2917 lines
78 KiB
C++
2917 lines
78 KiB
C++
// this line must stay at top so the whole PCH thing works...
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#include "cg_headers.h"
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//#include "cg_local.h"
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#include "cg_media.h"
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#include "FxScheduler.h"
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#include "..\game\wp_saber.h"
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#include "..\game\anims.h"
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///////////////////// this is a bit kludgy, but it only gives access to one
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// enum table because of the #define. May get changed.
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#define CGAME_ONLY
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#include "../client/fffx.h"
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//
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/////////////////////
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extern void CG_LightningBolt( centity_t *cent, vec3_t origin );
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#define PHASER_HOLDFRAME 2
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int cgi_UI_GetMenuInfo(char *menuFile,int *x,int *y);
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extern void G_SoundOnEnt( gentity_t *ent, soundChannel_t channel, const char *soundPath );
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const char *CG_DisplayBoxedText(int iBoxX, int iBoxY, int iBoxWidth, int iBoxHeight,
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const char *psText, int iFontHandle, float fScale,
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const vec4_t v4Color);
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/*
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=================
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CG_RegisterWeapon
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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_RegisterWeapon( int weaponNum ) {
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weaponInfo_t *weaponInfo;
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gitem_t *item, *ammo;
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char path[MAX_QPATH];
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vec3_t mins, maxs;
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int i;
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weaponInfo = &cg_weapons[weaponNum];
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// error checking
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if ( weaponNum == 0 ) {
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return;
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}
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if ( weaponInfo->registered ) {
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return;
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}
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// clear out the memory we use
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memset( weaponInfo, 0, sizeof( *weaponInfo ) );
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weaponInfo->registered = qtrue;
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// find the weapon in the item list
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for ( item = bg_itemlist + 1 ; item->classname ; item++ ) {
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if ( item->giType == IT_WEAPON && item->giTag == weaponNum ) {
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weaponInfo->item = item;
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break;
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}
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}
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// if we couldn't find which weapon this is, give us an error
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if ( !item->classname ) {
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CG_Error( "Couldn't find item for weapon %s\nNeed to update Items.dat!", weaponData[weaponNum].classname);
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}
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CG_RegisterItemVisuals( item - bg_itemlist );
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// set up in view weapon model
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weaponInfo->weaponModel = cgi_R_RegisterModel( weaponData[weaponNum].weaponMdl );
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if ( weaponInfo->weaponModel == NULL )
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{
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CG_Error( "Couldn't find weapon model %s\n", weaponData[weaponNum].classname);
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return;
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}
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// calc midpoint for rotation
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cgi_R_ModelBounds( weaponInfo->weaponModel, mins, maxs );
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for ( i = 0 ; i < 3 ; i++ ) {
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weaponInfo->weaponMidpoint[i] = mins[i] + 0.5 * ( maxs[i] - mins[i] );
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}
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// setup the shader we will use for the icon
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if (weaponData[weaponNum].weaponIcon[0])
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{
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weaponInfo->weaponIcon = cgi_R_RegisterShaderNoMip( weaponData[weaponNum].weaponIcon);
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weaponInfo->weaponIconNoAmmo = cgi_R_RegisterShaderNoMip( va("%s_na",weaponData[weaponNum].weaponIcon));
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}
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for ( ammo = bg_itemlist + 1 ; ammo->classname ; ammo++ ) {
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if ( ammo->giType == IT_AMMO && ammo->giTag == weaponData[weaponNum].ammoIndex) {
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break;
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}
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}
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if ( ammo->classname && ammo->world_model ) {
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weaponInfo->ammoModel = cgi_R_RegisterModel( ammo->world_model );
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}
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for (i=0; i< weaponData[weaponNum].numBarrels; i++) {
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Q_strncpyz( path, weaponData[weaponNum].weaponMdl, MAX_QPATH );
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COM_StripExtension( path, path );
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if (i)
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{
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char crap[50];
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sprintf(crap, "_barrel%d.md3", i+1);
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strcat( path, crap);
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}
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else
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strcat( path, "_barrel.md3" );
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weaponInfo->barrelModel[i] = cgi_R_RegisterModel( path );
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}
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// set up the world model for the weapon
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weaponInfo->weaponWorldModel = cgi_R_RegisterModel( item->world_model );
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if ( !weaponInfo->weaponWorldModel) {
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weaponInfo->weaponWorldModel = weaponInfo->weaponModel;
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}
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// set up the hand that holds the in view weapon - assuming we have one
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strcpy( path, weaponData[weaponNum].weaponMdl );
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COM_StripExtension( path, path );
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strcat( path, "_hand.md3" );
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weaponInfo->handsModel = cgi_R_RegisterModel( path );
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if ( !weaponInfo->handsModel ) {
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weaponInfo->handsModel = cgi_R_RegisterModel( "models/weapons2/briar_pistol/briar_pistol_hand.md3" );
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}
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// register the sounds for the weapon
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if (weaponData[weaponNum].firingSnd[0]) {
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weaponInfo->firingSound = cgi_S_RegisterSound( weaponData[weaponNum].firingSnd );
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}
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if (weaponData[weaponNum].altFiringSnd[0]) {
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weaponInfo->altFiringSound = cgi_S_RegisterSound( weaponData[weaponNum].altFiringSnd );
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}
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if (weaponData[weaponNum].stopSnd[0]) {
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weaponInfo->stopSound = cgi_S_RegisterSound( weaponData[weaponNum].stopSnd );
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}
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if (weaponData[weaponNum].chargeSnd[0]) {
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weaponInfo->chargeSound = cgi_S_RegisterSound( weaponData[weaponNum].chargeSnd );
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}
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if (weaponData[weaponNum].altChargeSnd[0]) {
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weaponInfo->altChargeSound = cgi_S_RegisterSound( weaponData[weaponNum].altChargeSnd );
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}
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if (weaponData[weaponNum].selectSnd[0]) {
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weaponInfo->selectSound = cgi_S_RegisterSound( weaponData[weaponNum].selectSnd );
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}
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// give us missile models if we should
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if (weaponData[weaponNum].missileMdl[0]) {
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weaponInfo->missileModel = cgi_R_RegisterModel(weaponData[weaponNum].missileMdl );
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}
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if (weaponData[weaponNum].alt_missileMdl[0]) {
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weaponInfo->alt_missileModel = cgi_R_RegisterModel(weaponData[weaponNum].alt_missileMdl );
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}
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if (weaponData[weaponNum].missileSound[0]) {
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weaponInfo->missileSound = cgi_S_RegisterSound( weaponData[weaponNum].missileSound );
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}
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if (weaponData[weaponNum].alt_missileSound[0]) {
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weaponInfo->alt_missileSound = cgi_S_RegisterSound( weaponData[weaponNum].alt_missileSound );
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}
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if (weaponData[weaponNum].missileHitSound[0]) {
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weaponInfo->missileHitSound = cgi_S_RegisterSound( weaponData[weaponNum].missileHitSound );
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}
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if (weaponData[weaponNum].altmissileHitSound[0]) {
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weaponInfo->altmissileHitSound = cgi_S_RegisterSound( weaponData[weaponNum].altmissileHitSound );
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}
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if ( weaponData[weaponNum].mMuzzleEffect[0] )
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{
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weaponData[weaponNum].mMuzzleEffectID = theFxScheduler.RegisterEffect( weaponData[weaponNum].mMuzzleEffect );
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}
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if ( weaponData[weaponNum].mAltMuzzleEffect[0] )
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{
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weaponData[weaponNum].mAltMuzzleEffectID = theFxScheduler.RegisterEffect( weaponData[weaponNum].mAltMuzzleEffect );
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}
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//fixme: don't really need to copy these, should just use directly
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// give ourselves the functions if we can
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if (weaponData[weaponNum].func)
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{
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weaponInfo->missileTrailFunc = (void (__cdecl *)(struct centity_s *,const struct weaponInfo_s *))weaponData[weaponNum].func;
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}
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if (weaponData[weaponNum].altfunc)
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{
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weaponInfo->alt_missileTrailFunc = (void (__cdecl *)(struct centity_s *,const struct weaponInfo_s *))weaponData[weaponNum].altfunc;
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}
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switch ( weaponNum ) //extra client only stuff
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{
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case WP_SABER:
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//saber/force FX
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theFxScheduler.RegisterEffect( "spark" );
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theFxScheduler.RegisterEffect( "blood_sparks" );
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theFxScheduler.RegisterEffect( "force_touch" );
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theFxScheduler.RegisterEffect( "saber_block" );
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theFxScheduler.RegisterEffect( "saber_cut" );
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theFxScheduler.RegisterEffect( "blaster/smoke_bolton" );
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theFxScheduler.RegisterEffect( "saber/fizz" );
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theFxScheduler.RegisterEffect( "saber/boil" );
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cgs.effects.forceConfusion = theFxScheduler.RegisterEffect( "force/confusion" );
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cgs.effects.forceLightning = theFxScheduler.RegisterEffect( "force/lightning" );
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cgs.effects.forceLightningWide = theFxScheduler.RegisterEffect( "force/lightningwide" );
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cgs.media.HUDSaberStyle1 = cgi_R_RegisterShader( "gfx/hud/saber_styles1" );
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cgs.media.HUDSaberStyle2 = cgi_R_RegisterShader( "gfx/hud/saber_styles2" );
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cgs.media.HUDSaberStyle3 = cgi_R_RegisterShader( "gfx/hud/saber_styles3" );
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//saber sounds
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cgi_S_RegisterSound( "sound/weapons/saber/saberon.wav" );
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cgi_S_RegisterSound( "sound/weapons/saber/enemy_saber_on.wav" );
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cgi_S_RegisterSound( "sound/weapons/saber/saberonquick.wav" );
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cgi_S_RegisterSound( "sound/weapons/saber/saberoff.wav" );
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cgi_S_RegisterSound( "sound/weapons/saber/enemy_saber_off.wav" );
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cgi_S_RegisterSound( "sound/weapons/saber/saberspinoff.wav" );
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cgi_S_RegisterSound( "sound/weapons/saber/saberoffquick.wav" );
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for ( i = 1; i < 4; i++ )
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{
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cgi_S_RegisterSound( va( "sound/weapons/saber/saberbounce%d.wav", i ) );
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}
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for ( i = 1; i < 4; i++ )
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{
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cgi_S_RegisterSound( va( "sound/weapons/saber/saberhit%d.wav", i ) );
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}
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for ( i = 1; i < 4; i++ )
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{
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cgi_S_RegisterSound( va( "sound/weapons/saber/saberhitwall%d.wav", i ) );
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}
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for ( i = 1; i < 10; i++ )
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{
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cgi_S_RegisterSound( va( "sound/weapons/saber/saberblock%d.wav", i ) );
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}
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for ( i = 1; i < 6; i++ )
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{
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cgi_S_RegisterSound( va( "sound/weapons/saber/saberhum%d.wav", i ) );
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}
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for ( i = 1; i < 10; i++ )
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{
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cgi_S_RegisterSound( va( "sound/weapons/saber/saberhup%d.wav", i ) );
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}
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for ( i = 1; i < 4; i++ )
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{
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cgi_S_RegisterSound( va( "sound/weapons/saber/saberspin%d.wav", i ) );
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}
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cgi_S_RegisterSound( "sound/weapons/saber/saber_catch.wav" );
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for ( i = 1; i < 4; i++ )
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{
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cgi_S_RegisterSound( va( "sound/weapons/saber/bounce%d.wav", i ) );
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}
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cgi_S_RegisterSound( "sound/weapons/saber/hitwater.wav" );
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cgi_S_RegisterSound( "sound/weapons/saber/boiling.wav" );
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for ( i = 1; i < 4; i++ )
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{
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cgi_S_RegisterSound( va( "sound/weapons/saber/rainfizz%d.wav", i ) );
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}
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//force sounds
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cgi_S_RegisterSound( "sound/weapons/force/heal.mp3" );
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cgi_S_RegisterSound( "sound/weapons/force/speed.mp3" );
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cgi_S_RegisterSound( "sound/weapons/force/speedloop.mp3" );
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for ( i = 1; i < 5; i++ )
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{
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cgi_S_RegisterSound( va( "sound/weapons/force/heal%d.mp3", i ) );
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}
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cgi_S_RegisterSound( "sound/weapons/force/lightning.wav" );
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cgi_S_RegisterSound( "sound/weapons/force/lightning2.wav" );
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for ( i = 1; i < 4; i++ )
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{
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cgi_S_RegisterSound( va( "sound/weapons/force/lightninghit%d.wav", i ) );
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}
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cgi_S_RegisterSound( "sound/weapons/force/push.wav" );
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cgi_S_RegisterSound( "sound/weapons/force/pull.wav" );
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cgi_S_RegisterSound( "sound/weapons/force/jump.wav" );
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cgi_S_RegisterSound( "sound/weapons/force/jumpbuild.wav" );
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cgi_S_RegisterSound( "sound/weapons/force/grip.mp3" );
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//saber graphics
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cgs.media.saberBlurShader = cgi_R_RegisterShader("gfx/effects/sabers/saberBlur");
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cgs.media.yellowDroppedSaberShader = cgi_R_RegisterShader("gfx/effects/yellow_glow");
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cgi_R_RegisterShader( "gfx/effects/saberDamageGlow" );
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cgi_R_RegisterShader( "gfx/effects/solidWhite_cull" );
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cgi_R_RegisterShader( "gfx/effects/forcePush" );
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cgi_R_RegisterShader( "gfx/effects/saberFlare" );
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cgs.media.redSaberGlowShader = cgi_R_RegisterShader( "gfx/effects/sabers/red_glow" );
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cgs.media.redSaberCoreShader = cgi_R_RegisterShader( "gfx/effects/sabers/red_line" );
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cgs.media.orangeSaberGlowShader = cgi_R_RegisterShader( "gfx/effects/sabers/orange_glow" );
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cgs.media.orangeSaberCoreShader = cgi_R_RegisterShader( "gfx/effects/sabers/orange_line" );
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cgs.media.yellowSaberGlowShader = cgi_R_RegisterShader( "gfx/effects/sabers/yellow_glow" );
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cgs.media.yellowSaberCoreShader = cgi_R_RegisterShader( "gfx/effects/sabers/yellow_line" );
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cgs.media.greenSaberGlowShader = cgi_R_RegisterShader( "gfx/effects/sabers/green_glow" );
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cgs.media.greenSaberCoreShader = cgi_R_RegisterShader( "gfx/effects/sabers/green_line" );
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cgs.media.blueSaberGlowShader = cgi_R_RegisterShader( "gfx/effects/sabers/blue_glow" );
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cgs.media.blueSaberCoreShader = cgi_R_RegisterShader( "gfx/effects/sabers/blue_line" );
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cgs.media.purpleSaberGlowShader = cgi_R_RegisterShader( "gfx/effects/sabers/purple_glow" );
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cgs.media.purpleSaberCoreShader = cgi_R_RegisterShader( "gfx/effects/sabers/purple_line" );
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cgs.media.forceCoronaShader = cgi_R_RegisterShaderNoMip( "gfx/2d/corona" );
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break;
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case WP_BRYAR_PISTOL:
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cgs.effects.bryarShotEffect = theFxScheduler.RegisterEffect( "bryar/shot" );
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theFxScheduler.RegisterEffect( "bryar/NPCshot" );
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cgs.effects.bryarPowerupShotEffect = theFxScheduler.RegisterEffect( "bryar/crackleShot" );
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cgs.effects.bryarWallImpactEffect = theFxScheduler.RegisterEffect( "bryar/wall_impact" );
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cgs.effects.bryarWallImpactEffect2 = theFxScheduler.RegisterEffect( "bryar/wall_impact2" );
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cgs.effects.bryarWallImpactEffect3 = theFxScheduler.RegisterEffect( "bryar/wall_impact3" );
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cgs.effects.bryarFleshImpactEffect = theFxScheduler.RegisterEffect( "bryar/flesh_impact" );
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// Note....these are temp shared effects
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theFxScheduler.RegisterEffect( "blaster/deflect" );
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theFxScheduler.RegisterEffect( "blaster/smoke_bolton" ); // note: this will be called game side
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break;
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case WP_BLASTER:
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cgs.effects.blasterShotEffect = theFxScheduler.RegisterEffect( "blaster/shot" );
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theFxScheduler.RegisterEffect( "blaster/NPCshot" );
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// cgs.effects.blasterOverchargeEffect = theFxScheduler.RegisterEffect( "blaster/overcharge" );
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cgs.effects.blasterWallImpactEffect = theFxScheduler.RegisterEffect( "blaster/wall_impact" );
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cgs.effects.blasterFleshImpactEffect = theFxScheduler.RegisterEffect( "blaster/flesh_impact" );
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theFxScheduler.RegisterEffect( "blaster/deflect" );
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theFxScheduler.RegisterEffect( "blaster/smoke_bolton" ); // note: this will be called game side
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break;
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case WP_DISRUPTOR:
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theFxScheduler.RegisterEffect( "disruptor/wall_impact" );
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theFxScheduler.RegisterEffect( "disruptor/flesh_impact" );
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theFxScheduler.RegisterEffect( "disruptor/alt_miss" );
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theFxScheduler.RegisterEffect( "disruptor/alt_hit" );
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theFxScheduler.RegisterEffect( "disruptor/line_cap" );
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theFxScheduler.RegisterEffect( "disruptor/death_smoke" );
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cgi_R_RegisterShader( "gfx/effects/redLine" );
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cgi_R_RegisterShader( "gfx/misc/whiteline2" );
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cgi_R_RegisterShader( "gfx/effects/smokeTrail" );
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cgi_R_RegisterShader( "gfx/effects/burn" );
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cgi_R_RegisterShaderNoMip( "gfx/2d/crop_charge" );
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// zoom sounds
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cgi_S_RegisterSound( "sound/weapons/disruptor/zoomstart.wav" );
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cgi_S_RegisterSound( "sound/weapons/disruptor/zoomend.wav" );
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cgs.media.disruptorZoomLoop = cgi_S_RegisterSound( "sound/weapons/disruptor/zoomloop.wav" );
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// Disruptor gun zoom interface
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cgs.media.disruptorMask = cgi_R_RegisterShader( "gfx/2d/cropCircle2");
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cgs.media.disruptorInsert = cgi_R_RegisterShader( "gfx/2d/cropCircle");
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cgs.media.disruptorLight = cgi_R_RegisterShader( "gfx/2d/cropCircleGlow" );
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cgs.media.disruptorInsertTick = cgi_R_RegisterShader( "gfx/2d/insertTick" );
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break;
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case WP_BOWCASTER:
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cgs.effects.bowcasterShotEffect = theFxScheduler.RegisterEffect( "bowcaster/shot" );
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cgs.effects.bowcasterBounceEffect = theFxScheduler.RegisterEffect( "bowcaster/bounce" );
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cgs.effects.bowcasterImpactEffect = theFxScheduler.RegisterEffect( "bowcaster/explosion" );
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theFxScheduler.RegisterEffect( "bowcaster/deflect" );
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break;
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case WP_REPEATER:
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theFxScheduler.RegisterEffect( "repeater/muzzle_smoke" );
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theFxScheduler.RegisterEffect( "repeater/projectile" );
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theFxScheduler.RegisterEffect( "repeater/alt_projectile" );
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theFxScheduler.RegisterEffect( "repeater/wall_impact" );
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// theFxScheduler.RegisterEffect( "repeater/alt_wall_impact2" );
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// theFxScheduler.RegisterEffect( "repeater/flesh_impact" );
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theFxScheduler.RegisterEffect( "repeater/concussion" );
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break;
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case WP_DEMP2:
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theFxScheduler.RegisterEffect( "demp2/projectile" );
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theFxScheduler.RegisterEffect( "demp2/wall_impact" );
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theFxScheduler.RegisterEffect( "demp2/flesh_impact" );
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theFxScheduler.RegisterEffect( "demp2/altDetonate" );
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cgi_R_RegisterModel( "models/items/sphere.md3" );
|
|
cgi_R_RegisterShader( "gfx/effects/demp2shell" );
|
|
break;
|
|
|
|
case WP_ATST_MAIN:
|
|
theFxScheduler.RegisterEffect( "atst/shot" );
|
|
theFxScheduler.RegisterEffect( "atst/wall_impact" );
|
|
theFxScheduler.RegisterEffect( "atst/flesh_impact" );
|
|
theFxScheduler.RegisterEffect( "atst/droid_impact" );
|
|
break;
|
|
|
|
case WP_ATST_SIDE:
|
|
// For the ALT fire
|
|
theFxScheduler.RegisterEffect( "atst/side_alt_shot" );
|
|
theFxScheduler.RegisterEffect( "atst/side_alt_explosion" );
|
|
|
|
// For the regular fire
|
|
theFxScheduler.RegisterEffect( "atst/side_main_shot" );
|
|
theFxScheduler.RegisterEffect( "atst/side_main_impact" );
|
|
break;
|
|
|
|
case WP_FLECHETTE:
|
|
cgs.effects.flechetteShotEffect = theFxScheduler.RegisterEffect( "flechette/shot" );
|
|
cgs.effects.flechetteAltShotEffect = theFxScheduler.RegisterEffect( "flechette/alt_shot" );
|
|
cgs.effects.flechetteShotDeathEffect = theFxScheduler.RegisterEffect( "flechette/wall_impact" ); // shot death
|
|
cgs.effects.flechetteFleshImpactEffect = theFxScheduler.RegisterEffect( "flechette/flesh_impact" );
|
|
cgs.effects.flechetteRicochetEffect = theFxScheduler.RegisterEffect( "flechette/ricochet" );
|
|
|
|
// theFxScheduler.RegisterEffect( "flechette/explosion" );
|
|
theFxScheduler.RegisterEffect( "flechette/alt_blow" );
|
|
|
|
cgi_S_RegisterSound( "sound/weapons/flechette/warning.wav" );
|
|
cgs.media.flechetteStickSound = cgi_S_RegisterSound( "sound/weapons/flechette/stick.wav" );
|
|
break;
|
|
|
|
case WP_ROCKET_LAUNCHER:
|
|
theFxScheduler.RegisterEffect( "rocket/shot" );
|
|
theFxScheduler.RegisterEffect( "rocket/explosion" );
|
|
|
|
cgi_R_RegisterShaderNoMip( "gfx/2d/wedge" );
|
|
cgi_R_RegisterShaderNoMip( "gfx/2d/lock" );
|
|
|
|
cgi_S_RegisterSound( "sound/weapons/rocket/lock.wav" );
|
|
cgi_S_RegisterSound( "sound/weapons/rocket/tick.wav" );
|
|
break;
|
|
|
|
case WP_THERMAL:
|
|
cgs.media.grenadeBounce1 = cgi_S_RegisterSound( "sound/weapons/thermal/bounce1.wav" );
|
|
cgs.media.grenadeBounce2 = cgi_S_RegisterSound( "sound/weapons/thermal/bounce2.wav" );
|
|
|
|
cgi_S_RegisterSound( "sound/weapons/thermal/thermloop.wav" );
|
|
cgi_S_RegisterSound( "sound/weapons/thermal/warning.wav" );
|
|
theFxScheduler.RegisterEffect( "thermal/explosion" );
|
|
theFxScheduler.RegisterEffect( "thermal/shockwave" );
|
|
break;
|
|
|
|
case WP_TRIP_MINE:
|
|
theFxScheduler.RegisterEffect( "tripMine/explosion" );
|
|
theFxScheduler.RegisterEffect( "tripMine/laser" );
|
|
theFxScheduler.RegisterEffect( "tripMine/laserImpactGlow" );
|
|
theFxScheduler.RegisterEffect( "tripMine/glowBit" );
|
|
|
|
cgs.media.tripMineStickSound = cgi_S_RegisterSound( "sound/weapons/laser_trap/stick.wav" );
|
|
cgi_S_RegisterSound( "sound/weapons/laser_trap/warning.wav" );
|
|
cgi_S_RegisterSound( "sound/weapons/laser_trap/hum_loop.wav" );
|
|
break;
|
|
|
|
case WP_DET_PACK:
|
|
theFxScheduler.RegisterEffect( "detpack/explosion.efx" );
|
|
|
|
cgs.media.detPackStickSound = cgi_S_RegisterSound( "sound/weapons/detpack/stick.wav" );
|
|
cgi_R_RegisterModel( "models/weapons2/detpack/detpack.md3" );
|
|
cgi_S_RegisterSound( "sound/weapons/detpack/warning.wav" );
|
|
cgi_S_RegisterSound( "sound/weapons/explosions/explode5.wav" );
|
|
break;
|
|
|
|
case WP_EMPLACED_GUN:
|
|
theFxScheduler.RegisterEffect( "emplaced/shot" );
|
|
theFxScheduler.RegisterEffect( "emplaced/shotNPC" );
|
|
theFxScheduler.RegisterEffect( "emplaced/wall_impact" );
|
|
theFxScheduler.RegisterEffect( "emplaced/flesh_impact" );
|
|
theFxScheduler.RegisterEffect( "emplaced/droid_impact" );
|
|
cgi_R_RegisterShader( "models/map_objects/imp_mine/turret_chair_dmg" );
|
|
cgi_R_RegisterShader( "models/map_objects/imp_mine/turret_chair_on" );
|
|
|
|
cgs.media.emplacedHealthBarShader = cgi_R_RegisterShaderNoMip( "gfx/hud/atst_health_frame" );
|
|
cgs.media.ladyLuckHealthShader = cgi_R_RegisterShaderNoMip( "gfx/hud/ladyluck_health_frame" );
|
|
cgs.media.turretComputerOverlayShader = cgi_R_RegisterShaderNoMip( "gfx/hud/generic_target" );
|
|
cgs.media.turretCrossHairShader = cgi_R_RegisterShaderNoMip( "gfx/2d/panel_crosshair" );
|
|
break;
|
|
|
|
case WP_MELEE:
|
|
//TEMP
|
|
cgi_S_RegisterSound( "sound/weapons/melee/punch1.mp3" );
|
|
cgi_S_RegisterSound( "sound/weapons/melee/punch2.mp3" );
|
|
cgi_S_RegisterSound( "sound/weapons/melee/punch3.mp3" );
|
|
cgi_S_RegisterSound( "sound/weapons/melee/punch4.mp3" );
|
|
break;
|
|
|
|
case WP_STUN_BATON:
|
|
cgi_R_RegisterShader( "gfx/effects/stunPass" );
|
|
theFxScheduler.RegisterEffect( "stunBaton/flesh_impact" );
|
|
//TEMP
|
|
cgi_S_RegisterSound( "sound/weapons/melee/punch1.mp3" );
|
|
cgi_S_RegisterSound( "sound/weapons/melee/punch2.mp3" );
|
|
cgi_S_RegisterSound( "sound/weapons/melee/punch3.mp3" );
|
|
cgi_S_RegisterSound( "sound/weapons/melee/punch4.mp3" );
|
|
break;
|
|
|
|
case WP_TURRET:
|
|
theFxScheduler.RegisterEffect( "turret/shot" );
|
|
theFxScheduler.RegisterEffect( "turret/wall_impact" );
|
|
theFxScheduler.RegisterEffect( "turret/flesh_impact" );
|
|
break;
|
|
|
|
case WP_BLASTER_PISTOL: // enemy version
|
|
cgs.effects.bryarShotEffect = theFxScheduler.RegisterEffect( "bryar/shot" );
|
|
cgs.effects.bryarPowerupShotEffect = theFxScheduler.RegisterEffect( "bryar/crackleShot" );
|
|
cgs.effects.bryarWallImpactEffect = theFxScheduler.RegisterEffect( "bryar/wall_impact" );
|
|
cgs.effects.bryarFleshImpactEffect = theFxScheduler.RegisterEffect( "bryar/flesh_impact" );
|
|
// Note....these are temp shared effects
|
|
theFxScheduler.RegisterEffect( "blaster/deflect" );
|
|
theFxScheduler.RegisterEffect( "blaster/smoke_bolton" ); // note: this will be called game side
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CG_RegisterItemVisuals
|
|
|
|
The server says this item is used on this level
|
|
=================
|
|
*/
|
|
void CG_RegisterItemVisuals( int itemNum ) {
|
|
itemInfo_t *itemInfo;
|
|
gitem_t *item;
|
|
|
|
itemInfo = &cg_items[ itemNum ];
|
|
if ( itemInfo->registered ) {
|
|
return;
|
|
}
|
|
|
|
item = &bg_itemlist[ itemNum ];
|
|
|
|
memset( itemInfo, 0, sizeof( &itemInfo ) );
|
|
itemInfo->registered = qtrue;
|
|
|
|
itemInfo->models = cgi_R_RegisterModel( item->world_model );
|
|
|
|
// itemInfo->icon = cgi_R_RegisterShaderNoMip( item->icon );
|
|
|
|
if ( item->giType == IT_WEAPON )
|
|
{
|
|
CG_RegisterWeapon( item->giTag );
|
|
}
|
|
|
|
// some ammo types are actually the weapon, like in the case of explosives
|
|
if ( item->giType == IT_AMMO )
|
|
{
|
|
switch( item->giTag )
|
|
{
|
|
case AMMO_THERMAL:
|
|
CG_RegisterWeapon( WP_THERMAL );
|
|
break;
|
|
case AMMO_TRIPMINE:
|
|
CG_RegisterWeapon( WP_TRIP_MINE );
|
|
break;
|
|
case AMMO_DETPACK:
|
|
CG_RegisterWeapon( WP_DET_PACK );
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
if ( item->giType == IT_HOLDABLE )
|
|
{
|
|
// This should be set up to actually work.
|
|
switch( item->giTag )
|
|
{
|
|
case INV_SEEKER:
|
|
cgi_S_RegisterSound("sound/chars/seeker/misc/fire.wav");
|
|
cgi_S_RegisterSound( "sound/chars/seeker/misc/hiss.wav");
|
|
theFxScheduler.RegisterEffect( "env/small_explode");
|
|
|
|
CG_RegisterWeapon( WP_BLASTER );
|
|
break;
|
|
|
|
case INV_SENTRY:
|
|
CG_RegisterWeapon( WP_TURRET );
|
|
break;
|
|
|
|
case INV_ELECTROBINOCULARS:
|
|
// Binocular interface
|
|
cgs.media.binocularCircle = cgi_R_RegisterShader( "gfx/2d/binCircle" );
|
|
cgs.media.binocularMask = cgi_R_RegisterShader( "gfx/2d/binMask" );
|
|
cgs.media.binocularArrow = cgi_R_RegisterShader( "gfx/2d/binSideArrow" );
|
|
cgs.media.binocularTri = cgi_R_RegisterShader( "gfx/2d/binTopTri" );
|
|
cgs.media.binocularStatic = cgi_R_RegisterShader( "gfx/2d/binocularWindow" );
|
|
cgs.media.binocularOverlay = cgi_R_RegisterShader( "gfx/2d/binocularNumOverlay" );
|
|
break;
|
|
|
|
case INV_LIGHTAMP_GOGGLES:
|
|
// LA Goggles Shaders
|
|
cgs.media.laGogglesStatic = cgi_R_RegisterShader( "gfx/2d/lagogglesWindow" );
|
|
cgs.media.laGogglesMask = cgi_R_RegisterShader( "gfx/2d/amp_mask" );
|
|
cgs.media.laGogglesSideBit = cgi_R_RegisterShader( "gfx/2d/side_bit" );
|
|
cgs.media.laGogglesBracket = cgi_R_RegisterShader( "gfx/2d/bracket" );
|
|
cgs.media.laGogglesArrow = cgi_R_RegisterShader( "gfx/2d/bracket2" );
|
|
break;
|
|
|
|
case INV_BACTA_CANISTER:
|
|
for ( int i = 1; i < 5; i++ )
|
|
{
|
|
cgi_S_RegisterSound( va( "sound/weapons/force/heal%d.mp3", i ));
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
========================================================================================
|
|
|
|
VIEW WEAPON
|
|
|
|
========================================================================================
|
|
*/
|
|
|
|
/*
|
|
=================
|
|
CG_MapTorsoToWeaponFrame
|
|
|
|
animations MUST match the defined pattern!
|
|
the weapon hand animation has 3 anims,
|
|
6 frames of attack
|
|
4 frames of drop
|
|
5 frames of raise
|
|
|
|
if the torso anim does not match these lengths, it will not animate correctly!
|
|
=================
|
|
*/
|
|
extern qboolean ValidAnimFileIndex ( int index );
|
|
int CG_MapTorsoToWeaponFrame( const clientInfo_t *ci, int frame, int animNum, int weaponNum, int firing )
|
|
{
|
|
// we should use the animNum to map a weapon frame instead of relying on the torso frame
|
|
if ( !ValidAnimFileIndex( ci->animFileIndex ) )
|
|
{
|
|
return 0;
|
|
}
|
|
animation_t *animations = level.knownAnimFileSets[ci->animFileIndex].animations;
|
|
int ret=0;
|
|
|
|
switch( animNum )
|
|
{
|
|
case TORSO_WEAPONREADY3:
|
|
ret = 0;
|
|
break;
|
|
|
|
case TORSO_DROPWEAP1:
|
|
if ( frame >= animations[animNum].firstFrame && frame < animations[animNum].firstFrame + 5 )
|
|
{
|
|
ret = frame - animations[animNum].firstFrame + 6;
|
|
}
|
|
else
|
|
{
|
|
// assert(0);
|
|
}
|
|
break;
|
|
|
|
case TORSO_RAISEWEAP1:
|
|
if ( frame >= animations[animNum].firstFrame && frame < animations[animNum].firstFrame + 4 )
|
|
{
|
|
ret = frame - animations[animNum].firstFrame + 6 + 5;
|
|
}
|
|
else
|
|
{
|
|
// assert(0);
|
|
}
|
|
break;
|
|
|
|
case BOTH_ATTACK1:
|
|
case BOTH_ATTACK2:
|
|
case BOTH_ATTACK3:
|
|
case BOTH_ATTACK4:
|
|
if ( frame >= animations[animNum].firstFrame && frame < animations[animNum].firstFrame + 6 )
|
|
{
|
|
ret = 1 + ( frame - animations[animNum].firstFrame );
|
|
}
|
|
else
|
|
{
|
|
// assert(0);
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
/*
|
|
==============
|
|
CG_CalculateWeaponPosition
|
|
==============
|
|
*/
|
|
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 * 0.0075;
|
|
angles[YAW] += scale * cg.bobfracsin * 0.01;
|
|
angles[PITCH] += cg.xyspeed * cg.bobfracsin * 0.0075;
|
|
|
|
// 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 * 0.5f ) * fracsin * 0.01;
|
|
}
|
|
|
|
/*
|
|
======================
|
|
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 = AngleNormalize360( angle );
|
|
cent->pe.barrelSpinning = !!(cent->currentState.eFlags & EF_FIRING);
|
|
}
|
|
|
|
return angle;
|
|
}
|
|
*/
|
|
/*
|
|
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);
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------
|
|
static void CG_DoMuzzleFlash( centity_t *cent, vec3_t org, vec3_t dir, weaponData_t *wData )
|
|
{
|
|
// Handle muzzle flashes, really this could just be a qboolean instead of a time.......
|
|
if ( cent->muzzleFlashTime > 0 )
|
|
{
|
|
cent->muzzleFlashTime = 0;
|
|
const char *effect = NULL;
|
|
|
|
// CG_PositionEntityOnTag( &flash, &gun, gun.hModel, "tag_flash");
|
|
|
|
// Try and get a default muzzle so we have one to fall back on
|
|
if ( wData->mMuzzleEffect[0] )
|
|
{
|
|
effect = &wData->mMuzzleEffect[0];
|
|
}
|
|
|
|
if ( cent->altFire )
|
|
{
|
|
// We're alt-firing, so see if we need to override with a custom alt-fire effect
|
|
if ( wData->mAltMuzzleEffect[0] )
|
|
{
|
|
effect = &wData->mAltMuzzleEffect[0];
|
|
}
|
|
}
|
|
|
|
if (/*( cent->currentState.eFlags & EF_FIRING || cent->currentState.eFlags & EF_ALT_FIRING ) &&*/ effect )
|
|
{
|
|
vec3_t up={0,0,1}, ax[3];
|
|
|
|
VectorCopy( dir, ax[0] );
|
|
|
|
CrossProduct( up, ax[0], ax[1] );
|
|
CrossProduct( ax[0], ax[1], ax[2] );
|
|
|
|
if (( cent->gent && cent->gent->NPC ) || cg.renderingThirdPerson )
|
|
{
|
|
theFxScheduler.PlayEffect( effect, org, dir );
|
|
}
|
|
else
|
|
{
|
|
// We got an effect and we're firing, so let 'er rip.
|
|
theFxScheduler.PlayEffect( effect, cent->currentState.clientNum );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// CG_PositionRotatedEntityOnTag( &flash, &gun, weapon->weaponModel, "tag_flash", NULL);
|
|
}
|
|
}
|
|
|
|
/*
|
|
Ghoul2 Insert End
|
|
*/
|
|
|
|
/*
|
|
==============
|
|
CG_AddViewWeapon
|
|
|
|
Add the weapon, and flash for the player's view
|
|
==============
|
|
*/
|
|
extern int PM_TorsoAnimForFrame( gentity_t *ent, int torsoFrame );
|
|
extern float CG_ForceSpeedFOV( void );
|
|
|
|
void CG_AddViewWeapon( playerState_t *ps )
|
|
{
|
|
refEntity_t hand;
|
|
refEntity_t gun;
|
|
refEntity_t flash;
|
|
vec3_t angles;
|
|
const weaponInfo_t *weapon;
|
|
weaponData_t *wData;
|
|
centity_t *cent;
|
|
float fovOffset;
|
|
|
|
// no gun if in third person view
|
|
if ( cg.renderingThirdPerson )
|
|
return;
|
|
|
|
if ( ps->pm_type == PM_INTERMISSION )
|
|
return;
|
|
|
|
cent = &cg_entities[cg.snap->ps.clientNum];
|
|
|
|
if ( ps->eFlags & EF_LOCKED_TO_WEAPON )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( cent->gent && cent->gent->client && cent->gent->client->ps.forcePowersActive&(1<<FP_LIGHTNING) )
|
|
{//doing the electrocuting
|
|
vec3_t tAng, fxDir, temp;
|
|
VectorSet( tAng, cent->pe.torso.pitchAngle, cent->pe.torso.yawAngle, 0 );
|
|
|
|
VectorCopy( cent->gent->client->renderInfo.handLPoint, temp );
|
|
VectorMA( temp, -5, cg.refdef.viewaxis[0], temp );
|
|
if ( cent->gent->client->ps.forcePowerLevel[FP_LIGHTNING] > FORCE_LEVEL_2 )
|
|
{//arc
|
|
vec3_t fxAxis[3];
|
|
AnglesToAxis( tAng, fxAxis );
|
|
theFxScheduler.PlayEffect( cgs.effects.forceLightningWide, temp, fxAxis );
|
|
}
|
|
else
|
|
{//line
|
|
AngleVectors( tAng, fxDir, NULL, NULL );
|
|
theFxScheduler.PlayEffect( cgs.effects.forceLightning, temp, fxDir );
|
|
}
|
|
}
|
|
// allow the gun to be completely removed
|
|
if ( !cg_drawGun.integer || cg.zoomMode )
|
|
{
|
|
vec3_t origin;
|
|
|
|
// special hack for lightning guns...
|
|
VectorCopy( cg.refdef.vieworg, origin );
|
|
VectorMA( origin, -10, cg.refdef.viewaxis[2], origin );
|
|
VectorMA( origin, 16, cg.refdef.viewaxis[0], origin );
|
|
// Doesn't look like we'll have lightning style guns. Clean this crap up when we are sure about this.
|
|
// CG_LightningBolt( cent, origin );
|
|
|
|
// We should still do muzzle flashes though...
|
|
CG_RegisterWeapon( ps->weapon );
|
|
weapon = &cg_weapons[ps->weapon];
|
|
wData = &weaponData[ps->weapon];
|
|
|
|
CG_DoMuzzleFlash( cent, origin, cg.refdef.viewaxis[0], wData );
|
|
|
|
// If we don't update this, the muzzle flash point won't even be updated properly
|
|
VectorCopy( origin, cent->gent->client->renderInfo.muzzlePoint );
|
|
VectorCopy( cg.refdef.viewaxis[0], cent->gent->client->renderInfo.muzzleDir );
|
|
|
|
cent->gent->client->renderInfo.mPCalcTime = cg.time;
|
|
return;
|
|
}
|
|
|
|
// don't draw if testing a gun model
|
|
if ( cg.testGun )
|
|
{
|
|
return;
|
|
}
|
|
|
|
// drop gun lower at higher fov
|
|
float actualFOV;
|
|
if ( (cg.snap->ps.forcePowersActive&(1<<FP_SPEED)) && player->client->ps.forcePowerDuration[FP_SPEED] )//cg.renderingThirdPerson &&
|
|
{
|
|
actualFOV = CG_ForceSpeedFOV();
|
|
}
|
|
else
|
|
{
|
|
actualFOV = (cg.overrides.active&CG_OVERRIDE_FOV) ? cg.overrides.fov : cg_fov.value;
|
|
}
|
|
|
|
if ( actualFOV > 80 )
|
|
{
|
|
fovOffset = -0.1 * ( actualFOV - 80 );
|
|
}
|
|
else
|
|
{
|
|
fovOffset = 0;
|
|
}
|
|
|
|
CG_RegisterWeapon( ps->weapon );
|
|
weapon = &cg_weapons[ps->weapon];
|
|
wData = &weaponData[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
|
|
const clientInfo_t *ci = ¢->gent->client->clientInfo;
|
|
int torsoAnim = cent->pe.torso.animationNumber;
|
|
float currentFrame;
|
|
int startFrame,endFrame,flags;
|
|
float animSpeed;
|
|
if (cent->gent->lowerLumbarBone>=0&& gi.G2API_GetBoneAnimIndex(¢->gent->ghoul2[cent->gent->playerModel], cent->gent->lowerLumbarBone, cg.time, ¤tFrame, &startFrame, &endFrame, &flags, &animSpeed,0) )
|
|
{
|
|
hand.oldframe = CG_MapTorsoToWeaponFrame( ci,floor(currentFrame), torsoAnim, cent->currentState.weapon, ( cent->currentState.eFlags & EF_FIRING ) );
|
|
hand.frame = CG_MapTorsoToWeaponFrame( ci,ceil(currentFrame), torsoAnim, cent->currentState.weapon, ( cent->currentState.eFlags & EF_FIRING ) );
|
|
hand.backlerp=1.0f-(currentFrame-floor(currentFrame));
|
|
// if ( cg_debugAnim.integer == 1 && cent->currentState.clientNum == 0 )
|
|
// {
|
|
// Com_Printf( "Torso frame %d to %d makes Weapon frame %d to %d\n", cent->pe.torso.oldFrame, cent->pe.torso.frame, hand.oldframe, hand.frame );
|
|
// }
|
|
}
|
|
else
|
|
{
|
|
// assert(0); // no idea what to do here
|
|
hand.oldframe=0;
|
|
hand.frame=0;
|
|
hand.backlerp=0.0f;
|
|
}
|
|
}
|
|
|
|
// add the weapon
|
|
memset (&gun, 0, sizeof(gun));
|
|
|
|
gun.hModel = weapon->weaponModel;
|
|
if (!gun.hModel)
|
|
{
|
|
return;
|
|
}
|
|
|
|
AnglesToAxis( angles, gun.axis );
|
|
CG_PositionEntityOnTag( &gun, &hand, weapon->handsModel, "tag_weapon");
|
|
|
|
gun.renderfx = RF_DEPTHHACK | RF_FIRST_PERSON;
|
|
|
|
//---------
|
|
// OK, we are making an assumption here that if we have the phaser that it is always on....
|
|
//FIXME: if saberInFlight, need to draw empty hand guiding it
|
|
if ( cent->gent && cent->gent->client && cent->currentState.weapon == WP_SABER )
|
|
{
|
|
vec3_t org_, axis_[3];
|
|
|
|
CG_GetTagWorldPosition( &gun, "tag_flash", org_, axis_ );
|
|
if ( cent->gent->client->ps.saberActive && cent->gent->client->ps.saberLength < cent->gent->client->ps.saberLengthMax )
|
|
{
|
|
cent->gent->client->ps.saberLength += cg.frametime*0.03;
|
|
if ( cent->gent->client->ps.saberLength > cent->gent->client->ps.saberLengthMax )
|
|
{
|
|
cent->gent->client->ps.saberLength = cent->gent->client->ps.saberLengthMax;
|
|
}
|
|
}
|
|
// FX_Saber( org_, axis_[0], cent->gent->client->ps.saberLength, 2.0 + crandom() * 0.2f, cent->gent->client->ps.saberColor );
|
|
VectorCopy( axis_[0], cent->gent->client->renderInfo.muzzleDir );
|
|
}
|
|
//---------
|
|
|
|
// CG_AddRefEntityWithPowerups( &gun, cent->currentState.powerups, cent->gent );
|
|
cgi_R_AddRefEntityToScene( &gun );
|
|
|
|
/* if ( ps->weapon == WP_STUN_BATON )
|
|
{
|
|
gun.shaderRGBA[0] = gun.shaderRGBA[1] = gun.shaderRGBA[2] = 25;
|
|
|
|
gun.customShader = cgi_R_RegisterShader( "gfx/effects/stunPass" );
|
|
gun.renderfx = RF_RGB_TINT | RF_FIRST_PERSON | RF_DEPTHHACK;
|
|
cgi_R_AddRefEntityToScene( &gun );
|
|
}
|
|
*/
|
|
// add the spinning barrel[s]
|
|
for (int i = 0; (i < wData->numBarrels); i++)
|
|
{
|
|
refEntity_t barrel;
|
|
memset( &barrel, 0, sizeof( barrel ) );
|
|
barrel.hModel = weapon->barrelModel[i];
|
|
|
|
//VectorCopy( parent->lightingOrigin, barrel.lightingOrigin );
|
|
//barrel.shadowPlane = parent->shadowPlane;
|
|
barrel.renderfx = gun.renderfx;
|
|
angles[YAW] = 0;
|
|
angles[PITCH] = 0;
|
|
// if ( ps->weapon == WP_TETRION_DISRUPTOR) {
|
|
// angles[ROLL] = CG_MachinegunSpinAngle( cent );
|
|
// } else {
|
|
angles[ROLL] = 0;//CG_MachinegunSpinAngle( cent );
|
|
// }
|
|
|
|
AnglesToAxis( angles, barrel.axis );
|
|
if (!i)
|
|
{
|
|
CG_PositionRotatedEntityOnTag( &barrel, &hand, weapon->handsModel, "tag_barrel", NULL );
|
|
} else
|
|
{
|
|
CG_PositionRotatedEntityOnTag( &barrel, &hand, weapon->handsModel, va("tag_barrel%d",i+1), NULL );
|
|
}
|
|
|
|
cgi_R_AddRefEntityToScene( &barrel );
|
|
}
|
|
|
|
memset (&flash, 0, sizeof(flash));
|
|
|
|
// Seems like we should always do this in case we have an animating muzzle flash....that way we can always store the correct muzzle dir, etc.
|
|
CG_PositionEntityOnTag( &flash, &gun, gun.hModel, "tag_flash");
|
|
|
|
CG_DoMuzzleFlash( cent, flash.origin, flash.axis[0], wData );
|
|
|
|
if ( cent->gent && cent->gent->client )
|
|
{
|
|
VectorCopy(flash.origin, cent->gent->client->renderInfo.muzzlePoint);
|
|
VectorCopy(flash.axis[0], cent->gent->client->renderInfo.muzzleDir);
|
|
// VectorNormalize( cent->gent->client->renderInfo.muzzleDir );
|
|
cent->gent->client->renderInfo.mPCalcTime = cg.time;
|
|
|
|
CG_LightningBolt( cent, flash.origin );
|
|
}
|
|
|
|
// Do special charge bits
|
|
//-----------------------
|
|
if (( ps->weaponstate == WEAPON_CHARGING_ALT && ps->weapon == WP_BRYAR_PISTOL )
|
|
|| ( ps->weapon == WP_BOWCASTER && ps->weaponstate == WEAPON_CHARGING )
|
|
|| ( ps->weapon == WP_DEMP2 && ps->weaponstate == WEAPON_CHARGING_ALT ))
|
|
{
|
|
int shader = 0;
|
|
float val = 0.0f, scale = 1.0f;
|
|
vec3_t WHITE = {1.0f,1.0f,1.0f};
|
|
|
|
if ( ps->weapon == WP_BRYAR_PISTOL )
|
|
{
|
|
// Hardcoded max charge time of 1 second
|
|
val = ( cg.time - ps->weaponChargeTime ) * 0.001f;
|
|
shader = cgi_R_RegisterShader( "gfx/effects/bryarFrontFlash" );
|
|
}
|
|
else if ( ps->weapon == WP_BOWCASTER )
|
|
{
|
|
// Hardcoded max charge time of 1 second
|
|
val = ( cg.time - ps->weaponChargeTime ) * 0.001f;
|
|
shader = cgi_R_RegisterShader( "gfx/effects/greenFrontFlash" );
|
|
}
|
|
else if ( ps->weapon == WP_DEMP2 )
|
|
{
|
|
// Hardcoded max charge time of 1 second
|
|
val = ( cg.time - ps->weaponChargeTime ) * 0.001f;
|
|
shader = cgi_R_RegisterShader( "gfx/misc/lightningFlash" );
|
|
scale = 1.75f;
|
|
}
|
|
|
|
if ( val < 0.0f )
|
|
{
|
|
val = 0.0f;
|
|
}
|
|
else if ( val > 1.0f )
|
|
{
|
|
val = 1.0f;
|
|
CGCam_Shake( 0.1f, 100 );
|
|
}
|
|
else
|
|
{
|
|
CGCam_Shake( val * val * 0.3f, 100 );
|
|
}
|
|
|
|
val += random() * 0.5f;
|
|
|
|
FX_AddSprite( flash.origin, NULL, NULL, 3.0f * val * scale, 0.0f, 0.7f, 0.7f, WHITE, WHITE, random() * 360, 0.0f, 1.0f, shader, FX_USE_ALPHA | FX_DEPTH_HACK );
|
|
}
|
|
|
|
// Check if the heavy repeater is finishing up a sustained burst
|
|
//-------------------------------
|
|
if ( ps->weapon == WP_REPEATER && ps->weaponstate == WEAPON_FIRING )
|
|
{
|
|
if ( cent->gent && cent->gent->client && cent->gent->client->ps.weaponstate != WEAPON_FIRING )
|
|
{
|
|
int ct = 0;
|
|
|
|
// the more continuous shots we've got, the more smoke we spawn
|
|
if ( cent->gent->client->ps.weaponShotCount > 60 ) {
|
|
ct = 5;
|
|
}
|
|
else if ( cent->gent->client->ps.weaponShotCount > 35 ) {
|
|
ct = 3;
|
|
}
|
|
else if ( cent->gent->client->ps.weaponShotCount > 15 ) {
|
|
ct = 1;
|
|
}
|
|
|
|
for ( i = 0; i < ct; i++ )
|
|
{
|
|
theFxScheduler.PlayEffect( "repeater/muzzle_smoke", cent->currentState.clientNum );
|
|
}
|
|
|
|
cent->gent->client->ps.weaponShotCount = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
WEAPON SELECTION
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
/*
|
|
===================
|
|
CG_WeaponCheck
|
|
===================
|
|
*/
|
|
int CG_WeaponCheck( int weaponIndex )
|
|
{
|
|
int value;
|
|
|
|
if ( weaponIndex == WP_SABER)
|
|
{
|
|
return qtrue;
|
|
}
|
|
|
|
value = weaponData[weaponIndex].energyPerShot < weaponData[weaponIndex].altEnergyPerShot
|
|
? weaponData[weaponIndex].energyPerShot
|
|
: weaponData[weaponIndex].altEnergyPerShot;
|
|
|
|
if (value > 0)
|
|
{
|
|
value = qtrue;
|
|
}
|
|
else
|
|
{
|
|
value = qfalse;
|
|
}
|
|
|
|
return value;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
CG_DrawIconBackground
|
|
===================
|
|
*/
|
|
void CG_DrawIconBackground(void)
|
|
{
|
|
int height,xAdd,x2,y2,t;
|
|
int prongLeftX,prongRightX;
|
|
qhandle_t background;
|
|
|
|
if ( cg.zoomMode != 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ((cg.snap->ps.viewEntity>0&&cg.snap->ps.viewEntity<ENTITYNUM_WORLD))
|
|
{
|
|
return;
|
|
}
|
|
|
|
|
|
if (!cgi_UI_GetMenuInfo("iconbackground",&x2,&y2))
|
|
{
|
|
return;
|
|
}
|
|
|
|
prongLeftX =x2+37;
|
|
prongRightX =x2+544;
|
|
|
|
if (((cg.inventorySelectTime+WEAPON_SELECT_TIME)>cg.time) || (cgs.media.currentBackground == ICON_INVENTORY)) // Display inventory background?
|
|
{
|
|
background = cgs.media.inventoryIconBackground;
|
|
}
|
|
else if (((cg.weaponSelectTime+WEAPON_SELECT_TIME)>cg.time) || (cgs.media.currentBackground == ICON_WEAPONS)) // Display weapon background?
|
|
{
|
|
background = cgs.media.weaponIconBackground;
|
|
}
|
|
else // Display force background?
|
|
{
|
|
background = cgs.media.forceIconBackground;
|
|
}
|
|
|
|
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, background); // Top half
|
|
CG_DrawPic( x2+60, y2+30-2,460, height, background); // Bottom half
|
|
|
|
}
|
|
else
|
|
{
|
|
xAdd = 0;
|
|
}
|
|
|
|
cgi_R_SetColor( colorTable[CT_WHITE] );
|
|
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;
|
|
}
|
|
|
|
cgi_R_SetColor( colorTable[CT_WHITE] );
|
|
height = (int) (60.0f*cg.iconHUDPercent);
|
|
CG_DrawPic( x2+60, y2+30, 460, -height, background); // Top half
|
|
CG_DrawPic( x2+60, y2+30-2,460, height, background); // 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 = cgs.media.weaponProngsOn;
|
|
}
|
|
else
|
|
{
|
|
cgs.media.currentBackground = ICON_FORCE;
|
|
background = cgs.media.forceProngsOn;
|
|
}
|
|
|
|
|
|
// Side Prongs
|
|
cgi_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);
|
|
}
|
|
|
|
int cgi_UI_GetItemText(char *menuFile,char *itemName, char *text);
|
|
|
|
char *weaponDesc[13] =
|
|
{
|
|
"SABER_DESC",
|
|
"BLASTER_PISTOL_DESC",
|
|
"BLASTER_RIFLE_DESC",
|
|
"DISRUPTOR_RIFLE_DESC",
|
|
"BOWCASTER_DESC",
|
|
"HEAVYREPEATER_DESC",
|
|
"DEMP2_DESC",
|
|
"FLECHETTE_DESC",
|
|
"MERR_SONN_DESC",
|
|
"THERMAL_DETONATOR_DESC",
|
|
"TRIP_MINE_DESC",
|
|
"DET_PACK_DESC",
|
|
"STUN_BATON_DESC",
|
|
};
|
|
|
|
|
|
/*
|
|
===================
|
|
CG_DrawDataPadWeaponSelect
|
|
===================
|
|
*/
|
|
void CG_DrawDataPadWeaponSelect( void )
|
|
{
|
|
int i;
|
|
int bits;
|
|
int count;
|
|
int smallIconSize,bigIconSize;
|
|
int holdX,x,y,pad;
|
|
int sideLeftIconCnt,sideRightIconCnt;
|
|
int sideMax,holdCount,iconCnt;
|
|
int height;
|
|
vec4_t calcColor;
|
|
char text[1024]={0};
|
|
|
|
// showing weapon select clears pickup item display, but not the blend blob
|
|
cg.itemPickupTime = 0;
|
|
|
|
bits = cg.snap->ps.stats[ STAT_WEAPONS ];
|
|
|
|
// count the number of weapons owned
|
|
count = 0;
|
|
for ( i = 1 ; i < 16 ; i++ )
|
|
{
|
|
if ( bits & ( 1 << i ) )
|
|
{
|
|
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.DataPadWeaponSelect - 1;
|
|
if (i<1)
|
|
{
|
|
i = 13;
|
|
}
|
|
|
|
smallIconSize = 40;
|
|
bigIconSize = 80;
|
|
pad = 8;
|
|
|
|
x = 320;
|
|
y = 300;
|
|
|
|
// Background
|
|
memcpy(calcColor, colorTable[CT_WHITE], sizeof(vec4_t));
|
|
calcColor[3] = .60f;
|
|
cgi_R_SetColor( calcColor);
|
|
|
|
// Left side ICONS
|
|
cgi_R_SetColor( calcColor);
|
|
// Work backwards from current icon
|
|
holdX = x - ((bigIconSize/2) + pad + smallIconSize);
|
|
height = smallIconSize * cg.iconHUDPercent;
|
|
|
|
for (iconCnt=1;iconCnt<(sideLeftIconCnt+1);i--)
|
|
{
|
|
if (i<1)
|
|
{
|
|
i = 13;
|
|
}
|
|
|
|
if ( !(bits & ( 1 << i ))) // Does he have this weapon?
|
|
{
|
|
continue;
|
|
}
|
|
|
|
++iconCnt; // Good icon
|
|
|
|
if (weaponData[i].weaponIcon[0])
|
|
{
|
|
weaponInfo_t *weaponInfo;
|
|
CG_RegisterWeapon( i );
|
|
weaponInfo = &cg_weapons[i];
|
|
|
|
if (!CG_WeaponCheck(i))
|
|
{
|
|
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, weaponInfo->weaponIconNoAmmo );
|
|
}
|
|
else
|
|
{
|
|
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, weaponInfo->weaponIcon );
|
|
}
|
|
|
|
holdX -= (smallIconSize+pad);
|
|
}
|
|
}
|
|
|
|
// Current Center Icon
|
|
height = bigIconSize * cg.iconHUDPercent;
|
|
cgi_R_SetColor(NULL);
|
|
|
|
char buffer[256];
|
|
|
|
cgi_UI_GetItemText("datapadWeaponsMenu",va("weapondesc%d",cg.DataPadWeaponSelect+1),buffer);
|
|
|
|
if (weaponData[cg.DataPadWeaponSelect].weaponIcon[0])
|
|
{
|
|
weaponInfo_t *weaponInfo;
|
|
CG_RegisterWeapon( cg.DataPadWeaponSelect );
|
|
weaponInfo = &cg_weapons[cg.DataPadWeaponSelect];
|
|
|
|
if (!CG_WeaponCheck(cg.DataPadWeaponSelect))
|
|
{
|
|
CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2))+10, bigIconSize, bigIconSize, weaponInfo->weaponIconNoAmmo );
|
|
}
|
|
else
|
|
{
|
|
CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2))+10, bigIconSize, bigIconSize, weaponInfo->weaponIcon );
|
|
}
|
|
}
|
|
|
|
i = cg.DataPadWeaponSelect + 1;
|
|
if (i> 13)
|
|
{
|
|
i = 1;
|
|
}
|
|
|
|
// Right side ICONS
|
|
// Work forwards from current icon
|
|
cgi_R_SetColor( calcColor);
|
|
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;
|
|
}
|
|
|
|
++iconCnt; // Good icon
|
|
|
|
if (weaponData[i].weaponIcon[0])
|
|
{
|
|
weaponInfo_t *weaponInfo;
|
|
CG_RegisterWeapon( i );
|
|
weaponInfo = &cg_weapons[i];
|
|
// No ammo for this weapon?
|
|
if (!CG_WeaponCheck(i))
|
|
{
|
|
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, weaponInfo->weaponIconNoAmmo );
|
|
}
|
|
else
|
|
{
|
|
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, weaponInfo->weaponIcon );
|
|
}
|
|
|
|
|
|
holdX += (smallIconSize+pad);
|
|
}
|
|
}
|
|
|
|
// draw the weapon description
|
|
x= 40;
|
|
y= 70;
|
|
|
|
cgi_SP_GetStringTextString( va("INGAME_%s",weaponDesc[cg.DataPadWeaponSelect-1]), text, sizeof(text) );
|
|
|
|
if (text)
|
|
{
|
|
CG_DisplayBoxedText(70,50,500,300,text,
|
|
cgs.media.qhFontSmall,
|
|
0.7f,
|
|
colorTable[CT_WHITE]
|
|
);
|
|
}
|
|
|
|
/* CG_DisplayBoxedText(70,50,500,300,weaponDesc[cg.DataPadWeaponSelect-1],
|
|
cgs.media.qhFontSmall,
|
|
0.7f,
|
|
colorTable[CT_WHITE]
|
|
);
|
|
*/
|
|
|
|
cgi_R_SetColor( NULL );
|
|
}
|
|
|
|
/*
|
|
===================
|
|
CG_DrawDataPadIconBackground
|
|
===================
|
|
*/
|
|
void CG_DrawDataPadIconBackground(int backgroundType)
|
|
{
|
|
int height,xAdd,x2,y2;
|
|
int prongLeftX,prongRightX;
|
|
qhandle_t background;
|
|
|
|
x2 = 0;
|
|
y2 = 295;
|
|
|
|
prongLeftX =x2+97;
|
|
prongRightX =x2+544;
|
|
|
|
if (backgroundType == ICON_INVENTORY) // Display inventory background?
|
|
{
|
|
background = cgs.media.inventoryIconBackground;
|
|
}
|
|
else if (backgroundType == ICON_WEAPONS) // Display weapon background?
|
|
{
|
|
background = cgs.media.weaponIconBackground;
|
|
}
|
|
else // Display force background?
|
|
{
|
|
background = cgs.media.forceIconBackground;
|
|
}
|
|
|
|
/* if ((cg.iconDataPadSelectTime+WEAPON_SELECT_TIME)<cg.time) // Time is up for the HUD to display
|
|
{
|
|
if (cg.iconDataPadHUDActive) // The time is up, but we still need to move the prongs back to their original position
|
|
{
|
|
t = cg.time - (cg.iconDataPadSelectTime+WEAPON_SELECT_TIME);
|
|
cg.iconDataPadHUDPercent = t/ 130.0f;
|
|
cg.iconDataPadHUDPercent = 1 - cg.iconDataPadHUDPercent;
|
|
|
|
if (cg.iconDataPadHUDPercent<0)
|
|
{
|
|
cg.iconDataPadHUDActive = qfalse;
|
|
cg.iconDataPadHUDPercent=0;
|
|
}
|
|
|
|
xAdd = (int) 8*cg.iconDataPadHUDPercent;
|
|
|
|
height = (int) (60.0f*cg.iconDataPadHUDPercent);
|
|
CG_DrawPic( x2+60, y2+30, 460, -height, background); // Top half
|
|
CG_DrawPic( x2+60, y2+30-2,460, height, background); // Bottom half
|
|
|
|
}
|
|
else
|
|
{
|
|
xAdd = 0;
|
|
}
|
|
|
|
cgi_R_SetColor( colorTable[CT_WHITE] );
|
|
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+97;
|
|
prongRightX =x2+544;
|
|
/*
|
|
if (!cg.iconDataPadHUDActive)
|
|
{
|
|
t = cg.time - cg.iconDataPadSelectTime;
|
|
cg.iconDataPadHUDPercent = t/ 130.0f;
|
|
|
|
// Calc how far into opening sequence we are
|
|
if (cg.iconDataPadHUDPercent>1)
|
|
{
|
|
cg.iconDataPadHUDActive = qtrue;
|
|
cg.iconDataPadHUDPercent=1;
|
|
}
|
|
else if (cg.iconDataPadHUDPercent<0)
|
|
{
|
|
cg.iconDataPadHUDPercent=0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
cg.iconDataPadHUDPercent=1;
|
|
}
|
|
*/
|
|
cgi_R_SetColor( colorTable[CT_WHITE] );
|
|
// height = (int) (60.0f*cg.iconDataPadHUDPercent);
|
|
height = (int) 60.0f;
|
|
CG_DrawPic( x2+110, y2+30, 410, -height, background); // Top half
|
|
CG_DrawPic( x2+110, y2+30-2,410, height, background); // Bottom half
|
|
|
|
// And now for the prongs
|
|
if (backgroundType==ICON_INVENTORY)
|
|
{
|
|
cgs.media.currentDataPadIconBackground = ICON_INVENTORY;
|
|
background = cgs.media.inventoryProngsOn;
|
|
}
|
|
else if (backgroundType==ICON_WEAPONS)
|
|
{
|
|
cgs.media.currentDataPadIconBackground = ICON_WEAPONS;
|
|
background = cgs.media.weaponProngsOn;
|
|
}
|
|
else
|
|
{
|
|
cgs.media.currentDataPadIconBackground = ICON_FORCE;
|
|
background = cgs.media.forceProngsOn;
|
|
}
|
|
|
|
// Side Prongs
|
|
cgi_R_SetColor( colorTable[CT_WHITE]);
|
|
// xAdd = (int) 8*cg.iconDataPadHUDPercent;
|
|
xAdd = (int) 8;
|
|
CG_DrawPic( prongLeftX+xAdd, y2-10, 40, 80, background);
|
|
CG_DrawPic( prongRightX-xAdd, y2-10, -40, 80, background);
|
|
}
|
|
|
|
/*
|
|
===============
|
|
SetWeaponSelectTime
|
|
===============
|
|
*/
|
|
void SetWeaponSelectTime(void)
|
|
{
|
|
|
|
if (((cg.inventorySelectTime + WEAPON_SELECT_TIME) > cg.time) || // The Inventory HUD was currently active to just swap it out with Force HUD
|
|
((cg.forcepowerSelectTime + WEAPON_SELECT_TIME) > cg.time)) // The Force HUD was currently active to just swap it out with Force HUD
|
|
{
|
|
cg.inventorySelectTime = 0;
|
|
cg.forcepowerSelectTime = 0;
|
|
cg.weaponSelectTime = cg.time + 130.0f;
|
|
}
|
|
else
|
|
{
|
|
cg.weaponSelectTime = cg.time;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===================
|
|
CG_DrawWeaponSelect
|
|
===================
|
|
*/
|
|
void CG_DrawWeaponSelect( void )
|
|
{
|
|
int i;
|
|
int bits;
|
|
int count;
|
|
int smallIconSize,bigIconSize;
|
|
int holdX,x,y,x2,y2,pad;
|
|
int sideLeftIconCnt,sideRightIconCnt;
|
|
int sideMax,holdCount,iconCnt;
|
|
int height;
|
|
vec4_t calcColor;
|
|
vec4_t textColor = { .875f, .718f, .121f, 1.0f };
|
|
|
|
if (!cgi_UI_GetMenuInfo("weaponselecthud",&x2,&y2))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ((cg.weaponSelectTime+WEAPON_SELECT_TIME)<cg.time) // Time is up for the HUD to display
|
|
{
|
|
return;
|
|
}
|
|
|
|
// don't display if dead
|
|
if ( cg.predicted_player_state.stats[STAT_HEALTH] <= 0 )
|
|
{
|
|
return;
|
|
}
|
|
|
|
cg.iconSelectTime = cg.weaponSelectTime;
|
|
|
|
// showing weapon select clears pickup item display, but not the blend blob
|
|
cg.itemPickupTime = 0;
|
|
|
|
bits = cg.snap->ps.stats[ STAT_WEAPONS ];
|
|
|
|
// count the number of weapons owned
|
|
count = 0;
|
|
for ( i = 1 ; i < 16 ; i++ )
|
|
{
|
|
if ( bits & ( 1 << i ) )
|
|
{
|
|
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] = .60f;
|
|
cgi_R_SetColor( calcColor);
|
|
|
|
// Left side ICONS
|
|
cgi_R_SetColor( calcColor);
|
|
// Work backwards from current icon
|
|
holdX = x - ((bigIconSize/2) + pad + smallIconSize);
|
|
height = smallIconSize * cg.iconHUDPercent;
|
|
|
|
for (iconCnt=1;iconCnt<(sideLeftIconCnt+1);i--)
|
|
{
|
|
if (i<1)
|
|
{
|
|
i = 13;
|
|
}
|
|
|
|
if ( !(bits & ( 1 << i ))) // Does he have this weapon?
|
|
{
|
|
continue;
|
|
}
|
|
|
|
++iconCnt; // Good icon
|
|
|
|
if (weaponData[i].weaponIcon[0])
|
|
{
|
|
weaponInfo_t *weaponInfo;
|
|
CG_RegisterWeapon( i );
|
|
weaponInfo = &cg_weapons[i];
|
|
|
|
if (!CG_WeaponCheck(i))
|
|
{
|
|
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, weaponInfo->weaponIconNoAmmo );
|
|
}
|
|
else
|
|
{
|
|
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, weaponInfo->weaponIcon );
|
|
}
|
|
|
|
holdX -= (smallIconSize+pad);
|
|
}
|
|
}
|
|
|
|
// Current Center Icon
|
|
height = bigIconSize * cg.iconHUDPercent;
|
|
cgi_R_SetColor(NULL);
|
|
if (weaponData[cg.weaponSelect].weaponIcon[0])
|
|
{
|
|
weaponInfo_t *weaponInfo;
|
|
CG_RegisterWeapon( cg.weaponSelect );
|
|
weaponInfo = &cg_weapons[cg.weaponSelect];
|
|
|
|
if (!CG_WeaponCheck(cg.weaponSelect))
|
|
{
|
|
CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2))+10, bigIconSize, bigIconSize, weaponInfo->weaponIconNoAmmo );
|
|
}
|
|
else
|
|
{
|
|
CG_DrawPic( x-(bigIconSize/2), (y-((bigIconSize-smallIconSize)/2))+10, bigIconSize, bigIconSize, weaponInfo->weaponIcon );
|
|
}
|
|
}
|
|
|
|
i = cg.weaponSelect + 1;
|
|
if (i> 13)
|
|
{
|
|
i = 1;
|
|
}
|
|
|
|
// Right side ICONS
|
|
// Work forwards from current icon
|
|
cgi_R_SetColor( calcColor);
|
|
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;
|
|
}
|
|
|
|
++iconCnt; // Good icon
|
|
|
|
if (weaponData[i].weaponIcon[0])
|
|
{
|
|
weaponInfo_t *weaponInfo;
|
|
CG_RegisterWeapon( i );
|
|
weaponInfo = &cg_weapons[i];
|
|
// No ammo for this weapon?
|
|
if (!CG_WeaponCheck(i))
|
|
{
|
|
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, weaponInfo->weaponIconNoAmmo );
|
|
}
|
|
else
|
|
{
|
|
CG_DrawPic( holdX, y+10, smallIconSize, smallIconSize, weaponInfo->weaponIcon );
|
|
}
|
|
|
|
|
|
holdX += (smallIconSize+pad);
|
|
}
|
|
}
|
|
|
|
gitem_t *item = cg_weapons[ cg.weaponSelect ].item;
|
|
|
|
// draw the selected name
|
|
if ( item && item->classname && item->classname[0] )
|
|
{
|
|
char itemName[256], data[1024];
|
|
|
|
sprintf( itemName, "INGAME_%s", item->classname );
|
|
|
|
if ( cgi_SP_GetStringTextString( itemName, data, sizeof( data )))
|
|
{
|
|
// Just doing this for now......
|
|
//#ifdef _DEBUG
|
|
int w = cgi_R_Font_StrLenPixels(data, cgs.media.qhFontSmall, 1.0f);
|
|
int x = ( SCREEN_WIDTH - w ) / 2;
|
|
cgi_R_Font_DrawString(x, (SCREEN_HEIGHT - 24), data, textColor, cgs.media.qhFontSmall, -1, 1.0f);
|
|
//#endif
|
|
}
|
|
}
|
|
|
|
cgi_R_SetColor( NULL );
|
|
}
|
|
|
|
|
|
/*
|
|
===============
|
|
CG_WeaponSelectable
|
|
===============
|
|
*/
|
|
qboolean CG_WeaponSelectable( int i, int original, qboolean dpMode )
|
|
{
|
|
int usage_for_weap;
|
|
|
|
if (i > MAX_PLAYER_WEAPONS)
|
|
{
|
|
#ifndef FINAL_BUILD
|
|
Com_Printf("CG_WeaponSelectable() passed illegal index of %d!\n",i);
|
|
#endif
|
|
return qfalse;
|
|
}
|
|
|
|
if ( cg.weaponSelectTime + 200 > cg.time )
|
|
{//TEMP standard weapon cycle debounce for E3 because G2 can't keep up with fast weapon changes
|
|
return qfalse;
|
|
}
|
|
|
|
//FIXME: this doesn't work below, can still cycle too fast!
|
|
if ( original == WP_SABER && cg.weaponSelectTime + 500 > cg.time )
|
|
{//when sqitch to lightsaber, have to stay there for at least half a second!
|
|
return qfalse;
|
|
}
|
|
|
|
if (( weaponData[i].ammoIndex != AMMO_NONE ) && !dpMode )
|
|
{//weapon uses ammo, see if we have any
|
|
usage_for_weap = weaponData[i].energyPerShot < weaponData[i].altEnergyPerShot
|
|
? weaponData[i].energyPerShot
|
|
: weaponData[i].altEnergyPerShot;
|
|
|
|
if ( cg.snap->ps.ammo[weaponData[i].ammoIndex] - usage_for_weap <= 0 )
|
|
{
|
|
if ( i != WP_DET_PACK ) // detpack can be switched to...should possibly check if there are any stuck to a wall somewhere?
|
|
{
|
|
// This weapon doesn't have enough ammo to shoot either the main or the alt-fire
|
|
return qfalse;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (!(cg.snap->ps.stats[ STAT_WEAPONS ] & ( 1 << i )))
|
|
{
|
|
// Don't have this weapon to start with.
|
|
return qfalse;
|
|
}
|
|
|
|
return qtrue;
|
|
}
|
|
|
|
void CG_ToggleATSTWeapon( void )
|
|
{
|
|
if ( cg.weaponSelect == WP_ATST_MAIN )
|
|
{
|
|
cg.weaponSelect = WP_ATST_SIDE;
|
|
}
|
|
else
|
|
{
|
|
cg.weaponSelect = WP_ATST_MAIN;
|
|
}
|
|
// cg.weaponSelectTime = cg.time;
|
|
SetWeaponSelectTime();
|
|
}
|
|
|
|
void CG_PlayerLockedWeaponSpeech( int jumping )
|
|
{
|
|
extern qboolean Q3_TaskIDPending( gentity_t *ent, taskID_t taskType );
|
|
static int speechDebounceTime = 0;
|
|
if ( !in_camera )
|
|
{//not in a cinematic
|
|
if ( speechDebounceTime < cg.time )
|
|
{//spoke more than 3 seconds ago
|
|
if ( !Q3_TaskIDPending( &g_entities[0], TID_CHAN_VOICE ) )
|
|
{//not waiting on a scripted sound to finish
|
|
if( !jumping )
|
|
{
|
|
if( random() > 0.5 )
|
|
{
|
|
G_SoundOnEnt( player, CHAN_VOICE, va( "sound/chars/kyle/09kyk015.wav" ));
|
|
}
|
|
else
|
|
{
|
|
G_SoundOnEnt( player, CHAN_VOICE, va( "sound/chars/kyle/09kyk016.wav" ));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
G_SoundOnEnt( player, CHAN_VOICE, va( "sound/chars/kyle/16kyk007.wav" ));
|
|
}
|
|
speechDebounceTime = cg.time + 3000;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
/*
|
|
===============
|
|
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( g_entities[0].flags & FL_LOCK_PLAYER_WEAPONS )
|
|
{
|
|
CG_PlayerLockedWeaponSpeech( qfalse );
|
|
return;
|
|
}
|
|
//FIXME: cheaper check?
|
|
// if ( !Q_stricmp( "atst", g_entities[0].NPC_type ) )
|
|
if( g_entities[0].client && g_entities[0].client->NPC_class == CLASS_ATST )
|
|
{
|
|
CG_ToggleATSTWeapon();
|
|
return;
|
|
}
|
|
|
|
if ( cg.snap->ps.eFlags & EF_LOCKED_TO_WEAPON )
|
|
{
|
|
// can't do any sort of weapon switching when in the emplaced gun
|
|
return;
|
|
}
|
|
|
|
if ( cg.snap->ps.viewEntity )
|
|
{
|
|
// yeah, probably need a better check here
|
|
if ( g_entities[cg.snap->ps.viewEntity].client && ( g_entities[cg.snap->ps.viewEntity].client->NPC_class == CLASS_R5D2
|
|
|| g_entities[cg.snap->ps.viewEntity].client->NPC_class == CLASS_R2D2
|
|
|| g_entities[cg.snap->ps.viewEntity].client->NPC_class == CLASS_MOUSE ))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
original = cg.weaponSelect;
|
|
|
|
for ( i = 0 ; i <= MAX_PLAYER_WEAPONS ; i++ )
|
|
{
|
|
cg.weaponSelect++;
|
|
|
|
if ( cg.weaponSelect < FIRST_WEAPON || cg.weaponSelect > MAX_PLAYER_WEAPONS) {
|
|
cg.weaponSelect = FIRST_WEAPON;
|
|
}
|
|
|
|
if ( CG_WeaponSelectable( cg.weaponSelect, original, qfalse ) )
|
|
{
|
|
// cg.weaponSelectTime = cg.time;
|
|
SetWeaponSelectTime();
|
|
return;
|
|
}
|
|
}
|
|
|
|
cg.weaponSelect = original;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_DPNextWeapon_f
|
|
===============
|
|
*/
|
|
void CG_DPNextWeapon_f( void ) {
|
|
int i;
|
|
int original;
|
|
|
|
if ( !cg.snap ) {
|
|
return;
|
|
}
|
|
/*
|
|
if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) {
|
|
return;
|
|
}
|
|
*/
|
|
|
|
original = cg.DataPadWeaponSelect;
|
|
|
|
for ( i = 0 ; i <= MAX_PLAYER_WEAPONS ; i++ )
|
|
{
|
|
cg.DataPadWeaponSelect++;
|
|
|
|
if ( cg.DataPadWeaponSelect < FIRST_WEAPON || cg.DataPadWeaponSelect > MAX_PLAYER_WEAPONS) {
|
|
cg.DataPadWeaponSelect = FIRST_WEAPON;
|
|
}
|
|
|
|
if ( CG_WeaponSelectable( cg.DataPadWeaponSelect, original, qtrue ) )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
cg.DataPadWeaponSelect = original;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_DPPrevWeapon_f
|
|
===============
|
|
*/
|
|
void CG_DPPrevWeapon_f( void )
|
|
{
|
|
int i;
|
|
int original;
|
|
|
|
if ( !cg.snap )
|
|
{
|
|
return;
|
|
}
|
|
|
|
/*
|
|
if ( cg.snap->ps.pm_flags & PMF_FOLLOW )
|
|
{
|
|
return;
|
|
}
|
|
*/
|
|
|
|
original = cg.DataPadWeaponSelect;
|
|
|
|
for ( i = 0 ; i <= MAX_PLAYER_WEAPONS ; i++ )
|
|
{
|
|
cg.DataPadWeaponSelect--;
|
|
if ( cg.DataPadWeaponSelect < FIRST_WEAPON || cg.DataPadWeaponSelect > MAX_PLAYER_WEAPONS)
|
|
{
|
|
cg.DataPadWeaponSelect = MAX_PLAYER_WEAPONS;
|
|
}
|
|
|
|
if ( CG_WeaponSelectable( cg.DataPadWeaponSelect, original, qtrue ) )
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
cg.DataPadWeaponSelect = original;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
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( g_entities[0].flags & FL_LOCK_PLAYER_WEAPONS )
|
|
{
|
|
CG_PlayerLockedWeaponSpeech( qfalse );
|
|
return;
|
|
}
|
|
//FIXME: cheaper check?
|
|
// if ( !Q_stricmp( "atst", g_entities[0].NPC_type ) )
|
|
if( g_entities[0].client && g_entities[0].client->NPC_class == CLASS_ATST )
|
|
{
|
|
CG_ToggleATSTWeapon();
|
|
return;
|
|
}
|
|
|
|
if ( cg.snap->ps.eFlags & EF_LOCKED_TO_WEAPON )
|
|
{
|
|
// can't do any sort of weapon switching when in the emplaced gun
|
|
return;
|
|
}
|
|
|
|
if ( cg.snap->ps.viewEntity )
|
|
{
|
|
// yeah, probably need a better check here
|
|
if ( g_entities[cg.snap->ps.viewEntity].client && ( g_entities[cg.snap->ps.viewEntity].client->NPC_class == CLASS_R5D2
|
|
|| g_entities[cg.snap->ps.viewEntity].client->NPC_class == CLASS_R2D2
|
|
|| g_entities[cg.snap->ps.viewEntity].client->NPC_class == CLASS_MOUSE ))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
original = cg.weaponSelect;
|
|
|
|
for ( i = 0 ; i <= MAX_PLAYER_WEAPONS ; i++ ) {
|
|
cg.weaponSelect--;
|
|
if ( cg.weaponSelect < FIRST_WEAPON || cg.weaponSelect > MAX_PLAYER_WEAPONS) {
|
|
cg.weaponSelect = MAX_PLAYER_WEAPONS;
|
|
}
|
|
|
|
if ( CG_WeaponSelectable( cg.weaponSelect, original, qfalse ) )
|
|
{
|
|
SetWeaponSelectTime();
|
|
// cg.weaponSelectTime = cg.time;
|
|
return;
|
|
}
|
|
}
|
|
|
|
cg.weaponSelect = original;
|
|
}
|
|
|
|
/*
|
|
void CG_ChangeWeapon( int num )
|
|
|
|
Meant to be called from the normal game, so checks the game-side weapon inventory data
|
|
*/
|
|
void CG_ChangeWeapon( int num )
|
|
{
|
|
gentity_t *player = &g_entities[0];
|
|
|
|
if ( num < WP_NONE || num >= WP_NUM_WEAPONS )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if( player->flags & FL_LOCK_PLAYER_WEAPONS )
|
|
{
|
|
CG_PlayerLockedWeaponSpeech( qfalse );
|
|
return;
|
|
}
|
|
|
|
if ( player->client != NULL && !(player->client->ps.stats[STAT_WEAPONS] & ( 1 << num )) )
|
|
{
|
|
return; // don't have the weapon
|
|
}
|
|
|
|
SetWeaponSelectTime();
|
|
// cg.weaponSelectTime = cg.time;
|
|
cg.weaponSelect = num;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
CG_Weapon_f
|
|
===============
|
|
*/
|
|
void CG_Weapon_f( void ) {
|
|
int num;
|
|
|
|
if ( !cg.snap ) {
|
|
return;
|
|
}
|
|
/*
|
|
if ( cg.snap->ps.pm_flags & PMF_FOLLOW ) {
|
|
return;
|
|
}
|
|
*/
|
|
|
|
if( g_entities[0].flags & FL_LOCK_PLAYER_WEAPONS )
|
|
{
|
|
CG_PlayerLockedWeaponSpeech( qfalse );
|
|
return;
|
|
}
|
|
//FIXME: cheaper check?
|
|
// if ( !Q_stricmp( "atst", g_entities[0].NPC_type ) )
|
|
if( g_entities[0].client && g_entities[0].client->NPC_class == CLASS_ATST )
|
|
{
|
|
CG_ToggleATSTWeapon();
|
|
return;
|
|
}
|
|
|
|
if ( cg.snap->ps.eFlags & EF_LOCKED_TO_WEAPON )
|
|
{
|
|
// can't do any sort of weapon switching when in the emplaced gun
|
|
return;
|
|
}
|
|
|
|
if ( cg.snap->ps.viewEntity )
|
|
{
|
|
// yeah, probably need a better check here
|
|
if ( g_entities[cg.snap->ps.viewEntity].client && ( g_entities[cg.snap->ps.viewEntity].client->NPC_class == CLASS_R5D2
|
|
|| g_entities[cg.snap->ps.viewEntity].client->NPC_class == CLASS_R2D2
|
|
|| g_entities[cg.snap->ps.viewEntity].client->NPC_class == CLASS_MOUSE ))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
num = atoi( CG_Argv( 1 ) );
|
|
|
|
if ( num < WP_NONE || num >= WP_NUM_WEAPONS ) {
|
|
return;
|
|
}
|
|
|
|
if ( num == WP_SABER )
|
|
{//lightsaber
|
|
if ( ! ( cg.snap->ps.stats[STAT_WEAPONS] & ( 1 << num ) ) )
|
|
{//don't have saber, try stun baton
|
|
num = WP_STUN_BATON;
|
|
}
|
|
else if ( num == cg.snap->ps.weapon )
|
|
{//already have it up, let's try to toggle it
|
|
//can't toggle it if not holding it and not controlling it or dead
|
|
if ( cg.predicted_player_state.stats[STAT_HEALTH] > 0 && (!cg_entities[0].currentState.saberInFlight || (&g_entities[cg_entities[0].gent->client->ps.saberEntityNum] != NULL && g_entities[cg_entities[0].gent->client->ps.saberEntityNum].s.pos.trType == TR_LINEAR) ) )
|
|
{//it's either in-hand or it's under telekinetic control
|
|
if ( cg_entities[0].currentState.saberActive )
|
|
{
|
|
cg_entities[0].gent->client->ps.saberActive = qfalse;
|
|
if ( cg_entities[0].currentState.saberInFlight )
|
|
{//play it on the saber
|
|
cgi_S_UpdateEntityPosition( cg_entities[0].gent->client->ps.saberEntityNum, g_entities[cg_entities[0].gent->client->ps.saberEntityNum].currentOrigin );
|
|
cgi_S_StartSound (NULL, cg_entities[0].gent->client->ps.saberEntityNum, CHAN_AUTO, cgi_S_RegisterSound( "sound/weapons/saber/saberoff.wav" ) );
|
|
}
|
|
else
|
|
{
|
|
cgi_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgi_S_RegisterSound( "sound/weapons/saber/saberoff.wav" ) );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
cg_entities[0].gent->client->ps.saberActive = qtrue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( num >= WP_THERMAL && num <= WP_DET_PACK )
|
|
{
|
|
if (cg.snap->ps.weapon >= WP_THERMAL && cg.snap->ps.weapon <= WP_DET_PACK )
|
|
{
|
|
//cycle through these
|
|
int weap = cg.snap->ps.weapon + 1, ct = 0;
|
|
|
|
// prevent an endless loop
|
|
while ( ct <= 3 )
|
|
{
|
|
if ( weap > WP_DET_PACK )
|
|
{
|
|
weap = WP_THERMAL;
|
|
}
|
|
|
|
if ( CG_WeaponSelectable( weap, cg.snap->ps.weapon, qfalse ) )
|
|
{
|
|
num = weap;
|
|
break;
|
|
}
|
|
|
|
weap++;
|
|
ct++;
|
|
}
|
|
}
|
|
else //not in cycle range, but tyring to choose one
|
|
{
|
|
for (int ct=0; ct<3; ct++)
|
|
{
|
|
if ( cg.snap->ps.stats[STAT_WEAPONS] & ( 1 << num ) ) {
|
|
break; //have the weapon
|
|
}
|
|
num++;
|
|
if ( num > WP_DET_PACK )
|
|
{
|
|
num = WP_THERMAL;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if ( ! ( cg.snap->ps.stats[STAT_WEAPONS] & ( 1 << num ) ) ) {
|
|
return; // don't have the weapon
|
|
}
|
|
|
|
SetWeaponSelectTime();
|
|
// cg.weaponSelectTime = cg.time;
|
|
cg.weaponSelect = num;
|
|
}
|
|
|
|
/*
|
|
===================
|
|
CG_OutOfAmmoChange
|
|
|
|
The current weapon has just run out of ammo
|
|
===================
|
|
*/
|
|
void CG_OutOfAmmoChange( void ) {
|
|
int i;
|
|
int original;
|
|
|
|
cgi_FF_StartFX( fffx_OutOfAmmo );
|
|
|
|
if ( cg.weaponSelectTime + 200 > cg.time )
|
|
return;
|
|
|
|
//FIXME: cheaper check?
|
|
// if ( !Q_stricmp( "atst", g_entities[0].NPC_type ) )
|
|
if( g_entities[0].client && g_entities[0].client->NPC_class == CLASS_ATST )
|
|
{
|
|
CG_ToggleATSTWeapon();
|
|
return;
|
|
}
|
|
|
|
original = cg.weaponSelect;
|
|
|
|
for ( i = WP_DET_PACK; i > 0 ; i-- ) { //We don't want the emplaced, or melee here
|
|
if ( original != i && CG_WeaponSelectable( i, original, qfalse ) )
|
|
{
|
|
if ( 1 == cg_autoswitch.integer &&
|
|
( i == WP_TRIP_MINE || i == WP_DET_PACK || i == WP_THERMAL || i == WP_ROCKET_LAUNCHER) ) // safe weapon switch
|
|
{
|
|
// don't switch to this weapon
|
|
}
|
|
else
|
|
{
|
|
SetWeaponSelectTime();
|
|
// cg.weaponSelectTime = cg.time;
|
|
cg.weaponSelect = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===================================================================================================
|
|
|
|
WEAPON EVENTS
|
|
|
|
===================================================================================================
|
|
*/
|
|
|
|
/*
|
|
================
|
|
CG_FireWeapon
|
|
|
|
Caused by an EV_FIRE_WEAPON event
|
|
================
|
|
*/
|
|
void CG_FireWeapon( centity_t *cent, qboolean alt_fire )
|
|
{
|
|
entityState_t *ent;
|
|
weaponInfo_t *weap;
|
|
|
|
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;
|
|
cent->altFire = alt_fire;
|
|
|
|
// lightning type guns only does this this on initial press
|
|
if ( ent->weapon == WP_SABER )
|
|
{
|
|
if ( cent->pe.lightningFiring )
|
|
{
|
|
/* if ( ent->weapon == WP_DREADNOUGHT )
|
|
{
|
|
cgi_FF_EnsureFX( fffx_Laser3 );
|
|
}
|
|
*/
|
|
return;
|
|
}
|
|
}
|
|
|
|
// force feedback...
|
|
//
|
|
if ( cent->gent->s.number == 0 )
|
|
switch (ent->weapon)
|
|
{
|
|
// FIXME: These will need to be remapped to the most appropriate weapon since these are just leftovers
|
|
// from EF
|
|
case WP_SABER:
|
|
//cgi_FF_StartFX( fffx_SwitchClick ); // repeat-fire handled above, but this just give an initial jolt
|
|
break;
|
|
|
|
case WP_DISRUPTOR:
|
|
case WP_BRYAR_PISTOL:
|
|
case WP_THERMAL:
|
|
cgi_FF_StartFX( alt_fire ? fffx_Shotgun : fffx_Pistol);
|
|
break;
|
|
|
|
case WP_FLECHETTE:
|
|
case WP_REPEATER:
|
|
cgi_FF_StartFX( alt_fire ? fffx_MachineGun : fffx_GatlingGun);
|
|
break;
|
|
|
|
case WP_BLASTER:
|
|
cgi_FF_StartFX( alt_fire ? fffx_Missile : fffx_Pistol);
|
|
break;
|
|
/*
|
|
case WP_CHAOTICA_GUARD_GUN:
|
|
|
|
cgi_FF_StartFX( alt_fire ? fffx_Missile : fffx_Pistol);
|
|
break;
|
|
|
|
case WP_QUANTUM_BURST:
|
|
|
|
cgi_FF_StartFX( alt_fire ? fffx_RocketLaunch : fffx_Punched);
|
|
break;
|
|
|
|
case WP_DREADNOUGHT:
|
|
|
|
cgi_FF_StartFX( fffx_Shotgun ); // repeat-fire handled above
|
|
break;
|
|
|
|
case WP_TRICORDER:
|
|
|
|
cgi_FF_StartFX( fffx_SwitchClick);
|
|
break;
|
|
*/
|
|
}
|
|
|
|
// Do overcharge sound that get's added to the top
|
|
/* if (( ent->powerups & ( 1<<PW_WEAPON_OVERCHARGE )))
|
|
{
|
|
if ( alt_fire )
|
|
{
|
|
switch( ent->weapon )
|
|
{
|
|
case WP_THERMAL:
|
|
case WP_DET_PACK:
|
|
case WP_TRIP_MINE:
|
|
case WP_ROCKET_LAUNCHER:
|
|
case WP_FLECHETTE:
|
|
// these weapon fires don't overcharge
|
|
break;
|
|
|
|
case WP_BLASTER:
|
|
cgi_S_StartSound( NULL, ent->number, CHAN_AUTO, cgs.media.overchargeFastSound );
|
|
break;
|
|
|
|
default:
|
|
cgi_S_StartSound( NULL, ent->number, CHAN_AUTO, cgs.media.overchargeSlowSound );
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch( ent->weapon )
|
|
{
|
|
case WP_THERMAL:
|
|
case WP_DET_PACK:
|
|
case WP_TRIP_MINE:
|
|
case WP_ROCKET_LAUNCHER:
|
|
// these weapon fires don't overcharge
|
|
break;
|
|
|
|
case WP_REPEATER:
|
|
cgi_S_StartSound( NULL, ent->number, CHAN_AUTO, cgs.media.overchargeFastSound );
|
|
break;
|
|
|
|
default:
|
|
cgi_S_StartSound( NULL, ent->number, CHAN_AUTO, cgs.media.overchargeSlowSound );
|
|
break;
|
|
}
|
|
}
|
|
}*/
|
|
}
|
|
|
|
/*
|
|
================
|
|
CG_FireSeeker
|
|
|
|
Caused by an EV_FIRE_WEAPON event
|
|
================
|
|
*/
|
|
void CG_FireSeeker( centity_t *cent )
|
|
{
|
|
vec3_t org;
|
|
entityState_t *ent;
|
|
weaponInfo_t *weap;
|
|
|
|
ent = ¢->currentState;
|
|
weap = &cg_weapons[ WP_BLASTER ];
|
|
|
|
// must match cg_effects ( CG_Seeker ) & g_weapon ( SeekerAcquiresTarget ) & cg_weapons ( CG_FireSeeker )
|
|
float angle = cg.time * 0.004f;
|
|
|
|
org[0] = cg_entities[ent->eventParm].lerpOrigin[0] + 18 * cos( angle );
|
|
org[1] = cg_entities[ent->eventParm].lerpOrigin[1] + 18 * sin( angle );
|
|
org[2] = cg_entities[ent->eventParm].lerpOrigin[2] + cg.predicted_player_state.viewheight + 8 + (3 * cos(cg.time * 0.001));
|
|
|
|
cgi_S_StartSound( NULL, ent->eventParm, CHAN_WEAPON, cgi_S_RegisterSound( "sound/weapons/blaster/fire.wav" ));
|
|
theFxScheduler.PlayEffect( "blaster/muzzle_flash", org, cent->gent->pos1 );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CG_BounceEffect
|
|
|
|
Caused by an EV_BOUNCE | EV_BOUNCE_HALF event
|
|
=================
|
|
*/
|
|
void CG_BounceEffect( centity_t *cent, int weapon, vec3_t origin, vec3_t normal )
|
|
{
|
|
switch( weapon )
|
|
{
|
|
case WP_THERMAL:
|
|
if ( rand() & 1 ) {
|
|
cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeBounce1 );
|
|
} else {
|
|
cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeBounce2 );
|
|
}
|
|
break;
|
|
|
|
case WP_BOWCASTER:
|
|
theFxScheduler.PlayEffect( cgs.effects.bowcasterBounceEffect, origin, normal );
|
|
break;
|
|
|
|
case WP_FLECHETTE:
|
|
theFxScheduler.PlayEffect( "flechette/ricochet", origin, normal );
|
|
break;
|
|
|
|
default:
|
|
if ( rand() & 1 ) {
|
|
cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeBounce1 );
|
|
} else {
|
|
cgi_S_StartSound( origin, ENTITYNUM_WORLD, CHAN_AUTO, cgs.media.grenadeBounce2 );
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
//----------------------------------------------------------------------
|
|
void CG_MissileStick( centity_t *cent, int weapon, vec3_t position )
|
|
//----------------------------------------------------------------------
|
|
{
|
|
sfxHandle_t snd = 0;
|
|
|
|
switch( weapon )
|
|
{
|
|
case WP_FLECHETTE:
|
|
snd = cgs.media.flechetteStickSound;
|
|
break;
|
|
|
|
case WP_DET_PACK:
|
|
snd = cgs.media.detPackStickSound;
|
|
break;
|
|
|
|
case WP_TRIP_MINE:
|
|
snd = cgs.media.tripMineStickSound;
|
|
break;
|
|
}
|
|
|
|
if ( snd )
|
|
{
|
|
cgi_S_StartSound( NULL, cent->currentState.number, CHAN_AUTO, snd );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
CG_MissileHitWall
|
|
|
|
Caused by an EV_MISSILE_MISS event, or directly by local bullet tracing
|
|
=================
|
|
*/
|
|
void CG_MissileHitWall( centity_t *cent, int weapon, vec3_t origin, vec3_t dir, qboolean altFire )
|
|
{
|
|
int parm;
|
|
|
|
switch( weapon )
|
|
{
|
|
case WP_BRYAR_PISTOL:
|
|
if ( altFire )
|
|
{
|
|
parm = 0;
|
|
|
|
if ( cent->gent )
|
|
{
|
|
parm += cent->gent->count;
|
|
}
|
|
|
|
FX_BryarAltHitWall( origin, dir, parm );
|
|
}
|
|
else
|
|
{
|
|
FX_BryarHitWall( origin, dir );
|
|
}
|
|
break;
|
|
|
|
case WP_BLASTER:
|
|
FX_BlasterWeaponHitWall( 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 )
|
|
{
|
|
}
|
|
else
|
|
{
|
|
FX_DEMP2_HitWall( origin, dir );
|
|
}
|
|
break;
|
|
|
|
case WP_FLECHETTE:
|
|
if ( altFire )
|
|
{
|
|
theFxScheduler.PlayEffect( "flechette/alt_blow", origin, dir );
|
|
}
|
|
else
|
|
{
|
|
FX_FlechetteWeaponHitWall( origin, dir );
|
|
}
|
|
break;
|
|
|
|
case WP_ROCKET_LAUNCHER:
|
|
FX_RocketHitWall( origin, dir );
|
|
break;
|
|
|
|
case WP_THERMAL:
|
|
theFxScheduler.PlayEffect( "thermal/explosion", origin, dir );
|
|
theFxScheduler.PlayEffect( "thermal/shockwave", origin );
|
|
break;
|
|
|
|
case WP_EMPLACED_GUN:
|
|
FX_EmplacedHitWall( origin, dir );
|
|
break;
|
|
|
|
case WP_ATST_MAIN:
|
|
FX_ATSTMainHitWall( origin, dir );
|
|
break;
|
|
|
|
case WP_ATST_SIDE:
|
|
if ( altFire )
|
|
{
|
|
theFxScheduler.PlayEffect( "atst/side_alt_explosion", origin, dir );
|
|
}
|
|
else
|
|
{
|
|
theFxScheduler.PlayEffect( "atst/side_main_impact", origin, dir );
|
|
}
|
|
break;
|
|
|
|
case WP_TRIP_MINE:
|
|
theFxScheduler.PlayEffect( "tripmine/explosion", origin, dir );
|
|
break;
|
|
|
|
case WP_DET_PACK:
|
|
theFxScheduler.PlayEffect( "detpack/explosion", origin, dir );
|
|
break;
|
|
|
|
case WP_TURRET:
|
|
theFxScheduler.PlayEffect( "turret/wall_impact", origin, dir );
|
|
break;
|
|
}
|
|
}
|
|
|
|
/*
|
|
-------------------------
|
|
CG_MissileHitPlayer
|
|
-------------------------
|
|
*/
|
|
|
|
void CG_MissileHitPlayer( centity_t *cent, int weapon, vec3_t origin, vec3_t dir, qboolean altFire )
|
|
{
|
|
gentity_t *other = NULL;
|
|
qboolean humanoid = qtrue;
|
|
|
|
if ( cent->gent )
|
|
{
|
|
other = &g_entities[cent->gent->s.otherEntityNum];
|
|
if( other->client )
|
|
{
|
|
class_t npc_class = other->client->NPC_class;
|
|
// check for all droids, maybe check for certain monsters if they're considered non-humanoid..?
|
|
if ( npc_class == CLASS_SEEKER || npc_class == CLASS_PROBE || npc_class == CLASS_MOUSE ||
|
|
npc_class == CLASS_GONK || npc_class == CLASS_R2D2 || npc_class == CLASS_R5D2 ||
|
|
npc_class == CLASS_PROTOCOL || npc_class == CLASS_MARK1 || npc_class == CLASS_MARK2 ||
|
|
npc_class == CLASS_INTERROGATOR || npc_class == CLASS_ATST || npc_class == CLASS_SENTRY )
|
|
{
|
|
humanoid = qfalse;
|
|
}
|
|
}
|
|
}
|
|
|
|
switch( weapon )
|
|
{
|
|
case WP_BRYAR_PISTOL:
|
|
if ( altFire )
|
|
{
|
|
FX_BryarAltHitPlayer( origin, dir, humanoid );
|
|
}
|
|
else
|
|
{
|
|
FX_BryarHitPlayer( origin, dir, humanoid );
|
|
}
|
|
break;
|
|
|
|
case WP_BLASTER:
|
|
FX_BlasterWeaponHitPlayer( origin, dir, humanoid );
|
|
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:
|
|
if ( !altFire )
|
|
{
|
|
FX_DEMP2_HitPlayer( origin, dir, humanoid );
|
|
}
|
|
|
|
// Do a full body effect here for some more feedback
|
|
if ( other && other->client )
|
|
{
|
|
other->s.powerups |= ( 1 << PW_SHOCKED );
|
|
other->client->ps.powerups[PW_SHOCKED] = cg.time + 1000;
|
|
}
|
|
break;
|
|
|
|
case WP_FLECHETTE:
|
|
if ( altFire )
|
|
{
|
|
theFxScheduler.PlayEffect( "flechette/alt_blow", origin, dir );
|
|
}
|
|
else
|
|
{
|
|
FX_FlechetteWeaponHitPlayer( origin, dir, humanoid );
|
|
}
|
|
break;
|
|
|
|
case WP_ROCKET_LAUNCHER:
|
|
FX_RocketHitPlayer( origin, dir, humanoid );
|
|
break;
|
|
|
|
case WP_THERMAL:
|
|
theFxScheduler.PlayEffect( "thermal/explosion", origin, dir );
|
|
theFxScheduler.PlayEffect( "thermal/shockwave", origin );
|
|
break;
|
|
|
|
case WP_EMPLACED_GUN:
|
|
FX_EmplacedHitPlayer( origin, dir, humanoid );
|
|
break;
|
|
|
|
case WP_TRIP_MINE:
|
|
theFxScheduler.PlayEffect( "tripmine/explosion", origin, dir );
|
|
break;
|
|
|
|
case WP_DET_PACK:
|
|
theFxScheduler.PlayEffect( "detpack/explosion", origin, dir );
|
|
break;
|
|
|
|
case WP_TURRET:
|
|
theFxScheduler.PlayEffect( "turret/flesh_impact", origin, dir );
|
|
break;
|
|
|
|
case WP_ATST_MAIN:
|
|
FX_EmplacedHitPlayer( origin, dir, humanoid );
|
|
break;
|
|
|
|
case WP_ATST_SIDE:
|
|
if ( altFire )
|
|
{
|
|
theFxScheduler.PlayEffect( "atst/side_alt_explosion", origin, dir );
|
|
}
|
|
else
|
|
{
|
|
theFxScheduler.PlayEffect( "atst/side_main_impact", origin, dir );
|
|
}
|
|
break;
|
|
}
|
|
}
|