jedioutcast/CODEmp/cgame/cg_weapons.c
2013-04-04 09:52:42 -05:00

2138 lines
51 KiB
C

// Copyright (C) 1999-2000 Id Software, Inc.
//
// cg_weapons.c -- events and effects dealing with weapons
#include "cg_local.h"
#include "fx_local.h"
extern vec4_t bluehudtint;
extern vec4_t redhudtint;
extern float *hudTintColor;
/*
Ghoul2 Insert Start
*/
// set up the appropriate ghoul2 info to a refent
void CG_SetGhoul2InfoRef( refEntity_t *ent, refEntity_t *s1)
{
ent->ghoul2 = s1->ghoul2;
VectorCopy( s1->modelScale, ent->modelScale);
ent->radius = s1->radius;
VectorCopy( s1->angles, ent->angles);
}
/*
Ghoul2 Insert End
*/
/*
=================
CG_RegisterItemVisuals
The server says this item is used on this level
=================
*/
void CG_RegisterItemVisuals( int itemNum ) {
itemInfo_t *itemInfo;
gitem_t *item;
int handle;
if ( itemNum < 0 || itemNum >= bg_numItems ) {
CG_Error( "CG_RegisterItemVisuals: itemNum %d out of range [0-%d]", itemNum, bg_numItems-1 );
}
itemInfo = &cg_items[ itemNum ];
if ( itemInfo->registered ) {
return;
}
item = &bg_itemlist[ itemNum ];
memset( itemInfo, 0, sizeof( &itemInfo ) );
itemInfo->registered = qtrue;
if (item->giType == IT_TEAM &&
(item->giTag == PW_REDFLAG || item->giTag == PW_BLUEFLAG) &&
cgs.gametype == GT_CTY)
{ //in CTY the flag model is different
itemInfo->models[0] = trap_R_RegisterModel( item->world_model[1] );
}
else
{
itemInfo->models[0] = trap_R_RegisterModel( item->world_model[0] );
}
/*
Ghoul2 Insert Start
*/
if (!Q_stricmp(&item->world_model[0][strlen(item->world_model[0]) - 4], ".glm"))
{
handle = trap_G2API_InitGhoul2Model(&itemInfo->g2Models[0], item->world_model[0], 0 , 0, 0, 0, 0);
if (handle<0)
{
itemInfo->g2Models[0] = NULL;
}
else
{
itemInfo->radius[0] = 60;
}
}
/*
Ghoul2 Insert End
*/
if (item->icon)
{
itemInfo->icon = trap_R_RegisterShader( item->icon );
}
else
{
itemInfo->icon = 0;
}
if ( item->giType == IT_WEAPON ) {
CG_RegisterWeapon( item->giTag );
}
//
// powerups have an accompanying ring or sphere
//
if ( item->giType == IT_POWERUP || item->giType == IT_HEALTH ||
item->giType == IT_ARMOR || item->giType == IT_HOLDABLE ) {
if ( item->world_model[1] ) {
itemInfo->models[1] = trap_R_RegisterModel( item->world_model[1] );
}
}
}
/*
========================================================================================
VIEW WEAPON
========================================================================================
*/
/*
=================
CG_MapTorsoToWeaponFrame
=================
*/
static int CG_MapTorsoToWeaponFrame( clientInfo_t *ci, int frame, int animNum ) {
animation_t *animations = ci->animations;
switch( animNum )
{
case TORSO_DROPWEAP1:
if ( frame >= animations[animNum].firstFrame && frame < animations[animNum].firstFrame + 5 )
{
return frame - animations[animNum].firstFrame + 6;
}
break;
case TORSO_RAISEWEAP1:
if ( frame >= animations[animNum].firstFrame && frame < animations[animNum].firstFrame + 4 )
{
return frame - animations[animNum].firstFrame + 6 + 4;
}
break;
case BOTH_ATTACK1:
case BOTH_ATTACK2:
case BOTH_ATTACK3:
case BOTH_ATTACK4:
case BOTH_ATTACK5:
case BOTH_ATTACK6:
case BOTH_ATTACK7:
case BOTH_ATTACK8:
case BOTH_ATTACK9:
case BOTH_ATTACK10:
case BOTH_ATTACK11:
case BOTH_ATTACK12:
if ( frame >= animations[animNum].firstFrame && frame < animations[animNum].firstFrame + 6 )
{
return 1 + ( frame - animations[animNum].firstFrame );
}
break;
}
return 0;
}
/*
==============
CG_CalculateWeaponPosition
==============
*/
static void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles ) {
float scale;
int delta;
float fracsin;
VectorCopy( cg.refdef.vieworg, origin );
VectorCopy( cg.refdefViewAngles, angles );
// on odd legs, invert some angles
if ( cg.bobcycle & 1 ) {
scale = -cg.xyspeed;
} else {
scale = cg.xyspeed;
}
// gun angles from bobbing
angles[ROLL] += scale * cg.bobfracsin * 0.005;
angles[YAW] += scale * cg.bobfracsin * 0.01;
angles[PITCH] += cg.xyspeed * cg.bobfracsin * 0.005;
// drop the weapon when landing
delta = cg.time - cg.landTime;
if ( delta < LAND_DEFLECT_TIME ) {
origin[2] += cg.landChange*0.25 * delta / LAND_DEFLECT_TIME;
} else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) {
origin[2] += cg.landChange*0.25 *
(LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta) / LAND_RETURN_TIME;
}
#if 0
// drop the weapon when stair climbing
delta = cg.time - cg.stepTime;
if ( delta < STEP_TIME/2 ) {
origin[2] -= cg.stepChange*0.25 * delta / (STEP_TIME/2);
} else if ( delta < STEP_TIME ) {
origin[2] -= cg.stepChange*0.25 * (STEP_TIME - delta) / (STEP_TIME/2);
}
#endif
// idle drift
scale = cg.xyspeed + 40;
fracsin = sin( cg.time * 0.001 );
angles[ROLL] += scale * fracsin * 0.01;
angles[YAW] += scale * fracsin * 0.01;
angles[PITCH] += scale * fracsin * 0.01;
}
/*
===============
CG_LightningBolt
Origin will be the exact tag point, which is slightly
different than the muzzle point used for determining hits.
The cent should be the non-predicted cent if it is from the player,
so the endpoint will reflect the simulated strike (lagging the predicted
angle)
===============
*/
static void CG_LightningBolt( centity_t *cent, vec3_t origin ) {
// trace_t trace;
refEntity_t beam;
// vec3_t forward;
// vec3_t muzzlePoint, endPoint;
//Must be a durational weapon that continuously generates an effect.
if ( cent->currentState.weapon == WP_DEMP2 && cent->currentState.eFlags & EF_ALT_FIRING )
{ /*nothing*/ }
else
{
return;
}
memset( &beam, 0, sizeof( beam ) );
// NOTENOTE No lightning gun-ish stuff yet.
/*
// CPMA "true" lightning
if ((cent->currentState.number == cg.predictedPlayerState.clientNum) && (cg_trueLightning.value != 0)) {
vec3_t angle;
int i;
for (i = 0; i < 3; i++) {
float a = cent->lerpAngles[i] - cg.refdefViewAngles[i];
if (a > 180) {
a -= 360;
}
if (a < -180) {
a += 360;
}
angle[i] = cg.refdefViewAngles[i] + a * (1.0 - cg_trueLightning.value);
if (angle[i] < 0) {
angle[i] += 360;
}
if (angle[i] > 360) {
angle[i] -= 360;
}
}
AngleVectors(angle, forward, NULL, NULL );
VectorCopy(cent->lerpOrigin, muzzlePoint );
// VectorCopy(cg.refdef.vieworg, muzzlePoint );
} else {
// !CPMA
AngleVectors( cent->lerpAngles, forward, NULL, NULL );
VectorCopy(cent->lerpOrigin, muzzlePoint );
}
// FIXME: crouch
muzzlePoint[2] += DEFAULT_VIEWHEIGHT;
VectorMA( muzzlePoint, 14, forward, muzzlePoint );
// project forward by the lightning range
VectorMA( muzzlePoint, LIGHTNING_RANGE, forward, endPoint );
// see if it hit a wall
CG_Trace( &trace, muzzlePoint, vec3_origin, vec3_origin, endPoint,
cent->currentState.number, MASK_SHOT );
// this is the endpoint
VectorCopy( trace.endpos, beam.oldorigin );
// use the provided origin, even though it may be slightly
// different than the muzzle origin
VectorCopy( origin, beam.origin );
beam.reType = RT_LIGHTNING;
beam.customShader = cgs.media.lightningShader;
trap_R_AddRefEntityToScene( &beam );
*/
// NOTENOTE No lightning gun-ish stuff yet.
/*
// add the impact flare if it hit something
if ( trace.fraction < 1.0 ) {
vec3_t angles;
vec3_t dir;
VectorSubtract( beam.oldorigin, beam.origin, dir );
VectorNormalize( dir );
memset( &beam, 0, sizeof( beam ) );
beam.hModel = cgs.media.lightningExplosionModel;
VectorMA( trace.endpos, -16, dir, beam.origin );
// make a random orientation
angles[0] = rand() % 360;
angles[1] = rand() % 360;
angles[2] = rand() % 360;
AnglesToAxis( angles, beam.axis );
trap_R_AddRefEntityToScene( &beam );
}
*/
}
/*
======================
CG_MachinegunSpinAngle
======================
*/
#define SPIN_SPEED 0.9
#define COAST_TIME 1000
static float CG_MachinegunSpinAngle( centity_t *cent ) {
int delta;
float angle;
float speed;
delta = cg.time - cent->pe.barrelTime;
if ( cent->pe.barrelSpinning ) {
angle = cent->pe.barrelAngle + delta * SPIN_SPEED;
} else {
if ( delta > COAST_TIME ) {
delta = COAST_TIME;
}
speed = 0.5 * ( SPIN_SPEED + (float)( COAST_TIME - delta ) / COAST_TIME );
angle = cent->pe.barrelAngle + delta * speed;
}
if ( cent->pe.barrelSpinning == !(cent->currentState.eFlags & EF_FIRING) ) {
cent->pe.barrelTime = cg.time;
cent->pe.barrelAngle = AngleMod( angle );
cent->pe.barrelSpinning = !!(cent->currentState.eFlags & EF_FIRING);
}
return angle;
}
/*
========================
CG_AddWeaponWithPowerups
========================
*/
static void CG_AddWeaponWithPowerups( refEntity_t *gun, int powerups ) {
// add powerup effects
trap_R_AddRefEntityToScene( gun );
if ( powerups & ( 1 << PW_BATTLESUIT ) ) {
gun->customShader = cgs.media.battleWeaponShader;
trap_R_AddRefEntityToScene( gun );
}
if ( powerups & ( 1 << PW_QUAD ) ) {
gun->customShader = cgs.media.quadWeaponShader;
trap_R_AddRefEntityToScene( gun );
}
}
/*
=============
CG_AddPlayerWeapon
Used for both the view weapon (ps is valid) and the world modelother character models (ps is NULL)
The main player will have this called for BOTH cases, so effects like light and
sound should only be done on the world model case.
=============
*/
void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent, int team, vec3_t newAngles, qboolean thirdPerson ) {
refEntity_t gun;
refEntity_t barrel;
vec3_t angles;
weapon_t weaponNum;
weaponInfo_t *weapon;
centity_t *nonPredictedCent;
weaponNum = cent->currentState.weapon;
if (cent->currentState.weapon == WP_EMPLACED_GUN)
{
return;
}
CG_RegisterWeapon( weaponNum );
weapon = &cg_weapons[weaponNum];
/*
Ghoul2 Insert Start
*/
memset( &gun, 0, sizeof( gun ) );
// only do this if we are in first person, since world weapons are now handled on the server by Ghoul2
if (!thirdPerson)
{
// add the weapon
VectorCopy( parent->lightingOrigin, gun.lightingOrigin );
gun.shadowPlane = parent->shadowPlane;
gun.renderfx = parent->renderfx;
if (ps)
{ // this player, in first person view
gun.hModel = weapon->viewModel;
}
else
{
gun.hModel = weapon->weaponModel;
}
if (!gun.hModel) {
return;
}
if ( !ps ) {
// add weapon ready sound
cent->pe.lightningFiring = qfalse;
if ( ( cent->currentState.eFlags & EF_FIRING ) && weapon->firingSound ) {
// lightning gun and guantlet make a different sound when fire is held down
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->firingSound );
cent->pe.lightningFiring = qtrue;
} else if ( weapon->readySound ) {
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->readySound );
}
}
CG_PositionEntityOnTag( &gun, parent, parent->hModel, "tag_weapon");
if (!CG_IsMindTricked(cent->currentState.trickedentindex,
cent->currentState.trickedentindex2,
cent->currentState.trickedentindex3,
cent->currentState.trickedentindex4,
cg.snap->ps.clientNum))
{
CG_AddWeaponWithPowerups( &gun, cent->currentState.powerups ); //don't draw the weapon if the player is invisible
if ( weaponNum == WP_STUN_BATON )
{
gun.shaderRGBA[0] = gun.shaderRGBA[1] = gun.shaderRGBA[2] = 25;
gun.customShader = trap_R_RegisterShader( "gfx/effects/stunPass" );
gun.renderfx = RF_RGB_TINT | RF_FIRST_PERSON | RF_DEPTHHACK;
trap_R_AddRefEntityToScene( &gun );
}
}
// add the spinning barrel
if ( weapon->barrelModel ) {
memset( &barrel, 0, sizeof( barrel ) );
VectorCopy( parent->lightingOrigin, barrel.lightingOrigin );
barrel.shadowPlane = parent->shadowPlane;
barrel.renderfx = parent->renderfx;
barrel.hModel = weapon->barrelModel;
angles[YAW] = 0;
angles[PITCH] = 0;
angles[ROLL] = 0;
AnglesToAxis( angles, barrel.axis );
CG_PositionRotatedEntityOnTag( &barrel, parent/*&gun*/, /*weapon->weaponModel*/weapon->handsModel, "tag_barrel" );
CG_AddWeaponWithPowerups( &barrel, cent->currentState.powerups );
}
}
/*
Ghoul2 Insert End
*/
// Do special charge bits
//-----------------------
if ( (ps || cg.renderingThirdPerson || cg.predictedPlayerState.clientNum != cent->currentState.number) &&
( ( cent->currentState.modelindex2 == WEAPON_CHARGING_ALT && cent->currentState.weapon == WP_BRYAR_PISTOL ) ||
( cent->currentState.weapon == WP_BOWCASTER && cent->currentState.modelindex2 == WEAPON_CHARGING ) ||
( cent->currentState.weapon == WP_DEMP2 && cent->currentState.modelindex2 == WEAPON_CHARGING_ALT) ) )
{
int shader = 0;
float val = 0.0f;
float scale = 1.0f;
addspriteArgStruct_t fxSArgs;
vec3_t flashorigin, flashdir;
refEntity_t flash;
memset (&flash, 0, sizeof(flash));
if (!thirdPerson)
{
CG_PositionEntityOnTag( &flash, &gun, gun.hModel, "tag_flash");
VectorCopy(flash.origin, flashorigin);
VectorCopy(flash.axis[0], flashdir);
}
else
{
mdxaBone_t boltMatrix;
if (!trap_G2API_HasGhoul2ModelOnIndex(&(cent->ghoul2), 1))
{ //it's quite possible that we may have have no weapon model and be in a valid state, so return here if this is the case
return;
}
// go away and get me the bolt position for this frame please
if (!(trap_G2API_GetBoltMatrix(cent->ghoul2, 1, 0, &boltMatrix, newAngles, cent->lerpOrigin, cg.time, cgs.gameModels, cent->modelScale)))
{ // Couldn't find bolt point.
return;
}
trap_G2API_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, flashorigin);
trap_G2API_GiveMeVectorFromMatrix(&boltMatrix, POSITIVE_X, flashdir);
}
if ( cent->currentState.weapon == WP_BRYAR_PISTOL )
{
// Hardcoded max charge time of 1 second
val = ( cg.time - cent->currentState.constantLight ) * 0.001f;
shader = cgs.media.bryarFrontFlash;
}
else if ( cent->currentState.weapon == WP_BOWCASTER )
{
// Hardcoded max charge time of 1 second
val = ( cg.time - cent->currentState.constantLight ) * 0.001f;
shader = cgs.media.greenFrontFlash;
}
else if ( cent->currentState.weapon == WP_DEMP2 )
{
val = ( cg.time - cent->currentState.constantLight ) * 0.001f;
shader = cgs.media.lightningFlash;
scale = 1.75f;
}
if ( val < 0.0f )
{
val = 0.0f;
}
else if ( val > 1.0f )
{
val = 1.0f;
if (ps && cent->currentState.number == ps->clientNum)
{
CGCam_Shake( /*0.1f*/0.2f, 100 );
}
}
else
{
if (ps && cent->currentState.number == ps->clientNum)
{
CGCam_Shake( val * val * /*0.3f*/0.6f, 100 );
}
}
val += random() * 0.5f;
VectorCopy(flashorigin, fxSArgs.origin);
VectorClear(fxSArgs.vel);
VectorClear(fxSArgs.accel);
fxSArgs.scale = 3.0f*val*scale;
fxSArgs.dscale = 0.0f;
fxSArgs.sAlpha = 0.7f;
fxSArgs.eAlpha = 0.7f;
fxSArgs.rotation = random()*360;
fxSArgs.bounce = 0.0f;
fxSArgs.life = 1.0f;
fxSArgs.shader = shader;
fxSArgs.flags = 0x08000000;
//FX_AddSprite( flash.origin, NULL, NULL, 3.0f * val, 0.0f, 0.7f, 0.7f, WHITE, WHITE, random() * 360, 0.0f, 1.0f, shader, FX_USE_ALPHA );
trap_FX_AddSprite(&fxSArgs);
}
// make sure we aren't looking at cg.predictedPlayerEntity for LG
nonPredictedCent = &cg_entities[cent->currentState.clientNum];
// if the index of the nonPredictedCent is not the same as the clientNum
// then this is a fake player (like on teh single player podiums), so
// go ahead and use the cent
if( ( nonPredictedCent - cg_entities ) != cent->currentState.clientNum ) {
nonPredictedCent = cent;
}
// add the flash
if ( ( weaponNum == WP_DEMP2)
&& ( nonPredictedCent->currentState.eFlags & EF_FIRING ) )
{
// continuous flash
} else {
// impulse flash
if ( cg.time - cent->muzzleFlashTime > MUZZLE_FLASH_TIME) {
return;
}
}
if ( ps || cg.renderingThirdPerson ||
cent->currentState.number != cg.predictedPlayerState.clientNum )
{ // Make sure we don't do the thirdperson model effects for the local player if we're in first person
vec3_t flashorigin, flashdir;
refEntity_t flash;
memset (&flash, 0, sizeof(flash));
if (!thirdPerson)
{
CG_PositionEntityOnTag( &flash, &gun, gun.hModel, "tag_flash");
VectorCopy(flash.origin, flashorigin);
VectorCopy(flash.axis[0], flashdir);
}
else
{
mdxaBone_t boltMatrix;
if (!trap_G2API_HasGhoul2ModelOnIndex(&(cent->ghoul2), 1))
{ //it's quite possible that we may have have no weapon model and be in a valid state, so return here if this is the case
return;
}
// go away and get me the bolt position for this frame please
if (!(trap_G2API_GetBoltMatrix(cent->ghoul2, 1, 0, &boltMatrix, newAngles, cent->lerpOrigin, cg.time, cgs.gameModels, cent->modelScale)))
{ // Couldn't find bolt point.
return;
}
trap_G2API_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, flashorigin);
trap_G2API_GiveMeVectorFromMatrix(&boltMatrix, POSITIVE_X, flashdir);
}
if ( cg.time - cent->muzzleFlashTime <= MUZZLE_FLASH_TIME + 10 )
{ // Handle muzzle flashes
if ( cent->currentState.eFlags & EF_ALT_FIRING )
{ // Check the alt firing first.
if (weapon->altMuzzleEffect)
{
trap_FX_PlayEffectID(weapon->altMuzzleEffect, flashorigin, flashdir);
}
}
else
{ // Regular firing
if (weapon->muzzleEffect)
{
trap_FX_PlayEffectID(weapon->muzzleEffect, flashorigin, flashdir);
}
}
}
// add lightning bolt
CG_LightningBolt( nonPredictedCent, flashorigin );
if ( weapon->flashDlightColor[0] || weapon->flashDlightColor[1] || weapon->flashDlightColor[2] ) {
trap_R_AddLightToScene( flashorigin, 300 + (rand()&31), weapon->flashDlightColor[0],
weapon->flashDlightColor[1], weapon->flashDlightColor[2] );
}
}
}
/*
==============
CG_AddViewWeapon
Add the weapon, and flash for the player's view
==============
*/
void CG_AddViewWeapon( playerState_t *ps ) {
refEntity_t hand;
centity_t *cent;
clientInfo_t *ci;
float fovOffset;
vec3_t angles;
weaponInfo_t *weapon;
if ( ps->persistant[PERS_TEAM] == TEAM_SPECTATOR ) {
return;
}
if ( ps->pm_type == PM_INTERMISSION ) {
return;
}
// no gun if in third person view or a camera is active
//if ( cg.renderingThirdPerson || cg.cameraMode) {
if ( cg.renderingThirdPerson ) {
return;
}
// allow the gun to be completely removed
if ( !cg_drawGun.integer || cg.predictedPlayerState.zoomMode) {
vec3_t origin;
if ( cg.predictedPlayerState.eFlags & EF_FIRING ) {
// special hack for lightning gun...
VectorCopy( cg.refdef.vieworg, origin );
VectorMA( origin, -8, cg.refdef.viewaxis[2], origin );
CG_LightningBolt( &cg_entities[ps->clientNum], origin );
}
return;
}
// don't draw if testing a gun model
if ( cg.testGun ) {
return;
}
// drop gun lower at higher fov
if ( cg_fov.integer > 90 ) {
fovOffset = -0.2 * ( cg_fov.integer - 90 );
} else {
fovOffset = 0;
}
cent = &cg.predictedPlayerEntity; // &cg_entities[cg.snap->ps.clientNum];
CG_RegisterWeapon( ps->weapon );
weapon = &cg_weapons[ ps->weapon ];
memset (&hand, 0, sizeof(hand));
// set up gun position
CG_CalculateWeaponPosition( hand.origin, angles );
VectorMA( hand.origin, cg_gun_x.value, cg.refdef.viewaxis[0], hand.origin );
VectorMA( hand.origin, cg_gun_y.value, cg.refdef.viewaxis[1], hand.origin );
VectorMA( hand.origin, (cg_gun_z.value+fovOffset), cg.refdef.viewaxis[2], hand.origin );
AnglesToAxis( angles, hand.axis );
// map torso animations to weapon animations
if ( cg_gun_frame.integer ) {
// development tool
hand.frame = hand.oldframe = cg_gun_frame.integer;
hand.backlerp = 0;
} else {
// get clientinfo for animation map
ci = &cgs.clientinfo[ cent->currentState.clientNum ];
hand.frame = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.frame, cent->currentState.torsoAnim & ~ANIM_TOGGLEBIT );
hand.oldframe = CG_MapTorsoToWeaponFrame( ci, cent->pe.torso.oldFrame, cent->currentState.torsoAnim & ~ANIM_TOGGLEBIT );
hand.backlerp = cent->pe.torso.backlerp;
}
hand.hModel = weapon->handsModel;
hand.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON;// | RF_MINLIGHT;
// add everything onto the hand
CG_AddPlayerWeapon( &hand, ps, &cg.predictedPlayerEntity, ps->persistant[PERS_TEAM], angles, qfalse );
}
/*
==============================================================================
WEAPON SELECTION
==============================================================================
*/
#define ICON_WEAPONS 0
#define ICON_FORCE 1
#define ICON_INVENTORY 2
void CG_DrawIconBackground(void)
{
int height,xAdd,x2,y2,t;
int prongLeftX,prongRightX;
float inTime = cg.invenSelectTime+WEAPON_SELECT_TIME;
float wpTime = cg.weaponSelectTime+WEAPON_SELECT_TIME;
float fpTime = cg.forceSelectTime+WEAPON_SELECT_TIME;
qhandle_t background;
int drawType = cgs.media.weaponIconBackground;
int prongsOn = cgs.media.weaponProngsOn;
// don't display if dead
if ( cg.snap->ps.stats[STAT_HEALTH] <= 0 )
{
return;
}
x2 = 30;
y2 = SCREEN_HEIGHT-70;
prongLeftX =x2+37;
prongRightX =x2+544;
if (inTime > wpTime)
{
drawType = cgs.media.inventoryIconBackground;
prongsOn = cgs.media.inventoryProngsOn;
cg.iconSelectTime = cg.invenSelectTime;
}
else
{
drawType = cgs.media.weaponIconBackground;
prongsOn = cgs.media.weaponProngsOn;
cg.iconSelectTime = cg.weaponSelectTime;
}
if (fpTime > inTime && fpTime > wpTime)
{
drawType = cgs.media.forceIconBackground;
prongsOn = cgs.media.forceProngsOn;
cg.iconSelectTime = cg.forceSelectTime;
}
if ((cg.iconSelectTime+WEAPON_SELECT_TIME)<cg.time) // Time is up for the HUD to display
{
if (cg.iconHUDActive) // The time is up, but we still need to move the prongs back to their original position
{
t = cg.time - (cg.iconSelectTime+WEAPON_SELECT_TIME);
cg.iconHUDPercent = t/ 130.0f;
cg.iconHUDPercent = 1 - cg.iconHUDPercent;
if (cg.iconHUDPercent<0)
{
cg.iconHUDActive = qfalse;
cg.iconHUDPercent=0;
}
xAdd = (int) 8*cg.iconHUDPercent;
height = (int) (60.0f*cg.iconHUDPercent);
CG_DrawPic( x2+60, y2+30, 460, -height, drawType); // Top half
CG_DrawPic( x2+60, y2+30-2,460, height, drawType); // Bottom half
}
else
{
xAdd = 0;
}
trap_R_SetColor(hudTintColor);
CG_DrawPic( prongLeftX+xAdd, y2-10, 40, 80, cgs.media.weaponProngsOff);
CG_DrawPic( prongRightX-xAdd, y2-10, -40, 80, cgs.media.weaponProngsOff);
return;
}
prongLeftX =x2+37;
prongRightX =x2+544;
if (!cg.iconHUDActive)
{
t = cg.time - cg.iconSelectTime;
cg.iconHUDPercent = t/ 130.0f;
// Calc how far into opening sequence we are
if (cg.iconHUDPercent>1)
{
cg.iconHUDActive = qtrue;
cg.iconHUDPercent=1;
}
else if (cg.iconHUDPercent<0)
{
cg.iconHUDPercent=0;
}
}
else
{
cg.iconHUDPercent=1;
}
trap_R_SetColor( colorTable[CT_WHITE] );
height = (int) (60.0f*cg.iconHUDPercent);
CG_DrawPic( x2+60, y2+30, 460, -height, drawType); // Top half
CG_DrawPic( x2+60, y2+30-2,460, height, drawType); // Bottom half
// And now for the prongs
/* if ((cg.inventorySelectTime+WEAPON_SELECT_TIME)>cg.time)
{
cgs.media.currentBackground = ICON_INVENTORY;
background = &cgs.media.inventoryProngsOn;
}
else if ((cg.weaponSelectTime+WEAPON_SELECT_TIME)>cg.time)
{*/
cgs.media.currentBackground = ICON_WEAPONS;
background = prongsOn;
/* }
else
{
cgs.media.currentBackground = ICON_FORCE;
background = &cgs.media.forceProngsOn;
}
*/
// Side Prongs
trap_R_SetColor( colorTable[CT_WHITE]);
xAdd = (int) 8*cg.iconHUDPercent;
CG_DrawPic( prongLeftX+xAdd, y2-10, 40, 80, background);
CG_DrawPic( prongRightX-xAdd, y2-10, -40, 80, background);
}
qboolean CG_WeaponCheck(int weap)
{
if (cg.snap->ps.ammo[weaponData[weap].ammoIndex] < weaponData[weap].energyPerShot &&
cg.snap->ps.ammo[weaponData[weap].ammoIndex] < weaponData[weap].altEnergyPerShot)
{
return qfalse;
}
return qtrue;
}
/*
===============
CG_WeaponSelectable
===============
*/
static qboolean CG_WeaponSelectable( int i ) {
/*if ( !cg.snap->ps.ammo[weaponData[i].ammoIndex] ) {
return qfalse;
}*/
if (!i)
{
return qfalse;
}
if (cg.predictedPlayerState.ammo[weaponData[i].ammoIndex] < weaponData[i].energyPerShot &&
cg.predictedPlayerState.ammo[weaponData[i].ammoIndex] < weaponData[i].altEnergyPerShot)
{
return qfalse;
}
if ( ! (cg.predictedPlayerState.stats[ STAT_WEAPONS ] & ( 1 << i ) ) ) {
return qfalse;
}
return qtrue;
}
/*
===================
CG_DrawWeaponSelect
===================
*/
void CG_DrawWeaponSelect( void ) {
int i;
int bits;
int count;
char *name;
int smallIconSize,bigIconSize;
int holdX,x,y,pad;
int sideLeftIconCnt,sideRightIconCnt;
int sideMax,holdCount,iconCnt;
int height;
if (cg.predictedPlayerState.emplacedIndex)
{ //can't cycle when on a weapon
cg.weaponSelectTime = 0;
}
if ((cg.weaponSelectTime+WEAPON_SELECT_TIME)<cg.time) // Time is up for the HUD to display
{
return;
}
// don't display if dead
if ( cg.predictedPlayerState.stats[STAT_HEALTH] <= 0 )
{
return;
}
// showing weapon select clears pickup item display, but not the blend blob
cg.itemPickupTime = 0;
bits = cg.predictedPlayerState.stats[ STAT_WEAPONS ];
// count the number of weapons owned
count = 0;
if ( !CG_WeaponSelectable(cg.weaponSelect) &&
(cg.weaponSelect == WP_THERMAL || cg.weaponSelect == WP_TRIP_MINE) )
{ //display this weapon that we don't actually "have" as unhighlighted until it's deselected
//since it's selected we must increase the count to display the proper number of valid selectable weapons
count++;
}
for ( i = 1 ; i < 16 ; i++ )
{
if ( bits & ( 1 << i ) )
{
if ( CG_WeaponSelectable(i) ||
(i != WP_THERMAL && i != WP_TRIP_MINE) )
{
count++;
}
}
}
if (count == 0) // If no weapons, don't display
{
return;
}
sideMax = 3; // Max number of icons on the side
// Calculate how many icons will appear to either side of the center one
holdCount = count - 1; // -1 for the center icon
if (holdCount == 0) // No icons to either side
{
sideLeftIconCnt = 0;
sideRightIconCnt = 0;
}
else if (count > (2*sideMax)) // Go to the max on each side
{
sideLeftIconCnt = sideMax;
sideRightIconCnt = sideMax;
}
else // Less than max, so do the calc
{
sideLeftIconCnt = holdCount/2;
sideRightIconCnt = holdCount - sideLeftIconCnt;
}
i = cg.weaponSelect - 1;
if (i<1)
{
i = 13;
}
smallIconSize = 40;
bigIconSize = 80;
pad = 12;
x = 320;
y = 410;
// Background
// memcpy(calcColor, colorTable[CT_WHITE], sizeof(vec4_t));
// calcColor[3] = .35f;
// trap_R_SetColor( calcColor);
// Left side ICONS
trap_R_SetColor(colorTable[CT_WHITE]);
// Work backwards from current icon
holdX = x - ((bigIconSize/2) + pad + smallIconSize);
height = smallIconSize * 1;//cg.iconHUDPercent;
for (iconCnt=1;iconCnt<(sideLeftIconCnt+1);i--)
{
if (i<1)
{
i = 13;
}
if ( !(bits & ( 1 << i ))) // Does he have this weapon?
{
continue;
}
if ( !CG_WeaponSelectable(i) &&
(i == WP_THERMAL || i == WP_TRIP_MINE) )
{ //Don't show thermal and tripmine when out of them
continue;
}
++iconCnt; // Good icon
if (cgs.media.weaponIcons[i])
{
weaponInfo_t *weaponInfo;
CG_RegisterWeapon( i );
weaponInfo = &cg_weapons[i];
trap_R_SetColor(colorTable[CT_WHITE]);
if (!CG_WeaponCheck(i))
{
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, /*weaponInfo->weaponIconNoAmmo*/cgs.media.weaponIcons_NA[i] );
}
else
{
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, /*weaponInfo->weaponIcon*/cgs.media.weaponIcons[i] );
}
holdX -= (smallIconSize+pad);
}
}
// Current Center Icon
height = bigIconSize * cg.iconHUDPercent;
if (cgs.media.weaponIcons[cg.weaponSelect])
{
weaponInfo_t *weaponInfo;
CG_RegisterWeapon( cg.weaponSelect );
weaponInfo = &cg_weapons[cg.weaponSelect];
trap_R_SetColor( colorTable[CT_WHITE]);
if (!CG_WeaponCheck(cg.weaponSelect))
{
CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2))+10, bigIconSize, bigIconSize, cgs.media.weaponIcons_NA[cg.weaponSelect] );
}
else
{
CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2))+10, bigIconSize, bigIconSize, cgs.media.weaponIcons[cg.weaponSelect] );
}
}
i = cg.weaponSelect + 1;
if (i> 13)
{
i = 1;
}
// Right side ICONS
// Work forwards from current icon
holdX = x + (bigIconSize/2) + pad;
height = smallIconSize * cg.iconHUDPercent;
for (iconCnt=1;iconCnt<(sideRightIconCnt+1);i++)
{
if (i>13)
{
i = 1;
}
if ( !(bits & ( 1 << i ))) // Does he have this weapon?
{
continue;
}
if ( !CG_WeaponSelectable(i) &&
(i == WP_THERMAL || i == WP_TRIP_MINE) )
{ //Don't show thermal and tripmine when out of them
continue;
}
++iconCnt; // Good icon
if (/*weaponData[i].weaponIcon[0]*/cgs.media.weaponIcons[i])
{
weaponInfo_t *weaponInfo;
CG_RegisterWeapon( i );
weaponInfo = &cg_weapons[i];
// No ammo for this weapon?
trap_R_SetColor( colorTable[CT_WHITE]);
if (!CG_WeaponCheck(i))
{
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, cgs.media.weaponIcons_NA[i] );
}
else
{
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, cgs.media.weaponIcons[i] );
}
holdX += (smallIconSize+pad);
}
}
// draw the selected name
if ( cg_weapons[ cg.weaponSelect ].item )
{
name = cg_weapons[ cg.weaponSelect ].item->pickup_name;
if ( name )
{
// Just doing this for now......
//#ifdef _DEBUG
//CG_DrawProportionalString(320, y + 48, name, CG_CENTER | CG_SMALLFONT, colorTable[CT_ICON_BLUE]);
UI_DrawProportionalString(320, y+48, name, UI_CENTER|UI_SMALLFONT, colorTable[CT_ICON_BLUE]);
//#endif
}
}
trap_R_SetColor( NULL );
}
/*
===============
CG_NextWeapon_f
===============
*/
void CG_NextWeapon_f( void ) {
int i;
int original;
if ( !cg.snap ) {
return;
}
if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) {
return;
}
if (cg.snap->ps.emplacedIndex)
{
return;
}
cg.weaponSelectTime = cg.time;
original = cg.weaponSelect;
for ( i = 0 ; i < 16 ; i++ ) {
cg.weaponSelect++;
if ( cg.weaponSelect == 16 ) {
cg.weaponSelect = 0;
}
// if ( cg.weaponSelect == WP_STUN_BATON ) {
// continue; // never cycle to gauntlet
// }
if ( CG_WeaponSelectable( cg.weaponSelect ) ) {
break;
}
}
if ( i == 16 ) {
cg.weaponSelect = original;
}
else
{
trap_S_MuteSound(cg.snap->ps.clientNum, CHAN_WEAPON);
}
}
/*
===============
CG_PrevWeapon_f
===============
*/
void CG_PrevWeapon_f( void ) {
int i;
int original;
if ( !cg.snap ) {
return;
}
if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) {
return;
}
if (cg.snap->ps.emplacedIndex)
{
return;
}
cg.weaponSelectTime = cg.time;
original = cg.weaponSelect;
for ( i = 0 ; i < 16 ; i++ ) {
cg.weaponSelect--;
if ( cg.weaponSelect == -1 ) {
cg.weaponSelect = 15;
}
// if ( cg.weaponSelect == WP_STUN_BATON ) {
// continue; // never cycle to gauntlet
// }
if ( CG_WeaponSelectable( cg.weaponSelect ) ) {
break;
}
}
if ( i == 16 ) {
cg.weaponSelect = original;
}
else
{
trap_S_MuteSound(cg.snap->ps.clientNum, CHAN_WEAPON);
}
}
/*
===============
CG_Weapon_f
===============
*/
void CG_Weapon_f( void ) {
int num;
if ( !cg.snap ) {
return;
}
if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) {
return;
}
if (cg.snap->ps.emplacedIndex)
{
return;
}
num = atoi( CG_Argv( 1 ) );
if ( num < 1 || num > 15 ) {
return;
}
if (num == 1 && cg.snap->ps.weapon == WP_SABER)
{
if (cg.snap->ps.weaponTime < 1)
{
trap_SendClientCommand("sv_saberswitch");
}
return;
}
//rww - hack to make weapon numbers same as single player
if (num > WP_STUN_BATON)
{
num++;
}
else
{
if (cg.snap->ps.stats[STAT_WEAPONS] & (1 << WP_SABER))
{
num = WP_SABER;
}
else
{
num = WP_STUN_BATON;
}
}
if (num > WP_DET_PACK)
{ //other weapons are off limits due to not actually being weapon weapons
return;
}
if (num >= WP_THERMAL)
{
int prenum = 0;
int loopback = 0;
if (cg.snap->ps.weapon >= WP_THERMAL &&
cg.snap->ps.weapon <= WP_DET_PACK)
{
num = cg.snap->ps.weapon;
prenum = num;
num++;
}
else
{
prenum = num;
}
if (num > WP_DET_PACK)
{
num = WP_THERMAL;
}
while (prenum != num || !loopback)
{
if (num > WP_DET_PACK)
{
num = WP_THERMAL;
loopback = 1;
}
if (CG_WeaponSelectable(num))
{
break;
}
if (num == prenum)
{
break;
}
num++;
}
if (num > WP_DET_PACK)
{
num = WP_THERMAL;
}
}
if (!CG_WeaponSelectable(num))
{
return;
}
cg.weaponSelectTime = cg.time;
if ( ! ( cg.snap->ps.stats[STAT_WEAPONS] & ( 1 << num ) ) )
{
if (num == WP_SABER)
{ //don't have saber, try the stun baton on the same slot
num = WP_STUN_BATON;
if ( ! ( cg.snap->ps.stats[STAT_WEAPONS] & ( 1 << num ) ) )
{
return;
}
}
else
{
return; // don't have the weapon
}
}
if (cg.weaponSelect != num)
{
trap_S_MuteSound(cg.snap->ps.clientNum, CHAN_WEAPON);
}
cg.weaponSelect = num;
}
/*
===================
CG_OutOfAmmoChange
The current weapon has just run out of ammo
===================
*/
void CG_OutOfAmmoChange( int oldWeapon )
{
int i;
cg.weaponSelectTime = cg.time;
for ( i = WP_DET_PACK ; i > 0 ; i-- ) //We don't want the emplaced or turret
{
if ( CG_WeaponSelectable( i ) )
{
/*
if ( 1 == cg_autoswitch.integer &&
( i == WP_TRIP_MINE || i == WP_DET_PACK || i == WP_THERMAL || i == WP_ROCKET_LAUNCHER) ) // safe weapon switch
*/
//rww - Don't we want to make sure i != one of these if autoswitch is 1 (safe)?
if (cg_autoswitch.integer != 1 || (i != WP_TRIP_MINE && i != WP_DET_PACK && i != WP_THERMAL && i != WP_ROCKET_LAUNCHER))
{
if (i != oldWeapon)
{ //don't even do anything if we're just selecting the weapon we already have/had
cg.weaponSelect = i;
break;
}
}
}
}
trap_S_MuteSound(cg.snap->ps.clientNum, CHAN_WEAPON);
}
/*
===================================================================================================
WEAPON EVENTS
===================================================================================================
*/
void CG_FireATST(centity_t *cent, qboolean altFire)
{
//No muzzle flash for now?
#if 0
int getMeBolt = 0;
mdxaBone_t boltMatrix;
vec3_t flashorigin, flashdir;
if (!cgs.clientinfo[cent->currentState.number].bolt_lhand)
{
return;
}
if (altFire)
{
getMeBolt = cgs.clientinfo[cent->currentState.number].bolt_lhand;
}
else
{
getMeBolt = cgs.clientinfo[cent->currentState.number].bolt_rhand;
}
if (!(trap_G2API_GetBoltMatrix(cent->ghoul2, 0, getMeBolt, &boltMatrix, cent->lerpAngles, cent->lerpOrigin, cg.time, cgs.gameModels, cent->modelScale)))
{
return;
}
trap_G2API_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, flashorigin);
trap_G2API_GiveMeVectorFromMatrix(&boltMatrix, POSITIVE_X, flashdir);
trap_FX_PlayEffectID(trap_FX_RegisterEffect("turret/muzzle_flash.efx"), flashorigin, flashdir);
#endif
trap_S_StartSound(NULL, cent->currentState.number, CHAN_WEAPON, trap_S_RegisterSound(va("sound/weapons/atst/ATSTfire1.wav"/*, Q_irand(1,4)*/)));
}
/*
================
CG_FireWeapon
Caused by an EV_FIRE_WEAPON event
================
*/
void CG_FireWeapon( centity_t *cent, qboolean altFire ) {
entityState_t *ent;
int c;
weaponInfo_t *weap;
if (cent->isATST)
{
CG_FireATST(cent, altFire);
return;
}
ent = &cent->currentState;
if ( ent->weapon == WP_NONE ) {
return;
}
if ( ent->weapon >= WP_NUM_WEAPONS ) {
CG_Error( "CG_FireWeapon: ent->weapon >= WP_NUM_WEAPONS" );
return;
}
weap = &cg_weapons[ ent->weapon ];
// mark the entity as muzzle flashing, so when it is added it will
// append the flash to the weapon model
cent->muzzleFlashTime = cg.time;
if (cg.predictedPlayerState.clientNum == cent->currentState.number)
{
if ((ent->weapon == WP_BRYAR_PISTOL && altFire) ||
(ent->weapon == WP_BOWCASTER && !altFire) ||
(ent->weapon == WP_DEMP2 && altFire))
{
float val = ( cg.time - cent->currentState.constantLight ) * 0.001f;
if (val > 3)
{
val = 3;
}
if (val < 0.2)
{
val = 0.2;
}
val *= 2;
CGCam_Shake( val, 250 );
}
else if (ent->weapon == WP_ROCKET_LAUNCHER ||
(ent->weapon == WP_REPEATER && altFire) ||
ent->weapon == WP_FLECHETTE)
{
if (ent->weapon == WP_ROCKET_LAUNCHER)
{
CGCam_Shake(Q_irand(2, 3), 350);
}
else if (ent->weapon == WP_REPEATER)
{
CGCam_Shake(Q_irand(2, 3), 350);
}
else if (ent->weapon == WP_FLECHETTE)
{
if (altFire)
{
CGCam_Shake(Q_irand(2, 3), 350);
}
else
{
CGCam_Shake(1.5, 250);
}
}
}
}
// lightning gun only does this this on initial press
if ( ent->weapon == WP_DEMP2 ) {
if ( cent->pe.lightningFiring ) {
return;
}
}
// play quad sound if needed
if ( cent->currentState.powerups & ( 1 << PW_QUAD ) ) {
//trap_S_StartSound (NULL, cent->currentState.number, CHAN_ITEM, cgs.media.quadSound );
}
// play a sound
if (altFire)
{
// play a sound
for ( c = 0 ; c < 4 ; c++ ) {
if ( !weap->altFlashSound[c] ) {
break;
}
}
if ( c > 0 ) {
c = rand() % c;
if ( weap->altFlashSound[c] )
{
trap_S_StartSound( NULL, ent->number, CHAN_WEAPON, weap->altFlashSound[c] );
}
}
// if ( weap->altFlashSnd )
// {
// trap_S_StartSound( NULL, ent->number, CHAN_WEAPON, weap->altFlashSnd );
// }
}
else
{
// play a sound
for ( c = 0 ; c < 4 ; c++ ) {
if ( !weap->flashSound[c] ) {
break;
}
}
if ( c > 0 ) {
c = rand() % c;
if ( weap->flashSound[c] )
{
trap_S_StartSound( NULL, ent->number, CHAN_WEAPON, weap->flashSound[c] );
}
}
}
}
/*
=================
CG_MissileHitWall
Caused by an EV_MISSILE_MISS event, or directly by local bullet tracing
=================
*/
void CG_MissileHitWall(int weapon, int clientNum, vec3_t origin, vec3_t dir, impactSound_t soundType, qboolean altFire, int charge)
{
int parm;
vec3_t up={0,0,1};
switch( weapon )
{
case WP_BRYAR_PISTOL:
if ( altFire )
{
parm = charge;
FX_BryarAltHitWall( origin, dir, parm );
}
else
{
FX_BryarHitWall( origin, dir );
}
break;
case WP_TURRET:
FX_TurretHitWall( origin, dir );
break;
case WP_BLASTER:
FX_BlasterWeaponHitWall( origin, dir );
break;
case WP_DISRUPTOR:
FX_DisruptorAltMiss( origin, dir );
break;
case WP_BOWCASTER:
FX_BowcasterHitWall( origin, dir );
break;
case WP_REPEATER:
if ( altFire )
{
FX_RepeaterAltHitWall( origin, dir );
}
else
{
FX_RepeaterHitWall( origin, dir );
}
break;
case WP_DEMP2:
if (altFire)
{
trap_FX_PlayEffectID(trap_FX_RegisterEffect("demp2/altDetonate.efx"), origin, dir);
}
else
{
FX_DEMP2_HitWall( origin, dir );
}
break;
case WP_FLECHETTE:
/*if (altFire)
{
CG_SurfaceExplosion(origin, dir, 20.0f, 12.0f, qtrue);
}
else
*/
if (!altFire)
{
FX_FlechetteWeaponHitWall( origin, dir );
}
break;
case WP_ROCKET_LAUNCHER:
FX_RocketHitWall( origin, dir );
break;
case WP_THERMAL:
trap_FX_PlayEffectID( cgs.effects.thermalExplosionEffect, origin, dir );
trap_FX_PlayEffectID( cgs.effects.thermalShockwaveEffect, origin, up );
break;
case WP_EMPLACED_GUN:
FX_BlasterWeaponHitWall( origin, dir );
//FIXME: Give it its own hit wall effect
break;
}
}
/*
=================
CG_MissileHitPlayer
=================
*/
void CG_MissileHitPlayer(int weapon, vec3_t origin, vec3_t dir, int entityNum, qboolean altFire)
{
qboolean humanoid = qtrue;
vec3_t up={0,0,1};
/*
// NOTENOTE Non-portable code from single player
if ( cent->gent )
{
other = &g_entities[cent->gent->s.otherEntityNum];
if ( other->client && other->client->playerTeam == TEAM_BOTS )
{
humanoid = qfalse;
}
}
*/
// NOTENOTE No bleeding in this game
// CG_Bleed( origin, entityNum );
// some weapons will make an explosion with the blood, while
// others will just make the blood
switch ( weapon ) {
case WP_BRYAR_PISTOL:
if ( altFire )
{
FX_BryarAltHitPlayer( origin, dir, humanoid );
}
else
{
FX_BryarHitPlayer( origin, dir, humanoid );
}
break;
case WP_TURRET:
FX_TurretHitPlayer( origin, dir, humanoid );
break;
case WP_BLASTER:
FX_BlasterWeaponHitPlayer( origin, dir, humanoid );
break;
case WP_DISRUPTOR:
FX_DisruptorAltHit( origin, dir);
break;
case WP_BOWCASTER:
FX_BowcasterHitPlayer( origin, dir, humanoid );
break;
case WP_REPEATER:
if ( altFire )
{
FX_RepeaterAltHitPlayer( origin, dir, humanoid );
}
else
{
FX_RepeaterHitPlayer( origin, dir, humanoid );
}
break;
case WP_DEMP2:
// Do a full body effect here for some more feedback
// NOTENOTE The chaining of the demp2 is not yet implemented.
/*
if ( other )
{
other->s.powerups |= ( 1 << PW_DISINT_1 );
other->client->ps.powerups[PW_DISINT_1] = cg.time + 650;
}
*/
if (altFire)
{
trap_FX_PlayEffectID(trap_FX_RegisterEffect("demp2/altDetonate.efx"), origin, dir);
}
else
{
FX_DEMP2_HitPlayer( origin, dir, humanoid );
}
break;
case WP_FLECHETTE:
FX_FlechetteWeaponHitPlayer( origin, dir, humanoid );
break;
case WP_ROCKET_LAUNCHER:
FX_RocketHitPlayer( origin, dir, humanoid );
break;
case WP_THERMAL:
trap_FX_PlayEffectID( cgs.effects.thermalExplosionEffect, origin, dir );
trap_FX_PlayEffectID( cgs.effects.thermalShockwaveEffect, origin, up );
break;
case WP_EMPLACED_GUN:
//FIXME: Its own effect?
FX_BlasterWeaponHitPlayer( origin, dir, humanoid );
break;
default:
break;
}
}
/*
============================================================================
BULLETS
============================================================================
*/
/*
===============
CG_Tracer
===============
*/
void CG_Tracer( vec3_t source, vec3_t dest ) {
vec3_t forward, right;
polyVert_t verts[4];
vec3_t line;
float len, begin, end;
vec3_t start, finish;
vec3_t midpoint;
// tracer
VectorSubtract( dest, source, forward );
len = VectorNormalize( forward );
// start at least a little ways from the muzzle
if ( len < 100 ) {
return;
}
begin = 50 + random() * (len - 60);
end = begin + cg_tracerLength.value;
if ( end > len ) {
end = len;
}
VectorMA( source, begin, forward, start );
VectorMA( source, end, forward, finish );
line[0] = DotProduct( forward, cg.refdef.viewaxis[1] );
line[1] = DotProduct( forward, cg.refdef.viewaxis[2] );
VectorScale( cg.refdef.viewaxis[1], line[1], right );
VectorMA( right, -line[0], cg.refdef.viewaxis[2], right );
VectorNormalize( right );
VectorMA( finish, cg_tracerWidth.value, right, verts[0].xyz );
verts[0].st[0] = 0;
verts[0].st[1] = 1;
verts[0].modulate[0] = 255;
verts[0].modulate[1] = 255;
verts[0].modulate[2] = 255;
verts[0].modulate[3] = 255;
VectorMA( finish, -cg_tracerWidth.value, right, verts[1].xyz );
verts[1].st[0] = 1;
verts[1].st[1] = 0;
verts[1].modulate[0] = 255;
verts[1].modulate[1] = 255;
verts[1].modulate[2] = 255;
verts[1].modulate[3] = 255;
VectorMA( start, -cg_tracerWidth.value, right, verts[2].xyz );
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;
VectorMA( start, cg_tracerWidth.value, right, verts[3].xyz );
verts[3].st[0] = 0;
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.tracerShader, 4, verts );
midpoint[0] = ( start[0] + finish[0] ) * 0.5;
midpoint[1] = ( start[1] + finish[1] ) * 0.5;
midpoint[2] = ( start[2] + finish[2] ) * 0.5;
// add the tracer sound
//trap_S_StartSound( midpoint, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.tracerSound );
}
/*
======================
CG_CalcMuzzlePoint
======================
*/
qboolean CG_CalcMuzzlePoint( int entityNum, vec3_t muzzle ) {
vec3_t forward, right;
vec3_t gunpoint;
centity_t *cent;
int anim;
if ( entityNum == cg.snap->ps.clientNum )
{ //I'm not exactly sure why we'd be rendering someone else's crosshair, but hey.
int weapontype = cg.snap->ps.weapon;
vec3_t weaponMuzzle;
VectorCopy(WP_MuzzlePoint[weapontype], weaponMuzzle);
if (weapontype == WP_DISRUPTOR || weapontype == WP_STUN_BATON || weapontype == WP_SABER)
{
VectorClear(weaponMuzzle);
}
if (cg.snap->ps.usingATST)
{
VectorClear(weaponMuzzle);
weaponMuzzle[0] = 16;
weaponMuzzle[2] = 128;
}
if (cg.renderingThirdPerson)
{
VectorCopy( cg.predictedPlayerEntity.lerpOrigin, gunpoint );
AngleVectors( cg.predictedPlayerEntity.lerpAngles, forward, right, NULL );
}
else
{
VectorCopy( cg.refdef.vieworg, gunpoint );
AngleVectors( cg.refdefViewAngles, forward, right, NULL );
}
if (weapontype == WP_EMPLACED_GUN && cg.snap->ps.emplacedIndex)
{
centity_t *gunEnt = &cg_entities[cg.snap->ps.emplacedIndex];
if (gunEnt)
{
vec3_t pitchConstraint;
VectorCopy(gunEnt->lerpOrigin, gunpoint);
gunpoint[2] += 46;
if (cg.renderingThirdPerson)
{
VectorCopy(cg.predictedPlayerEntity.lerpAngles, pitchConstraint);
}
else
{
VectorCopy(cg.refdefViewAngles, pitchConstraint);
}
if (pitchConstraint[PITCH] > 40)
{
pitchConstraint[PITCH] = 40;
}
AngleVectors( pitchConstraint, forward, right, NULL );
}
}
VectorCopy(gunpoint, muzzle);
VectorMA(muzzle, weaponMuzzle[0], forward, muzzle);
VectorMA(muzzle, weaponMuzzle[1], right, muzzle);
if (weapontype == WP_EMPLACED_GUN && cg.snap->ps.emplacedIndex)
{
//Do nothing
}
else if (cg.renderingThirdPerson)
{
muzzle[2] += cg.snap->ps.viewheight + weaponMuzzle[2];
}
else
{
muzzle[2] += weaponMuzzle[2];
}
return qtrue;
}
cent = &cg_entities[entityNum];
if ( !cent->currentValid ) {
return qfalse;
}
VectorCopy( cent->currentState.pos.trBase, muzzle );
AngleVectors( cent->currentState.apos.trBase, forward, NULL, NULL );
anim = cent->currentState.legsAnim & ~ANIM_TOGGLEBIT;
if ( anim == BOTH_CROUCH1WALK || anim == BOTH_CROUCH1IDLE ) {
muzzle[2] += CROUCH_VIEWHEIGHT;
} else {
muzzle[2] += DEFAULT_VIEWHEIGHT;
}
VectorMA( muzzle, 14, forward, muzzle );
return qtrue;
}
/*
Ghoul2 Insert Start
*/
// create one instance of all the weapons we are going to use so we can just copy this info into each clients gun ghoul2 object in fast way
void *g2WeaponInstances[MAX_WEAPONS];
void CG_InitG2Weapons(void)
{
int i = 0;
gitem_t *item;
memset(g2WeaponInstances, 0, sizeof(g2WeaponInstances));
for ( item = bg_itemlist + 1 ; item->classname ; item++ )
{
if ( item->giType == IT_WEAPON )
{
// initialise model
trap_G2API_InitGhoul2Model(&g2WeaponInstances[/*i*/item->giTag], item->world_model[0], 0, 0, 0, 0, 0);
// trap_G2API_InitGhoul2Model(&g2WeaponInstances[i], item->world_model[0],G_ModelIndex( item->world_model[0] ) , 0, 0, 0, 0);
if (g2WeaponInstances[/*i*/item->giTag])
{
// indicate we will be bolted to model 0 (ie the player) on bolt 0 (always the right hand) when we get copied
trap_G2API_SetBoltInfo(g2WeaponInstances[/*i*/item->giTag], 0, 0);
// now set up the gun bolt on it
trap_G2API_AddBolt(g2WeaponInstances[/*i*/item->giTag], 0, "*flash");
i++;
}
if (i == MAX_WEAPONS)
{
assert(0);
break;
}
}
}
}
// clean out any g2 models we instanciated for copying purposes
void CG_ShutDownG2Weapons(void)
{
int i;
for (i=0; i<MAX_WEAPONS; i++)
{
trap_G2API_CleanGhoul2Models(&g2WeaponInstances[i]);
}
}
// what ghoul2 model do we want to copy ?
void CG_CopyG2WeaponInstance(int weaponNum, void *toGhoul2)
{
//rww - the -1 is because there is no "weapon" for WP_NONE
assert(weaponNum < MAX_WEAPONS);
if (g2WeaponInstances[weaponNum/*-1*/])
{
if (weaponNum == WP_EMPLACED_GUN)
{ //a bit of a hack to remove gun model when using an emplaced weap
if (trap_G2API_HasGhoul2ModelOnIndex(&(toGhoul2), 1))
{
trap_G2API_RemoveGhoul2Model(&(toGhoul2), 1);
}
}
else
{
trap_G2API_CopySpecificGhoul2Model(g2WeaponInstances[weaponNum/*-1*/], 0, toGhoul2, 1);
}
}
}
void CG_CheckPlayerG2Weapons(playerState_t *ps, centity_t *cent)
{
// should we change the gun model on this player?
if (cent->currentState.saberInFlight)
{
cent->ghoul2weapon = g2WeaponInstances[WP_SABER];
}
if (cent->currentState.eFlags & EF_DEAD)
{ //no updating weapons when dead
cent->ghoul2weapon = NULL;
return;
}
if (cent->torsoBolt)
{ //got our limb cut off, no updating weapons until it's restored
cent->ghoul2weapon = NULL;
return;
}
if (ps && ps->usingATST)
{
cent->ghoul2weapon = NULL;
}
if (cent->isATST)
{
cent->ghoul2weapon = NULL;
return;
}
if (cent->ghoul2 && cent->ghoul2weapon != g2WeaponInstances[ps->weapon] &&
ps->clientNum == cent->currentState.number) //don't want spectator mode forcing one client's weapon instance over another's
{
CG_CopyG2WeaponInstance(ps->weapon, cent->ghoul2);
cent->ghoul2weapon = g2WeaponInstances[ps->weapon];
if (cent->weapon == WP_SABER && cg_entities[cent->currentState.number].weapon != ps->weapon && !ps->saberHolstered)
{ //switching away from the saber
trap_S_StartSound(cent->lerpOrigin, cent->currentState.number, CHAN_AUTO, trap_S_RegisterSound( "sound/weapons/saber/saberoffquick.wav" ));
}
else if (ps->weapon == WP_SABER && cg_entities[cent->currentState.number].weapon != ps->weapon)
{ //switching to the saber
trap_S_StartSound(cent->lerpOrigin, cent->currentState.number, CHAN_AUTO, trap_S_RegisterSound( "sound/weapons/saber/saberon.wav" ));
}
cent->weapon = ps->weapon;
cg_entities[cent->currentState.number].weapon = ps->weapon;
}
}
/*
Ghoul2 Insert End
*/