mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-26 05:41:46 +00:00
95fbb18fa1
Fix going to previous browser source in q3_ui Limit ui_smallFont/ui_bigFont/cg_noTaunt cvars to missionpack Fix team chat box for spectators Don't draw crosshair 0 in Team Arena setup menu Make client for Windows x86_64 use OpenAL64.dll by default Fix loading renderer DLLs on Windows x86 Add Windows application manifest Disable DPI scaling on Windows ignore window resize event on fullscreen Don't reload arenas.txt/*.arena files in Team Arena UI Fix crash when out of memory in Team Arena's String_Alloc Fix in_nograb not releasing the mouse cursor Update UI player animation handling to match CGame Fix specifying minimum mac os version in make-macosx.sh Fix listen server sending snapshots each client frame Statically link libgcc on Windows Fix hit accuracy stats for lightning gun and shotgun kills Don't link to libGL at compile time Add common OpenGL version parsing + OpenGL 3 fixes Support parsing OpenGL ES version strings Fix setting cflags/libs from sdl2-config Load OpenGL ES 1.1 function procs [qcommon] Use unsigned types where wrapping arithmetic is intended OpenGL2: Fix brightness when r_autoExposure is disabled OpenGL2: Fix MD3 surface with zero shaders dividing by zero [botlib/be_aas_def.h] Change array size from MAX_PATH to MAX_QPATH Don't redefine MAX_PATH in bot code Fix memory leak in (unused) AAS_FloodAreas() Fix compiling GLSL shaders under Windows. Only draw cm_patch/bot debug polygons in world scenes Fix reading crash log when log wraps around buffer Don't send team overlay info to bots Fix a race condition in the makedirs target Fix shader corruption on OpenBSD
2134 lines
54 KiB
C
2134 lines
54 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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Copyright (C) 2002-2015 Q3Rally Team (Per Thormann - q3rally@gmail.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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static void UI_RunLerpFrame( playerInfo_t *ci, lerpFrame_t *lf, int newAnimation ) {
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int f, numFrames;
|
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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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|
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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 ( !anim->frameLerp ) {
|
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return; // shouldn't happen
|
|
}
|
|
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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numFrames = anim->numFrames;
|
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if (anim->flipflop) {
|
|
numFrames *= 2;
|
|
}
|
|
if ( f >= numFrames ) {
|
|
f -= numFrames;
|
|
if ( anim->loopFrames ) {
|
|
f %= anim->loopFrames;
|
|
f += anim->numFrames - anim->loopFrames;
|
|
} else {
|
|
f = numFrames - 1;
|
|
// the animation is stuck at the end, so it
|
|
// can immediately transition to another sequence
|
|
lf->frameTime = dp_realtime;
|
|
}
|
|
}
|
|
if ( anim->reversed ) {
|
|
lf->frame = anim->firstFrame + anim->numFrames - 1 - f;
|
|
}
|
|
else if (anim->flipflop && f>=anim->numFrames) {
|
|
lf->frame = anim->firstFrame + anim->numFrames - 1 - (f%anim->numFrames);
|
|
}
|
|
else {
|
|
lf->frame = anim->firstFrame + f;
|
|
}
|
|
if ( dp_realtime > lf->frameTime ) {
|
|
lf->frameTime = dp_realtime;
|
|
}
|
|
}
|
|
|
|
if ( lf->frameTime > dp_realtime + 200 ) {
|
|
lf->frameTime = dp_realtime;
|
|
}
|
|
|
|
if ( lf->oldFrameTime > dp_realtime ) {
|
|
lf->oldFrameTime = dp_realtime;
|
|
}
|
|
// calculate current lerp value
|
|
if ( lf->frameTime == lf->oldFrameTime ) {
|
|
lf->backlerp = 0;
|
|
} else {
|
|
lf->backlerp = 1.0 - (float)( dp_realtime - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime );
|
|
}
|
|
}
|
|
*/
|
|
// END
|
|
|
|
|
|
/*
|
|
===============
|
|
UI_PlayerAnimation
|
|
===============
|
|
*/
|
|
// STONELANCE - removed
|
|
/*
|
|
static void UI_PlayerAnimation( playerInfo_t *pi, int *legsOld, int *legs, float *legsBackLerp,
|
|
int *torsoOld, int *torso, float *torsoBackLerp ) {
|
|
|
|
// legs animation
|
|
pi->legsAnimationTimer -= uis.frametime;
|
|
if ( pi->legsAnimationTimer < 0 ) {
|
|
pi->legsAnimationTimer = 0;
|
|
}
|
|
|
|
UI_LegsSequencing( pi );
|
|
|
|
if ( pi->legs.yawing && ( pi->legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) {
|
|
UI_RunLerpFrame( pi, &pi->legs, LEGS_TURN );
|
|
} else {
|
|
UI_RunLerpFrame( pi, &pi->legs, pi->legsAnim );
|
|
}
|
|
*legsOld = pi->legs.oldFrame;
|
|
*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;
|
|
|
|
if ( pi->fixedtorso ) {
|
|
torsoAngles[PITCH] = 0.0f;
|
|
}
|
|
|
|
if ( pi->fixedlegs ) {
|
|
legsAngles[YAW] = torsoAngles[YAW];
|
|
legsAngles[PITCH] = 0.0f;
|
|
legsAngles[ROLL] = 0.0f;
|
|
}
|
|
|
|
// 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;
|
|
xx = refdef.width / tan( refdef.fov_x / 360 * M_PI );
|
|
// refdef.fov_x = (int)((float)refdef.width / uis.xscale / 640.0f * 90.0f);
|
|
// xx = refdef.width / uis.xscale / tan( refdef.fov_x / 360 * M_PI );
|
|
// END
|
|
|
|
refdef.fov_y = atan2( refdef.height, xx );
|
|
refdef.fov_y *= ( 360 / M_PI );
|
|
|
|
// STONELANCE
|
|
/*
|
|
refdef.fov_x = (int)((float)refdef.width / uis.xscale / 640.0f * 90.0f);
|
|
xx = refdef.width / uis.xscale / tan( refdef.fov_x / 360 * M_PI );
|
|
refdef.fov_y = atan2( refdef.height / uis.yscale, 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, playerInfo_t *pi ) {
|
|
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;
|
|
// animation_t *animations;
|
|
// 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;
|
|
|
|
// animations = pi->animations;
|
|
|
|
// memset( animations, 0, sizeof( animation_t ) * MAX_ANIMATIONS );
|
|
|
|
// pi->fixedlegs = qfalse;
|
|
// pi->fixedtorso = qfalse;
|
|
// 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;
|
|
} else if ( !Q_stricmp( token, "fixedlegs" ) ) {
|
|
pi->fixedlegs = qtrue;
|
|
continue;
|
|
} else if ( !Q_stricmp( token, "fixedtorso" ) ) {
|
|
pi->fixedtorso = qtrue;
|
|
continue;
|
|
}
|
|
|
|
// if it is a number, start parsing animations
|
|
if ( token[0] >= '0' && token[0] <= '9' ) {
|
|
text_p = prev; // unget the token
|
|
break;
|
|
}
|
|
*/
|
|
|
|
/*
|
|
if ( !Q_stricmp( token, "plate" ) ) {
|
|
token = COM_Parse( &text_p );
|
|
if ( !token[0] ) {
|
|
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[0] ) {
|
|
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[0] ) {
|
|
if( i >= TORSO_GETFLAG && i <= TORSO_NEGATIVE ) {
|
|
animations[i].firstFrame = animations[TORSO_GESTURE].firstFrame;
|
|
animations[i].frameLerp = animations[TORSO_GESTURE].frameLerp;
|
|
animations[i].initialLerp = animations[TORSO_GESTURE].initialLerp;
|
|
animations[i].loopFrames = animations[TORSO_GESTURE].loopFrames;
|
|
animations[i].numFrames = animations[TORSO_GESTURE].numFrames;
|
|
animations[i].reversed = qfalse;
|
|
animations[i].flipflop = qfalse;
|
|
continue;
|
|
}
|
|
break;
|
|
}
|
|
animations[i].firstFrame = atoi( token );
|
|
// leg only frames are adjusted to not count the upper body only frames
|
|
if ( i == LEGS_WALKCR ) {
|
|
skip = animations[LEGS_WALKCR].firstFrame - animations[TORSO_GESTURE].firstFrame;
|
|
}
|
|
if ( i >= LEGS_WALKCR && i<TORSO_GETFLAG) {
|
|
animations[i].firstFrame -= skip;
|
|
}
|
|
|
|
token = COM_Parse( &text_p );
|
|
if ( !token[0] ) {
|
|
break;
|
|
}
|
|
animations[i].numFrames = atoi( token );
|
|
|
|
animations[i].reversed = qfalse;
|
|
animations[i].flipflop = qfalse;
|
|
// if numFrames is negative the animation is reversed
|
|
if (animations[i].numFrames < 0) {
|
|
animations[i].numFrames = -animations[i].numFrames;
|
|
animations[i].reversed = qtrue;
|
|
}
|
|
|
|
token = COM_Parse( &text_p );
|
|
if ( !token[0] ) {
|
|
break;
|
|
}
|
|
animations[i].loopFrames = atoi( token );
|
|
|
|
token = COM_Parse( &text_p );
|
|
if ( !token[0] ) {
|
|
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\n", 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 ) ) {
|
|
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
|
|
}
|
|
|