mirror of
https://github.com/Q3Rally-Team/q3rally.git
synced 2024-11-22 20:11:48 +00:00
1404 lines
38 KiB
C
1404 lines
38 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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Copyright (C) 2002-2009 Q3Rally Team (Per Thormann - perle@q3rally.com)
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This file is part of q3rally source code.
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q3rally source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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q3rally source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with q3rally; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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//
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// cg_ents.c -- present snapshot entities, happens every single frame
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#include "cg_local.h"
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// Q3Rally Code Start
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// used to know when to update physics variables from server
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//qboolean updateEnts;
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// Q3Rally Code END
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/*
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======================
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CG_PositionEntityOnTag
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Modifies the entities position and axis by the given
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tag location
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======================
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*/
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void CG_PositionEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
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qhandle_t parentModel, char *tagName ) {
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int i;
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orientation_t lerped;
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// lerp the tag
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trap_R_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
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1.0 - parent->backlerp, tagName );
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// FIXME: allow origin offsets along tag?
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VectorCopy( parent->origin, entity->origin );
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for ( i = 0 ; i < 3 ; i++ ) {
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VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
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}
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// had to cast away the const to avoid compiler problems...
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MatrixMultiply( lerped.axis, ((refEntity_t *)parent)->axis, entity->axis );
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entity->backlerp = parent->backlerp;
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}
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/*
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======================
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CG_PositionRotatedEntityOnTag
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Modifies the entities position and axis by the given
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tag location
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======================
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*/
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void CG_PositionRotatedEntityOnTag( refEntity_t *entity, const refEntity_t *parent,
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qhandle_t parentModel, char *tagName ) {
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int i;
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orientation_t lerped;
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vec3_t tempAxis[3];
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//AxisClear( entity->axis );
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// lerp the tag
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trap_R_LerpTag( &lerped, parentModel, parent->oldframe, parent->frame,
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1.0 - parent->backlerp, tagName );
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// FIXME: allow origin offsets along tag?
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VectorCopy( parent->origin, entity->origin );
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for ( i = 0 ; i < 3 ; i++ ) {
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VectorMA( entity->origin, lerped.origin[i], parent->axis[i], entity->origin );
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}
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// had to cast away the const to avoid compiler problems...
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MatrixMultiply( entity->axis, lerped.axis, tempAxis );
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MatrixMultiply( tempAxis, ((refEntity_t *)parent)->axis, entity->axis );
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}
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/*
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==========================================================================
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FUNCTIONS CALLED EACH FRAME
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==========================================================================
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*/
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/*
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======================
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CG_SetEntitySoundPosition
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Also called by event processing code
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======================
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*/
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void CG_SetEntitySoundPosition( centity_t *cent ) {
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if ( cent->currentState.solid == SOLID_BMODEL ) {
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vec3_t origin;
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float *v;
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v = cgs.inlineModelMidpoints[ cent->currentState.modelindex ];
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VectorAdd( cent->lerpOrigin, v, origin );
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trap_S_UpdateEntityPosition( cent->currentState.number, origin );
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} else {
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trap_S_UpdateEntityPosition( cent->currentState.number, cent->lerpOrigin );
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}
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}
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/*
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==================
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CG_EntityEffects
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Add continuous entity effects, like local entity emission and lighting
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==================
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*/
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static void CG_EntityEffects( centity_t *cent ) {
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// update sound origins
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CG_SetEntitySoundPosition( cent );
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// add loop sound
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if ( cent->currentState.loopSound) {
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if (cent->currentState.eType != ET_SPEAKER) {
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trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,
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cgs.gameSounds[ cent->currentState.loopSound ] );
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} else {
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trap_S_AddRealLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,
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cgs.gameSounds[ cent->currentState.loopSound ] );
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}
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}
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else {
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trap_S_StopLoopingSound(cent->currentState.number);
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}
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// constant light glow
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if(cent->currentState.constantLight)
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{
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int cl;
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float i, r, g, b;
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cl = cent->currentState.constantLight;
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r = (float) (cl & 0xFF) / 255.0;
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g = (float) ((cl >> 8) & 0xFF) / 255.0;
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b = (float) ((cl >> 16) & 0xFF) / 255.0;
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i = (float) ((cl >> 24) & 0xFF) * 4.0;
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trap_R_AddLightToScene(cent->lerpOrigin, i, r, g, b);
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}
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}
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/*
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==================
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CG_General
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==================
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*/
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static void CG_General( centity_t *cent ) {
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refEntity_t ent;
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entityState_t *s1;
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s1 = ¢->currentState;
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// if set to invisible, skip
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if (!s1->modelindex) {
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return;
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}
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memset (&ent, 0, sizeof(ent));
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// set frame
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ent.frame = s1->frame;
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ent.oldframe = ent.frame;
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ent.backlerp = 0;
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VectorCopy( cent->lerpOrigin, ent.origin);
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VectorCopy( cent->lerpOrigin, ent.oldorigin);
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ent.hModel = cgs.gameModels[s1->modelindex];
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// player model
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if (s1->number == cg.snap->ps.clientNum) {
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ent.renderfx |= RF_THIRD_PERSON; // only draw from mirrors
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}
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// convert angles to axis
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AnglesToAxis( cent->lerpAngles, ent.axis );
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// add to refresh list
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trap_R_AddRefEntityToScene (&ent);
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}
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/*
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==================
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CG_Speaker
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Speaker entities can automatically play sounds
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==================
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*/
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static void CG_Speaker( centity_t *cent ) {
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if ( ! cent->currentState.clientNum ) { // FIXME: use something other than clientNum...
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return; // not auto triggering
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}
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if ( cg.time < cent->miscTime ) {
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return;
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}
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trap_S_StartSound (NULL, cent->currentState.number, CHAN_ITEM, cgs.gameSounds[cent->currentState.eventParm] );
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// ent->s.frame = ent->wait * 10;
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// ent->s.clientNum = ent->random * 10;
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cent->miscTime = cg.time + cent->currentState.frame * 100 + cent->currentState.clientNum * 100 * crandom();
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}
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/*
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==================
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CG_Item
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==================
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*/
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static void CG_Item( centity_t *cent ) {
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refEntity_t ent;
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entityState_t *es;
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gitem_t *item;
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int msec;
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float frac;
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float scale;
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weaponInfo_t *wi;
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es = ¢->currentState;
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if ( es->modelindex >= bg_numItems ) {
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CG_Error( "Bad item index %i on entity", es->modelindex );
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}
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// if set to invisible, skip
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if ( !es->modelindex || ( es->eFlags & EF_NODRAW ) ) {
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return;
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}
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item = &bg_itemlist[ es->modelindex ];
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if ( cg_simpleItems.integer && item->giType != IT_TEAM ) {
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memset( &ent, 0, sizeof( ent ) );
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ent.reType = RT_SPRITE;
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VectorCopy( cent->lerpOrigin, ent.origin );
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ent.radius = 14;
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ent.customShader = cg_items[es->modelindex].icon;
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ent.shaderRGBA[0] = 255;
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ent.shaderRGBA[1] = 255;
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ent.shaderRGBA[2] = 255;
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ent.shaderRGBA[3] = 255;
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trap_R_AddRefEntityToScene(&ent);
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return;
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}
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// items bob up and down continuously
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scale = 0.005 + cent->currentState.number * 0.00001;
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cent->lerpOrigin[2] += 4 + cos( ( cg.time + 1000 ) * scale ) * 4;
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memset (&ent, 0, sizeof(ent));
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// autorotate at one of two speeds
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if ( item->giType == IT_HEALTH ) {
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VectorCopy( cg.autoAnglesFast, cent->lerpAngles );
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AxisCopy( cg.autoAxisFast, ent.axis );
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} else {
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VectorCopy( cg.autoAngles, cent->lerpAngles );
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AxisCopy( cg.autoAxis, ent.axis );
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}
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wi = NULL;
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// the weapons have their origin where they attatch to player
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// models, so we need to offset them or they will rotate
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// eccentricly
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if ( item->giType == IT_WEAPON ) {
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wi = &cg_weapons[item->giTag];
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cent->lerpOrigin[0] -=
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wi->weaponMidpoint[0] * ent.axis[0][0] +
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wi->weaponMidpoint[1] * ent.axis[1][0] +
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wi->weaponMidpoint[2] * ent.axis[2][0];
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cent->lerpOrigin[1] -=
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wi->weaponMidpoint[0] * ent.axis[0][1] +
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wi->weaponMidpoint[1] * ent.axis[1][1] +
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wi->weaponMidpoint[2] * ent.axis[2][1];
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cent->lerpOrigin[2] -=
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wi->weaponMidpoint[0] * ent.axis[0][2] +
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wi->weaponMidpoint[1] * ent.axis[1][2] +
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wi->weaponMidpoint[2] * ent.axis[2][2];
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cent->lerpOrigin[2] += 8; // an extra height boost
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}
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if( item->giType == IT_WEAPON && item->giTag == WP_RAILGUN ) {
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clientInfo_t *ci = &cgs.clientinfo[cg.snap->ps.clientNum];
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Byte4Copy( ci->c1RGBA, ent.shaderRGBA );
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}
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ent.hModel = cg_items[es->modelindex].models[0];
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VectorCopy( cent->lerpOrigin, ent.origin);
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VectorCopy( cent->lerpOrigin, ent.oldorigin);
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ent.nonNormalizedAxes = qfalse;
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// if just respawned, slowly scale up
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msec = cg.time - cent->miscTime;
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if ( msec >= 0 && msec < ITEM_SCALEUP_TIME ) {
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frac = (float)msec / ITEM_SCALEUP_TIME;
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VectorScale( ent.axis[0], frac, ent.axis[0] );
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VectorScale( ent.axis[1], frac, ent.axis[1] );
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VectorScale( ent.axis[2], frac, ent.axis[2] );
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ent.nonNormalizedAxes = qtrue;
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} else {
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frac = 1.0;
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}
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// items without glow textures need to keep a minimum light value
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// so they are always visible
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// Q3Rally Code Start
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// if ( ( item->giType == IT_WEAPON ) || ( item->giType == IT_ARMOR ) ) {
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if ( ( item->giType == IT_WEAPON ) || ( item->giType == IT_RFWEAPON ) ||
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( item->giType == IT_ARMOR ) ) {
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// Q3Rally Code END
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ent.renderfx |= RF_MINLIGHT;
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}
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// increase the size of the weapons when they are presented as items
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if ( item->giType == IT_WEAPON ) {
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VectorScale( ent.axis[0], 1.5, ent.axis[0] );
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VectorScale( ent.axis[1], 1.5, ent.axis[1] );
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VectorScale( ent.axis[2], 1.5, ent.axis[2] );
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ent.nonNormalizedAxes = qtrue;
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#ifdef MISSIONPACK
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trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, cgs.media.weaponHoverSound );
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#endif
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}
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#ifdef MISSIONPACK
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if ( item->giType == IT_HOLDABLE && item->giTag == HI_KAMIKAZE ) {
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VectorScale( ent.axis[0], 2, ent.axis[0] );
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VectorScale( ent.axis[1], 2, ent.axis[1] );
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VectorScale( ent.axis[2], 2, ent.axis[2] );
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ent.nonNormalizedAxes = qtrue;
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}
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#endif
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// Q3Rally Code Start
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ent.origin[2] += 6;
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// Q3Rally Code END
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// add to refresh list
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trap_R_AddRefEntityToScene(&ent);
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#ifdef MISSIONPACK
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if ( item->giType == IT_WEAPON && wi->barrelModel ) {
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refEntity_t barrel;
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memset( &barrel, 0, sizeof( barrel ) );
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barrel.hModel = wi->barrelModel;
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VectorCopy( ent.lightingOrigin, barrel.lightingOrigin );
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barrel.shadowPlane = ent.shadowPlane;
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barrel.renderfx = ent.renderfx;
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CG_PositionRotatedEntityOnTag( &barrel, &ent, wi->weaponModel, "tag_barrel" );
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AxisCopy( ent.axis, barrel.axis );
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barrel.nonNormalizedAxes = ent.nonNormalizedAxes;
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trap_R_AddRefEntityToScene( &barrel );
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}
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#endif
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// accompanying rings / spheres for powerups
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if ( !cg_simpleItems.integer )
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{
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vec3_t spinAngles;
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VectorClear( spinAngles );
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// Q3Rally Code Start
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// if ( item->giType == IT_HEALTH || item->giType == IT_POWERUP )
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if ( item->giType == IT_HEALTH || item->giType == IT_POWERUP || item->giTag == HI_TURBO)
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// Q3Rally Code END
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{
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if ( ( ent.hModel = cg_items[es->modelindex].models[1] ) != 0 )
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{
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// Q3Rally Code Start
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/*
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if ( item->giType == IT_POWERUP )
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{
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ent.origin[2] += 12;
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spinAngles[1] = ( cg.time & 1023 ) * 360 / -1024.0f;
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}
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*/
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if ( item->giType == IT_POWERUP || item->giTag == HI_TURBO)
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{
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spinAngles[ROLL] = ( (cg.time/2) & 1023 ) * 360 / -1024.0f;
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spinAngles[1] = ( (cg.time/2) & 1023 ) * 360 / -1024.0f;
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}
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// Q3Rally Code END
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AnglesToAxis( spinAngles, ent.axis );
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// scale up if respawning
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if ( frac != 1.0 ) {
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VectorScale( ent.axis[0], frac, ent.axis[0] );
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VectorScale( ent.axis[1], frac, ent.axis[1] );
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VectorScale( ent.axis[2], frac, ent.axis[2] );
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ent.nonNormalizedAxes = qtrue;
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}
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trap_R_AddRefEntityToScene( &ent );
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}
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}
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}
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// Q3Rally Code Start
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if ( !cg_simpleItems.integer )
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{
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vec3_t spinAngles;
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VectorClear ( spinAngles );
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if (item->giTag == PW_HASTE){
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if ( ( ent.hModel = cg_items[es->modelindex].models[2] ) != 0 )
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{
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AxisCopy( cg.autoAxis, ent.axis );
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// scale up if respawning
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if ( frac != 1.0 ) {
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VectorScale( ent.axis[0], frac, ent.axis[0] );
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VectorScale( ent.axis[1], frac, ent.axis[1] );
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VectorScale( ent.axis[2], frac, ent.axis[2] );
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ent.nonNormalizedAxes = qtrue;
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}
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trap_R_AddRefEntityToScene( &ent );
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}
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}
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}
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// Q3Rally Code END
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}
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//============================================================================
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/*
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===============
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CG_Missile
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===============
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*/
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static void CG_Missile( centity_t *cent ) {
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refEntity_t ent;
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entityState_t *s1;
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const weaponInfo_t *weapon;
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// int col;
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s1 = ¢->currentState;
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if ( s1->weapon >= WP_NUM_WEAPONS ) {
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s1->weapon = 0;
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}
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weapon = &cg_weapons[s1->weapon];
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// calculate the axis
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VectorCopy( s1->angles, cent->lerpAngles);
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// add trails
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if ( weapon->missileTrailFunc )
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{
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weapon->missileTrailFunc( cent, weapon );
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}
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/*
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if ( cent->currentState.modelindex == TEAM_RED ) {
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col = 1;
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}
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else if ( cent->currentState.modelindex == TEAM_BLUE ) {
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col = 2;
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}
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else {
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col = 0;
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}
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// add dynamic light
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if ( weapon->missileDlight ) {
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trap_R_AddLightToScene(cent->lerpOrigin, weapon->missileDlight,
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weapon->missileDlightColor[col][0], weapon->missileDlightColor[col][1], weapon->missileDlightColor[col][2] );
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}
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*/
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// add dynamic light
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if ( weapon->missileDlight ) {
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trap_R_AddLightToScene(cent->lerpOrigin, weapon->missileDlight,
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weapon->missileDlightColor[0], weapon->missileDlightColor[1], weapon->missileDlightColor[2] );
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}
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// add missile sound
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if ( weapon->missileSound ) {
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vec3_t velocity;
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BG_EvaluateTrajectoryDelta( ¢->currentState.pos, cg.time, velocity );
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trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, velocity, weapon->missileSound );
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}
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// create the render entity
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memset (&ent, 0, sizeof(ent));
|
|
VectorCopy( cent->lerpOrigin, ent.origin);
|
|
VectorCopy( cent->lerpOrigin, ent.oldorigin);
|
|
|
|
if ( cent->currentState.weapon == WP_PLASMAGUN ) {
|
|
ent.reType = RT_SPRITE;
|
|
ent.radius = 16;
|
|
ent.rotation = 0;
|
|
ent.customShader = cgs.media.plasmaBallShader;
|
|
trap_R_AddRefEntityToScene( &ent );
|
|
return;
|
|
}
|
|
|
|
if ( cent->currentState.weapon == WP_FLAME_THROWER ) {
|
|
ent.reType = RT_SPRITE;
|
|
ent.radius = 32;
|
|
ent.rotation = 0;
|
|
ent.customShader = cgs.media.flameBallShader;
|
|
trap_R_AddRefEntityToScene( &ent );
|
|
return;
|
|
}
|
|
|
|
|
|
// Q3Rally Code Start
|
|
if (cent->currentState.weapon == RWP_MINE){
|
|
if (cgs.gametype >= GT_TEAM){
|
|
switch(cgs.clientinfo[cent->currentState.otherEntityNum].team){
|
|
default:
|
|
case TEAM_RED:
|
|
ent.customSkin = trap_R_RegisterSkin( "models/rearfire/red.skin" );
|
|
break;
|
|
|
|
case TEAM_BLUE:
|
|
ent.customSkin = trap_R_RegisterSkin( "models/rearfire/blue.skin" );
|
|
break;
|
|
|
|
case TEAM_GREEN:
|
|
ent.customSkin = trap_R_RegisterSkin( "models/rearfire/green.skin" );
|
|
break;
|
|
|
|
case TEAM_YELLOW:
|
|
ent.customSkin = trap_R_RegisterSkin( "models/rearfire/yellow.skin" );
|
|
break;
|
|
}
|
|
}
|
|
else {
|
|
ent.skinNum = 0;
|
|
}
|
|
}
|
|
else{
|
|
// flicker between two skins
|
|
ent.skinNum = cg.clientFrame & 1;
|
|
}
|
|
//ent.skinNum = cg.clientFrame & 1;
|
|
// Q3Rally Code END
|
|
|
|
ent.hModel = weapon->missileModel;
|
|
ent.renderfx = weapon->missileRenderfx | RF_NOSHADOW;
|
|
|
|
#ifdef MISSIONPACK
|
|
if ( cent->currentState.weapon == WP_PROX_LAUNCHER ) {
|
|
if (s1->generic1 == TEAM_BLUE) {
|
|
ent.hModel = cgs.media.blueProxMine;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// convert direction of travel into axis
|
|
if ( VectorNormalize2( s1->pos.trDelta, ent.axis[0] ) == 0 ) {
|
|
// Q3Rally Code Start
|
|
if (cent->currentState.weapon == RWP_MINE)
|
|
AxisClear(ent.axis);
|
|
else
|
|
// Q3Rally Code END
|
|
ent.axis[0][2] = 1;
|
|
}
|
|
|
|
// spin as it moves
|
|
if ( s1->pos.trType != TR_STATIONARY ) {
|
|
RotateAroundDirection( ent.axis, cg.time / 4 );
|
|
} else {
|
|
#ifdef MISSIONPACK
|
|
if ( s1->weapon == WP_PROX_LAUNCHER ) {
|
|
AnglesToAxis( cent->lerpAngles, ent.axis );
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
RotateAroundDirection( ent.axis, s1->time );
|
|
}
|
|
}
|
|
|
|
// add to refresh list, possibly with quad glow
|
|
CG_AddRefEntityWithPowerups( &ent, s1, TEAM_FREE );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_Grapple
|
|
|
|
This is called when the grapple is sitting up against the wall
|
|
===============
|
|
*/
|
|
// Q3Rally Code Start - removed
|
|
/*
|
|
static void CG_Grapple( centity_t *cent ) {
|
|
refEntity_t ent;
|
|
entityState_t *s1;
|
|
const weaponInfo_t *weapon;
|
|
|
|
s1 = ¢->currentState;
|
|
if ( s1->weapon >= WP_NUM_WEAPONS ) {
|
|
s1->weapon = 0;
|
|
}
|
|
weapon = &cg_weapons[s1->weapon];
|
|
|
|
// calculate the axis
|
|
VectorCopy( s1->angles, cent->lerpAngles);
|
|
|
|
#if 0 // FIXME add grapple pull sound here..?
|
|
// add missile sound
|
|
if ( weapon->missileSound ) {
|
|
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->missileSound );
|
|
}
|
|
#endif
|
|
|
|
// Will draw cable if needed
|
|
CG_GrappleTrail ( cent, weapon );
|
|
|
|
// create the render entity
|
|
memset (&ent, 0, sizeof(ent));
|
|
VectorCopy( cent->lerpOrigin, ent.origin);
|
|
VectorCopy( cent->lerpOrigin, ent.oldorigin);
|
|
|
|
// flicker between two skins
|
|
ent.skinNum = cg.clientFrame & 1;
|
|
ent.hModel = weapon->missileModel;
|
|
ent.renderfx = weapon->missileRenderfx | RF_NOSHADOW;
|
|
|
|
// convert direction of travel into axis
|
|
if ( VectorNormalize2( s1->pos.trDelta, ent.axis[0] ) == 0 ) {
|
|
ent.axis[0][2] = 1;
|
|
}
|
|
|
|
trap_R_AddRefEntityToScene( &ent );
|
|
}
|
|
*/
|
|
|
|
|
|
/* Q3Rally Code Start
|
|
==================
|
|
CG_Auxent
|
|
|
|
car wheel entities
|
|
==================
|
|
*/
|
|
static void CG_Auxent( centity_t *cent ) {
|
|
refEntity_t ent;
|
|
entityState_t *s1;
|
|
|
|
s1 = ¢->currentState;
|
|
|
|
if ( s1->otherEntityNum == cg.snap->ps.clientNum && !cg.newSnap )
|
|
return;
|
|
|
|
cg_entities[s1->otherEntityNum].wheelSpeeds[s1->otherEntityNum2] = s1->apos.trDelta[0];
|
|
cg_entities[s1->otherEntityNum].wheelSkidding[s1->otherEntityNum2] = s1->frame;
|
|
cg_entities[s1->otherEntityNum].steeringAngle = s1->apos.trDelta[1];
|
|
|
|
if (s1->otherEntityNum == cg.snap->ps.clientNum){
|
|
// Com_Printf("updating wheels\n");
|
|
|
|
cg.car.sPoints[s1->otherEntityNum2].w = s1->apos.trDelta[0];
|
|
cg.car.sPoints[s1->otherEntityNum2].slipping = s1->frame;
|
|
cg.car.wheelAngle = s1->apos.trDelta[1];
|
|
VectorCopy(s1->pos.trBase, cg.car.sPoints[s1->otherEntityNum2].r);
|
|
VectorCopy(s1->pos.trDelta, cg.car.sPoints[s1->otherEntityNum2].v);
|
|
|
|
VectorCopy(s1->origin2, cg.car.sPoints[s1->otherEntityNum2].normals[0]);
|
|
cg.car.sPoints[s1->otherEntityNum2].onGround = s1->groundEntityNum;
|
|
}
|
|
|
|
// if set to invisible, skip
|
|
if (!s1->modelindex) {
|
|
return;
|
|
}
|
|
|
|
memset (&ent, 0, sizeof(ent));
|
|
|
|
// set frame
|
|
|
|
ent.frame = s1->frame;
|
|
ent.oldframe = ent.frame;
|
|
ent.backlerp = 0;
|
|
|
|
VectorCopy( cent->lerpOrigin, ent.origin);
|
|
VectorCopy( cent->lerpOrigin, ent.oldorigin);
|
|
|
|
ent.hModel = cgs.gameModels[s1->modelindex];
|
|
|
|
// player model
|
|
if (s1->number == cg.snap->ps.clientNum) {
|
|
ent.renderfx |= RF_THIRD_PERSON; // only draw from mirrors
|
|
}
|
|
|
|
// convert angles to axis
|
|
AnglesToAxis( cent->lerpAngles, ent.axis );
|
|
|
|
// add to refresh list
|
|
trap_R_AddRefEntityToScene (&ent);
|
|
}
|
|
|
|
/*
|
|
==================
|
|
CG_Weather
|
|
==================
|
|
*/
|
|
static void CG_Weather( centity_t *cent ) {
|
|
entityState_t *s1;
|
|
|
|
s1 = ¢->currentState;
|
|
|
|
// CG_EffectParse( "T=RAIN,B=5 10,C=0.5,G=0.5 2,BV=0,GV=0 100,W=1 2,D=300" );
|
|
CG_Atmospheric_SetParticles( s1->weapon, s1->powerups, s1->legsAnim );
|
|
}
|
|
// Q3Rally Code END
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_Mover
|
|
===============
|
|
*/
|
|
static void CG_Mover( centity_t *cent ) {
|
|
refEntity_t ent;
|
|
entityState_t *s1;
|
|
|
|
s1 = ¢->currentState;
|
|
|
|
// create the render entity
|
|
memset (&ent, 0, sizeof(ent));
|
|
VectorCopy( cent->lerpOrigin, ent.origin);
|
|
VectorCopy( cent->lerpOrigin, ent.oldorigin);
|
|
AnglesToAxis( cent->lerpAngles, ent.axis );
|
|
|
|
ent.renderfx = RF_NOSHADOW;
|
|
|
|
// flicker between two skins (FIXME?)
|
|
ent.skinNum = ( cg.time >> 6 ) & 1;
|
|
|
|
// get the model, either as a bmodel or a modelindex
|
|
if ( s1->solid == SOLID_BMODEL ) {
|
|
ent.hModel = cgs.inlineDrawModel[s1->modelindex];
|
|
} else {
|
|
ent.hModel = cgs.gameModels[s1->modelindex];
|
|
}
|
|
|
|
// add to refresh list
|
|
trap_R_AddRefEntityToScene(&ent);
|
|
|
|
// add the secondary model
|
|
if ( s1->modelindex2 ) {
|
|
ent.skinNum = 0;
|
|
ent.hModel = cgs.gameModels[s1->modelindex2];
|
|
trap_R_AddRefEntityToScene(&ent);
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_Beam
|
|
|
|
Also called as an event
|
|
===============
|
|
*/
|
|
void CG_Beam( centity_t *cent ) {
|
|
refEntity_t ent;
|
|
entityState_t *s1;
|
|
|
|
s1 = ¢->currentState;
|
|
|
|
// create the render entity
|
|
memset (&ent, 0, sizeof(ent));
|
|
VectorCopy( s1->pos.trBase, ent.origin );
|
|
VectorCopy( s1->origin2, ent.oldorigin );
|
|
AxisClear( ent.axis );
|
|
ent.reType = RT_BEAM;
|
|
|
|
ent.renderfx = RF_NOSHADOW;
|
|
|
|
// add to refresh list
|
|
trap_R_AddRefEntityToScene(&ent);
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_Portal
|
|
===============
|
|
*/
|
|
static void CG_Portal( centity_t *cent ) {
|
|
refEntity_t ent;
|
|
entityState_t *s1;
|
|
|
|
s1 = ¢->currentState;
|
|
|
|
// create the render entity
|
|
memset (&ent, 0, sizeof(ent));
|
|
VectorCopy( cent->lerpOrigin, ent.origin );
|
|
VectorCopy( s1->origin2, ent.oldorigin );
|
|
ByteToDir( s1->eventParm, ent.axis[0] );
|
|
PerpendicularVector( ent.axis[1], ent.axis[0] );
|
|
|
|
// negating this tends to get the directions like they want
|
|
// we really should have a camera roll value
|
|
VectorSubtract( vec3_origin, ent.axis[1], ent.axis[1] );
|
|
|
|
CrossProduct( ent.axis[0], ent.axis[1], ent.axis[2] );
|
|
ent.reType = RT_PORTALSURFACE;
|
|
ent.oldframe = s1->powerups;
|
|
ent.frame = s1->frame; // rotation speed
|
|
ent.skinNum = s1->clientNum/256.0 * 360; // roll offset
|
|
|
|
// add to refresh list
|
|
trap_R_AddRefEntityToScene(&ent);
|
|
}
|
|
|
|
|
|
/*
|
|
=========================
|
|
CG_AdjustPositionForMover
|
|
|
|
Also called by client movement prediction code
|
|
=========================
|
|
*/
|
|
void CG_AdjustPositionForMover( const vec3_t in, int moverNum, int fromTime, int toTime, vec3_t out ) {
|
|
centity_t *cent;
|
|
vec3_t oldOrigin, origin, deltaOrigin;
|
|
vec3_t oldAngles, angles;
|
|
//vec3_t deltaAngles;
|
|
|
|
if ( moverNum <= 0 || moverNum >= ENTITYNUM_MAX_NORMAL ) {
|
|
VectorCopy( in, out );
|
|
return;
|
|
}
|
|
|
|
cent = &cg_entities[ moverNum ];
|
|
if ( cent->currentState.eType != ET_MOVER ) {
|
|
VectorCopy( in, out );
|
|
return;
|
|
}
|
|
|
|
BG_EvaluateTrajectory( ¢->currentState.pos, fromTime, oldOrigin );
|
|
BG_EvaluateTrajectory( ¢->currentState.apos, fromTime, oldAngles );
|
|
|
|
BG_EvaluateTrajectory( ¢->currentState.pos, toTime, origin );
|
|
BG_EvaluateTrajectory( ¢->currentState.apos, toTime, angles );
|
|
|
|
VectorSubtract( origin, oldOrigin, deltaOrigin );
|
|
//VectorSubtract( angles, oldAngles, deltaAngles );
|
|
|
|
VectorAdd( in, deltaOrigin, out );
|
|
|
|
// FIXME: origin change when on a rotating object
|
|
}
|
|
|
|
|
|
/*
|
|
=============================
|
|
CG_InterpolateEntityPosition
|
|
=============================
|
|
*/
|
|
static void CG_InterpolateEntityPosition( centity_t *cent ) {
|
|
vec3_t current, next;
|
|
float f;
|
|
|
|
// it would be an internal error to find an entity that interpolates without
|
|
// a snapshot ahead of the current one
|
|
if ( cg.nextSnap == NULL ) {
|
|
CG_Error( "CG_InterpoateEntityPosition: cg.nextSnap == NULL" );
|
|
}
|
|
|
|
f = cg.frameInterpolation;
|
|
|
|
// this will linearize a sine or parabolic curve, but it is important
|
|
// to not extrapolate player positions if more recent data is available
|
|
BG_EvaluateTrajectory( ¢->currentState.pos, cg.snap->serverTime, current );
|
|
BG_EvaluateTrajectory( ¢->nextState.pos, cg.nextSnap->serverTime, next );
|
|
|
|
cent->lerpOrigin[0] = current[0] + f * ( next[0] - current[0] );
|
|
cent->lerpOrigin[1] = current[1] + f * ( next[1] - current[1] );
|
|
cent->lerpOrigin[2] = current[2] + f * ( next[2] - current[2] );
|
|
|
|
BG_EvaluateTrajectory( ¢->currentState.apos, cg.snap->serverTime, current );
|
|
BG_EvaluateTrajectory( ¢->nextState.apos, cg.nextSnap->serverTime, next );
|
|
|
|
cent->lerpAngles[0] = LerpAngle( current[0], next[0], f );
|
|
cent->lerpAngles[1] = LerpAngle( current[1], next[1], f );
|
|
cent->lerpAngles[2] = LerpAngle( current[2], next[2], f );
|
|
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_CalcEntityLerpPositions
|
|
|
|
===============
|
|
*/
|
|
static void CG_CalcEntityLerpPositions( centity_t *cent ) {
|
|
|
|
// if this player does not want to see extrapolated players
|
|
if ( !cg_smoothClients.integer ) {
|
|
// make sure the clients use TR_INTERPOLATE
|
|
if ( cent->currentState.number < MAX_CLIENTS ) {
|
|
cent->currentState.pos.trType = TR_INTERPOLATE;
|
|
cent->nextState.pos.trType = TR_INTERPOLATE;
|
|
// Q3Rally Code Start
|
|
cent->currentState.apos.trType = TR_INTERPOLATE;
|
|
cent->nextState.apos.trType = TR_INTERPOLATE;
|
|
// Q3Rally Code END
|
|
}
|
|
}
|
|
|
|
if ( cent->interpolate && cent->currentState.pos.trType == TR_INTERPOLATE ) {
|
|
CG_InterpolateEntityPosition( cent );
|
|
return;
|
|
}
|
|
|
|
// first see if we can interpolate between two snaps for
|
|
// linear extrapolated clients
|
|
if ( cent->interpolate && cent->currentState.pos.trType == TR_LINEAR_STOP &&
|
|
cent->currentState.number < MAX_CLIENTS) {
|
|
CG_InterpolateEntityPosition( cent );
|
|
return;
|
|
}
|
|
|
|
// just use the current frame and evaluate as best we can
|
|
BG_EvaluateTrajectory( ¢->currentState.pos, cg.time, cent->lerpOrigin );
|
|
BG_EvaluateTrajectory( ¢->currentState.apos, cg.time, cent->lerpAngles );
|
|
|
|
// Q3Rally Code Start
|
|
/*
|
|
if( !cg_paused.integer &&
|
|
cent->currentState.number < MAX_CLIENTS &&
|
|
cent->currentState.number != cg.snap->ps.clientNum )
|
|
{
|
|
Com_Printf( "angles %f %f %f\n", cent->lerpAngles[0], cent->lerpAngles[1], cent->lerpAngles[2] );
|
|
}
|
|
*/
|
|
// Q3Rally Code END
|
|
|
|
// adjust for riding a mover if it wasn't rolled into the predicted
|
|
// player state
|
|
if ( cent != &cg.predictedPlayerEntity ) {
|
|
CG_AdjustPositionForMover( cent->lerpOrigin, cent->currentState.groundEntityNum,
|
|
cg.snap->serverTime, cg.time, cent->lerpOrigin );
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_TeamBase
|
|
===============
|
|
*/
|
|
static void CG_TeamBase( centity_t *cent ) {
|
|
refEntity_t model;
|
|
#ifdef MISSIONPACK
|
|
vec3_t angles;
|
|
int t, h;
|
|
float c;
|
|
|
|
if ( cgs.gametype == GT_CTF || cgs.gametype == GT_1FCTF ) {
|
|
#else
|
|
if ( cgs.gametype == GT_CTF) {
|
|
#endif
|
|
// show the flag base
|
|
memset(&model, 0, sizeof(model));
|
|
model.reType = RT_MODEL;
|
|
VectorCopy( cent->lerpOrigin, model.lightingOrigin );
|
|
VectorCopy( cent->lerpOrigin, model.origin );
|
|
AnglesToAxis( cent->currentState.angles, model.axis );
|
|
if ( cent->currentState.modelindex == TEAM_RED ) {
|
|
model.hModel = cgs.media.redFlagBaseModel;
|
|
}
|
|
else if ( cent->currentState.modelindex == TEAM_BLUE ) {
|
|
model.hModel = cgs.media.blueFlagBaseModel;
|
|
}
|
|
else {
|
|
model.hModel = cgs.media.neutralFlagBaseModel;
|
|
}
|
|
trap_R_AddRefEntityToScene( &model );
|
|
}
|
|
#ifdef MISSIONPACK
|
|
else if ( cgs.gametype == GT_OBELISK ) {
|
|
// show the obelisk
|
|
memset(&model, 0, sizeof(model));
|
|
model.reType = RT_MODEL;
|
|
VectorCopy( cent->lerpOrigin, model.lightingOrigin );
|
|
VectorCopy( cent->lerpOrigin, model.origin );
|
|
AnglesToAxis( cent->currentState.angles, model.axis );
|
|
|
|
model.hModel = cgs.media.overloadBaseModel;
|
|
trap_R_AddRefEntityToScene( &model );
|
|
// if hit
|
|
if ( cent->currentState.frame == 1) {
|
|
// show hit model
|
|
// modelindex2 is the health value of the obelisk
|
|
c = cent->currentState.modelindex2;
|
|
model.shaderRGBA[0] = 0xff;
|
|
model.shaderRGBA[1] = c;
|
|
model.shaderRGBA[2] = c;
|
|
model.shaderRGBA[3] = 0xff;
|
|
//
|
|
model.hModel = cgs.media.overloadEnergyModel;
|
|
trap_R_AddRefEntityToScene( &model );
|
|
}
|
|
// if respawning
|
|
if ( cent->currentState.frame == 2) {
|
|
if ( !cent->miscTime ) {
|
|
cent->miscTime = cg.time;
|
|
}
|
|
t = cg.time - cent->miscTime;
|
|
h = (cg_obeliskRespawnDelay.integer - 5) * 1000;
|
|
//
|
|
if (t > h) {
|
|
c = (float) (t - h) / h;
|
|
if (c > 1)
|
|
c = 1;
|
|
}
|
|
else {
|
|
c = 0;
|
|
}
|
|
// show the lights
|
|
AnglesToAxis( cent->currentState.angles, model.axis );
|
|
//
|
|
model.shaderRGBA[0] = c * 0xff;
|
|
model.shaderRGBA[1] = c * 0xff;
|
|
model.shaderRGBA[2] = c * 0xff;
|
|
model.shaderRGBA[3] = c * 0xff;
|
|
|
|
model.hModel = cgs.media.overloadLightsModel;
|
|
trap_R_AddRefEntityToScene( &model );
|
|
// show the target
|
|
if (t > h) {
|
|
if ( !cent->muzzleFlashTime ) {
|
|
trap_S_StartSound (cent->lerpOrigin, ENTITYNUM_NONE, CHAN_BODY, cgs.media.obeliskRespawnSound);
|
|
cent->muzzleFlashTime = 1;
|
|
}
|
|
VectorCopy(cent->currentState.angles, angles);
|
|
angles[YAW] += (float) 16 * acos(1-c) * 180 / M_PI;
|
|
AnglesToAxis( angles, model.axis );
|
|
|
|
VectorScale( model.axis[0], c, model.axis[0]);
|
|
VectorScale( model.axis[1], c, model.axis[1]);
|
|
VectorScale( model.axis[2], c, model.axis[2]);
|
|
|
|
model.shaderRGBA[0] = 0xff;
|
|
model.shaderRGBA[1] = 0xff;
|
|
model.shaderRGBA[2] = 0xff;
|
|
model.shaderRGBA[3] = 0xff;
|
|
//
|
|
model.origin[2] += 56;
|
|
model.hModel = cgs.media.overloadTargetModel;
|
|
trap_R_AddRefEntityToScene( &model );
|
|
}
|
|
else {
|
|
//FIXME: show animated smoke
|
|
}
|
|
}
|
|
else {
|
|
cent->miscTime = 0;
|
|
cent->muzzleFlashTime = 0;
|
|
// modelindex2 is the health value of the obelisk
|
|
c = cent->currentState.modelindex2;
|
|
model.shaderRGBA[0] = 0xff;
|
|
model.shaderRGBA[1] = c;
|
|
model.shaderRGBA[2] = c;
|
|
model.shaderRGBA[3] = 0xff;
|
|
// show the lights
|
|
model.hModel = cgs.media.overloadLightsModel;
|
|
trap_R_AddRefEntityToScene( &model );
|
|
// show the target
|
|
model.origin[2] += 56;
|
|
model.hModel = cgs.media.overloadTargetModel;
|
|
trap_R_AddRefEntityToScene( &model );
|
|
}
|
|
}
|
|
else if ( cgs.gametype == GT_HARVESTER ) {
|
|
// show harvester model
|
|
memset(&model, 0, sizeof(model));
|
|
model.reType = RT_MODEL;
|
|
VectorCopy( cent->lerpOrigin, model.lightingOrigin );
|
|
VectorCopy( cent->lerpOrigin, model.origin );
|
|
AnglesToAxis( cent->currentState.angles, model.axis );
|
|
|
|
if ( cent->currentState.modelindex == TEAM_RED ) {
|
|
model.hModel = cgs.media.harvesterModel;
|
|
model.customSkin = cgs.media.harvesterRedSkin;
|
|
}
|
|
else if ( cent->currentState.modelindex == TEAM_BLUE ) {
|
|
model.hModel = cgs.media.harvesterModel;
|
|
model.customSkin = cgs.media.harvesterBlueSkin;
|
|
}
|
|
else {
|
|
model.hModel = cgs.media.harvesterNeutralModel;
|
|
model.customSkin = 0;
|
|
}
|
|
trap_R_AddRefEntityToScene( &model );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_AddCEntity
|
|
|
|
===============
|
|
*/
|
|
// Q3Rally Code Start
|
|
// static void CG_AddCEntity( centity_t *cent ) {
|
|
void CG_AddCEntity( centity_t *cent ) {
|
|
// Q3Rally Code END
|
|
// event-only entities will have been dealt with already
|
|
if ( cent->currentState.eType >= ET_EVENTS ) {
|
|
return;
|
|
}
|
|
|
|
// calculate the current origin
|
|
CG_CalcEntityLerpPositions( cent );
|
|
|
|
// add automatic effects
|
|
CG_EntityEffects( cent );
|
|
|
|
switch ( cent->currentState.eType ) {
|
|
default:
|
|
CG_Error( "Bad entity type: %i\n", cent->currentState.eType );
|
|
break;
|
|
// Q3Rally Code Start
|
|
case ET_CHECKPOINT:
|
|
// Q3Rally Code END
|
|
case ET_INVISIBLE:
|
|
case ET_PUSH_TRIGGER:
|
|
case ET_TELEPORT_TRIGGER:
|
|
break;
|
|
case ET_GENERAL:
|
|
CG_General( cent );
|
|
break;
|
|
case ET_PLAYER:
|
|
CG_Player( cent );
|
|
break;
|
|
case ET_ITEM:
|
|
CG_Item( cent );
|
|
break;
|
|
case ET_MISSILE:
|
|
CG_Missile( cent );
|
|
break;
|
|
case ET_MOVER:
|
|
CG_Mover( cent );
|
|
break;
|
|
// Q3Rally Code Start
|
|
case ET_BREAKGLASS:
|
|
CG_Mover( cent );
|
|
break;
|
|
case ET_BREAKWOOD:
|
|
CG_Mover( cent );
|
|
break;
|
|
case ET_BREAKMETAL:
|
|
CG_Mover( cent );
|
|
break;
|
|
// Q3Rally Code END
|
|
case ET_BEAM:
|
|
CG_Beam( cent );
|
|
break;
|
|
case ET_PORTAL:
|
|
CG_Portal( cent );
|
|
break;
|
|
case ET_SPEAKER:
|
|
CG_Speaker( cent );
|
|
break;
|
|
// Q3Rally Code Start
|
|
/*
|
|
case ET_GRAPPLE:
|
|
CG_Grapple( cent );
|
|
break;
|
|
*/
|
|
case ET_AUXENT:
|
|
CG_Auxent( cent );
|
|
break;
|
|
case ET_WEATHER:
|
|
CG_Weather( cent );
|
|
break;
|
|
case ET_SCRIPTED:
|
|
CG_Scripted_Object( cent );
|
|
break;
|
|
// Q3Rally Code END
|
|
case ET_TEAM:
|
|
CG_TeamBase( cent );
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_AddPacketEntities
|
|
|
|
===============
|
|
*/
|
|
// Q3Rally Code Start
|
|
//static vec3_t lastVel;
|
|
//static vec3_t lastAngM;
|
|
//static int lastPMType;
|
|
// Q3Rally Code END
|
|
void CG_AddPacketEntities( void ) {
|
|
int num;
|
|
centity_t *cent;
|
|
playerState_t *ps;
|
|
// Q3Rally Code Start
|
|
// char value[16];
|
|
// int i;
|
|
// Q3Rally Code END
|
|
|
|
// set cg.frameInterpolation
|
|
if ( cg.nextSnap ) {
|
|
int delta;
|
|
|
|
delta = (cg.nextSnap->serverTime - cg.snap->serverTime);
|
|
if ( delta == 0 ) {
|
|
cg.frameInterpolation = 0;
|
|
} else {
|
|
cg.frameInterpolation = (float)( cg.time - cg.snap->serverTime ) / delta;
|
|
}
|
|
} else {
|
|
cg.frameInterpolation = 0; // actually, it should never be used, because
|
|
// no entities should be marked as interpolating
|
|
}
|
|
|
|
// the auto-rotating items will all have the same axis
|
|
cg.autoAngles[0] = 0;
|
|
cg.autoAngles[1] = ( cg.time & 2047 ) * 360 / 2048.0;
|
|
cg.autoAngles[2] = 0;
|
|
|
|
cg.autoAnglesFast[0] = 0;
|
|
cg.autoAnglesFast[1] = ( cg.time & 1023 ) * 360 / 1024.0f;
|
|
cg.autoAnglesFast[2] = 0;
|
|
|
|
AnglesToAxis( cg.autoAngles, cg.autoAxis );
|
|
AnglesToAxis( cg.autoAnglesFast, cg.autoAxisFast );
|
|
|
|
// generate and add the entity from the playerstate
|
|
ps = &cg.predictedPlayerState;
|
|
BG_PlayerStateToEntityState( ps, &cg.predictedPlayerEntity.currentState, qfalse );
|
|
CG_AddCEntity( &cg.predictedPlayerEntity );
|
|
|
|
// lerp the non-predicted value for lightning gun origins
|
|
CG_CalcEntityLerpPositions( &cg_entities[ cg.snap->ps.clientNum ] );
|
|
|
|
// add each entity sent over by the server
|
|
for ( num = 0 ; num < cg.snap->numEntities ; num++ ) {
|
|
cent = &cg_entities[ cg.snap->entities[ num ].number ];
|
|
CG_AddCEntity( cent );
|
|
}
|
|
|
|
// Q3Rally Code Start
|
|
if( cg_drawBotPaths.integer )
|
|
CG_DrawCheckpointLinks();
|
|
|
|
if ( cg.newSnap )
|
|
{
|
|
// int weaponTime;
|
|
/*
|
|
float m[3][3];
|
|
float m2[3][3];
|
|
vec3_t angles, delta_angles;
|
|
float time = 0.5f;
|
|
*/
|
|
// Com_Printf("updating car body variables\n");
|
|
|
|
if ( !cg_paused.integer && cg_debugpredict.integer )
|
|
Com_Printf( "updateEnts\n" );
|
|
/*
|
|
if ( !cg_paused.integer )
|
|
{
|
|
int frontTime;
|
|
int rearTime;
|
|
int newFrontTime;
|
|
int newRearTime;
|
|
|
|
rearTime = ( cg.predictedPlayerState.weaponTime & REAR_WEAPON_TIME_MASK ) >> 16;
|
|
newRearTime = ( cg.snap->ps.weaponTime & REAR_WEAPON_TIME_MASK ) >> 16;
|
|
Com_Printf( "cg forward: cur weapon time %i new weap time %i\n", cg.predictedPlayerState.weaponTime & NORMAL_WEAPON_TIME_MASK, cg.snap->ps.weaponTime & NORMAL_WEAPON_TIME_MASK );
|
|
Com_Printf( "cg rear: cur weapon time %i new weap time %i\n", rearTime, newRearTime );
|
|
Com_Printf( "cg: cur weapon time %i new weap time %i\n", cg.predictedPlayerState.weaponTime, cg.snap->ps.weaponTime );
|
|
}
|
|
*/
|
|
|
|
// cg.predictedPlayerState = cg.snap->ps;
|
|
|
|
// HACK: save the rear weapon time because for some stupid reason q3
|
|
// engine fucks that part up when it sends the weapon time.
|
|
{
|
|
int rearTime = cg.predictedPlayerState.weaponTime & REAR_WEAPON_TIME_MASK;
|
|
|
|
cg.predictedPlayerState = cg.snap->ps;
|
|
|
|
cg.predictedPlayerState.weaponTime &= ~REAR_WEAPON_TIME_MASK;
|
|
cg.predictedPlayerState.weaponTime |= rearTime;
|
|
}
|
|
|
|
CG_UpdateCarFromPS ( &cg.snap->ps );
|
|
/*
|
|
m[0][0] = 0; m[0][1] = time * -cg.car.sBody.w[2]; m[0][2] = time * cg.car.sBody.w[1];
|
|
m[1][0] = time * cg.car.sBody.w[2]; m[1][1] = 0; m[1][2] = time * -cg.car.sBody.w[0];
|
|
m[2][0] = time * -cg.car.sBody.w[1]; m[2][1] = time * cg.car.sBody.w[0]; m[2][2] = 0;
|
|
|
|
MatrixMultiply(m, cg.car.sBody.t, m2);
|
|
MatrixAdd(cg.car.sBody.t, m2, cg.car.tBody.t);
|
|
|
|
OrthonormalizeOrientation(cg.car.tBody.t);
|
|
OrientationToAngles( cg.car.tBody.t, angles );
|
|
|
|
OrientationToDeltaAngles( cg.car.sBody.t, cg.car.sBody.w, delta_angles );
|
|
|
|
Com_Printf( "view angles1 (%f %f %f)\n", cg.snap->ps.viewangles[0], cg.snap->ps.viewangles[1], cg.snap->ps.viewangles[2] );
|
|
Com_Printf( "delta angles (%f %f %f)\n", delta_angles[0], delta_angles[1], delta_angles[2] );
|
|
Com_Printf( "view angles2 (%f %f %f)\n", angles[0], angles[1], angles[2] );
|
|
*/
|
|
if (!cg_paused.integer){
|
|
// Com_Printf("client time %d\n", ps->commandTime);
|
|
|
|
/* Car
|
|
Com_Printf("springStrength %f\n", cg.car.springStrength);
|
|
Com_Printf("springMaxLength %f\n", cg.car.springMaxLength);
|
|
Com_Printf("springMinLength %f\n", cg.car.springMinLength);
|
|
Com_Printf("shockStrength %f\n", cg.car.shockStrength);
|
|
Com_Printf("wheelAngle %f\n", cg.car.wheelAngle);
|
|
Com_Printf("throttle %f\n", cg.car.throttle);
|
|
Com_Printf("gear %d\n", cg.car.gear);
|
|
Com_Printf("rpm %f\n", cg.car.rpm);
|
|
Com_Printf("aCOF %f\n", cg.car.aCOF);
|
|
Com_Printf("sCOF %f\n", cg.car.sCOF);
|
|
Com_Printf("kCOF %f\n", cg.car.kCOF);
|
|
Com_Printf("dfCOF %f\n", cg.car.dfCOF);
|
|
Com_Printf("ewCOF %f\n", cg.car.ewCOF);
|
|
Com_Printf("inverseBodyInertiaTensor:\n");
|
|
Com_Printf("%f, %f, %f\n", cg.car.inverseBodyInertiaTensor[0][0], cg.car.inverseBodyInertiaTensor[0][1], cg.car.inverseBodyInertiaTensor[0][2]);
|
|
Com_Printf("%f, %f, %f\n", cg.car.inverseBodyInertiaTensor[1][0], cg.car.inverseBodyInertiaTensor[1][1], cg.car.inverseBodyInertiaTensor[1][2]);
|
|
Com_Printf("%f, %f, %f\n", cg.car.inverseBodyInertiaTensor[2][0], cg.car.inverseBodyInertiaTensor[2][1], cg.car.inverseBodyInertiaTensor[2][2]);
|
|
*/
|
|
|
|
/* Body
|
|
Com_Printf("r %f, %f, %f\n", cg.car.sBody.r[0], cg.car.sBody.r[1], cg.car.sBody.r[2]);
|
|
Com_Printf("v %f, %f, %f\n", cg.car.sBody.v[0], cg.car.sBody.v[1], cg.car.sBody.v[2]);
|
|
Com_Printf("w %f, %f, %f\n", cg.car.sBody.w[0], cg.car.sBody.w[1], cg.car.sBody.w[2]);
|
|
Com_Printf("L %f, %f, %f\n", cg.car.sBody.L[0], cg.car.sBody.L[1], cg.car.sBody.L[2]);
|
|
Com_Printf("CoM %f, %f, %f\n", cg.car.sBody.CoM[0], cg.car.sBody.CoM[1], cg.car.sBody.CoM[2]);
|
|
Com_Printf("t:\n");
|
|
Com_Printf("%f, %f, %f\n", cg.car.sBody.t[0][0], cg.car.sBody.t[0][1], cg.car.sBody.t[0][2]);
|
|
Com_Printf("%f, %f, %f\n", cg.car.sBody.t[1][0], cg.car.sBody.t[1][1], cg.car.sBody.t[1][2]);
|
|
Com_Printf("%f, %f, %f\n", cg.car.sBody.t[2][0], cg.car.sBody.t[2][1], cg.car.sBody.t[2][2]);
|
|
*/
|
|
|
|
/* Point
|
|
i = 4;
|
|
Com_Printf("r %f, %f, %f\n", cg.car.tPoints[i].r[0], cg.car.tPoints[i].r[1], cg.car.tPoints[i].r[2]);
|
|
Com_Printf("v %f, %f, %f\n", cg.car.tPoints[i].v[0], cg.car.tPoints[i].v[1], cg.car.tPoints[i].v[2]);
|
|
Com_Printf("w %f\n", cg.car.tPoints[i].w);
|
|
Com_Printf("netForce %f, %f, %f\n", cg.car.sPoints[i].netForce[0], cg.car.sPoints[i].netForce[1], cg.car.sPoints[i].netForce[2]);
|
|
Com_Printf("netMoment %f\n", cg.car.sPoints[i].netMoment);
|
|
Com_Printf("normals %f, %f, %f\n", cg.car.sPoints[i].normals[0][0], cg.car.sPoints[i].normals[0][1], cg.car.sPoints[i].normals[0][2]);
|
|
Com_Printf("mass %f\n", cg.car.sPoints[i].mass);
|
|
Com_Printf("elasticity %f\n", cg.car.sPoints[i].elasticity);
|
|
Com_Printf("kcof %f\n", cg.car.sPoints[i].kcof);
|
|
Com_Printf("scof %f\n", cg.car.sPoints[i].scof);
|
|
Com_Printf("fluidDensity %f\n", cg.car.sPoints[i].fluidDensity);
|
|
Com_Printf("onGround %d\n", cg.car.sPoints[i].onGround);
|
|
Com_Printf("slipping %d\n", cg.car.sPoints[i].slipping);
|
|
*/
|
|
|
|
}
|
|
}
|
|
|
|
// VectorCopy(cg.snap->ps.velocity, lastVel);
|
|
// VectorCopy(cg.snap->ps.origin, lastAngM);
|
|
// lastPMType = cg.snap->ps.pm_type;
|
|
cg.newSnap = qfalse;
|
|
// Q3Rally Code END
|
|
}
|
|
|