[PITCH] = -180 / M_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);
|
|
UI_PositionRotatedEntityOnTag( &susp_cr, body, body->hModel, "tag_suspcr" );
|
|
|
|
// if (cent->currentState.clientNum == cg.snap->ps.clientNum)
|
|
// VectorMA(susp_cl.origin, ((8.2 - cg.snap->ps.legsAnim / 10.0f) + (8.2 - cg.snap->ps.torsoAnim / 10.0f))/2, body->axis[2], susp_cl.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] = -180 / M_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 (UI_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;
|
|
|
|
UI_GetTagPosition(body, body->hModel, "tag_suspfl", susp_fl.origin);
|
|
VectorSubtract(wheel_fl.origin, susp_fl.origin, delta);
|
|
|
|
VectorClear(whlAngles);
|
|
whlAngles[PITCH] = 180 / M_PI * atan2(8.2 - cg.snap->ps.legsTimer / 10.0f, DotProduct(delta, body->axis[1]));
|
|
AnglesToAxis(whlAngles, susp_fl.axis);
|
|
UI_PositionRotatedEntityOnTag( &susp_fl, body, body->hModel, "tag_suspfl" );
|
|
|
|
trap_R_AddRefEntityToScene( &susp_fl );
|
|
}
|
|
*/
|
|
}
|
|
// END
|
|
|
|
/*
|
|
===============
|
|
UI_DrawPlayer
|
|
===============
|
|
*/
|
|
void UI_DrawPlayer( float x, float y, float w, float h, playerInfo_t *pi, int time ) {
|
|
refdef_t refdef;
|
|
// STONELANCE
|
|
refEntity_t body;
|
|
/*
|
|
refEntity_t legs;
|
|
refEntity_t torso;
|
|
*/
|
|
refEntity_t plate;
|
|
refEntity_t turbo;
|
|
refEntity_t headlight;
|
|
refEntity_t brakelight;
|
|
refEntity_t reverselight;
|
|
|
|
char filename[MAX_QPATH];
|
|
vec3_t angles;
|
|
int i;
|
|
// END
|
|
refEntity_t head;
|
|
refEntity_t gun;
|
|
refEntity_t barrel;
|
|
refEntity_t flash;
|
|
vec3_t origin;
|
|
int renderfx;
|
|
vec3_t mins = {-16, -16, -24};
|
|
vec3_t maxs = {16, 16, 32};
|
|
// float len;
|
|
float xx;
|
|
|
|
// STONELANCE
|
|
// if ( !pi->legsModel || !pi->torsoModel || !pi->headModel || !pi->animations[0].numFrames ) {
|
|
// return;
|
|
// }
|
|
|
|
if (uis.spinView){
|
|
deltaYaw = ((uis.cursorx - uis.cursorpx) / (uis.frametime / 1000.0f)) / 5.0f;
|
|
deltaRoll = ((uis.cursory - uis.cursorpy) / (uis.frametime / 1000.0f)) / 10.0f;
|
|
}
|
|
|
|
yaw += deltaYaw * (uis.frametime / 1000.0f);
|
|
roll += deltaRoll * (uis.frametime / 1000.0f);
|
|
|
|
yaw = AngleNormalize360(yaw);
|
|
roll = AngleNormalize180(roll);
|
|
|
|
if (fabs(deltaYaw) > 60.0f)
|
|
deltaYaw *= 0.99f;
|
|
|
|
if (deltaRoll != 0.0f)
|
|
deltaRoll *= 0.98f;
|
|
|
|
if (roll != 0.00)
|
|
roll *= 0.95f;
|
|
|
|
pi->moveAngles[YAW] = yaw;
|
|
pi->moveAngles[ROLL] = roll;
|
|
// END
|
|
|
|
dp_realtime = time;
|
|
|
|
if ( pi->pendingWeapon != -1 && dp_realtime > pi->weaponTimer ) {
|
|
pi->weapon = pi->pendingWeapon;
|
|
pi->lastWeapon = pi->pendingWeapon;
|
|
pi->pendingWeapon = -1;
|
|
pi->weaponTimer = 0;
|
|
if( pi->currentWeapon != pi->weapon ) {
|
|
trap_S_StartLocalSound( weaponChangeSound, CHAN_LOCAL );
|
|
}
|
|
}
|
|
|
|
UI_AdjustFrom640( &x, &y, &w, &h );
|
|
|
|
y -= jumpHeight;
|
|
|
|
memset( &refdef, 0, sizeof( refdef ) );
|
|
// STONELANCE
|
|
memset( &body, 0, sizeof(body) );
|
|
/*
|
|
memset( &legs, 0, sizeof(legs) );
|
|
memset( &torso, 0, sizeof(torso) );
|
|
*/
|
|
memset( &plate, 0, sizeof(plate) );
|
|
memset( &headlight, 0, sizeof(headlight) );
|
|
memset( &brakelight, 0, sizeof(brakelight) );
|
|
memset( &reverselight, 0, sizeof(reverselight) );
|
|
memset( &turbo, 0, sizeof(turbo) );
|
|
// END
|
|
memset( &head, 0, sizeof(head) );
|
|
|
|
refdef.rdflags = RDF_NOWORLDMODEL;
|
|
|
|
AxisClear( refdef.viewaxis );
|
|
|
|
// STONELANCE
|
|
if (uis.mainMenu){
|
|
VectorClear(angles);
|
|
angles[PITCH] = 20;
|
|
AnglesToAxis(angles, refdef.viewaxis);
|
|
refdef.vieworg[2] += 0;
|
|
}
|
|
// END
|
|
|
|
refdef.x = x;
|
|
refdef.y = y;
|
|
refdef.width = w;
|
|
refdef.height = h;
|
|
|
|
// STONELANCE
|
|
refdef.fov_x = 90;
|
|
// refdef.fov_x = (int)((float)refdef.width / 640.0f * 90.0f);
|
|
// END
|
|
xx = refdef.width / tan( refdef.fov_x / 360 * M_PI );
|
|
|
|
refdef.fov_y = atan2( refdef.height, xx );
|
|
refdef.fov_y *= ( 360 / M_PI );
|
|
|
|
// STONELANCE
|
|
/*
|
|
refdef.fov_x = (int)((float)refdef.width / 640.0f * 90.0f);
|
|
xx = refdef.width / tan( refdef.fov_x / 360 * M_PI );
|
|
refdef.fov_y = atan2( refdef.height, xx );
|
|
refdef.fov_y *= ( 360 / M_PI );
|
|
|
|
// calculate distance so the player nearly fills the box
|
|
len = 0.7 * ( maxs[2] - mins[2] );
|
|
origin[0] = len / tan( DEG2RAD(refdef.fov_x) * 0.5 );
|
|
origin[1] = 0.5 * ( mins[1] + maxs[1] );
|
|
origin[2] = -0.5 * ( mins[2] + maxs[2] );
|
|
*/
|
|
|
|
origin[0] = 0;
|
|
origin[1] = 0.5 * ( mins[1] + maxs[1] );
|
|
origin[2] = -0.5 * ( mins[2] + maxs[2] );
|
|
|
|
if (uis.mainMenu){
|
|
origin[2] = 10;
|
|
}
|
|
|
|
VectorMA(origin, 96, refdef.viewaxis[0], origin);
|
|
// END
|
|
|
|
refdef.time = dp_realtime;
|
|
|
|
trap_R_ClearScene();
|
|
|
|
// STONELANCE
|
|
/*
|
|
// get the rotation information
|
|
UI_PlayerAngles( pi, legs.axis, torso.axis, head.axis );
|
|
|
|
// get the animation state (after rotation, to allow feet shuffle)
|
|
UI_PlayerAnimation( pi, &legs.oldframe, &legs.frame, &legs.backlerp,
|
|
&torso.oldframe, &torso.frame, &torso.backlerp );
|
|
*/
|
|
// END
|
|
|
|
renderfx = RF_LIGHTING_ORIGIN | RF_NOSHADOW;
|
|
|
|
// STONELANCE
|
|
body.hModel = pi->bodyModel;
|
|
if( !body.hModel)
|
|
return;
|
|
body.customSkin = pi->bodySkin;
|
|
|
|
VectorCopy( origin, body.origin );
|
|
VectorCopy( origin, body.lightingOrigin );
|
|
body.renderfx = renderfx;
|
|
VectorCopy( body.origin, body.oldorigin );
|
|
|
|
angles[YAW] = pi->moveAngles[YAW];
|
|
angles[PITCH] = 0;
|
|
angles[ROLL] = pi->moveAngles[ROLL];
|
|
AnglesToAxis( angles, body.axis );
|
|
|
|
trap_R_AddRefEntityToScene( &body );
|
|
|
|
// add the car wheels
|
|
UI_AddWheels(pi, &body, pi->wheelAngle);
|
|
|
|
/*
|
|
//
|
|
// add the legs
|
|
//
|
|
legs.hModel = pi->legsModel;
|
|
legs.customSkin = pi->legsSkin;
|
|
|
|
VectorCopy( origin, legs.origin );
|
|
|
|
VectorCopy( origin, legs.lightingOrigin );
|
|
legs.renderfx = renderfx;
|
|
VectorCopy (legs.origin, legs.oldorigin);
|
|
|
|
trap_R_AddRefEntityToScene( &legs );
|
|
|
|
if (!legs.hModel) {
|
|
return;
|
|
}
|
|
|
|
//
|
|
// add the torso
|
|
//
|
|
torso.hModel = pi->torsoModel;
|
|
if (!torso.hModel) {
|
|
return;
|
|
}
|
|
|
|
torso.customSkin = pi->torsoSkin;
|
|
|
|
VectorCopy( origin, torso.lightingOrigin );
|
|
|
|
UI_PositionRotatedEntityOnTag( &torso, &legs, pi->legsModel, "tag_torso");
|
|
|
|
torso.renderfx = renderfx;
|
|
|
|
trap_R_AddRefEntityToScene( &torso );
|
|
|
|
//
|
|
// add the head
|
|
//
|
|
head.hModel = pi->headModel;
|
|
if (!head.hModel) {
|
|
return;
|
|
}
|
|
head.customSkin = pi->headSkin;
|
|
|
|
VectorCopy( origin, head.lightingOrigin );
|
|
|
|
UI_PositionRotatedEntityOnTag( &head, &torso, pi->torsoModel, "tag_head");
|
|
|
|
head.renderfx = renderfx;
|
|
|
|
trap_R_AddRefEntityToScene( &head );
|
|
*/
|
|
|
|
//
|
|
// add the head
|
|
//
|
|
|
|
if ( UI_TagExists(pi->bodyModel, "tag_head") ){
|
|
head.hModel = pi->headModel;
|
|
if (!head.hModel) {
|
|
return;
|
|
}
|
|
head.customSkin = pi->headSkin;
|
|
|
|
VectorCopy(pi->viewAngles, angles);
|
|
AnglesToAxis(angles, head.axis);
|
|
|
|
VectorCopy( origin, head.lightingOrigin );
|
|
UI_PositionRotatedEntityOnTag( &head, &body, pi->bodyModel, "tag_head");
|
|
head.renderfx = renderfx;
|
|
|
|
// check for head tag, if no tag the length of delta should be 0
|
|
trap_R_AddRefEntityToScene( &head );
|
|
}
|
|
|
|
//
|
|
// add the license plate
|
|
//
|
|
if (UI_TagExists(pi->bodyModel, "tag_plate")){
|
|
plate.frame = 0;
|
|
plate.hModel = pi->plateModel;
|
|
if (!plate.hModel) {
|
|
return;
|
|
}
|
|
|
|
plate.customShader = pi->plateShader;
|
|
|
|
VectorCopy( origin, plate.lightingOrigin );
|
|
UI_PositionEntityOnTag( &plate, &body, pi->bodyModel, "tag_plate");
|
|
plate.renderfx = renderfx;
|
|
|
|
trap_R_AddRefEntityToScene( &plate );
|
|
}
|
|
|
|
//
|
|
// add the headlights
|
|
//
|
|
if (pi->headLights){
|
|
headlight.hModel = uis.headLightGlow;
|
|
if (!headlight.hModel) {
|
|
return;
|
|
}
|
|
|
|
VectorCopy( origin, headlight.lightingOrigin );
|
|
headlight.renderfx = renderfx;
|
|
|
|
for (i = 0; i < 4; i++){
|
|
Com_sprintf(filename, sizeof(filename), "tag_hlite%d", i+1);
|
|
if (!UI_TagExists(pi->bodyModel, filename)) continue;
|
|
|
|
UI_PositionEntityOnTag( &headlight, &body, pi->bodyModel, filename);
|
|
trap_R_AddRefEntityToScene( &headlight );
|
|
}
|
|
}
|
|
|
|
//
|
|
// add the brakelights
|
|
//
|
|
if (pi->brake){
|
|
brakelight.hModel = uis.brakeLightGlow;
|
|
if (!brakelight.hModel) {
|
|
return;
|
|
}
|
|
|
|
VectorCopy( origin, brakelight.lightingOrigin );
|
|
brakelight.renderfx = renderfx;
|
|
|
|
for (i = 0; i < 3; i++){
|
|
Com_sprintf(filename, sizeof(filename), "tag_blite%d", i+1);
|
|
if (!UI_TagExists(pi->bodyModel, filename)) continue;
|
|
|
|
UI_PositionEntityOnTag( &brakelight, &body, pi->bodyModel, filename);
|
|
trap_R_AddRefEntityToScene( &brakelight );
|
|
}
|
|
}
|
|
|
|
//
|
|
// add the reverselights
|
|
//
|
|
if (pi->reverse){
|
|
reverselight.hModel = uis.reverseLightGlow;
|
|
if (!reverselight.hModel) {
|
|
return;
|
|
}
|
|
|
|
VectorCopy( origin, reverselight.lightingOrigin );
|
|
reverselight.renderfx = renderfx;
|
|
|
|
for (i = 0; i < 2; i++){
|
|
Com_sprintf(filename, sizeof(filename), "tag_rlite%d", i+1);
|
|
if (!UI_TagExists(pi->bodyModel, filename)) continue;
|
|
|
|
UI_PositionEntityOnTag( &reverselight, &body, pi->bodyModel, filename);
|
|
trap_R_AddRefEntityToScene( &reverselight );
|
|
}
|
|
}
|
|
|
|
//
|
|
// add turbo flame
|
|
//
|
|
if ( pi->turbo && UI_TagExists(pi->bodyModel, "tag_turbo")){
|
|
turbo.hModel = uis.turboModel;
|
|
if (!turbo.hModel) {
|
|
return;
|
|
}
|
|
|
|
VectorCopy( origin, turbo.lightingOrigin );
|
|
UI_PositionEntityOnTag( &turbo, &body, pi->bodyModel, "tag_turbo");
|
|
turbo.renderfx = renderfx;
|
|
|
|
trap_R_AddRefEntityToScene( &turbo );
|
|
}
|
|
// END
|
|
|
|
//
|
|
// add the gun
|
|
//
|
|
if ( pi->currentWeapon != WP_NONE ) {
|
|
memset( &gun, 0, sizeof(gun) );
|
|
gun.hModel = pi->weaponModel;
|
|
if( pi->currentWeapon == WP_RAILGUN ) {
|
|
Byte4Copy( pi->c1RGBA, gun.shaderRGBA );
|
|
}
|
|
else {
|
|
Byte4Copy( colorWhite, gun.shaderRGBA );
|
|
}
|
|
VectorCopy( origin, gun.lightingOrigin );
|
|
// STONELANCE
|
|
// UI_PositionEntityOnTag( &gun, &torso, pi->torsoModel, "tag_weapon");
|
|
UI_PositionEntityOnTag( &gun, &body, pi->bodyModel, "tag_weapon");
|
|
// END
|
|
gun.renderfx = renderfx;
|
|
trap_R_AddRefEntityToScene( &gun );
|
|
}
|
|
|
|
//
|
|
// add the spinning barrel
|
|
//
|
|
if ( pi->realWeapon == WP_MACHINEGUN || pi->realWeapon == WP_GAUNTLET || pi->realWeapon == WP_BFG ) {
|
|
vec3_t angles;
|
|
|
|
memset( &barrel, 0, sizeof(barrel) );
|
|
VectorCopy( origin, barrel.lightingOrigin );
|
|
barrel.renderfx = renderfx;
|
|
|
|
barrel.hModel = pi->barrelModel;
|
|
angles[YAW] = 0;
|
|
angles[PITCH] = 0;
|
|
angles[ROLL] = UI_MachinegunSpinAngle( pi );
|
|
if( pi->realWeapon == WP_GAUNTLET || pi->realWeapon == WP_BFG ) {
|
|
angles[PITCH] = angles[ROLL];
|
|
angles[ROLL] = 0;
|
|
}
|
|
AnglesToAxis( angles, barrel.axis );
|
|
|
|
UI_PositionRotatedEntityOnTag( &barrel, &gun, pi->weaponModel, "tag_barrel");
|
|
|
|
trap_R_AddRefEntityToScene( &barrel );
|
|
}
|
|
|
|
//
|
|
// add muzzle flash
|
|
//
|
|
if ( dp_realtime <= pi->muzzleFlashTime ) {
|
|
if ( pi->flashModel ) {
|
|
memset( &flash, 0, sizeof(flash) );
|
|
flash.hModel = pi->flashModel;
|
|
if( pi->currentWeapon == WP_RAILGUN ) {
|
|
Byte4Copy( pi->c1RGBA, flash.shaderRGBA );
|
|
}
|
|
else {
|
|
Byte4Copy( colorWhite, flash.shaderRGBA );
|
|
}
|
|
VectorCopy( origin, flash.lightingOrigin );
|
|
UI_PositionEntityOnTag( &flash, &gun, pi->weaponModel, "tag_flash");
|
|
flash.renderfx = renderfx;
|
|
trap_R_AddRefEntityToScene( &flash );
|
|
}
|
|
|
|
// make a dlight for the flash
|
|
if ( pi->flashDlightColor[0] || pi->flashDlightColor[1] || pi->flashDlightColor[2] ) {
|
|
trap_R_AddLightToScene( flash.origin, 200 + (rand()&31), pi->flashDlightColor[0],
|
|
pi->flashDlightColor[1], pi->flashDlightColor[2] );
|
|
}
|
|
}
|
|
|
|
//
|
|
// add the chat icon
|
|
//
|
|
if ( pi->chat ) {
|
|
UI_PlayerFloatSprite( pi, origin, trap_R_RegisterShaderNoMip( "sprites/balloon3" ) );
|
|
}
|
|
|
|
//
|
|
// add an accent light
|
|
//
|
|
origin[0] -= 100; // + = behind, - = in front
|
|
origin[1] += 100; // + = left, - = right
|
|
origin[2] += 100; // + = above, - = below
|
|
trap_R_AddLightToScene( origin, 500, 1.0, 1.0, 1.0 );
|
|
|
|
origin[0] -= 100;
|
|
origin[1] -= 100;
|
|
origin[2] -= 100;
|
|
trap_R_AddLightToScene( origin, 500, 1.0, 0.0, 0.0 );
|
|
|
|
trap_R_RenderScene( &refdef );
|
|
}
|
|
|
|
|
|
/*
|
|
==========================
|
|
UI_RegisterClientSkin
|
|
==========================
|
|
*/
|
|
// STONELANCE
|
|
//static qboolean UI_RegisterClientSkin( playerInfo_t *pi, const char *modelName, const char *skinName ) {
|
|
static qboolean UI_RegisterClientSkin( playerInfo_t *pi, const char *modelName, const char *skinName, const char *rimName, const char *headName, const char *plateName ) {
|
|
// END
|
|
char filename[MAX_QPATH];
|
|
|
|
// STONELANCE
|
|
/*
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower_%s.skin", modelName, skinName );
|
|
pi->legsSkin = trap_R_RegisterSkin( filename );
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper_%s.skin", modelName, skinName );
|
|
pi->torsoSkin = trap_R_RegisterSkin( filename );
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/head_%s.skin", modelName, skinName );
|
|
pi->headSkin = trap_R_RegisterSkin( filename );
|
|
|
|
if ( !pi->legsSkin || !pi->torsoSkin || !pi->headSkin ) {
|
|
return qfalse;
|
|
}
|
|
*/
|
|
|
|
Com_sprintf( filename, sizeof(filename), "models/players/%s/%s.skin", modelName, skinName );
|
|
pi->bodySkin = trap_R_RegisterSkin( filename );
|
|
if( !pi->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 );
|
|
pi->bodySkin = trap_R_RegisterSkin( filename );
|
|
if( !pi->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 );
|
|
// pi->modelIcon = trap_R_RegisterShader( filename );
|
|
|
|
Com_sprintf( filename, sizeof(filename), "models/players/wheels/%s.skin", rimName );
|
|
pi->wheelSkin = trap_R_RegisterSkin( filename );
|
|
if( !pi->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 );
|
|
pi->wheelSkin = trap_R_RegisterSkin( filename );
|
|
if( !pi->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 );
|
|
pi->headSkin = trap_R_RegisterSkin( filename );
|
|
if( !pi->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 );
|
|
pi->headSkin = trap_R_RegisterSkin( filename );
|
|
if( !pi->headSkin ) {
|
|
Com_Printf( S_COLOR_RED "Q3R Error: Failed to load default head skin: %s\n", filename );
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/plates/%s", plateName );
|
|
pi->plateShader = trap_R_RegisterShaderNoMip(filename);
|
|
if( !pi->plateShader ) {
|
|
Com_Printf( S_COLOR_YELLOW "Q3R Warning: Failed to load plate shader: %s\n", filename );
|
|
}
|
|
// END
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
/*
|
|
======================
|
|
UI_ParseAnimationFile
|
|
======================
|
|
*/
|
|
#if 0
|
|
// STONELANCE
|
|
// static qboolean UI_ParseAnimationFile( const char *filename, animation_t *animations ) {
|
|
static qboolean UI_ParseAnimationFile( playerInfo_t *pi, const char *filename ) {
|
|
// END
|
|
char *text_p, *prev;
|
|
int len;
|
|
int i;
|
|
char *token;
|
|
float fps;
|
|
int skip;
|
|
char text[20000];
|
|
fileHandle_t f;
|
|
// STONELANCE
|
|
// char texturename[MAX_QPATH];
|
|
|
|
// setup default incase this fails for some reason
|
|
Q_strncpyz( pi->plateName, DEFAULT_PLATE, sizeof( pi->plateName ) );
|
|
|
|
// FIXME: fix the plate loading
|
|
return qfalse;
|
|
|
|
// memset( animations, 0, sizeof( animation_t ) * MAX_ANIMATIONS );
|
|
// END
|
|
|
|
// load the file
|
|
len = trap_FS_FOpenFile( filename, &f, FS_READ );
|
|
if ( len <= 0 ) {
|
|
return qfalse;
|
|
}
|
|
if ( len >= ( sizeof( text ) - 1 ) ) {
|
|
Com_Printf( "File %s too long\n", filename );
|
|
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
|
|
|
|
// read optional parameters
|
|
while ( 1 ) {
|
|
prev = text_p; // so we can unget
|
|
token = COM_Parse( &text_p );
|
|
if ( !token ) {
|
|
break;
|
|
}
|
|
|
|
// STONELANCE
|
|
/*
|
|
if ( !Q_stricmp( token, "footsteps" ) ) {
|
|
token = COM_Parse( &text_p );
|
|
if ( !token ) {
|
|
break;
|
|
}
|
|
continue;
|
|
} else if ( !Q_stricmp( token, "headoffset" ) ) {
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
token = COM_Parse( &text_p );
|
|
if ( !token ) {
|
|
break;
|
|
}
|
|
}
|
|
continue;
|
|
} else if ( !Q_stricmp( token, "sex" ) ) {
|
|
token = COM_Parse( &text_p );
|
|
if ( !token ) {
|
|
break;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
// if it is a number, start parsing animations
|
|
if ( token[0] >= '0' && token[0] <= '9' ) {
|
|
text_p = prev; // unget the 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", 0 );
|
|
if ( !Q_stricmp( token, "usa" ) ){
|
|
Q_strncpyz( pi->plateName, "plate_usa", sizeof( pi->plateName ) );
|
|
// CreateLicensePlateImage(va("models/players/plates/%s_usa.tga", pi->plateSkinName), texturename, pi->name, 10);
|
|
}
|
|
else{
|
|
Q_strncpyz( pi->plateName, "plate_eu", sizeof( pi->plateName ) );
|
|
// CreateLicensePlateImage(va("models/players/plates/%s_eu.tga", pi->plateSkinName), texturename, pi->name, 20);
|
|
}
|
|
|
|
continue;
|
|
}
|
|
else
|
|
*/
|
|
if ( !Q_stricmp( token, "oppositeRoll" ) ) {
|
|
continue;
|
|
/*
|
|
token = COM_Parse( &text_p );
|
|
if ( !token ) {
|
|
pi->oppositeRoll = qfalse;
|
|
break;
|
|
}
|
|
pi->oppositeRoll = atoi( token );
|
|
*/
|
|
}
|
|
else
|
|
// END
|
|
Com_Printf( "unknown token '%s' is %s\n", token, filename );
|
|
}
|
|
|
|
// STONELANCE
|
|
/*
|
|
// read information for each frame
|
|
for ( i = 0 ; i < MAX_ANIMATIONS ; i++ ) {
|
|
|
|
token = COM_Parse( &text_p );
|
|
if ( !token ) {
|
|
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 ) {
|
|
animations[i].firstFrame -= skip;
|
|
}
|
|
|
|
token = COM_Parse( &text_p );
|
|
if ( !token ) {
|
|
break;
|
|
}
|
|
animations[i].numFrames = atoi( token );
|
|
|
|
token = COM_Parse( &text_p );
|
|
if ( !token ) {
|
|
break;
|
|
}
|
|
animations[i].loopFrames = atoi( token );
|
|
|
|
token = COM_Parse( &text_p );
|
|
if ( !token ) {
|
|
break;
|
|
}
|
|
fps = atof( token );
|
|
if ( fps == 0 ) {
|
|
fps = 1;
|
|
}
|
|
animations[i].frameLerp = 1000 / fps;
|
|
animations[i].initialLerp = 1000 / fps;
|
|
}
|
|
|
|
if ( i != MAX_ANIMATIONS ) {
|
|
Com_Printf( "Error parsing animation file: %s", filename );
|
|
return qfalse;
|
|
}
|
|
*/
|
|
// END
|
|
|
|
return qtrue;
|
|
}
|
|
#endif
|
|
|
|
|
|
/*
|
|
==========================
|
|
UI_RegisterClientModelname
|
|
==========================
|
|
*/
|
|
// STONELANCE
|
|
// qboolean UI_RegisterClientModelname( playerInfo_t *pi, const char *modelSkinName ) {
|
|
qboolean UI_RegisterClientModelname( playerInfo_t *pi, const char *modelSkinName, const char *rimName, const char *headName, const char *plateName ) {
|
|
// END
|
|
char modelName[MAX_QPATH];
|
|
char skinName[MAX_QPATH];
|
|
char filename[MAX_QPATH];
|
|
char *slash;
|
|
|
|
// STONELANCE
|
|
// pi->torsoModel = 0;
|
|
// pi->headModel = 0;
|
|
// END
|
|
|
|
if ( !modelSkinName[0] ) {
|
|
return qfalse;
|
|
}
|
|
Q_strncpyz( modelName, modelSkinName, sizeof( modelName ) );
|
|
|
|
slash = strchr( modelName, '/' );
|
|
if ( !slash ) {
|
|
// modelName did not include a skin name
|
|
// STONELANCE
|
|
// Q_strncpyz( skinName, "default", sizeof( skinName ) );
|
|
Q_strncpyz( skinName, DEFAULT_SKIN, sizeof( skinName ) );
|
|
// END
|
|
} else {
|
|
Q_strncpyz( skinName, slash + 1, sizeof( skinName ) );
|
|
// truncate modelName
|
|
*slash = 0;
|
|
}
|
|
|
|
// STONELANCE
|
|
/*7
|
|
// load cmodels before models so filecache works
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.md3", modelName );
|
|
pi->legsModel = trap_R_RegisterModel( filename );
|
|
if ( !pi->legsModel ) {
|
|
Com_Printf( "Failed to load model file %s\n", filename );
|
|
return qfalse;
|
|
}
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.md3", modelName );
|
|
pi->torsoModel = trap_R_RegisterModel( filename );
|
|
if ( !pi->torsoModel ) {
|
|
Com_Printf( "Failed to load model file %s\n", filename );
|
|
return qfalse;
|
|
}
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/head.md3", modelName );
|
|
pi->headModel = trap_R_RegisterModel( filename );
|
|
if ( !pi->headModel ) {
|
|
Com_Printf( "Failed to load model file %s\n", filename );
|
|
return qfalse;
|
|
}
|
|
|
|
// if any skins failed to load, fall back to default
|
|
if ( !UI_RegisterClientSkin( pi, modelName, skinName ) ) {
|
|
if ( !UI_RegisterClientSkin( pi, modelName, "default" ) ) {
|
|
Com_Printf( "Failed to load skin file: %s : %s\n", modelName, skinName );
|
|
return qfalse;
|
|
}
|
|
}
|
|
// END
|
|
|
|
// load the animations
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", modelName );
|
|
// STONELANCE
|
|
// if ( !UI_ParseAnimationFile( filename, pi->animations ) ) {
|
|
if ( !UI_ParseAnimationFile( pi, filename ) ) {
|
|
// END
|
|
Com_Printf( "Failed to load animation file %s\n", filename );
|
|
// STONELANCE
|
|
// return qfalse;
|
|
// END
|
|
}
|
|
|
|
// STONELANCE
|
|
*/
|
|
|
|
// load cmodels before models so filecache works
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/body.md3", modelName );
|
|
pi->bodyModel = trap_R_RegisterModel( filename );
|
|
if ( !pi->bodyModel ) {
|
|
Com_Printf( S_COLOR_YELLOW "Q3R Warning: Could not load car body model: %s\n", filename);
|
|
return qfalse;
|
|
}
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/wheel.md3", modelName );
|
|
pi->wheelModel = trap_R_RegisterModel( filename );
|
|
if ( !pi->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 );
|
|
pi->wheelModel = trap_R_RegisterModel( filename );
|
|
if( !pi->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 );
|
|
pi->headModel = trap_R_RegisterModel( filename );
|
|
if ( !pi->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 );
|
|
pi->headModel = trap_R_RegisterModel( filename );
|
|
if( !pi->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( plateName, "usa_", 4 ) ){
|
|
Q_strncpyz( pi->plateName, "plate_usa", sizeof( pi->plateName ) );
|
|
// CreateLicensePlateImage(va("models/players/plates/%s.tga", ci->plateSkinName), filename, ci->name, 10);
|
|
}
|
|
else{
|
|
Q_strncpyz( pi->plateName, "plate_eu", sizeof( pi->plateName ) );
|
|
// CreateLicensePlateImage(va("models/players/plates/%s.tga", ci->plateSkinName), filename, ci->name, 20);
|
|
}
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/plates/%s.md3", pi->plateName );
|
|
pi->plateModel = trap_R_RegisterModel( filename );
|
|
if ( !pi->plateModel ) {
|
|
Com_Printf( S_COLOR_YELLOW "Q3R Warning: Failed to load license plate model: %s\n", filename );
|
|
|
|
// use plate_eu model
|
|
Com_sprintf( filename, sizeof(filename), "models/players/plates/%s.md3", DEFAULT_PLATE );
|
|
pi->plateModel = trap_R_RegisterModel( filename );
|
|
if( !pi->plateModel ) {
|
|
Com_Printf( S_COLOR_RED "Q3R Error: Failed to load default license plate model: %s\n", filename );
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
// load center suspension
|
|
if (pi->bodyModel && (UI_TagExists(pi->bodyModel, "tag_suspcl") || UI_TagExists(pi->bodyModel, "tag_suspcr"))){
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/suspc.md3", modelName );
|
|
pi->suspCModel = trap_R_RegisterModel( filename );
|
|
if ( !pi->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 ( !UI_RegisterClientSkin( pi, modelName, skinName, rimName, headName, plateName ) ) {
|
|
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;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
UI_PlayerInfo_SetModel
|
|
===============
|
|
*/
|
|
// STONELANCE
|
|
// void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model ) {
|
|
void UI_PlayerInfo_SetModel( playerInfo_t *pi, const char *model, const char *rim, const char *head, const char *plate ) {
|
|
// END
|
|
memset( pi, 0, sizeof(*pi) );
|
|
// STONELANCE0
|
|
// UI_RegisterClientModelname( pi, model );
|
|
UI_RegisterClientModelname( pi, model, rim, head, plate );
|
|
// END
|
|
pi->weapon = WP_MACHINEGUN;
|
|
pi->currentWeapon = pi->weapon;
|
|
pi->lastWeapon = pi->weapon;
|
|
pi->pendingWeapon = -1;
|
|
pi->weaponTimer = 0;
|
|
pi->chat = qfalse;
|
|
pi->newModel = qtrue;
|
|
UI_PlayerInfo_SetWeapon( pi, pi->weapon );
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
UI_PlayerInfo_SetInfo
|
|
===============
|
|
*/
|
|
void UI_PlayerInfo_SetInfo( playerInfo_t *pi, int legsAnim, int torsoAnim, vec3_t viewAngles, vec3_t moveAngles, weapon_t weaponNumber, qboolean chat ) {
|
|
// STONELANCE
|
|
// int currentAnim;
|
|
// END
|
|
weapon_t weaponNum;
|
|
int c;
|
|
|
|
pi->chat = chat;
|
|
|
|
c = (int)trap_Cvar_VariableValue( "color1" );
|
|
|
|
VectorClear( pi->color1 );
|
|
|
|
if( c < 1 || c > 7 ) {
|
|
VectorSet( pi->color1, 1, 1, 1 );
|
|
}
|
|
else {
|
|
if( c & 1 ) {
|
|
pi->color1[2] = 1.0f;
|
|
}
|
|
|
|
if( c & 2 ) {
|
|
pi->color1[1] = 1.0f;
|
|
}
|
|
|
|
if( c & 4 ) {
|
|
pi->color1[0] = 1.0f;
|
|
}
|
|
}
|
|
|
|
pi->c1RGBA[0] = 255 * pi->color1[0];
|
|
pi->c1RGBA[1] = 255 * pi->color1[1];
|
|
pi->c1RGBA[2] = 255 * pi->color1[2];
|
|
pi->c1RGBA[3] = 255;
|
|
|
|
// view angles
|
|
VectorCopy( viewAngles, pi->viewAngles );
|
|
|
|
// move angles
|
|
VectorCopy( moveAngles, pi->moveAngles );
|
|
|
|
if ( pi->newModel ) {
|
|
pi->newModel = qfalse;
|
|
|
|
// STONELANCE
|
|
/*
|
|
jumpHeight = 0;
|
|
pi->pendingLegsAnim = 0;
|
|
UI_ForceLegsAnim( pi, legsAnim );
|
|
pi->legs.yawAngle = viewAngles[YAW];
|
|
pi->legs.yawing = qfalse;
|
|
|
|
pi->pendingTorsoAnim = 0;
|
|
UI_ForceTorsoAnim( pi, torsoAnim );
|
|
pi->torso.yawAngle = viewAngles[YAW];
|
|
pi->torso.yawing = qfalse;
|
|
*/
|
|
// END
|
|
|
|
if ( weaponNumber != -1 ) {
|
|
pi->weapon = weaponNumber;
|
|
pi->currentWeapon = weaponNumber;
|
|
pi->lastWeapon = weaponNumber;
|
|
pi->pendingWeapon = -1;
|
|
pi->weaponTimer = 0;
|
|
UI_PlayerInfo_SetWeapon( pi, pi->weapon );
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// weapon
|
|
if ( weaponNumber == -1 ) {
|
|
pi->pendingWeapon = -1;
|
|
pi->weaponTimer = 0;
|
|
}
|
|
else if ( weaponNumber != WP_NONE ) {
|
|
pi->pendingWeapon = weaponNumber;
|
|
pi->weaponTimer = dp_realtime + UI_TIMER_WEAPON_DELAY;
|
|
}
|
|
weaponNum = pi->lastWeapon;
|
|
pi->weapon = weaponNum;
|
|
|
|
// STONELANCE
|
|
/*
|
|
if ( torsoAnim == BOTH_DEATH1 || legsAnim == BOTH_DEATH1 ) {
|
|
torsoAnim = legsAnim = BOTH_DEATH1;
|
|
pi->weapon = pi->currentWeapon = WP_NONE;
|
|
UI_PlayerInfo_SetWeapon( pi, pi->weapon );
|
|
|
|
jumpHeight = 0;
|
|
pi->pendingLegsAnim = 0;
|
|
UI_ForceLegsAnim( pi, legsAnim );
|
|
|
|
pi->pendingTorsoAnim = 0;
|
|
UI_ForceTorsoAnim( pi, torsoAnim );
|
|
|
|
return;
|
|
}
|
|
|
|
// leg animation
|
|
currentAnim = pi->legsAnim & ~ANIM_TOGGLEBIT;
|
|
if ( legsAnim != LEGS_JUMP && ( currentAnim == LEGS_JUMP || currentAnim == LEGS_LAND ) ) {
|
|
pi->pendingLegsAnim = legsAnim;
|
|
}
|
|
else if ( legsAnim != currentAnim ) {
|
|
jumpHeight = 0;
|
|
pi->pendingLegsAnim = 0;
|
|
UI_ForceLegsAnim( pi, legsAnim );
|
|
}
|
|
|
|
// torso animation
|
|
if ( torsoAnim == TORSO_STAND || torsoAnim == TORSO_STAND2 ) {
|
|
if ( weaponNum == WP_NONE || weaponNum == WP_GAUNTLET ) {
|
|
torsoAnim = TORSO_STAND2;
|
|
}
|
|
else {
|
|
torsoAnim = TORSO_STAND;
|
|
}
|
|
}
|
|
|
|
if ( torsoAnim == TORSO_ATTACK || torsoAnim == TORSO_ATTACK2 ) {
|
|
if ( weaponNum == WP_NONE || weaponNum == WP_GAUNTLET ) {
|
|
torsoAnim = TORSO_ATTACK2;
|
|
}
|
|
else {
|
|
torsoAnim = TORSO_ATTACK;
|
|
}
|
|
pi->muzzleFlashTime = dp_realtime + UI_TIMER_MUZZLE_FLASH;
|
|
//FIXME play firing sound here
|
|
}
|
|
|
|
currentAnim = pi->torsoAnim & ~ANIM_TOGGLEBIT;
|
|
|
|
if ( weaponNum != pi->currentWeapon || currentAnim == TORSO_RAISE || currentAnim == TORSO_DROP ) {
|
|
pi->pendingTorsoAnim = torsoAnim;
|
|
}
|
|
else if ( ( currentAnim == TORSO_GESTURE || currentAnim == TORSO_ATTACK ) && ( torsoAnim != currentAnim ) ) {
|
|
pi->pendingTorsoAnim = torsoAnim;
|
|
}
|
|
else if ( torsoAnim != currentAnim ) {
|
|
pi->pendingTorsoAnim = 0;
|
|
UI_ForceTorsoAnim( pi, torsoAnim );
|
|
}
|
|
*/
|
|
// END
|
|
}
|
|
|