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96a9e2a9aa
This updates from SDL 2.0.4 to SDL 2.0.8. Fix nullptr dereference in front of nullptr check in FS_CheckPak0 Fix undefined behaviour due to shifting signed in snd_mem.c Fix shifting bits out of byte in tr_font.c Fix shift into sign in cl_cin.c Fix signed bit operations in MSG_ReadBits Add missing address operator in cm_polylib.c OpenGL1: Decay float[8] to float * in tr_marks.c Avoid srcList[-1] in snd_openal.c Fix the behaviour of CVAR_LATCH|CVAR_CHEAT cvars Maximize cURL buffer size Fix mouse grab after toggling fullscreen Fix q3history buffer not cleared between mods and OOB-access Revert "Removed "Color Depth" from q3_ui system settings, it didn't control anything." Fix displayed color/depth/stencil bits values Restore setting r_colorbits in q3_ui Make setting r_stencilbits more consistent in Team Arena UI Fix map list in Team Arena start server menu after entering SP menu Support SDL audio devices that require float32 samples. sdl_snd.c should just initialize SDL audio without checking SDL_WasInit(). There's no need to SDL_PauseAudio(1) before calling SDL_CloseAudio(). Added audio capture support to SDL backend. Use the SDL2 audio device interface instead of the legacy 1.2 API. Disable SDL audio capture until prebuilt SDL libraries are updated to 2.0.8. Update SDL2 to 2.0.8 Add SDL 2.0.1 headers for macOS PPC Make macOS Universal Bundle target 10.6 for x86 and x86_64 Fix possible bot goal state NULL pointer dereference Fix uninitialized bot_goal_t fields Remove unnecessary NULL pointer check in Cmd_RemoveCommand Make UI_DrawProportionalString handle NULL string Fix compiling against macOS system OpenAL and SDL2 frameworks Fix array index in CanDamage() function - discovered by MARTY Fix compiling Makefile (broke in macOS frameworks commit) Fix clearing keys for control in Team Arena UI Make s_useOpenAL be CVAR_LATCH Improvements for dedicated camera followers (team follow1/2) Fix not closing description.txt and fix path seperator Fix duplicate bots displayed in Team Arena ingame add bot menu OpenGL2: Fix parsing specularScale in shaders Don't allow SDL audio capture using pulseaudio Isolate the Altivec code so non-Altivec PPC targets can use the same binary. Limit -maltivec to specific source files on OpenBSD too (untested) Use SDL 2.0.1 headers for macOS ppc64 Fix console offset while Team Arena voiceMenu is open OpenGL2: Readd r_deluxeSpecular. Fix client kicked as unpure when missing the latest cgame/ui pk3s Don't create multiple windows when GL context creation fails Require OpenGL 1.2 for GL_CLAMP_TO_EDGE Fix Linux uninstaller requiring Bash Fix Linux uninstaller redirecting stderr to stdout in preuninstall.sh Reported by @illwieckz. Fix in_restart causing fatal error while video is shutdown Allow pkg-config binary to be overridden with PKG_CONFIG Make testgun command without argument disable test gun model Remove unused renderer_buffer variable Don't upload 8 bit grayscale images as 16 bit luminance OpenGL1: Use RE_UploadCinematic() instead of duplicate code Don't load non-core GL functions for OpenGL 3.2 core context Load OpenGL ES 2.0 function procs Don't check fixed function GL extensions when using shader pipeline OpenGL2: Fix world VAO cache drawing when glIndex_t is unsigned short OpenGL2: Misc fixes and cleanup Fix IQM root joint backlerp when joint number is more than 0 Improve IQM loading Improve IQM CPU vertex skinning performance OpenGL2: Add GPU vertex skinning for IQM models
1147 lines
31 KiB
C
1147 lines
31 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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// cg_view.c -- setup all the parameters (position, angle, etc)
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// for a 3D rendering
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#include "cg_local.h"
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/*
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=============================================================================
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MODEL TESTING
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The viewthing and gun positioning tools from Q2 have been integrated and
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enhanced into a single model testing facility.
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Model viewing can begin with either "testmodel <modelname>" or "testgun <modelname>".
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The names must be the full pathname after the basedir, like
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"models/weapons/v_launch/tris.md3" or "players/male/tris.md3"
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Testmodel will create a fake entity 100 units in front of the current view
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position, directly facing the viewer. It will remain immobile, so you can
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move around it to view it from different angles.
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Testgun will cause the model to follow the player around and suppress the real
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view weapon model. The default frame 0 of most guns is completely off screen,
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so you will probably have to cycle a couple frames to see it.
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"nextframe", "prevframe", "nextskin", and "prevskin" commands will change the
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frame or skin of the testmodel. These are bound to F5, F6, F7, and F8 in
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q3default.cfg.
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If a gun is being tested, the "gun_x", "gun_y", and "gun_z" variables will let
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you adjust the positioning.
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Note that none of the model testing features update while the game is paused, so
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it may be convenient to test with deathmatch set to 1 so that bringing down the
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console doesn't pause the game.
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=============================================================================
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*/
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/*
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=================
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CG_TestModel_f
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Creates an entity in front of the current position, which
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can then be moved around
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=================
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*/
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void CG_TestModel_f (void) {
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vec3_t angles;
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cg.testGun = qfalse;
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memset( &cg.testModelEntity, 0, sizeof(cg.testModelEntity) );
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if ( trap_Argc() < 2 ) {
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return;
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}
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Q_strncpyz (cg.testModelName, CG_Argv( 1 ), MAX_QPATH );
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cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName );
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if ( trap_Argc() == 3 ) {
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cg.testModelEntity.backlerp = atof( CG_Argv( 2 ) );
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cg.testModelEntity.frame = 1;
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cg.testModelEntity.oldframe = 0;
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}
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if (! cg.testModelEntity.hModel ) {
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CG_Printf( "Can't register model\n" );
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return;
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}
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VectorMA( cg.refdef.vieworg, 100, cg.refdef.viewaxis[0], cg.testModelEntity.origin );
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angles[PITCH] = 0;
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angles[YAW] = 180 + cg.refdefViewAngles[1];
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angles[ROLL] = 0;
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AnglesToAxis( angles, cg.testModelEntity.axis );
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}
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/*
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=================
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CG_TestGun_f
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Replaces the current view weapon with the given model
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=================
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*/
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void CG_TestGun_f (void) {
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CG_TestModel_f();
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if ( !cg.testModelEntity.hModel ) {
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return;
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}
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cg.testGun = qtrue;
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cg.testModelEntity.renderfx = RF_MINLIGHT | RF_DEPTHHACK | RF_FIRST_PERSON;
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}
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void CG_TestModelNextFrame_f (void) {
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cg.testModelEntity.frame++;
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CG_Printf( "frame %i\n", cg.testModelEntity.frame );
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}
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void CG_TestModelPrevFrame_f (void) {
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cg.testModelEntity.frame--;
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if ( cg.testModelEntity.frame < 0 ) {
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cg.testModelEntity.frame = 0;
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}
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CG_Printf( "frame %i\n", cg.testModelEntity.frame );
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}
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void CG_TestModelNextSkin_f (void) {
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cg.testModelEntity.skinNum++;
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CG_Printf( "skin %i\n", cg.testModelEntity.skinNum );
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}
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void CG_TestModelPrevSkin_f (void) {
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cg.testModelEntity.skinNum--;
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if ( cg.testModelEntity.skinNum < 0 ) {
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cg.testModelEntity.skinNum = 0;
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}
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CG_Printf( "skin %i\n", cg.testModelEntity.skinNum );
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}
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static void CG_AddTestModel (void) {
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int i;
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// re-register the model, because the level may have changed
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cg.testModelEntity.hModel = trap_R_RegisterModel( cg.testModelName );
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if (! cg.testModelEntity.hModel ) {
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CG_Printf ("Can't register model\n");
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return;
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}
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// if testing a gun, set the origin relative to the view origin
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if ( cg.testGun ) {
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VectorCopy( cg.refdef.vieworg, cg.testModelEntity.origin );
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VectorCopy( cg.refdef.viewaxis[0], cg.testModelEntity.axis[0] );
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VectorCopy( cg.refdef.viewaxis[1], cg.testModelEntity.axis[1] );
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VectorCopy( cg.refdef.viewaxis[2], cg.testModelEntity.axis[2] );
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// allow the position to be adjusted
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for (i=0 ; i<3 ; i++) {
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cg.testModelEntity.origin[i] += cg.refdef.viewaxis[0][i] * cg_gun_x.value;
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cg.testModelEntity.origin[i] += cg.refdef.viewaxis[1][i] * cg_gun_y.value;
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cg.testModelEntity.origin[i] += cg.refdef.viewaxis[2][i] * cg_gun_z.value;
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}
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}
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trap_R_AddRefEntityToScene( &cg.testModelEntity );
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}
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//============================================================================
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/*
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=================
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CG_CalcVrect
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Sets the coordinates of the rendered window
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=================
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*/
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static void CG_CalcVrect (void) {
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int size;
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// the intermission should allways be full screen
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if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
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size = 100;
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} else {
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// bound normal viewsize
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if (cg_viewsize.integer < 30) {
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trap_Cvar_Set ("cg_viewsize","30");
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size = 30;
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} else if (cg_viewsize.integer > 100) {
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trap_Cvar_Set ("cg_viewsize","100");
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size = 100;
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} else {
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size = cg_viewsize.integer;
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}
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}
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cg.refdef.width = cgs.glconfig.vidWidth*size/100;
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cg.refdef.width &= ~1;
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cg.refdef.height = cgs.glconfig.vidHeight*size/100;
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cg.refdef.height &= ~1;
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cg.refdef.x = (cgs.glconfig.vidWidth - cg.refdef.width)/2;
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cg.refdef.y = (cgs.glconfig.vidHeight - cg.refdef.height)/2;
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}
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//==============================================================================
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/*
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===============
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CG_OffsetThirdPersonView
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===============
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*/
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#define FOCUS_DISTANCE 512
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static void CG_OffsetThirdPersonView( void ) {
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vec3_t forward, right, up;
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vec3_t view;
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vec3_t focusAngles;
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trace_t trace;
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static vec3_t mins = { -4, -4, -4 };
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static vec3_t maxs = { 4, 4, 4 };
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vec3_t focusPoint;
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float focusDist;
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float forwardScale, sideScale;
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// STONELANCE dont need this
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// cg.refdef.vieworg[2] += cg.predictedPlayerState.viewheight;
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// END
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VectorCopy( cg.refdefViewAngles, focusAngles );
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// if dead, look at killer
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// STONELANCE - free look after dead, remove stat_dead_yaw or use it for observer cam?
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/*
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if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 ) {
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focusAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW];
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cg.refdefViewAngles[YAW] = cg.predictedPlayerState.stats[STAT_DEAD_YAW];
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}
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*/
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// END
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if ( focusAngles[PITCH] > 45 ) {
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focusAngles[PITCH] = 45; // don't go too far overhead
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}
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AngleVectors( focusAngles, forward, NULL, NULL );
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VectorMA( cg.refdef.vieworg, FOCUS_DISTANCE, forward, focusPoint );
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VectorCopy( cg.refdef.vieworg, view );
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// Q3Rally Code Start
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// view[2] += 8;
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// END
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cg.refdefViewAngles[PITCH] *= 0.5;
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AngleVectors( cg.refdefViewAngles, forward, right, up );
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// Q3Rally Code Start
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// forwardScale = cos( cg_thirdPersonAngle.value / 180 * M_PI );
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// sideScale = sin( cg_thirdPersonAngle.value / 180 * M_PI );
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forwardScale = cos( cg_thirdPersonAngle.value * M_PI_180 );
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sideScale = sin( cg_thirdPersonAngle.value * M_PI_180 );
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// END
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VectorMA( view, -cg_thirdPersonRange.value * forwardScale, forward, view );
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VectorMA( view, -cg_thirdPersonRange.value * sideScale, right, view );
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// Q3Rally Code Start
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VectorMA( view, cg_thirdPersonHeight.value, up, view );
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// END
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// trace a ray from the origin to the viewpoint to make sure the view isn't
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// in a solid block. Use an 8 by 8 block to prevent the view from near clipping anything
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if (!cg_cameraMode.integer) {
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CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );
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if ( trace.fraction != 1.0 ) {
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VectorCopy( trace.endpos, view );
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view[2] += (1.0 - trace.fraction) * 32;
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// try another trace to this position, because a tunnel may have the ceiling
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// close enough that this is poking out
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CG_Trace( &trace, cg.refdef.vieworg, mins, maxs, view, cg.predictedPlayerState.clientNum, MASK_SOLID );
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VectorCopy( trace.endpos, view );
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}
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}
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VectorCopy( view, cg.refdef.vieworg );
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// select pitch to look at focus point from vieword
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VectorSubtract( focusPoint, cg.refdef.vieworg, focusPoint );
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focusDist = sqrt( focusPoint[0] * focusPoint[0] + focusPoint[1] * focusPoint[1] );
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if ( focusDist < 1 ) {
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focusDist = 1; // should never happen
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}
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// Q3Rally Code Start
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// cg.refdefViewAngles[PITCH] = -180 / M_PI * atan2( focusPoint[2], focusDist );
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cg.refdefViewAngles[PITCH] = -M_180_PI * atan2( focusPoint[2], focusDist );
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// END
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cg.refdefViewAngles[YAW] -= cg_thirdPersonAngle.value;
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}
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// this causes a compiler bug on mac MrC compiler
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static void CG_StepOffset( void ) {
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int timeDelta;
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// smooth out stair climbing
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timeDelta = cg.time - cg.stepTime;
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if ( timeDelta < STEP_TIME ) {
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cg.refdef.vieworg[2] -= cg.stepChange
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* (STEP_TIME - timeDelta) / STEP_TIME;
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}
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}
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/*
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===============
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CG_OffsetFirstPersonView
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===============
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*/
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static void CG_OffsetFirstPersonView( void ) {
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float *origin;
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float *angles;
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float bob;
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float ratio;
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float delta;
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float speed;
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float f;
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vec3_t predictedVelocity;
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int timeDelta;
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if ( cg.snap->ps.pm_type == PM_INTERMISSION ) {
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return;
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}
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origin = cg.refdef.vieworg;
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angles = cg.refdefViewAngles;
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// if dead, fix the angle and don't add any kick
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if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 ) {
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angles[ROLL] = 40;
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angles[PITCH] = -15;
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angles[YAW] = cg.snap->ps.stats[STAT_DEAD_YAW];
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origin[2] += cg.predictedPlayerState.viewheight;
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return;
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}
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// add angles based on damage kick
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if ( cg.damageTime ) {
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ratio = cg.time - cg.damageTime;
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if ( ratio < DAMAGE_DEFLECT_TIME ) {
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ratio /= DAMAGE_DEFLECT_TIME;
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angles[PITCH] += ratio * cg.v_dmg_pitch;
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angles[ROLL] += ratio * cg.v_dmg_roll;
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} else {
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ratio = 1.0 - ( ratio - DAMAGE_DEFLECT_TIME ) / DAMAGE_RETURN_TIME;
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if ( ratio > 0 ) {
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angles[PITCH] += ratio * cg.v_dmg_pitch;
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angles[ROLL] += ratio * cg.v_dmg_roll;
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}
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}
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}
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// add pitch based on fall kick
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#if 0
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ratio = ( cg.time - cg.landTime) / FALL_TIME;
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if (ratio < 0)
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ratio = 0;
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angles[PITCH] += ratio * cg.fall_value;
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#endif
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// add angles based on velocity
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VectorCopy( cg.predictedPlayerState.velocity, predictedVelocity );
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delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[0]);
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angles[PITCH] += delta * cg_runpitch.value;
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delta = DotProduct ( predictedVelocity, cg.refdef.viewaxis[1]);
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angles[ROLL] -= delta * cg_runroll.value;
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// add angles based on bob
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// make sure the bob is visible even at low speeds
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speed = cg.xyspeed > 200 ? cg.xyspeed : 200;
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delta = cg.bobfracsin * cg_bobpitch.value * speed;
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if (cg.predictedPlayerState.pm_flags & PMF_DUCKED)
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delta *= 3; // crouching
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angles[PITCH] += delta;
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delta = cg.bobfracsin * cg_bobroll.value * speed;
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if (cg.predictedPlayerState.pm_flags & PMF_DUCKED)
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delta *= 3; // crouching accentuates roll
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// Q3Rally Code Start
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// if (cg.bobcycle & 1)
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// delta = -delta;
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// END
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angles[ROLL] += delta;
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//===================================
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// add view height
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origin[2] += cg.predictedPlayerState.viewheight;
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// smooth out duck height changes
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timeDelta = cg.time - cg.duckTime;
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if ( timeDelta < DUCK_TIME) {
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cg.refdef.vieworg[2] -= cg.duckChange
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* (DUCK_TIME - timeDelta) / DUCK_TIME;
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}
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// add bob height
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bob = cg.bobfracsin * cg.xyspeed * cg_bobup.value;
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if (bob > 6) {
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bob = 6;
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}
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origin[2] += bob;
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// add fall height
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delta = cg.time - cg.landTime;
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if ( delta < LAND_DEFLECT_TIME ) {
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f = delta / LAND_DEFLECT_TIME;
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cg.refdef.vieworg[2] += cg.landChange * f;
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} else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) {
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delta -= LAND_DEFLECT_TIME;
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f = 1.0 - ( delta / LAND_RETURN_TIME );
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cg.refdef.vieworg[2] += cg.landChange * f;
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}
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// add step offset
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CG_StepOffset();
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// pivot the eye based on a neck length
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#if 0
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{
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#define NECK_LENGTH 8
|
|
vec3_t forward, up;
|
|
|
|
cg.refdef.vieworg[2] -= NECK_LENGTH;
|
|
AngleVectors( cg.refdefViewAngles, forward, NULL, up );
|
|
VectorMA( cg.refdef.vieworg, 3, forward, cg.refdef.vieworg );
|
|
VectorMA( cg.refdef.vieworg, NECK_LENGTH, up, cg.refdef.vieworg );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//======================================================================
|
|
|
|
void CG_ZoomDown_f( void ) {
|
|
if ( cg.zoomed ) {
|
|
return;
|
|
}
|
|
cg.zoomed = qtrue;
|
|
cg.zoomTime = cg.time;
|
|
}
|
|
|
|
void CG_ZoomUp_f( void ) {
|
|
if ( !cg.zoomed ) {
|
|
return;
|
|
}
|
|
cg.zoomed = qfalse;
|
|
cg.zoomTime = cg.time;
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
CG_CalcFov
|
|
|
|
Fixed fov at intermissions, otherwise account for fov variable and zooms.
|
|
====================
|
|
*/
|
|
#define WAVE_AMPLITUDE 1
|
|
#define WAVE_FREQUENCY 0.4
|
|
|
|
static int CG_CalcFov( void ) {
|
|
float x;
|
|
float phase;
|
|
float v;
|
|
int contents;
|
|
float fov_x, fov_y;
|
|
float zoomFov;
|
|
float f;
|
|
int inwater;
|
|
|
|
if ( cg.predictedPlayerState.pm_type == PM_INTERMISSION ) {
|
|
// if in intermission, use a fixed value
|
|
fov_x = 90;
|
|
} else {
|
|
// user selectable
|
|
if ( cgs.dmflags & DF_FIXED_FOV ) {
|
|
// dmflag to prevent wide fov for all clients
|
|
fov_x = 90;
|
|
} else {
|
|
fov_x = cg_fov.value;
|
|
if ( fov_x < 1 ) {
|
|
fov_x = 1;
|
|
} else if ( fov_x > 160 ) {
|
|
fov_x = 160;
|
|
}
|
|
}
|
|
|
|
// account for zooms
|
|
zoomFov = cg_zoomFov.value;
|
|
if ( zoomFov < 1 ) {
|
|
zoomFov = 1;
|
|
} else if ( zoomFov > 160 ) {
|
|
zoomFov = 160;
|
|
}
|
|
|
|
if ( cg.zoomed ) {
|
|
f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME;
|
|
if ( f > 1.0 ) {
|
|
fov_x = zoomFov;
|
|
} else {
|
|
fov_x = fov_x + f * ( zoomFov - fov_x );
|
|
}
|
|
} else {
|
|
f = ( cg.time - cg.zoomTime ) / (float)ZOOM_TIME;
|
|
if ( f <= 1.0 ) {
|
|
fov_x = zoomFov + f * ( fov_x - zoomFov );
|
|
}
|
|
}
|
|
}
|
|
|
|
x = cg.refdef.width / tan( fov_x / 360 * M_PI );
|
|
fov_y = atan2( cg.refdef.height, x );
|
|
fov_y = fov_y * 360 / M_PI;
|
|
|
|
// warp if underwater
|
|
contents = CG_PointContents( cg.refdef.vieworg, -1 );
|
|
if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ){
|
|
phase = cg.time / 1000.0 * WAVE_FREQUENCY * M_PI * 2;
|
|
v = WAVE_AMPLITUDE * sin( phase );
|
|
fov_x += v;
|
|
fov_y -= v;
|
|
inwater = qtrue;
|
|
}
|
|
else {
|
|
inwater = qfalse;
|
|
}
|
|
|
|
|
|
// set it
|
|
cg.refdef.fov_x = fov_x;
|
|
cg.refdef.fov_y = fov_y;
|
|
|
|
if ( !cg.zoomed ) {
|
|
cg.zoomSensitivity = 1;
|
|
} else {
|
|
cg.zoomSensitivity = cg.refdef.fov_y / 75.0;
|
|
}
|
|
|
|
return inwater;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_DamageBlendBlob
|
|
|
|
===============
|
|
*/
|
|
static void CG_DamageBlendBlob( void ) {
|
|
int t;
|
|
int maxTime;
|
|
refEntity_t ent;
|
|
|
|
if (!cg_blood.integer) {
|
|
return;
|
|
}
|
|
|
|
if ( !cg.damageValue ) {
|
|
return;
|
|
}
|
|
|
|
//if (cg.cameraMode) {
|
|
// return;
|
|
//}
|
|
|
|
// ragePro systems can't fade blends, so don't obscure the screen
|
|
if ( cgs.glconfig.hardwareType == GLHW_RAGEPRO ) {
|
|
return;
|
|
}
|
|
|
|
maxTime = DAMAGE_TIME;
|
|
t = cg.time - cg.damageTime;
|
|
if ( t <= 0 || t >= maxTime ) {
|
|
return;
|
|
}
|
|
|
|
|
|
memset( &ent, 0, sizeof( ent ) );
|
|
ent.reType = RT_SPRITE;
|
|
ent.renderfx = RF_FIRST_PERSON;
|
|
|
|
VectorMA( cg.refdef.vieworg, 8, cg.refdef.viewaxis[0], ent.origin );
|
|
VectorMA( ent.origin, cg.damageX * -8, cg.refdef.viewaxis[1], ent.origin );
|
|
VectorMA( ent.origin, cg.damageY * 8, cg.refdef.viewaxis[2], ent.origin );
|
|
|
|
ent.radius = cg.damageValue * 3;
|
|
ent.customShader = cgs.media.viewBloodShader;
|
|
ent.shaderRGBA[0] = 255;
|
|
ent.shaderRGBA[1] = 255;
|
|
ent.shaderRGBA[2] = 255;
|
|
ent.shaderRGBA[3] = 200 * ( 1.0 - ((float)t / maxTime) );
|
|
trap_R_AddRefEntityToScene( &ent );
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_CalcViewValues
|
|
|
|
Sets cg.refdef view values
|
|
===============
|
|
*/
|
|
// Q3Rally Code Start
|
|
static vec3_t oldAngles; // used for joystick and keyboard control modes
|
|
// END
|
|
static int CG_CalcViewValues( void ) {
|
|
playerState_t *ps;
|
|
|
|
memset( &cg.refdef, 0, sizeof( cg.refdef ) );
|
|
|
|
// strings for in game rendering
|
|
// Q_strncpyz( cg.refdef.text[0], "Park Ranger", sizeof(cg.refdef.text[0]) );
|
|
// Q_strncpyz( cg.refdef.text[1], "19", sizeof(cg.refdef.text[1]) );
|
|
|
|
// calculate size of 3D view
|
|
CG_CalcVrect();
|
|
|
|
ps = &cg.predictedPlayerState;
|
|
/*
|
|
if (cg.cameraMode) {
|
|
vec3_t origin, angles;
|
|
if (trap_getCameraInfo(cg.time, &origin, &angles)) {
|
|
VectorCopy(origin, cg.refdef.vieworg);
|
|
angles[ROLL] = 0;
|
|
VectorCopy(angles, cg.refdefViewAngles);
|
|
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
|
|
return CG_CalcFov();
|
|
} else {
|
|
cg.cameraMode = qfalse;
|
|
}
|
|
}
|
|
*/
|
|
|
|
// Q3Rally Code Start
|
|
{
|
|
usercmd_t latestCmd;
|
|
int current = trap_GetCurrentCmdNumber();
|
|
|
|
trap_GetUserCmd( current, &latestCmd );
|
|
PM_UpdateViewAngles( ps, &latestCmd, cg_controlMode.integer );
|
|
}
|
|
// END
|
|
|
|
// intermission view
|
|
if ( ps->pm_type == PM_INTERMISSION ) {
|
|
VectorCopy( ps->origin, cg.refdef.vieworg );
|
|
// STONELANCE (uses new way of sending view angles)
|
|
// VectorCopy( ps->viewangles, cg.refdefViewAngles );
|
|
cg.refdefViewAngles[PITCH] = SHORT2ANGLE(ps->damagePitch);
|
|
cg.refdefViewAngles[YAW] = SHORT2ANGLE(ps->damageYaw);
|
|
cg.refdefViewAngles[ROLL] = 0;
|
|
// END
|
|
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
|
|
return CG_CalcFov();
|
|
}
|
|
|
|
// Q3Rally Code Start
|
|
/*
|
|
cg.bobcycle = cg.bobfracsin = cg.xyspeed = 0;
|
|
cg.bobcycle = ( ps->bobCycle & 128 ) >> 7;
|
|
cg.bobfracsin = fabs( sin( ( ps->bobCycle & 127 ) / 127.0 * M_PI ) );
|
|
cg.xyspeed = sqrt( ps->velocity[0] * ps->velocity[0] +
|
|
ps->velocity[1] * ps->velocity[1] );
|
|
*/
|
|
|
|
VectorCopy( ps->origin, cg.refdef.vieworg );
|
|
// VectorCopy( ps->viewangles, cg.refdefViewAngles );
|
|
|
|
if ( ps->pm_flags & PMF_OBSERVE )
|
|
{
|
|
vec3_t forward, right, up;
|
|
|
|
VectorCopy( ps->viewangles, cg.refdefViewAngles );
|
|
/*
|
|
if (!cg_paused.integer){
|
|
Com_Printf("pitch: angles2 %f, damage %f, viewangle %f\n", cg.predictedPlayerEntity.currentState.angles2[PITCH], SHORT2ANGLE(ps->damagePitch), ps->viewangles[PITCH]);
|
|
Com_Printf("yaw: angles2 %f, damage %f, viewangle %f\n", cg.predictedPlayerEntity.currentState.angles2[YAW], SHORT2ANGLE(ps->damageYaw), ps->viewangles[YAW]);
|
|
Com_Printf( "origin: %f %f %f, vel %f %f %f\n", cg.refdef.vieworg[0], cg.refdef.vieworg[1], cg.refdef.vieworg[2], ps->velocity[0], ps->velocity[1], ps->velocity[2] );
|
|
}
|
|
*/
|
|
AngleVectors(cg.refdefViewAngles, forward, right, up);
|
|
VectorMA(cg.refdef.vieworg, ps->velocity[0], forward, cg.refdef.vieworg);
|
|
VectorMA(cg.refdef.vieworg, ps->velocity[1], right, cg.refdef.vieworg);
|
|
VectorMA(cg.refdef.vieworg, ps->velocity[2], up, cg.refdef.vieworg);
|
|
}
|
|
else if (cgs.clientinfo[cg.snap->ps.clientNum].controlMode == CT_JOYSTICK || ps->pm_flags & PMF_FOLLOW ){
|
|
float angle, f, scale;
|
|
|
|
VectorCopy( ps->viewangles, cg.refdefViewAngles );
|
|
cg.refdefViewAngles[YAW] = AngleNormalize360(cg.refdefViewAngles[YAW]);
|
|
// cg.refdefViewAngles[PITCH] = AngleNormalize180(cg.refdefViewAngles[PITCH]);
|
|
cg.refdefViewAngles[PITCH] = 0;
|
|
cg.refdefViewAngles[ROLL] = 0;
|
|
|
|
angle = abs(AngleDifference(cg.refdefViewAngles[YAW], oldAngles[YAW]));
|
|
scale = floor(angle / 5 + 1); //changed from 10 to 5
|
|
|
|
scale *= (2 + cg_tightCamTracking.value); // changed from 1 to 2
|
|
|
|
f = scale * cg.frametime / 1000.0F;
|
|
if (f > 1)
|
|
f = 1;
|
|
if (f < 0)
|
|
f = 0;
|
|
|
|
cg.refdefViewAngles[YAW] = LerpAngle(oldAngles[YAW], cg.refdefViewAngles[YAW], f);
|
|
// cg.refdefViewAngles[PITCH] = LerpAngle(oldAngles[PITCH], cg.refdefViewAngles[PITCH], f);
|
|
|
|
cg.refdefViewAngles[YAW] = AngleNormalize360(cg.refdefViewAngles[YAW]);
|
|
// cg.refdefViewAngles[PITCH] = AngleNormalize180(cg.refdefViewAngles[PITCH]);
|
|
|
|
VectorCopy(cg.refdefViewAngles, oldAngles);
|
|
}
|
|
else {
|
|
// if( !cg_paused.integer )
|
|
// Com_Printf( "5 predictedPlayerState damageYaw %d\n", ps->damageYaw );
|
|
|
|
cg.refdefViewAngles[PITCH] = SHORT2ANGLE(ps->damagePitch);
|
|
cg.refdefViewAngles[YAW] = SHORT2ANGLE(ps->damageYaw);
|
|
cg.refdefViewAngles[ROLL] = 0;
|
|
}
|
|
|
|
// rear view mirror setup
|
|
if( cg_drawRearView.integer )
|
|
{
|
|
AnglesToAxis( ps->viewangles, cg.mirrorRefdef.viewaxis );
|
|
VectorInverse( cg.mirrorRefdef.viewaxis[0] );
|
|
VectorInverse( cg.mirrorRefdef.viewaxis[1] );
|
|
|
|
VectorCopy( ps->origin, cg.mirrorRefdef.vieworg );
|
|
VectorMA( cg.mirrorRefdef.vieworg, 16, cg.mirrorRefdef.viewaxis[2], cg.mirrorRefdef.vieworg );
|
|
}
|
|
|
|
/* TBB - minimap view setup
|
|
todo: make the viewpoint as high as possible,
|
|
and not following player movement
|
|
may have to set new standard in level design
|
|
(center the entire map to origin)
|
|
*/
|
|
if( cg_drawMMap.integer )
|
|
{
|
|
vec3_t angles;
|
|
vec3_t temp[3]; //temporary viewaxis 3x3 matrix
|
|
//vec3_t tempvec; //temporary vector
|
|
|
|
#if 1
|
|
// Use car yaw to rotate map.
|
|
angles[ROLL] = 0;
|
|
angles[PITCH] = 0;
|
|
angles[YAW] = ps->viewangles[YAW];
|
|
#else
|
|
// Use third-person mouse view (not car viewpoint)
|
|
angles[ROLL] = 0;
|
|
angles[PITCH] = 0; // SHORT2ANGLE(ps->damagePitch);
|
|
angles[YAW] = SHORT2ANGLE(ps->damageYaw);
|
|
#endif
|
|
|
|
AnglesToAxis( angles, cg.mmapRefdef.viewaxis );
|
|
|
|
// Make top face screen.
|
|
AxisCopy( cg.mmapRefdef.viewaxis, temp );
|
|
temp[2][0] = cg.mmapRefdef.viewaxis[0][0];
|
|
temp[2][1] = cg.mmapRefdef.viewaxis[0][1];
|
|
temp[2][2] = cg.mmapRefdef.viewaxis[0][2];
|
|
|
|
temp[0][0] = -cg.mmapRefdef.viewaxis[2][0];
|
|
temp[0][1] = -cg.mmapRefdef.viewaxis[2][1];
|
|
temp[0][2] = -cg.mmapRefdef.viewaxis[2][2];
|
|
|
|
AxisCopy( temp, cg.mmapRefdef.viewaxis );
|
|
|
|
//VectorInverse( cg.mirrorRefdef.viewaxis[0] );
|
|
//VectorInverse( cg.mirrorRefdef.viewaxis[1] );
|
|
//VectorInverse( cg.mirrorRefdef.viewaxis[2] );
|
|
|
|
//RotateAroundDirection( cg.mmapRefdef.viewaxis, -30 ); //only rotates yaw/forward (x-axis) dir
|
|
|
|
//AngleVectors(cg.refdefViewAngles, forward, right, up); //player view angle defined
|
|
|
|
/* pitch downward -90degrees off origin, very high and stationary 8192 */
|
|
//VectorInverse( cg.mmapRefdef.viewaxis[0] );
|
|
//VectorInverse( cg.mmapRefdef.viewaxis[1] );
|
|
//VectorInverse( cg.mmapRefdef.viewaxis[2] );
|
|
//VectorCopy( cg.mmapRefdef.viewaxis[0], cg.mmapRefdef.viewaxis[2] );
|
|
//VectorInverse( cg.mmapRefdef.viewaxis[2] );
|
|
|
|
//VectorClear( temp );
|
|
//temp[3] = 0, 0, 0;
|
|
//temp[3][3] = { {1, 1, 0}, {0, 0, 0}, {0, 0, 1} } ;
|
|
|
|
/* official
|
|
cg.mmapRefdef.vieworg[0] = 0; // + : forward
|
|
cg.mmapRefdef.vieworg[1] = 0; // + : left
|
|
cg.mmapRefdef.vieworg[2] = 512; // + : up
|
|
*/
|
|
|
|
VectorCopy( ps->origin, cg.mmapRefdef.vieworg );
|
|
|
|
//VectorAdd( temp, cg.mmapRefdef.vieworg, cg.mmapRefdef.vieworg );
|
|
cg.mmapRefdef.vieworg[0] += 0; // behind player
|
|
cg.mmapRefdef.vieworg[1] += 0; // dont need
|
|
cg.mmapRefdef.vieworg[2] += 8192; // above player
|
|
//VectorMA( cg.mmapRefdef.vieworg, 16, cg.mmapRefdef.viewaxis[ROLL], cg.mmapRefdef.vieworg );
|
|
//VectorMA( cg.mmapRefdef.vieworg, 2, cg.mmapRefdef.viewaxis[PITCH], cg.mmapRefdef.vieworg );
|
|
|
|
// draw a 2D icon for other players, instead of rendering
|
|
// in 3d
|
|
/*
|
|
if ( !cg_draw3dIcons.integer && cg_drawIcons.integer ) {
|
|
qhandle_t icon_player;
|
|
|
|
icon_player = cg_weapons[ cg.predictedPlayerState.weapon ].ammoIcon;
|
|
if ( icon_player ) {
|
|
CG_DrawPic( CHAR_WIDTH*3 + TEXT_ICON_SPACE, 432, ICON_SIZE, ICON_SIZE, icon_player );
|
|
}
|
|
}*/
|
|
}
|
|
/* if we didn't draw a 3D icon, draw a 2D icon for ammo
|
|
if ( !cg_draw3dIcons.integer && cg_drawIcons.integer ) {
|
|
qhandle_t icon;
|
|
|
|
icon = cg_weapons[ cg.predictedPlayerState.weapon ].ammoIcon;
|
|
if ( icon ) {
|
|
CG_DrawPic( CHAR_WIDTH*3 + TEXT_ICON_SPACE, 432, ICON_SIZE, ICON_SIZE, icon );
|
|
}*/
|
|
//TBB FIN
|
|
|
|
// END
|
|
|
|
if (cg_cameraOrbit.integer) {
|
|
if (cg.time > cg.nextOrbitTime) {
|
|
cg.nextOrbitTime = cg.time + cg_cameraOrbitDelay.integer;
|
|
cg_thirdPersonAngle.value += cg_cameraOrbit.value;
|
|
}
|
|
}
|
|
|
|
// add error decay
|
|
// Q3Rally Code Start
|
|
if ( cg_errorDecay.value > 0 ) {
|
|
int t;
|
|
float f;
|
|
|
|
t = cg.time - cg.predictedErrorTime;
|
|
f = ( cg_errorDecay.value - t ) / cg_errorDecay.value;
|
|
if ( f > 0 && f < 1 ) {
|
|
VectorMA( cg.refdef.vieworg, f, cg.predictedError, cg.refdef.vieworg );
|
|
// Q3Rally Code Start
|
|
VectorMA( cg.mirrorRefdef.vieworg, f, cg.predictedError, cg.mirrorRefdef.vieworg );
|
|
// END
|
|
} else {
|
|
cg.predictedErrorTime = 0;
|
|
}
|
|
}
|
|
|
|
// Q3Rally Code Start
|
|
if ((!isRaceObserver( ps->clientNum )
|
|
&& ps->persistant[PERS_TEAM] != TEAM_SPECTATOR) || ps->pm_flags & PMF_FOLLOW)
|
|
{
|
|
// END
|
|
if ( cg.renderingThirdPerson ) {
|
|
// back away from character
|
|
CG_OffsetThirdPersonView();
|
|
} else {
|
|
// offset for local bobbing and kicks
|
|
CG_OffsetFirstPersonView();
|
|
}
|
|
// Q3Rally Code Start
|
|
}
|
|
// END
|
|
|
|
// position eye relative to origin
|
|
AnglesToAxis( cg.refdefViewAngles, cg.refdef.viewaxis );
|
|
|
|
if ( cg.hyperspace ) {
|
|
cg.refdef.rdflags |= RDF_NOWORLDMODEL | RDF_HYPERSPACE;
|
|
}
|
|
|
|
// field of view
|
|
return CG_CalcFov();
|
|
}
|
|
|
|
|
|
/*
|
|
=====================
|
|
CG_PowerupTimerSounds
|
|
=====================
|
|
*/
|
|
static void CG_PowerupTimerSounds( void ) {
|
|
int i;
|
|
int t;
|
|
|
|
// powerup timers going away
|
|
for ( i = 0 ; i < MAX_POWERUPS ; i++ ) {
|
|
t = cg.snap->ps.powerups[i];
|
|
if ( t <= cg.time ) {
|
|
continue;
|
|
}
|
|
|
|
// Q3Rally Code Start
|
|
if( i == PW_TURBO && ( t - cg.time ) / POWERUP_BLINK_TIME != ( t - cg.oldTime ) / POWERUP_BLINK_TIME )
|
|
trap_S_StartSound( cg.snap->ps.origin, cg.snap->ps.clientNum, CHAN_ITEM, cgs.media.turboSound );
|
|
// END
|
|
|
|
if ( t - cg.time >= POWERUP_BLINKS * POWERUP_BLINK_TIME ) {
|
|
continue;
|
|
}
|
|
|
|
// Q3Rally Code Start
|
|
// if ( ( t - cg.time ) / POWERUP_BLINK_TIME != ( t - cg.oldTime ) / POWERUP_BLINK_TIME ) {
|
|
if ( i != PW_TURBO && ( t - cg.time ) / POWERUP_BLINK_TIME != ( t - cg.oldTime ) / POWERUP_BLINK_TIME ) {
|
|
// END
|
|
trap_S_StartSound( NULL, cg.snap->ps.clientNum, CHAN_ITEM, cgs.media.wearOffSound );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
CG_AddBufferedSound
|
|
=====================
|
|
*/
|
|
void CG_AddBufferedSound( sfxHandle_t sfx ) {
|
|
if ( !sfx )
|
|
return;
|
|
cg.soundBuffer[cg.soundBufferIn] = sfx;
|
|
cg.soundBufferIn = (cg.soundBufferIn + 1) % MAX_SOUNDBUFFER;
|
|
if (cg.soundBufferIn == cg.soundBufferOut) {
|
|
cg.soundBufferOut++;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=====================
|
|
CG_PlayBufferedSounds
|
|
=====================
|
|
*/
|
|
static void CG_PlayBufferedSounds( void ) {
|
|
if ( cg.soundTime < cg.time ) {
|
|
if (cg.soundBufferOut != cg.soundBufferIn && cg.soundBuffer[cg.soundBufferOut]) {
|
|
trap_S_StartLocalSound(cg.soundBuffer[cg.soundBufferOut], CHAN_ANNOUNCER);
|
|
cg.soundBuffer[cg.soundBufferOut] = 0;
|
|
cg.soundBufferOut = (cg.soundBufferOut + 1) % MAX_SOUNDBUFFER;
|
|
cg.soundTime = cg.time + 750;
|
|
}
|
|
}
|
|
}
|
|
|
|
//=========================================================================
|
|
|
|
/*
|
|
=================
|
|
CG_DrawActiveFrame
|
|
|
|
Generates and draws a game scene and status information at the given time.
|
|
=================
|
|
*/
|
|
|
|
// Q3Rally Code Start
|
|
//static int soundTime = 0;
|
|
// END
|
|
|
|
void CG_DrawActiveFrame( int serverTime, stereoFrame_t stereoView, qboolean demoPlayback ) {
|
|
int inwater;
|
|
// Q3Rally Code Start
|
|
//int index;
|
|
// END
|
|
|
|
cg.time = serverTime;
|
|
cg.demoPlayback = demoPlayback;
|
|
|
|
// update cvars
|
|
CG_UpdateCvars();
|
|
|
|
// if we are only updating the screen as a loading
|
|
// pacifier, don't even try to read snapshots
|
|
if ( cg.infoScreenText[0] != 0 ) {
|
|
CG_DrawInformation();
|
|
return;
|
|
}
|
|
|
|
// any looped sounds will be respecified as entities
|
|
// are added to the render list
|
|
trap_S_ClearLoopingSounds(qfalse);
|
|
|
|
// clear all the render lists
|
|
trap_R_ClearScene();
|
|
|
|
// set up cg.snap and possibly cg.nextSnap
|
|
CG_ProcessSnapshots();
|
|
|
|
// if we haven't received any snapshots yet, all
|
|
// we can draw is the information screen
|
|
if ( !cg.snap || ( cg.snap->snapFlags & SNAPFLAG_NOT_ACTIVE ) ) {
|
|
CG_DrawInformation();
|
|
return;
|
|
}
|
|
|
|
// let the client system know what our weapon and zoom settings are
|
|
trap_SetUserCmdValue( cg.weaponSelect, cg.zoomSensitivity );
|
|
|
|
// this counter will be bumped for every valid scene we generate
|
|
cg.clientFrame++;
|
|
|
|
// update cg.predictedPlayerState
|
|
CG_PredictPlayerState();
|
|
|
|
// Q3Rally Code Start - FIXME: remove for incar views
|
|
if( !cg_thirdPerson.integer )
|
|
trap_Cvar_Set( "cg_thirdPerson", "1" );
|
|
// END
|
|
|
|
// decide on third person view
|
|
cg.renderingThirdPerson = cg.snap->ps.persistant[PERS_TEAM] != TEAM_SPECTATOR
|
|
&& (cg_thirdPerson.integer || (cg.snap->ps.stats[STAT_HEALTH] <= 0));
|
|
|
|
// build cg.refdef
|
|
inwater = CG_CalcViewValues();
|
|
|
|
// first person blend blobs, done after AnglesToAxis
|
|
if ( !cg.renderingThirdPerson ) {
|
|
CG_DamageBlendBlob();
|
|
}
|
|
|
|
// build the render lists
|
|
if ( !cg.hyperspace ) {
|
|
CG_AddPacketEntities(); // adter calcViewValues, so predicted player state is correct
|
|
CG_AddMarks();
|
|
CG_AddParticles ();
|
|
CG_AddLocalEntities();
|
|
// Q3Rally Code Start
|
|
// used for q3f atmospheric effects
|
|
CG_AddAtmosphericEffects();
|
|
// END
|
|
}
|
|
CG_AddViewWeapon( &cg.predictedPlayerState );
|
|
|
|
// add buffered sounds
|
|
CG_PlayBufferedSounds();
|
|
|
|
#ifdef MISSIONPACK
|
|
// play buffered voice chats
|
|
CG_PlayBufferedVoiceChats();
|
|
#endif
|
|
|
|
// finish up the rest of the refdef
|
|
if ( cg.testModelEntity.hModel ) {
|
|
CG_AddTestModel();
|
|
}
|
|
cg.refdef.time = cg.time;
|
|
memcpy( cg.refdef.areamask, cg.snap->areamask, sizeof( cg.refdef.areamask ) );
|
|
|
|
// warning sounds when powerup is wearing off
|
|
CG_PowerupTimerSounds();
|
|
|
|
// update audio positions
|
|
trap_S_Respatialize( cg.snap->ps.clientNum, cg.refdef.vieworg, cg.refdef.viewaxis, inwater );
|
|
|
|
// make sure the lagometerSample and frame timing isn't done twice when in stereo
|
|
if ( stereoView != STEREO_RIGHT ) {
|
|
cg.frametime = cg.time - cg.oldTime;
|
|
if ( cg.frametime < 0 ) {
|
|
cg.frametime = 0;
|
|
}
|
|
cg.oldTime = cg.time;
|
|
CG_AddLagometerFrameInfo();
|
|
}
|
|
if (cg_timescale.value != cg_timescaleFadeEnd.value) {
|
|
if (cg_timescale.value < cg_timescaleFadeEnd.value) {
|
|
cg_timescale.value += cg_timescaleFadeSpeed.value * ((float)cg.frametime) / 1000;
|
|
if (cg_timescale.value > cg_timescaleFadeEnd.value)
|
|
cg_timescale.value = cg_timescaleFadeEnd.value;
|
|
}
|
|
else {
|
|
cg_timescale.value -= cg_timescaleFadeSpeed.value * ((float)cg.frametime) / 1000;
|
|
if (cg_timescale.value < cg_timescaleFadeEnd.value)
|
|
cg_timescale.value = cg_timescaleFadeEnd.value;
|
|
}
|
|
if (cg_timescaleFadeSpeed.value) {
|
|
trap_Cvar_Set("timescale", va("%f", cg_timescale.value));
|
|
}
|
|
}
|
|
|
|
// actually issue the rendering calls
|
|
CG_DrawActive( stereoView );
|
|
|
|
if ( cg_stats.integer ) {
|
|
CG_Printf( "cg.clientFrame:%i\n", cg.clientFrame );
|
|
}
|
|
|
|
// Q3Rally Code Start
|
|
// play local rally sounds
|
|
|
|
// play engine sounds
|
|
/*
|
|
if( cg.snap->ps.persistant[PERS_TEAM] != TEAM_SPECTATOR )
|
|
{
|
|
index = (int) (10.0f * (cg.predictedPlayerState.stats[STAT_RPM] - CP_RPM_MIN) / (CP_RPM_MAX - CP_RPM_MIN));
|
|
|
|
trap_S_AddRealLoopingSound( cg.predictedPlayerState.clientNum,
|
|
cg.predictedPlayerState.origin,
|
|
cg.predictedPlayerState.velocity,
|
|
cgs.clientinfo[cg.predictedPlayerState.clientNum].sounds[index] );
|
|
}
|
|
*/
|
|
/*
|
|
if ( soundTime + 200 < cg.time ) {
|
|
soundTime = cg.time;
|
|
trap_S_StartSound( cg.predictedPlayerState.origin,
|
|
cg.predictedPlayerState.clientNum,
|
|
CHAN_AUTO,
|
|
cgs.clientinfo[cg.predictedPlayerState.clientNum].sounds[index] );
|
|
}
|
|
*/
|
|
// END
|
|
}
|
|
|