mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-26 22:01:50 +00:00
4054 lines
111 KiB
C
4054 lines
111 KiB
C
/*
|
|
===========================================================================
|
|
Copyright (C) 1999-2005 Id Software, Inc.
|
|
Copyright (C) 2002-2015 Q3Rally Team (Per Thormann - q3rally@gmail.com)
|
|
|
|
This file is part of q3rally source code.
|
|
|
|
q3rally source code is free software; you can redistribute it
|
|
and/or modify it under the terms of the GNU General Public License as
|
|
published by the Free Software Foundation; either version 2 of the License,
|
|
or (at your option) any later version.
|
|
|
|
q3rally source code is distributed in the hope that it will be
|
|
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with q3rally; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|
===========================================================================
|
|
*/
|
|
//
|
|
// cg_players.c -- handle the media and animation for player entities
|
|
#include "cg_local.h"
|
|
|
|
char *cg_customSoundNames[MAX_CUSTOM_SOUNDS] = {
|
|
// Q3Rally Code Start
|
|
"*engine0.wav",
|
|
"*engine1.wav",
|
|
"*engine2.wav",
|
|
"*engine3.wav",
|
|
"*engine4.wav",
|
|
"*engine5.wav",
|
|
"*engine6.wav",
|
|
"*engine7.wav",
|
|
"*engine8.wav",
|
|
"*engine9.wav",
|
|
"*engine10.wav",
|
|
"*horn.wav",
|
|
"*falling1.wav",
|
|
/*
|
|
"*death1.wav",
|
|
"*death2.wav",
|
|
"*death3.wav",
|
|
"*jump1.wav",
|
|
"*pain25_1.wav",
|
|
"*pain50_1.wav",
|
|
"*pain75_1.wav",
|
|
"*pain100_1.wav",
|
|
"*gasp.wav",
|
|
"*drown.wav",
|
|
"*fall1.wav",
|
|
"*taunt.wav"
|
|
*/
|
|
// END
|
|
};
|
|
|
|
|
|
/*
|
|
================
|
|
CG_CustomSound
|
|
|
|
================
|
|
*/
|
|
sfxHandle_t CG_CustomSound( int clientNum, const char *soundName ) {
|
|
clientInfo_t *ci;
|
|
int i;
|
|
|
|
if ( soundName[0] != '*' ) {
|
|
return trap_S_RegisterSound( soundName, qfalse );
|
|
}
|
|
|
|
if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) {
|
|
clientNum = 0;
|
|
}
|
|
ci = &cgs.clientinfo[ clientNum ];
|
|
|
|
for ( i = 0 ; i < MAX_CUSTOM_SOUNDS && cg_customSoundNames[i] ; i++ ) {
|
|
if ( !strcmp( soundName, cg_customSoundNames[i] ) ) {
|
|
return ci->sounds[i];
|
|
}
|
|
}
|
|
|
|
CG_Error( "Unknown custom sound: %s", soundName );
|
|
return 0;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
CLIENT INFO
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
#if 0 // ZTM: Not used by Q3Rally
|
|
/*
|
|
======================
|
|
CG_ParseAnimationFile
|
|
|
|
Read a configuration file containing animation coutns and rates
|
|
models/players/visor/animation.cfg, etc
|
|
======================
|
|
*/
|
|
// Q3Rally Code Start (change function to do q3rally related stuff)
|
|
static qboolean CG_ParseAnimationFile( const char *filename, clientInfo_t *ci ) {
|
|
char *text_p, *prev;
|
|
int len;
|
|
char *token;
|
|
char text[20000];
|
|
fileHandle_t f;
|
|
// Q3Rally Code Start
|
|
// char texturename[MAX_QPATH];
|
|
|
|
// setup default incase this fails for some reason
|
|
Q_strncpyz( ci->plateName, DEFAULT_PLATE, sizeof( ci->plateName ) );
|
|
// END
|
|
|
|
// load the file
|
|
len = trap_FS_FOpenFile( filename, &f, FS_READ );
|
|
if ( len <= 0 ) {
|
|
return qfalse;
|
|
}
|
|
if ( len >= sizeof( text ) - 1 ) {
|
|
CG_Printf( "File %s too long\n", filename );
|
|
return qfalse;
|
|
}
|
|
trap_FS_Read( text, len, f );
|
|
text[len] = 0;
|
|
trap_FS_FCloseFile( f );
|
|
|
|
// parse the text
|
|
text_p = text;
|
|
|
|
// read optional parameters
|
|
while ( 1 ) {
|
|
prev = text_p; // so we can unget
|
|
token = COM_Parse( &text_p );
|
|
if ( !token ) {
|
|
break;
|
|
}
|
|
|
|
/*
|
|
if ( !Q_stricmp( token, "plate" ) ) {
|
|
token = COM_Parse( &text_p );
|
|
if ( !token ) {
|
|
break;
|
|
}
|
|
|
|
Com_sprintf( texturename, sizeof( texturename ), "models/players/plates/player%d.tga", ci->clientNum );
|
|
if ( !Q_stricmp( token, "usa" ) ){
|
|
Q_strncpyz( ci->plateName, "plate_usa", sizeof( ci->plateName ) );
|
|
CreateLicensePlateImage(va("models/players/plates/%s_usa.tga", ci->plateSkinName), texturename, ci->name, 10);
|
|
}
|
|
else{
|
|
Q_strncpyz( ci->plateName, "plate_eu", sizeof( ci->plateName ) );
|
|
CreateLicensePlateImage(va("models/players/plates/%s_eu.tga", ci->plateSkinName), texturename, ci->name, 20);
|
|
}
|
|
|
|
continue;
|
|
}
|
|
else
|
|
*/
|
|
if ( !Q_stricmp( token, "oppositeRoll" ) ) {
|
|
token = COM_Parse( &text_p );
|
|
if ( !token ) {
|
|
ci->oppositeRoll = qfalse;
|
|
break;
|
|
}
|
|
ci->oppositeRoll = atoi( token );
|
|
}
|
|
else {
|
|
break;
|
|
}
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
// END
|
|
#endif
|
|
|
|
// SKWID( removed function )
|
|
/*
|
|
static qboolean CG_ParseAnimationFile( const char *filename, clientInfo_t *ci ) {
|
|
char *text_p, *prev;
|
|
int len;
|
|
int i;
|
|
char *token;
|
|
float fps;
|
|
int skip;
|
|
char text[20000];
|
|
fileHandle_t f;
|
|
animation_t *animations;
|
|
|
|
animations = ci->animations;
|
|
|
|
// load the file
|
|
len = trap_FS_FOpenFile( filename, &f, FS_READ );
|
|
if ( len <= 0 ) {
|
|
return qfalse;
|
|
}
|
|
if ( len >= sizeof( text ) - 1 ) {
|
|
CG_Printf( "File %s too long\n", filename );
|
|
return qfalse;
|
|
}
|
|
trap_FS_Read( text, len, f );
|
|
text[len] = 0;
|
|
trap_FS_FCloseFile( f );
|
|
|
|
// parse the text
|
|
text_p = text;
|
|
skip = 0; // quite the compiler warning
|
|
|
|
ci->footsteps = FOOTSTEP_NORMAL;
|
|
VectorClear( ci->headOffset );
|
|
ci->gender = GENDER_MALE;
|
|
ci->fixedlegs = qfalse;
|
|
ci->fixedtorso = qfalse;
|
|
|
|
// read optional parameters
|
|
while ( 1 ) {
|
|
prev = text_p; // so we can unget
|
|
token = COM_Parse( &text_p );
|
|
if ( !token ) {
|
|
break;
|
|
}
|
|
if ( !Q_stricmp( token, "footsteps" ) ) {
|
|
token = COM_Parse( &text_p );
|
|
if ( !token ) {
|
|
break;
|
|
}
|
|
if ( !Q_stricmp( token, "default" ) || !Q_stricmp( token, "normal" ) ) {
|
|
ci->footsteps = FOOTSTEP_NORMAL;
|
|
} else if ( !Q_stricmp( token, "boot" ) ) {
|
|
ci->footsteps = FOOTSTEP_BOOT;
|
|
} else if ( !Q_stricmp( token, "flesh" ) ) {
|
|
ci->footsteps = FOOTSTEP_FLESH;
|
|
} else if ( !Q_stricmp( token, "mech" ) ) {
|
|
ci->footsteps = FOOTSTEP_MECH;
|
|
} else if ( !Q_stricmp( token, "energy" ) ) {
|
|
ci->footsteps = FOOTSTEP_ENERGY;
|
|
} else {
|
|
CG_Printf( "Bad footsteps parm in %s: %s\n", filename, token );
|
|
}
|
|
continue;
|
|
} else if ( !Q_stricmp( token, "headoffset" ) ) {
|
|
for ( i = 0 ; i < 3 ; i++ ) {
|
|
token = COM_Parse( &text_p );
|
|
if ( !token ) {
|
|
break;
|
|
}
|
|
ci->headOffset[i] = atof( token );
|
|
}
|
|
continue;
|
|
} else if ( !Q_stricmp( token, "sex" ) ) {
|
|
token = COM_Parse( &text_p );
|
|
if ( !token ) {
|
|
break;
|
|
}
|
|
if ( token[0] == 'f' || token[0] == 'F' ) {
|
|
ci->gender = GENDER_FEMALE;
|
|
} else if ( token[0] == 'n' || token[0] == 'N' ) {
|
|
ci->gender = GENDER_NEUTER;
|
|
} else {
|
|
ci->gender = GENDER_MALE;
|
|
}
|
|
continue;
|
|
} else if ( !Q_stricmp( token, "fixedlegs" ) ) {
|
|
ci->fixedlegs = qtrue;
|
|
continue;
|
|
} else if ( !Q_stricmp( token, "fixedtorso" ) ) {
|
|
ci->fixedtorso = qtrue;
|
|
continue;
|
|
}
|
|
|
|
// if it is a number, start parsing animations
|
|
if ( token[0] >= '0' && token[0] <= '9' ) {
|
|
text_p = prev; // unget the token
|
|
break;
|
|
}
|
|
Com_Printf( "unknown token '%s' is %s\n", token, filename );
|
|
}
|
|
|
|
// read information for each frame
|
|
for ( i = 0 ; i < MAX_ANIMATIONS ; i++ ) {
|
|
|
|
token = COM_Parse( &text_p );
|
|
if ( !*token ) {
|
|
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 ) {
|
|
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 ) {
|
|
break;
|
|
}
|
|
animations[i].loopFrames = atoi( token );
|
|
|
|
token = COM_Parse( &text_p );
|
|
if ( !*token ) {
|
|
break;
|
|
}
|
|
fps = atof( token );
|
|
if ( fps == 0 ) {
|
|
fps = 1;
|
|
}
|
|
animations[i].frameLerp = 1000 / fps;
|
|
animations[i].initialLerp = 1000 / fps;
|
|
}
|
|
|
|
if ( i != MAX_ANIMATIONS ) {
|
|
CG_Printf( "Error parsing animation file: %s\n", filename );
|
|
return qfalse;
|
|
}
|
|
|
|
// crouch backward animation
|
|
memcpy(&animations[LEGS_BACKCR], &animations[LEGS_WALKCR], sizeof(animation_t));
|
|
animations[LEGS_BACKCR].reversed = qtrue;
|
|
// walk backward animation
|
|
memcpy(&animations[LEGS_BACKWALK], &animations[LEGS_WALK], sizeof(animation_t));
|
|
animations[LEGS_BACKWALK].reversed = qtrue;
|
|
// flag moving fast
|
|
animations[FLAG_RUN].firstFrame = 0;
|
|
animations[FLAG_RUN].numFrames = 16;
|
|
animations[FLAG_RUN].loopFrames = 16;
|
|
animations[FLAG_RUN].frameLerp = 1000 / 15;
|
|
animations[FLAG_RUN].initialLerp = 1000 / 15;
|
|
animations[FLAG_RUN].reversed = qfalse;
|
|
// flag not moving or moving slowly
|
|
animations[FLAG_STAND].firstFrame = 16;
|
|
animations[FLAG_STAND].numFrames = 5;
|
|
animations[FLAG_STAND].loopFrames = 0;
|
|
animations[FLAG_STAND].frameLerp = 1000 / 20;
|
|
animations[FLAG_STAND].initialLerp = 1000 / 20;
|
|
animations[FLAG_STAND].reversed = qfalse;
|
|
// flag speeding up
|
|
animations[FLAG_STAND2RUN].firstFrame = 16;
|
|
animations[FLAG_STAND2RUN].numFrames = 5;
|
|
animations[FLAG_STAND2RUN].loopFrames = 1;
|
|
animations[FLAG_STAND2RUN].frameLerp = 1000 / 15;
|
|
animations[FLAG_STAND2RUN].initialLerp = 1000 / 15;
|
|
animations[FLAG_STAND2RUN].reversed = qtrue;
|
|
//
|
|
// new anims changes
|
|
//
|
|
// animations[TORSO_GETFLAG].flipflop = qtrue;
|
|
// animations[TORSO_GUARDBASE].flipflop = qtrue;
|
|
// animations[TORSO_PATROL].flipflop = qtrue;
|
|
// animations[TORSO_AFFIRMATIVE].flipflop = qtrue;
|
|
// animations[TORSO_NEGATIVE].flipflop = qtrue;
|
|
//
|
|
return qtrue;
|
|
}
|
|
*/
|
|
// END
|
|
|
|
|
|
/*
|
|
==========================
|
|
CG_FileExists
|
|
==========================
|
|
*/
|
|
// Q3Rally Code Start
|
|
/*
|
|
static qboolean CG_FileExists(const char *filename) {
|
|
int len;
|
|
|
|
len = trap_FS_FOpenFile( filename, 0, FS_READ );
|
|
if (len>0) {
|
|
return qtrue;
|
|
}
|
|
return qfalse;
|
|
}
|
|
*/
|
|
// END
|
|
|
|
|
|
/*
|
|
==========================
|
|
CG_FindClientModelFile
|
|
==========================
|
|
*/
|
|
// Q3Rally Code Start
|
|
/*
|
|
static qboolean CG_FindClientModelFile( char *filename, int length, clientInfo_t *ci, const char *teamName, const char *modelName, const char *skinName, const char *base, const char *ext ) {
|
|
char *team, *charactersFolder;
|
|
int i;
|
|
|
|
if ( cgs.gametype >= GT_TEAM ) {
|
|
switch ( ci->team ) {
|
|
case TEAM_BLUE: {
|
|
team = "blue";
|
|
break;
|
|
}
|
|
default: {
|
|
team = "red";
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
team = "default";
|
|
}
|
|
charactersFolder = "";
|
|
while(1) {
|
|
for ( i = 0; i < 2; i++ ) {
|
|
if ( i == 0 && teamName && *teamName ) {
|
|
// "models/players/characters/james/stroggs/lower_lily_red.skin"
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s_%s.%s", charactersFolder, modelName, teamName, base, skinName, team, ext );
|
|
}
|
|
else {
|
|
// "models/players/characters/james/lower_lily_red.skin"
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s_%s_%s.%s", charactersFolder, modelName, base, skinName, team, ext );
|
|
}
|
|
if ( CG_FileExists( filename ) ) {
|
|
return qtrue;
|
|
}
|
|
if ( cgs.gametype >= GT_TEAM ) {
|
|
if ( i == 0 && teamName && *teamName ) {
|
|
// "models/players/characters/james/stroggs/lower_red.skin"
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", charactersFolder, modelName, teamName, base, team, ext );
|
|
}
|
|
else {
|
|
// "models/players/characters/james/lower_red.skin"
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", charactersFolder, modelName, base, team, ext );
|
|
}
|
|
}
|
|
else {
|
|
if ( i == 0 && teamName && *teamName ) {
|
|
// "models/players/characters/james/stroggs/lower_lily.skin"
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", charactersFolder, modelName, teamName, base, skinName, ext );
|
|
}
|
|
else {
|
|
// "models/players/characters/james/lower_lily.skin"
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", charactersFolder, modelName, base, skinName, ext );
|
|
}
|
|
}
|
|
if ( CG_FileExists( filename ) ) {
|
|
return qtrue;
|
|
}
|
|
if ( !teamName || !*teamName ) {
|
|
break;
|
|
}
|
|
}
|
|
// if tried the heads folder first
|
|
if ( charactersFolder[0] ) {
|
|
break;
|
|
}
|
|
charactersFolder = "characters/";
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
*/
|
|
// END
|
|
|
|
|
|
/*
|
|
==========================
|
|
CG_FindClientHeadFile
|
|
==========================
|
|
*/
|
|
// Q3Rally Code Start
|
|
/*
|
|
static qboolean CG_FindClientHeadFile( char *filename, int length, clientInfo_t *ci, const char *teamName, const char *headModelName, const char *headSkinName, const char *base, const char *ext ) {
|
|
char *team, *headsFolder;
|
|
int i;
|
|
|
|
if ( cgs.gametype >= GT_TEAM ) {
|
|
switch ( ci->team ) {
|
|
case TEAM_BLUE: {
|
|
team = "blue";
|
|
break;
|
|
}
|
|
default: {
|
|
team = "red";
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
team = "default";
|
|
}
|
|
|
|
if ( headModelName[0] == '*' ) {
|
|
headsFolder = "heads/";
|
|
headModelName++;
|
|
}
|
|
else {
|
|
headsFolder = "";
|
|
}
|
|
while(1) {
|
|
for ( i = 0; i < 2; i++ ) {
|
|
if ( i == 0 && teamName && *teamName ) {
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s/%s%s_%s.%s", headsFolder, headModelName, headSkinName, teamName, base, team, ext );
|
|
}
|
|
else {
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s/%s_%s.%s", headsFolder, headModelName, headSkinName, base, team, ext );
|
|
}
|
|
if ( CG_FileExists( filename ) ) {
|
|
return qtrue;
|
|
}
|
|
if ( cgs.gametype >= GT_TEAM ) {
|
|
if ( i == 0 && teamName && *teamName ) {
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", headsFolder, headModelName, teamName, base, team, ext );
|
|
}
|
|
else {
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", headsFolder, headModelName, base, team, ext );
|
|
}
|
|
}
|
|
else {
|
|
if ( i == 0 && teamName && *teamName ) {
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s%s_%s.%s", headsFolder, headModelName, teamName, base, headSkinName, ext );
|
|
}
|
|
else {
|
|
Com_sprintf( filename, length, "models/players/%s%s/%s_%s.%s", headsFolder, headModelName, base, headSkinName, ext );
|
|
}
|
|
}
|
|
if ( CG_FileExists( filename ) ) {
|
|
return qtrue;
|
|
}
|
|
if ( !teamName || !*teamName ) {
|
|
break;
|
|
}
|
|
}
|
|
// if tried the heads folder first
|
|
if ( headsFolder[0] ) {
|
|
break;
|
|
}
|
|
headsFolder = "heads/";
|
|
}
|
|
|
|
return qfalse;
|
|
}
|
|
*/
|
|
// END
|
|
|
|
|
|
/*
|
|
==========================
|
|
CG_RegisterClientSkin
|
|
==========================
|
|
*/
|
|
// STONELANCE( q3 player replaced with car )
|
|
//static qboolean CG_RegisterClientSkin( clientInfo_t *ci, const char *teamName, const char *modelName, const char *skinName, const char *headModelName, const char *headSkinName ) {
|
|
static qboolean CG_RegisterClientSkin( clientInfo_t *ci, const char *modelName, const char *skinName, const char *rimName, const char *headName ) {
|
|
char filename[MAX_QPATH];
|
|
|
|
/*
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/%slower_%s.skin", modelName, teamName, skinName );
|
|
ci->legsSkin = trap_R_RegisterSkin( filename );
|
|
if (!ci->legsSkin) {
|
|
Com_Printf( "Leg skin load failure: %s\n", filename );
|
|
}
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/%supper_%s.skin", modelName, teamName, skinName );
|
|
ci->torsoSkin = trap_R_RegisterSkin( filename );
|
|
if (!ci->torsoSkin) {
|
|
Com_Printf( "Torso skin load failure: %s\n", filename );
|
|
}
|
|
|
|
if( headModelName[0] == '*' ) {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/head_%s.skin", &headModelName[1], headSkinName );
|
|
} else {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/%shead_%s.skin", headModelName, teamName, headSkinName );
|
|
}
|
|
ci->headSkin = trap_R_RegisterSkin( filename );
|
|
// if the head skin could not be found and we didn't load from the heads folder try to load from there
|
|
if ( !ci->headSkin && headModelName[0] != '*' ) {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/head_%s.skin", headModelName, headSkinName );
|
|
ci->headSkin = trap_R_RegisterSkin( filename );
|
|
}
|
|
if (!ci->headSkin) {
|
|
Com_Printf( "Head skin load failure: %s\n", filename );
|
|
}
|
|
if ( !ci->legsSkin || !ci->torsoSkin || !ci->headSkin ) {
|
|
return qfalse;
|
|
}
|
|
*/
|
|
|
|
if( cgs.gametype >= GT_TEAM ){
|
|
switch ( ci->team ) {
|
|
case TEAM_BLUE:
|
|
skinName = "blue";
|
|
break;
|
|
case TEAM_GREEN:
|
|
skinName = "green";
|
|
break;
|
|
case TEAM_YELLOW:
|
|
skinName = "yellow";
|
|
break;
|
|
default:
|
|
skinName = "red";
|
|
break;
|
|
}
|
|
}
|
|
|
|
Com_sprintf( filename, sizeof(filename), "models/players/%s/%s.skin", modelName, skinName );
|
|
ci->bodySkin = trap_R_RegisterSkin( filename );
|
|
if( !ci->bodySkin ) {
|
|
Com_Printf( S_COLOR_YELLOW "Q3R Warning: Failed to load car skin: %s\n", filename );
|
|
|
|
// try loading default skin
|
|
Com_sprintf( filename, sizeof(filename), "models/players/%s/%s.skin", modelName, DEFAULT_SKIN );
|
|
ci->bodySkin = trap_R_RegisterSkin( filename );
|
|
if( !ci->bodySkin ) {
|
|
Com_Printf( S_COLOR_RED "Q3R Error: Failed to load default car skin: %s\n", filename );
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
// load players icon
|
|
Com_sprintf( filename, sizeof(filename), "models/players/%s/icon_%s.tga", modelName, skinName );
|
|
ci->modelIcon = trap_R_RegisterShader( filename );
|
|
|
|
Com_sprintf( filename, sizeof(filename), "models/players/wheels/%s.skin", rimName );
|
|
ci->wheelSkin = trap_R_RegisterSkin( filename );
|
|
if( !ci->wheelSkin ) {
|
|
Com_Printf( S_COLOR_YELLOW "Q3R Warning: Failed to load wheel skin: %s\n", filename );
|
|
|
|
// try loading default skin
|
|
Com_sprintf( filename, sizeof(filename), "models/players/wheels/%s.skin", DEFAULT_RIM );
|
|
ci->wheelSkin = trap_R_RegisterSkin( filename );
|
|
if( !ci->wheelSkin ) {
|
|
Com_Printf( S_COLOR_RED "Q3R Error: Failed to load default wheel skin: %s\n", filename );
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
Com_sprintf( filename, sizeof(filename), "models/players/heads/%s.skin", headName );
|
|
ci->headSkin = trap_R_RegisterSkin( filename );
|
|
if( !ci->headSkin ) {
|
|
Com_Printf( S_COLOR_YELLOW "Q3R Warning: Failed to load head skin: %s\n", filename );
|
|
|
|
// try loading default skin
|
|
Com_sprintf( filename, sizeof(filename), "models/players/heads/%s.skin", DEFAULT_HEAD );
|
|
ci->headSkin = trap_R_RegisterSkin( filename );
|
|
if( !ci->headSkin ) {
|
|
Com_Printf( S_COLOR_RED "Q3R Error: Failed to load default head skin: %s\n", filename );
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
if (ci->plateSkinName[0]) {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/plates/player%d.tga", ci->clientNum );
|
|
} else {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/plates/default.tga" );
|
|
}
|
|
|
|
ci->plateShader = trap_R_RegisterShader(filename);
|
|
if( !ci->plateShader ) {
|
|
Com_Printf( S_COLOR_YELLOW "Q3R Warning: Failed to load plate shader: %s\n", filename );
|
|
/*
|
|
// try loading default
|
|
Com_sprintf( filename, sizeof(filename), "models/players/plates/%s.tga", DEFAULT_PLATE_SKIN );
|
|
ci->plateShader = trap_R_RegisterShader( filename );
|
|
if( !ci->plateShader ) {
|
|
Com_Printf( S_COLOR_RED "Q3R Error: Failed to load default plate shader: %s\n", filename );
|
|
return qfalse;
|
|
}
|
|
*/
|
|
}
|
|
// END
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
==========================
|
|
CG_RegisterClientModelname
|
|
==========================
|
|
*/
|
|
// STONELANCE( q3 player replaced with car )
|
|
// static qboolean CG_RegisterClientModelname( clientInfo_t *ci, const char *modelName, const char *skinName, const char *headModelName, const char *headSkinName, const char *teamName ) {
|
|
static qboolean CG_RegisterClientModelname( clientInfo_t *ci, const char *modelName, const char *skinName, const char *rimName, const char *headName, const char *teamName ) {
|
|
char filename[MAX_QPATH];
|
|
/*
|
|
const char *headName;
|
|
|
|
char newTeamName[MAX_QPATH];
|
|
|
|
if ( headModelName[0] == '\0' ) {
|
|
headName = modelName;
|
|
}
|
|
else {
|
|
headName = headModelName;
|
|
}
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/lower.md3", modelName );
|
|
ci->legsModel = trap_R_RegisterModel( filename );
|
|
if ( !ci->legsModel ) {
|
|
Com_Printf( "Failed to load model file %s\n", filename );
|
|
return qfalse;
|
|
}
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/upper.md3", modelName );
|
|
ci->torsoModel = trap_R_RegisterModel( filename );
|
|
if ( !ci->torsoModel ) {
|
|
Com_Printf( "Failed to load model file %s\n", filename );
|
|
return qfalse;
|
|
}
|
|
|
|
if( headName[0] == '*' ) {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/%s.md3", &headModelName[1], &headModelName[1] );
|
|
}
|
|
else {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/head.md3", headName );
|
|
}
|
|
ci->headModel = trap_R_RegisterModel( filename );
|
|
// if the head model could not be found and we didn't load from the heads folder try to load from there
|
|
if ( !ci->headModel && headName[0] != '*' ) {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/%s.md3", headModelName, headModelName );
|
|
ci->headModel = trap_R_RegisterModel( filename );
|
|
}
|
|
if ( !ci->headModel ) {
|
|
Com_Printf( "Failed to load model file %s\n", filename );
|
|
return qfalse;
|
|
}
|
|
|
|
// if any skins failed to load, return failure
|
|
if ( !CG_RegisterClientSkin( ci, teamName, modelName, skinName, headName, headSkinName ) ) {
|
|
if( teamName && *teamName) {
|
|
Com_Printf( "Failed to load skin file: %s : %s : %s, %s : %s\n", teamName, modelName, skinName, headName, headSkinName );
|
|
if( ci->team == TEAM_BLUE ) {
|
|
Com_sprintf(newTeamName, sizeof(newTeamName), "%s/", DEFAULT_BLUETEAM_NAME);
|
|
}
|
|
else {
|
|
Com_sprintf(newTeamName, sizeof(newTeamName), "%s/", DEFAULT_REDTEAM_NAME);
|
|
}
|
|
if ( !CG_RegisterClientSkin( ci, newTeamName, modelName, skinName, headName, headSkinName ) ) {
|
|
Com_Printf( "Failed to load skin file: %s : %s : %s, %s : %s\n", newTeamName, modelName, skinName, headName, headSkinName );
|
|
return qfalse;
|
|
}
|
|
} else {
|
|
Com_Printf( "Failed to load skin file: %s : %s, %s : %s\n", modelName, skinName, headName, headSkinName );
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
*/
|
|
|
|
// load the data from the animation config
|
|
/*
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/animation.cfg", modelName );
|
|
if ( !CG_ParseAnimationFile( filename, ci ) ) {
|
|
Com_Printf( S_COLOR_YELLOW "Q3R Warning: Failed to load animation file %s\n", filename );
|
|
// return qfalse;
|
|
}
|
|
*/
|
|
|
|
/*
|
|
if( headName[0] == '*' ) {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/icon_%s.tga", &headName[1], headSkinName );
|
|
} else {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/icon_%s.tga", headName, headSkinName );
|
|
}
|
|
ci->modelIcon = trap_R_RegisterShaderNoMip( filename );
|
|
// if the model icon could not be found and we didn't load from the heads folder try to load from there
|
|
if ( !ci->modelIcon && headName[0] != '*') {
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s/icon_%s.tga", headName, headSkinName );
|
|
ci->modelIcon = trap_R_RegisterShaderNoMip( filename );
|
|
}
|
|
if ( !ci->modelIcon ) {
|
|
Com_Printf( "Failed to load icon file: %s\n", filename );
|
|
return qfalse;
|
|
}
|
|
*/
|
|
|
|
// load cmodels before models so filecache works
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/body.md3", modelName );
|
|
ci->bodyModel = trap_R_RegisterModel( filename );
|
|
if ( !ci->bodyModel ) {
|
|
Com_Printf( S_COLOR_YELLOW "Q3R Warning: Could not load car body model: %s\n", filename);
|
|
return qfalse;
|
|
|
|
#if 0 // ZTM: Not used by Q3Rally
|
|
// use default body model
|
|
Com_sprintf( filename, sizeof(filename), "models/players/%s/body.md3", DEFAULT_MODEL );
|
|
ci->bodyModel = trap_R_RegisterModel( filename );
|
|
if( !ci->bodyModel ) {
|
|
Com_Printf( S_COLOR_RED "Q3R Error: Failed to load default car body model: %s\n", filename );
|
|
return qfalse;
|
|
}
|
|
modelName = "sidepipe";
|
|
|
|
// STONELANCE - UPDATE team name always valid?
|
|
// skinName = teamName;
|
|
// trap_SendClientCommand("model \"sidepipe/default\"\n");
|
|
#endif
|
|
}
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/wheel.md3", modelName );
|
|
ci->wheelModel = trap_R_RegisterModel( filename );
|
|
if ( !ci->wheelModel ) {
|
|
Com_Printf( S_COLOR_YELLOW "Q3R Warning: Could not load wheel model: %s\n", filename);
|
|
|
|
// use default wheel model
|
|
Com_sprintf( filename, sizeof(filename), "models/players/%s/wheel.md3", DEFAULT_MODEL );
|
|
ci->wheelModel = trap_R_RegisterModel( filename );
|
|
if( !ci->wheelModel ) {
|
|
Com_Printf( S_COLOR_RED "Q3R Error: Failed to load default wheel model: %s\n", filename );
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/heads/%s.md3", headName );
|
|
ci->headModel = trap_R_RegisterModel( filename );
|
|
if ( !ci->headModel ) {
|
|
Com_Printf( S_COLOR_YELLOW "Q3R Warning: Failed to load head model: %s\n", filename );
|
|
|
|
// use default wheel model
|
|
Com_sprintf( filename, sizeof(filename), "models/players/heads/%s.md3", DEFAULT_HEAD );
|
|
ci->headModel = trap_R_RegisterModel( filename );
|
|
if( !ci->headModel ) {
|
|
Com_Printf( S_COLOR_RED "Q3R Error: Failed to load default head model: %s\n", filename );
|
|
return qfalse;
|
|
}
|
|
}
|
|
|
|
// figure out plate model
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/plates/player%d.tga", ci->clientNum );
|
|
if ( !Q_stricmpn( ci->plateSkinName, "usa_", 4 ) ){
|
|
Q_strncpyz( ci->plateName, "plate_usa", sizeof( ci->plateName ) );
|
|
CreateLicensePlateImage(va("models/players/plates/%s.tga", ci->plateSkinName), filename, ci->name, 10);
|
|
}
|
|
else{
|
|
Q_strncpyz( ci->plateName, "plate_eu", sizeof( ci->plateName ) );
|
|
CreateLicensePlateImage(va("models/players/plates/%s.tga", ci->plateSkinName), filename, ci->name, 20);
|
|
}
|
|
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/plates/%s.md3", ci->plateName );
|
|
ci->plateModel = trap_R_RegisterModel( filename );
|
|
if ( !ci->plateModel ) {
|
|
Com_Printf( S_COLOR_YELLOW "Q3R Warning: Failed to load license plate model: %s\n", filename );
|
|
return qfalse;
|
|
|
|
/* // use plate_eu model
|
|
Com_sprintf( filename, sizeof(filename), "models/players/plates/%s.md3", DEFAULT_PLATE );
|
|
ci->plateModel = trap_R_RegisterModel( filename );
|
|
if( !ci->plateModel ) {
|
|
Com_Printf( S_COLOR_RED "Q3R Error: Failed to load default license plate model: %s\n", filename );
|
|
return qfalse;
|
|
}
|
|
*/
|
|
}
|
|
|
|
// load center suspension
|
|
if (ci->bodyModel && (CG_TagExists(ci->bodyModel, "tag_suspcl") || CG_TagExists(ci->bodyModel, "tag_suspcr"))){
|
|
Com_sprintf( filename, sizeof( filename ), "models/players/%s/suspc.md3", modelName );
|
|
ci->suspCModel = trap_R_RegisterModel( filename );
|
|
if ( !ci->suspCModel ) {
|
|
Com_Printf( S_COLOR_YELLOW "Q3R Warning: Failed to load center suspension model: %s\n", filename );
|
|
// return qfalse;
|
|
}
|
|
}
|
|
|
|
// if any skins failed to load, return failure
|
|
if ( !CG_RegisterClientSkin( ci, modelName, skinName, rimName, headName ) ) {
|
|
Com_Printf( S_COLOR_RED "Q3R Error: Failed to load skin files: %s : %s : %s : %s\n", modelName, skinName, rimName, headName );
|
|
return qfalse;
|
|
}
|
|
// END
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
CG_ColorFromString
|
|
====================
|
|
*/
|
|
static void CG_ColorFromString( const char *v, vec3_t color ) {
|
|
int val;
|
|
|
|
VectorClear( color );
|
|
|
|
val = atoi( v );
|
|
|
|
if ( val < 1 || val > 7 ) {
|
|
VectorSet( color, 1, 1, 1 );
|
|
return;
|
|
}
|
|
|
|
if ( val & 1 ) {
|
|
color[2] = 1.0f;
|
|
}
|
|
if ( val & 2 ) {
|
|
color[1] = 1.0f;
|
|
}
|
|
if ( val & 4 ) {
|
|
color[0] = 1.0f;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
CG_LoadClientInfo
|
|
|
|
Load it now, taking the disk hits.
|
|
This will usually be deferred to a safe time
|
|
===================
|
|
*/
|
|
static void CG_LoadClientInfo( clientInfo_t *ci ) {
|
|
const char *dir, *fallback;
|
|
int i, modelloaded;
|
|
const char *s;
|
|
int clientNum;
|
|
char teamname[MAX_QPATH];
|
|
|
|
teamname[0] = 0;
|
|
#ifdef MISSIONPACK
|
|
if( cgs.gametype >= GT_TEAM) {
|
|
if( ci->team == TEAM_BLUE ) {
|
|
Q_strncpyz(teamname, cg_blueTeamName.string, sizeof(teamname) );
|
|
}
|
|
// Q3Rally Code Start
|
|
/*
|
|
else if( ci->team == TEAM_GREEN ) {
|
|
Q_strncpyz(teamname, cg_greenTeamName.string, sizeof(teamname) );
|
|
}
|
|
else if( ci->team == TEAM_YELLOW ) {
|
|
Q_strncpyz(teamname, cg_yellowTeamName.string, sizeof(teamname) );
|
|
}
|
|
*/
|
|
// END
|
|
else {
|
|
Q_strncpyz(teamname, cg_redTeamName.string, sizeof(teamname) );
|
|
}
|
|
}
|
|
if( teamname[0] ) {
|
|
strcat( teamname, "/" );
|
|
}
|
|
#endif
|
|
modelloaded = qtrue;
|
|
|
|
// Q3Rally Code Start
|
|
// if ( !CG_RegisterClientModelname( ci, ci->modelName, ci->skinName, ci->headModelName, ci->headSkinName, teamname ) ) {
|
|
if ( !CG_RegisterClientModelname( ci, ci->modelName, ci->skinName, ci->rimName, ci->headModelName, teamname ) ) {
|
|
// END
|
|
if ( cg_buildScript.integer ) {
|
|
// Q3Rally Code Start
|
|
// CG_Error( "CG_RegisterClientModelname( %s, %s, %s, %s %s ) failed", ci->modelName, ci->skinName, ci->headModelName, ci->headSkinName, teamname );
|
|
CG_Error( "CG_RegisterClientModelname( %s, %s, %s, %s %s ) failed", ci->modelName, ci->skinName, ci->headModelName, ci->rimName, teamname );
|
|
// END
|
|
}
|
|
|
|
// fall back
|
|
if( cgs.gametype >= GT_TEAM) {
|
|
// keep skin name
|
|
if( ci->team == TEAM_BLUE ) {
|
|
Q_strncpyz(teamname, DEFAULT_BLUETEAM_NAME, sizeof(teamname) );
|
|
} else {
|
|
Q_strncpyz(teamname, DEFAULT_REDTEAM_NAME, sizeof(teamname) );
|
|
}
|
|
// Q3Rally Code Start
|
|
// if ( !CG_RegisterClientModelname( ci, DEFAULT_TEAM_MODEL, ci->skinName, DEFAULT_TEAM_HEAD, ci->skinName, teamname ) ) {
|
|
if ( !CG_RegisterClientModelname( ci, DEFAULT_TEAM_MODEL, ci->skinName, ci->rimName, DEFAULT_HEAD, teamname ) ) {
|
|
CG_Error( "DEFAULT_TEAM_MODEL / skin (%s/%s) failed to register", DEFAULT_TEAM_MODEL, ci->skinName );
|
|
// END
|
|
}
|
|
} else {
|
|
// Q3Rally Code Start
|
|
// if ( !CG_RegisterClientModelname( ci, DEFAULT_MODEL, "default", DEFAULT_MODEL, "default", teamname ) ) {
|
|
if ( !CG_RegisterClientModelname( ci, DEFAULT_MODEL, DEFAULT_SKIN, DEFAULT_RIM, DEFAULT_HEAD, teamname ) ) {
|
|
CG_Error( "DEFAULT_MODEL (%s) failed to register", DEFAULT_MODEL );
|
|
// END
|
|
}
|
|
}
|
|
modelloaded = qfalse;
|
|
}
|
|
|
|
ci->newAnims = qfalse;
|
|
// STONELANCE UPDATE: change this to body maybe?
|
|
/*
|
|
if ( ci->torsoModel ) {
|
|
orientation_t tag;
|
|
// if the torso model has the "tag_flag"
|
|
if ( trap_R_LerpTag( &tag, ci->torsoModel, 0, 0, 1, "tag_flag" ) ) {
|
|
ci->newAnims = qtrue;
|
|
}
|
|
}
|
|
*/
|
|
// END
|
|
|
|
// sounds
|
|
dir = ci->modelName;
|
|
// Q3Rally Code Start
|
|
// fallback = (cgs.gametype >= GT_TEAM) ? DEFAULT_TEAM_MODEL : DEFAULT_MODEL;
|
|
|
|
// UPDATE - remove after player car sounds are added
|
|
fallback = "sarge";
|
|
// END
|
|
|
|
for ( i = 0 ; i < MAX_CUSTOM_SOUNDS ; i++ ) {
|
|
s = cg_customSoundNames[i];
|
|
if ( !s ) {
|
|
break;
|
|
}
|
|
ci->sounds[i] = 0;
|
|
// if the model didn't load use the sounds of the default model
|
|
if (modelloaded) {
|
|
ci->sounds[i] = trap_S_RegisterSound( va("sound/player/%s/%s", dir, s + 1), qfalse );
|
|
}
|
|
if ( !ci->sounds[i] ) {
|
|
ci->sounds[i] = trap_S_RegisterSound( va("sound/player/%s/%s", DEFAULT_MODEL, s + 1), qfalse );
|
|
}
|
|
if ( !ci->sounds[i] ) {
|
|
ci->sounds[i] = trap_S_RegisterSound( va("sound/player/%s/%s", fallback, s + 1), qfalse );
|
|
}
|
|
}
|
|
|
|
ci->deferred = qfalse;
|
|
|
|
// reset any existing players and bodies, because they might be in bad
|
|
// frames for this new model
|
|
clientNum = ci - cgs.clientinfo;
|
|
for ( i = 0 ; i < MAX_GENTITIES ; i++ ) {
|
|
if ( cg_entities[i].currentState.clientNum == clientNum
|
|
&& cg_entities[i].currentState.eType == ET_PLAYER ) {
|
|
CG_ResetPlayerEntity( &cg_entities[i] );
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
======================
|
|
CG_CopyClientInfoModel
|
|
======================
|
|
*/
|
|
static void CG_CopyClientInfoModel( clientInfo_t *from, clientInfo_t *to ) {
|
|
VectorCopy( from->headOffset, to->headOffset );
|
|
to->footsteps = from->footsteps;
|
|
to->gender = from->gender;
|
|
|
|
// SKWID( replaced player with car )
|
|
to->bodyModel = from->bodyModel;
|
|
to->bodySkin = from->bodySkin;
|
|
to->wheelModel = from->wheelModel;
|
|
to->wheelSkin = from->wheelSkin;
|
|
/*
|
|
to->legsModel = from->legsModel;
|
|
to->legsSkin = from->legsSkin;
|
|
to->torsoModel = from->torsoModel;
|
|
to->torsoSkin = from->torsoSkin;
|
|
*/
|
|
// END
|
|
to->headModel = from->headModel;
|
|
// Q3Rally Code Start
|
|
// to->headSkin = from->headSkin;
|
|
|
|
to->plateModel = from->plateModel;
|
|
to->plateShader = from->plateShader;
|
|
|
|
to->clientNum = from->clientNum;
|
|
// END
|
|
to->modelIcon = from->modelIcon;
|
|
|
|
to->newAnims = from->newAnims;
|
|
|
|
// SKWID( no more need for animations )
|
|
// memcpy( to->animations, from->animations, sizeof( to->animations ) );
|
|
// END
|
|
memcpy( to->sounds, from->sounds, sizeof( to->sounds ) );
|
|
}
|
|
|
|
/*
|
|
======================
|
|
CG_ScanForExistingClientInfo
|
|
======================
|
|
*/
|
|
static qboolean CG_ScanForExistingClientInfo( clientInfo_t *ci ) {
|
|
int i;
|
|
clientInfo_t *match;
|
|
|
|
for ( i = 0 ; i < cgs.maxclients ; i++ ) {
|
|
match = &cgs.clientinfo[ i ];
|
|
if ( !match->infoValid ) {
|
|
continue;
|
|
}
|
|
if ( match->deferred ) {
|
|
continue;
|
|
}
|
|
if ( !Q_stricmp( ci->modelName, match->modelName )
|
|
&& !Q_stricmp( ci->skinName, match->skinName )
|
|
&& !Q_stricmp( ci->headModelName, match->headModelName )
|
|
// Q3Rally Code Start
|
|
&& !Q_stricmp( ci->rimName, match->rimName )
|
|
&& !Q_stricmp( ci->plateName, match->plateName )
|
|
&& !Q_stricmp( ci->plateSkinName, match->plateSkinName )
|
|
// && !Q_stricmp( ci->headSkinName, match->headSkinName )
|
|
// END
|
|
&& !Q_stricmp( ci->blueTeam, match->blueTeam )
|
|
&& !Q_stricmp( ci->redTeam, match->redTeam )
|
|
&& (cgs.gametype < GT_TEAM || ci->team == match->team) ) {
|
|
// this clientinfo is identical, so use its handles
|
|
|
|
ci->deferred = qfalse;
|
|
|
|
CG_CopyClientInfoModel( match, ci );
|
|
|
|
return qtrue;
|
|
}
|
|
}
|
|
|
|
// nothing matches, so defer the load
|
|
return qfalse;
|
|
}
|
|
|
|
/*
|
|
======================
|
|
CG_SetDeferredClientInfo
|
|
|
|
We aren't going to load it now, so grab some other
|
|
client's info to use until we have some spare time.
|
|
======================
|
|
*/
|
|
static void CG_SetDeferredClientInfo( clientInfo_t *ci ) {
|
|
int i;
|
|
clientInfo_t *match;
|
|
|
|
// if someone else is already the same models and skins we
|
|
// can just load the client info
|
|
for ( i = 0 ; i < cgs.maxclients ; i++ ) {
|
|
match = &cgs.clientinfo[ i ];
|
|
if ( !match->infoValid || match->deferred ) {
|
|
continue;
|
|
}
|
|
if ( Q_stricmp( ci->skinName, match->skinName ) ||
|
|
Q_stricmp( ci->modelName, match->modelName ) ||
|
|
// Q_stricmp( ci->headModelName, match->headModelName ) ||
|
|
// Q_stricmp( ci->headSkinName, match->headSkinName ) ||
|
|
// Q3Rally Code Start
|
|
Q_stricmp( ci->rimName, match->rimName ) ||
|
|
Q_stricmp( ci->plateSkinName, match->plateSkinName ) ||
|
|
// END
|
|
(cgs.gametype >= GT_TEAM && ci->team != match->team) ) {
|
|
continue;
|
|
}
|
|
|
|
// just load the real info cause it uses the same models and skins
|
|
CG_LoadClientInfo( ci );
|
|
return;
|
|
}
|
|
|
|
// if we are in teamplay, only grab a model if the skin is correct
|
|
if ( cgs.gametype >= GT_TEAM ) {
|
|
for ( i = 0 ; i < cgs.maxclients ; i++ ) {
|
|
match = &cgs.clientinfo[ i ];
|
|
if ( !match->infoValid || match->deferred ) {
|
|
continue;
|
|
}
|
|
if ( Q_stricmp( ci->skinName, match->skinName ) ||
|
|
(cgs.gametype >= GT_TEAM && ci->team != match->team) ) {
|
|
continue;
|
|
}
|
|
ci->deferred = qtrue;
|
|
CG_CopyClientInfoModel( match, ci );
|
|
return;
|
|
}
|
|
// load the full model, because we don't ever want to show
|
|
// an improper team skin. This will cause a hitch for the first
|
|
// player, when the second enters. Combat shouldn't be going on
|
|
// yet, so it shouldn't matter
|
|
CG_LoadClientInfo( ci );
|
|
return;
|
|
}
|
|
|
|
// find the first valid clientinfo and grab its stuff
|
|
for ( i = 0 ; i < cgs.maxclients ; i++ ) {
|
|
match = &cgs.clientinfo[ i ];
|
|
if ( !match->infoValid ) {
|
|
continue;
|
|
}
|
|
|
|
ci->deferred = qtrue;
|
|
CG_CopyClientInfoModel( match, ci );
|
|
return;
|
|
}
|
|
|
|
// we should never get here...
|
|
CG_Printf( "CG_SetDeferredClientInfo: no valid clients!\n" );
|
|
|
|
CG_LoadClientInfo( ci );
|
|
}
|
|
|
|
|
|
/*
|
|
======================
|
|
CG_NewClientInfo
|
|
======================
|
|
*/
|
|
void CG_NewClientInfo( int clientNum ) {
|
|
clientInfo_t *ci;
|
|
clientInfo_t newInfo;
|
|
const char *configstring;
|
|
const char *v;
|
|
char *slash;
|
|
|
|
ci = &cgs.clientinfo[clientNum];
|
|
|
|
configstring = CG_ConfigString( clientNum + CS_PLAYERS );
|
|
if ( !configstring[0] ) {
|
|
memset( ci, 0, sizeof( *ci ) );
|
|
return; // player just left
|
|
}
|
|
|
|
// build into a temp buffer so the defer checks can use
|
|
// the old value
|
|
memset( &newInfo, 0, sizeof( newInfo ) );
|
|
// Q3Rally Code Start
|
|
newInfo.clientNum = clientNum;
|
|
// END
|
|
|
|
// isolate the player's name
|
|
v = Info_ValueForKey(configstring, "n");
|
|
Q_strncpyz( newInfo.name, v, sizeof( newInfo.name ) );
|
|
|
|
// colors
|
|
v = Info_ValueForKey( configstring, "c1" );
|
|
CG_ColorFromString( v, newInfo.color1 );
|
|
|
|
newInfo.c1RGBA[0] = 255 * newInfo.color1[0];
|
|
newInfo.c1RGBA[1] = 255 * newInfo.color1[1];
|
|
newInfo.c1RGBA[2] = 255 * newInfo.color1[2];
|
|
newInfo.c1RGBA[3] = 255;
|
|
|
|
v = Info_ValueForKey( configstring, "c2" );
|
|
CG_ColorFromString( v, newInfo.color2 );
|
|
|
|
newInfo.c2RGBA[0] = 255 * newInfo.color2[0];
|
|
newInfo.c2RGBA[1] = 255 * newInfo.color2[1];
|
|
newInfo.c2RGBA[2] = 255 * newInfo.color2[2];
|
|
newInfo.c2RGBA[3] = 255;
|
|
|
|
// bot skill
|
|
v = Info_ValueForKey( configstring, "skill" );
|
|
newInfo.botSkill = atoi( v );
|
|
|
|
// handicap
|
|
v = Info_ValueForKey( configstring, "hc" );
|
|
newInfo.handicap = atoi( v );
|
|
|
|
// wins
|
|
v = Info_ValueForKey( configstring, "w" );
|
|
newInfo.wins = atoi( v );
|
|
|
|
// losses
|
|
v = Info_ValueForKey( configstring, "l" );
|
|
newInfo.losses = atoi( v );
|
|
|
|
// team
|
|
v = Info_ValueForKey( configstring, "t" );
|
|
newInfo.team = atoi( v );
|
|
|
|
// team task
|
|
v = Info_ValueForKey( configstring, "tt" );
|
|
newInfo.teamTask = atoi(v);
|
|
|
|
// team leader
|
|
v = Info_ValueForKey( configstring, "tl" );
|
|
newInfo.teamLeader = atoi(v);
|
|
|
|
v = Info_ValueForKey( configstring, "g_redteam" );
|
|
Q_strncpyz(newInfo.redTeam, v, MAX_TEAMNAME);
|
|
|
|
v = Info_ValueForKey( configstring, "g_blueteam" );
|
|
Q_strncpyz(newInfo.blueTeam, v, MAX_TEAMNAME);
|
|
|
|
// model
|
|
v = Info_ValueForKey( configstring, "model" );
|
|
if ( cg_forceModel.integer ) {
|
|
// forcemodel makes everyone use a single model
|
|
// to prevent load hitches
|
|
char modelStr[MAX_QPATH];
|
|
char *skin;
|
|
|
|
if( cgs.gametype >= GT_TEAM ) {
|
|
Q_strncpyz( newInfo.modelName, DEFAULT_TEAM_MODEL, sizeof( newInfo.modelName ) );
|
|
// Q3Rally Code Start
|
|
// Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) );
|
|
Q_strncpyz( newInfo.skinName, DEFAULT_SKIN, sizeof( newInfo.skinName ) );
|
|
// END
|
|
} else {
|
|
trap_Cvar_VariableStringBuffer( "model", modelStr, sizeof( modelStr ) );
|
|
if ( ( skin = strchr( modelStr, '/' ) ) == NULL) {
|
|
// Q3Rally Code Start
|
|
// skin = "default";
|
|
skin = DEFAULT_SKIN;
|
|
// END
|
|
} else {
|
|
*skin++ = 0;
|
|
}
|
|
|
|
Q_strncpyz( newInfo.skinName, skin, sizeof( newInfo.skinName ) );
|
|
Q_strncpyz( newInfo.modelName, modelStr, sizeof( newInfo.modelName ) );
|
|
}
|
|
|
|
if ( cgs.gametype >= GT_TEAM ) {
|
|
// keep skin name
|
|
slash = strchr( v, '/' );
|
|
if ( slash ) {
|
|
Q_strncpyz( newInfo.skinName, slash + 1, sizeof( newInfo.skinName ) );
|
|
}
|
|
}
|
|
|
|
// Q3Rally Code Start
|
|
trap_Cvar_VariableStringBuffer( "rim", ci->rimName, sizeof(ci->rimName));
|
|
trap_Cvar_VariableStringBuffer( "plate", ci->plateSkinName, sizeof(ci->plateSkinName));
|
|
// END
|
|
} else {
|
|
Q_strncpyz( newInfo.modelName, v, sizeof( newInfo.modelName ) );
|
|
|
|
slash = strchr( newInfo.modelName, '/' );
|
|
if ( !slash ) {
|
|
// modelName didn not include a skin name
|
|
// Q3Rally Code Start
|
|
// Q_strncpyz( newInfo.skinName, "default", sizeof( newInfo.skinName ) );
|
|
Q_strncpyz( newInfo.skinName, DEFAULT_SKIN, sizeof( newInfo.skinName ) );
|
|
// END
|
|
} else {
|
|
Q_strncpyz( newInfo.skinName, slash + 1, sizeof( newInfo.skinName ) );
|
|
// truncate modelName
|
|
*slash = 0;
|
|
}
|
|
|
|
// Q3Rally Code Start
|
|
v = Info_ValueForKey( configstring, "rim" );
|
|
Q_strncpyz( newInfo.rimName, v, sizeof( newInfo.rimName ) );
|
|
|
|
v = Info_ValueForKey( configstring, "plate" );
|
|
Q_strncpyz( newInfo.plateSkinName, v, sizeof( newInfo.plateSkinName ) );
|
|
// END
|
|
}
|
|
|
|
// Q3Rally Code Start
|
|
v = Info_ValueForKey( configstring, "cm" );
|
|
newInfo.controlMode = atoi(v);
|
|
|
|
v = Info_ValueForKey( configstring, "ms" );
|
|
newInfo.manualShift = atoi(v);
|
|
// END
|
|
|
|
// head model
|
|
v = Info_ValueForKey( configstring, "hmodel" );
|
|
if ( cg_forceModel.integer ) {
|
|
// forcemodel makes everyone use a single model
|
|
// to prevent load hitches
|
|
char modelStr[MAX_QPATH];
|
|
|
|
// Q3Rally Code Start (removed)
|
|
/*
|
|
char *skin;
|
|
|
|
if( cgs.gametype >= GT_TEAM ) {
|
|
Q_strncpyz( newInfo.headModelName, DEFAULT_TEAM_HEAD, sizeof( newInfo.headModelName ) );
|
|
Q_strncpyz( newInfo.headSkinName, "default", sizeof( newInfo.headSkinName ) );
|
|
} else {
|
|
trap_Cvar_VariableStringBuffer( "headmodel", modelStr, sizeof( modelStr ) );
|
|
*/
|
|
trap_Cvar_VariableStringBuffer( "head", modelStr, sizeof( modelStr ) );
|
|
/*
|
|
if ( ( skin = strchr( modelStr, '/' ) ) == NULL) {
|
|
skin = "default";
|
|
} else {
|
|
*skin++ = 0;
|
|
}
|
|
Q_strncpyz( newInfo.headSkinName, skin, sizeof( newInfo.headSkinName ) );
|
|
*/
|
|
Q_strncpyz( newInfo.headModelName, modelStr, sizeof( newInfo.headModelName ) );
|
|
// }
|
|
// END
|
|
|
|
// STONELANCE (removed)
|
|
/*
|
|
if ( cgs.gametype >= GT_TEAM ) {
|
|
// keep skin name
|
|
slash = strchr( v, '/' );
|
|
if ( slash ) {
|
|
Q_strncpyz( newInfo.headSkinName, slash + 1, sizeof( newInfo.headSkinName ) );
|
|
}
|
|
}
|
|
*/
|
|
// END
|
|
} else {
|
|
Q_strncpyz( newInfo.headModelName, v, sizeof( newInfo.headModelName ) );
|
|
|
|
slash = strchr( newInfo.headModelName, '/' );
|
|
// STONELANCE (removed)
|
|
/*
|
|
if ( !slash ) {
|
|
// modelName didn not include a skin name
|
|
Q_strncpyz( newInfo.headSkinName, "default", sizeof( newInfo.headSkinName ) );
|
|
} else {
|
|
Q_strncpyz( newInfo.headSkinName, slash + 1, sizeof( newInfo.headSkinName ) );
|
|
// truncate modelName
|
|
*slash = 0;
|
|
}
|
|
*/
|
|
// hack off any extra crap if there is a /
|
|
if ( slash ) {
|
|
// truncate modelName
|
|
*slash = 0;
|
|
}
|
|
// END
|
|
}
|
|
|
|
// scan for an existing clientinfo that matches this modelname
|
|
// so we can avoid loading checks if possible
|
|
if ( !CG_ScanForExistingClientInfo( &newInfo ) ) {
|
|
qboolean forceDefer;
|
|
|
|
forceDefer = trap_MemoryRemaining() < 4000000;
|
|
|
|
// if we are defering loads, just have it pick the first valid
|
|
if ( forceDefer || ( cg_deferPlayers.integer && !cg_buildScript.integer && !cg.loading ) ) {
|
|
// keep whatever they had if it won't violate team skins
|
|
CG_SetDeferredClientInfo( &newInfo );
|
|
|
|
// if we are low on memory, leave them with this model
|
|
if ( forceDefer ) {
|
|
CG_Printf( "Memory is low. Using deferred model.\n" );
|
|
newInfo.deferred = qfalse;
|
|
}
|
|
} else {
|
|
CG_LoadClientInfo( &newInfo );
|
|
}
|
|
}
|
|
|
|
// replace whatever was there with the new one
|
|
newInfo.infoValid = qtrue;
|
|
*ci = newInfo;
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
======================
|
|
CG_LoadDeferredPlayers
|
|
|
|
Called each frame when a player is dead
|
|
and the scoreboard is up
|
|
so deferred players can be loaded
|
|
======================
|
|
*/
|
|
void CG_LoadDeferredPlayers( void ) {
|
|
int i;
|
|
clientInfo_t *ci;
|
|
|
|
// scan for a deferred player to load
|
|
for ( i = 0, ci = cgs.clientinfo ; i < cgs.maxclients ; i++, ci++ ) {
|
|
if ( ci->infoValid && ci->deferred ) {
|
|
// if we are low on memory, leave it deferred
|
|
if ( trap_MemoryRemaining() < 4000000 ) {
|
|
CG_Printf( "Memory is low. Using deferred model.\n" );
|
|
ci->deferred = qfalse;
|
|
continue;
|
|
}
|
|
CG_LoadClientInfo( ci );
|
|
// break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
PLAYER ANIMATION
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_SetLerpFrameAnimation
|
|
|
|
may include ANIM_TOGGLEBIT
|
|
===============
|
|
*/
|
|
// SKWID( removed function )
|
|
/*
|
|
static void CG_SetLerpFrameAnimation( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation ) {
|
|
animation_t *anim;
|
|
|
|
lf->animationNumber = newAnimation;
|
|
newAnimation &= ~ANIM_TOGGLEBIT;
|
|
|
|
if ( newAnimation < 0 || newAnimation >= MAX_TOTALANIMATIONS ) {
|
|
CG_Error( "Bad animation number: %i", newAnimation );
|
|
}
|
|
|
|
anim = &ci->animations[ newAnimation ];
|
|
|
|
lf->animation = anim;
|
|
lf->animationTime = lf->frameTime + anim->initialLerp;
|
|
|
|
if ( cg_debugAnim.integer ) {
|
|
CG_Printf( "Anim: %i\n", newAnimation );
|
|
}
|
|
}
|
|
*/
|
|
// END
|
|
|
|
/*
|
|
===============
|
|
CG_RunLerpFrame
|
|
|
|
Sets cg.snap, cg.oldFrame, and cg.backlerp
|
|
cg.time should be between oldFrameTime and frameTime after exit
|
|
===============
|
|
*/
|
|
// SKWID( removed this function )
|
|
/*
|
|
static void CG_RunLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int newAnimation, float speedScale ) {
|
|
int f, numFrames;
|
|
animation_t *anim;
|
|
|
|
// debugging tool to get no animations
|
|
if ( cg_animSpeed.integer == 0 ) {
|
|
lf->oldFrame = lf->frame = lf->backlerp = 0;
|
|
return;
|
|
}
|
|
|
|
// see if the animation sequence is switching
|
|
if ( newAnimation != lf->animationNumber || !lf->animation ) {
|
|
CG_SetLerpFrameAnimation( ci, lf, newAnimation );
|
|
}
|
|
|
|
// if we have passed the current frame, move it to
|
|
// oldFrame and calculate a new frame
|
|
if ( cg.time >= lf->frameTime ) {
|
|
lf->oldFrame = lf->frame;
|
|
lf->oldFrameTime = lf->frameTime;
|
|
|
|
// get the next frame based on the animation
|
|
anim = lf->animation;
|
|
if ( !anim->frameLerp ) {
|
|
return; // shouldn't happen
|
|
}
|
|
if ( cg.time < lf->animationTime ) {
|
|
lf->frameTime = lf->animationTime; // initial lerp
|
|
} else {
|
|
lf->frameTime = lf->oldFrameTime + anim->frameLerp;
|
|
}
|
|
f = ( lf->frameTime - lf->animationTime ) / anim->frameLerp;
|
|
f *= speedScale; // adjust for haste, etc
|
|
|
|
numFrames = anim->numFrames;
|
|
if (anim->flipflop) {
|
|
numFrames *= 2;
|
|
}
|
|
if ( f >= numFrames ) {
|
|
f -= numFrames;
|
|
if ( anim->loopFrames ) {
|
|
f %= anim->loopFrames;
|
|
f += anim->numFrames - anim->loopFrames;
|
|
} else {
|
|
f = numFrames - 1;
|
|
// the animation is stuck at the end, so it
|
|
// can immediately transition to another sequence
|
|
lf->frameTime = cg.time;
|
|
}
|
|
}
|
|
if ( anim->reversed ) {
|
|
lf->frame = anim->firstFrame + anim->numFrames - 1 - f;
|
|
}
|
|
else if (anim->flipflop && f>=anim->numFrames) {
|
|
lf->frame = anim->firstFrame + anim->numFrames - 1 - (f%anim->numFrames);
|
|
}
|
|
else {
|
|
lf->frame = anim->firstFrame + f;
|
|
}
|
|
if ( cg.time > lf->frameTime ) {
|
|
lf->frameTime = cg.time;
|
|
if ( cg_debugAnim.integer ) {
|
|
CG_Printf( "Clamp lf->frameTime\n");
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( lf->frameTime > cg.time + 200 ) {
|
|
lf->frameTime = cg.time;
|
|
}
|
|
|
|
if ( lf->oldFrameTime > cg.time ) {
|
|
lf->oldFrameTime = cg.time;
|
|
}
|
|
// calculate current lerp value
|
|
if ( lf->frameTime == lf->oldFrameTime ) {
|
|
lf->backlerp = 0;
|
|
} else {
|
|
lf->backlerp = 1.0 - (float)( cg.time - lf->oldFrameTime ) / ( lf->frameTime - lf->oldFrameTime );
|
|
}
|
|
}
|
|
*/
|
|
// END
|
|
|
|
/*
|
|
===============
|
|
CG_ClearLerpFrame
|
|
===============
|
|
*/
|
|
// SKWID( removed function )
|
|
/*
|
|
static void CG_ClearLerpFrame( clientInfo_t *ci, lerpFrame_t *lf, int animationNumber ) {
|
|
lf->frameTime = lf->oldFrameTime = cg.time;
|
|
CG_SetLerpFrameAnimation( ci, lf, animationNumber );
|
|
lf->oldFrame = lf->frame = lf->animation->firstFrame;
|
|
}
|
|
*/
|
|
// END
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_PlayerAnimation
|
|
===============
|
|
*/
|
|
// SKWID( removed function )
|
|
/*
|
|
static void CG_PlayerAnimation( centity_t *cent, int *legsOld, int *legs, float *legsBackLerp,
|
|
int *torsoOld, int *torso, float *torsoBackLerp ) {
|
|
clientInfo_t *ci;
|
|
int clientNum;
|
|
float speedScale;
|
|
|
|
clientNum = cent->currentState.clientNum;
|
|
|
|
if ( cg_noPlayerAnims.integer ) {
|
|
*legsOld = *legs = *torsoOld = *torso = 0;
|
|
return;
|
|
}
|
|
|
|
if ( cent->currentState.powerups & ( 1 << PW_HASTE ) ) {
|
|
speedScale = 1.5;
|
|
} else {
|
|
speedScale = 1;
|
|
}
|
|
|
|
ci = &cgs.clientinfo[ clientNum ];
|
|
|
|
// do the shuffle turn frames locally
|
|
if ( cent->pe.legs.yawing && ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) == LEGS_IDLE ) {
|
|
CG_RunLerpFrame( ci, ¢->pe.legs, LEGS_TURN, speedScale );
|
|
} else {
|
|
CG_RunLerpFrame( ci, ¢->pe.legs, cent->currentState.legsAnim, speedScale );
|
|
}
|
|
|
|
*legsOld = cent->pe.legs.oldFrame;
|
|
*legs = cent->pe.legs.frame;
|
|
*legsBackLerp = cent->pe.legs.backlerp;
|
|
|
|
CG_RunLerpFrame( ci, ¢->pe.torso, cent->currentState.torsoAnim, speedScale );
|
|
|
|
*torsoOld = cent->pe.torso.oldFrame;
|
|
*torso = cent->pe.torso.frame;
|
|
*torsoBackLerp = cent->pe.torso.backlerp;
|
|
}
|
|
*/
|
|
// END
|
|
|
|
/*
|
|
=============================================================================
|
|
|
|
PLAYER ANGLES
|
|
|
|
=============================================================================
|
|
*/
|
|
|
|
#if 0 // ZTM: Not used by Q3Rally
|
|
/*
|
|
==================
|
|
CG_SwingAngles
|
|
==================
|
|
*/
|
|
static void CG_SwingAngles( float destination, float swingTolerance, float clampTolerance,
|
|
float speed, float *angle, qboolean *swinging ) {
|
|
float swing;
|
|
float move;
|
|
float scale;
|
|
|
|
if ( !*swinging ) {
|
|
// see if a swing should be started
|
|
swing = AngleSubtract( *angle, destination );
|
|
if ( swing > swingTolerance || swing < -swingTolerance ) {
|
|
*swinging = qtrue;
|
|
}
|
|
}
|
|
|
|
if ( !*swinging ) {
|
|
return;
|
|
}
|
|
|
|
// modify the speed depending on the delta
|
|
// so it doesn't seem so linear
|
|
swing = AngleSubtract( destination, *angle );
|
|
scale = fabs( swing );
|
|
if ( scale < swingTolerance * 0.5 ) {
|
|
scale = 0.5;
|
|
} else if ( scale < swingTolerance ) {
|
|
scale = 1.0;
|
|
} else {
|
|
scale = 2.0;
|
|
}
|
|
|
|
// swing towards the destination angle
|
|
if ( swing >= 0 ) {
|
|
move = cg.frametime * scale * speed;
|
|
if ( move >= swing ) {
|
|
move = swing;
|
|
*swinging = qfalse;
|
|
}
|
|
*angle = AngleMod( *angle + move );
|
|
} else if ( swing < 0 ) {
|
|
move = cg.frametime * scale * -speed;
|
|
if ( move <= swing ) {
|
|
move = swing;
|
|
*swinging = qfalse;
|
|
}
|
|
*angle = AngleMod( *angle + move );
|
|
}
|
|
|
|
// clamp to no more than tolerance
|
|
swing = AngleSubtract( destination, *angle );
|
|
if ( swing > clampTolerance ) {
|
|
*angle = AngleMod( destination - (clampTolerance - 1) );
|
|
} else if ( swing < -clampTolerance ) {
|
|
*angle = AngleMod( destination + (clampTolerance - 1) );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CG_AddPainTwitch
|
|
=================
|
|
*/
|
|
static void CG_AddPainTwitch( centity_t *cent, vec3_t torsoAngles ) {
|
|
int t;
|
|
float f;
|
|
|
|
t = cg.time - cent->pe.painTime;
|
|
if ( t >= PAIN_TWITCH_TIME ) {
|
|
return;
|
|
}
|
|
|
|
f = 1.0 - (float)t / PAIN_TWITCH_TIME;
|
|
|
|
if ( cent->pe.painDirection ) {
|
|
torsoAngles[ROLL] += 20 * f;
|
|
} else {
|
|
torsoAngles[ROLL] -= 20 * f;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_PlayerAngles
|
|
|
|
Handles seperate torso motion
|
|
|
|
legs pivot based on direction of movement
|
|
|
|
head always looks exactly at cent->lerpAngles
|
|
|
|
if motion < 20 degrees, show in head only
|
|
if < 45 degrees, also show in torso
|
|
===============
|
|
*/
|
|
// SKWID( removed function )
|
|
/*
|
|
static void CG_PlayerAngles( centity_t *cent, vec3_t legs[3], vec3_t torso[3], vec3_t head[3] ) {
|
|
vec3_t legsAngles, torsoAngles, headAngles;
|
|
float dest;
|
|
static int movementOffsets[8] = { 0, 22, 45, -22, 0, 22, -45, -22 };
|
|
vec3_t velocity;
|
|
float speed;
|
|
int dir, clientNum;
|
|
clientInfo_t *ci;
|
|
|
|
VectorCopy( cent->lerpAngles, headAngles );
|
|
headAngles[YAW] = AngleMod( headAngles[YAW] );
|
|
VectorClear( legsAngles );
|
|
VectorClear( torsoAngles );
|
|
|
|
// --------- yaw -------------
|
|
|
|
// allow yaw to drift a bit
|
|
if ( ( cent->currentState.legsAnim & ~ANIM_TOGGLEBIT ) != LEGS_IDLE
|
|
|| ((cent->currentState.torsoAnim & ~ANIM_TOGGLEBIT) != TORSO_STAND
|
|
&& (cent->currentState.torsoAnim & ~ANIM_TOGGLEBIT) != TORSO_STAND2)) {
|
|
// if not standing still, always point all in the same direction
|
|
cent->pe.torso.yawing = qtrue; // always center
|
|
cent->pe.torso.pitching = qtrue; // always center
|
|
cent->pe.legs.yawing = qtrue; // always center
|
|
}
|
|
|
|
// adjust legs for movement dir
|
|
if ( cent->currentState.eFlags & EF_DEAD ) {
|
|
// don't let dead bodies twitch
|
|
dir = 0;
|
|
} else {
|
|
dir = cent->currentState.angles2[YAW];
|
|
if ( dir < 0 || dir > 7 ) {
|
|
CG_Error( "Bad player movement angle" );
|
|
}
|
|
}
|
|
legsAngles[YAW] = headAngles[YAW] + movementOffsets[ dir ];
|
|
torsoAngles[YAW] = headAngles[YAW] + 0.25 * movementOffsets[ dir ];
|
|
|
|
// torso
|
|
CG_SwingAngles( torsoAngles[YAW], 25, 90, cg_swingSpeed.value, ¢->pe.torso.yawAngle, ¢->pe.torso.yawing );
|
|
CG_SwingAngles( legsAngles[YAW], 40, 90, cg_swingSpeed.value, ¢->pe.legs.yawAngle, ¢->pe.legs.yawing );
|
|
|
|
torsoAngles[YAW] = cent->pe.torso.yawAngle;
|
|
legsAngles[YAW] = cent->pe.legs.yawAngle;
|
|
|
|
// --------- pitch -------------
|
|
|
|
// only show a fraction of the pitch angle in the torso
|
|
if ( headAngles[PITCH] > 180 ) {
|
|
dest = (-360 + headAngles[PITCH]) * 0.75f;
|
|
} else {
|
|
dest = headAngles[PITCH] * 0.75f;
|
|
}
|
|
CG_SwingAngles( dest, 15, 30, 0.1f, ¢->pe.torso.pitchAngle, ¢->pe.torso.pitching );
|
|
torsoAngles[PITCH] = cent->pe.torso.pitchAngle;
|
|
|
|
//
|
|
clientNum = cent->currentState.clientNum;
|
|
if ( clientNum >= 0 && clientNum < MAX_CLIENTS ) {
|
|
ci = &cgs.clientinfo[ clientNum ];
|
|
if ( ci->fixedtorso ) {
|
|
torsoAngles[PITCH] = 0.0f;
|
|
}
|
|
}
|
|
|
|
// --------- roll -------------
|
|
|
|
|
|
// lean towards the direction of travel
|
|
VectorCopy( cent->currentState.pos.trDelta, velocity );
|
|
speed = VectorNormalize( velocity );
|
|
if ( speed ) {
|
|
vec3_t axis[3];
|
|
float side;
|
|
|
|
speed *= 0.05f;
|
|
|
|
AnglesToAxis( legsAngles, axis );
|
|
side = speed * DotProduct( velocity, axis[1] );
|
|
legsAngles[ROLL] -= side;
|
|
|
|
side = speed * DotProduct( velocity, axis[0] );
|
|
legsAngles[PITCH] += side;
|
|
}
|
|
|
|
//
|
|
clientNum = cent->currentState.clientNum;
|
|
if ( clientNum >= 0 && clientNum < MAX_CLIENTS ) {
|
|
ci = &cgs.clientinfo[ clientNum ];
|
|
if ( ci->fixedlegs ) {
|
|
legsAngles[YAW] = torsoAngles[YAW];
|
|
legsAngles[PITCH] = 0.0f;
|
|
legsAngles[ROLL] = 0.0f;
|
|
}
|
|
}
|
|
|
|
// pain twitch
|
|
CG_AddPainTwitch( cent, torsoAngles );
|
|
|
|
// pull the angles back out of the hierarchial chain
|
|
AnglesSubtract( headAngles, torsoAngles, headAngles );
|
|
AnglesSubtract( torsoAngles, legsAngles, torsoAngles );
|
|
AnglesToAxis( legsAngles, legs );
|
|
AnglesToAxis( torsoAngles, torso );
|
|
AnglesToAxis( headAngles, head );
|
|
}
|
|
*/
|
|
// END
|
|
|
|
//==========================================================================
|
|
|
|
/*
|
|
===============
|
|
CG_HasteTrail
|
|
===============
|
|
*/
|
|
// STONELANCE - removed function
|
|
/*
|
|
static void CG_HasteTrail( centity_t *cent ) {
|
|
localEntity_t *smoke;
|
|
vec3_t origin;
|
|
int anim;
|
|
|
|
if ( cent->trailTime > cg.time ) {
|
|
return;
|
|
}
|
|
|
|
// SKWID( removed animations )
|
|
// anim = cent->pe.legs.animationNumber & ~ANIM_TOGGLEBIT;
|
|
// if ( anim != LEGS_RUN && anim != LEGS_BACK ) {
|
|
// return;
|
|
// }
|
|
// END
|
|
|
|
cent->trailTime += 100;
|
|
if ( cent->trailTime < cg.time ) {
|
|
cent->trailTime = cg.time;
|
|
}
|
|
|
|
VectorCopy( cent->lerpOrigin, origin );
|
|
origin[2] -= 16;
|
|
|
|
smoke = CG_SmokePuff( origin, vec3_origin,
|
|
8,
|
|
1, 1, 1, 1,
|
|
500,
|
|
cg.time,
|
|
0,
|
|
0,
|
|
cgs.media.hastePuffShader );
|
|
|
|
// use the optimized local entity add
|
|
smoke->leType = LE_SCALE_FADE;
|
|
}
|
|
*/
|
|
// END
|
|
|
|
#ifdef MISSIONPACK
|
|
/*
|
|
===============
|
|
CG_BreathPuffs
|
|
===============
|
|
*/
|
|
static void CG_BreathPuffs( centity_t *cent, refEntity_t *head) {
|
|
clientInfo_t *ci;
|
|
vec3_t up, origin;
|
|
int contents;
|
|
|
|
ci = &cgs.clientinfo[ cent->currentState.number ];
|
|
|
|
if (!cg_enableBreath.integer) {
|
|
return;
|
|
}
|
|
if ( cent->currentState.number == cg.snap->ps.clientNum && !cg.renderingThirdPerson) {
|
|
return;
|
|
}
|
|
if ( cent->currentState.eFlags & EF_DEAD ) {
|
|
return;
|
|
}
|
|
contents = CG_PointContents( head->origin, 0 );
|
|
if ( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) {
|
|
return;
|
|
}
|
|
if ( ci->breathPuffTime > cg.time ) {
|
|
return;
|
|
}
|
|
|
|
VectorSet( up, 0, 0, 8 );
|
|
VectorMA(head->origin, 8, head->axis[0], origin);
|
|
VectorMA(origin, -4, head->axis[2], origin);
|
|
CG_SmokePuff( origin, up, 16, 1, 1, 1, 0.66f, 1500, cg.time, cg.time + 400, LEF_PUFF_DONT_SCALE, cgs.media.shotgunSmokePuffShader );
|
|
ci->breathPuffTime = cg.time + 2000;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_DustTrail
|
|
===============
|
|
*/
|
|
static void CG_DustTrail( centity_t *cent ) {
|
|
int anim;
|
|
vec3_t end, vel;
|
|
trace_t tr;
|
|
|
|
if (!cg_enableDust.integer)
|
|
return;
|
|
|
|
if ( cent->dustTrailTime > cg.time ) {
|
|
return;
|
|
}
|
|
|
|
// STONELANCE - UPDATE: use this instead of my dust function?
|
|
/*
|
|
anim = cent->pe.legs.animationNumber & ~ANIM_TOGGLEBIT;
|
|
if ( anim != LEGS_LANDB && anim != LEGS_LAND ) {
|
|
return;
|
|
}
|
|
*/
|
|
// END
|
|
|
|
cent->dustTrailTime += 40;
|
|
if ( cent->dustTrailTime < cg.time ) {
|
|
cent->dustTrailTime = cg.time;
|
|
}
|
|
|
|
VectorCopy(cent->currentState.pos.trBase, end);
|
|
end[2] -= 64;
|
|
CG_Trace( &tr, cent->currentState.pos.trBase, NULL, NULL, end, cent->currentState.number, MASK_PLAYERSOLID );
|
|
|
|
if ( !(tr.surfaceFlags & SURF_DUST) )
|
|
return;
|
|
|
|
VectorCopy( cent->currentState.pos.trBase, end );
|
|
end[2] -= 16;
|
|
|
|
VectorSet(vel, 0, 0, -30);
|
|
CG_SmokePuff( end, vel,
|
|
24,
|
|
.8f, .8f, 0.7f, 0.33f,
|
|
500,
|
|
cg.time,
|
|
0,
|
|
0,
|
|
cgs.media.dustPuffShader );
|
|
}
|
|
|
|
#endif
|
|
|
|
/*
|
|
===============
|
|
CG_TrailItem
|
|
===============
|
|
*/
|
|
static void CG_TrailItem( centity_t *cent, qhandle_t hModel ) {
|
|
refEntity_t ent;
|
|
vec3_t angles;
|
|
vec3_t axis[3];
|
|
|
|
VectorCopy( cent->lerpAngles, angles );
|
|
angles[PITCH] = 0;
|
|
angles[ROLL] = 0;
|
|
AnglesToAxis( angles, axis );
|
|
|
|
memset( &ent, 0, sizeof( ent ) );
|
|
VectorMA( cent->lerpOrigin, -16, axis[0], ent.origin );
|
|
ent.origin[2] += 16;
|
|
// Q3Rally Code Start
|
|
// angles[YAW] += 90;
|
|
// END
|
|
AnglesToAxis( angles, ent.axis );
|
|
|
|
ent.hModel = hModel;
|
|
trap_R_AddRefEntityToScene( &ent );
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_PlayerFlag
|
|
===============
|
|
*/
|
|
static void CG_PlayerFlag( centity_t *cent, qhandle_t hSkin, refEntity_t *torso ) {
|
|
#if 0 // Not supported by Q3Rally
|
|
clientInfo_t *ci;
|
|
refEntity_t pole;
|
|
refEntity_t flag;
|
|
vec3_t angles, dir;
|
|
int legsAnim, flagAnim, updateangles;
|
|
float angle, d;
|
|
|
|
// show the flag pole model
|
|
memset( &pole, 0, sizeof(pole) );
|
|
pole.hModel = cgs.media.flagPoleModel;
|
|
VectorCopy( torso->lightingOrigin, pole.lightingOrigin );
|
|
pole.shadowPlane = torso->shadowPlane;
|
|
pole.renderfx = torso->renderfx;
|
|
CG_PositionEntityOnTag( &pole, torso, torso->hModel, "tag_flag" );
|
|
trap_R_AddRefEntityToScene( &pole );
|
|
|
|
// show the flag model
|
|
memset( &flag, 0, sizeof(flag) );
|
|
flag.hModel = cgs.media.flagFlapModel;
|
|
flag.customSkin = hSkin;
|
|
VectorCopy( torso->lightingOrigin, flag.lightingOrigin );
|
|
flag.shadowPlane = torso->shadowPlane;
|
|
flag.renderfx = torso->renderfx;
|
|
|
|
VectorClear(angles);
|
|
|
|
updateangles = qfalse;
|
|
legsAnim = cent->currentState.legsAnim & ~ANIM_TOGGLEBIT;
|
|
if( legsAnim == LEGS_IDLE || legsAnim == LEGS_IDLECR ) {
|
|
flagAnim = FLAG_STAND;
|
|
} else if ( legsAnim == LEGS_WALK || legsAnim == LEGS_WALKCR ) {
|
|
flagAnim = FLAG_STAND;
|
|
updateangles = qtrue;
|
|
} else {
|
|
flagAnim = FLAG_RUN;
|
|
updateangles = qtrue;
|
|
}
|
|
|
|
if ( updateangles ) {
|
|
|
|
VectorCopy( cent->currentState.pos.trDelta, dir );
|
|
// add gravity
|
|
dir[2] += 100;
|
|
VectorNormalize( dir );
|
|
d = DotProduct(pole.axis[2], dir);
|
|
// if there is enough movement orthogonal to the flag pole
|
|
if (fabs(d) < 0.9) {
|
|
//
|
|
d = DotProduct(pole.axis[0], dir);
|
|
if (d > 1.0f) {
|
|
d = 1.0f;
|
|
}
|
|
else if (d < -1.0f) {
|
|
d = -1.0f;
|
|
}
|
|
angle = Q_acos(d);
|
|
|
|
d = DotProduct(pole.axis[1], dir);
|
|
if (d < 0) {
|
|
angles[YAW] = 360 - angle * 180 / M_PI;
|
|
}
|
|
else {
|
|
angles[YAW] = angle * 180 / M_PI;
|
|
}
|
|
if (angles[YAW] < 0)
|
|
angles[YAW] += 360;
|
|
if (angles[YAW] > 360)
|
|
angles[YAW] -= 360;
|
|
|
|
//vectoangles( cent->currentState.pos.trDelta, tmpangles );
|
|
//angles[YAW] = tmpangles[YAW] + 45 - cent->pe.torso.yawAngle;
|
|
// change the yaw angle
|
|
CG_SwingAngles( angles[YAW], 25, 90, 0.15f, ¢->pe.flag.yawAngle, ¢->pe.flag.yawing );
|
|
}
|
|
|
|
/*
|
|
d = DotProduct(pole.axis[2], dir);
|
|
angle = Q_acos(d);
|
|
|
|
d = DotProduct(pole.axis[1], dir);
|
|
if (d < 0) {
|
|
angle = 360 - angle * 180 / M_PI;
|
|
}
|
|
else {
|
|
angle = angle * 180 / M_PI;
|
|
}
|
|
if (angle > 340 && angle < 20) {
|
|
flagAnim = FLAG_RUNUP;
|
|
}
|
|
if (angle > 160 && angle < 200) {
|
|
flagAnim = FLAG_RUNDOWN;
|
|
}
|
|
*/
|
|
}
|
|
|
|
// set the yaw angle
|
|
angles[YAW] = cent->pe.flag.yawAngle;
|
|
// lerp the flag animation frames
|
|
ci = &cgs.clientinfo[ cent->currentState.clientNum ];
|
|
// STONELANCE (removed function)
|
|
// CG_RunLerpFrame( ci, ¢->pe.flag, flagAnim, 1 );
|
|
// END
|
|
flag.oldframe = cent->pe.flag.oldFrame;
|
|
flag.frame = cent->pe.flag.frame;
|
|
flag.backlerp = cent->pe.flag.backlerp;
|
|
|
|
AnglesToAxis( angles, flag.axis );
|
|
CG_PositionRotatedEntityOnTag( &flag, &pole, pole.hModel, "tag_flag" );
|
|
|
|
trap_R_AddRefEntityToScene( &flag );
|
|
#endif
|
|
}
|
|
|
|
|
|
#ifdef MISSIONPACK // bk001204
|
|
/*
|
|
===============
|
|
CG_PlayerTokens
|
|
===============
|
|
*/
|
|
static void CG_PlayerTokens( centity_t *cent, int renderfx ) {
|
|
int tokens, i, j;
|
|
float angle;
|
|
refEntity_t ent;
|
|
vec3_t dir, origin;
|
|
skulltrail_t *trail;
|
|
trail = &cg.skulltrails[cent->currentState.number];
|
|
tokens = cent->currentState.generic1;
|
|
if ( !tokens ) {
|
|
trail->numpositions = 0;
|
|
return;
|
|
}
|
|
|
|
if ( tokens > MAX_SKULLTRAIL ) {
|
|
tokens = MAX_SKULLTRAIL;
|
|
}
|
|
|
|
// add skulls if there are more than last time
|
|
for (i = 0; i < tokens - trail->numpositions; i++) {
|
|
for (j = trail->numpositions; j > 0; j--) {
|
|
VectorCopy(trail->positions[j-1], trail->positions[j]);
|
|
}
|
|
VectorCopy(cent->lerpOrigin, trail->positions[0]);
|
|
}
|
|
trail->numpositions = tokens;
|
|
|
|
// move all the skulls along the trail
|
|
VectorCopy(cent->lerpOrigin, origin);
|
|
for (i = 0; i < trail->numpositions; i++) {
|
|
VectorSubtract(trail->positions[i], origin, dir);
|
|
if (VectorNormalize(dir) > 30) {
|
|
VectorMA(origin, 30, dir, trail->positions[i]);
|
|
}
|
|
VectorCopy(trail->positions[i], origin);
|
|
}
|
|
|
|
memset( &ent, 0, sizeof( ent ) );
|
|
if( cgs.clientinfo[ cent->currentState.clientNum ].team == TEAM_BLUE ) {
|
|
ent.hModel = cgs.media.redCubeModel;
|
|
} else {
|
|
ent.hModel = cgs.media.blueCubeModel;
|
|
}
|
|
ent.renderfx = renderfx;
|
|
|
|
VectorCopy(cent->lerpOrigin, origin);
|
|
for (i = 0; i < trail->numpositions; i++) {
|
|
VectorSubtract(origin, trail->positions[i], ent.axis[0]);
|
|
ent.axis[0][2] = 0;
|
|
VectorNormalize(ent.axis[0]);
|
|
VectorSet(ent.axis[2], 0, 0, 1);
|
|
CrossProduct(ent.axis[0], ent.axis[2], ent.axis[1]);
|
|
|
|
VectorCopy(trail->positions[i], ent.origin);
|
|
angle = (((cg.time + 500 * MAX_SKULLTRAIL - 500 * i) / 16) & 255) * (M_PI * 2) / 255;
|
|
ent.origin[2] += sin(angle) * 10;
|
|
trap_R_AddRefEntityToScene( &ent );
|
|
VectorCopy(trail->positions[i], origin);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_PlayerPowerups
|
|
===============
|
|
*/
|
|
static void CG_PlayerPowerups( centity_t *cent, refEntity_t *torso ) {
|
|
int powerups;
|
|
clientInfo_t *ci;
|
|
|
|
powerups = cent->currentState.powerups;
|
|
if ( !powerups ) {
|
|
return;
|
|
}
|
|
|
|
// quad gives a dlight
|
|
if ( powerups & ( 1 << PW_QUAD ) ) {
|
|
trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 0.2f, 0.2f, 1 );
|
|
}
|
|
|
|
// flight plays a looped sound
|
|
// STOENLANCE
|
|
/*
|
|
if ( powerups & ( 1 << PW_FLIGHT ) ) {
|
|
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, cgs.media.flightSound );
|
|
}
|
|
*/
|
|
// END
|
|
|
|
ci = &cgs.clientinfo[ cent->currentState.clientNum ];
|
|
// redflag
|
|
if ( powerups & ( 1 << PW_REDFLAG ) ) {
|
|
if (ci->newAnims) {
|
|
CG_PlayerFlag( cent, cgs.media.redFlagFlapSkin, torso );
|
|
}
|
|
else {
|
|
CG_TrailItem( cent, cgs.media.redFlagModel );
|
|
}
|
|
trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 1.0, 0.2f, 0.2f );
|
|
}
|
|
|
|
// blueflag
|
|
if ( powerups & ( 1 << PW_BLUEFLAG ) ) {
|
|
if (ci->newAnims){
|
|
CG_PlayerFlag( cent, cgs.media.blueFlagFlapSkin, torso );
|
|
}
|
|
else {
|
|
CG_TrailItem( cent, cgs.media.blueFlagModel );
|
|
}
|
|
trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 0.2f, 0.2f, 1.0 );
|
|
}
|
|
|
|
// neutralflag
|
|
if ( powerups & ( 1 << PW_NEUTRALFLAG ) ) {
|
|
if (ci->newAnims) {
|
|
CG_PlayerFlag( cent, cgs.media.neutralFlagFlapSkin, torso );
|
|
}
|
|
else {
|
|
CG_TrailItem( cent, cgs.media.neutralFlagModel );
|
|
}
|
|
trap_R_AddLightToScene( cent->lerpOrigin, 200 + (rand()&31), 1.0, 1.0, 1.0 );
|
|
}
|
|
|
|
// haste leaves smoke trails
|
|
// STONELANCE - no smoke from haste
|
|
/*
|
|
if ( powerups & ( 1 << PW_HASTE ) ) {
|
|
CG_HasteTrail( cent );
|
|
}
|
|
*/
|
|
// END
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_PlayerFloatSprite
|
|
|
|
Float a sprite over the player's head
|
|
===============
|
|
*/
|
|
static void CG_PlayerFloatSprite( centity_t *cent, qhandle_t shader ) {
|
|
int rf;
|
|
refEntity_t ent;
|
|
|
|
if ( cent->currentState.number == cg.snap->ps.clientNum && !cg.renderingThirdPerson ) {
|
|
rf = RF_THIRD_PERSON; // only show in mirrors
|
|
} else {
|
|
rf = 0;
|
|
}
|
|
|
|
memset( &ent, 0, sizeof( ent ) );
|
|
VectorCopy( cent->lerpOrigin, ent.origin );
|
|
ent.origin[2] += 48;
|
|
ent.reType = RT_SPRITE;
|
|
ent.customShader = shader;
|
|
ent.radius = 10;
|
|
ent.renderfx = rf;
|
|
ent.shaderRGBA[0] = 255;
|
|
ent.shaderRGBA[1] = 255;
|
|
ent.shaderRGBA[2] = 255;
|
|
ent.shaderRGBA[3] = 255;
|
|
trap_R_AddRefEntityToScene( &ent );
|
|
}
|
|
|
|
|
|
// Q3Rally Code Start
|
|
/*
|
|
===============
|
|
CG_PlayerFloatSpriteField
|
|
|
|
Float a sprite over the player's head
|
|
===============
|
|
*/
|
|
static void CG_PlayerFloatSpriteField( centity_t *cent, int value ) {
|
|
char num[16], *ptr;
|
|
int l;
|
|
int frame;
|
|
int rf;
|
|
refEntity_t ent;
|
|
int width, radius;
|
|
vec3_t right;
|
|
|
|
radius = 10;
|
|
width = 2;
|
|
|
|
AngleVectors(cent->currentState.apos.trBase, NULL, right, NULL);
|
|
|
|
switch ( width ) {
|
|
case 1:
|
|
value = value > 9 ? 9 : value;
|
|
value = value < 0 ? 0 : value;
|
|
break;
|
|
case 2:
|
|
value = value > 99 ? 99 : value;
|
|
value = value < -9 ? -9 : value;
|
|
break;
|
|
case 3:
|
|
value = value > 999 ? 999 : value;
|
|
value = value < -99 ? -99 : value;
|
|
break;
|
|
case 4:
|
|
value = value > 9999 ? 9999 : value;
|
|
value = value < -999 ? -999 : value;
|
|
break;
|
|
}
|
|
|
|
if ( cent->currentState.number == cg.snap->ps.clientNum && !cg.renderingThirdPerson ) {
|
|
rf = RF_THIRD_PERSON; // only show in mirrors
|
|
} else {
|
|
rf = 0;
|
|
}
|
|
|
|
memset( &ent, 0, sizeof( ent ) );
|
|
VectorCopy( cent->lerpOrigin, ent.origin );
|
|
ent.origin[2] += 48;
|
|
ent.reType = RT_SPRITE;
|
|
ent.radius = radius;
|
|
ent.renderfx = rf;
|
|
ent.shaderRGBA[0] = 0;
|
|
ent.shaderRGBA[1] = 255;
|
|
ent.shaderRGBA[2] = 0;
|
|
ent.shaderRGBA[3] = 127;
|
|
ent.shaderTime = cg.time / 1000.0f;
|
|
|
|
Com_sprintf (num, sizeof(num), "%i", value);
|
|
l = strlen(num);
|
|
if (l > width)
|
|
l = width;
|
|
|
|
if (l == width){
|
|
VectorMA(ent.origin, -radius / 2, right, ent.origin);
|
|
}
|
|
|
|
ptr = num;
|
|
while (*ptr && l)
|
|
{
|
|
if (*ptr == '-')
|
|
frame = STAT_MINUS;
|
|
else
|
|
frame = *ptr -'0';
|
|
|
|
ent.customShader = cgs.media.numberShaders[frame];
|
|
trap_R_AddRefEntityToScene( &ent );
|
|
|
|
VectorMA(ent.origin, radius, right, ent.origin);
|
|
ptr++;
|
|
l--;
|
|
}
|
|
}
|
|
// END
|
|
|
|
/*
|
|
===============
|
|
CG_PlayerSprites
|
|
|
|
Float sprites over the player's head
|
|
===============
|
|
*/
|
|
static void CG_PlayerSprites( centity_t *cent ) {
|
|
int team;
|
|
|
|
if ( cent->currentState.eFlags & EF_CONNECTION ) {
|
|
CG_PlayerFloatSprite( cent, cgs.media.connectionShader );
|
|
return;
|
|
}
|
|
|
|
if ( cent->currentState.eFlags & EF_TALK ) {
|
|
CG_PlayerFloatSprite( cent, cgs.media.balloonShader );
|
|
return;
|
|
}
|
|
|
|
if ( cent->currentState.eFlags & EF_AWARD_IMPRESSIVE ) {
|
|
CG_PlayerFloatSprite( cent, cgs.media.medalImpressive );
|
|
return;
|
|
}
|
|
|
|
if ( cent->currentState.eFlags & EF_AWARD_EXCELLENT ) {
|
|
CG_PlayerFloatSprite( cent, cgs.media.medalExcellent );
|
|
return;
|
|
}
|
|
|
|
if ( cent->currentState.eFlags & EF_AWARD_GAUNTLET ) {
|
|
CG_PlayerFloatSprite( cent, cgs.media.medalGauntlet );
|
|
return;
|
|
}
|
|
|
|
if ( cent->currentState.eFlags & EF_AWARD_DEFEND ) {
|
|
CG_PlayerFloatSprite( cent, cgs.media.medalDefend );
|
|
return;
|
|
}
|
|
|
|
if ( cent->currentState.eFlags & EF_AWARD_ASSIST ) {
|
|
CG_PlayerFloatSprite( cent, cgs.media.medalAssist );
|
|
return;
|
|
}
|
|
|
|
if ( cent->currentState.eFlags & EF_AWARD_CAP ) {
|
|
CG_PlayerFloatSprite( cent, cgs.media.medalCapture );
|
|
return;
|
|
}
|
|
|
|
// Q3Rally Code Start
|
|
// UPDATE - enable this
|
|
// if ( cg_drawPositionSprites.integer && isRallyRace() &&
|
|
if ( isRallyRace() &&
|
|
cg_entities[cent->currentState.number].currentPosition >= 1 &&
|
|
cg_entities[cent->currentState.number].positionChangeTime + 5000 > cg.time) {
|
|
CG_PlayerFloatSpriteField( cent, cg_entities[cent->currentState.number].currentPosition );
|
|
return;
|
|
}
|
|
// END
|
|
|
|
team = cgs.clientinfo[ cent->currentState.clientNum ].team;
|
|
if ( !(cent->currentState.eFlags & EF_DEAD) &&
|
|
cg.snap->ps.persistant[PERS_TEAM] == team &&
|
|
// STONELANCE - dont draw friend sprite over yourself
|
|
cent->currentState.clientNum != cg.snap->ps.clientNum &&
|
|
// END
|
|
cgs.gametype >= GT_TEAM) {
|
|
if (cg_drawFriend.integer) {
|
|
CG_PlayerFloatSprite( cent, cgs.media.friendShader );
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_PlayerShadow
|
|
|
|
Returns the Z component of the surface being shadowed
|
|
|
|
should it return a full plane instead of a Z?
|
|
===============
|
|
*/
|
|
#define SHADOW_DISTANCE 128
|
|
static qboolean CG_PlayerShadow( centity_t *cent, float *shadowPlane ) {
|
|
vec3_t end, mins = {-15, -15, 0}, maxs = {15, 15, 2};
|
|
// Q3Rally Code Start
|
|
vec3_t forward;
|
|
// END
|
|
trace_t trace;
|
|
float alpha;
|
|
|
|
*shadowPlane = 0;
|
|
|
|
if ( cg_shadows.integer == 0 ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// no shadows when invisible
|
|
if ( cent->currentState.powerups & ( 1 << PW_INVIS ) ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// send a trace down from the player to the ground
|
|
VectorCopy( cent->lerpOrigin, end );
|
|
end[2] -= SHADOW_DISTANCE;
|
|
|
|
trap_CM_BoxTrace( &trace, cent->lerpOrigin, end, mins, maxs, 0, MASK_PLAYERSOLID );
|
|
|
|
// no shadow if too high
|
|
if ( trace.fraction == 1.0 || trace.startsolid || trace.allsolid ) {
|
|
return qfalse;
|
|
}
|
|
|
|
*shadowPlane = trace.endpos[2] + 1;
|
|
|
|
if ( cg_shadows.integer != 1 ) { // no mark for stencil or projection shadows
|
|
return qtrue;
|
|
}
|
|
|
|
// fade the shadow out with height
|
|
alpha = 1.0 - trace.fraction;
|
|
|
|
// bk0101022 - hack / FPE - bogus planes?
|
|
//assert( DotProduct( trace.plane.normal, trace.plane.normal ) != 0.0f )
|
|
|
|
// add the mark as a temporary, so it goes directly to the renderer
|
|
// without taking a spot in the cg_marks array
|
|
// Q3Rally Code Start
|
|
AngleVectors( cent->lerpAngles, forward, NULL, NULL );
|
|
CG_ImpactMark2( cgs.media.shadowMarkShader, trace.endpos, trace.plane.normal,
|
|
forward, alpha, alpha, alpha, 1, qfalse, 64, qtrue );
|
|
// END
|
|
// SKWID( replaced player with car )
|
|
// CG_ImpactMark( cgs.media.shadowMarkShader, trace.endpos, trace.plane.normal,
|
|
// cent->pe.legs.yawAngle, alpha,alpha,alpha,1, qfalse, 24, qtrue );
|
|
// END
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_PlayerSplash
|
|
|
|
Draw a mark at the water surface
|
|
===============
|
|
*/
|
|
static void CG_PlayerSplash( centity_t *cent ) {
|
|
vec3_t start, end;
|
|
trace_t trace;
|
|
int contents;
|
|
polyVert_t verts[4];
|
|
|
|
if ( !cg_shadows.integer ) {
|
|
return;
|
|
}
|
|
|
|
VectorCopy( cent->lerpOrigin, end );
|
|
end[2] -= 24;
|
|
|
|
// if the feet aren't in liquid, don't make a mark
|
|
// this won't handle moving water brushes, but they wouldn't draw right anyway...
|
|
contents = CG_PointContents( end, 0 );
|
|
if ( !( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) ) {
|
|
return;
|
|
}
|
|
|
|
VectorCopy( cent->lerpOrigin, start );
|
|
start[2] += 32;
|
|
|
|
// if the head isn't out of liquid, don't make a mark
|
|
contents = CG_PointContents( start, 0 );
|
|
if ( contents & ( CONTENTS_SOLID | CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) {
|
|
return;
|
|
}
|
|
|
|
// trace down to find the surface
|
|
trap_CM_BoxTrace( &trace, start, end, NULL, NULL, 0, ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) );
|
|
|
|
if ( trace.fraction == 1.0 ) {
|
|
return;
|
|
}
|
|
|
|
// create a mark polygon
|
|
VectorCopy( trace.endpos, verts[0].xyz );
|
|
verts[0].xyz[0] -= 32;
|
|
verts[0].xyz[1] -= 32;
|
|
verts[0].st[0] = 0;
|
|
verts[0].st[1] = 0;
|
|
verts[0].modulate[0] = 255;
|
|
verts[0].modulate[1] = 255;
|
|
verts[0].modulate[2] = 255;
|
|
verts[0].modulate[3] = 255;
|
|
|
|
VectorCopy( trace.endpos, verts[1].xyz );
|
|
verts[1].xyz[0] -= 32;
|
|
verts[1].xyz[1] += 32;
|
|
verts[1].st[0] = 0;
|
|
verts[1].st[1] = 1;
|
|
verts[1].modulate[0] = 255;
|
|
verts[1].modulate[1] = 255;
|
|
verts[1].modulate[2] = 255;
|
|
verts[1].modulate[3] = 255;
|
|
|
|
VectorCopy( trace.endpos, verts[2].xyz );
|
|
verts[2].xyz[0] += 32;
|
|
verts[2].xyz[1] += 32;
|
|
verts[2].st[0] = 1;
|
|
verts[2].st[1] = 1;
|
|
verts[2].modulate[0] = 255;
|
|
verts[2].modulate[1] = 255;
|
|
verts[2].modulate[2] = 255;
|
|
verts[2].modulate[3] = 255;
|
|
|
|
VectorCopy( trace.endpos, verts[3].xyz );
|
|
verts[3].xyz[0] += 32;
|
|
verts[3].xyz[1] -= 32;
|
|
verts[3].st[0] = 1;
|
|
verts[3].st[1] = 0;
|
|
verts[3].modulate[0] = 255;
|
|
verts[3].modulate[1] = 255;
|
|
verts[3].modulate[2] = 255;
|
|
verts[3].modulate[3] = 255;
|
|
|
|
trap_R_AddPolyToScene( cgs.media.wakeMarkShader, 4, verts );
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_AddRefEntityWithPowerups
|
|
|
|
Adds a piece with modifications or duplications for powerups
|
|
Also called by CG_Missile for quad rockets, but nobody can tell...
|
|
===============
|
|
*/
|
|
void CG_AddRefEntityWithPowerups( refEntity_t *ent, entityState_t *state, int team ) {
|
|
|
|
if ( state->powerups & ( 1 << PW_INVIS ) ) {
|
|
ent->customShader = cgs.media.invisShader;
|
|
trap_R_AddRefEntityToScene( ent );
|
|
} else {
|
|
/*
|
|
if ( state->eFlags & EF_KAMIKAZE ) {
|
|
if (team == TEAM_BLUE)
|
|
ent->customShader = cgs.media.blueKamikazeShader;
|
|
else
|
|
ent->customShader = cgs.media.redKamikazeShader;
|
|
trap_R_AddRefEntityToScene( ent );
|
|
}
|
|
else {*/
|
|
trap_R_AddRefEntityToScene( ent );
|
|
//}
|
|
|
|
if ( state->powerups & ( 1 << PW_QUAD ) )
|
|
{
|
|
if (team == TEAM_RED)
|
|
ent->customShader = cgs.media.redQuadShader;
|
|
else
|
|
ent->customShader = cgs.media.quadShader;
|
|
trap_R_AddRefEntityToScene( ent );
|
|
}
|
|
if ( state->powerups & ( 1 << PW_REGEN ) ) {
|
|
if ( ( ( cg.time / 100 ) % 10 ) == 1 ) {
|
|
ent->customShader = cgs.media.regenShader;
|
|
trap_R_AddRefEntityToScene( ent );
|
|
}
|
|
}
|
|
// Q3Rally Code Start
|
|
if ( state->powerups & ( 1 << PW_HASTE ) ) {
|
|
ent->customShader = cgs.media.hasteShader;
|
|
trap_R_AddRefEntityToScene( ent );
|
|
}
|
|
|
|
if ( state->powerups & ( 1 << PW_SHIELD ) ) {
|
|
ent->customShader = cgs.media.shieldShader;
|
|
trap_R_AddRefEntityToScene( ent );
|
|
}
|
|
// END
|
|
if ( state->powerups & ( 1 << PW_BATTLESUIT ) ) {
|
|
ent->customShader = cgs.media.battleSuitShader;
|
|
trap_R_AddRefEntityToScene( ent );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// STONELANCE( new functions )
|
|
static float surfaceColors[4][4] = {
|
|
{ 0.0f, 0.2f, 0.0f, 0.3f }, // grass
|
|
{ 0.2f, 0.13f, 0.036f, 0.3f }, // dirt
|
|
{ 0.95f, 0.95f, 0.95f, 0.3f }, // ashpalt
|
|
{ 0.4f, 0.05f, 0.0f, 0.3f } // fleshy
|
|
};
|
|
|
|
/*
|
|
===============
|
|
CG_AddSplash
|
|
|
|
Ripped from CG_PlayerSplash.
|
|
Draws a splash effect for the tire if it is in the water and
|
|
returns true. Returns false if the tire is not in the water.
|
|
|
|
===============
|
|
*/
|
|
static qboolean CG_AddSplash( centity_t *cent, vec3_t origin ) {
|
|
vec3_t start, end;
|
|
trace_t trace;
|
|
int contents;
|
|
polyVert_t verts[4];
|
|
|
|
VectorCopy( origin, end );
|
|
end[2] -= 10;
|
|
|
|
// if the bottom isn't in liquid, don't make a mark
|
|
contents = trap_CM_PointContents( end, 0 );
|
|
if ( !( contents & ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) ) {
|
|
return qfalse;
|
|
}
|
|
|
|
VectorCopy( origin, start );
|
|
start[2] += 10;
|
|
|
|
// if the top isn't out of liquid, don't make a mark
|
|
contents = trap_CM_PointContents( start, 0 );
|
|
if ( contents & ( CONTENTS_SOLID | CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) ) {
|
|
// Com_Printf("Entire tire in water\n");
|
|
return qtrue;
|
|
}
|
|
|
|
// trace down to find the surface
|
|
trap_CM_BoxTrace( &trace, start, end, NULL, NULL, 0, ( CONTENTS_WATER | CONTENTS_SLIME | CONTENTS_LAVA ) );
|
|
|
|
if ( trace.fraction == 1.0 ) {
|
|
return qfalse;
|
|
}
|
|
|
|
// Com_Printf("Bottom of tire in water\n");
|
|
|
|
// create a mark polygon
|
|
VectorCopy( trace.endpos, verts[0].xyz );
|
|
verts[0].xyz[0] -= 32;
|
|
verts[0].xyz[1] -= 32;
|
|
verts[0].st[0] = 0;
|
|
verts[0].st[1] = 0;
|
|
verts[0].modulate[0] = 255;
|
|
verts[0].modulate[1] = 255;
|
|
verts[0].modulate[2] = 255;
|
|
verts[0].modulate[3] = 255;
|
|
|
|
VectorCopy( trace.endpos, verts[1].xyz );
|
|
verts[1].xyz[0] -= 32;
|
|
verts[1].xyz[1] += 32;
|
|
verts[1].st[0] = 0;
|
|
verts[1].st[1] = 1;
|
|
verts[1].modulate[0] = 255;
|
|
verts[1].modulate[1] = 255;
|
|
verts[1].modulate[2] = 255;
|
|
verts[1].modulate[3] = 255;
|
|
|
|
VectorCopy( trace.endpos, verts[2].xyz );
|
|
verts[2].xyz[0] += 32;
|
|
verts[2].xyz[1] += 32;
|
|
verts[2].st[0] = 1;
|
|
verts[2].st[1] = 1;
|
|
verts[2].modulate[0] = 255;
|
|
verts[2].modulate[1] = 255;
|
|
verts[2].modulate[2] = 255;
|
|
verts[2].modulate[3] = 255;
|
|
|
|
VectorCopy( trace.endpos, verts[3].xyz );
|
|
verts[3].xyz[0] += 32;
|
|
verts[3].xyz[1] -= 32;
|
|
verts[3].st[0] = 1;
|
|
verts[3].st[1] = 0;
|
|
verts[3].modulate[0] = 255;
|
|
verts[3].modulate[1] = 255;
|
|
verts[3].modulate[2] = 255;
|
|
verts[3].modulate[3] = 255;
|
|
|
|
trap_R_AddPolyToScene( cgs.media.wakeMarkShader, 4, verts );
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_SurfaceEffects
|
|
|
|
Draw skidmarks, dust, smoke, and tire splashes
|
|
===============
|
|
*/
|
|
static void CG_SurfaceEffects( centity_t *cent, vec3_t curOrigin, vec3_t up, int tireNum ){
|
|
vec3_t delta, origin, end;
|
|
int colorIndex;
|
|
float length;
|
|
qhandle_t shader;
|
|
trace_t tr;
|
|
|
|
VectorMA(curOrigin, -(WHEEL_RADIUS * 2.0f), up, end);
|
|
CG_Trace(&tr, curOrigin, NULL, NULL, end, cent->currentState.number, CONTENTS_SOLID);
|
|
|
|
if (tr.surfaceFlags & SURF_SKY)
|
|
return;
|
|
|
|
// teleportFlag - teleported so dont use old skid origin
|
|
if ( !CG_AddSplash(cent, curOrigin) && tr.fraction != 1.0 && !cent->teleportFlag ){
|
|
|
|
// FIXME: add snow and leaves
|
|
if (tr.surfaceFlags & SURF_SLICK){
|
|
shader = -1;
|
|
colorIndex = 2;
|
|
}
|
|
else if (tr.surfaceFlags & SURF_GRASS){
|
|
shader = cgs.media.SMGrassShader;
|
|
colorIndex = 0;
|
|
}
|
|
else if (tr.surfaceFlags & SURF_DUST){
|
|
shader = cgs.media.SMDirtShader;
|
|
colorIndex = 1;
|
|
}
|
|
else if (tr.surfaceFlags & SURF_DIRT) {
|
|
shader = cgs.media.SMDirtShader;
|
|
colorIndex = 1;
|
|
}
|
|
else if (tr.surfaceFlags & SURF_FLESH){
|
|
shader = cgs.media.SMFleshShader;
|
|
colorIndex = 3;
|
|
}
|
|
else if (tr.surfaceFlags & SURF_GRAVEL){ // like dirt but without so much dust
|
|
shader = cgs.media.SMDirtShader;
|
|
colorIndex = 1;
|
|
}
|
|
else {
|
|
shader = cgs.media.SMAsphaltShader;
|
|
colorIndex = 2;
|
|
}
|
|
|
|
VectorSubtract(cent->lastSkidOrigin[tireNum], curOrigin, delta);
|
|
if ( cent->wheelSkidding[tireNum] && shader >= 0 ){
|
|
length = VectorLength(delta) / 2;
|
|
|
|
// create smoke even if we arent moving because the car is being stopped from moving
|
|
if (cent->smokeTime[tireNum] < cg.time){
|
|
if (tr.surfaceFlags & SURF_DUST)
|
|
CreateSmokeCloudEntity(tr.endpos, up, 20, 48, 2000, surfaceColors[colorIndex][0], surfaceColors[colorIndex][1], surfaceColors[colorIndex][2], surfaceColors[colorIndex][3], cgs.media.smokePuffShader);
|
|
else
|
|
CreateSmokeCloudEntity(tr.endpos, up, 20, 12, 1000, surfaceColors[colorIndex][0], surfaceColors[colorIndex][1], surfaceColors[colorIndex][2], surfaceColors[colorIndex][3], cgs.media.smokePuffShader);
|
|
|
|
cent->smokeTime[tireNum] = cg.time + 100;
|
|
}
|
|
|
|
if (length < cg_minSkidLength.integer){
|
|
return;
|
|
}
|
|
|
|
// trap_S_AddRealLoopingSound( cent->currentState.clientNum, origin, cent->currentState.pos.trDelta, trap_S_RegisterSound( "sound/rally/car/skid.wav", qfalse ) );
|
|
/*
|
|
if( cent->skidSoundTime + 500 < cg.time )
|
|
{
|
|
trap_S_StartSound( origin, cent->currentState.clientNum, CHAN_VOICE, trap_S_RegisterSound( "sound/rally/car/skid.wav", qfalse ) );
|
|
cent->skidSoundTime = cg.time;
|
|
}
|
|
*/
|
|
|
|
VectorMA(curOrigin, 1/2.0F, delta, origin);
|
|
VectorNormalize(delta);
|
|
|
|
CG_SkidMark( shader, origin, tr.plane.normal, delta, 1,1,1,1, qfalse, 8.0F, length, qfalse );
|
|
}
|
|
else if ( tr.surfaceFlags & SURF_DUST ){
|
|
if ( VectorLength(delta) > 5 && cent->smokeTime[tireNum] < cg.time ){
|
|
CreateSmokeCloudEntity( tr.endpos, up, 20, 36, 1500, surfaceColors[colorIndex][0] * 1.3f, surfaceColors[colorIndex][1] * 1.3f, surfaceColors[colorIndex][2] * 1.3f, 0.8f, cgs.media.dustPuffShader);
|
|
cent->smokeTime[tireNum] = cg.time + 100;
|
|
}
|
|
}
|
|
}
|
|
|
|
VectorCopy(curOrigin, cent->lastSkidOrigin[tireNum]);
|
|
}
|
|
|
|
void CG_PlayerEngineSmoke ( centity_t *cent, refEntity_t *body ){
|
|
vec4_t color;
|
|
vec3_t origin;
|
|
vec3_t dir = {0, 0, 1};
|
|
float radius = 32;
|
|
|
|
if (cent->engineSmokeTime + 100 > cg.time)
|
|
return;
|
|
|
|
if( cent->currentState.eFlags & EF_SMOKE_DARK || cent->currentState.eFlags & EF_DEAD ){
|
|
radius = 64;
|
|
|
|
color[0] = color[1] = color[2] = 0.5f;
|
|
color[3] = 1.0f;
|
|
}
|
|
else if( cent->currentState.eFlags & EF_SMOKE_LIGHT ){
|
|
radius = 32;
|
|
|
|
color[0] = color[1] = color[2] = 0.9f;
|
|
color[3] = 1.0f;
|
|
}
|
|
else
|
|
return;
|
|
|
|
CG_GetTagPosition( body, body->hModel, "tag_smoke", origin );
|
|
|
|
CreateSmokeCloudEntity( origin, dir, 75, radius, 1000, color[0], color[1], color[2], color[3], cgs.media.smokePuffShader );
|
|
|
|
cent->engineSmokeTime = cg.time;
|
|
}
|
|
// END
|
|
|
|
|
|
// SKWID( new function )
|
|
/*
|
|
===============
|
|
CG_AddWheels
|
|
|
|
Adds the wheels to the car body.
|
|
===============
|
|
*/
|
|
// Q3Rally Code Start
|
|
// FIXME: could increase the speed by only looking for components that
|
|
// need to be drawn once when the model is loaded
|
|
static void CG_AddWheels( centity_t *cent, refEntity_t *body, float angle )
|
|
{
|
|
clientInfo_t *ci;
|
|
centity_t *cent2;
|
|
refEntity_t wheel_fl, wheel_fr, wheel_rl, wheel_rr;
|
|
refEntity_t susp_cl, susp_cr;
|
|
// refEntity_t susp_fl, susp_fr;
|
|
vec3_t whlAngles;
|
|
float vel;
|
|
int i;
|
|
float springLength;
|
|
qboolean corpse;
|
|
|
|
ci = &cgs.clientinfo[cent->currentState.clientNum];
|
|
cent2 = &cg_entities[cent->currentState.clientNum];
|
|
// END
|
|
|
|
memset( &wheel_fl, 0, sizeof(wheel_fl) );
|
|
memset( &wheel_fr, 0, sizeof(wheel_fr) );
|
|
memset( &wheel_rl, 0, sizeof(wheel_rl) );
|
|
memset( &wheel_rr, 0, sizeof(wheel_rr) );
|
|
|
|
corpse = (cent->currentState.eFlags & EF_DEAD) && !(cent2->currentState.eFlags & EF_DEAD);
|
|
|
|
// Q3Rally Code Start
|
|
vel = DotProduct(cent2->currentState.pos.trDelta, body->axis[0]);
|
|
if( cent->currentState.clientNum != cg.snap->ps.clientNum )
|
|
{
|
|
cent2->wheelSpeeds[3] = cent2->wheelSpeeds[2] = cent2->wheelSpeeds[1] = cent2->wheelSpeeds[0] = -vel / WHEEL_RADIUS;
|
|
}
|
|
|
|
if ( !corpse ){
|
|
for (i = 0; i < 4; i++){
|
|
cent2->wheelAngles[i] += 180.0f / M_PI * cent2->wheelSpeeds[i] * (cg.frametime / 1000.0f);
|
|
cent2->wheelAngles[i] = AngleNormalize360(cent2->wheelAngles[i]);
|
|
}
|
|
}
|
|
|
|
VectorClear(whlAngles);
|
|
if ( !corpse )
|
|
whlAngles[YAW] = angle;
|
|
// END
|
|
|
|
VectorCopy( body->lightingOrigin, wheel_fl.lightingOrigin );
|
|
VectorCopy( body->lightingOrigin, wheel_fr.lightingOrigin );
|
|
VectorCopy( body->lightingOrigin, wheel_rl.lightingOrigin );
|
|
VectorCopy( body->lightingOrigin, wheel_rr.lightingOrigin );
|
|
|
|
// Q3Rally Code Start
|
|
wheel_fl.hModel = ci->wheelModel;
|
|
if ( CG_TagExists( body->hModel, "tag_wheelfl" ) && wheel_fl.hModel ){
|
|
if ( !corpse )
|
|
whlAngles[ROLL] = -cent2->wheelAngles[0];
|
|
|
|
if( CG_TagExists( wheel_fl.hModel, "tag_polygonwheel" ) )
|
|
wheel_fl.customSkin = 0;
|
|
else
|
|
wheel_fl.customSkin = ci->wheelSkin;
|
|
// END
|
|
wheel_fl.shadowPlane = body->shadowPlane;
|
|
wheel_fl.renderfx = body->renderfx;
|
|
// Q3Rally Code Start
|
|
AnglesToAxis(whlAngles, wheel_fl.axis);
|
|
CG_PositionRotatedEntityOnTag( &wheel_fl, body, body->hModel, "tag_wheelfl" );
|
|
|
|
if (!corpse && (cent->currentState.clientNum == cg.snap->ps.clientNum)){
|
|
// VectorMA(wheel_fl.origin, 8.2 - CP_SPRING_MINLEN - cg.snap->ps.legsTimer / CP_SPRING_SCALE, body->axis[2], wheel_fl.origin);
|
|
VectorMA(wheel_fl.origin, 8.2 - CP_SPRING_MINLEN - cg.predictedPlayerState.legsTimer / CP_SPRING_SCALE, body->axis[2], wheel_fl.origin);
|
|
}
|
|
CG_AddRefEntityWithPowerups( &wheel_fl, ¢->currentState, ci->team );
|
|
|
|
// skids
|
|
if (!(cent->currentState.eFlags & EF_DEAD))
|
|
CG_SurfaceEffects(cent2, wheel_fl.origin, body->axis[2], 0);
|
|
}
|
|
// END
|
|
|
|
// Q3Rally Code Start
|
|
wheel_fr.hModel = ci->wheelModel;
|
|
if (CG_TagExists(body->hModel, "tag_wheelfr") && wheel_fr.hModel){
|
|
if ( !corpse )
|
|
whlAngles[ROLL] = cent2->wheelAngles[1];
|
|
|
|
if( CG_TagExists( wheel_fr.hModel, "tag_polygonwheel" ) )
|
|
wheel_fr.customSkin = 0;
|
|
else
|
|
wheel_fr.customSkin = ci->wheelSkin;
|
|
// END
|
|
wheel_fr.shadowPlane = body->shadowPlane;
|
|
wheel_fr.renderfx = body->renderfx;
|
|
// Q3Rally Code Start
|
|
AnglesToAxis(whlAngles, wheel_fr.axis);
|
|
CG_PositionRotatedEntityOnTag( &wheel_fr, body, body->hModel, "tag_wheelfr" );
|
|
|
|
if (!corpse && (cent->currentState.clientNum == cg.snap->ps.clientNum))
|
|
{
|
|
springLength = 8.2 - CP_SPRING_MINLEN - cg.predictedPlayerState.legsAnim / CP_SPRING_SCALE;
|
|
// VectorMA(wheel_fr.origin, 8.2 - CP_SPRING_MINLEN - cg.snap->ps.legsAnim / CP_SPRING_SCALE, body->axis[2], wheel_fr.origin);
|
|
// VectorMA(wheel_fr.origin, 8.2 - CP_SPRING_MINLEN - cg.predictedPlayerState.legsAnim / CP_SPRING_SCALE, body->axis[2], wheel_fr.origin);
|
|
VectorMA(wheel_fr.origin, springLength, body->axis[2], wheel_fr.origin);
|
|
}
|
|
CG_AddRefEntityWithPowerups( &wheel_fr, ¢->currentState, ci->team );
|
|
|
|
// skids
|
|
if (!(cent->currentState.eFlags & EF_DEAD))
|
|
CG_SurfaceEffects(cent2, wheel_fr.origin, body->axis[2], 1);
|
|
}
|
|
|
|
whlAngles[YAW] = 0;
|
|
wheel_rl.hModel = ci->wheelModel;
|
|
if (CG_TagExists(body->hModel, "tag_wheelrl") && wheel_rl.hModel){
|
|
if ( !corpse )
|
|
whlAngles[ROLL] = -cent2->wheelAngles[2];
|
|
|
|
if( CG_TagExists( wheel_rl.hModel, "tag_polygonwheel" ) )
|
|
wheel_rl.customSkin = 0;
|
|
else
|
|
wheel_rl.customSkin = ci->wheelSkin;
|
|
// END
|
|
wheel_rl.shadowPlane = body->shadowPlane;
|
|
wheel_rl.renderfx = body->renderfx;
|
|
// Q3Rally Code Start
|
|
AnglesToAxis(whlAngles, wheel_rl.axis);
|
|
CG_PositionRotatedEntityOnTag( &wheel_rl, body, body->hModel, "tag_wheelrl" );
|
|
|
|
if (!corpse && (cent->currentState.clientNum == cg.snap->ps.clientNum))
|
|
{
|
|
// VectorMA(wheel_rl.origin, 8.2 - CP_SPRING_MINLEN - cg.snap->ps.torsoTimer / CP_SPRING_SCALE, body->axis[2], wheel_rl.origin);
|
|
VectorMA(wheel_rl.origin, 8.2 - CP_SPRING_MINLEN - cg.predictedPlayerState.torsoTimer / CP_SPRING_SCALE, body->axis[2], wheel_rl.origin);
|
|
}
|
|
CG_AddRefEntityWithPowerups( &wheel_rl, ¢->currentState, ci->team );
|
|
|
|
// skids
|
|
if (!(cent->currentState.eFlags & EF_DEAD))
|
|
CG_SurfaceEffects(cent2, wheel_rl.origin, body->axis[2], 2);
|
|
}
|
|
// END
|
|
|
|
// Q3Rally Code Start
|
|
wheel_rr.hModel = ci->wheelModel;
|
|
if (CG_TagExists(body->hModel, "tag_wheelrr") && wheel_rr.hModel){
|
|
if ( !corpse )
|
|
whlAngles[ROLL] = cent2->wheelAngles[3];
|
|
|
|
if( CG_TagExists( wheel_rr.hModel, "tag_polygonwheel" ) )
|
|
wheel_rr.customSkin = 0;
|
|
else
|
|
wheel_rr.customSkin = ci->wheelSkin;
|
|
// END
|
|
wheel_rr.shadowPlane = body->shadowPlane;
|
|
wheel_rr.renderfx = body->renderfx;
|
|
// Q3Rally Code Start
|
|
AnglesToAxis(whlAngles, wheel_rr.axis);
|
|
CG_PositionRotatedEntityOnTag( &wheel_rr, body, body->hModel, "tag_wheelrr" );
|
|
|
|
if (!corpse && (cent->currentState.clientNum == cg.snap->ps.clientNum))
|
|
{
|
|
springLength = 8.2 - CP_SPRING_MINLEN - cg.predictedPlayerState.torsoAnim / CP_SPRING_SCALE;
|
|
// VectorMA(wheel_rr.origin, 8.2 - CP_SPRING_MINLEN - cg.snap->ps.torsoAnim / CP_SPRING_SCALE, body->axis[2], wheel_rr.origin);
|
|
// VectorMA(wheel_rr.origin, 8.2 - CP_SPRING_MINLEN - cg.predictedPlayerState.torsoAnim / CP_SPRING_SCALE, body->axis[2], wheel_rr.origin);
|
|
VectorMA(wheel_rr.origin, springLength, body->axis[2], wheel_rr.origin);
|
|
}
|
|
CG_AddRefEntityWithPowerups( &wheel_rr, ¢->currentState, ci->team );
|
|
|
|
// skids
|
|
if (!(cent->currentState.eFlags & EF_DEAD))
|
|
CG_SurfaceEffects(cent2, wheel_rr.origin, body->axis[2], 3);
|
|
}
|
|
|
|
memset( &susp_cl, 0, sizeof(susp_cl) );
|
|
memset( &susp_cr, 0, sizeof(susp_cr) );
|
|
// memset( &susp_fl, 0, sizeof(susp_fl) );
|
|
// memset( &susp_fr, 0, sizeof(susp_fr) );
|
|
|
|
susp_cl.hModel = ci->suspCModel;
|
|
if (CG_TagExists(body->hModel, "tag_suspcl") && susp_cl.hModel){
|
|
susp_cl.shadowPlane = body->shadowPlane;
|
|
susp_cl.renderfx = body->renderfx;
|
|
|
|
VectorClear(whlAngles);
|
|
whlAngles[PITCH] = -M_180_PI * atan2((8.2 - cg.snap->ps.legsTimer / 10.0f) - (8.2 - cg.snap->ps.torsoTimer / 10.0f), 2*WHEEL_FORWARD);
|
|
AnglesToAxis(whlAngles, susp_cl.axis);
|
|
CG_PositionRotatedEntityOnTag( &susp_cl, body, body->hModel, "tag_suspcl" );
|
|
|
|
if (!corpse && (cent->currentState.clientNum == cg.snap->ps.clientNum)){
|
|
// VectorMA(susp_cl.origin, ((8.2 - cg.snap->ps.legsTimer / 10.0f) + (8.2 - cg.snap->ps.torsoTimer / 10.0f))/2, body->axis[2], susp_cl.origin);
|
|
VectorMA(susp_cl.origin, ((8.2 - cg.predictedPlayerState.legsTimer / 10.0f) + (8.2 - cg.predictedPlayerState.torsoTimer / 10.0f))/2, body->axis[2], susp_cl.origin);
|
|
}
|
|
trap_R_AddRefEntityToScene( &susp_cl );
|
|
}
|
|
|
|
susp_cr.hModel = ci->suspCModel;
|
|
if (CG_TagExists(body->hModel, "tag_suspcr") && susp_cr.hModel){
|
|
susp_cr.shadowPlane = body->shadowPlane;
|
|
susp_cr.renderfx = body->renderfx;
|
|
|
|
VectorClear(whlAngles);
|
|
whlAngles[PITCH] = -M_180_PI * atan2((8.2 - cg.snap->ps.legsAnim / 10.0f) - (8.2 - cg.snap->ps.torsoAnim / 10.0f), 2*WHEEL_FORWARD);
|
|
AnglesToAxis(whlAngles, susp_cr.axis);
|
|
CG_PositionRotatedEntityOnTag( &susp_cr, body, body->hModel, "tag_suspcr" );
|
|
|
|
if (!corpse && (cent->currentState.clientNum == cg.snap->ps.clientNum)){
|
|
// VectorMA(susp_cr.origin, ((8.2 - cg.snap->ps.legsAnim / 10.0f) + (8.2 - cg.snap->ps.torsoAnim / 10.0f))/2, body->axis[2], susp_cr.origin);
|
|
VectorMA(susp_cr.origin, ((8.2 - cg.predictedPlayerState.legsAnim / 10.0f) + (8.2 - cg.predictedPlayerState.torsoAnim / 10.0f))/2, body->axis[2], susp_cr.origin);
|
|
}
|
|
trap_R_AddRefEntityToScene( &susp_cr );
|
|
}
|
|
/*
|
|
if (CG_TagExists(body->hModel, "tag_suspfr")){
|
|
susp_fr.hModel = trap_R_RegisterModel("models/players/reaper/suspf.md3");
|
|
susp_fr.customShader = trap_R_RegisterShader("models/players/reaper/parts_blue.tga");
|
|
susp_fr.shadowPlane = body->shadowPlane;
|
|
susp_fr.renderfx = body->renderfx;
|
|
|
|
CG_GetTagPosition(body, body->hModel, "tag_suspfr", susp_fr.origin);
|
|
VectorSubtract(wheel_fr.origin, susp_fr.origin, delta);
|
|
|
|
VectorClear(whlAngles);
|
|
whlAngles[PITCH] = -M_180_PI * atan2(8.2 - cg.snap->ps.legsAnim / 10.0f, -DotProduct(delta, body->axis[1]));
|
|
AnglesToAxis(whlAngles, susp_fr.axis);
|
|
CG_PositionRotatedEntityOnTag( &susp_fr, body, body->hModel, "tag_suspfr" );
|
|
|
|
trap_R_AddRefEntityToScene( &susp_fr );
|
|
}
|
|
|
|
if (CG_TagExists(body->hModel, "tag_suspfl")){
|
|
susp_fl.hModel = trap_R_RegisterModel("models/players/reaper/suspf.md3");
|
|
susp_fl.customShader = trap_R_RegisterShader("models/players/reaper/parts_blue.tga");
|
|
susp_fl.shadowPlane = body->shadowPlane;
|
|
susp_fl.renderfx = body->renderfx;
|
|
|
|
CG_GetTagPosition(body, body->hModel, "tag_suspfl", susp_fl.origin);
|
|
VectorSubtract(wheel_fl.origin, susp_fl.origin, delta);
|
|
|
|
VectorClear(whlAngles);
|
|
whlAngles[PITCH] = M_180_PI * atan2(8.2 - cg.snap->ps.legsTimer / 10.0f, DotProduct(delta, body->axis[1]));
|
|
AnglesToAxis(whlAngles, susp_fl.axis);
|
|
CG_PositionRotatedEntityOnTag( &susp_fl, body, body->hModel, "tag_suspfl" );
|
|
|
|
trap_R_AddRefEntityToScene( &susp_fl );
|
|
}
|
|
*/
|
|
cent2->teleportFlag = 0;
|
|
// END
|
|
}
|
|
// END
|
|
|
|
/*
|
|
=================
|
|
CG_LightVerts
|
|
=================
|
|
*/
|
|
int CG_LightVerts( vec3_t normal, int numVerts, polyVert_t *verts )
|
|
{
|
|
int i, j;
|
|
float incoming;
|
|
vec3_t ambientLight;
|
|
vec3_t lightDir;
|
|
vec3_t directedLight;
|
|
|
|
trap_R_LightForPoint( verts[0].xyz, ambientLight, directedLight, lightDir );
|
|
|
|
for (i = 0; i < numVerts; i++) {
|
|
incoming = DotProduct (normal, lightDir);
|
|
if ( incoming <= 0 ) {
|
|
verts[i].modulate[0] = ambientLight[0];
|
|
verts[i].modulate[1] = ambientLight[1];
|
|
verts[i].modulate[2] = ambientLight[2];
|
|
verts[i].modulate[3] = 255;
|
|
continue;
|
|
}
|
|
j = ( ambientLight[0] + incoming * directedLight[0] );
|
|
if ( j > 255 ) {
|
|
j = 255;
|
|
}
|
|
verts[i].modulate[0] = j;
|
|
|
|
j = ( ambientLight[1] + incoming * directedLight[1] );
|
|
if ( j > 255 ) {
|
|
j = 255;
|
|
}
|
|
verts[i].modulate[1] = j;
|
|
|
|
j = ( ambientLight[2] + incoming * directedLight[2] );
|
|
if ( j > 255 ) {
|
|
j = 255;
|
|
}
|
|
verts[i].modulate[2] = j;
|
|
|
|
verts[i].modulate[3] = 255;
|
|
}
|
|
return qtrue;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_Player
|
|
===============
|
|
*/
|
|
void CG_Player( centity_t *cent ) {
|
|
clientInfo_t *ci;
|
|
// SKWID( replaced player with car )
|
|
refEntity_t body;
|
|
/*
|
|
refEntity_t legs;
|
|
refEntity_t torso;
|
|
*/
|
|
refEntity_t head;
|
|
refEntity_t plate;
|
|
refEntity_t turbo;
|
|
refEntity_t headlight;
|
|
refEntity_t brakelight;
|
|
refEntity_t reverselight;
|
|
refEntity_t emergencylight;
|
|
// END
|
|
// Q3Rally Code Start
|
|
centity_t *other;
|
|
char filename[MAX_QPATH];
|
|
vec3_t angles;
|
|
float wheelAngle;
|
|
int i;
|
|
// END
|
|
int clientNum;
|
|
int renderfx;
|
|
qboolean shadow;
|
|
float shadowPlane;
|
|
#ifdef MISSIONPACK
|
|
refEntity_t skull;
|
|
refEntity_t powerup;
|
|
int t;
|
|
float c;
|
|
float angle;
|
|
// Q3Rally Code Start
|
|
// vec3_t dir;
|
|
#endif
|
|
vec3_t dir;
|
|
// END
|
|
|
|
// the client number is stored in clientNum. It can't be derived
|
|
// from the entity number, because a single client may have
|
|
// multiple corpses on the level using the same clientinfo
|
|
clientNum = cent->currentState.clientNum;
|
|
if ( clientNum < 0 || clientNum >= MAX_CLIENTS ) {
|
|
CG_Error( "Bad clientNum on player entity");
|
|
}
|
|
ci = &cgs.clientinfo[ clientNum ];
|
|
|
|
// it is possible to see corpses from disconnected players that may
|
|
// not have valid clientinfo
|
|
if ( !ci->infoValid ) {
|
|
return;
|
|
}
|
|
|
|
// get the player model information
|
|
renderfx = 0;
|
|
if ( cent->currentState.number == cg.snap->ps.clientNum) {
|
|
if (!cg.renderingThirdPerson) {
|
|
renderfx = RF_THIRD_PERSON; // only draw in mirrors
|
|
} else {
|
|
if (cg_cameraMode.integer) {
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// SKWID( replaced player with car )
|
|
memset( &body, 0, sizeof(body) );
|
|
/*
|
|
memset( &legs, 0, sizeof(legs) );
|
|
memset( &torso, 0, sizeof(torso) );
|
|
*/
|
|
memset( &head, 0, sizeof(head) );
|
|
memset( &plate, 0, sizeof(plate) );
|
|
memset( &headlight, 0, sizeof(headlight) );
|
|
memset( &brakelight, 0, sizeof(brakelight) );
|
|
memset( &reverselight, 0, sizeof(reverselight) );
|
|
memset( &emergencylight, 0, sizeof(emergencylight) );
|
|
memset( &turbo, 0, sizeof(turbo) );
|
|
// END
|
|
|
|
// SKWID( removed animation )
|
|
/*
|
|
// get the rotation information
|
|
CG_PlayerAngles( cent, legs.axis, torso.axis, head.axis );
|
|
|
|
// get the animation state (after rotation, to allow feet shuffle)
|
|
CG_PlayerAnimation( cent, &legs.oldframe, &legs.frame, &legs.backlerp,
|
|
&torso.oldframe, &torso.frame, &torso.backlerp );
|
|
*/
|
|
// END
|
|
|
|
// add the talk baloon or disconnect icon
|
|
CG_PlayerSprites( cent );
|
|
|
|
// add the shadow
|
|
shadow = CG_PlayerShadow( cent, &shadowPlane );
|
|
|
|
// add a water splash if partially in and out of water
|
|
CG_PlayerSplash( cent );
|
|
|
|
if ( cg_shadows.integer == 3 && shadow ) {
|
|
renderfx |= RF_SHADOW_PLANE;
|
|
}
|
|
renderfx |= RF_LIGHTING_ORIGIN; // use the same origin for all
|
|
#ifdef MISSIONPACK
|
|
if( cgs.gametype == GT_HARVESTER ) {
|
|
CG_PlayerTokens( cent, renderfx );
|
|
}
|
|
#endif
|
|
|
|
// SKWID( replaced player with car )
|
|
body.hModel = ci->bodyModel;
|
|
if( !body.hModel)
|
|
return;
|
|
body.customSkin = ci->bodySkin;
|
|
|
|
// Q3Rally Code Start
|
|
// if ( cg_entities[clientNum].finishRaceTime ) {
|
|
// body.customShader = cgs.media.ghostCarShader;
|
|
// }
|
|
// END
|
|
|
|
VectorCopy( cent->lerpOrigin, body.origin );
|
|
VectorCopy( cent->lerpOrigin, body.lightingOrigin );
|
|
body.shadowPlane = shadowPlane;
|
|
body.renderfx = renderfx;
|
|
VectorCopy( body.origin, body.oldorigin );
|
|
|
|
// Q3Rally Code Start
|
|
// UPDATE - need to use lerpAngles?
|
|
VectorCopy( cent->lerpAngles, angles);
|
|
if (ci->oppositeRoll)
|
|
angles[ROLL] *= -1.0f;
|
|
AnglesToAxis( angles, body.axis );
|
|
|
|
// if (cg_entities[clientNum].finishRaceTime)
|
|
// trap_R_AddRefEntityToScene( &body );
|
|
// else
|
|
CG_AddRefEntityWithPowerups( &body, ¢->currentState, ci->team );
|
|
|
|
|
|
// engine sounds
|
|
/*
|
|
if( cent->currentState.clientNum == cg.predictedPlayerState.clientNum &&
|
|
cg_engineSounds.integer &&
|
|
cent->engineSoundTime + cg_engineSoundDelay.integer < cg.time )
|
|
{
|
|
int index = (int) (10.0f * (cg.predictedPlayerState.stats[STAT_RPM] - CP_RPM_MIN) / (CP_RPM_MAX - CP_RPM_MIN));
|
|
|
|
trap_S_StartSound( cg.predictedPlayerState.origin,
|
|
cg.predictedPlayerState.clientNum,
|
|
CHAN_VOICE,
|
|
cgs.clientinfo[cg.predictedPlayerState.clientNum].sounds[index] );
|
|
|
|
cent->engineSoundTime = cg.time;
|
|
}
|
|
*/
|
|
if( cent->currentState.clientNum == cg.predictedPlayerState.clientNum &&
|
|
cg_engineSounds.integer )
|
|
{
|
|
int index = (int) (10.0f * (cg.predictedPlayerState.stats[STAT_RPM] - CP_RPM_MIN) / (CP_RPM_MAX - CP_RPM_MIN));
|
|
|
|
trap_S_AddLoopingSound( cent->currentState.number + 32,
|
|
cent->lerpOrigin,
|
|
vec3_origin,
|
|
cgs.clientinfo[cent->currentState.clientNum].sounds[index] );
|
|
|
|
// trap_S_StopLoopingSound( cg.predictedPlayerState.clientNum );
|
|
// trap_S_AddLoopingSound( cg_entities[cg.predictedPlayerState.clientNum].currentState.number,
|
|
// cg.predictedPlayerState.origin,
|
|
// cg.predictedPlayerState.velocity,
|
|
// cgs.clientinfo[cg.predictedPlayerState.clientNum].sounds[index] );
|
|
}
|
|
|
|
if (ci->controlMode == CT_MOUSE){
|
|
wheelAngle = WheelAngle(cent->currentState.apos.trBase[YAW], cent->currentState.angles2[YAW]);
|
|
}
|
|
else {
|
|
wheelAngle = cent->currentState.angles2[YAW];
|
|
}
|
|
|
|
// add the car wheels
|
|
// CG_AddWheels(cent, &body, wheelAngle);
|
|
// use this so proper angles are used when dead
|
|
if( cent->currentState.clientNum == cg.snap->ps.clientNum )
|
|
CG_AddWheels( cent, &body, cg_entities[cent->currentState.clientNum].steeringAngle );
|
|
else
|
|
CG_AddWheels( cent, &body, wheelAngle );
|
|
|
|
CG_PlayerEngineSmoke(cent, &body);
|
|
// END
|
|
|
|
/* Q3Rally Code Start
|
|
//
|
|
// add the legs
|
|
//
|
|
legs.hModel = ci->legsModel;
|
|
legs.customSkin = ci->legsSkin;
|
|
|
|
VectorCopy( cent->lerpOrigin, legs.origin );
|
|
|
|
VectorCopy( cent->lerpOrigin, legs.lightingOrigin );
|
|
legs.shadowPlane = shadowPlane;
|
|
legs.renderfx = renderfx;
|
|
VectorCopy (legs.origin, legs.oldorigin); // don't positionally lerp at all
|
|
|
|
CG_AddRefEntityWithPowerups( &legs, ¢->currentState, ci->team );
|
|
|
|
// if the model failed, allow the default nullmodel to be displayed
|
|
if (!legs.hModel) {
|
|
return;
|
|
}
|
|
|
|
//
|
|
// add the torso
|
|
//
|
|
torso.hModel = ci->torsoModel;
|
|
if (!torso.hModel) {
|
|
return;
|
|
}
|
|
|
|
torso.customSkin = ci->torsoSkin;
|
|
|
|
VectorCopy( cent->lerpOrigin, torso.lightingOrigin );
|
|
|
|
CG_PositionRotatedEntityOnTag( &torso, &legs, ci->legsModel, "tag_torso");
|
|
|
|
torso.shadowPlane = shadowPlane;
|
|
torso.renderfx = renderfx;
|
|
|
|
CG_AddRefEntityWithPowerups( &torso, ¢->currentState, ci->team );
|
|
|
|
#ifdef MISSIONPACK
|
|
if ( cent->currentState.eFlags & EF_KAMIKAZE ) {
|
|
|
|
memset( &skull, 0, sizeof(skull) );
|
|
|
|
VectorCopy( cent->lerpOrigin, skull.lightingOrigin );
|
|
skull.shadowPlane = shadowPlane;
|
|
skull.renderfx = renderfx;
|
|
|
|
if ( cent->currentState.eFlags & EF_DEAD ) {
|
|
// one skull bobbing above the dead body
|
|
angle = ((cg.time / 7) & 255) * (M_PI * 2) / 255;
|
|
if (angle > M_PI * 2)
|
|
angle -= (float)M_PI * 2;
|
|
dir[0] = sin(angle) * 20;
|
|
dir[1] = cos(angle) * 20;
|
|
angle = ((cg.time / 4) & 255) * (M_PI * 2) / 255;
|
|
dir[2] = 15 + sin(angle) * 8;
|
|
VectorAdd(torso.origin, dir, skull.origin);
|
|
|
|
dir[2] = 0;
|
|
VectorCopy(dir, skull.axis[1]);
|
|
VectorNormalize(skull.axis[1]);
|
|
VectorSet(skull.axis[2], 0, 0, 1);
|
|
CrossProduct(skull.axis[1], skull.axis[2], skull.axis[0]);
|
|
|
|
skull.hModel = cgs.media.kamikazeHeadModel;
|
|
trap_R_AddRefEntityToScene( &skull );
|
|
skull.hModel = cgs.media.kamikazeHeadTrail;
|
|
trap_R_AddRefEntityToScene( &skull );
|
|
}
|
|
else {
|
|
// three skulls spinning around the player
|
|
angle = ((cg.time / 4) & 255) * (M_PI * 2) / 255;
|
|
dir[0] = cos(angle) * 20;
|
|
dir[1] = sin(angle) * 20;
|
|
dir[2] = cos(angle) * 20;
|
|
VectorAdd(torso.origin, dir, skull.origin);
|
|
|
|
angles[0] = sin(angle) * 30;
|
|
angles[1] = (angle * 180 / M_PI) + 90;
|
|
if (angles[1] > 360)
|
|
angles[1] -= 360;
|
|
angles[2] = 0;
|
|
AnglesToAxis( angles, skull.axis );
|
|
|
|
// dir[2] = 0;
|
|
// VectorInverse(dir);
|
|
// VectorCopy(dir, skull.axis[1]);
|
|
// VectorNormalize(skull.axis[1]);
|
|
// VectorSet(skull.axis[2], 0, 0, 1);
|
|
// CrossProduct(skull.axis[1], skull.axis[2], skull.axis[0]);
|
|
|
|
skull.hModel = cgs.media.kamikazeHeadModel;
|
|
trap_R_AddRefEntityToScene( &skull );
|
|
// flip the trail because this skull is spinning in the other direction
|
|
VectorInverse(skull.axis[1]);
|
|
skull.hModel = cgs.media.kamikazeHeadTrail;
|
|
trap_R_AddRefEntityToScene( &skull );
|
|
|
|
angle = ((cg.time / 4) & 255) * (M_PI * 2) / 255 + M_PI;
|
|
if (angle > M_PI * 2)
|
|
angle -= (float)M_PI * 2;
|
|
dir[0] = sin(angle) * 20;
|
|
dir[1] = cos(angle) * 20;
|
|
dir[2] = cos(angle) * 20;
|
|
VectorAdd(torso.origin, dir, skull.origin);
|
|
|
|
angles[0] = cos(angle - 0.5 * M_PI) * 30;
|
|
angles[1] = 360 - (angle * 180 / M_PI);
|
|
if (angles[1] > 360)
|
|
angles[1] -= 360;
|
|
angles[2] = 0;
|
|
AnglesToAxis( angles, skull.axis );
|
|
|
|
// dir[2] = 0;
|
|
// VectorCopy(dir, skull.axis[1]);
|
|
// VectorNormalize(skull.axis[1]);
|
|
// VectorSet(skull.axis[2], 0, 0, 1);
|
|
// CrossProduct(skull.axis[1], skull.axis[2], skull.axis[0]);
|
|
|
|
skull.hModel = cgs.media.kamikazeHeadModel;
|
|
trap_R_AddRefEntityToScene( &skull );
|
|
skull.hModel = cgs.media.kamikazeHeadTrail;
|
|
trap_R_AddRefEntityToScene( &skull );
|
|
|
|
angle = ((cg.time / 3) & 255) * (M_PI * 2) / 255 + 0.5 * M_PI;
|
|
if (angle > M_PI * 2)
|
|
angle -= (float)M_PI * 2;
|
|
dir[0] = sin(angle) * 20;
|
|
dir[1] = cos(angle) * 20;
|
|
dir[2] = 0;
|
|
VectorAdd(torso.origin, dir, skull.origin);
|
|
|
|
VectorCopy(dir, skull.axis[1]);
|
|
VectorNormalize(skull.axis[1]);
|
|
VectorSet(skull.axis[2], 0, 0, 1);
|
|
CrossProduct(skull.axis[1], skull.axis[2], skull.axis[0]);
|
|
|
|
skull.hModel = cgs.media.kamikazeHeadModel;
|
|
trap_R_AddRefEntityToScene( &skull );
|
|
skull.hModel = cgs.media.kamikazeHeadTrail;
|
|
trap_R_AddRefEntityToScene( &skull );
|
|
}
|
|
}
|
|
|
|
if ( cent->currentState.powerups & ( 1 << PW_GUARD ) ) {
|
|
memcpy(&powerup, &torso, sizeof(torso));
|
|
powerup.hModel = cgs.media.guardPowerupModel;
|
|
powerup.frame = 0;
|
|
powerup.oldframe = 0;
|
|
powerup.customSkin = 0;
|
|
trap_R_AddRefEntityToScene( &powerup );
|
|
}
|
|
if ( cent->currentState.powerups & ( 1 << PW_SCOUT ) ) {
|
|
memcpy(&powerup, &torso, sizeof(torso));
|
|
powerup.hModel = cgs.media.scoutPowerupModel;
|
|
powerup.frame = 0;
|
|
powerup.oldframe = 0;
|
|
powerup.customSkin = 0;
|
|
trap_R_AddRefEntityToScene( &powerup );
|
|
}
|
|
if ( cent->currentState.powerups & ( 1 << PW_DOUBLER ) ) {
|
|
memcpy(&powerup, &torso, sizeof(torso));
|
|
powerup.hModel = cgs.media.doublerPowerupModel;
|
|
powerup.frame = 0;
|
|
powerup.oldframe = 0;
|
|
powerup.customSkin = 0;
|
|
trap_R_AddRefEntityToScene( &powerup );
|
|
}
|
|
if ( cent->currentState.powerups & ( 1 << PW_AMMOREGEN ) ) {
|
|
memcpy(&powerup, &torso, sizeof(torso));
|
|
powerup.hModel = cgs.media.ammoRegenPowerupModel;
|
|
powerup.frame = 0;
|
|
powerup.oldframe = 0;
|
|
powerup.customSkin = 0;
|
|
trap_R_AddRefEntityToScene( &powerup );
|
|
}
|
|
if ( cent->currentState.powerups & ( 1 << PW_INVULNERABILITY ) ) {
|
|
if ( !ci->invulnerabilityStartTime ) {
|
|
ci->invulnerabilityStartTime = cg.time;
|
|
}
|
|
ci->invulnerabilityStopTime = cg.time;
|
|
}
|
|
else {
|
|
ci->invulnerabilityStartTime = 0;
|
|
}
|
|
if ( (cent->currentState.powerups & ( 1 << PW_INVULNERABILITY ) ) ||
|
|
cg.time - ci->invulnerabilityStopTime < 250 ) {
|
|
|
|
memcpy(&powerup, &torso, sizeof(torso));
|
|
powerup.hModel = cgs.media.invulnerabilityPowerupModel;
|
|
powerup.customSkin = 0;
|
|
// always draw
|
|
powerup.renderfx &= ~RF_THIRD_PERSON;
|
|
VectorCopy(cent->lerpOrigin, powerup.origin);
|
|
|
|
if ( cg.time - ci->invulnerabilityStartTime < 250 ) {
|
|
c = (float) (cg.time - ci->invulnerabilityStartTime) / 250;
|
|
}
|
|
else if (cg.time - ci->invulnerabilityStopTime < 250 ) {
|
|
c = (float) (250 - (cg.time - ci->invulnerabilityStopTime)) / 250;
|
|
}
|
|
else {
|
|
c = 1;
|
|
}
|
|
VectorSet( powerup.axis[0], c, 0, 0 );
|
|
VectorSet( powerup.axis[1], 0, c, 0 );
|
|
VectorSet( powerup.axis[2], 0, 0, c );
|
|
trap_R_AddRefEntityToScene( &powerup );
|
|
}
|
|
|
|
t = cg.time - ci->medkitUsageTime;
|
|
if ( ci->medkitUsageTime && t < 500 ) {
|
|
memcpy(&powerup, &torso, sizeof(torso));
|
|
powerup.hModel = cgs.media.medkitUsageModel;
|
|
powerup.customSkin = 0;
|
|
// always draw
|
|
powerup.renderfx &= ~RF_THIRD_PERSON;
|
|
VectorClear(angles);
|
|
AnglesToAxis(angles, powerup.axis);
|
|
VectorCopy(cent->lerpOrigin, powerup.origin);
|
|
powerup.origin[2] += -24 + (float) t * 80 / 500;
|
|
if ( t > 400 ) {
|
|
c = (float) (t - 1000) * 0xff / 100;
|
|
powerup.shaderRGBA[0] = 0xff - c;
|
|
powerup.shaderRGBA[1] = 0xff - c;
|
|
powerup.shaderRGBA[2] = 0xff - c;
|
|
powerup.shaderRGBA[3] = 0xff - c;
|
|
}
|
|
else {
|
|
powerup.shaderRGBA[0] = 0xff;
|
|
powerup.shaderRGBA[1] = 0xff;
|
|
powerup.shaderRGBA[2] = 0xff;
|
|
powerup.shaderRGBA[3] = 0xff;
|
|
}
|
|
trap_R_AddRefEntityToScene( &powerup );
|
|
}
|
|
#endif // MISSIONPACK
|
|
*/
|
|
|
|
// STONELANCE( add head support )
|
|
/*
|
|
head.hModel = ci->headModel;
|
|
if (!head.hModel) {
|
|
return;
|
|
}
|
|
head.customSkin = ci->headSkin;
|
|
|
|
VectorCopy( cent->lerpOrigin, head.lightingOrigin );
|
|
|
|
CG_PositionRotatedEntityOnTag( &head, &torso, ci->torsoModel, "tag_head");
|
|
|
|
head.shadowPlane = shadowPlane;
|
|
head.renderfx = renderfx;
|
|
|
|
CG_AddRefEntityWithPowerups( &head, ¢->currentState, ci->team );
|
|
*/
|
|
|
|
//
|
|
// add the head
|
|
//
|
|
if ( CG_TagExists(ci->bodyModel, "tag_head") ){
|
|
head.hModel = ci->headModel;
|
|
if (!head.hModel) {
|
|
return;
|
|
}
|
|
head.customSkin = ci->headSkin;
|
|
|
|
VectorCopy( cent->currentState.angles2, angles );
|
|
if (ci->controlMode == CT_MOUSE){
|
|
angles[YAW] = Com_Clamp(-45, 45, AngleNormalize180(cent->currentState.apos.trBase[YAW] - angles[YAW]));
|
|
}
|
|
AnglesToAxis(angles, head.axis);
|
|
|
|
// if ( cg_entities[clientNum].finishRaceTime ) {
|
|
// head.customShader = cgs.media.ghostCarShader;
|
|
// }
|
|
|
|
VectorCopy( cent->lerpOrigin, head.lightingOrigin );
|
|
CG_PositionRotatedEntityOnTag( &head, &body, ci->bodyModel, "tag_head");
|
|
head.shadowPlane = shadowPlane;
|
|
head.renderfx = renderfx;
|
|
|
|
// check for head tag, if no tag the length of delta should be 0
|
|
// if (cg_entities[clientNum].finishRaceTime)
|
|
// trap_R_AddRefEntityToScene( &head );
|
|
// else
|
|
CG_AddRefEntityWithPowerups( &head, ¢->currentState, ci->team );
|
|
}
|
|
|
|
//
|
|
// add the license plate
|
|
//
|
|
if (!(cent->currentState.powerups & ( 1 << PW_INVIS )) && CG_TagExists(ci->bodyModel, "tag_plate")){
|
|
plate.frame = 0;
|
|
plate.hModel = ci->plateModel;
|
|
if (!plate.hModel) {
|
|
return;
|
|
}
|
|
|
|
plate.customShader = ci->plateShader;
|
|
|
|
VectorCopy( cent->lerpOrigin, plate.lightingOrigin );
|
|
CG_PositionEntityOnTag( &plate, &body, ci->bodyModel, "tag_plate");
|
|
plate.shadowPlane = shadowPlane;
|
|
plate.renderfx = renderfx;
|
|
|
|
/*
|
|
plate.radius = 20;
|
|
plate.shaderRGBA[0] = 255;
|
|
plate.shaderRGBA[1] = 255;
|
|
plate.shaderRGBA[2] = 255;
|
|
plate.shaderRGBA[3] = 255;
|
|
plate.shaderTime = cg.time / 1000.0f;
|
|
*/
|
|
trap_R_AddRefEntityToScene( &plate );
|
|
}
|
|
|
|
//
|
|
// add the headlights
|
|
//
|
|
/*
|
|
VectorMA(body.origin, 200, body.axis[0], dir);
|
|
VectorMA(dir, 75, body.axis[1], dir);
|
|
trap_R_AddAdditiveLightToScene( dir, 200, 0.3f, 0.3f, 0.3f );
|
|
VectorMA(dir, -150, body.axis[1], dir);
|
|
trap_R_AddAdditiveLightToScene( dir, 200, 0.3f, 0.3f, 0.3f );
|
|
*/
|
|
if (/*cg_entities[cent->currentState.clientNum].hl_left->light &&*/
|
|
!(cent->currentState.powerups & ( 1 << PW_INVIS ))){
|
|
|
|
headlight.hModel = cgs.media.headLightGlow;
|
|
if (!headlight.hModel) {
|
|
return;
|
|
}
|
|
|
|
VectorCopy( cent->lerpOrigin, headlight.lightingOrigin );
|
|
headlight.shadowPlane = shadowPlane;
|
|
headlight.renderfx = renderfx;
|
|
|
|
for (i = 0; i < 4; i++){
|
|
Com_sprintf(filename, sizeof(filename), "tag_hlite%d", i+1);
|
|
if (!CG_TagExists(ci->bodyModel, filename)) continue;
|
|
|
|
CG_PositionEntityOnTag( &headlight, &body, ci->bodyModel, filename);
|
|
trap_R_AddRefEntityToScene( &headlight );
|
|
}
|
|
}
|
|
|
|
//
|
|
// add the red and blue lights for emergency vehicles
|
|
//
|
|
if (/*cg_entities[cent->currentState.clientNum].hl_left->light &&*/
|
|
!(cent->currentState.powerups & ( 1 << PW_INVIS ))){
|
|
|
|
VectorCopy( cent->lerpOrigin, emergencylight.lightingOrigin );
|
|
emergencylight.shadowPlane = shadowPlane;
|
|
emergencylight.renderfx = renderfx;
|
|
|
|
// red
|
|
if ( CG_TagExists(ci->bodyModel, "tag_redlight") ){
|
|
emergencylight.hModel = trap_R_RegisterModel( "gfx/flares/red_lite.md3" );
|
|
if (!emergencylight.hModel) {
|
|
return;
|
|
}
|
|
|
|
CG_PositionEntityOnTag( &emergencylight, &body, ci->bodyModel, "tag_redlight");
|
|
trap_R_AddRefEntityToScene( &emergencylight );
|
|
}
|
|
|
|
// blue
|
|
if ( CG_TagExists(ci->bodyModel, "tag_bluelight") ){
|
|
emergencylight.hModel = trap_R_RegisterModel( "gfx/flares/blue_lite.md3" );
|
|
if (!emergencylight.hModel) {
|
|
return;
|
|
}
|
|
|
|
CG_PositionEntityOnTag( &emergencylight, &body, ci->bodyModel, "tag_bluelight");
|
|
trap_R_AddRefEntityToScene( &emergencylight );
|
|
}
|
|
|
|
// yellow
|
|
if ( CG_TagExists(ci->bodyModel, "tag_yellowlight") ) {
|
|
emergencylight.hModel = trap_R_RegisterModel( "gfx/flares/yellow_lite.md3" );
|
|
if (!emergencylight.hModel) {
|
|
return;
|
|
}
|
|
|
|
CG_PositionEntityOnTag( &emergencylight, &body, ci->bodyModel, "tag_yellowlight");
|
|
trap_R_AddRefEntityToScene( &emergencylight );
|
|
}
|
|
}
|
|
|
|
//
|
|
// add the brakelights
|
|
//
|
|
if ((cg_entities[cent->currentState.clientNum].currentState.eFlags & EF_BRAKE) &&
|
|
!(cent->currentState.powerups & ( 1 << PW_INVIS ))){
|
|
brakelight.hModel = cgs.media.brakeLightGlow;
|
|
if (!brakelight.hModel) {
|
|
return;
|
|
}
|
|
|
|
VectorCopy( cent->lerpOrigin, brakelight.lightingOrigin );
|
|
brakelight.shadowPlane = shadowPlane;
|
|
brakelight.renderfx = renderfx;
|
|
|
|
for (i = 0; i < 3; i++){
|
|
Com_sprintf(filename, sizeof(filename), "tag_blite%d", i+1);
|
|
if (!CG_TagExists(ci->bodyModel, filename)) continue;
|
|
|
|
CG_PositionEntityOnTag( &brakelight, &body, ci->bodyModel, filename);
|
|
trap_R_AddRefEntityToScene( &brakelight );
|
|
}
|
|
}
|
|
|
|
//
|
|
// add the reverselights
|
|
//
|
|
if ((cg_entities[cent->currentState.clientNum].currentState.eFlags & EF_REVERSE) &&
|
|
VectorLength(cent->currentState.pos.trDelta) > 10.0f &&
|
|
!(cent->currentState.powerups & ( 1 << PW_INVIS ))){
|
|
reverselight.hModel = cgs.media.reverseLightGlow;
|
|
if (!reverselight.hModel) {
|
|
return;
|
|
}
|
|
|
|
VectorCopy( cent->lerpOrigin, reverselight.lightingOrigin );
|
|
reverselight.shadowPlane = shadowPlane;
|
|
reverselight.renderfx = renderfx;
|
|
|
|
for (i = 0; i < 2; i++){
|
|
Com_sprintf(filename, sizeof(filename), "tag_rlite%d", i+1);
|
|
if (!CG_TagExists(ci->bodyModel, filename)) continue;
|
|
|
|
CG_PositionEntityOnTag( &reverselight, &body, ci->bodyModel, filename);
|
|
trap_R_AddRefEntityToScene( &reverselight );
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// add turbo flame
|
|
//
|
|
if (cent->currentState.powerups & ( 1 << PW_TURBO ) && CG_TagExists(ci->bodyModel, "tag_turbo")){
|
|
turbo.hModel = cgs.media.turboModel;
|
|
if (!turbo.hModel) {
|
|
return;
|
|
}
|
|
|
|
VectorCopy( cent->lerpOrigin, turbo.lightingOrigin );
|
|
CG_PositionEntityOnTag( &turbo, &body, ci->bodyModel, "tag_turbo");
|
|
turbo.shadowPlane = shadowPlane;
|
|
turbo.renderfx = renderfx;
|
|
|
|
trap_R_AddRefEntityToScene( &turbo );
|
|
}
|
|
|
|
// floating arrow to checkpoint
|
|
if (cg_checkpointArrowMode.integer == 2 && cent->currentState.clientNum == cg.snap->ps.clientNum){
|
|
for (i = 0; i < MAX_GENTITIES; i++) {
|
|
other = &cg_entities[i];
|
|
if (other->currentState.eType != ET_CHECKPOINT) continue;
|
|
if (other->currentState.weapon != cg.snap->ps.stats[STAT_NEXT_CHECKPOINT]) continue;
|
|
|
|
break;
|
|
}
|
|
|
|
if (i != MAX_GENTITIES){
|
|
turbo.hModel = cgs.media.checkpointArrow;
|
|
if (!turbo.hModel) {
|
|
return;
|
|
}
|
|
|
|
VectorSubtract(other->currentState.origin, cent->lerpOrigin, dir);
|
|
|
|
VectorClear(angles);
|
|
angles[YAW] = vectoyaw(dir);
|
|
AnglesToAxis(angles, turbo.axis);
|
|
|
|
VectorScale(turbo.axis[0], 0.5f, turbo.axis[0]);
|
|
VectorScale(turbo.axis[1], 0.5f, turbo.axis[1]);
|
|
turbo.nonNormalizedAxes = qtrue;
|
|
|
|
VectorMA( cent->lerpOrigin, 24, turbo.axis[2], turbo.origin );
|
|
VectorCopy( cent->lerpOrigin, turbo.lightingOrigin );
|
|
turbo.shadowPlane = shadowPlane;
|
|
turbo.renderfx = renderfx;
|
|
|
|
trap_R_AddRefEntityToScene( &turbo );
|
|
}
|
|
}
|
|
|
|
/*
|
|
#ifdef MISSIONPACK
|
|
CG_BreathPuffs(cent, &head);
|
|
|
|
CG_DustTrail(cent);
|
|
#endif
|
|
*/
|
|
// END
|
|
|
|
//
|
|
// add the gun / barrel / flash
|
|
//
|
|
// Q3Rally Code Start
|
|
CG_AddPlayerWeapon( &body, NULL, cent, ci->team );
|
|
// END
|
|
|
|
// add powerups floating behind the player
|
|
// Q3Rally Code Start
|
|
// CG_PlayerPowerups( cent, &torso );
|
|
CG_PlayerPowerups( cent, &body );
|
|
// END
|
|
}
|
|
|
|
|
|
//=====================================================================
|
|
|
|
/*
|
|
===============
|
|
CG_ResetPlayerEntity
|
|
|
|
A player just came into view or teleported, so reset all animation info
|
|
===============
|
|
*/
|
|
void CG_ResetPlayerEntity( centity_t *cent ) {
|
|
cent->errorTime = -99999; // guarantee no error decay added
|
|
cent->extrapolated = qfalse;
|
|
|
|
// SKWID( removed functions )
|
|
// CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ], ¢->pe.legs, cent->currentState.legsAnim );
|
|
// CG_ClearLerpFrame( &cgs.clientinfo[ cent->currentState.clientNum ], ¢->pe.torso, cent->currentState.torsoAnim );
|
|
// END
|
|
|
|
BG_EvaluateTrajectory( ¢->currentState.pos, cg.time, cent->lerpOrigin );
|
|
BG_EvaluateTrajectory( ¢->currentState.apos, cg.time, cent->lerpAngles );
|
|
|
|
VectorCopy( cent->lerpOrigin, cent->rawOrigin );
|
|
VectorCopy( cent->lerpAngles, cent->rawAngles );
|
|
|
|
// SKWID( replace player with car )
|
|
memset( ¢->pe.body, 0, sizeof( cent->pe.body ) );
|
|
cent->pe.body.yawAngle = cent->rawAngles[YAW];
|
|
cent->pe.body.yawing = qfalse;
|
|
cent->pe.body.pitchAngle = cent->rawAngles[PITCH];
|
|
cent->pe.body.pitching = qfalse;
|
|
|
|
/*
|
|
memset( ¢->pe.legs, 0, sizeof( cent->pe.legs ) );
|
|
cent->pe.legs.yawAngle = cent->rawAngles[YAW];
|
|
cent->pe.legs.yawing = qfalse;
|
|
cent->pe.legs.pitchAngle = 0;
|
|
cent->pe.legs.pitching = qfalse;
|
|
|
|
memset( ¢->pe.torso, 0, sizeof( cent->pe.torso ) );
|
|
cent->pe.torso.yawAngle = cent->rawAngles[YAW];
|
|
cent->pe.torso.yawing = qfalse;
|
|
cent->pe.torso.pitchAngle = cent->rawAngles[PITCH];
|
|
cent->pe.torso.pitching = qfalse;
|
|
|
|
if ( cg_debugPosition.integer ) {
|
|
CG_Printf("%i ResetPlayerEntity yaw=%f\n", cent->currentState.number, cent->pe.torso.yawAngle );
|
|
}
|
|
*/
|
|
// END
|
|
}
|
|
|