2138 lines
51 KiB
C
2138 lines
51 KiB
C
// Copyright (C) 1999-2000 Id Software, Inc.
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//
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// cg_weapons.c -- events and effects dealing with weapons
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#include "cg_local.h"
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#include "fx_local.h"
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extern vec4_t bluehudtint;
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extern vec4_t redhudtint;
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extern float *hudTintColor;
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/*
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Ghoul2 Insert Start
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*/
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// set up the appropriate ghoul2 info to a refent
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void CG_SetGhoul2InfoRef( refEntity_t *ent, refEntity_t *s1)
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{
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ent->ghoul2 = s1->ghoul2;
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VectorCopy( s1->modelScale, ent->modelScale);
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ent->radius = s1->radius;
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VectorCopy( s1->angles, ent->angles);
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}
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/*
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Ghoul2 Insert End
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*/
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/*
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=================
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CG_RegisterItemVisuals
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The server says this item is used on this level
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=================
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*/
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void CG_RegisterItemVisuals( int itemNum ) {
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itemInfo_t *itemInfo;
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gitem_t *item;
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int handle;
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if ( itemNum < 0 || itemNum >= bg_numItems ) {
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CG_Error( "CG_RegisterItemVisuals: itemNum %d out of range [0-%d]", itemNum, bg_numItems-1 );
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}
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itemInfo = &cg_items[ itemNum ];
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if ( itemInfo->registered ) {
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return;
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}
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item = &bg_itemlist[ itemNum ];
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memset( itemInfo, 0, sizeof( &itemInfo ) );
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itemInfo->registered = qtrue;
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if (item->giType == IT_TEAM &&
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(item->giTag == PW_REDFLAG || item->giTag == PW_BLUEFLAG) &&
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cgs.gametype == GT_CTY)
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{ //in CTY the flag model is different
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itemInfo->models[0] = trap_R_RegisterModel( item->world_model[1] );
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}
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else
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{
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itemInfo->models[0] = trap_R_RegisterModel( item->world_model[0] );
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}
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/*
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Ghoul2 Insert Start
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*/
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if (!Q_stricmp(&item->world_model[0][strlen(item->world_model[0]) - 4], ".glm"))
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{
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handle = trap_G2API_InitGhoul2Model(&itemInfo->g2Models[0], item->world_model[0], 0 , 0, 0, 0, 0);
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if (handle<0)
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{
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itemInfo->g2Models[0] = NULL;
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}
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else
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{
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itemInfo->radius[0] = 60;
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}
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}
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/*
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Ghoul2 Insert End
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*/
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if (item->icon)
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{
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itemInfo->icon = trap_R_RegisterShader( item->icon );
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}
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else
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{
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itemInfo->icon = 0;
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}
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if ( item->giType == IT_WEAPON ) {
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CG_RegisterWeapon( item->giTag );
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}
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//
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// powerups have an accompanying ring or sphere
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//
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if ( item->giType == IT_POWERUP || item->giType == IT_HEALTH ||
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item->giType == IT_ARMOR || item->giType == IT_HOLDABLE ) {
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if ( item->world_model[1] ) {
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itemInfo->models[1] = trap_R_RegisterModel( item->world_model[1] );
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}
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}
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}
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/*
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========================================================================================
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VIEW WEAPON
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========================================================================================
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*/
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/*
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=================
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CG_MapTorsoToWeaponFrame
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=================
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*/
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static int CG_MapTorsoToWeaponFrame( clientInfo_t *ci, int frame, int animNum ) {
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animation_t *animations = ci->animations;
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switch( animNum )
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{
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case TORSO_DROPWEAP1:
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if ( frame >= animations[animNum].firstFrame && frame < animations[animNum].firstFrame + 5 )
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{
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return frame - animations[animNum].firstFrame + 6;
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}
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break;
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case TORSO_RAISEWEAP1:
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if ( frame >= animations[animNum].firstFrame && frame < animations[animNum].firstFrame + 4 )
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{
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return frame - animations[animNum].firstFrame + 6 + 4;
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}
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break;
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case BOTH_ATTACK1:
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case BOTH_ATTACK2:
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case BOTH_ATTACK3:
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case BOTH_ATTACK4:
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case BOTH_ATTACK5:
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case BOTH_ATTACK6:
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case BOTH_ATTACK7:
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case BOTH_ATTACK8:
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case BOTH_ATTACK9:
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case BOTH_ATTACK10:
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case BOTH_ATTACK11:
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case BOTH_ATTACK12:
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if ( frame >= animations[animNum].firstFrame && frame < animations[animNum].firstFrame + 6 )
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{
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return 1 + ( frame - animations[animNum].firstFrame );
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}
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break;
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}
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return 0;
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}
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/*
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==============
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CG_CalculateWeaponPosition
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==============
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*/
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static void CG_CalculateWeaponPosition( vec3_t origin, vec3_t angles ) {
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float scale;
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int delta;
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float fracsin;
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VectorCopy( cg.refdef.vieworg, origin );
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VectorCopy( cg.refdefViewAngles, angles );
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// on odd legs, invert some angles
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if ( cg.bobcycle & 1 ) {
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scale = -cg.xyspeed;
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} else {
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scale = cg.xyspeed;
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}
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// gun angles from bobbing
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angles[ROLL] += scale * cg.bobfracsin * 0.005;
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angles[YAW] += scale * cg.bobfracsin * 0.01;
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angles[PITCH] += cg.xyspeed * cg.bobfracsin * 0.005;
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// drop the weapon when landing
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delta = cg.time - cg.landTime;
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if ( delta < LAND_DEFLECT_TIME ) {
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origin[2] += cg.landChange*0.25 * delta / LAND_DEFLECT_TIME;
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} else if ( delta < LAND_DEFLECT_TIME + LAND_RETURN_TIME ) {
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origin[2] += cg.landChange*0.25 *
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(LAND_DEFLECT_TIME + LAND_RETURN_TIME - delta) / LAND_RETURN_TIME;
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}
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#if 0
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// drop the weapon when stair climbing
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delta = cg.time - cg.stepTime;
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if ( delta < STEP_TIME/2 ) {
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origin[2] -= cg.stepChange*0.25 * delta / (STEP_TIME/2);
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} else if ( delta < STEP_TIME ) {
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origin[2] -= cg.stepChange*0.25 * (STEP_TIME - delta) / (STEP_TIME/2);
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}
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#endif
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// idle drift
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scale = cg.xyspeed + 40;
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fracsin = sin( cg.time * 0.001 );
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angles[ROLL] += scale * fracsin * 0.01;
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angles[YAW] += scale * fracsin * 0.01;
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angles[PITCH] += scale * fracsin * 0.01;
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}
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/*
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===============
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CG_LightningBolt
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Origin will be the exact tag point, which is slightly
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different than the muzzle point used for determining hits.
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The cent should be the non-predicted cent if it is from the player,
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so the endpoint will reflect the simulated strike (lagging the predicted
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angle)
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===============
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*/
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static void CG_LightningBolt( centity_t *cent, vec3_t origin ) {
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// trace_t trace;
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refEntity_t beam;
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// vec3_t forward;
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// vec3_t muzzlePoint, endPoint;
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//Must be a durational weapon that continuously generates an effect.
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if ( cent->currentState.weapon == WP_DEMP2 && cent->currentState.eFlags & EF_ALT_FIRING )
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{ /*nothing*/ }
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else
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{
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return;
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}
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memset( &beam, 0, sizeof( beam ) );
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// NOTENOTE No lightning gun-ish stuff yet.
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/*
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// CPMA "true" lightning
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if ((cent->currentState.number == cg.predictedPlayerState.clientNum) && (cg_trueLightning.value != 0)) {
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vec3_t angle;
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int i;
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for (i = 0; i < 3; i++) {
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float a = cent->lerpAngles[i] - cg.refdefViewAngles[i];
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if (a > 180) {
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a -= 360;
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}
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if (a < -180) {
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a += 360;
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}
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angle[i] = cg.refdefViewAngles[i] + a * (1.0 - cg_trueLightning.value);
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if (angle[i] < 0) {
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angle[i] += 360;
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}
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if (angle[i] > 360) {
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angle[i] -= 360;
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}
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}
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AngleVectors(angle, forward, NULL, NULL );
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VectorCopy(cent->lerpOrigin, muzzlePoint );
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// VectorCopy(cg.refdef.vieworg, muzzlePoint );
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} else {
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// !CPMA
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AngleVectors( cent->lerpAngles, forward, NULL, NULL );
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VectorCopy(cent->lerpOrigin, muzzlePoint );
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}
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// FIXME: crouch
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muzzlePoint[2] += DEFAULT_VIEWHEIGHT;
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VectorMA( muzzlePoint, 14, forward, muzzlePoint );
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// project forward by the lightning range
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VectorMA( muzzlePoint, LIGHTNING_RANGE, forward, endPoint );
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// see if it hit a wall
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CG_Trace( &trace, muzzlePoint, vec3_origin, vec3_origin, endPoint,
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cent->currentState.number, MASK_SHOT );
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// this is the endpoint
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VectorCopy( trace.endpos, beam.oldorigin );
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// use the provided origin, even though it may be slightly
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// different than the muzzle origin
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VectorCopy( origin, beam.origin );
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beam.reType = RT_LIGHTNING;
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beam.customShader = cgs.media.lightningShader;
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trap_R_AddRefEntityToScene( &beam );
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*/
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// NOTENOTE No lightning gun-ish stuff yet.
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/*
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// add the impact flare if it hit something
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if ( trace.fraction < 1.0 ) {
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vec3_t angles;
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vec3_t dir;
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VectorSubtract( beam.oldorigin, beam.origin, dir );
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VectorNormalize( dir );
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memset( &beam, 0, sizeof( beam ) );
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beam.hModel = cgs.media.lightningExplosionModel;
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VectorMA( trace.endpos, -16, dir, beam.origin );
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// make a random orientation
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angles[0] = rand() % 360;
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angles[1] = rand() % 360;
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angles[2] = rand() % 360;
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AnglesToAxis( angles, beam.axis );
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trap_R_AddRefEntityToScene( &beam );
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}
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*/
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}
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/*
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======================
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CG_MachinegunSpinAngle
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======================
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*/
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#define SPIN_SPEED 0.9
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#define COAST_TIME 1000
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static float CG_MachinegunSpinAngle( centity_t *cent ) {
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int delta;
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float angle;
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float speed;
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delta = cg.time - cent->pe.barrelTime;
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if ( cent->pe.barrelSpinning ) {
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angle = cent->pe.barrelAngle + delta * SPIN_SPEED;
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} else {
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if ( delta > COAST_TIME ) {
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delta = COAST_TIME;
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}
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speed = 0.5 * ( SPIN_SPEED + (float)( COAST_TIME - delta ) / COAST_TIME );
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angle = cent->pe.barrelAngle + delta * speed;
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}
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if ( cent->pe.barrelSpinning == !(cent->currentState.eFlags & EF_FIRING) ) {
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cent->pe.barrelTime = cg.time;
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cent->pe.barrelAngle = AngleMod( angle );
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cent->pe.barrelSpinning = !!(cent->currentState.eFlags & EF_FIRING);
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}
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return angle;
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}
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/*
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========================
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CG_AddWeaponWithPowerups
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========================
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*/
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static void CG_AddWeaponWithPowerups( refEntity_t *gun, int powerups ) {
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// add powerup effects
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trap_R_AddRefEntityToScene( gun );
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if ( powerups & ( 1 << PW_BATTLESUIT ) ) {
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gun->customShader = cgs.media.battleWeaponShader;
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trap_R_AddRefEntityToScene( gun );
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}
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if ( powerups & ( 1 << PW_QUAD ) ) {
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gun->customShader = cgs.media.quadWeaponShader;
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trap_R_AddRefEntityToScene( gun );
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}
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}
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/*
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=============
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CG_AddPlayerWeapon
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Used for both the view weapon (ps is valid) and the world modelother character models (ps is NULL)
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The main player will have this called for BOTH cases, so effects like light and
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sound should only be done on the world model case.
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=============
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*/
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void CG_AddPlayerWeapon( refEntity_t *parent, playerState_t *ps, centity_t *cent, int team, vec3_t newAngles, qboolean thirdPerson ) {
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refEntity_t gun;
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refEntity_t barrel;
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vec3_t angles;
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weapon_t weaponNum;
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weaponInfo_t *weapon;
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centity_t *nonPredictedCent;
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weaponNum = cent->currentState.weapon;
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if (cent->currentState.weapon == WP_EMPLACED_GUN)
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{
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return;
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}
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CG_RegisterWeapon( weaponNum );
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weapon = &cg_weapons[weaponNum];
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/*
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Ghoul2 Insert Start
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*/
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memset( &gun, 0, sizeof( gun ) );
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// only do this if we are in first person, since world weapons are now handled on the server by Ghoul2
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if (!thirdPerson)
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{
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// add the weapon
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VectorCopy( parent->lightingOrigin, gun.lightingOrigin );
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gun.shadowPlane = parent->shadowPlane;
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gun.renderfx = parent->renderfx;
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if (ps)
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{ // this player, in first person view
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gun.hModel = weapon->viewModel;
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}
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else
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{
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gun.hModel = weapon->weaponModel;
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}
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if (!gun.hModel) {
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return;
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}
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if ( !ps ) {
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// add weapon ready sound
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cent->pe.lightningFiring = qfalse;
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if ( ( cent->currentState.eFlags & EF_FIRING ) && weapon->firingSound ) {
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// lightning gun and guantlet make a different sound when fire is held down
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trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->firingSound );
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cent->pe.lightningFiring = qtrue;
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} else if ( weapon->readySound ) {
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trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin, weapon->readySound );
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}
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}
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CG_PositionEntityOnTag( &gun, parent, parent->hModel, "tag_weapon");
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if (!CG_IsMindTricked(cent->currentState.trickedentindex,
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cent->currentState.trickedentindex2,
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cent->currentState.trickedentindex3,
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cent->currentState.trickedentindex4,
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cg.snap->ps.clientNum))
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{
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CG_AddWeaponWithPowerups( &gun, cent->currentState.powerups ); //don't draw the weapon if the player is invisible
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if ( weaponNum == WP_STUN_BATON )
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{
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gun.shaderRGBA[0] = gun.shaderRGBA[1] = gun.shaderRGBA[2] = 25;
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gun.customShader = trap_R_RegisterShader( "gfx/effects/stunPass" );
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gun.renderfx = RF_RGB_TINT | RF_FIRST_PERSON | RF_DEPTHHACK;
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trap_R_AddRefEntityToScene( &gun );
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}
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}
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// add the spinning barrel
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if ( weapon->barrelModel ) {
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memset( &barrel, 0, sizeof( barrel ) );
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VectorCopy( parent->lightingOrigin, barrel.lightingOrigin );
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barrel.shadowPlane = parent->shadowPlane;
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barrel.renderfx = parent->renderfx;
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barrel.hModel = weapon->barrelModel;
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angles[YAW] = 0;
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angles[PITCH] = 0;
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angles[ROLL] = 0;
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AnglesToAxis( angles, barrel.axis );
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CG_PositionRotatedEntityOnTag( &barrel, parent/*&gun*/, /*weapon->weaponModel*/weapon->handsModel, "tag_barrel" );
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CG_AddWeaponWithPowerups( &barrel, cent->currentState.powerups );
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}
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}
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/*
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Ghoul2 Insert End
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*/
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// Do special charge bits
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//-----------------------
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if ( (ps || cg.renderingThirdPerson || cg.predictedPlayerState.clientNum != cent->currentState.number) &&
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( ( cent->currentState.modelindex2 == WEAPON_CHARGING_ALT && cent->currentState.weapon == WP_BRYAR_PISTOL ) ||
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( cent->currentState.weapon == WP_BOWCASTER && cent->currentState.modelindex2 == WEAPON_CHARGING ) ||
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( cent->currentState.weapon == WP_DEMP2 && cent->currentState.modelindex2 == WEAPON_CHARGING_ALT) ) )
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{
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int shader = 0;
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float val = 0.0f;
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float scale = 1.0f;
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addspriteArgStruct_t fxSArgs;
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vec3_t flashorigin, flashdir;
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refEntity_t flash;
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memset (&flash, 0, sizeof(flash));
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if (!thirdPerson)
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{
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CG_PositionEntityOnTag( &flash, &gun, gun.hModel, "tag_flash");
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VectorCopy(flash.origin, flashorigin);
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VectorCopy(flash.axis[0], flashdir);
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}
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else
|
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{
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mdxaBone_t boltMatrix;
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if (!trap_G2API_HasGhoul2ModelOnIndex(&(cent->ghoul2), 1))
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{ //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
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return;
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}
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// go away and get me the bolt position for this frame please
|
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if (!(trap_G2API_GetBoltMatrix(cent->ghoul2, 1, 0, &boltMatrix, newAngles, cent->lerpOrigin, cg.time, cgs.gameModels, cent->modelScale)))
|
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{ // Couldn't find bolt point.
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return;
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}
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|
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trap_G2API_GiveMeVectorFromMatrix(&boltMatrix, ORIGIN, flashorigin);
|
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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 = ¢->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
|
|
*/
|